Baron Hannis Drelev

Spin's page

306 posts. Alias of Eben al'Jol.


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

What's to Spin's right? Is that an accessible area? Or is that a wall of some sort?


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

Agility: 5d6 + 1d6 ⇒ (5, 1, 5, 3, 6) + (3) = 23


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

I meant let's go down that right-side hallway, towards the cockpit... see what we see.

Seeing Rai delay (or not understand), Spin shrugs and takes lead, being as quiet as he can in all the armor... eyes peeled.

Stealth: 3d6 ⇒ (6, 4, 5) = 15
Awareness: 3d6 ⇒ (1, 3, 1) = 5

Wow... that's crazy. O.o


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

Spin looks at the three doors, then shrugs, "I say we move towards the cockpit." He grins at his friend, "You're the soldier... you take point. I'll watch your six."

What rolls do we need moving forward? Stealth and Perception?


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

Spin looks down both corridors, then moves to the center iris valve, tapping it lightly with a gloved finger. "Whaddaya think's through here?" He looks for the crank mechanism, seeing how difficult and how long it would be to open.


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

Spin, after a surprised pat-down of his own intact torso, heads to check the other open iris. "I guess it doesn't make much sense for Waco to be holding Moon in the cockpit," he whispers as he looks for possible routes deeper into the ship.

What's down that western hallway?

He stops, considering, "Although... that'd be one good way to screw up his ship all the more."


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

Spin checks to make sure no bullets pierced his armor before helping Rai work his first aid magic.

Rolled in same order as Rai's Medical rolls...
Medic AA: 2d6 + 1 ⇒ (4, 5) + 1 = 10 / 3 = 3 added pips
Medic roll for Rai: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Spin looks at his own medical handiwork, "Sorry, man, best I can do... this never was my gig."


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

What does that take? A straight Medic role? Are there any first-aid combat kits or gear we'd have on-hand that could help? And can I assume we have the AA equivalent of zip ties?

Spin kicks the gun aside and plants the butt of his shottie in the man's temple, already looking for a way to tie the man up.

Bludgeon (is there a damage bonus for using the stock of the shottie for this?)
attack: 3d6 ⇒ (4, 6, 1) = 11
Damage: 3d6 ⇒ (5, 4, 3) = 12

Sheesh... this isn't gonna cut it. Is Rai any good at knocking folks out?


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

With the second gunman down, Spin decides to finish the fight. He steps up to the last man (angling to the side so as to not pepper Rai), and delivers another point-blank burst of shotgun blasts.

Move to point blank, another Burst fire.
5d6 + 5 - 3 ⇒ (1, 3, 1, 2, 5) + 5 - 3 = 14
7d6 + 8 ⇒ (2, 3, 4, 1, 1, 2, 5) + 8 = 26

Apparently he had slippery guts on his shoes.


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

Spin braces the left side of his shotgun barrel on the iris valve as he waits for an opportunity… planning on spraying the first attacker who steps into full view or attacks him.

FREE: dbrace shottie against iris valve
READIED ACTION: Burst-Fire shottie to the first opponent to clear cover or attack Spin. (though it's still an AoE attack and could hit both guys, i think)
Auto-Shottie: 5d6 - 3 + 3 ⇒ (4, 1, 6, 5, 2) - 3 + 3 = 18; Burst, Brace (add'l mods when action is triggered).
Damage: 7d6 + 8 + 1d6 ⇒ (2, 2, 5, 6, 1, 2, 6) + 8 + (1) = 33 <-- Wild Die


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

The impact evacuates all air from Spin's lungs, and he tries to gasp as he spins to face the new-comers... pulling a grenade from his belt as he does so. "Dammit!" he grunts as he whips the live grenade towards the idiot standing in the open (well, the idiot standing in the open who's not Spin, anyway), trying to duck through the valve Rai cleared with his own grenade only seconds before.

"We're in a killbox! Two by the far wall!" Spin yells to Rai, making sure the soldier knows about the additional two combatants, "Get clear or find cover!"

