Sunday, November 27, 2016

[Mage: The Awakening 2nd Ed] San Diego: Apostates, Heretics & Nameless

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

                     San Diego: 
Apostates, Heretics & Nameless
                                  Written and designed by Lucas Powell


Ahijados de la Santisma Muerte

"God Children of the Holy Death"

The Ahijados de la Santism Muerte (Children of the Holy Death) a claim to have always been and they simply arrived in San Diego when an influx of Mexicans during the 1920s arrived in San Diego. They are a very peculiar order, deeply connected to their own culture and unwilling to maintain any kind of separation between their lives as mages and their human communities.

Each member of the Order must maintain a shrine dedicated to the dead in their personal homes. Most are curanderos or brujas, and many act as sin eaters.

Members of the Order are bound together by the benevolence of Santisma Muerte. Many street vendors, taxi drivers, vendors of pirated merchandise, street people, prostitutes, pickpockets, petty drug traffickers and gang members. They also protect gay, lesbian, bisexual and transgendered Mexicans, as they are outcasts.

Home Shrine to Saint Death

The Ahijados are a large body, it’s assumed, considering the relatively few Mexican Awakened who join the Pentacle. The majority of Ahijados avoid the Pentacle preferring to tend to their local families and communities. Those who run up against the Pentacle tend to be those with strong criminal inclinations, those who are attempting to accrue temporal power or use magic openly. For every criminal Ahijado that the Pentacle interacts with there are a dozen more in the shadows.

Ahijados are not necessarily loyal to each other. There are cabals and organizations within the Ahijados, just like the major Orders.

Known to associate with Left-Handed Legacies: Fangs of Mara, Dreamers of the Black Sun, Devourers of the Flesh
Padre Juan Maria de la Cruz


Legacies: a version of the Daoine, Orphans of Proteus, Stewards of the Celestial Orrery, Scions of God, Liberatores, Keepers of the Covenant.

The Ahijados de las Santisma Muerte are spread throughout Northern Mexico and the Southwest United States, particularly in border towns like San Diego and El Paso but they also have significant presences in places like Santa Fe, Albuquerque, San Antonio, Houston, Austin, and Chicago.

Merit: Ahijados de la Santisma Muerte Status (Nameless Order) (• to •••••)

•              The Ahijado gains the Brujeria specialty in either Occult or Medicine, reflecting either their role as a curandero or brujo.
••           The Ahijados speak an Enlightened Nahual to practice their magic, they gain High Speech (•).
•••         The Ahijados are singularly devoted to the Santisma Muerte and may purchase her as a Totem spirit (dots are pooled between all Ahijados de la Santisma Muerte). Because of their deep cultural connections to Chicanismo and Mexican immigrant community they may purchase Allies.
••••       The Ahijado is more practiced with their art, they gain a +1 to either Occult or Medicine depending on their calling.
•••••    Truly blessed by La Flaca, the Ahijado gains the Medium (•••) merit.

La Palilla, The Toothpick

Known Ahijados of San Diego

Dueña Rebeca - Mexican crime boss.
Don Alfonso - Enforcer for Dueña Rebeca.
Izel Miccahuatzin - Murderess and cop killer. Necromancer.
La Palilla - The Toothpick. Drug runner and human trafficker.
Padre Juan Maria de la Cruz - Confessor to other Ahijados.


AjA Autosuficiencia Juntada con Apoyo

The AjA (pronounced Aha) is an order comprised of Apostates who have chosen to leave the Pentacle. Most of the members of AjA are refugees from Vietnam, Ethiopia, Iraq, Burma, and Somalia, places where the Pentacle was an oppressive force or failed to prevent atrocity.
AjA are very focused on guarding their ethnic communities. They tend to be found in City Heights (East African Refugees settled here in a district call “Little Mogadishu”), and Kearny Mesa (where many Vietnam War era refugees settled), El Cajon (Iraqi Chaldeans), Burmese (City Heights).

Members of AjA tend to be older, by and large, and refugees themselves. Children of AjA or of refugees upon Awakening tend to join a Pentacle Order.

