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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35722 times)

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 3
« Reply #60 on: May 25, 2015, 09:55:38 pm »

Roll 2
Spoiler: Starmap (click to show/hide)


((Note that italicized words in your character sheets can be hovered over for additional info))



Tau Ceti IV

Landing on a world with crushing atmospheric pressure is not usually the brightest idea one can have. Nonetheless, you perform the aerobraking maneuvers and end up floating over a vast sea of clouds and vapor. The planet's outer composition is mostly water and hydrogen, although you find unusual concentrations of colorful chemicals on the dark undersides of the clouds where the sun does not shine.

The ocean below lies under massive atmospheric pressure. Staying underneath will test your skills at maintaining a pressure barrier. (roll once per turn, lose a mana potion if you fail).
[3] You encounter a balloon from below, emerging from a burst of multicolored cloud material. It seems broken, but you find a radio dish hanging from the body by a cable. Definitely a sign of life!

The planet does not have any moons, although it does have a ring system. You should be able to dive out of the planet's atmosphere with a bundle of air and investigate. The ring system is faint and hardly visible, but it was visible nonetheless as you careened into the atmosphere.

Your Inventory:
Chromatic Staff (Unique spells that are multicast cost 25% less affinity that turn.)
Lesser Mana Potion (x19) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x4) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x5)




Go and see what some of those signals in the outer planets are about. Gotta be somewhat stealthy about this, after all.

From your hiding spot in the Oort cloud, the last place you can efficiently use your interstellar mana-travel, you can observe many things from afar. The signals from the outer planets are mostly clustered around Neptune, with an occasional signal near Uranus and no signals from Saturn. Europa itself seems to be emitting radio, so perhaps there's a colony. It's probably either a small one or a particularly silent one.

The Kuiper Belt contains two signals, mostly simple blocks of data you can interpret as low-bandwidth information such as coordinates and timing. The signals are extremely faint, consistent with starships. You don't sense any radar or active sensors in the vicinity, so it should be safe to make a flyby through the Belt and end up back in the Oort Cloud. Decelerating to meet up with the sources will require you to take some propellant with you, along with the energy to heat it. The outer planets are difficult to traverse without an energy source.

One possibility is to approach Neptune and dive into the atmosphere, slowing yourself down until you can capture some hydrogen gas with your telekinesis. Then you should be able to make an orbital transfer, using the winds as an energy source and storing the energy inside your mana.

Your Inventory:
Travel Kit (A bunch of items that you can channel through. The glasses grant you DiseaseVision)
Lesser Mana Potion (x25) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Seeking Dust (x5)

Spoiler: Michel (Pancaek) (click to show/hide)



Go to Sirius and determine what life is present.

((Sorry for absence, was ill.))

During your flight to Sirius, you notice a disturbance in the interstellar flow of mana. There is another wizard nearby, on approach to the same star.
You are in a position to slow down and synchronize your approach so that you can meet him upon arrival. This would probably be the wisest move.

((I'm kind of forcing you to wait for him because it would desynchronize the game otherwise. I don't want causality issues.))

You've arrived here first. The other wizard is most likely closing in on the radio signal, which you identify as a series of repeated broadcasts from a primitve transmitter. The source looks to be on an unstable orbit, so it's definitely artificial. Most likely either a ship or a station. You can approach it with a flyby, but to slow down you need some propellant. Sirius' system is quite devoid of natural sources, without much of an Oort cloud to gather gas from, so you might be forced to consume a mana potion.
Sirius A seems to be undergoing a solar flare, however. You might actually be able to skim some heated gas off of it, although it's a risky maneuver (Redirection roll, failure results in passing by unharmed).

To communicate with the ship you could use a mana antenna to send a focused radio signal, but there's no garauntee the ship will understand the signal.
Your Inventory:
Pressure Suit (A suit decorated with a silk shawl, made of many metals.)
Lesser Mana Potion (x23) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Morphic Dust (x5)




Continue previous action, initially aerobraking at a tar planet to get myself into position. Once I'm done at each of the tar planets I move outwards to the asteroids and then shift systems when it's all complete.

You approach the first tar world, gouging through the atmosphere at massive speeds, but protected by your cape. Once you've killed off most of your momentum you are able to bring yourself back into space along with a sizeable pocket of air to use as propellant. To fly back onto the planet, you simply need to squeeze the pocket.

While you orbit over the planet's scarred, craggy surface, you notice teal discoloration along the shores of a tar sea.
Additionally, Proxima II has a small asteroid moon much like those of Mars. It shouldn't be difficult to approach it and check to see if it hasn't been mined already by another wizard. Knowing Proxima Centauri's close location to Earth, however, you probably shouldn't bet on it. No potions needed for travel.

