Civ 6: Hiatus until August 31

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NewOneAround
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Re: Civ 6: Myths And Legends: 968.06

Post by NewOneAround » Tue Jul 08, 2014 3:42 am

A) 14 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut, nikohl, Gathers)
B) 3 (Noland, kida, Quarg)
C) 4 (kelten, Quarg, Dave, SVM)
D) 6 (ChuckDa, D34dlock, Jib, Dlover, SVM, nikohl)
E) 8 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut, Gathers)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 11 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut, nikohl, Gathers)

Drop Pro
0 - No
1 - Yes (kida)
3 - Yes, with dropping magic user limit and advance aspects at normal speed (Madmartin26, ChuckDaRighteous, D34dlock)
1 - Yes, with above and an extra. (NewOneAround)

This looks like I'm greedy o:)
____
Suggested Extras:
NOA: Lesser Pro: Instead of rolling double for everything just reroll critical failures.
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation

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nerdsavant
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Re: Civ 6: Myths And Legends: 968.06

Post by nerdsavant » Tue Jul 08, 2014 4:46 am

B, C, G

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Kide
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Re: Civ 6: Myths And Legends: 968.06

Post by Kide » Tue Jul 08, 2014 6:24 am

Alrighty let's see.... A,C and E

A) 14 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut, nikohl, Gathers, Kide)
B) 4 (Noland, kida, Quarg, nerdsavant)
C) 6 (kelten, Quarg, Dave, SVM, nerdsavant, Kide)
D) 6 (ChuckDa, D34dlock, Jib, Dlover, SVM, nikohl)
E) 9 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut, Gathers, Kide)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 12 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut, nikohl, Gathers, nerdsavant)

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SaruSama
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Re: Civ 6: Myths And Legends: 968.06

Post by SaruSama » Tue Jul 08, 2014 1:13 pm

A) 15 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut, nikohl, Gathers, Kide,SaruSama)
B) 4 (Noland, kida, Quarg, nerdsavant)
C) 6 (kelten, Quarg, Dave, SVM, nerdsavant, Kide)
D) 7 (ChuckDa, D34dlock, Jib, Dlover, SVM, nikohl,SaruSama)
E) 9 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut, Gathers, Kide)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 13 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut, nikohl, Gathers, nerdsavant,SaruSama)

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BadgeAddict
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Re: Civ 6: Myths And Legends: 968.06

Post by BadgeAddict » Tue Jul 08, 2014 1:18 pm

A) 15 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut, nikohl, Gathers, Kide,SaruSama)
B) 4 (Noland, kida, Quarg, nerdsavant)
C) 7 (kelten, Quarg, Dave, SVM, nerdsavant, Kide, Badge)
D) 7 (ChuckDa, D34dlock, Jib, Dlover, SVM, nikohl,SaruSama)
E) 9 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut, Gathers, Kide)
F) 4 (kida, NOA, Alaen, Quarg)
G) 13 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut, nikohl, Gathers, nerdsavant,SaruSama)

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Aegis J Hyena
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Re: Civ 6: Myths And Legends: 968.06

Post by Aegis J Hyena » Tue Jul 08, 2014 1:30 pm

Prologue: 968.07: #1: Prelude -> #2: The Gods -> #3: Gynnidarcia and your ships -> #4: A Buried Discovery -> #5: Broken Crystals -> #6: The Worm's Moon
► Show Spoiler
Most of the month is spent rebuilding the ships with what resources you have, but a ship size has not been determined. The Ogres seem to want "the bigger the better" while the Drow are favoring smaller, more speedy ships that can run circles around their counterparts. With both the Dwarves and Maeterra building at full speed, it will take about four months to have a fully functional ship, or if you want to make it faster than normal, add a month so the Simple Celled can acid-etch everything to make it as aerodynamic as possible. Meanwhile the cult of extermination of purebloods has been meeting repeatedly, and the driders (of all races/factions) seem to be warming to the idea. A revolt is incoming for sure if nothing is done, however the ogres, dwarves, and other physically-strong races think that the cult is outnumbered and outmuscled, and therefore not a threat.

While beginning work on the ships, some of the ogres come across a new kind of wood that seems to repel water more so than normal. The soil the trees are planted in seem to be tainted with some kind of tar, and while messing about with the tar, you find that it has special properties when ingested raw. In a show of "hey, hold my beer and watch this!" by some of the ogres, they eat the tar and then decide to spew it out underwater. When it doesn't come out, they inhale in shock, and find the tar has enabled them to breathe water for a limited time. When given to water breathers like the Chelyrdians, it -removes- it for a similiar duration. When the ogres surface, they find their voices are gone and it takes several hours for them to return. The Garou find the tar -slightly- reeks of the Wyrm.

