aapt (Inactive)

Game Master stormraven

Playtest of custom game mechanics based on old Traveller.


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BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

"I'll tell ya what your problem is, man." Spin gasps as he fires a shot and pain flares in his side... sending the bullet wide. "You're too damn picky."

Single shot, no mods
Snub Pistol: 4d6 - 10 ⇒ (2, 6, 2, 3) - 10 = 3; -1D wound, short range, cover.
---> Damage: 3d6 + 6 - 12 ⇒ (2, 4, 5) + 6 - 12 = 5


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Spin's bullet takes a chunk of plastic from the bar-top, forcing Back-Up to seek cover yet again. Bleeding and in pain, the bar patron has had enough. He drops his piece and surrenders.

Combat OVER

OK, so what do we think of the combat dynamics, etc.? I guess the big thing that might be missing is AoO rules, how to avoid AoOs (if implemented), and should Wound Level penalties affect things like Dodge, Soak, BP, etc. For simplicity in that regard... I'm not going to have it reduce BP above and beyond what damage was done.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

My initial reaction is: "Data, data, data… can't make bricks without clay!" (from the sherlock movie)… or, "let's keep rolling into more scenarios to test some more!"

I think for the most part that it's working as I had hoped. I like the fluid nature of the D6 mechanic. It gets easy to try to game the system, though I guess that's true of every system. I'm always playing the penalty game.. trying to determine how much I'm likely to be able to get out of any one round… or how much punishment i can possibly hope to deliver my opponents (and force penalties on them) in every round. But I guess that's working as intended.

Movement and AoO's. I'm not sure how I feel about this just yet. Speed, range, and mobility are all a bit abstract and useless unless positioning really matters. And without an AoO mechanic, there's no way of controlling tactical positioning. So I think it'd be smart to think up something, unless we just want to remove the tactical component (or at least mechanically downplay it). At that point, you almost get to where you don't need a map, though. Which could make the combat more fluid and narrative-driven, but then you do lose something fun about working as a team and what-not.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Scenario 2: Full Auto Rescue

Spin had run-ins with Waco Red and his crew before. He was a bottom-dwelling trader/smuggler who would take any piece of work that came his way. He wasn't above using a shiv or a bullet on a competitor, or a client, if a better deal was to be had. All that aside, Spin got along OK with Red because they weren't in the same orbit. Spin took the odd jobs and small hauls - fitting the size of his small boat. Red had a Far Trader - easily three times the size of a Scout. He took big hauls and the dirtiest deals. So when they crossed paths, it was mostly semi-aggressive barbs but little blood.

Opportunist that he was, Waco Red liked to poach - whether that was stealing a job or good crewmen. Over the last year, he'd made several approaches - subtle or aggressive - to Moon, Spin's Engineer, trying to steal her for his crew. His engines were notoriously temperamental, probably from the abuse Red put them through. Fortunately for Spin, Moon had no interest in working for Red or nursing a fat galley through the stars.

But some men don't take 'no' for an answer. So when, Spin and Rai returned to the ship and found the place tossed, their Engineer gone, and her room roughly emptied out... it only took quick check with ground control to learn that Red's boat was on-planet. Much as the boys didn't have an interest in shedding blood - Red and his cutthroat crew weren't going to hand Moon over if Spin and Rai said 'pretty please'. They were going to have to take her back...

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

Waco Red and his cutthroats have kidnapped Moon and are holding her somewhere on board their Trader. They are prepping for take-off so you have to load up and raid to get her back. What you know about the crew is there are at least a half dozen of them, they are all combat vets, and have some military training. They go armored and heavily armed.

Sadly, in your haste, you didn't have a chance to research the likely floorplan of this type of ship... so you are going to have to go in blind. You do know a few things. The Far Trader has two levels. The bottom holds the cockpit, crew quarters, the majority of the hold space, and the lower engineering section. The upper level is mostly passenger spaces, small storage, and the upper engineering section.

There are multiple points of entrance (you'll see those on the combat map) but entering by the front or sides will put you in sight-line of either the cockpit or one of the two turrets. Needless to say, that is potentially disastrous. If they bring the turret to bear on you, you'll be a skidmark.