Merit: Status (Nameless Order) - AjA (• to •••••)

•              AjA act as guardians of their ethnic communities, helping them integrate into American culture and navigate the byzantine bureaucracy, because of this they all gain a Bureaucracy specialty in Politics.
••           Working on assimilating into American society is hard, all AjA gain the Multilingual (•) Merit, English must be one of their languages. The second language can be Ethiopian, Somali, Arabic, Burmese, Chaldean, or Vietnamese.
•••         Surviving in a foreign land is difficult and many AjA make new alliances, not only for themselves, but for the communities they serve. AjA may purchase Allies and Contacts at reduced cost.
••••       AjA have been called to serve and guide their communities in a foreign land, they all gain the Higher Calling (••) merit.
•••••    The World of Darkness is not kind to anyone, but especially those who outwardly appear to be easy prey, marginalized communities come under attack not by just greedy and corrupt cops, but also hungry ghosts and blood drinking monsters. AjA gain the Blessed Defender (•••) merit.

Merit: Blessed Defender (•••)

You are especially fierce when defending your community and other members of AjA. When defending anyone represented with dots in Allies or Status you receive a bonus die to all attack pools. This Merit does no good against humans who are members of your community or AjA. This blessing also gives you -1 Paradox die while defending your community.


Merit: Favors (• to •••••)

Prerequisite: Favors can never exceed a character’s Nameless Order Status (AjA).

Effect: Favors allows a character to use a network of associates to accomplish tasks that are beyond his normal means. Because he has sowed some effort by working for AjA, he gets to reap.

Favors is not quite the same as Status. Status is an index of respect and esteem. Favors measures how much a character has gotten done, how much she’s perceived as doing for AjA and how much the local communities feels she deserves. Pull goes hand in hand with AjA Status, inasmuch that someone who is useful but despised is going to have as hard a time getting help as someone who is esteemed but hapless.

Once per game month, a character with Favors can apply it to one of the following Merits: Contacts, Sanctum, Allies, or Resources. This represents a fellow AjA offering a favor or someone otherwise connected somehow to AjA offering temporary aid to the character.

The effects of Favors do not last more than one night. Favors can be used to augment a Merit the character already possesses (for example, someone with Contacts •• and Favors • can, once per month, act as if he had Contacts •••), though Merits increased in this fashion can’t go above 5.

The player may also choose to parcel out the benefits. A character with Favors ••• could, say, use it to raise his Resources by two one night and then, a few weeks later, improve his Sanctum by one for a night. Whenever Favors is used, its effective level drops by the amount used for one month.
Ministry of Mammon

Seers of the Throne

First Chosen of the Nazarene

Focused on indoctrination and the utilization of conservative faiths to enact the will of the Exarchs. A minor, mostly non-violent Pylon.

Alcalde Consulting - Alcalde Consulting is a Seer of the Throne front that purchased the America One tower in downtown San Diego. They are currently watching and waiting for the Consilium to show weakness so they can move in and re-establish themselves.

America One Tower

Baldomero Acalde - Baldomero remotely operates from his office in Chicago. He primarily relies on mundane means of communication and performs legitimate real estate and financial business in the city. He rarely uses magic, he is an Obrimos and is a master of Geomancy.

Known Banishers

Fra Chav, the Feared A legendary Banisher is the only known Banisher that hasn't been destroyed by the Concilium.

              


Scelesti

Scholomance - A group of Scelesti and barabbi dedicated to seeding the Abyssal Mysteries throughout society. If any seek them out they will teach them the Black Arts and abyssal secrets, and they claim that they themselves have no secrets.

Kethes, Urban Legend

Enders of All Things - A defunct Cabal defeated at the Battle of the El Cortez in the wake of the destruction of Succoth-Benoth, the Father of All Acamoth.

Kethes - Rumors and sightings of Kethes, one of the infamous mages of the World Enders persist.  Mages and retainers alike claim to have seen Kethes wandering the streets as a homeless man.  Having been cast into the Abyss at the Battle of El Cortez his return could mean either false reporting during the battle or the presence of one who has returned from the Outer Dark.

Kethes has been relegated to the status of an urban legend, used to scare young initiates.  He is described as a living abyssal verge clothed in human flesh. A soulless Reaper possessing only an Anti-Soul. Last surviving member of the Enders and suspected Dweller to the Threshold...





