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Author Topic: Roll to be a Celestial Space Wizard - Turn 30, page 23  (Read 35822 times)

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #180 on: June 22, 2015, 04:17:02 pm »

((Nope, still using the little ones. I'm going to need the Greaters later. Right now Marie doesn't realize how serious I am. Once I've locked her down and stopped her effectively-invulnerable bullshit I'm going to have a high-speed direct confrontation, and I'll need to have that much power available in a single potion because I won't have the time to use more than one.
again, because I am focused on in-setting time, and would like to express rather extreme disdain for turn structure as a whole because time doesn't take turns. it's a constant flow and stops for no-one.))

((Except that you getting 10 paragraphs while others get a sentence is somewhat unfair, and real-time is very hard to quantify (I'd need to start it in another game because it would require different rules. Since it's summer, I might actually try that...) Turn structure is a necessary evil, I think, during fights. (Marie actually was doing something this turn, it's just that you didn't fall for it).

In the last game I tried without consistent turn structure, everyone got lost and we had dropouts like crazy. Some people got shoved out of the game while waiting for other players to arrive at the ingame location. It was bad execution on my part, but I still have sour memories.))
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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 12
« Reply #181 on: June 22, 2015, 04:34:12 pm »

((hehe @ Marie doing something - I wonder which she'll consider higher priority - stopping the lasers that are directly and immediately undoing her centuries of work - or keeping me from dismantling her rift network and establishing a foothold in space near her. - or taking the initiative and moving against me directly.

so far she's been entirely reactive, but she's going to have to change that at some point. every turn that passes gives me more nodes to work with, and more nodes means the ability to take multiple differing actions at once. She isn't going to out-multi-task me. This is what Nino does. If she doesn't curb my growth, I'll overwhelm her with numbers.))

((The game-changing wildcard here is Mira. Depending on if she takes part in our conflict, and who's side she aids if she does, the overall flow of this could change DRASTICALLY.))
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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.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 12
« Reply #182 on: June 23, 2015, 08:29:56 pm »

((Bump for our remaining friends.))
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 12, page 12
« Reply #183 on: June 25, 2015, 12:28:14 am »

((Re-bump for Pancaek and Yourmaster))
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_DivideByZero_

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Turn 13
« Reply #184 on: June 25, 2015, 04:23:42 pm »

Roll 13
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 received.

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)

No action received.

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)

See Coolrune206's rolls for info

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 build a node and send it into the tunnel in an arbitrary direction. when it reaches an opening, it shuts it.
I don't actually care that the planetary lasers are being inefficient, I just need them to have enough power concentrated at a single point to be partly functional and do their job as a distraction. as long as they are causing harm, it's good enough.
in the meantime, I check for additional tunnels near me by making more of my own into the surrounding space, repeating the process of building and sending a node down the network to shut it down whenever I find a tunnel. I do this until I can be reasonably sure that I have established a surrounding space clear of rift tunnels.

You send a node into the tunnel (-1 potion) and [Hunter Node: 6] dismantle the tunnel opening at the end, which appears to be emptying out into open space. Following a collapse of the network tunnel, you notice the node and the exit to your own tunnel are now inside some sort of heavily curved space where glints of light wrap around unpredictably as objects move. It looks like you're in some crystal cavern with luminescent opalescent walls, almost. You see multiple tunnel openings inside this space, one leading to an incredibly bright pinpoint of light, one leading to darkness, and two leading to a infrared sources at 300K and 350K respectively--the temperatures of the two planets you've visited.

[3] You create another tunnel to probe further for traces of the network, and notice that the image through the opening is heavily distorted, perhaps due to close intersection with another tunnel. Unfortunately, in four dimensions "close proximity" implies more degrees of freedom than it does in three dimensions.

Out in space, Marie appears behind you.
Oh, so you've taken to dismantling one of my thousands... no... tens of thousands of tunnels. I don't think you have the brain cells to find all of them.

