Roleplaying Games


The James Bond system has the potential for modernization, bringing the mechanics up to date with other current rules sets, without losing the flavor of the original game.  One of these things is making the weaknesses of a character more important to play.

There is very little incentive to play up weaknesses that a character is built with — for many players of JB:007 it’s simply a means to extract more points to construct the character with.  But character isn’t the numbers — that’s a simulation.  Character is in what the person is, what they do, how they react to things.  You know that Bond is going to do something non-survival enhancing at some point in the story because of a woman…that’s who he is.  You know Rick Grimes in The Walking Dead is going to try to treat people fairly and will not kill the living if he can avoid it…that’s who he is.

Weaknesses more than your attributes or skills, make the character.  There are some mechanics for weakness in the original game, most involving “distraction”, but here’s a good way to get the players to use their weaknesses…

Bribery.  Like most system, if the player has their character act to their weaknesses despite it causing them trouble, give them a hero point.  Example:  Jed is a bad ass.  He’s not afraid of anything, it seems…except heights.  So when the bad guy escapes up a rickety ladder to the top of the building, Jed is all fired up to go after him.  But a few rungs up the ladder, his acrophobia hits him like a hammer.  He gets a point if he looks for another way to chase the bad guy, or if he loses him, he gains two, perhaps.  (It also allows you to design your action sequences with a “railroading” factor — where you can make sure the situation is such that the character doesn’t catch the bad guy to early…)

Clay from The Losers has a tendency to do stupid stuff because of women.  He allows the team to be lead by the nose through Aisha’s hoops.  Why?  He likes her.  It’s just Clay.  albert Gibson in True Lies apparently blew a stakeout at some point because he was getting a blow job; once again, that’s an example of Attraction to Members of the Oppose Sex getting the better of you.  In the first case, the weakness drives the adventure and could lead to multiple instances of gaining a hero point.  Gibson’s screw up might have set the team back badly — that might be worth one or two points, depending on the impact.

Using hero point to play up weaknesses will make you Bond campaign much more rich and fun.

But that’s just my opinion…

One of the rules that my players like in particular from Hollow Earth Expedition is “taking the average” — where the character can take the average expected success of their die automatically.

Example: Jack is an athletics guy who needs to do some fast footwork across a crumbling stone wall to get to the heroine and rescue her.  Jack’s Athletics is a 6…and average expected success of 3.  The wall is wide but in sketchy condition — loose mortar, etc. — He need 3 successes to make it across.  Taking the average, he’s done it but without aplomb.

Now for the average every day stuff — driving a car down a road at normal speeds in normal traffic — you shouldn’t need to roll a test.  In some more important tests, taking the average allow you to succeed at more difficult tasks without risking a crappy die roll.  But that, in itself, can be a problem for players…when you have a high average (remember, HEX difficulties generally range from 1-5), you don’t really fail at anything.  That removes a certain sense of danger and chance from the equation.

So to address this, I propose a few tweaks to make taking the average not so pat.  On tests where there is danger, or something at stake, the character taking the average still get their average benefit, but they roll their dice anyway.  If they roll all failures they botch, even if they succeed.

Example:  Jack takes the average and goes over the wall fast and without risk of falling to his death, but when he rolls his six dice and gets all failures.  The GM decides that at the last moment, the wall collapses and he throws himself to safety on the altar platform that the damsel in distress is on.  Now they are on the 18′ rickety platform, their initial means of escape gone, and the natives below have them surrounded.

Or the GM could have gone with the wall crumbles, even though Jack didn’t fall through any fault of his own.

 

Here’s what I’m pretty certain is a 1928-ish Bentley 4 1/2 or 6 1/2 Litre Touring I saw outside of St. Mary’s Cathedral in Edinburgh:

Some game stats…just because:

For Hollow Earth Expedition — Size: 2   Def: 6   Str: 8   Speed: 90   Han: +2   Crew: 1   Pass: 3   Cost: $5000 (£1000)

For James Bond: 007 — PM: 0   RED: 4   CRUS: 50   MAX: 90   RNG: 180   FCE: 3   STR: 8

Margaret Weis Productions is moving quick to make themselves a major publisher of licensed role playing material — from Battlestar GalacticaSerenity, and Supernatural (all using the original Cortex game engine) to Smallville, which uses a sharply different version of the Cortex system.  Now comes the latest game line, based on the TV show Leverage — about a team of grifters, hackers, and thieves who work together to get their clients revenge from the sorts of crooks that can’t easily be brought down.

