Chapter 1: Meeting Again for the First Time (OOC)

1851 posts / 0 new
Last post
drumandfight
drumandfight's picture

mruozu wrote:

A perilous one at that. I believe in you.

And believe me, I will punch you in the dick if you don't finish it.

Dick Punch + Point Blank Range + Bionic Hand Strength + Hatred (Bitches who need to finish Horus Rising)

Haha Victory.

Fixxxer
Fixxxer's picture

mruozu wrote:

+ Hatred (Bitches who need to finish Horus Rising)

I laughed out loud. I also peed a little.

Fixxxer
Fixxxer's picture

It wouldn't be outside the realm of possibility for Pax to wander through here on his walkabout. Just sayin'.

Also, I spent some free time reading more of Uriel's story in the Ultramarines Omnibus and I've left off just as the first of what I'm assuming will be many battles with the tyranids is beginning. From what I've read thus far, they're not so much like the xenomorphs, as Jeff described them once upon a time, as they are like the bugs from the movie version of Starship Troopers or how the Buggers in the recent Ender's Game movie are described as being. Except with an extra helping of NOPE! They've got no strict form! And they sort of naturally utilize potent biological weapons like explosive spores and acid! And, and...

drumandfight
drumandfight's picture

Quote:
They've got no strict form

Yes and No. While a writer may take creative liberties to describe them however he sees fit, for the game and for the table top they do have strict form sets. There will always be Hormagaunts and Termagaunts in a Nid force, as well as larger biomorphs. They will ALWAYS have Synapse creatures in the larger hordes because they are a direct link to the hive mind (like xenomorphs to the Queen in Alien and the Bugs to the Brain-bug in Starship). Genestealers will almost always assume some sort of advance scout/attack element pre-invasion and infiltrate the population.

The Tyranids are an Amalgam of Sci-Fi alien "Bug" arch nemesis (aka everything that humanity isnt). However, various Hive Fleets adopt various tactics and adapt to various situations as they are encountered - a physical result of this are new biomorphs emerging. Some of which are basically, "What in the fuck how are we supposed to kill that giant biological tank?" And this gives writers and gamer free reign to design whatever fucked up hideous monstrosity they want within the Nid ranks.

drumandfight
drumandfight's picture

Combat Arena Rules

The Octagon you are fighting in is 8 meters in diameter. Pushing someone out of this octagon (successful grapple, followed by opposed strength tests) earns the person who was pushed out 2 levels of fatigue. Once a level of fatigue is acquired ALL tests taken afterward are at -10 (note that this penalty does not stack with more levels of fatigue, but stays at a constant -10 until the fatigue is gone). Once a character has taken their toughness bonus in fatigue, they lose the fight. In normal game circumstances, once a character takes 1 more point of fatigue than their toughness bonus they are knocked unconcious. However that would be stupid in this circumstance.

This will reflect a losing player having been forced out 4 times and thus losing because they were bested in a contest of strength. Grapple Rules are on page 246 and 240 of the PDF CRB.

And of course, you can always win by knocking the dog shit out of each other. First PC to lose double their toughness bonus in wounds - in this case earn 16 damage - loses the fight.

Cheers.

Fixxxer
Fixxxer's picture

Remember how the Spartans were disgusted with wrestling during the Olympic games because there was a "no gouging out your opponent's eyeballs" rule in effect? I see that being a problem for the Sons of Russ, too.

drumandfight
drumandfight's picture

Like a good old fashioned Southern honor battle.

I believe you are correct.

drumandfight
drumandfight's picture

ATTENTION EVERYONE. EXECUTIVE DECISIONS HAVE BEEN MADE. LEND ME YOUR EARS.

I have decided, in order to move the game along at a pace faster than octogenarian snails having sex, to treat the Hand-to-Hand combat arena has a microcosm within the larger universe of our game.

The IC for Chapter 1 will continue normally with all players alongside the Hand to Hand IC. Please feel free to roleplay the results of the hand to hand as they occur, and once it is resolved of course feel free to roleplay the results. For example, if Yngvar and Gunter were sitting in the Kill Room right now, both of them would show signs of beating the shit out of each other and everyone could comment on that, but since we dont yet know who the winner is, obviously no one could comment on that.