Far Trader

Fully load out your character up to TL 10. You can be in Combat Armor if you like. I strongly suggest you take an automatic weapon, sidearm, melee weapon, and possibly grenades.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Combat Map


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Feel free to ask questions about the combat map so we can plan the assault.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

How much gear can I load up with? Like how many grenades? How realistic are we trying to be here? Is there an equivalent of encumbrance?

And I guess there's no way of knowing where they'd be stowign her, huh? I'm guessing she'd not go willingly right in and start working on their ship, so I'm guessing (unless they're stupid) it's nto likely that she's in engineering.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

We are going for realism... so let's go with the equivalent of a rifle, sidearm, blade (or other melee weapon), 3 grenades, and say 5 clips of ammo for each weapon. I'd have to look to see how D6 works encumbrance, but for the test I'm not concerned about it.

You have no idea where she would be on the ship. If they had guards riding herd on her, she could be in the engineering spaces. It all depends on whether they need her to be running the engines and/or fixing something immediately.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Then let's make sure they are. >:D

Choosing loadout right now.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Close Up

Assuming you want to enter the ship out of sight of the cockpit and turrets, you've got four obvious points of entry. There are three ground level entrances to lower engineering. The circular one in the center (AQ58/59) is an iris valve (like a camera shutter) beneath the ship. It opens quick and with no obvious latching mechanism. The reinforced doors (AR51 & AR66) are similar to doors on a naval vessel - having a wheel you have to turn to crank it open. The fourth entrance is on the roof of the ship and matches the position of the iris valve on the bottom. It drops you into the upper engineering space. Unfortunately, it is a smooth ship and there are likely monitors on the hull.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

I got my combat gear picked out and updated to the profile. Do you want me to bother with utility non-comat stuff? Like a utility belt or anything? Or should we just roll in here?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Let's just roll in. We can add items as needed if you get stuck.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Bottom-side Iris door into Engineering is my first choice.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Spin and Rai prepare for war, strapping on armor and every piece of hardware they can conceivably use. Surprise is their only edge and they take full adavantage of it. With luck, they can hit Red's ship and retrieve Moon before Red has a chance to put a wrench in her hand. They load their gear in the air/raft and launch within 15 minutes of returning to the pilfered ship.

Spin downs the 'raft in some woods and they hike the rest of the way in - approaching the Fat Trader from the rear, it's only blind-spot... unless Red was watching the external cams.

After a brief debate, they decide to try the iris valve. Stooping beneath the boat, a difficult task in Combat Armor, they approach their access point. The bloody pin-lights on the panel controlling the sphincter-like flat door are discouraging. The ship is locked down and opening the door will likely set of an alert on the bridge.

OK, you'll need:
1. Pick Locks or Computer Roll to unlock the valve
2. Sensor or Computer Roll to rascal the computer into thinking the door wasn't opened.
3. Stealth rolls (for both of you) to creep into Engineering.

Rai's skills (for comparo purposes):
Pick Locks 2D+2
Computer 2D
Sensor 1D
Stealth 3D

Using a portable computer adds 1D+1 to Computer or Sensor rolls.


Stealth: 3d6 ⇒ (4, 3, 5) = 12


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

1) Rai's Computer skill (using the circumstance bonus for our portable computer) seems to be the best chance we have (beating out Spin's lock picking or computer using skills).
2) Then Spin will take over for a quick attempt at fooling the sensors, adding the portable computer bonus onto his existing 2D+1 -- Sensors: 3d6 + 2 + 1d6 ⇒ (1, 1, 6) + 2 + (4) = 14 -- adding Wild die
3) Stealth: 3d6 ⇒ (3, 4, 4) = 11


Rai works the pad but fails to rascal the lock. Fortunately, Spin is able to disable the sensors before the alarm is tripped.

Muttering darkly to himself in Nepali, Rai pops the pad and finally manages to trip the lock. The iris valve slides open nearly silently, and our adventures climb inside, silenced sidearm's drawn...

Computer: 3d6 + 1 ⇒ (2, 2, 1) + 1 = 6
Computer: 3d6 + 1 ⇒ (3, 3, 3) + 1 = 10


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin pats the big soldier on the shoulder as the iris-door opens, whispering, "Good of'em to leave the light on for us."

He double-checks his pistol's safety as he climbs through, eyes peeled for Waco's men.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Sheltered from view, our heroes slide slowly up the uneven corridor created by the dual nacelles of the jump engine. They hear a gruff voice speaking into a comm-link somewhere in the room beyond.

