Daji the Fox

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2,557 posts (10,201 including aliases). No reviews. No lists. No wishlists. 30 aliases.


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"Ah, that explains the hard looks and lack of cooperation we got when we said we were with the Alliance. Actually, we just work for an Alliance-owned company. Why does everyone outside of the Core hate the Alliance?"


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Angel, Nathan - within the game system, just asking someone to stop doing something will have no effect unless you make a Persuasion or Intimidation roll. Which one you make depends on what you say.
Angel's "we don't want to hurt you" is a request, so please make a Persuasion roll. Be aware that a Success does not automatically mean they will comply, it just shifts their attitude. Since they're already in combat, it will be very hard to change their minds.
Nathan's "I'm going to hurt you" is a threat, so that would be Intimidation, but he doesn't have that skill...


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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.


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The building is about 40x40 feet, but just one large room inside. It apparently is a mining office, but there are multiple cots at one edge.

Evan takes no offense, and does not offer to take a watch. That's about an hour-and-a-half watch for each of you.

Who?: 1d5 ⇒ 4 Alphabetically, that's Harold

When Harold comes in and tries to wake his replacement, they don't stir. As he checks the others, they don't respond either. During this process, his eyelids get heavy, and he passes out.

Everyone : you each have a very vivid dream. It involves something that really happened in your past, and involved making a decision that ended up defining who you choose to be and how you act. Please describe it. Everyone gets a Benny for this; a really good story (in quality, not necessarily quantity) will get you two!


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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.


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My PC's damage is d6+2*d10, so I want to roll a d10 once and multiply the result by 2.

{dice=Damage}d6+2*d10{/dice} just rolls a d10 twice, NOT what I want.

{dice=Damage}d6+d10*2{/dice} just rolls a d102, NOT what I want.

The "dice" command seems to ignore the "*" completely.

I tried "x" with the same results.

Any advice?

Thanks!


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Hellion throws the helmet so hard that it hits Zeke in the belly, knocking the wind out of him and rupturing an internal organ thru his armor... (1 Wound).

The other guard turns his head toward the door and shouts "INTRUDERS!".

Aaaannnddd...between that and VeeSix, we're in melee. I'll need to ask some questions before I can set things up...
I know Fortune, Angel, Hellion, and VeeSix are "on site" (within viewing distance of the door, but more than 6" away from it).
Hellion and VeeSix are engaged (with bad guys, not to each other ;).
Angel - are you within 6" of the door?
Fortune - I'm assuming you're more than 6" from the door, please confirm or correct me.
Rashomon and Nathan - let me know where you are ("on site", "within 6" of the door", [somewhere else], etc.)
Nathan - please check your PM!


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A scruffy-looking man in well-worn (almost tattered) clothing approaches Arabella and says quietly "So, it sounds like you don't like the Alliance, eh? What would you say if I told you I could put you in contact with some people who feel the same way?"


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Ounce - thanks for the map!

I was going to suggest the same thing for the card/grid location names - it's much easier to locate a square if there's a pattern to its name ("2C" immediately tells us second row, third column).

Everyone please note - apparently anyone can edit the map, so be careful not to click-and-drag anything when you're looking at it. If the grid isn't centered in your screen, use the horizontal and vertical position bars to center it, don't click-and-drag the grid to center it.


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Condolences on both your situations.

I lost my wife 15 years ago, all I can say is things *will* eventually get better...


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EltonJ - I know you said you were looking for 4 PCs, but I really love SW and RIFTS. It looks like you have 5 already, any chance you'd be ok with 6? If not, and someone drops out in the future, please keep me in mind, thanks!

Since there's already a Cyberknight, I might do a Super, unless two Cyberknights are fine (I've always wanted to do a Cyberknight - I've been a Cyberknight in two games that closed down very quickly, which was kind of frustrating).


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Don't worry about the base description. There wasn't an intercom on the door until Sentry wrote it in... :)


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Meros answers "Well, this person does have a unique skill set, but I don't have a particular job in mind that requires them. VeeSix, if your question about the gang was directed at me, I don't care. What you do in-between my missions and how you do it is entirely up to you, as long as you keep the location of the base secret."

By the way, when the new member arrives, ask for a password - it should be "dolphins fly by night". You tell him "penguins have no mercy".


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Meros notifies the police to come and pick up the gang members and their equipment. You all can go back to base.

So...continue to attack the gang, or wait for a reaction from them and in the meantime wait for a mission from Meros? Rule of Two...

Back at base, you hear Meros' voice "I have recruited a new member for your team. He should be arriving shortly..."