This may be a bit confusing, but it is the best solution I can think of to keep everything going in an orderly fashion.

Also, bonuses for winning fights have been boosted from 10xp to 20xp. Merry Christmas.

drumandfight
drumandfight's picture

Xerb, since I retconned the cost for the Sound Constitution talent - as noted in the Homebrew Rules thread - you now have an extra 200xp to spend. I highly recommend boosting your WS as it is your primary attack characteristic. I double checked and the cost for a simple WS(+5) upgrade for an Assault Specialist is 200xp. But, of course, the choice ultimately remains yours.

Speaking of which - a couple new rules have been added to the homebrew list. Most of them won't affect you until they do, but I still advise you to familiarize yourself with them.

drumandfight
drumandfight's picture

I would like everyone to start thinking about a squad leader and wargear to requisition.

I am awarding 50 req per PC. Think about what you want to req for the mission based on what intel you have been given. Squad leader, think about what Oath you want to take.

Remember that you can pool any amount of requisition into a community chest of sorts if you wanna get something big for whatever reason. Consult the marine carry chart in the homebrew rules to know what you can carry and where.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Quite a few potential enemies on Serenity. Any relevant background (for those of us who aren't as familiar with the 40k universe) on any long standing and extant alliances or otherwise? Any available resources you might recommend on the subject?

I'll be perusing the wiki in case there is something there.

drumandfight
drumandfight's picture

I posted a thread on this forum regarding enemies. I would start there and use that as a base for your further wiki searches. The CRB also has a section on enemies at the end of the book. While it isn't in depth, it will give you some idea of enemy types the squad may encounter.

Or who knows? Maybe there won't be any enemies at all.

Aliances.... between enemies? I don't understand the question.

drumandfight
drumandfight's picture

This will be re-posted IC when the team is ready to go. It is all tentative and I plan on having one for every mission.

Mission: Back Breaker
Threat Level: Unknown
Clearance Level: Hazel
Insertion Plan: Thunderhawk Gunship from low orbit.
Extraction Plan: Thunderhawk Gunship 3 days post drop off.
Communications: Squad Vox only. Long range comms unavailable until Communication relays are restored.

Squad Leader: Yngvar, Space Wolf Blood Claw (Assault Specialist)
Oath: ?
Requisiton: 50 per Marine
Cohesion: 5 (3 for Yngvar FB +2 for Good Squad Leader Choice)

Objective(s):
- Primary: Locate and retrieve Long-Rang Kill Marine codename Back Breaker.
- Secondary: Investigate and determine the cause of the communications blackout.
- Secondary: Investigate and determine the cause of the psychic blackout.
- Tertiary: Eliminate any and all enemy resistance encountered.
- Tertiary: Gain confirmation that mining operations at "Mining Site 0" remain operational.

Fixxxer
Fixxxer's picture

Where can we find the list of clearance levels so we know how important Hazel is?

drumandfight
drumandfight's picture

You can't because I am making it up as I go along. Hazel just sounds nice.

Also, Pax suggesting breaking up the squads would be highly unusual given his love and Biblical Literalist outlook on the Codex Astartes. 5 Marines is already a half-strength tactical squad. This one is specifically unorthodox given its make up of specialists. Breaking it down even more would be pretty taboo for an Ultramarine.

Having said that, if he thinks that is the most tactically sound tactic, then feel free to leave the post up. I will have Carmillus respond to him right now. I will keep the post somewhat vague should you choose to edit it.

Fixxxer
Fixxxer's picture

DDMW saved me from having to. Personally, I can see the merit in using two teams to complete the initial leg work. One team directly investigates the last locations of Back Breaker and tries to establish patterns in behavior and possibly a time of abduction (if abduction it was) while the other team makes a stealthy insertion to the comm towers just to lay eyes on the area. I can, however, see how the stuffy ole Codex Astartes would demand that the unit be at full strength for both undertakings.

drumandfight
drumandfight's picture

I could see a Codex Thumper like Pax already being woefully offended at having to be in a half-strength squad, much less one without proper support and etc etc. Welcome to the Deathwatch, Bitch! This is Delta, not the air cav.