"...That's what I told ya. The Power Plant and M-Drive are in the green. Don't need the girl to tell me that! We can go whenever Red gives the word."

If you want to determine the guy's direction, make an Awareness roll. Also, throw in an Initiative (Agility) roll.

Awareness: 1d6 + 1 ⇒ (1) + 1 = 2

Engineer 1


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Awareness: 3d6 ⇒ (6, 3, 4) = 13
Initiative: 5d6 ⇒ (3, 3, 2, 1, 3) = 12


Despite the echoing chamber, Spin is fairly certain the thug is ahead and to the left. Rai apparently isn't so sure, giving the pilot a 'huh?' look.

What's the plan, Stan?

Awareness: 2d6 ⇒ (5, 3) = 8
Initiative: 5d6 + 2 ⇒ (2, 1, 3, 5, 2) + 2 = 15


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin points to the left side of the end of the short hallway, indicating where he thinks the man is. Just to make sure, Spin creeps forward, hugging the left wall, trying to determine if the man is alone as well as getting a general sense of the room.

Is sneaking an action? Or is it just a type of movement. I'm going to roll as if it's not, but if it's an action, I can re-roll to include penalties or something.
Awareness: 3d6 ⇒ (5, 2, 2) = 9
Stealth: 5d6 ⇒ (5, 1, 4, 2, 1) = 13


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

It would be part of your move - no multi-action penalty. And we can use your previous rolls.

Spin and Rai creep forward until they can glance around the back of the nacelle. If there is another man in engineering, they don't see him.

Engineering 2


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin considers.

Are any of those three doors/hatches open along that north wall? What's the ambient noise level? And is the guy busy doing something? Or does he look more like he's on-guard?

Also, are we concerned with being overly-violent psychopaths? Or are we just here to test out combat stuff? :)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Those are three iris valves and they are shut. The circles on the 'floor' are iris valves up into the ceiling and they are also shut.
There is a hum but the room isn't particularly loud as the Jump Engines aren't spooled up.
You can't exactly see what the guy is doing - possibly checking an engineering board. He has a gun on his hip so maybe he is also a de facto guard.
This is a combat test, not a morality test, otherwise I wouldn't have had you arm yourselves to the teeth.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Excellent! >:D

Spin points in the direction of the man, then holds up a single finger. He then points to both his own gun, Rai's gun, the man, then runs his finger across his own throat, finishing by mouthing "3... 2... 1..."

Hoping Rai understood, he quietly steps around the corner, a soft tak tak accompanying two shots from the snub pistol as he glides toward the man.

I'm not sure how being "flat-footed" plays out here, but I'm hoping it'll help offset all the penalties I'm about to incur. Stealth around the corner, then Single as Multi two shots from the snub pistol. If the man is helmet-less, target his head. If the man has a helmet, normal shots (I'll add in the targeted shot: head penalties for proactivity)
Stealth: 3d6 ⇒ (2, 4, 1) = 7
Single as Multi (shot 1 @ head): 5d6 - 3 - 7 ⇒ (2, 4, 3, 5, 4) - 3 - 7 = 8
---> Damage: 3d6 + 6 + 12 ⇒ (1, 4, 5) + 6 + 12 = 28
Single as Multi (shot 2 @ head): 5d6 - 3 - 7 ⇒ (3, 1, 6, 1, 5) - 3 - 7 = 6
---> Damage: 3d6 + 6 + 12 ⇒ (1, 3, 4) + 6 + 12 = 26


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Rulez Stuff (as they stand):
Armor has a simplified mechanic (like PF) and isn't applied piecemeal. It protects the entire body regardless if a part is exposed or not. So you really can't say "I'll shoot him in the head if it is unarmored". The game balance is struck by the bonus damage on a headshot which pretty much nullifies the armor soak up to TL11 Combat Armor - so more damage gets past the opponent's soak and gives them a bad day. BTW, this guy is wearing a flak-vest.

Single as Multi: requires only a single attack and damage roll. The attack roll receives a -3 ATT per shot and the damage is increased 1D per shot. So your double-tap should look like this:
ATT: 5d6-3-7
DAM: 4d6+6+12

If you want to fire multiple single bullets (as you rolled), you'd draw the multi-action penalty, so...
ATT: 4d6-3-7 <-- Note the 1D penalty on the ATT
DAM: 3d6+6+12 <-- Note the lesser DAM dice since you don't get the single as multi benefit

ATT: 4d6-3-7 <-- as above
DAM: 3d6+6+12

Flat-footed: Before he acts, or when surprised, your opponent's Dodge is either '10' or the value of their active Dodge - whichever is less. So in this case, you are shooting to beat a '10'. Also, you don't need to stealth up to him around the corner to achieve surprise, you've already got that.