Saturday, November 26, 2016

[Mage: The Awakening 2nd Ed] San Diego Order Caucuses

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Concilium of the Cerulean Peace:
               Order Caucuses
                                  Written and designed by Lucas Powell

The Adamantine Arrow

The Caucus of the Azure was founded in 1914 when Consilium of the same name was founded. The Caucus of the Azure is only loosely held together allowing Adamantine Arrows to pursue their own individual agendas and engage in the protecting of their own Cabals. The Adamantine Arrow have an extremely strong relationship with the Silver Ladder of San Diego, and cooperation between the two orders is a given. They enjoy the political clout that such a relationship brings, but often find themselves mired in the political machinations of the Silver Ladder.





Leadership:
Adamant Sage: Starfall
Thunderbolt Guardians: Solomon, Dr. Anton
First Talons: Brutus, Abraham
Talons: Mac, Caissa, The Lamb

Deer Park Monastery
Goals: The Adamantine Arrow’s local goals primarily refer to the maintenance of the Status Quo, protecting sleepers and the mages of the concilium... skewed to the privileged and important. Of course they would never admit so.

Recognized Territories:

Deer Park Monastery


The Free Council

The Free Council currently enjoy a strong relationship with the Silver Ladder, although they are starting become wary of the internal politics of the order on account of Stavros.

This was not always the case. The Free Council had a tenuous relationship with the Hierarchs of San Diego prior to the Second World War. After the Free Council joined the Diamond to make the Pentacle the Ruling Council of San Diego refused to update the terminology of its Lex Magica and Charter reflecting the Free Council’s new status in Awakened society, in effect treating them as if they were Apostates and Nameless.

With the arrival of the Seers and the Consilium no longer able to hold much of the city the Free Council made a bargain with the Consilium, they would aid the Consilium with the Seers of the Throne but the Lex Magica and Charter would have to be updated to reflect the Free Council’s status in Awakened Society.

In the 1980s the culture of the local polity changed drastically. As biotech and information technology boomed in San Diego the Free Council embraced that shift. Most of the Free Council by the start of the early 1990s had come from tech backgrounds and the culture of the Free Council today is very tech focused.

New Central Public Library

The Polity:

Strategos: gn0stik0s
Emissary: k47h4r05
Syndics: 10g05, Dr. Hermes Grant
Minutemen: C3RNNVN05, Reaper
Citizen Agents: Templeton, Faust
Voters: Dr. Evelyn Winter, Dr. Jon Smith, Clara Breed, Kell,
Host: The Bookman

Recognized Territories:

The San Diego City New Central Public Library

The Bookman Van

Goals:  Increase their influence and power in San Diego and try to bring modernity to the Consilium and the city.


The Guardians of the Veil

The Guardians of the Veil are an order on the defensive in San Diego. With both the Silver Ladder and the Free Council politically and mystically strong in San Diego in addition to the two orders getting along put the Guardians of the Veil in a dangerous position.

The Guardians wish they could pursue corruption within the Pentacle more freely but know that they are a hair’s breadth from unfortunate mystic accidents or outright witchhunts. The Guardians are currently biding their time, knowing that the grip of power cannot be retained forever by the Silver Ladder. They just have to bide their time.

Presidio Park & Mission

Leadership:

Epopt: The White Lady
Emissary: Errol
Interfector: Morael (Suspected)
Susceptor: Mr. Mann
Cultor: Special Agent Jonathan Simmons
Famuli: Chimera, Swansong,
Neophytes: Agent Orange, 37, Overwatch

Labyrinths:

The Labyrinth of Man - Throughout Balboa Park and the Presidio area are a series of ancient signs. There is a great mystery to the architecture and other features.

The Achaean Labyrinth - Secret Societies through the local universities.

Goals: The Guardians of the Veil are vigilant against corruption within the Silver Ladder. They believe that Stavros is on the verge of madness and greatly fear what this would to do the Fallen World, given special consideration the amount of personal loyalty he has accrued.


The Mysterium


The Mysterium is afforded peace in the Consilium of the Cerulean Peace. The Silver Ladder is more than willing to allow the Mysterium to pursue their own Mysteries without interference. When the Mysterium has engaged in rivalries with the Free Council over mystic lore and especially the mystic places of San Diego, Avenzoar has always been just and fair even if not always siding with the Mysterium.