Training the Gryphons proves difficult, as the quadrapedal birdbrains are usually better suited for working with the bipedal birdbrains. Treeka suggests a steady diet of horses to win their loyalty, but there are no horses on the isle... the only thing the dwarves have are mules and they use those to get from place to place. Horses, Centaurs, or something similar could be used to "buy" the gryphon loyalty, otherwise it is going to remain difficult to train them. For now the Skyborne keep the gryphons under control, but a lot of them are eyeing the ogres as a potential source of new food. They quickly learn that food that can swing a club capable of knocking them out of the sky is not food, but they're hungry enough to strike anyway if they get away from their handlers. For the most part, Treeka does a good job of delegating her Skyborne to keep them under control.

Research on the Vorpal Blade turns up very very little. It seems to dry up any water sources it touches, and what you come across is glitchy in the translation. You cannot tell if it was once used to "turn a river itself into sand" or "remove the water, revealing sand". It occurs to you that your... "friend" on the opposite side of the isle is normally a desert-living creature. You also learn that whatever gems that were in the sword cracked and turned to sand over time (due to lack of water content) --- the only gemstone you can think of that has a high water content is an opal of some kind.

On the deity front, Lloth's rage begins to increase. She will be placated by sacrifices of important people, of men in general, of driders of any kind, and (best bet) sacrifices of magic books and spell knowledge. If the timer drops to 0 it will reset to 100 and She will act, usually with a hostile "Hazard" of some kind that might not even be related to the month's actions. Such a nasty Hazard will require an FH to mitigate for sure. If she acts 7 (and then 13) times, bad things will happen. For now She seems to be only observing, taking an interest in what both the drow and the other races are doing, and seems slightly amused that such a variety of species would unite. The priests in the drow do think She will meddle, eventually.

Which brings us to the next deity, Zenkal the Unshaken. He indeed is a new god, and while his mortal form is rather unusual (a Kobold with one pink and green eye, with a buster sword slung across his back) he brings with him quite a bit of power, as it seems that he killed a god of madness and assumed part of his portfolio. Priests of Zenkal tend to talk as if they'd inhaled helium, have a tendency to go insane (referred to as the Talking Shadows, which bring divination and insight), and seem to repel magic cast at them (5%). On top of that, all priests of Zenkal have wombats as familiars that can squirt a corrosive substance from their eyes, and a venomous substance from their front serpentine fangs. The wombats have the gift of speech (but not opposable thumbs), and contact with water or fire deals double damage to them, so they're smelly as all hell. The eye fluid deals double damage to undead, and the venom deals double damage to living beings. Finally, ALL the wombats seem to have the same name ("17") by Zenkal's law... and share a Hivemind. The "central hivemind wombat" is Bozdrak Nog's personal pet (and not by his choice either... the warchief isn't a priest!)

Right now Zenkal is directing many converts to build a temple both on the surface and in the dwarven tunnels while taunting Gynnidarcia by having other converts do a conga line up Mile High Mountain to the purple sculpture and back. The temple building is eating into your shipbuilding supplies, but not by very much. His power is directly contrasting with Lloth's though, and there are murmurs from the drow suggesting that the two will not see drider to wombat, as it were. For now both are content to leave each other alone but that likely will change the more Lloth decides to interfere.

The final deity in all of this is the Wyrm, also known as Mother Nature's greatest enemy. The Wyrm is corruption and vileness of the worst power (if you've played the video game Earthbound, the end boss "Giygas" is a prime example) and seeks to devour everything, and then devour the nothingness. The Garou are Mother Nature's immune system, and have mostly gone about their days making sure that A) no fights break out among the different races (though they're casting long glares at the orcs) and B) making sure that Zenkal the Unshaken is not a Wyrm-spawned fiend. The Garou -do- take issue with Lloth, as Her hatreds are prime fuel for the Wyrm to feast off of. If Lloth acts, the Wyrm might not be far behind. The greater your magical power, the more the Wyrm will come to feed.

Fortunately, you can combat this with Wyvernwyrm Soul, the "power" granted by Zenkal the Unshaken. For every point of Wyvernwyrm Soul used on an action (to pour you heart and soul into something), it will boost resolve and stop any form of corruption from manifesting. If used accompanying a healing effect, the effect is doubled. Each point of soul used will slow Lloth's timer by 1 and cut the Wyrm Timer now accompanying things by 1% (to a maximum of 25%). Driders and to a lesser extent Drow by their nature are "corrupt" in Mother Nature's eyes (thanks obama... I mean, Lloth), so even if Lloth doesn't act, if the Wyrm Timer hits 250 on its own, the Wyrm will and the Garou will probably be the ones called upon to put whatever the Wyrm makes show up (and the creatures that led to the Wyrm acting!) down.