But yeah, I totally got where you are coming from. DDMW, nice save indeed.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

I think the Oath to Glory will help us in the event we encounter strong resistance, which I think is likely. It goes without saying that the extra renown will be useful.

Thoughts?

deadDMwalking
deadDMwalking's picture

I think that's a good choice. For those who don't want to look up the options under the oath, it includes Bolter Assault (you charge and can still make an attack with your bolter), Furious Charge (you charge/attack and can re-roll damage). It also lists Tactical Advance as a Squad Mode. That part confuses me because it is listed as a Full Action anyone can do (it allows you to move from cover to cover and maintain your cover bonus during the move). Typically it is a full action - when provided as a Squad Mode does it allow you any additional benefit?

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

It appears you may be confusing Tactical Advance, with Squad Advance. While Squad Advance is in effect, Tactical Advance can be used as a Reaction. I'm not sure amount of distance can be covered, or how TA will affect movement when using Tactical Advance as reaction, though.

deadDMwalking
deadDMwalking's picture

I think it's a misprint in the book. The Oath of Glory is listed as allowing 'Tactical Advance'. There is no 'Tactical Advance' listed under Squad Modes, but there is 'Squad Advance' which says 'while this ability is in effect, the Kill-team may use their Reactions to make a Tactical Advance'. Oath of Glory is on Page 229 of the Deathwatch book is anyone wants to look at what I'm looking at. Oath of the Astartes also lists 'Tactical Advance', but I would expect that it similarly means 'Squad Advance' - especially since none of the oaths list that as a Squad Mode, and you'd figure there has to be a way to get it, otherwise it wouldn't be listed...

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

I see what you mean. The Table 7-16 on Pg. 229, which lists the Squad Mode Abilities, does not correspond with the list of squad mode abilities for each oath's description. So, I agree, the Table should read 'Squad Advance' and not 'Tactical Advance'.

If everybody is ready, I will post IC and Yngvar will inform Carmillus that we are ready to proceed.

Fixxxer
Fixxxer's picture

Yar.

drumandfight
drumandfight's picture

I believe the skill "tactical/squad" advance, whatever, allows players to "steal" a team-mates reaction. I don't have the specs in front of me, so I could be talking completely out of my ass. But if we cannot figure it out, we can definitely posta querry on the FFG forums. Myself, DDMW and Uozu all have accounts on there, so one way or another we can get an answer.

I am ready when y'all bitches is.

deadDMwalking
deadDMwalking's picture

I gots a question for the Inquisitor before we go. A private question. I can post IC after she dismisses us...

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

D&F, you may be thinking of tactical spacing.

"Effects: Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared."

mruozu
mruozu's picture

I'm ready as well.

drumandfight
drumandfight's picture

Xerb. The Wolfman. wrote:

D&F, you may be thinking of tactical spacing.

"Effects: Formation and spacing are an important part of a squad’s function on the battlefield and influence their ability to warn each other of danger and defend themselves against attack. While this ability is in effect, the Battle-Brother and those in Support Range of him can share their Reactions. For example, one member of the Kill-team could give his Reaction (losing it for himself for the turn) to another member of the Kill-team to use. If the Space Marine has extra reactions (such as the bonus reactions granted from the Step Aside Talent), these may also be shared."

Ah, yeah. You are absolutely right. My bad. I will look more at tactical advance and see what the deal is.

Anyways, if everyone is good to go, post IC that you dont have any other questions for the Inquisitor or Angellion.

drumandfight
drumandfight's picture

deadDMwalking wrote:

I think it's a misprint in the book. The Oath of Glory is listed as allowing 'Tactical Advance'. There is no 'Tactical Advance' listed under Squad Modes, but there is 'Squad Advance' which says 'while this ability is in effect, the Kill-team may use their Reactions to make a Tactical Advance'. Oath of Glory is on Page 229 of the Deathwatch book is anyone wants to look at what I'm looking at. Oath of the Astartes also lists 'Tactical Advance', but I would expect that it similarly means 'Squad Advance' - especially since none of the oaths list that as a Squad Mode, and you'd figure there has to be a way to get it, otherwise it wouldn't be listed...