She conjures a glowing pinpoint of blazing light, [6] then retreats as your dragon chains lash out for an attack. She shrouds herself in a rift just as the dragon chains reach her position, leaving behind a few rice-sized grains at roughly 35°C.
The pinpoint moves slowly, and will reach your position in about 30 seconds. You haven't seen such a thing before, and it's hard to get an estimate on just how wide it is because the blazing light blooms out its borders.

...

Specializations:
Rift Tunnels (+1 Affinity)

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri) (Energy: .5 tTNT @ 10 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri I) (Energy: 0.0 tTNT @ 1 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: 0.5 tTNT @ .5 tTNT/day)

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 (x9) (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)

Follow the will of the claw. If any androids come online, just meld their limbs to the walls/floors like I did to the last ones.

The claw wills that you proceed to the reactor core, ignoring the broken robots. You know this is the direction of the core because the markings on the floor say so.

[1] As you reach a metal iris door, it opens automatically for you--and releases some small, bat-like organism adapted to flying in zero-G. It moves around so quickly that you aren't able to target it directly with spells.

Past the iris door, you see the a control panel at the front of an elongated cylindrical room (about 200m long) with a rail along one of the walls that leads across the entire length of the room. This control panel seems to be overgrown with some teal lichen-like substance as well as small pods clinging to the electrical cables, each about the size of your grasping appendage.
On the opposite side of the room, you see a big pile of pods and boxes connected together by the same lichen. These pods are much larger, about half your size judging by the width of the room.

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)

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Yourmaster

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #185 on: June 25, 2015, 09:42:42 pm »

Focusing the mana around his body, Alexandreus would stare at the transmitter. He would raise his staff and shout "you shall not pass!" and attempt to hold the lightning for a short time to fix the balloons, using violet fire.
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #186 on: June 26, 2015, 12:18:51 am »

"I could, but I don't think I have the time to bother. Neither do you by the way."
that's probably a bomb of some kind. I think *nope!* is a valid option.
I'm making more rift tunnels anyway. Lets put the next one in front of that glowbomb. be ready to drop all other actions to redirect the problem if this doesn't work.
Meanwhile, back in the crystal cave: have the node connect the pit of light to the pit of darkness.
In the meantime, more nodes.
I wonder when she'll notice the bombardment of her planets.
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.))

H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #187 on: June 26, 2015, 02:17:42 am »

((Mana in my world was different; it was full of rot-to-mana corpses. So i just changed it so it fits this.))
Spoiler: My Charsheet (click to show/hide)
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #188 on: June 26, 2015, 12:53:46 pm »

Investigate the controls.
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Pancaek

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #189 on: June 26, 2015, 01:57:51 pm »

Plug the pod back into the power source
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_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 13, page 13
« Reply #190 on: June 26, 2015, 02:51:59 pm »

Roll 14
Spoiler: Starmap (click to show/hide)


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



Alexandreus (Yourmaster)

Focusing the mana around his body, Alexandreus would stare at the transmitter. He would raise his staff and shout "you shall not pass!" and attempt to hold the lightning for a short time to fix the balloons, using violet fire.

[5] You create several ion channels by redirecting the charge configuration temporarily. This means no charge can build up anywhere in high concentrations, and so the voltages are low. Ergo no lightning. You unhook the balloons from the transmitters and can be off on your merry way to drop them off at the base.

Your Inventory:
2x Gas Sifter
2x Aerostatic Balloon
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)

Plug the pod back into the power source

It seems to have been disconnected from the radio transmitter power supply for a reason. The couplers are mismatched. Of course, it's easy to Alter the configuration to a working one, and so [1][4] the pod's machinery now hums to life, shaking the giant vial of fluid noticeably as there is no air to carry the sound away.

The figure inside awakens, and appears fully alert. He starts looking at you, but with no communication channel he can't help but be confused as to why you awakened him here, in space.

He points toward the transmitter, toward a yellow sticker on the power source, it's a radioisotope power supply, an ancient type of nuclear battery. It's also radioactive.

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)

See Coolrune206's rolls for info

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)

Quote
Meanwhile, back in the crystal cave: have the node connect the pit of light to the pit of darkness.

[4] Connecting the tunnel mouths does... mostly nothing. You can try merging the mouths so that the two become one tunnel, but you have to remember that there is still a large distance being travelled inside the tunnels themselves. Tunnels don't pinch distances together, they create additional paths to the desired location.