Since you weren't clear on the rules (and your rolls sucked :D ) feel free to re-roll that attack and decide if you want to go with a double-tap to the head.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Gotcha, thanks for the feedback (and the re-roll).

Attempting the same thing, using the wall to brace, then doing the double-tap.
Single as Multi @ head: 5d6 + 3 - 3 - 7 + 1d6 ⇒ (6, 1, 6, 4, 6) + 3 - 3 - 7 + (5) = 21 <-- Wild Die
Damage: 4d6 + 6 + 12 ⇒ (5, 1, 5, 4) + 6 + 12 = 33


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

In a fluid motion, Spin rounds the corner, braces against the engine, and squeezes off two silenced shots which stagger the guard.


A second behind, Rai clears the corner and fires another double-tap. While his shot grouping isn't as precise as Spin's, the larger calibre rounds are devastating. The guard drops - dead.

Single as Multi (2), headshot
HIT: 6d6 + 2 - 3 - 7 ⇒ (5, 6, 1, 3, 5, 1) + 2 - 3 - 7 = 13
DAM: 4d6 + 9 + 12 - 19 ⇒ (6, 5, 5, 5) + 9 + 12 - 19 = 23 soak


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

As Spin heads towards the body, he takes a second to look for two things: 1) security cameras and 2) a place big enough to stash the body.

Once over the dead man, he begins checking for keys, pass-cards, a radio or comms unit... as well as checking the man's personal weapons load-out for anything useful.

"Sorry, bud." Spin mutters as he quickly rifles through the man's pockets, "but you are in the wrong place and this is definitely the wrong time."

Is that 3 Awareness actions (complete with action penalties)? Or just 1 big Awareness check?


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Single check. I like keeping things simple.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Works for me.
Search (?): 3d6 ⇒ (1, 3, 5) = 9

Also, is there a ship's computer terminal in this room? Or any cable bundling that might look like our little porta-computer could hack into? Be nice if we could try to get into the security feed on this big girl.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Rai checks the corpse's lack of pulse before sweeping the room, looking for stragglers.

I'll update the map.

Spin has no problem finding a place to hide the body in this engine room dominated with the blocky, asymmetric, drives. He also grabs the comm sitting in the fellow's ear. His only weapon is his still holstered sidearm and a dagger.

Spin finds what passes for a computer... a greasy screen for monitoring and controlling the Drives and Power Plant. If Waco installed internal cams, Spin can't see them.

Ships this size don't have or use pass-cards or have readers at the doors. That's something you'd see in a BIG passenger ship or a military vessel. Think Firefly in terms of the tech in these ships. By the same token, the odds are good there aren't any cameras.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Map Update


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

So it's not the kind of terminal that could get us a layout of teh ship, huh? What kind of roll woudl I need to make to determine the best place to drop a grenade or two to really take this fat lady out of commission for a while? Ya know, without taking us with it, that is. :)

Spin looks over the greasy surface, "Say, Rai. How much you know about ship's engines?" He looks up as if he could see through the metal sheeting between this room and the room above. "Should we blow sh!t up down here or up there?"


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Engine rooms are pretty standard fare. Since the Jump Engines are down here, the Maneuver Drives and the Power Plant must be in the upper engineering room.
A grenade on the M-Drive will keep the ship on-planet until it is fixed.
A grenade on the J-Drive will prevent the ship from leaving the solar system until fixed.
A grenade on the Power Plant will prevent any flight and will blow all the power in the ship, leaving it on emergency lighting and manual use of all hatches.
Using grenades now will make a hell of a racket.


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Ooh.. option 3 it is! Fighting in low-light with fun flashing lights and warning buzzers? Yes, please. And it gets us in the other Engineering room... which is another likely place they might bring someone they hope will run their engines.

Spin pats the dead man's cheek twice as he settles the ear-piece in place, "Thanks, bud." He walks back out next to Rai and looks up at the ceiling before fishing his lucky coin out of his pocket.