Leadership:

Hierophant: Barzai
Censor/Curator: Aldus Garamond
Savants: Averroes, Fulgore
Acquisitors: Aerous, Hank Johnson
Exemplum: Tutor
Neokori: Bryon Bai-Pan Yu, Artificer, Bishop
Theoricus: Slice, Jack Bismuth
Daduchos: Michael
Philosophus: Shelia

Recognized Territories:

College of Alcalá Park
Alcala Park

Merit: Graduate of Alcalá Park (••) - Effect: Graduates of Alcalá Park are trained to study ley lines and their effects on the Fallen World. Add +2 dice to their spellcasting pools when they cast spells to discover or alter ley lines. The mage can voluntarily forego this benefit and avoid its associated drawback below.  Drawback: Graduates of Alcalá Park are tied to the ley lines they manipulate. The graduates leave a “Medium” sympathetic link with the ley lines they manage and the Connected condition for the duration of any spell placed on that leyline.

Archivum Censoreum (Censor: Aldus Garamond)

University of San Diego - The Pentacle Academy also exists as a conglomerate organization as UCSD.

Goals:  
The Mysterium is content to pursue their own agendas.  That means they tend to turn a blind eye to the brewing political situations within the city.


The Silver Ladder

The Silver Ladder has been hegemonic in San Diego since the founding of the Consilium in 1914. They have enjoyed power and privilege afforded few other Consiliums. Their leadership has of course not gone unchallenged. They struggle with the Guardians of the Veil regularly, often using strikes against Seers of the Throne, Scelesti, and Banishers as cover for wreaking havoc on the Guardians of the Veil. In the 1980s the Silver Ladder used the Satanism scare to break a series of Guardian safehouses and bring the Guardians to heel.

Knights of the Five Fold Cross
The Silver Ladder has strongly attempted to create a polity of equality between the other Orders ensuring that the political ramifications of such obvious contempt for the Guardians of the Veil is kept to a minimum.

Change is afoot, and the Silver Ladder knows that its grasps on San Diego is fading. The sacrifices each member has made to ensure that San Diego is the last Beacon of Fire has meant that the Silver Ladder will not give up its power so quickly.

Leadership

Magister: Stavros
Balboa Park
Deacon: Avenzoar
Clavigers: Saul, Astras Berosus
Lictor: Chorus
Factotum: Dio, Judas
Famuli: Midas, Finneas
Acolyte: Ritter

Cryptopolies

The Secret Temple - A Hellclub run by the Scions of the Temple. Their meeting house is called “Vulcan” and is in Little Italy. 

Knights of the Five Fold Cross
- The Knights of the Five Fold Cross are a Christian Gnostic society that focuses on serving the Gnostic Christ through community service. They are based out of the Joan Kroc complex. 

Lodge of Moon and Star - The Lodge of Moon and Star is an accepted Masonic Order of the Scottish Rite. It’s Masonic Lodge is based in the Scottish Rite Center in Mission Valley.

Symphony Towers

Recognized Territories

Balboa Park
The Tower of Man
Symphony Towers
El Cortez Hotel






Friday, November 25, 2016

[Mage: The Awakening 2nd Ed] Legacy Attainments

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum

Legacy Attainments



My comments are in orange regarding our review of the system mechanics and any ST opinions.
Source: Taken directly from the final version of Mage: The Awakening 2nd Edition corebook

All Legacies teach special Attainments, built from Praxes the Legacy’s members have internalized. The mage invokes them from her reshaped soul instead of reaching into the Supernal. Legacy Attainments have the following advantages:


Atypical: 
Legacy Attainments generally operate according to the Legacy’s traditions, which may slightly limit or expand their scope. 

For example, a Legacy of fire worshipers may be restricted to heat and fire-based versions of Attainments based on Forces spells. These adjustments shouldn’t make attainments significantly more or less powerful than they otherwise would be. 

Automatic Activation:
In most cases, a Legacy Attainment can be activated with an instant action and does not require dice rolls. Like a spell, the Attainment automatically acquire primary spell factor ranks (in Potency or Duration) equal to the mage’s dots in the Attainment’s highest prerequisite Arcanum minus one.