Action: Pull frag grenade.
Action: Toss grenade (targeting square AJ.55)
Free: Move (hopefully to a bit of safety) in AI.66 (or a square to it's left, if there's room in that hallway and it provides some cover from the guy outside the ship)
Penalties: Stunned (-1D), multi-action (-1D)
Grenade Toss: 3d6 + 1d6 ⇒ (6, 2, 6) + (2) = 16 <-- Wild die
Damage: 7d6 ⇒ (1, 4, 5, 6, 6, 2, 2) = 26; 5d6 for the guy with cover, I think.

Did we decide for this test that penalties are affecting Dodge? If so, Dodge for Spin should be down to 12 before considering cover.


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

Spin slides over to the now-open valve, waiting until it's almost big enough for someone to try to come through before he jams his shottie's barrel in toward's the nearest man's chest. "HOLY FVCK! THERE'S A GUN-WIELDING PSYCHOPATH IN THE ENGINE ROOM!" he yells as he white-knuckles the trigger. The shottie lights up the darkened hallway like a strobe light at a rave.

Brace the Auto-shotgun against the near-side of the iris, then Burst Fire it into the nearest target (point blank?).
AutoShottie BurstFire: 5d6 + 3 - 3 + 5 ⇒ (3, 5, 3, 6, 3) + 3 - 3 + 5 = 25
Damage: 7d6 + 8 ⇒ (2, 4, 5, 6, 1, 4, 4) + 8 = 34


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

Awareness: 3d6 ⇒ (2, 6, 2) = 10
Initiative: 5d6 + 1d6 ⇒ (4, 5, 5, 6, 6) + (1) = 27


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

Spin's smile drops, though he's able to resist responding to the man. "Bastard is sucking all the fun outta this."


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

Spin responds to the comm demands in the soothing, frustrating feminine voice of every automated error message made in the history of mankind, "I'm sorry, Waco, the subordinate you are attempting to contact is indefinitely fvcked the hell up. All operators are busy at the moment, but you are important to us. Just remain on the line and an operator will be coming for you sooner than you'd like to consider. Thank you, and remember.. don't ever take my sh!t again."

He flicks the comm's speaker unit to 'mute', hoping Waco—in all his idiocy—will think he's turned it off. Then he grins to Rai, "I'd say they're prolly headed this way."

I realize it's just as likely not Waco, but still...


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."


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!"


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

"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?"


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.


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


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.


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?"


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.


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?


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


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


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? :)


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


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

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


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.


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


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

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


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?


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

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

Choosing loadout right now.


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.


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.


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


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

"Hey Rai," Spin begins before sending a round at the only remaining target, "I was thinking of heading out to find some ladies after this.. maybe you could help me close that out, too?"

Snub Pistol: 5d6 - 10 + 1d6 ⇒ (2, 1, 2, 6, 6) - 10 + (4) = 11; -1D wound, +1D aim, -10 cover, wild die.
---> Damage: 3d6 + 6 ⇒ (5, 5, 4) + 6 = 20


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

Spin limps to his right – looking for cover behind the pool table – as he tries to line up a shot against the cowering gunman.

"While we wait," Spin grunts, "I'm just gonna take a breather over here."

Take cover behind the pool table (aka: let Rai do his thang), then aim (gaining a +1d6 for firing next round)


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

"I don't know," Spin grunts, "little lacking in the hospitality department for my tastes. And I think she was serving me engine fuel."


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

Sh!t just got real!

Spin recoils from punch, not really noticing the spray of Rai's target's blood that paints the right side of his face. He sure as hell notices the opening that the dying man creates, and he lurches towards Rai, drawing his pistol on the way.

"Here we were," he wheezes, "havin' a… nice drink… and you went and painted the place up.."

Spin moves over next to Rai (we'll say O.8 if it's possible), drawing his pistol on the way.


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

Spin grunts at the pain, which is only slightly dulled by alcohol and adrenaline. "What the hell, man?! Maybe we should all just calm down."

Back to the wall, he swings the heavy-ish bottle at the meaty part of the bottle-wielding attacker's arm… hoping to limit the man's offensive options.

