Lurker > ZeeksFire

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TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/15/17 2:01:42 PM
#443
FF4 with extra life.

I'm just going to start the vote, because I believe this is the biggest advantage on the field, and buys more than enough value, especially since lets say all three groups end up in a fight, no matter when Rizer dies, his team will be able to come in to pick off whoever survives on the free revival.

Mind you, If Spleunky guy + any of a number of 6-7's were chosen, like samus, dark samus, dante, id, kratos, raiden, diablo, you know, any number of people with high end combat respect.. it would have been an easy choice.
TopicKokoro's top 100 anime of the past five years.
ZeeksFire
09/15/17 6:53:14 AM
#69
I've read some of the manga of the devil is a part-timer, and it's definitely amusing. Later on the plot takes a fairly sharp turn, but i'll not talk about that. The priorities of each character from the other land and how they've adapted to the main world (what's their non-magical specialty) is a large part of the story.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/14/17 6:52:22 AM
#441
I feel the big advantage here is the free full revive that rizer gives on the team. Noone would expect it.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/12/17 5:01:47 PM
#437
I don't know enough about the fate people to vote immediately, but i can consider the other things. Before actual thoughts, Kaos+wonderful 100 would be darn silly as a combo kill piece in ability phase.

Team FF4 - The numbers advantage as from what i've seen, due to how i read the rules (your mileage might vary), also retreating to heal the party up to full is a valid thought. Being a squad in a world of 1v1's also is an advantage.

Fetch - One of the more mobile people on the map, can get the people to where they need to go.

Charlotte - in a 1v1v1, she has a huge advantage versus projectile users, due to clear skies (brought up a few battles ago) Not so much vs melee

Jonathan/Ellie - Neither of these two seem to offer anything special so let's forget about them

Bill Rizer - The HAX button. nothing is more bs than getting a free Life2 do-over when you die, and that's what Rizer brings to the table when he got stolen with his extra life at full hp, which also restores EVERYONE ELSE on his team.

Kaos - He's actually really good for a final boss, extremely resilient, although projectile speed is suspect.

Ikaruga - Er... still know not enough about her.

Spelunky Guy - The MOST mobile character on the map. If this team had a decently powered 6-7 and spelunky with Portal Master active, i'd be very willing to just call it there. Teleporter+jetpack is a VERY strong thing to have in a 1v1 swap match.
TopicTV/Movie Mercs
ZeeksFire
09/11/17 7:13:29 AM
#136
Looks decent, and that's what i expected in general

What the aku was a defensive trigger against all 5+ villianous mercs (even if favorable)

I do think Prepare for war, it needs Upgrade- Jack can bring +1 item and has +3 item max. This can be bought repeatably but +5xp each time.
TopicTV/Movie Mercs
ZeeksFire
09/10/17 10:05:11 PM
#130
I remember the last time we talked about jack, I think most people agreed he was a 6. I don't trust myself to be able to make a full character, but I do have ideas what he should potentially have.

THE SWORD! (Passive) Jack can not have his sword copied or removed from his writeup by any means. - An obvious thought, especially with the last season, there's no way to really remove him from his blade unless he gives it up of his own accord.

The Samurai... (Passive) Jack is both favored by the gods and balanced. All abilities used by or used on Jack choose the alignment most favorable to him (Heroic or neutral) - I consider this a thing as well, Jack is obviously heroic, but strives form balance within.

AKU!!! (Trigger) (3-5 cooldown) If abilities from villianous mercs at or above 5 upkeep would effect Jack, make jack immune to all abilities from any mercs that would activate this trigger this wartime. - Reasoning being that Jack easily snaps out of negative effects when aku even gets breathed near him, but can be vulnerable to non-villianous combat, the most obvious of this being Jack and the Imakandi

Let us prepare for war - (Pre-battle) (3-5 cooldown) Jack gets to copy one non-vehicle piece of weapon or armor from everyone available to be rostered this battle. He has full knowledge on how to use said equipment. - Probably the other thing that sticks out really for jack, he has global weapon knowledge in weaponry, able to use anything from axes to guns, swords to javelins...

