Marvel Superheroes: Game Closed


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Here is my PC (lengthy, I know). The intent of the PC is to have a PC that is not a mutant (an Inhuman) being forced by circumstances to work alongside of mutants. The other intent is to have adventures that are not all mutant based (which can get repetitive after awhile) and to allow the DM an easy way to have adventures all over the world, not just in the U.S.


I made a few modifications to the Energy Vampire power. I wanted a type of Energy Drain or Energy Sink, but it was not available. The three changes I made are:

1) Her power is not communicable. It's not a disease.

2) Her power can affect a target in a later encounter. It's not a disease that a foe can get an immunity to, it's a draining of energy.

3) Her power does not lower her stats and spells while she sleeps. Instead, it drains sources of power around her. It would only drain her if there were absolutely no sources of power within a mile.

Her weakness for the power and the constant drain of her own abilities more than makes up for these changes (which I thought were overkill to begin with). Otherwise without these three changes, the PC just does not work.

I also made up her two main weaknesses based on how some other things work in the game system.

Note: Since many of her abilities are lengthy and not simple, I copied the appropriate text straight from the books and just put her name into it for readability. I also gave her average stats for an Inhuman with the exception of Intuition and Psyche.


Providence
aka Norelin Abrash
F – GD (10)
A – EX (20)
S – EX (20)
E – RM (30) AM (50) see Troubleseeker
R – GD (10)
I – EX (20)
P – IN (40)

Health: 100
Karma: 70
Resources: Feeble
Popularity: 0
Talents: Languages (Tibetan, broken English), Martial Arts A, Demonologist
Contacts: The monks at the Temple of the Ancient One

[sblock=Powers]
Troubleseeker (Excellent): The Power combines Teleportation with automatically functioning Mental and Detection Powers. Providence subconsciously detects a crisis somewhere within her range and automatically teleports to the vicinity. The maximum range for detection and Teleportation is 25000. Providence has no control over the Power. She usually arrives without any idea of what the problem is that drew her. Her only warning is the dreaded feel of the Power beginning to function. (A brief tingle, a muttered "Here I go again," and poof!). The power does, however, teleport her to an area of some privacy.

Nothing in the Marvel Universe can prevent Providence from teleporting into a crisis area. Her unwanted appearance can only be prevented by nullifying the Power before it functions. This can be accomplished by negating the detection, analyzing, or transportational aspects of the Power (more on this later).

Once she is drawn to the scene, Providence can move freely about. She must remain within 10 areas of the initial attraction. If Providence goes beyond that limit, she is instantly teleported back to her starting place. Only when the crisis has been dealt with can the Troubleseeker leave the area. (Of course, the Power is also free to draw her to a new crisis elsewhere.)

To compensate for the constant demands the Power places on Providence, it increases her Endurance by this Power's rank number. The Power automatically transports anything Providence considers part of her self image. This can be extended to include clothing, equipment, and even companions. The additional weight is limited to the number of pounds equal to the Power rank number (800 pounds).

What attracts the Troubleseeker? The Detection aspects of the Power operate on an Empathic basis. The crisis that attracts it is one that generates extreme levels of turbulent emotions (fear, hate, pure evil, general anguish, and so on).

An event that doesn't directly affect anyone will not attract the Troubleseeker. A screening mechanism prevents the hero from traveling to "false alarms" such as a distressed accountant who just lost his ledgers.

The Power does allow Providence to rest between missions. The Power will not function again until 1-10 days after the successful conclusion of the previous mission. If the mission was unsuccessful, the Power functions again 1-10 hours after the hero's defeat.

Providence has a -1CS resistance to Emotion attacks. Even worse, a perfect simulation of the emotions that accompany extreme distress can serve as a trap to lure and hold the Troubleseeker. Providence cannot leave the 10 area limit until she has discovered the deception and neutralized the source of the spurious emotions.

Whatever its nature, the Power will never try to get Providence killed. The screening mechanism never draws Providence to a crisis that is beyond her ability to handle, though she might not think so at the time. If Providence admits or suffers total defeat, the Power may even allow her to escape. If Providence is in a fatal situation with absolutely no way out, the Judge rolls a red Power FEAT. Success means Providence is teleported to safety, at the loss of all her Karma.

The Power works against the Providence’s opponents if they try to carry her away from the area. Such attempts to hijack Providence proceed normally until the 10-area limit is reached. At that point Providence immediately teleports back to her starting place, minus whatever had carried her away.