Called shot on the Bottle-wielder's bottle-wielding arm
(Point-blank, called shot: arm)
Bludgeon: 3d6 + 5 - 5 ⇒ (6, 6, 2) + 5 - 5 = 14
---> Damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11


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

"You heard the man," Spin mutters as he stands back up, now holding the biggest of the glass bottles under the bar... some kind of old expensive-looking, dark scotch by his guess. "He said drop the gun. And you," Spin says as he flails at the man to his other side (at Back-Up) ".. need to give me some space."

Then Spin tries to dive past Back-up, hoping to put the man between himself and the shottie-wielder's barrel.

Not sure what attacking with a bottle will do to Spin's bludgeon damage roll, so let me know and i'll modify this:
Bottle Bludgeon: 2d6 + 5 ⇒ (2, 1) + 5 = 8
Damage: 2d6 ⇒ (4, 4) = 8

Then I'm trying to use an Agility roll to dive past "Back-Up" to get un-flanked
[dice=Dodge past "Back-up"]4d6[/dice]
---> Wild Die: 14 + 2d6 ⇒ 14 + (4, 2) = 20


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

Flavor post incoming...

To Spin, the room seems to slow to a crawl. Some part of his mind – fueled by too much alcohol and a frantic sense of survival – detaches from his consciousness and travels in slow-motion across the intervening space to the shotgun barrel, notching every notch and ding as it travels up the barrel, and stops to note the slight laziness in the man's right eye as he sights the shotgun in on Spin's back.

Altogether, it's somewhat of a surreal moment.

As the room snaps back into real-time, Spin really only has a chance to mutter, "Uh.. Rai… little help, bud?"


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

Spin looks around at the converging gang of grim faces, "Ah, hell, guys... you heard the lady. Not like last time." He hops up to sit on the bar, immediately spinning around so his legs are behind it and jumping down behind it, hoping it will give him some additional cover from their combined anger. "...so what happened last time?" he asks the woman as he quickly scans below the bar-top for anything useable as a weapon... bats, fire extinguishers, pry-bars, full bottles of alcohol.

Hop over the bar to N.1, then go Defensive (for a +10 to Dodge). Then look under the bar for anything useful in the ensuing fight. (I'm assuming a -1D penalty for doing all this, if it's more than that, just deduct the appropriate die from the roll).
Awareness: 2d6 ⇒ (5, 5) = 10


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

As Spin easily slaps the blow aside, the man's momentum continues forward. Spin steps in and drives the crown of his own forehead into the man's nose.

HIT: 3d6 + 1 + 5 - 7 ⇒ (6, 6, 1) + 1 + 5 - 7 = 12
DAM: 3d6 + 1 - 14 + 12 ⇒ (6, 6, 6) + 1 - 14 + 12 = 17
---> Wild die: 17 + 1d6 ⇒ 17 + (3) = 20


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

"Well, crap, old-timer," Spin grunts as he lets his defensive spin become a vicious temple-aimed elbow, "I didn't know you were gonna take this all personal."

HIT: 3d6 + 1 + 5 - 7 ⇒ (3, 1, 6) + 1 + 5 - 7 = 9
--> + Wild die: 9 + 1d6 ⇒ 9 + (5) = 14
DAM: 3d6 + 1 + 12 - 12 ⇒ (1, 3, 6) + 1 + 12 - 12 = 11
--> + Wild die: 11 + 1d6 ⇒ 11 + (4) = 15

Probably gonna stick with Dodge, as I'd have to pretty much max out my block to get the same numbers.

EDIT: oh, it's a called shot to the head... I forgot to call that out.


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

Spin falls back with the man's attack, using the heavy man's speed against him as he drives the sole of his boot out in a SPARTA-kick into the man's ample gut.

He falls into a loose fighting stance, "Oh, you mean we're doing this right now?"

HIT: 3d6 + 1 + 5 ⇒ (3, 2, 4) + 1 + 5 = 15
DAM: 3d6 + 1 ⇒ (5, 2, 5) + 1 = 13


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

5d6 ⇒ (6, 3, 1, 1, 3) = 14 <-- BAAAAAHAHAHAHAHAHAHAHA!

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