Tremendous Horse Cut Technique - (SoB) (Cooldown 3) Destroy all customizations from a target. If they don't have customizations, destroy all but 1 weapon (chosen randomly) in their writeup. - See jack vs scotsman

Obviously having all of these might be overkill, or maybe just messy, but that's the obvious things I can think of that's just all jack, and not any character crossover related to it.

His base would be writeup pre-timeskip, probably sword/bow/etc, upgrade puts it post timeskip, but having the sword in tandem with his bike and future weaponry he carried around.

That's all I can think of in general that i'd consider on a very first pass on jack, sure there's probably plenty that I missed and the like, but i'm certain others can fill in on this as well.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/09/17 7:42:28 PM
#431
I think ff4 would be able to be rostered as a group on the portal, but jonathan and charlotte would be two, due to it reading on abilities.

Legendary Descendants (Passive) - Jonathan and Charlotte count as two separate characters for the purpose of abilities, but only take up one roster slot (unless paid down, in which case they take up however many slots their upkeep dictates).

It's a goofy situation, but ff6 doesn't have a passive like that, class VII's Where skill, not rank, is the measure by which all are judged, or the lost vikings passive ability norse force.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/08/17 3:20:52 PM
#425
The FFDragon way of doing things... outnumber them on the field a minimum of 3 to 1.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/08/17 11:15:17 AM
#422
This looks... a bit one sided.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/06/17 12:25:32 PM
#415
Well, I think it was heavily dependent on having so many lives, fewer lives wouldn't have meant as much, like if it was 10 lives, i don't think that would have cut it.
TopicKokoro's top 100 anime of the past five years.
ZeeksFire
09/06/17 12:21:25 PM
#39
Tagging it myself, always interested in anime.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/06/17 12:20:06 PM
#413
And gone. Enough Rizers can change the world.

And who knew Lightning action figures just wouldn't sell.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/05/17 6:41:03 AM
#410
From what I saw Mewtwo, checking websites for her skills or the like, she more than likely gets in your face with dual blades or the like, only having a single aoe skill in violent streak, which is a close range aoe spray around the user with dual guns on a 24 second cooldown.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/04/17 9:48:16 PM
#408
Ok, let's think on this. Both sides aren't having that many issues with the map.

Agents - Definition of the glass cannon, high damage, but going to die quickly, especially to stealthed gits.

Lightning - Not sure if can jump across gaps, if can do anything.

Elma - First minute extremely dangerous.

Aigis - The only one that will immediately target FF4.

Alice - Fairly tricky due to high mobility.

FF4 - also glass cannon, will last longer than Agents due to more people, once visible, possibly will get shredded via alice and the like.

Jonathan+charlotte - not as special since no chokepoints or the like.

Ikaruga - know little about, don't expect too much

Kaos - He looks really impressive really

Rizer x 19. Yeah, that's a lot of potential stuff, who immediately is back in combat.

So after the first wave, i expect Jonathan+Charlotte, Kaos, Rizer(10-15), and FF4 (halfdown at minimum) vs Elma, Aigis and alice

Looking at it this way, i think the respawning Rizers have the advantage as it goes on even with there being an active 6 still on the field.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/03/17 10:07:21 PM
#407
I unfortunately won't have time to think firmly on it till the holiday is over, being with friends and stuff, good times, but still.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/02/17 6:01:49 AM
#405
Hmm, the big question is where do people start on the location, because it's fairly obvious that some of the unmanned turrets and pop up turrets will show up at the very start.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/01/17 1:57:02 PM
#402
Hurm, I feel that Kaos really needed to use an ability this battle, because he could have toy'd an enemy of choice.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/01/17 1:31:30 PM
#399
Uhm... That's an absurdly lot of 10%'s that got rolled on elma, geez.