"Heads is me. Tails is you." he says before flipping it into the air.
1=Heads; 2-Tails. 1d2 ⇒ 1

He catches the coin, then pockets it with a 'thems the breaks' look. "Let's go through this door." He points to the iris above himself (the one on the left according to the map), and taps the barrel of his pistol on his leg. "And the coin says I go first… who am I to argue?"

Decision made, Spin makes his way to the iris, giving Rai one last chance to make any suggestions before he takes a deep breath and opens it… gun at the ready.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Spin climbs the ladder and triggers the iris valve. It opens with a whoosh and the din from the Power Plant pours into the lower engineering section. He pops his head into the room, no opposition in sight.

Update


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin darts up through the floor-hole and slinks to the nearest machinery, quietly sliding along its surface towards the back of the ship. Once in AP.14, he takes a quick peek along the back of the machinery, looking for more of Waco's men as he waits for Rai.

Stealth: 3d6 ⇒ (5, 3, 4) = 12
Awareness: 3d6 ⇒ (4, 3, 3) = 10


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Rai scampers up the ladder and silently indicates he plans to sneak around the other side of the massive power plant in the center of the room.

You slink around the machinery and determine you are alone in engineering.

Previous Map Updated


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin takes a quick look around for a way to bring the ship's power off-line... hopefully in a non-explosivey way (at least for the time being). What roll do you need me to make to find an access panel to shred or something? Also, are there any vent shafts in this room that coudl possibly be another way forward into the ship if it comes to needing it?

Awareness: 3d6 ⇒ (6, 1, 4) = 11

Spin shrugs at his friend. "So, power down the ship and head back down and forward?" If Rai agrees, Spin heads back towards the leftern iris... allowing the coin's decision to stand.


If you just want to shut the Power Plant down, that won't take a roll at all. It is relatively straight-forward. If you want to break it - that's a whole other matter.

There are no large vents a human could fit through.

Rai considers the options. "Well, if we want to draw them to us, that'd be a good way. They are bound to come looking for the problem - particularly when they can't get in contact with that corpse downstairs."


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

"Oooohhh... good call. Let's do it." Spin makes his way to the controls. "What this place needs is some mood lighting… ambiance." He gives a satisfied 'aaaaahh' as the lights dim "Much better."

He begins to step away, then thinks better… putting four bullets into the interface. He shrugs at Rai, "Why make it easy?" He grins as he ejects his pistols' clip, sliding a fresh one home.

"Now, you're the soldier, mind helping me pick a decent ambush spot?"


The air handling system goes silent and bars of dim luminescence flicker into life along the edges of each wall.

Rai replaces the spent shells in his revolver and then holsters the sidearm before chambering a round in his ACR. "Well, staying here gives us the high ground... but it's where they expect the problem to be. I'm liking the idea of positioning ourselves downstairs near the engines. We got good escape routes and they probably want to avoid using heavy artillery around their delicate J-Drive." He smiles. "I can live with that terrain advantage."


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

"Sounds good to me," Spin responds. He follows his friend's instincts, holstering his own sidearm as he slides down the ladder, unslinging his own assault rifle and double-checking the clip as he looks for a good firing position.

Can you bring that lower engineering map back up, please?


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

As Spin looks at the three doors, a new idea blossoms in his mind, and he grins. He reslings the assault rifle and pulls free the auto-shotgun he bought specifically for this job. He looks over at Rai, then holds the stock of the shottie against his crotch, angling the barrel up at a suggestive angle. "Damn, man... this thing is so heavy!"


"That's why you're popular with the ladies."

For good measure, the soldier slides several large shells into the ACR's integral grenade launcher slung beneath the main barrel. "Waco s'gonna need an a$$load of paint after we're done."


BPs: 32/32 :: Status: Unharmed :: Dodge 18; Soak 21

Spin sees the grenade launcher, his hip-thrusting coming to an abrupt halt as he looks at his own gun. "Damn, man, they come with grenade launchers?! What'll they think of next?"

At the paint comment, Spin leans back on the wall and shrugs, "Well, unless he likes red."


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Any further comment is cut off by a squelch from the dead thug's comm. It chatters to life.
Jonesy! Gaddamn it! What did you do?

There is silence for a moment.
Jonesy? Jonesy? You better not be on the crapper! Get that gaddamn powerplant up NOW. You read me?

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