Active Nodes:
1 Orbital Node (Proxima Centauri II)

Your Inventory:
Dimensional Cape (Contains a non-Euclidean pocket. Does not negate the mass of whatever you are carrying, though.)
Dragon Chains (x5, highly durable self-levitating chains with a dragon's head as the final link)
Oblivion Blade (A programmable shapeshifting weapon made of memorymetal. Morphs based on how it's swung.)
Meta Potion (x10) (A pressurized rod of metastable helium stabilized inside a Critical Resonance Matrix. Handle with care.)
Lesser Mana Potion (x12) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Barrier Dust (x5)

Spoiler: Nino (Lenglon) (click to show/hide)



Seek the source of the signals, consume a mana potion, and begin my journey to the planet. On the way, investigate the planet to check if it has atmosphere. If it does, great, no second potion needed. If it doesn't, consume a second mana potion to land. Check out the local flora and fauna (If there is any)

((You don't need a mana potion to start--you can always enter the system at high speed from interstellar space, where you can easily propel yourself))

As stated, there is no planet in sight. You make a pass closer to the signal source, however, and discover an infra-red signature with four planar hotspots arranged symmetrically along the object's axis. It looks like a spacecraft with active radiators. That means that whether or not the crew is dead (if there is a crew), the reactor is still running. You could try communicating with a mana antenna, but the ship might not know how to respond to the radio signal.

You might not need to consume any mana if you can find propellant. Sirius A seems to be undergoing a solar flare, and you might have a slim chance of skimming some ionized gas off of it. That should do for propellant, although your skills at focusing energy are not the most refined (Redirection roll, failure means you fly past it unharmed).

Your Inventory:
Masks (A set of masks used to express yourself. You can modify sound waves and visual stimulus coming through.)
Lesser Mana Potion (x27) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x10)

« Last Edit: May 26, 2015, 01:45:37 pm by _DivideByZero_ »
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #61 on: May 26, 2015, 01:06:03 am »

I go to the moon and look it over, establishing a node there as well and seeing if it has any mana reserves available. While traveling I leave my focus on the node I left behind, examining the discoloration further.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Urist Arrhenius

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #62 on: May 26, 2015, 11:43:25 am »

Attempt to use the solar flare to redirect myself. If the energy is insufficient supplement it with a potion. Try to find the other wizard as well and observe what he does.
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #63 on: May 26, 2015, 01:56:08 pm »

Do the thing with the solar flare and propellant. If it fails, just consume a mana potion and land. Scan the vehicle before I impact, preferably aiming to land on an airlock to enter.

Hopefully this is some kind of thriving space station, not some wreck infested with alien metalmites.
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #64 on: May 26, 2015, 02:03:18 pm »

Quote
One possibility is to approach Neptune and dive into the atmosphere, slowing yourself down until you can capture some hydrogen gas with your telekinesis. Then you should be able to make an orbital transfer, using the winds as an energy source and storing the energy inside your mana.
Yes, do the above thing and check out the signal from neptune
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #65 on: May 26, 2015, 04:28:52 pm »

((Giving yourmaster a chance to post before auto))

Do the thing with the solar flare and propellant. If it fails, just consume a mana potion and land. Scan the vehicle before I impact, preferably aiming to land on an airlock to enter.

Hopefully this is some kind of thriving space station, not some wreck infested with alien metalmites.

Well, if alien metalmites can maintain the reactor for an indeterminate period of time, perhaps they'd make great pets.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 2, Page 5
« Reply #66 on: May 27, 2015, 02:37:17 pm »

Roll 3
Spoiler: Starmap (click to show/hide)


((Note that italicized words in your character sheets can be hovered over for additional info))



Alexandreus (Yourmaster)

No action.

Your Inventory:
Chromatic Staff (Unique spells that are multicast cost 25% less affinity that turn.)
Lesser Mana Potion (x19) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x4) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x5)




Michel (Pancaek)

Yes, do the above thing and check out the signal from neptune

You slam into Neptune (likely unnoticed until you hit the atmosphere), using the air to slow yourself down to a standstill over a truly monstrous sea of clouds below.

Before you leave the planet, you search for vortices worth harvesting for energy while soaring on telekinetic wings. But in your searches, you uncover more than the natural weather patterns of the planet Neptune. In the distance you see several aerostats with large balloons suspending a small, unidentifiable payload. You also look up and see a flying wing overhead circling over the skies. So it seems mankind has indeed done some colonization, even if these turned out to be only robotic. What a relief!

Your Inventory:
Travel Kit (A bunch of items that you can channel through. The glasses grant you DiseaseVision)
Lesser Mana Potion (x25) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Seeking Dust (x5)

Spoiler: Michel (Pancaek) (click to show/hide)



Tafaw (Urist Arrhenius)

Attempt to use the solar flare to redirect myself. If the energy is insufficient supplement it with a potion. Try to find the other wizard as well and observe what he does.