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Just a reminder, Meros said "But I will not tolerate any wanton (deliberate, unprovoked, and without just cause) killing, try to take as many gang members alive so they can be handled by the police. Of course, if they refuse to surrender to the last man..."
So I would say : don't attack first, if they attack demand that they surrender, and if they don't...


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To whom it may concern : meet the "all new" (but still basically the same) Burgurk!


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I've finally got a version of Stunned I'm happy with. It has only one "state" to keep track of, and no lingering conditions, which were my biggest problems with the RAW version.

Stunned :
• Are Vulnerable (+2 to all actions and attacks agains them)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take *any* actions (other than recovery and “reaction” rolls)
• Don’t count toward the Gang Up bonus

Recovery: At the start of a Stunned character’s turn, he makes a Vigor roll (at -2 in their first turn of being Stunned) as a Free Action. Success means he’s no longer Stunned, and can act as normal.


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After talking with some folks on Reddit, I've realized I misinterpreted the use of the phrase "on the next turn". So, here's the updated recovery process :

At the start of a Stunned character’s turn, he makes a Vigor roll as a Free action (at –2 in the first turn because of the Distracted). Success means he’s no longer Stunned (and so can take actions, at –2 in the first turn) but remains Vulnerable until the end of his *next* turn. With a Raise, his Vulnerable state goes away at the end of this turn.

The Distracted condition automatically goes away at the end of the character's first turn of being Stunned.


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Ummm...don't know if that was auto-fill, but just for the record, I'm a traditional "he"...no offense taken. ;)


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Stunned is the worst condition in SW (both in-game, and mechanically), and conceptually I hate its complexity. But it was in the AP, and I've never actually tried it, so here's how it goes...

When you become Stunned, you :
• Are Distracted (-2 to all Trait rolls; this is removed at the end of the victim’s *next* turn as usual, regardless of their Stunned condition)
• Are Vulnerable (opponents are +2 to attack you; this remains until you recover from being Stunned)
• Fall prone (or to their knees, GM’s call)
• Can’t move or take *any* actions (other than recovery rolls)

At the start of a Stunned character’s turn, he makes a Vigor roll as a Free action (at –2 if in the first and second rounds because of the Distracted). Success means he’s no longer Stunned (and so can take actions, at –2 if in the first and second rounds) but remains Vulnerable until the end of his *next* turn. With a Raise, his Vulnerable state goes away at the end of this turn.

So, that's 5 non-normal states you can be in :
Stunned & Distracted
Stunned & not Distracted
Vulnerable & Distracted
Vulnerable & not Distracted
Not Vulnerable & Distracted

AND you have to keep track of which round the character lost the Distracted and Stunned conditions in, because Distracted and Vulnerable don't disappear until the end of the *next* round!

Simple, isn't it? :(


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Male Simvan Psycho-K; Wounds 0, Bennies 3/3; Parry 5, RATN 6, Toughness 18(9); Heal d4, Intim d6, Notice d6, Psionics d12; 35 ISP

Brook - maybe make a post in Recruitment to get things started and questions answered...


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ALL - there's a SW RIFTS game that could use some infusion of new players. For those who don't know, RIFTS is a high-tech world where everyone is as powerful as many Supers, but mostly from tech or psionics. There's many races, and the PC's belong to an organization that fights a totalitarian regime. Google "savage rifts" "world" "description" (with the double quotes) for more information.

If anyone's interested, you'd have to buy the SW RIFTS book (only $10 PDF). The link to the recruitment page is HERE.


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Arabella went out in the early evening to mingle with the off-duty crowds, long after Brook and Daisy left.

Along her travels, Arabella went to a slightly seedier part of town (which is still better-off than most Rim world's best parts of town) and found a bar.

After buying several rounds of drinks for everyone on the house, and everyone is in a festive mood, she asks as casually and obliquely as she can about psychics, not even mentioning the word. The person she was talking to froze, eyes darting to the room’s corners. “Don’t know what you’re talking about,” he muttered, his voice tight.

Arabella frowned but didn’t push. She turned to order another round when she noticed the room had gone eerily quiet. Conversations had stopped. Eyes followed her as she made her way to the bar. She decided it was time to leave.

She stepped outside into the cool night air and froze. A figure emerged from the shadows, their face hidden beneath a dark hood. He spoke in a low growl “You’ve been asking the wrong questions. There's no such things as psychics.”

Arabella tried to react, but it was too late. The world spun as something struck her head from behind. Darkness swallowed her, and the last thing she heard was the man’s voice again, calm and final. “Some secrets aren’t meant to be found.”

She comes to, not sure how much time has passed. A small group of passers-by has gathered around her, asking if she's ok. She checks her belongings, and except for the money she spent, everything's there.