The look of the book is spectacular — I bought the .pdf version, but it’s obvious how nice this product is going to look.  The graphic design on it is visually heavy — and the pages loaded slow on my iPad, which is unusual, and was even juping in preview on my laptop.  The introduction by the show creator is nicely done and sets the tone for the book well, and the whole book is well written and surprisingly well edited for a MWP publication.  I found no egregious typos or typeset errors — something that didn’t happen with the first couple of core rules sets.

The rules differences are striking:  you still have the traditional six attributes of the Cortex system, but instead of skills, you have a role — grifter, hacker, mastermind, thief, hitter…  These roles dictate what you do and how well.  Want to hit someone?  that’s probably Strength+Hitter.  What to insinuate yourself with a mark?  Intelligence, or maybe Alertness+Grifter.  Roll the dice, the system uses a scale of d4 (low skill or ability) through d12 (world class.)  There’s also the addition of distinctions — what old school Cortex fans would call traits or complications.  these come into play — sometimes as benefits, sometimes as penalties.  There’s talents — specific things you do well.  There’s assets, but here this could mean anything from Fast Motorcycle d8 to Lockpick Set d4, or what have you.  these are things you buy with your plot points to use during a con.  Complications run the same way — they are temporary (say, Beat to Snot d6, from being in a fight.)

As with Smallville, I think Leverage does a good job of trying to provide a stripped down, fast role playing experience…but it also can come across as overly complex to new players.  For the GM, the use of traits is nicely streamlined, and might be work incorporating into the older Cortex systems.  Here a villain might have the traits Lazy d4 Security Guard d6.  The characters could choose to use the Lazy trait (for a plot point) to benefit them, adding it to their rolls when encountering them; otherwise, the GM (called a Fixer in this game) would roll d4+d6 vs. the players when appropriate.  It’s a good fast cheat for most opposition for the players.

Traits (like the motorcycle above) get rolled when useful.  You’re in a chase sequence with Mooks d6 Who Can Drive d6 in a Late Model Sedan d4 vs. your player’s Agility d8+Hitter d6 on a Fast Motorcycle d8.  The mooks roll 3, 4, and 2 and take the two best rolls — a 7.  Your character decided to raise the stakes by not giving up.  He rolls 4, 3, and 2 — a 7…he’s not getting away.  Spending a plot point, he adds the motorcycle die taking it to a 9.  He’s pulling away!

The new creative team of Cam Banks and Rob Donoghue are trying hard to shift the Cortex property from a more traditional RPG system with attributes and skills and hit points toward a storytelling device where the player collaborate.  It’s a great idea, and some of it works quite well…some of it I suspect does not, but until I run a game using this rules set, I’ll hold fire.  One of their big themes in Leverage and Smallville is pushing the players and GM to work collaboratively to create characters and teams.  It’s a good idea, and one I use when I can, but it feels a bit forced in the writing.  (And don’t get me started on what a cluster f#$k it is in Smallville!)

I’ve been a Cortex fan from the jump, and thought it was particularly good at pushing role playing over roll playing.  Elements of the new Cortex, which is pushing to be more free-form and rule lite, should work well even bolted onto older Cortex versions, but for those that like a bit more structure and crunch, Leverage will probably feel off.

For me, the best bits were on how to build a mission for Leverage, explaining the three act (or more appropriately, the 5 act) structure of the show, how to create marks, reasons to go after them, how to take them down, etc.

Style: 5 out of 5 (it’s beautiful and very well written), Substance 5 out of 5

For $20 for the .pdf, I was not disappointed.  i might even take a crack at testing the rules, but I’ll admit, I’m not particularly big on the new Cortex system.  I like my rules lighter than some, but I’m not much on minimalist rules sets, and it feels like that’s where MWP is headed.

I’ve been seeing an annoying trend for the last decade or so on game forums:  RPG and board (mostly strategy) game players that are waiting for new systems or supplements getting out-of-their head angry over delays in publishing (an unfortunate reality of the business, especially with licensed products like Star Trek or Leverage.)