Wyvernwyrm Soul has other uses, but you'll need to research Zenkal a bit more to discover them...

Next month we check in on Gynnidarcia and just what the hell her problem is, anyway.

WILL YOU...

A) Focus on the building of Zenkal the Unshaken's temple? (85+)
B) Allocate those resources to mostly rebuilding homes and what ships you have, instead? (80+)
C) Spend time trying to learn and research Zekhal the Unshaken? (95+)
D) Research just how a Gynosphinx can have a halo? She's obviously Hallowed for a reason. (80+)
E) Keep trying to start Gryphon training? (80+)
F) Prepare a ship to visit the Grand Shark's Demise, having never actually been there? (75+)
G) Try to calm down the Rogue Halfbreeds and their little cult (80+)


Chelrydian Divination (C): 93 + 3 (Research 1) + 0 (Divine 0) + 0 Action Points = 96 vs (Modded 94 - 0 MP = 94) (Base 79) (Action Succeeded) [17: +2 AP, +1 MP]

The Hazard Bar has increased by 17... (40/100)
► Show Spoiler
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BadgeAddict
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Re: Civ 6: Myths And Legends: 968.07

Post by BadgeAddict » Tue Jul 08, 2014 1:44 pm

A)
B) 1 (Badge, )
C) 1 (Badge, )
D)
E)
F)
G) 1 (Badge, )

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SuperVaderMan
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Re: Civ 6: Myths And Legends: 968.07

Post by SuperVaderMan » Tue Jul 08, 2014 1:55 pm

C, D, G

A)
B) 1 (Badge)
C) 1 (Badge, SVM)
D) 1 (SVM)
E)
F)
G) 1 (Badge, SVM)

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Alaen
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Re: Civ 6: Myths And Legends: 968.07

Post by Alaen » Tue Jul 08, 2014 1:56 pm

BCG

Gotta say, this Divination thing is pretty nifty. :D
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Kelten
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Re: Civ 6: Myths And Legends: 968.07

Post by Kelten » Tue Jul 08, 2014 2:02 pm

B F G
Click here if you want to beat me up!

D34dlock
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Re: Civ 6: Myths And Legends: 968.07

Post by D34dlock » Tue Jul 08, 2014 2:07 pm

A,C,D

E can wait until we have a PC Animal Trainer. A +15 Occupation bonus is big enough to push things over the top.
Animal Husbandry (+11 bonus to domesticate big/difficult creatures/magical beasts
Not that it would have mattered this time round.
I'm still reading shifters.

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Aegis J Hyena
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Re: Civ 6: Myths And Legends: 968.07

Post by Aegis J Hyena » Tue Jul 08, 2014 2:57 pm

See? I knew I missed something... heh
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kida
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Re: Civ 6: Myths And Legends: 968.07

Post by kida » Tue Jul 08, 2014 3:09 pm

A) 1 (d34)
B) 4 (Badge, Alaen, Kelten,kida)
C) 5 (Badge, SVM, Alaen, d34, kida)
D) 2 (SVM, d34)
E) 0 ()
F) 1 (Kelten)
G) 5 (Badge, SVM, Alaen, Kelten,kida)

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ChuckDaRighteous
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Re: Civ 6: Myths And Legends: 968.07

Post by ChuckDaRighteous » Tue Jul 08, 2014 3:20 pm

C) (auto success, Go Chelydrians)
D) (know thy enemy)
G) (lets not have things self destruct)

A) 1 (d34)
B) 4 (Badge, Alaen, Kelten,kida)
C) 6 (Badge, SVM, Alaen, d34, kida, Chuck)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 1 (Kelten)
G) 5 (Badge, SVM, Alaen, Kelten, kida, Chuck)

I see pro has been removed but no corresponding penalty removed. Decision on that?
Righteous OneVengeful One in Goblin Adventurer's League
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Davecom3
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Re: Civ 6: Myths And Legends: 968.07

Post by Davecom3 » Tue Jul 08, 2014 3:30 pm

ACG

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nerdsavant
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Re: Civ 6: Myths And Legends: 968.07

Post by nerdsavant » Tue Jul 08, 2014 3:31 pm

A) 1 (d34)
B) 4 (Badge, Alaen, Kelten,kida, Nerdsavant)
C) 6 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 1 (Kelten)
G) 5 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant)

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kida
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Re: Civ 6: Myths And Legends: 968.07

Post by kida » Tue Jul 08, 2014 3:38 pm

A) 2 (d34, Dave)
B) 5 (Badge, Alaen, Kelten,kida, Nerdsavant)
C) 8 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 1 (Kelten)
G) 8 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave)

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madmartin26
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Re: Civ 6: Myths And Legends: 968.07

Post by madmartin26 » Tue Jul 08, 2014 3:55 pm

A) 2 (d34, Dave)
B) 6 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26)
C) 9 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 1 (Kelten)
G) 9 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26)

Edit: Aegis, for the bonuses that will increase over time (the ones in parentheses), are the valuse in parentheses what they are now, or what they will be eventually? Also, are we starting with some percentage? because if we start at 0% and increase by 2% each year, then we'll only be at 60% when everything ends.