Someone suggests calling the police, since she was attacked.

What do you do?

Please make a Notice-2 roll...


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Thanks for the question! See my most recent post...


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I'm also of retirement age (just started Medicare this year), and was hoping to continue on-line part-time employment at the same place as Arabella, but they haven't thrown any jobs my way for about 8 months now, so I think that's over. I was hoping to wait until I was 66 years 10 months old to start Social Security because the payout is like $300/month more (for me, anyway), but now I'm re-thinking that.

I spend most of my time on the computer, doing personal research projects. I really like learning new things!


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Brook - huh...ICERs. Maybe the Unseen Sleepers will develop something like that in the near future...

Only problem I see is that they have to penetrate the skin. I assume they'd just shatter against any armor, so you'd be taking a lot of Called Shots...

But the railgun part could be used to sling conventional slugs with almost any noise (but maybe not as much damage?). They're not realistic today, but we are in a solar system with 5 suns, which isn't realistic either. :)

Harold - I Googled "silencer gun reality movie" (without the double quotes) and read several web sites. Videos don't do the comparisons justice because the unsuppressed guns are louder than the audio equipment can accurately record and playback.

And, since SWADE Core doesn't offer bullets with more powder that do more damage, I'm not inclined to either. Sorry.


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(NOTE : I actually wrote this *9* hours ago, but forgot to post it, so it unintentionally repeats what's been posted recently...)

Couple of clarifications :

I've never had allergies or asthma, I was just using the antihistamines to get me to sleep. I had tried every prescription sleeping pill on the market, and the pattern was the same : they'd work fine for a week or two, then my body would adapt, and they stopped working. Then, when I went off them, for a week or so I got even *less* sleep than before I started taking them! But my body never adapted to simple OOC antihistamines (well, technically it did, but it took *years* instead of weeks).

PWGM's game is "easy", since the Adventure Path handles all of the creativity for me. I've just come up with a way to keep track of the battles in an organized fashion. And I seem to have lost my part-time job, so I've got lots of time on my hands. TBH, I think PWGM's combats took so long because his bad guys used *all* the combat options, whereas I try to stick to the basics. If I had to guess, he'd probably done a lot of IRL GM'ing, where when it's live around a table it's simpler to keep track of all those combat options.

And I think the lack of the PC's response is reflected by the fact that the players know what's going on. "Oh, join the resistance? I know that's where the game is going, so - sure!" (Altho several PC's *did* voice hesitancy.) "Oh, someone walks up and asks to join the group? That's the new player, so - no problem!". Not criticizing any players, that's just the way things go.

And, I think Myra said twice (once after being asked), that once you find the psionics, you're to try to convince them to join with the Unseen Sleepers.


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No rush. After a brief glance, the only thing that caught my eye was that you've put 6 points into your Attributes, and I can't see where that 6th point came from...

Regarding your PM - since every weapon that actually strikes the body to do damage does STR+(weapon damage), I'm not inclined to make an exception, sorry. I checked, there's no Edge that could change that either.

In SWADE, throwing weapons use Agility to hit the target.

But, I like the idea of a thief-like PC!


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Brook - this is a fairly isolated farm, not close to the city where you landed. It's about 2 hours away by ATV.


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Player-vs-player can turn in-game conflicts into real-world grudges, unless all the players are very mature emotionally. There's a whole side of the universe that's "Chaos", creatures from there could be comparable to the PCs in power, and the struggle for control of all of reality could be the main conflict. Maybe the conflict is over who "owns" each Shadow. The PCs could even enlist creatures from the Shadow worlds to raise armies, etc. Just a thought.

I kept seeing on the web that the characters could "alter reality", but upon closer inspection I found that "while traveling (shifting) between Shadows (universes), they can alter reality or create a new reality by choosing which elements of which Shadows to keep, add, or subtract." So it sounds like they can't just change the reality they're in, but they could travel to an almost identical one that has whatever changes they want to make. Same difference.

As far as systems go, FATE and Amber Diceless seem too "hand-wavey" to me. Lords of Olympus provides a little more "crunch" while still remaining diceless. And since it deals with the Greek gods, it's built on a comparable power level to the Amber stories.


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Sorry, been involved with something else. Will try to post tomorrow...


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Harold - sorry to hear about your problems, hope they get better soon. With intense pain, even the powerful pain killers can do little, but have you considered them?

Arabella - good luck with the operation, here's hoping the growth is benign!

I have a friend who like to say "Growing old isn't for sissies"...