The impatience shown is understandable in a few instances — Decipher screwed their Star Trek RPG customers over with promised deliveries of product that wasn’t just approved, but already printed and sitting in a warehouse.  I wasn’t happy about it; I loved the system and while I wasn’t a Trekkie, I was running the game pretty steadily and wanted more official information.  Battlestar Galactica got the same chop as the show came to an end — several promised supplements never materialized, but were apparently in final stages of lay out or approval.  Margaret Weis Games just didn’t like the end of the show and dumped the lines seems to be the general consensus for what happened.  I didn’t appreciate it, but i wasn’t going to take my FN FiveSeven over to the MWP offices in a fit of pique.

Here’s the facts, kids (most of whom are about my age…so NOT kids): if you want more setting information for your game, make it up.  I’ve been pumping out new cars and guns for the James Bond: 007 system for two-plus decades, I drew up some well received android rules for the Decipher Trek, and I’m still doing stuff for BSG…all of which can be found on this site, by the way.  I’m working a dissertation, was often working full time, running two games, and while I don’t have the time sink of having kids, I can say this:  you can make time to build your own gear, ships, house rules, and setting material.

Stop whinging on the boards.  It makes you look like little punks.

As with politics, religion is — for many people — a constant influence in their lives.  They might not ponder the nature of the universe, nor wonder if what they’re doing is right with their particular deity, but most people’s behavior is governed by moral structures derived from religious tradition (yes, even most of you Western atheists get most of your concepts of right/wrong and behavior from the Abrahamic tradition.)  However, religion is a subject that gets short shrift in most games I’ve played in — regardless of whether the game design or setting accounted for it.

There’s a few obvious reasons for this:  GM and players are uncomfortable with religious elements in their games because it can smack of proselytizing, even if that’s not the intent, and because many people have strong opinions regard their faith (or lack of it.)  Another reason is that many GMs simply don’t have a strong grounding in religious studies, and stick to subjects they know something about.

However, the addition of religious themes to plot lines can enhance the flavor of the stories being told, and it definitely aids in defining a character for the player.  Let’s start with the latter.  As mentioned above, religion provides — for many — the basis of their belief structure, which governs their actions.  It helps give the players, as well as the GM, a hook for the actions their characters would take under circumstances.

Some examples of how religious themes and motivations can drive a character are quickly found in other media.  In Babylon 5, many of the characters are religious — although their religion does not always effect their actions.  Delenn and the other members of the religious caste are drawn to the Rangers, and are motivated by the belief that they are the heirs to Valen’s fight against the Shadows, creatures of evil.  they are raised to see the Vorlons as the “good guys” and this clouds their relationship with that race.  Internecine politics drives them, as well, but no so much as their faith in their religious doctrines.  Command Sinclair’s Jesuit upbringing makes him more open to other ideas and traditions, and makes him more likely to try and talk his way out of a situation than shoot.

Recently, Battlestar Galactica made religion a central issue of the plot — the Colonial remnants appear to be playing out a cosmic cycle, and their “mission”, to find Earth and the lost Thirteenth Tribe parallels Jewish and Mormon tales.  As the show goes on, the evidence that there are supernatural forces directing their actions, and watching over them, becomes more and more evident.  Starbuck is an angel, for Gods’ sake!  The tug and pull of monotheists vs. the polytheists creates drama and danger for Baltar, and if you include Caprica in your game canon, this is an old debate in the Colonies.

Religious influence can be subtle.  Shepard Book in Firefly is a priest, yes, but he wasn’t always.  He has a constant internal struggle between his religious beliefs and his past.  His religiosity brings him into conflict with Mal Reynolds, who was once a man of faith and is now tweaked by the very mention of faith.  He respects Book, and deep down sees him as a father figure, but his disappointment at God’s having abandoned them as surely as the Independent command has put the almighty on the outs with him.

You don’t have to hit people over the head with religion to make it fill out your game world.  Understanding the motivations of your bad guys — beyond “they’re goblins, man, they’re evil!” — will make the adventures much more interesting for the players.  Are these particular goblins motivated by a local pagan god which may or may not be a power-mad wizard (the best kind, really)?  Is your Roman centurion an adherent of Minerva or Ares, and does that choice of God dictate his style of tactics and strategy (smart and clever over brutal and laudatory)?  Is your Victorian-period steampunk character religious?  Being a Jew in the period could make for interesting problems in some parts of the world, where just being a member of that faith could create distrust, abuse, or be a real threat to your life.  A missionary is going to have certain ideas about why he’s tromping around the African highlands, and it’s probably not to find King Solomon’s Mines.  Maybe the character is an atheist, driven by a hatred of the Church to cause trouble, or at the very least write screeds against the establishment, which could bring the wrong attention to him.