Edit: Kaos decided he didn't want to be in the writeup today.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
09/01/17 8:18:59 AM
#392
I bet it could have went either way with proper arguments, but it's over now, and since high is going to be a mudstomp (if they couldn't win in mid, what chance do they have in a duplicated fight with elma showing up) i guess we're in the next week?
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/31/17 6:33:30 PM
#389
I think the agents get canned hard by Clear Skies myself, do they have anything besides guns to work with?
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/31/17 5:35:30 PM
#387
I actually think FF4 have the advantage again in the fight having found charlotte's magic clear skies which stops enemy projectile combat while keeping their own, the location isn't good for flanking unless you want to split your team up from second 0, and the buff-debuff wars is on the ff4 side advantage (more despell, and can remove debuffs). In melee, the agents lose a lot of value, even with their super strength/etc.(i consider this on the line that they can't use their death from above or the like, and we are talking about people that have taken down behemoths and the like)

I'll let tiebreaker look at it myself rather than other things though. It's a more interesting fight than i first thought.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/31/17 11:51:32 AM
#384
Actually, you know... after doing more research, team lightning has to force it to be a close fight, they get screwed hard at long range by charlotte being able to set up her magic clear skies, which absorbs enemy long range attacks, and from what i see from this link



she can pretty much keep it up indefinately.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/31/17 10:53:14 AM
#381
I more thought that they weren't crazy tanky, but the people they fought took marksmanship at the imperial stormtrooper academy. But I'll accept that, and since high is a murderfest, we are on to next week, where Lightning gets to try to show up in every single fight that exists from now on. (and can cosplay as anyone from ff4, because)

Edit : And after reading some stuff... why the heck are the agents alignment set as "Heroic" anyway?
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/30/17 5:13:37 PM
#378
I'll take your word for it, but for frig's sake, the gameplay in watching crackdown 2 looks boring.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/30/17 2:22:42 PM
#375
Same thought I had, but when looking at the location on top of it...

1. The Agents brought a car, good for them... has it ever helped? not really.

2. The location is fairly messy to get around, with some of ff6 and shadow labrys having the worst time, but ff6 is on the inside going out, versus going inwards.

3. location knowledge goes to team charlotte, and that's a fairly big advantage considering how messy the map is. the ability to choose the ideal combat position also goes to charlotte because they'll be able to shoot down while the other team is climbing to the top of the map, once they see what side they are climbing up, which can be easily possible, i can't see the agents even knowing the meaning of being slightly stealthy.

I watched some of crackdown, and the agents are powerful... but only in the sense that everything that they would fight was trash in the game. There wasn't a single decent challenge which to compare their actual strength against. Shadow Labrys is also not the fastest. Oddly enough Rizer might be kind of amusing just jumping down and detonating both nukes before he gets killed, and spamming his 13 total lives in diving into the frey for a few of them.

It's something that needs more thought than my own mainly, this location is goofy as all heck, and the raw strength numbers don't seem to add up entirely.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/30/17 11:37:30 AM
#371
Well i'm not sure on this fight, i want to hear from some others, but this is one of those situations i'm not sure how much actual power lightning as a single person does, as well as the agents
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 5:36:32 PM
#369
Fair enough, not sure on the fight, i'll think on it later.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 3:45:53 PM
#366
Tom, if you don't mind, let's rewind this a bit, because I think i see a play you didn't, sure it probably will still end in a loss, but forcing a huge gp spend for just 4 gp seems like a very good deal and still leaves just enough to do a paydown in mid.

Lightning saves Chrom, Elma bonds Aigis, Lightning activates Pair up on Alice (Dual strike, dual guard, dual system) and pays Alice down for 4 (10gp).

Now the other team is either forced to 1. pay down ff4, or 2, pay down less expensive that might be able to win and go to battle.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 3:11:36 PM
#362
Well the only way to determine stuff is run the battles.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 2:39:15 PM
#360
Well, if army of one is used in low, giving away the gameplan, I'd give good odds that the entirity of ff4 would be able to beat her in a 1v12 (1+3 slots for ff4, 1 more for a 3). Sure no ability use, or the like, but it's a lot easier just nuking the crap out of a single target. Free paying Lightning down is not a good idea in this situation.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 2:15:59 PM
#358
That seems fair, she can only get her second after the cycle is over.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 2:13:29 PM
#357
Actually, it's one per week limit 2. she can only get 2 mercs max
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 2:05:51 PM
#355
I do decide chrom as first choice, and then second choice being ryu on the next week.