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Brook - just so you know, saying you're "aiming" at a creature is a special thing in SW, called "Called Shots". All attacks target the torso by default, but if you're willing to take a penalty to your Fighting/Shooting roll, you can do more damage by aiming at the creature's head, arm, leg, etc. I'm going to assume you didn't mean "aiming" in this sense.

Brook's shot kills his beast as well.

Combat over!

Anything you all want to do or talk about before going back to sleep (with Brook on watch)?


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So, Innocent Bystanders...

If you're shooting at a target that's melee-engaged with another PC (like if Harold shoots at the beast attacking Brook), if you roll a 1 on the Shooting die, the PC gets hit. There's a 16% of that happening with every shot.

If your Wild die rolls a 3 or less, you hit an innocent bystander (someone not engaged with the target of the attack). If there are none around this has no effect.

If you're using a shotgun, you hit the PC on a Shooting roll of 1 or 2 (33%).

The wording of the rules is glitchy, this is my interpretation of them.


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I forget to say "Everybody else can act, in any order." Thanks for figuring that out...

ALL - to make PbP combat go quicker, please in the future always :
-Make a Fighting/Shooting roll, including the Wild die.
-Always roll Damage *in case* you hit.
-Always roll a separate d6 Damage in case your Attack roll is a Raise.
Always re-roll Aces until they stop, no matter how high the total becomes.

Daisy needs to only roll her Damage at this point, and Brook missed.


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So, I'm implementing a combat-tracking system I developed for another game for theater-of-the-mind PbP games.

START OF COMBAT
• If the bad guys are out of combat distance, I’ll say they are Short/Med/Long range away, and tell you how many Rounds until they reach you. You can shoot at them, buff yourself with spells, take Cover, etc.
• If the enemies are already within combat distance, everyone would start non-adjacent to everyone else so that Ranged weapons could be used, and a PC or NPC would have to explicitly say they're closing (you always reach your target in this round) and attacking with hand-held weapons.

IN COMBAT
• Don’t forget the many options to just bashing away : Aim, Called Shots, Defend, Disarm, Grappling, Push, Support, Test, Wild Attack, Withdraw, etc.
• Gang-Up and Sweeps : if a PC is being melee attacked by more than one bad guy (which will be evident in the combat posts), the bad guys get a Gang-Up bonus, and the PC can take a Sweep; and vise-versa.
• If the pre-combat setting description doesn’t mention any, you can create Cover for yourself by influencing the story with a Benny and have Cover immediately available.
Regardless of the “to hit” roll, always roll Damage in case you hit.
• Always roll a separate d6 Damage in case your Attack roll is a Raise.

In the Initiative post, I will attach a spoiler to each of your names. In the spoiler, I will give you your current status in terms of Bennies, PP, your status (Shaken, Wounds, Bleeding Out, Incapacitated, Distracted, Vulnerable, Entangled, Stunned, Bound), any situational modifiers (Range, Lighting, Cover, Target Size, Gang Up, Prone, Unarmed Defender, etc.), and any spell effects on you and their time remaining.

If a bad guy has done something in the previous Round that you must roll to avoid (like Soaking an attack, becoming un-Shaken, being Grappled, etc.), I'll mention that too. If I re-post your spoiler in a post when I say your PC is up, always re-check the spoiler immediately before acting, because something may have happened in this Round before your Turn. This should be the first roll you make (as a Free Action), before taking any Actions.


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"Well, we're hunting bearbeasts and catbeasts. If you're talking about the terrorbeasts, if you see them at a distance, the best thing to do is go the other way and hope they don't catch your scent. If they charge you, use the biggest guns you've got non-stop until they drop. If you live that long, that is."


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I'm not going to slog thru pages of posts, and I'm not even sure I told you a number when the job came up. Let's say (since it's a big broadcast production company) that you each get 100p after overhead (except for Brook, sorry).


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Arabella - Thanks! Altho I agree with your 33% chance of success on a d4-2, I calculate the chance of a single Raise as 9.4%. I'll double-check my results if you'll double-check yours...

Brook - in addition, even without re-rolling the first Ace, you got a Raise on the roll. For Boost/Lower Trait, that means your Electronics die goes up *two* die types, from a d6 to a d10!

Yeah, I'm afraid you're eventually going to have to learn what each Power you have does, as well. ;)

Want to try again?

ALL - also, in PbP I ask the players to continue re-rolling *all* Aces until they stop, the reason for which I'm not going to say...


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Yes, *always* roll the Wild die, because of Acing. The Wild die *could* have come up 6, and the re-roll has an 83% chance of making the total result better than 7, which would make the result a Raise.

I know it's a lot of jargon to take in all at once, but you'll get there...