Quote
I'm making more rift tunnels anyway. Lets put the next one in front of that glowbomb. be ready to drop all other actions to redirect the problem if this doesn't work.

[3] You put a tunnel in front of the glowbomb, and it handily engulfs it. You've missed the Network, though, and instead you've created a tunnel with only one opening. The radiation pressure from the glowbomb causes the tunnel cavity to swell, becoming similar in appearance to the "crystal cave" which you can still see.

Marie shows up again, this time from a further distance.
Marie: You're talking about those flashlights you set up in orbit of my worlds? I was in fact momentarily frightened, but when I saw the yield of the beam I couldn't help but laugh. It hardly penetrated the atmosphere. It'll actually be a great source of low-entropy power for my lifeforms in the near future.

[2][1] Your dragon chains lunge at her during her speech, but by the time they reach her she is able to disappear, once again. You noticed beforehand, though, that she has a cut on her right arm.
Behind your head you see a cluster of three round orbs, without any blazing light coming from them this time. They sort of hound you around and follow your position. Each 'eye' is too small for a node to fit through.

...

Specializations:
Rift Tunnels (+1 Affinity)

Active Nodes:
1 Basic Node (Max 1 tTNT) (Proxima Centauri) (Energy: 0.0 tTNT @ 10 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri I) (Energy: 0.0 tTNT @ 1 tTNT/day)
1 Basic Node (Max 1 tTNT) (Proxima Centauri II) (Energy: 0.0 tTNT @ .5 tTNT/day)

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 (x9) (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)

Investigate the controls.

The panel is covered in sludge, but it still works. There are two options: POWER_DOWN and RETRACT_SHIELD.

The bat-thing flutters around you, but it doesn't seem to have any means of harming you. On its own, at least.

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)


Naira Adverio (H4zardZ1)

A vast expanse of void looms before you. There are a number of radio sources in the near vicinity of space, one of which is Earth. Human society seems to have progressed a lot, since it's giving off a lot more radio traffic since you left. But it's not orders of magnitudes more, so perhaps something bad's happened in the past millennia.
You notice radio traffic coming from a distant star, Beta Pictoris. That's strange, because the star is an A-type star that only recently formed. There should have been no time for a civilization to develop. Unless that means... that a mana-based ecosystem has finally survived and formed sapient, civilized beings! An oddity indeed!

The other stars nearby are not quite as anomalous, but still interesting. Epsilon Eridani is a young star, but it too has weak radio signals, before any civilization should have had time to form. Eridani is a much more developed system with less radiation, but Beta Pictoris is more anomalous of the two.

There are other stars with radio signals that you might want to investigate (see top of post)

Your Inventory:
jet Fog
Lesser Mana Potion (x20) (Consume to negate 1 point of negative affinity in a stat for one turn)
Greater Mana Potion (x5) (Consume to negate 10 points of negative affinity in a stat for one turn)
Black Dust (x5)

« Last Edit: June 26, 2015, 06:01:54 pm by _DivideByZero_ »
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Coolrune206

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #191 on: June 26, 2015, 03:16:08 pm »

((My Action made its way into yourmaster's turn))

Press all of the buttons!
« Last Edit: June 26, 2015, 03:18:03 pm by Coolrune206 »
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Lenglon

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #192 on: June 26, 2015, 03:18:51 pm »

((@GM making sure we're on the same page here. the orbital beams are actually doing damage, right? Just are going really slowly because they can only get the proper intensity on a small area at a time. Marie's reply sounds like you assumed I was a moron and targeted everything I could see at once. The actual turn says something about atmospheric diffraction by the planets that are having trouble supporting life due to their lack of atmosphere. I assumed that simply meant that it would be slow going, which I was willing to just accept without issue, but if they are flat not working then that's something I couldn't afford to let slide.))