[2][1] ((Oops))

You sling past the solar flare. You wonder how this could happen given perfect calculations, but then you realize that you ignored Sirius B's gravitational perturbations when you tried to calculate a route.
As you swing by at several dozen relative kilometers per second, however, you detect another high-speed object heading for the solar flare. This one punches right through and distorts the flare, but you notice the object also taking a large, stable orb of ionized, glowing gas with it. It's the other wizard.

Unfortunately this means you will have to expend a potion to get to the signal source, as the solar flare will be too dispersed by the time you can make another flyby. You unsheath wings of glowing mana, utilizing the photovoltaic properties of the substance to collect energy with which to vaporize a small potion of mana, sending it flying off at very high speed.

Your Inventory:
Pressure Suit (A suit decorated with a silk shawl, made of many metals.)
Lesser Mana Potion (x24) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Morphic Dust (x5)




Nino (Lenglon)

I go to the moon and look it over, establishing a node there as well and seeing if it has any mana reserves available. While traveling I leave my focus on the node I left behind, examining the discoloration further.

You approach the rocky moon. It features craters in which water ice--and perhaps mana or dust--could exist for a long time indeed.
As you arrive and search out a spot for a node, you hear a female yawn coming from, seemingly, behind you. You detect no body from which the voice should come from, however.

Mysterious Voice: Ahhh... it seems you've found my abode. have you been messing with my garden, princess?

Active Nodes:
1 Orbital Node (Proxima Centauri II)

Your Inventory:
Dimensional Cape (Contains a non-Euclidean pocket. Does not negate the mass of whatever you are carrying, though.)
Dragon Chains (x5, highly durable self-levitating chains with a dragon's head as the final link)
Oblivion Blade (A programmable shapeshifting weapon made of memorymetal. Morphs based on how it's swung.)
Meta Potion (x10) (A pressurized rod of metastable helium stabilized inside a Critical Resonance Matrix. Handle with care.)
Lesser Mana Potion (x12) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Barrier Dust (x5)

Spoiler: Nino (Lenglon) (click to show/hide)



Resteroth (Coolrune206)

Do the thing with the solar flare and propellant. If it fails, just consume a mana potion and land. Scan the vehicle before I impact, preferably aiming to land on an airlock to enter.

Hopefully this is some kind of thriving space station, not some wreck infested with alien metalmites.

[5] You hit the flare spot on and redirect the ionized gases away as to propel yourself in the needed direction, while also taking a large orb of gas with you in order to

Behind you, as you recede from the flare, you see a bright dazzling flare. Some kind of starship, perhaps, taking off after you.

Your Inventory:
Masks (A set of masks used to express yourself. You can modify sound waves and visual stimulus coming through.)
Lesser Mana Potion (x27) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x10)

Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #67 on: May 27, 2015, 07:08:33 pm »

I ignore the voice and look around some more, but don't establish a node after all, even if I find a good spot. After looking around for a bit I leave and check on the other tar planet.
Logged
((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #68 on: May 28, 2015, 05:58:54 pm »

((Bamp))
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #69 on: May 29, 2015, 02:23:29 pm »

Approach the space station. Try to land on any docking bay doors or airlocks, and enter the vessel. If the vessel behind me which just took off tries to interact with me in any way, respond to it by moving hydrogen particles from the nearby sun towards the ship then lowering the temperature drastically to freeze it temporarily.
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #70 on: May 29, 2015, 02:47:15 pm »

Approach the space station. Try to land on any docking bay doors or airlocks, and enter the vessel. If the vessel behind me which just took off tries to interact with me in any way, respond to it by moving hydrogen particles from the nearby sun towards the ship then lowering the temperature drastically to freeze it temporarily.

Due to lightspeed delay it would take a while to do that, a couple of minutes or so. Not that it would be impractical to do what you posted. light travels a lot faster than starships, or wizards in-system for that matter.
« Last Edit: May 29, 2015, 02:50:15 pm by _DivideByZero_ »
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Urist Arrhenius

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #71 on: May 29, 2015, 02:55:53 pm »

Use a potion and land on the ship. Act reasonable to avoid any hostilities.
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #72 on: May 29, 2015, 06:00:38 pm »

however nice this mechanical colonisation might be, it's not what I'm lookign for. Let's move to the nearest other planet and search for a ship to stow away on to earth
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 3, Page 5
« Reply #73 on: May 29, 2015, 09:12:47 pm »

Roll 4
Spoiler: Starmap (click to show/hide)


((Note that italicized words in your character sheets can be hovered over for additional info))



Alexandreus (Yourmaster)

No action.