Science fiction settings traditionally give religion a glossing over.  Babylon 5 took it serious, never talked down to people of faith (unlike Star Trek: The Next Generation Picard, who once railed that the Federation had grown past the superstitions of religion), and never came down on one side or the other on the true nature of the universe.  Sometimes, the unknown is only interesting when it remains unknown.  (A valid argument against the finale of Battlestar Galactica.)  Even when you can “prove” that the local gods are simply more advanced creatures and not supreme beings (the Prophets of Star Trek: Deep Space Nine, for example) doesn’t mean that people aren’t still going to believe what they want.

I have been infusing my current BSG campaign with the same monotheism v. polytheism elements from the show.  There’s visions, and “head” characters (angels), and there is a plan for the Colonials and Cylons that is separate, but related, to the main story.  But I try not to knock them over the head all the time; it’s usually a deus ex machina to keep the story on track.  Like it was in the show.

In a Star Trek campaign I posited that not all Vulcans were adherents of Surak.  There were Vulcans that thought logic was necessary, but that purging emotions was a serious mistake and dangerous to free will.  There was another sect that was connected to the Romulan ideas of embracing destiny and glory.  While not religious, per se, it acted much the same way — Vulcans were not homogenous, and many of the lesser sects were discriminated against.  Even my android race that was coming to the forefront toward the end had religious (they’d call them scientific) views on the nature of the universe, seeing it as a massive information substrate.  They found the concept of death — of losing an irreplaceable set of data — horrific, and something to be opposed through uploading of personalities.

The trick, I’ve found, is to gauge your audience: some players will be more receptive than others to having a religious theme to the campaign in general.  It’s best to get a feel for what makes your players uncomfortable.  Some groups, however, will see the use of religion as a boon for their characters and for the flavor of the campaigns.

It’s worth a go, at least.

It’s pretty much always in the background in modern life, and a lot of people might turn to games to avoid it, but politics is a setting element that can greatly enhance your game’s flavor.

There are a few obvious genres and settings where politics is almost a necessity: Star Wars campaigns set during the Clone Wars is one that leaps immediately to mind, or any modern-day espionage or law enforcement game.  But political intrigue and machinations show up in Stargate, in Star Trek (and if you don’t look at the Federation as a monocultural bloc, can make for a very interesting story arc), as well as in historical settings.

Politics doesn’t just provide plots for the GM, but can give characters motivation.  An anarchist in a Victorian-period setting would have certain beliefs and goals, and this would lead to actions that could spawn adventures…is he honked off at the Austrian aristocracy?  the British empire?  Capitalists?  What would he do to make the world a better place:  is he a still on his ass and write manifesto type like Mazzini?  Or is he a throw the Austrians out of Italy type like Garibaldi?  Or is he the crazed lone gunman looking for a few minutes of fame by knifing a defenseless Empress Elizabeth of Austria?

Even those motives and actions could change over time — an anarchist from the late 19th Century is a lot different than one from the 18th Century, who is less likely to be a violent ideologue, and more of a Thoreau-esque man of letters, looking to avoid the entanglements of “modern” life or a woodman, exploring the wilderness of the Americas and trying to stay ahead of civilization.

As bad as the Star Wars prequels were, they did show that people can have a multiplicity of viewpoints on politics — how a government should be run, what it should do, and what the role of the individual is.  Westerns often had cowboys pitted against the robber baron or the grasping politician…but is that politician really just out for himself?  Perhaps, he honestly wants to create an oasis of civilization in the midst of the wild, and to do that, he needs to control adventurous, individualistic young men like your characters.  Or needs to hire guns like your players to help him in his quest to bring order to the chaos of the West.