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NewOneAround
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Re: Civ 6: Myths And Legends: 968.07

Post by NewOneAround » Tue Jul 08, 2014 3:58 pm

A) 2 (d34, Dave)
B) 6 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26)
C) 10 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26, NOA)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 2 (Kelten, NOA)
G) 10 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26, NOA)
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation

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Re: Civ 6: Myths And Legends: 968.07

Post by Nolandking » Tue Jul 08, 2014 4:21 pm

A) 2 (d34, Dave)
B) 7 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26,Noland)
C) 11 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26, NOA,Noland)
D) 3 (SVM, d34, Chuck)
E) 0 ()
F) 2 (Kelten, NOA)
G) 11 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26, NOA,Noland)
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Bahamut
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Re: Civ 6: Myths And Legends: 968.07

Post by Bahamut » Tue Jul 08, 2014 4:32 pm

A) 2 (d34, Dave)
B) 8 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26,Noland, Bahamut)
C) 11 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26, NOA,Noland)
D) 4 (SVM, d34, Chuck, Bahamut)
E) 0 ()
F) 2 (Kelten, NOA)
G) 12 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26, NOA,Noland, Bahamut)

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Quarg
.
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Re: Civ 6: Myths And Legends: 968.07

Post by Quarg » Tue Jul 08, 2014 5:18 pm

B,C,G

A) 2 (d34, Dave)
B) 9 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26,Noland, Bahamut, Quarg)
C) 12 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26, NOA,Noland, Quarg)
D) 4 (SVM, d34, Chuck, Bahamut)
E) 0 ()
F) 2 (Kelten, NOA)
G) 12 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26, NOA,Noland, Bahamut, Quarg)

What the hell did the Ponies do for a turn....poop? or were they fed to the Gryhpons?
Really...why are you reading this?

Eileen Ap'Fyretorr

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Aegis J Hyena
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Re: Civ 6: Myths And Legends: 968.07

Post by Aegis J Hyena » Tue Jul 08, 2014 6:04 pm

madmartin26 wrote:Edit: Aegis, for the bonuses that will increase over time (the ones in parentheses), are the valuse in parentheses what they are now, or what they will be eventually? Also, are we starting with some percentage? because if we start at 0% and increase by 2% each year, then we'll only be at 60% when everything ends.
"(Something Interesting happens on a 65+(54+))" means that the roll starts at 65+ and will get a bonus of 2 per year until the second number is hit (in this case approximately 6 game years). (Technology Difficulty reduced by 35%(55%)) would mean it starts at 35% and will hit its top bonus in about 11 game years. Given all your other bonuses, I doubt you'll be needing much anyway.
Quarg wrote:What the hell did the Ponies do for a turn....poop? or were they fed to the Gryhpons?
Probably -run- from the gryphons; the gryphs are about three times larger than they are. Heh. I didn't see anything important about them (yet) so didn't mention them.
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Dlover
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Re: Civ 6: Myths And Legends: 968.07

Post by Dlover » Tue Jul 08, 2014 6:30 pm

A) 2 (d34, Dave)
B) 9 (Badge, Alaen, Kelten,kida, Nerdsavant, madmartin26,Noland, Bahamut, Quarg)
C) 13 (Badge, SVM, Alaen, d34, kida, Chuck, Nerdsavant,Dave,madmartin26, NOA,Noland, Quarg, Dlover)
D) 5 (SVM, d34, Chuck, Bahamut, Dlover)
E) 0 ()
F) 2 (Kelten, NOA)
G) 13 (Badge, SVM, Alaen, Kelten, kida, Chuck, Nerdsavant, Dave, madmartin26, NOA,Noland, Bahamut, Quarg, Dlover)
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Aegis J Hyena
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Re: Civ 6: Myths And Legends: 968.07

Post by Aegis J Hyena » Tue Jul 08, 2014 10:02 pm

Bloody hell. Someone posted a link to /b/ linking here, in attempt to get post number 555555555. don't look at me like that

Helloooooooooooooo 4chan. Feel free to join in and vote n' shit (though when characters are rolled, maximum 20 players and those who have voted beforehand will have priority...); it updates daily! I'll welcome everyone to play and vote, just as long as you please don't troll. I worked hard on this one.
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