As mentioned earlier, the only way to prevent Providence’s unwanted appearance is to somehow prevent the Power from initially functioning. The detection aspect can be temporarily blinded by such means as Mental Invisibility or Force Field vs. either Mental or Emotional Attack. If the villain operates so covertly that no one gets distressed, this will also do. The key is to prevent Providence from receiving the broadcast emotions.

The second mode of prevention deals with the analysis aspect. Anything that can reduce Providence's Reason or Intuition to below Typical can prevent her from recognizing distress as something that demands her attention. Means to this end include Hypnotic Control, Emotion, Control, Induced Sleep, Mind Drain, and Psionic Vampirism.

The third mode is simple enough. The villain need only negate Providence's ability to Teleport. Note: The hero may actually thank the villain for this, if the villain is able to pass himself off as a benefactor.

Note: Due to the fact that the power is controlled by the Lords of Order, Providence typically only teleports to scenes of major magical chaos and not more mundane emergencies. These scenes will often, but not always, have magical components or foes, the Lords of Order are not concerned with the mundane.


Energy Vampire (Remarkable): Providence can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and her spells. She can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on.

Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example).

Providence can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power. She can drain Remarkable amount of energy each turn as long as she keeps making successful FEATs. She can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means her hunger is beyond her control. She has entered a feeding frenzy that will only cease when the target has been completely drain of energy (or someone stops her).

If Providence fails to make any FEAT during the feeding process, she breaks off her attack and cannot reestablish it. The victim cannot be harmed by this attack again until a future encounter.

The drained energy comes from her victim's highest ranked Energy Power and/or Psyche, and is divided and added in equal amounts to Providence Strength, Endurance, Psyche, and spells (i.e. divided by 7, 4 points each) and 8 is added to her Health. If two or more powers or abilities have the same rank, the 30 points are divided and drained equally among them.

Why do Energy Vampires do it? Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. Providence must feed to bring those abilities and Powers up to their original levels.

Providence cannot actually starve to death; when all her affected rank numbers reach Shift 0, she enters a deathlike trance. Her power continues to function and tries to drain anything that comes in contact with her. When her abilities return to Feeble, she becomes conscious again.

Providence’s Energy Vampirism is not communicable.
[/sblock]
[sblock=Spells]
Providence knows four spells:

Crimson Bands of Cyttorak (Amazing): Providence can cast the bands at Amazing power rank (Psyche+1) due to them being Bands of Cyttorak. This spell manifests itself in a variety of ways, as she chooses: vapors, rings, threads, circles, and so on. In addition, the Crimson Bands can also be manipulated like a whip for snatching things or like a rope for pulling characters out of danger. But since they are Bands of Cyttorak, all of the bands can be severed easily by the Shades of the Seraphim spell.

When Providence calls up this enchantment, bands (or whatever) form around the target and entrap him. It takes a full round for the bands to completely form. The target can try to dodge through the bands only in the round in which they form and only if the area being entrapped is as large as a 10 foot cube. If the spell is directed at the individual himself, he cannot dodge through it. When a character is surrounded by the bands there is a 75% chance that he is bound, a 25% chance that he is gagged, and a 10% chance that he is blinded (see the Bound, Gag, & Blind rule in the Miscellany of Mysticism). A separate roll is made for each of these effects.

The bands cause no damage to the entrapped character. Bands have a material rank that is equal to her Psyche rank (rank+1 in this case). While normal attacks will not affect bands, magical attacks may free the victim.

If the magic attack’s spell rank is higher than the bands material rank, it will shatter the bands if the attacker makes a green FEAT roll. If the material rank is the same rank as the magical attack, the attacker must make a successful yellow FEAT roll to shatter the bands. If the material rank is higher than the spell rank of the magical attack, the attacker needs a successful red FEAT roll to break the bands.

Providence does not have to maintain a high level of concentration to maintain the bands; she can move, cast spells, perform normal actions, etc. However, if she is affected by a hostile attack or spell, she must make a successful Psyche FEAT roll to keep the bands from breaking. Bands automatically break if Providence is rendered unconscious.

Note: the spell does not allow normal attacks to shatter the bands. However, the DM might want to allow this to happen, abet at a more difficult level such as -2 CS.


Bolt of Bedevilment (Remarkable): Providence can fire a remarkable bolt of pure universal or dimensional energy at a range of 4 areas.


Seraphim’s Grim Shield (Remarkable): Once the Grim Shield is created, it can indicate where great evil exists near to the user (Judge’s discretion). This will also indicate to the user, by glowing, if a particular individual is evil (as in a villain).