Perhaps it is a misprint in yours. My copy has "Squad Advance" clearly listed as an Oath of Glory squad mode ability. There is no mention of "Tactical Advance. Ah, I see what you mean. In the description for Squad Advance it is mentioned.

"Tactical Advance" can be used as a reaction; it is normally a combat maneuvre that normally uses up your entire round action, but the squad mode allows it to be used as a REACTION which is pretty significant. It is found on page 243. OK, let's see what it says then, shall we?

pg. 243:
" Tactical Advance
Type: Full Action
Subtype: Concentration, Movement
The active character moves from one position of cover
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he
is considered to benefit from the cover he left, even though he
is moving in the open for a brief time."

So, if you are in cover, you can move to another position that offers cover as long as it is within your full movement range and keep the cover AP that you left. That is pretty tits.

Are we all good now?

drumandfight
drumandfight's picture

OK. I have updated the Rewards and XP thread to list your items of requisition.

Important things: You all have 50 Requisition a piece, which is 250 requisition between the lot of you. You have 0 renown, so you are limited in your selection.

Consult the Marine Carry diagram to figure out what you are carrying and where you are carrying it. I want to know specifics.

Aside from weapons and specialty ammo/grenades, both the Core Rule Book and the Rites of Battle supplement have some pretty nifty Wargear and tools that can be requisitioned.

Remember, Requisition does NOT carry over to the next mission. So either spend it all, or whatever is left over put into a community chest so someone else can benefit from it. I realize that all your requisition won't be used for every mission, and that is fine. No biggie. Don't kill yourself trying to cram as much shit on your marine as possible. Requisition things you think your character would want.

deadDMwalking
deadDMwalking's picture

Question...

If we are taking the Oath to Glory, I believe it gives us +1 Renown for this mission. I assume that means we can actually requisition things that have a 1 Renown requirement. Is that not correct? (If not, I don't know what benefit the Renown for the mission confers).

drumandfight
drumandfight's picture

Renown works in levels. The more renown you accumulate the more people know of you and your deeds. You earn renown by completing objectives in missions. What the Oath does is give extra renown rewards per objective. Normally you would get 1 pt of renown for 1 objective; this oath lets you earn two.

1-19 points of renown and you are all still initiates. Meaning you cannot requisition any weapons with an actual renown requirement.

20-39 and you are "Respected"; 40-59 "Distinguished"; and I think after that is "Hero," and there may be another level.

So, to answer your question, No. Re read the section on renown. It lays it out pretty well.

deadDMwalking
deadDMwalking's picture

I was just coming in to edit. I got back to my book and read up on it. I was also getting Rank and Renown confused in my head. I was thinking this was a temporary bonus, but as you say, this makes a lot more sense.

Fixxxer
Fixxxer's picture

I assume you want us to list our requisition choices here and you'll edit them into the XP thread's first post? No problems. As an aside, you still have Pax as having spent 300xp on Keeper of Ways, but we decided to go a different route.

Also, I want tou double check and make sure of this. A knife, grenades, ammo and the like that isn't special or above the norm (basically, what we had as a loadout on the last mission) does not need to be requisitioned, or does it? Assuming it doesn't...

Astartes Sniper Rifle - Free (Signature Wargear)
Servo-Arm - Free (Techmarine)
Astartes Flamer - 15 req
Silencer (Needle Rifle) - 3 req
Auger Array - 15 req
MIU - 15 req

That's a total of 48 req used, so 2 goes back in the kitty for everyone else to dip from.

deadDMwalking
deadDMwalking's picture

In the Deathwatch book, Flamer is listed as 10 Req, Heavy Flamer is 15. Not sure if that was modified by errata.

Assuming no, this is what I'm thinking:

Astartes Flamer (10)
Astartes Incendinary Grenade (15)
Astartes Stun Grenade (10)
Red-Dot Laser Sight (for Bolter) (10)

Total (45) with (5) points returned to the pool.

drumandfight
drumandfight's picture

Fixxxer wrote:

I assume you want us to list our requisition choices here and you'll edit them into the XP thread's first post? No problems. As an aside, you still have Pax as having spent 300xp on Keeper of Ways, but we decided to go a different route.

Shit, Ireally? I totally thought you got Keeper of Ways. What deed did you end up going with? My bad.