((@ connecting the tunnel mouths: I did not communicate clearly. I meant create a new tunnel that connects the two. odds on those are opposing *energy* storages, that avoid flow by going in circles all clockwise/counterclockwise. (maybe with an extra dimension or two added, doesn't matter for my purposes, same concept.) if I make an opening in those circles on the side they rotate towards instead of the one they rotate away from I should have them naturally come streaming out and down my new tunnel.
and I want them to meet each other in a tunnel connected to Marie' tunnel system. If she's stored enough energy in the things then I might end up bombing her out of her entire linked network. or at least get rid of her stored energy.))
« Last Edit: June 26, 2015, 03:24:59 pm by Lenglon »
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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.))

_DivideByZero_

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #193 on: June 26, 2015, 06:01:20 pm »

((@GM making sure we're on the same page here. the orbital beams are actually doing damage, right? Just are going really slowly because they can only get the proper intensity on a small area at a time. Marie's reply sounds like you assumed I was a moron and targeted everything I could see at once. The actual turn says something about atmospheric diffraction by the planets that are having trouble supporting life due to their lack of atmosphere. I assumed that simply meant that it would be slow going, which I was willing to just accept without issue, but if they are flat not working then that's something I couldn't afford to let slide.))


tl:dr yes, it's doing damage, but it's like killing ants with a needle.

The planets do have an atmosphere since you can't have seas of hydrocarbon without an atmosphere. But the atmosphere is almost 100% CO2 and other hydrocarbons. What the planet lacks is oxygen, which absorbs UV. Earth itself had a pretty thick CO2 atmosphere at one point, but even many atmospheres of CO2 didn't appreciably reduce the UV flux at the surface. It was only until Earth gained an oxygen-rich atmosphere when surface UV flux was bearable (to my understanding, correct me if I'm wrong).

That concerns UV light, so if your laser works in UV light it won't get absorbed. But remember that UV light is still scattered by the atmosphere. What I'm saying is that because your nodes are at a high altitude (they need to be or their orbits will decay), the distance combined with atmospheric scattering is making it difficult to focus the beam on any given point. Remember that a laser fired at the moon spreads to 6.5 kilometers in beam width. At that width, your power per square meter would be less than 0.01 watts. Weaker than a flashlight in other words.

If your node is in geostationary orbit (if it isn't, you'll get targeting errors due to your very high orbital velocity with respect to the surface), the yield would still be less than a watt/m² from my back-of-the-envelope calcs, per square meter. If you get closer into zones verging on rapid orbital decay (~200 mi or so), what you've basically done is match the brightness of the sun at that point, in terms of heat applied. This will take a very long time to actually kill anything, although it is harmful.

But remember: your laser has the power output of a couple military-grade lasers. You're not wielding a weapon of mass destruction. And life isn't static. Chances are the life is just regrowing in areas you've already burnt. Perhaps it has roots below the surface and the charred remains just serve as fertilizer for the reserves underneath to repopulate. There are a lot of possibilities. But your character never investigated the lifeforms firsthand so you don't really know what's actually happening to them.

Quote
((@ connecting the tunnel mouths: I did not communicate clearly. I meant create a new tunnel that connects the two. odds on those are opposing *energy* storages, that avoid flow by going in circles all clockwise/counterclockwise. (maybe with an extra dimension or two added, doesn't matter for my purposes, same concept.) if I make an opening in those circles on the side they rotate towards instead of the one they rotate away from I should have them naturally come streaming out and down my new tunnel.
and I want them to meet each other in a tunnel connected to Marie' tunnel system. If she's stored enough energy in the things then I might end up bombing her out of her entire linked network. or at least get rid of her stored energy.))

Creating a new tunnel that connects the two energy sources would have resulted in the same effect as it has now.
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Have I now become your enemy by telling you the truth? (Gal 4:16)

H4zardZ1

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Re: Roll to be a Celestial Space Wizard - Turn 14, page 14
« Reply #194 on: June 26, 2015, 06:31:21 pm »

((I'm posting this from my phone.))
"I think i better start with smaller civilisation right now. But, β Pictoris is too far away, and i will start at smaller, more definite one. Sirius."
Go to Sirius.
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Quote from: Rock
Quote from: Comrade Qwasich
Stop bullying children
I can't
I have to bully children
Sigtext and other things
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