When required, the Attainment is also considered to have acquired additional spell factors that would incur a penalty (if cast as a spell) up to the Attainment’s lowest prerequisite Arcanum. If the Attainment would require a measurement of its successes, it automatically scores a number of successes equal to the mage’s dots in the highest prerequisite Arcanum. 

For example, if a member of a fire-summoning Legacy who possesses Forces 5 activates her Forces-based Legacy Attainment. Its primary factor is Potency. The Attainment scores 5 Potency automatically. If Duration is required, it lasts for three turns (as per Duration rating with –4 dice penalty). It scores 5 successes. If the Attainment also harnessed Spirit and the mage possessed three dots in that Arcanum, the Duration would decrease to two turns, since the secondary factor uses the lower of the two ratings.

Unless specified otherwise, activating an Attainment is an instant action. Attainments cannot be enhanced by longer “casting times.”

Fixed Reach: 
Attainments do not use Reach in the usual way. Instead, Attainments receive only the Paradox-free Reach for meeting and exceeding Arcanum requirements, equal to the dots of the prerequisite Arcanum and may not Reach further. They also use the Arcanum rating of their dot, not that of the user. 

For example, a two-dot spell that becomes a three-dot Attainment should be designed as if it automatically has 3 Reach, even if the user actually has four dots. 

This lack of dynamism is one of an Attainment’s disadvantages. To utilize a comparable power more flexibly, the mage should cast a spell instead. Most Attainments use one Reach for instant “casting”; those that don’t (being based on ritual spells) take one scene of preparation to use.

Learning Legacy Attainments

Attainment Rank (Dots)     Minimum Legacy Ruling Arcanum     Minimum Gnosis
First (•)                               1                                                         2/3* initiation
Second (••)                         2                                                         2/3
Third (•••)                           3                                                          4/5
Fourth (••••)                        4                                                         6/7
Fifth (•••••)                          5                                                         8/9


Strange Attainments
A few Legacies teach Attainments that fall outside the usual structure of magic. They might impose advantageous Conditions or confer the ability to use an unusual power. While your mage must reach the usual minimum in her Legacy’s Ruling Arcanum, any other systems must be developed by the Storyteller and player. The exact rules are up to you, but should provide a benefit on par with those of standard Legacy Attainments.

Immune to Countering and Supernal Dispellation: 
Legacy Attainments cannot be attacked with countermagic or Dispellation. They can be undone based on the specific effect they create, however, but are considered no different than natural phenomena. Forces can snuff out fire made by a Legacy Attainment as easily as it could suppress a similar ordinary fire. A Greater Utility Attainment may offer the ability to counter all supernatural powers of a kind, including the Legacy Attainment.


Legacy Wisdom: 
Using a Legacy Attainment is never considered an Act of Hubris; the mage’s mystic self is completely attuned to their use.

Mana Break: 
Legacy Attainments issue from the mage’s soul instead of the Supernal Realms, so Mana is only used to reinforce her will, not channel power from beyond. When adapting Attainments from spells, reduce any Mana cost higher than one point to one point.

Optional Effect: 
Some Legacy Attainments include an additional or alternate effect if the mage possesses dots in an additional Arcanum equal to the required Legacy Ruling Arcanum. This additional Arcanum is almost always a Ruling Arcanum from the Legacy’s originating Path.

Praxis Refund: 
If the mage knew the Legacy Attainment as a Praxis, she internalizes her understanding. She loses the Praxis, but receives a “refund” of one Arcane Experience plus one Arcane Beat. Legacy members often develop Praxes to train themselves for upcoming Legacy Attainments, including
the first, for pupils who study under a tutor but have yet to be initiated.

Free from the Lie: 

Legacy Attainments do not count as obvious magic to Sleepers, are immune to Dissonance and do not trigger Quiescence or Breaking Points in witnesses.

Transient Stacking: 
Legacy Attainments may stack with spells, but only for a short time; doing so eradicates the spell, as the Attainment’s intuitive, personal nature unravels the spell’s Supernally charged Imago. Stacking a Legacy Attainment with a spell causes the spell’s Duration to end, as if canceled, after one turn per dot the mage possesses in the spell’s highest Arcanum or its usual Duration, whichever comes first. 