Quote:

Also, I want tou double check and make sure of this. A knife, grenades, ammo and the like that isn't special or above the norm (basically, what we had as a loadout on the last mission) does not need to be requisitioned, or does it? Assuming it doesn't...

Anything that is considered standard gear for either all Space Marines or your Specialty never needs to be requisitioned. You can find this list of gear on pg. 29 CRB.

Quote:

Astartes Sniper Rifle - Free (Signature Wargear)
Servo-Arm - Free (Techmarine)
Astartes Flamer - 15 req
Silencer (Needle Rifle) - 3 req
Auger Array - 15 req
MIU - 15 req

That's a total of 48 req used, so 2 goes back in the kitty for everyone else to dip from.

DDMW is correct, the standard Astartes Flamer (Basic; 20m; 1d10+9E; Pen 4; mag 6; 2 full reload; Flame) is only 10 req, giving you 7 left over.

As for your Cybernetics, you can requisition them and once requisitoned they are permanent and never need to be requisitioned again. However, since you have little renown they are all of common craftsmanship and not exceptional. Also, once they are installed you have to "recover." This takes 2d10 - TB days. Since we both forgot which cybernetic you took at Character Creation because you, like a dick shit-baby, didn't write it down (notice how this is 100% your fault and I am assuming 0% of the blame), I will let you choose one now. But, you will still have to roll for the second cybernetic and if the recovery time surpasses the time it takes to deployment, which at this point is 1 day, then you will have to wait to take it.

To save time, I will roll your required recovery time from the second cybernetic implantation and you can choose whether or not you wanna give it a go or requisition something else for this mission.

Edit: It does not look like you will be able to recover from the 2nd cybernetic before the mission starts.

Cybernetic implantation recovery time for Pax.
I rolled 2d10-8, the result is 8, 9, -8 = 9.
drumandfight
drumandfight's picture

deadDMwalking wrote:

In the Deathwatch book, Flamer is listed as 10 Req, Heavy Flamer is 15. Not sure if that was modified by errata.

Assuming no, this is what I'm thinking:

Astartes Flamer (10)
Astartes Incendinary Grenade (15)
Astartes Stun Grenade (10)
Red-Dot Laser Sight (for Bolter) (10)

Total (45) with (5) points returned to the pool.

For the Incendiary Grenades and Stun Grenades, you will recieve the standard x3 since they are not listed as rare tech or coveted by the Deathwatch or anything like that.

So, I have Gunter with two basic weapons (Flamer and Bolter), obviously one will be in the hands and the other will be mag locked to his armor somewhere. Probably his backpack.

Incendiary Grenades (x3)/Stun Grenades (x3), you can either place these on one of your carry points or you can always get a carry bag and put multiple grenades in there. Just keep in mind, when they are in the bag they are not subject to quickdraw and will cost a 1/2 action to equip. But that is a total of 12 grenades right now (with krak and frag) so Gunter is running low on carry area.

Red Dot Sight on the Bolter +10 to hit on Single shot. Looks good.

mruozu
mruozu's picture

Sarlock's Requisition

Kraken Rounds (15) + (10 for loading half the Backpack Ammo Supply)
Cryo Grenade (18)

That leaves 7 for the pool. YOU'RE WELCOME.

drumandfight
drumandfight's picture

mruozu wrote:

Sarlock's Requisition

Kraken Rounds (15) + (10 for loading half the Backpack Ammo Supply)
Motion Predictor (20)

That leaves 5 for the pool. Cause Sarlock loves you all so much.

Sarlock is set. +10 to full auto is going to be sick. Disgustingly overpowered Heavy Bolter is disgusting. It is no wonder they changed the damage from 2d10 to 1d10 and RoF from 10 to 6.

So, keep in mind you can switch between Ammo feeds whenever you want like having a fire selector, but in combat it is going to take a half action to do so - this will reflect the feed pulling itself out of the weapon via backpack autoloader and then interting the proper ammo type. House rule because the RAW do not allow multiple ammo types inside a Heavy Bolter backpack. Cool? This still leaves open a lot of option such as half moving and aiming for the next round when you can fire again.