http://mercs2015.pbworks.com/w/page/109433122/Lightning?rev=1468259518
http://mercs2015.pbworks.com/w/page/104099515/Chrom?rev=1452458163
http://mercs2015.pbworks.com/w/page/101947840/Ryu%20%28Street%20Fighter%29?rev=1464558205

Abilities gained -
Chrom - Pair up (Dual strike, Dual Guard, Dual System, other 2 are passives, can't be gotten) and Aether
Ryu - Martial law (cd6, upgraded) heart of battle, fight is everything (satsui no hadou not taken, has transformation)

Reasoning - Lightning gets to mess with people, being an assist every single week once it's set up. You can't get rid of her being on the field unless you kill her assist target, which has a 50% chance of being nullified, and the offending person getting ko'd for their hubris. Also after ryu is available, once every 3 weeks, she gets a free targeted ko if it wasn't already used with dual guard, and even then, martial law is an ability that ruins people.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 1:32:59 PM
#353
The obvious best choice is Chrom, which is a disgusting combo. I'm not sure if i'll find anything better than that. Edit: maybe not.. i'm still searching, but there might be better.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 12:56:26 PM
#351
Hmm, that's a good question, give me a bit of time, i'll have an answer by 5:00 est latest.
TopicGames where you can watch the computer play itself
ZeeksFire
08/29/17 9:51:06 AM
#6
Global Thermonuclear War... at least till it gives up.

But on a serious note, there's always the Saltybet channel running mugen 24/7
TopicMercenaries Draft Week 15 Results: Shine On You Crazy Diamond
ZeeksFire
08/29/17 9:37:40 AM
#54
That seems to be all of it.
I'd say remove the terminology of recharge weekly and the like when writing abilities though. this needs to read more along the lines of a CCG comprehensive rulebook, where there is absolutely no question on it. The writing can have the fluff writing, but it needs a very technical writeup as well, that has no questions to it.

This simplicity of explanation would also allow the idea of energy storage for some abilities, to reduce the cost if you decide not to use it on a week.

Recharge (X) - this ability, once used, gains X recharge. An ability can't be used if recharge isn't 0

Restore (X) - reduce the recharge of the ability by X

Storage (X) - When an ability is on Rechage 0, restore adds to the storage up to X. Storage is spent at Restore to boost the restore on a one to one basis.

Start of week - At the start of week Restore.

This is the kind of information that is needed on mercs to minimize the yelling and the like.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/29/17 9:19:16 AM
#347
The only person that can claim they got a victory on the loser's side is Harth. That shows how badly they got outmatched and outlocation'd when looking back at it.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/27/17 5:16:32 AM
#344
Elma

It's probably a lot closer than it reads, in my arguments but the meteo probably being a 0 second ko on the majority of Class VII, and W100 having a chance on being late to the big scrap is some of the main turners of the fight. The location is also a tedious place to get around, which usually favors the defenders in knowing where to fall back to.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/26/17 3:40:31 PM
#343
Nope, not from what I've seen in videos/wiki or the like. They won't die falling down, but being scattered is the most dangerous for them, since their morphs require them to be together.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/26/17 6:56:56 AM
#341
Ok, here's how I see it.

1. Class 7 gets crushed by cutscene meteo. I consider it a fairly different beast than just normal in-game meteo, due to the situation of if it was slightly more powerful, it would have cut ff4 short because it would have just killed Goblez right here and now, and that was at a lot lower level. At max level, this would probably crush most anyone of 4 or below no problem, and probably some 5's, at the cost of tellah's life of course. Maybe one of them survive it in the squad but I don't know the base stat lineups with each, which extremely high base hp required. (if 7 had the upgrade, it would have been the ideal time for the replacement ability, but they didn't) As an example, both Jimmy and Jonathan would be able to survive this in this specific battle at a low level if they were the target, Jimmy having stolen absurd amounts of hp, and Jonathan having his stonewall ability reducing it's damage by 3/4ths.