Your Inventory:
Chromatic Staff (Unique spells that are multicast cost 25% less affinity that turn.)
Lesser Mana Potion (x19) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x4) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x5)




Michel (Pancaek)

however nice this mechanical colonisation might be, it's not what I'm lookign for. Let's move to the nearest other planet and search for a ship to stow away on to earth

Triton seems to be a landing site and fuel depot for some of the signals. You propel yourself to Triton's surface and start walking across the (extremely cold) nitrogen ice surface. Your footsteps are enougjh to cause it to vaporize immediately. This is great for propellant, but you'll have to float from now on.

You encounter one long, tetrahedral probe refuelling on the surface. It seems too small and spindly for human habitation, so it's surely a probe. You ride it as it takes off and rendezvous with a larger transport in orbit. This transport seems to be carrying materials in one large, spherical tank, and propellant in a larger tank behind it (and closer to the engine bloc). The vessel begins turning to make its transfer burn... in the retrograde direction to its orbit. The trajectory it switches to places your end destination... tens of thousands of kilometers below Neptune's surface.


Your Inventory:
Travel Kit (A bunch of items that you can channel through. The glasses grant you DiseaseVision)
Lesser Mana Potion (x25) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Seeking Dust (x5)

Spoiler: Michel (Pancaek) (click to show/hide)



Tafaw (Urist Arrhenius)

Use a potion and land on the ship. Act reasonable to avoid any hostilities.

You rendevous with the vessel, arriving just after the other wizard riding the ball of fire. Said wizard wears a mask but otherwise doesn't seem to be wearing any clothing. Wizards can live just fine in a vacuum, using their powers to stay together, although without a spacesuit they must find somewhere pressurized to sleep in. An asteroid will usually do.


The other wizard is currently trying to get into the vessel through the airlocks, but it doesn't seem to be opening for him. The whole ship is silent.

((I accidentally gave you a potion last time instead of subtracting one, tee hee.))

Your Inventory:
Pressure Suit (A suit decorated with a silk shawl, made of many metals.)
Lesser Mana Potion (x22) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Morphic Dust (x5)




Nino (Lenglon)

I ignore the voice and look around some more, but don't establish a node after all, even if I find a good spot. After looking around for a bit I leave and check on the other tar planet.

[2] You find little of use on the asteroid-moon. It's dry as bones and you sense no dust or mana in the soil, so it's unlikely this body ever had any to start with. No signs of intelligent intervention either.

Ignoring the voice has elicited a response from the speaker. You sense a heat source from behind--a person appears out of nowhere! She must be using dimensional magic, and to a much greater extent than you are familiar with. The speaker turns out to be a woman in a silky, loose-fitting robe (you can't see the color), sticking partway out of a glowing rift in space.
Speaker: *From behind* Heh, you won't find my secret abode if you turned this moon to dust. I presume from your silence that you have something to hide. So tell me... and I will make threats this time... have you been messing with the life I have set on the planet below? Speak to the Gardener, human! This world belongs to me.

Active Nodes:
1 Orbital Node (Proxima Centauri II)

Your Inventory:
Dimensional Cape (Contains a non-Euclidean pocket. Does not negate the mass of whatever you are carrying, though.)
Dragon Chains (x5, highly durable self-levitating chains with a dragon's head as the final link)
Oblivion Blade (A programmable shapeshifting weapon made of memorymetal. Morphs based on how it's swung.)
Meta Potion (x10) (A pressurized rod of metastable helium stabilized inside a Critical Resonance Matrix. Handle with care.)
Lesser Mana Potion (x12) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Barrier Dust (x5)

Spoiler: Nino (Lenglon) (click to show/hide)



Resteroth (Coolrune206)

Approach the space station. Try to land on any docking bay doors or airlocks, and enter the vessel. If the vessel behind me which just took off tries to interact with me in any way, respond to it by moving hydrogen particles from the nearby sun towards the ship then lowering the temperature drastically to freeze it temporarily.

The tailing vessel does not interact with you on the way, so you ignore it. It follows you to the vessel, however, and on arrival it turns out to be another wizard! Clad in a wafish silken shawl and a pressure-suit, the wizard approaches the vessel without making contact with you.


You approach one of the airlocks, but it doesn't open for you. With no handles, you figure it must be controlled from the inside--figures.

Your Inventory:
Masks (A set of masks used to express yourself. You can modify sound waves and visual stimulus coming through.)
Lesser Mana Potion (x27) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x3) (Consume to negate 10 points of negative affinity in a stat for one turn)
Antimatter Catalyst (x10)

Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

Urist Arrhenius

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Re: Roll to be a Celestial Space Wizard - Turn 4, Page 5
« Reply #74 on: May 29, 2015, 10:31:04 pm »

If communication is possible, Tafaw speaks out in a common language, "We have a common cause, yes? To enter this ship."
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We're all just Simple Folk trying to get by.

You can also watch me learn to draw.
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