Since this is just for practice, why don't you do the Focus and Electronics rolls again, from scratch?


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I'm afraid I started that, by making an OOC comment about his first attempted die roll in-game, and then others followed suit. I'll post a referral to check Discussion about any future issues.


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P.S. - the "target number" (TN) is the minimum value you have to roll for a Success, and is 4 for everything except combat. If you get an 8 or higher, that's a "Raise", and usually means something extra special happens.


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Taking what you said literally, you don't "add" the Wild die roll to the Skill die roll. You roll it independently (re-rolling for Aces as required), and when all the dust has settled, take the better of the two. And yes, there's a lot of previewing of dice rolls to check for Aces.
Also, saying you're using Boost Trait means you have to roll for it too, using your Psionics skill. You could use all your PP to maintain it for up to 7 minutes, which should be enough.
Also, could you please put *all* your latest PC information in your icon's Profile tab, using the "About" window to present all the information you've been sending me in your PM's, thanks!


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Bryce says "Ok, Daisy, show the man to your room and then to his. And if you don't mind, then take him to the repair shop."


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Sorry to be the holdup, work's been slamming me lately...

Also sorry, I didn't realized this issue hadn't been fully resolved...

My inclination is to go with Gifted, since it starts the PC with lots of power, but limited "spells", and if you want to start with more, well, that's what Edges are for.

Any counter-arguments?


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P.S. - for 3*encumbrance and 4*Encumbrance, if you fail the Spirit roll you take a level of Fatigue. When I wrote it I thought that was implied, but I just wanted to explicit about it.

Also please note, you become Incapacitated on your *third* Fatigue point, as opposed to becoming Incapacitated on your *fourth* Wound. And the only Power that can remove points of Fatigue is Relief, which almost no one takes. Otherwise, in-game rest is the only thing that reverses Fatigue.


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Evindyll - I mentioned this before, but we'll have to work out some penalties for your TK when you try to lift more than its Encumbrance load based on which die you get when you use the Power. I'll stick to d6 for this discussion.

So, if you have a d6 Strength TK, you can lift up to 40 pounds with no problem. After that, your TK is "encumbered". At up to 2 times the base lift, if this was you carrying stuff, you'd be at -2 to Pace, Running, Agility and its linked skills, and Vigor rolls to avoid Fatigue.

At three times the base weight or more, you can move at a Pace of 1 for a number of rounds equal to your Vigor. Every round thereafter you must succeed at a Vigor roll or take a level of Fatigue.

The maximum weight a character can lift or carry is four times the listed weight, but the rules don't mention anything about movement limits or taking on Fatigue.

Most of this doesn't really apply to TK. What I'm thinking is something like "after N rounds, you must start making a Spirit roll to avoid Fatigue". So :

If you lift up to your base TK "encumbrance", no penalties.
Up to 2*encumbrance : once every 3 rounds, make a Spirit roll at -1 or take on a level of Fatigue.
Up to 3*encumbrance : once every 2 rounds, make a Spirit roll at -2.
Up to 4* encumbrance : every round, make a Spirit roll at -3.

ALL - any thoughts on this? Balanced or unbalanced? Too fiddly?


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Daniel and Evindyll : you get 2 extra Advancements on your build to keep you even with the other PC's.


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Evindyll and Daniel - as psionics, you are prone to "Freaking Out". How would y'all feel about picking the precise way in which you freak out when it comes up? It should be attention-getting, and possibly dangerous (like when River absent-mindedly picked up a gun and started waving it around), and different each time. If you don't feel up to it, I can handle it, but I thought you might want to decide yourself.


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Evindyll - 6 out of the 10 Powers available are Novice, and most of those are pretty useful (Boost Trait, Stun, Healing). And the other 4 Powers are Seasoned, so you can get them at your first Rank increase. I think that's reasonable, but if you (or Daniel) want to propose more Novice Powers to be available to use, feel free to make a list (but remember, in the TV show, a Psionic has shown only so many abilities).

I get that you want to use TK (I always want to too), but it's a Seasoned Power, so I'm afraid you'll just have to wait. :(

I wanted a Psionic PC to be powerful, but limited, that's why I chose Gifted. Does anyone want to make an argument for Gifted or Psionics either way (and why)?

Psionics
Skill : Smarts-based
Spells : 3
Power : 10

Gifted
Skill : Spirit-based
Spells : 1
Power : 15

P.S. - you're free to do what you want with your PC, but I've never found *any* activates-when-you-get-a-Joker-on-initiative Edge to be very worthwhile, just because of the rarity of the trigger. Besides, in SWADE you can cash in a Benny and get 5 PP automatically, and as often as you want.

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