2. But on the same note, Jonathan Morris is also dead. Nisha vs Jonathan is gun specialist versus a character that suprisingly has no guns in his game. That puts him at an extreme disadvantage, and if it takes too long, 6 angry dogs come and rip him apart. (then the rest of their team)

3. The freak breach is just a waste of time, but it does mean that depending on where it ends, w100 might not be available for a few minutes in the fight. I say that because the first thing the agents will think is "How'd we get this SUV up here, I don't think we can get anywhere in it!" Shortly before the fight begins the dogs show up, and get put down. (sorry dogs)

So afterwards, the fight is Elma in her Ares90, Agents (suv at entrance,should have brought the buggy), Delsin(75% hp), FF4 (75% hp), and Charlotte vs 0-2 members of Class 7, Balthier, Lazarvic (without wonder mask, that was an artifact from a previous week) Nisha, Billy (+Delsin hp) and Jimmy (+absurdly lots of hp) with the Wonderful 100 being potentially delayed by breach. (I put them as faster than the agents

So depending on the situation I definately give the advantage to team Elma. The support on the other team got meteo'd, and even at 75% hp, that doesn't stop magical wrath from being dropped down in the world, and although Nisha might have a plot advantage against mechanical, there's too many targets to worry about. The wonderful 100 have the same danger as last time, but probably less due to not being perpetually unbalanced, but there's chances random members fall off the cliffs as the fight goes on.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/25/17 12:50:08 PM
#340
I'm actually thinking Class 7 might be dead, that's the flaw of having an team versus a single character, and putting them on even stats, tellah's sacrifice meteo would kill the entirity of the ff4 squad as well.

(edit: wrong game!)
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/24/17 11:06:12 AM
#330
Even without Life or Life2, i still agree with that Gatarix.

Elma

It's also the location heavily screwing up the fight, there's plenty of spots where the wonderful 100 can be scattered with tons of high tiered magic, meteo, ultima, titan, etc. As stated, buffs vs non-buffs, and being -1 arm on their team does cause some issues for all of their morphs, a spot that's easily hit as it may be, and if scattered, the wonderful 100 aren't that powerful. If this was a flat location, they'd be much better off.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/24/17 8:43:33 AM
#327
The problem is that it would be under that spiel of stuff there, and there'd be no reason to put denied spells twice, I'll be fair, in considering that life 2 is still flat out banned, (full heal revivals are a disgusting ability, and no person has ever had that in mercs.) but i'd be more than willing to give life1 to what people would consider 11 3's with top end communication.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/24/17 6:31:02 AM
#325
I'll need to think on it, the wonderful 100 is powerful, but this location is fairly bad for them, due to all the chokepoints and all the splash magic that is held. Also since the ff4 team has a list of banned magicks, that means all other magics are legal. Sure, that a lot of bans, but it's interesting that the ban list blatantly misses Life/Life2. Add that to all the huge magics and cure4, and it looks fairly crazy.

They also have the buff advantage, and more than that, it's a buff advantage that costs 0 MP (The harmony ring is in the lunar ruins).
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/23/17 3:37:53 PM
#322
no worries
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/21/17 11:15:02 AM
#319


You can fight like a Krogan, run like a leopard, but you'll never be better than Commander Shepard.

The combination of Fetch not being able to have a stable view (i watched an ending of being drugged, and she's completely flipped out the wazoo). It's more suppression fire than sniping here, but the extra numbers are heavily blunted by all the crazy powers Shepard has. You really need someone of Shepard's caliber, and (loony) Fetch and Alice are nowhere near close.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/20/17 8:29:41 PM
#318
this is an example of the map from what it looks like, and the amount that it drugs her in the ending is a bit... excessive, seeing very crazy things and the like..

From what i've seen, I give a fairly decent advantage to Shepard, just because the power disparity.
TopicKing of Mercenaries Rumble Topic 5: Neptune's Last Stand (maybe)
ZeeksFire
08/18/17 11:14:55 AM
#309
Negotiations have failed!

...I am going to want to see High tier, even if the elimination happens before then (high tier rolled last)
TopicKCF's Top 40 JRPGs
ZeeksFire
08/17/17 4:39:55 PM
#108
All glory to Domingo.
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