Modern espionage campaigns should see politics as intrinsic to the missions they are on.  The characters are most likely working for a specific agency (or corporation, if it’s a cyberpunk-inspired campaign) and there is an institutional character to their agency, there are allegiances and antagonists in other agencies that you are friendly with.  Sometimes, for expediency, those friendlies might see it as advantageous to work against your group, and could provide a foil that is as simple as not getting your intel you need in time, to sending out a burn notice, to sending out another team to stop you forcedly.  (How many times has Jack Bauer’s own people tried to do him in?) There’s the motivations of the people that you are spying on, recruiting, or running as assets — these are tied up in their beliefs, and they are pressure points for the characters to influence their allies and enemies.

For medieval or fantasy settings, politics and the machinations of nations provides a more nuanced and interesting campaign for the players than an endless series of dungeon crawls.  The players can be real movers and shakers in these universes.  It gives the players something to shoot for beyond getting the next cool magic item or weapon.

Characters, like players or people in general, could find that their friendships and allegiances change as their politics beliefs collide.  An autocratic-leaning character like Anakin Skywalker is bound to run into trouble with a democrat like Obi-Wan Kenobi not just because it’s being pushed down your throat by a bad screenwriter who has written a couple of punks, but because their visions of society are radically different.  they work together, but their animosity grows as they find themselves diverging on what they believe, and how much they can trust each other.

Nothing says you have to go Star Trek on your players and hit them with a thinly-veiled allegory for [insert social issue here] each game session.  But adding a fleshed out political system, series of entities, and politically-driven conflicts can certainly help your campaigns, no matter the setting.

These are the old basestars and raiders, as portrayed in Razor.  There’s a paucity of information on the vessels, so I had to do a lot of guesswork for the stats.  The assumptions:  the basestar is originally a warship from one of the colonies’ forces, as were the raiders.  The size would suggest these were the truly heavy guns of the War-time period.  These vessels most likely use similar weaponry to the Colonials, and much of it might be retrofitted onto a battlestar, if the need should arise (like, say, the whole of the Colonies being wiped out.)  I assume that the control mechanisms of the basestar are most likely usable by humans, and the raiders almost certainly.  That doesn’t mean that they might not have been retrofitted with some of the biomechanical equipment from the Mk II Basestar at some point.

MKI BASESTAR

DIMENSIONS:  Diameter: 2500′   Draught: 625′   Decks: 30  Crew: 5000 Cylons (about 1000 tasked for raider duty)

ATTRIBUTES:  Agility d4, Strength d12+d4, Vitality d8, Alertness d10, Intelligence d10, Willpower d10

SECONDARY ATTRIBUTES:  Life Points 24, Initiative d4+d10, Armor 5W, 5S, Speed 4 [SL/JC]

SKILLS:  Heavy Weapons [d4], Mechanical Engineering [d4], Perception [d6], Pilot [d4]

TRAITS:  Formidable Presence [d4]; Memorable [d4], Seen Better Days [d4] (Only in a campaign set around the Fall)

ARMAMENT: Heavy Skirmish Range Point Defense System [d12W Vehicle-scale], 80 Medium Capital Range Missile Systems [d12, Spacecraft-scale], 16 Heavy Capital-Range Railguns [d12+d4 Spacecraft-Scale], Nuclear Long-DRADIS range Missile Systems [d12+d8, Spacecraft-scale]

AUXILIARY CRAFT:  320 Raiders, 50 Heavy Raiders, various smaller craft

EARLY PERIOD RAIDER

DIMENSIONS (Estimated): Length: 28′   Beam: 18′   Draught: 10′   Scale: Vehicle   Crew: 3

ATTRIBUTES: Agility d6, Strength d8, Vitality d8   Alertness: d8   Intelligence: d6   Willpower: d6

SECONDARY ATRRIBUTES: Life Points 16,   Armor: 1W, 2S, Initiative d6+d8   Speed: 7 [SL]

TRAITS:Formidable Presence [d4]; Memorable [d4]

SKILLS:Heavy Weapons [d4], Mechanical engineering [d4], Perception [d6], Pilot [d4]

ARMAMENTS: 2 30mm MEC-A4 Cannons [d8W Skirmish-range, Vehicle-scale], 4 Thunderbolt Missiles [d12 Capital-range, Vehicle-scale] or 2 Trident Antiship missiles [d6 Capital-range, Spacecraft-scale]

It’s been terribly busy this month, between getting the new house ready and moving, and getting things set for my next hurdle in the dissertation nonsense, but things are starting to calm down and I can finally punch out a few posts on ideas that have been churning about for the last few weeks.