So, as we discovered, the Motion Predictor has a renown requirement. You have 25 to spend if you want. Let me know.

mruozu
mruozu's picture

Updated biznitch.

drumandfight
drumandfight's picture

I LIKE DAT.

drumandfight
drumandfight's picture

For everyone's future reference, the flamer will come with 3 fuel canisters total. 1 in the weapon itself and 2 spare. Each canister has 6 shots worth of promethium in it. Flamers can be pretty devastating so this seems fair. I also want the possibility of running out of ammunition to be a real thing.

drumandfight
drumandfight's picture

*poke*

this is the first day I have woken up without an update on my game. I fucking hate it. Let's get to it people.

Kev, give me some requisition listings and do your Oath thing IC.

Matt and KC get on it whenever you can. I know your internet shit out, so hopefully that gets repaired soon. I know that awful, awful feeling. Godspeed.

mruozu
mruozu's picture

*poke*

I am ready when everyone else is.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Ok, let's see how long I can do this before my computer bites it. I am going to list what I believe to be standard issue

Loadout:

Requisition:

Astartes Master Crafted Chainsword (Signature Wargear - Free)
Astartes Chainsword (Standard Issue - Free)
Bolt Pistol (Standard Issue - Free)
Combat Knife (Standard Issue - Free)
3x Krak Grenade (Standard Issue)
3x Frag Grenade (Standard Issue)
2x Blind Grenade (20)
3 Kraken Bolt Pistol Round clips (21)

9 left for community gear.

My apologies for the delays in getting my IC done.

drumandfight
drumandfight's picture

Xerb. The Wolfman. wrote:

Ok, let's see how long I can do this before my computer bites it. I am going to list what I believe to be standard issue

Loadout:

Requisition:

Astartes Master Crafted Chainsword (Standard Issue - Free)
Astartes Chainsword (Standard Issue - Free)
Bolt Pistol (Standard Issue - Free)
Combat Knife (Standard Issue - Free)
3x Krak Grenade (Standard Issue)
3x Frag Grenade (Standard Issue)
2x Blind Grenade (20)
3 Kraken Round clips (15)
Pain Suppressant (10)

5 left for community gear.

My apologies for the delays in getting my IC done.

Since you said "clip" instead of "magazine" you are not forgiven.

The Master Crafted Chainsword is not "standard issue," it is your Signature Wargear.

Speaking of which, I am assuming those are magazines for your bolt pistol as you do not have a Bolter.

Bolt pistol magazines are half the cost of Bolter magazines, but the requisition cost is per magazine. The Living Errata fixed an error in Kraken round price. They are 15 requisition per magazine for a standard Bolter and about 7 req for pistol.

So, let's say they are 7 requisition a piece. That puts 3 of them at 21 requisition total.

Blind grenades are 10/grenade so you got that right.

Your Power Armor already comes with 6 doses of pain suppressant. But if you already knew that, then you can get another dose for 10, but only if you drop one of the blind grenades or kraken mags..

As I have it, your total req is 51.

deadDMwalking
deadDMwalking's picture

Well, he can spend from the kitty. Because we love each other.

Fixxxer
Fixxxer's picture

I'm still going to requisition them and they can just be installed when we get back (ie: they're available for the next mission). This is going to be SOP for Pax for a couple of missions, I think, so it's good to know how the recovery works.

As an addendum that overrides what I said via PM, let's go with it like this. The cybernetic Pax will have taken at creation will be the Auger Array. The MIU and respiratory system will be what he's going to have installed when we get back from this mission.

Crimison might get her requisition done tonight. I'll try to push for that. In all likelihood, it might be tomorrow morning, though.

drumandfight
drumandfight's picture

Sounds good.

Make KC love this game like she loves you. Actually, more. She only lusts you.

Xerb. The Wolfman.
Xerb. The Wolfman.'s picture

Wasn't aware of the pain suppressant standard. So, I'll nix that. Additional edits made re: type of kraken rounds.

Magazines are clips are magazines in this universe. Not being a true one-eyed-gun-owning-cowboy-smoker-American, I think I can cope.

I believe that leaves 9 for the kitty of love. I believe all that can be carried on my person without anything being put in the backpack, but I'll confirm that and specific where everything is if some needs to be kept in the backpack. On to the Oath.

Pages