For example, if a Perfected Adept with three dots of Life casts a spell that increases his Strength by three dots for the day, activating his Attainment to add another three dots of Strength increases it by six dots, but his spell disperses after three turns.

Transient stacking can only be performed on spells lingering within the mage’s own Gnosis (i.e. those that impose penalties for being actively maintained) and not spells cast by others, relinquished, or bound to enchanted items of any kind.

Learning Legacy Attainments

A mage may either develop Attainments according to the orthodox teachings of her Legacy, or invent novel Attainments based on her personal approach to the Legacy’s doctrine. Consult the accompanying chart to determine the minimum requirements.

Each Legacy Attainment costs one Experience, and they must be purchased in order. You may spend ordinary or Arcane Experiences to learn a Legacy Attainment from a tutor who already knows it, but you must spend an Arcane Experience to develop a new Attainment without a tutor — and this includes all novel Legacy Attainments. Certain Legacy Attainments (such as those of the Eleventh Question, following) impose other prerequisites, typically in the form of Skill or Merit dots.




Thursday, November 24, 2016

[Mirrors: Infinite Macabre] Starships - Examples

 Out of Character (OOC):
Chronicle: Mage in Space!
Venue: Mage: The Awakening 2nd Edition & new World of Darkness - Mirrors: Infinite Macabre
Storytellers: Jerad Sayler, Korri Smith & Mathew Hagan




        Mage: Infinite Macabre - Starships

                                            Example Craft



SAR-23 Microlite “Condor” Shuttle
Merit: Spacecraft O

Description: 
Essentially a flying box with some modularity, the Condor has been used as a Personal Shuttle, an R-Class Cargo Shuttle, Search and Rescue, and the SAR-21 Refueler variant.  This version has not been fitted with any Modules that would increase its cost.

Attributes:
Chassis: O            Engine: O             Propulsion: O     Sensors: O          Systems: O

Derived Traits:
Thrust: 1                              Maneuverability: +0       Silhouette: +1         Max Crew: 2
Sensors: Close                   Armor: 0                         Shields: None         Wpn: +0B

Advantages:
Hull Integrity: 2                 [ ][ ]
Power: 2                           OO

Modules:
Hard Points: 2                    [Empty][Empty]
Capacitance: 2                   [Empty][Empty]
Protocols: 2                        [Empty][Empty]




Bakuhatsu GPT-03 “Trey” General Armed Transport
Merit: Spacecraft OOOO

Description: 
A safe and reliable way to traverse contested or areas of space that are less safe, the Trey is an armored craft designed for a crew of four and a dozen passengers or about 1500 cubic meters of cargo.  It is armed with a Dual Medium Laser Cannon.





Attributes:
Chassis: OO        Engine: OO         Propulsion: OO         Sensors: OO       Systems: OO

Derived Traits:
Thrust: 1                              Maneuverability: +0       Silhouette: +1       Max Crew: 4
Sensors: Short                   Armor: 1                          Shields: 1              Wpn: +0B

Advantages:
Hull Integrity: 2                 [ ][ ][ ][ ][ ][ ]
Power: 2                           OOOO

Modules:

Hard Points: 4
1. Dual Medium Laser Cannon OO (+1L)
2. Hull Reinforcement (Armor) O
3. Light Shield Generator O
4. Passenger Pod OOO or Cargo Pod OOO


Capacitance: 4

1. Dual Medium Laser Cannon XX
2. Light Shield Generator X
3. Passenger Pod XXX or Cargo Pod XXX
4. Empty


Protocols: 4
1. Passenger Pod XXX or Cargo Pod XXX
2. Basic Navicomputer O
3. Sensor Optimization O
4. Comm. Networking Suite O


Total Build Points: 19 /5 = 4


Recent Posts

[Mage 2: The Dethroned Queen] New Legacy: Dancers of the Masquerade

Out of Character (OOC): Chronicle: Mage 2: The Dethroned Queen Venue: Mage: The Awakening 2nd Edition Chronicle Storyteller: Jerad S...

Most Popular Posts