There should be a couple of Setting the Scene posts on the use of religion, politics, and other hot topics in your campaigns.  I’m hoping to have a few ideas to post on the Serenity / Firefly and Battlestar Galactica settings ready to go soon, as well.

Fired up a new Serenity campaign with the new girlfriend and a brand-new player out of Santa Fe (hi, Paul!)  The basic premise is a sort of A-Team/Burn Notice/Leverage meets the ‘Verse mash-up, with the characters taking on weekly jobs/helping the unfortunate while steering clear of the Alliance and finding out why the McGuffin (in this case played by the GF) was scrubbed from the Cortex records and has mysterious villains chasing her.

It all starts in a trash dump on Beaumonde, where CAROLE MCKENNA waves up, battered, bruised, dressed only in combat fatigue pants a black tank top, boots with a knife, and possessing a few hundred in Alliance script and a bottle of meds for what she doesn’t know.  She doesn’t know much actually — she’s suffering from amnesia.

What she learns — her father is a research manager for the Osiris Information Management Corporation — a software/hardware company contracted with Alliance military, and her mother is Dr. Miranda Tien, is a doctor working at the Advanced Evolutions Laboratory in a restricted island archipelago on Osiris.  Her birth records, however, gone.  Her military records, gone (she finds out she worked a special forces group doing psyops during the war and was a major), her life after she was critically injured in the final days of the war, gone.

She also, it seems, “hears” machines — she has a Cortex connection in her head that lets her access computers wirelessly.  She also seems to heal quickly (not supernaturally so, but fast!)

CAROLE MCKENNA

Ht: 5’6″  Wt: 125 lbs.   Hair: Auburn   Eyes: Blue  Distinguishing marks:  Very faint scar from pubis to sternum (someone opened her up.)

ATTRIBUTES:  Agility d8, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d8

Secondary Attributes: Life Points 16, Initiative d8+d10, Endurance 2d8, Resistance 2d8

SKILLS:  Athletics d6, Discipline d6, Guns d6, Heavy Weapons d4, Influence d4, Knowledge d4, Linguist d2, Melee Combat d6, Perception d6, Planetary Vehicles d4, Survival d6, Tech Engineering d6, Unarmed Combat d6 (Capoeira d8)

ASSETS:  Allure d4, Athlete d4, Blastomere Implants d8 (doubles healing rate and gives a 1S armor), Cybernetic Implants d8 (gives +1 step to alertness, Total Recall asset, and +d4 to Tech Engineering tests involving computers), Highly Educated d4

COMPLICATIONS: Amnesia d8, Branded d8, Deadly Enemy d4, Illness, NIRS d6 (causes palsy if she doesn’t take myocephrin once/day), Traumatic Flashbacks d4 (flashes of memory, more than nightmares; due to malfunctions in her cybercortex.)

Playing her “Sam Axe in Space” (mixed with a bit of Treat Williams’ character from Deep Rising is Daniel Finnegan, former Alliance specops pilot and general layabout since the war.  He’s from Paquin — in our ‘Verse a sort of space Ireland with lots of travelers/pikers.  He was a cop, a contract pilot, then a conscripted officer in the war.  He’s been hanging out on Persephone where he makes a bit of cash off of his fast-courier boat Tough Luck and romancing war widows.

MAJOR DANIEL FINNEGAN (AFM, ret.)

Ht: 6’2″   Wt: 210 lbs.  Hair: Black (graying)   Eyes: Blue

ATTRIBUTES:  Agility d6, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d10

Secondary Attributes: Life Points 20, Initiative d6+d10, Endurance: d8+d10, Resistance 2d8

SKILLS: Animal Handling d4, Athletics d6, Covert d6, Craft d4, Discipline d4, Guns d6, Heavy Weapons d6, Influence d6 (Seduction d8), Linguist d2, Mechanical Engineering d4, Melee Combat d4, Perception d6, Pilot d6 (Gunship d8), Planetary Vehicles d6, Survival d4, Technical Engineering d6, Unarmed Combat d6

ASSETS: Friends in Low Places d4, Friends in High Places d4, Military Rank d4, Smooth Talker d4, Tough d4

COMPLICATIONS:  Credo d4, Hooked (Alcohol) d4, Loyal d4, Wiseass d4

 

 

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