The shield has an armor rank equal to the spell rank. This shield is usually invisible to all but magic wielders and can be projected out away from Providence’s outstretched hand a few feet. Providence moves the shield to block attacks. If she is attacked from a number of sources at once each shield will only protect her from one attack. If she is surprised, or if the attacking character succeeds in targeting a magical beam or bolt as a bull’s-eye, it means that Providence could not move her shield fast enough to deflect the attack. If the shield is hit by an attack with a higher spell or power rank it shatters, though no damage penetrates it to harm Providence during that round.

Providence can also use this spell to encircle herself with four weaker shields (armor rank Excellent). If any of the shields are broken, the remainder are unaffected. Providence cannot leave the circle of shields until they dissipate or are destroyed.

Note: I could not find rules for how long it takes for a spell to dissipate.


Sensing-Mystical Detection: Providence is sensitive to the use of magic. She can detect magic use and its specific source within the area of effect. Among the specific things she can detect are: magicians casting spells, magical items that are being used or that have a protective spell cast on them, magical portals, and magical creatures. Unlike some sensing spells, this spell does not require a great deal of concentration.
[/sblock]
[sblock=Weaknesses]
Weakness: Whenever Providence sleeps, she subconsciously drains energy from nearby sources. If there are powerful beings around such as mutants, this is typically not a serious problem. She drains a small amount of their energy and they tend to wake up a bit more tired than usual, but it is not very noticeable. The more mutants or other powered beings around her, the less effect it has. If only one mutant is near her (within 1 mile), that mutant will be at -1 rank to Strength, Endurance, Psyche, and all energy powers and abilities for that day unless he makes a Yellow Endurance FEAT. If only two mutants are near her, they will be at -1 rank to Strength, Endurance, Psyche, and all energy powers and abilities for that day unless they make a Green Endurance FEAT. If no mutants are around her, she drains the local power grid within 1 mile (if it exists) which is not usually immediately detectable by the authorities since it shows up as a spike in power for many homes and businesses in the area, but it is possible for it to be detected if someone is looking for it. She can avoid this by not sleeping, but typically cannot do this for more than a single day. One of the reasons that Providence hangs around mutants (or at least will in the future) is so that the authorities cannot use this method to find her during her sleep.


Weakness: Like all Inhumans, exposure to modern air pollutants causes illness for Providence, just not as severe. A yellow Endurance FEAT must be made each week in a metropolitan area like a city. Failure means that Providence will be ill and at -1 CS to all powers and abilities for the following week. If in a less polluted area than a city such as a small town, it is a green Endurance FEAT. If it is in a low populated area with fresh air and very little pollution, Providence will not be ill and does not need to make a FEAT check. Providence tries to stay in low populated areas as often as possible, but her Troubleseeker ability does not keep her there for long. If she teleports into a higher polluted area, she makes the FEAT check on her normal weekly timeframe.


Weakness: -1 CS resistance to Emotion attacks due to Troubleseeker.
[/sblock]
[sblock=Background]
Like some rare gifted Inhuman children, Norelin was exposed to the Terrigen Mists at the age of 5. Others get exposed at later ages. And like most Inhumans, she changed. Her appearance did not change, but her body did. Norelin became a living energy sink. And at such a young age, she became an energy sink that could not control her power. The Inhuman scientists immediately started working on a mechanism to help her control her power, but it was slow going. Nothing they tried seemed to work, partially due to the nature of her power itself. It prevented many devices from working when they either ran out of power or worked suboptimally due to a lower power input.

In the meantime, Norelin became an outcast in a society of outcasts. Her power expanded over a large area and created many problems. Her fellow Inhumans became tired and lethargic. Their many systems started to fail and accidents, some deadly, became commonplace. Norelin and her parents were ostracized, even by such an enlightened society.

By the age of 8, Norelin knew that only she could prevent this catastrophe from continuing. So, she devised a plan to escape the city of Attilan. At the time, Attilan was still located in the Himalayans, far from the view of mankind. Norelin managed to sneak out of the city, her power helping her to disable security systems without her even knowing it. Once outside, she started to walk away from her life, into a white world of ice and snow. Although she had carefully prepared for the journey, Norelin was not ready for it. For one thing, she was unaware that her body would not be able to handle the pollutants in the air, even air as rarified as that found in the Himalayans. And the Himalayans are a very large area. Norelin walked and walked, but without the energy that her body was used to draining, she eventually walked into the darkness of unconsciousness.

Norelin’s cold and nearly lifeless body was brought to the Temple of the Ancient One in Tibet by the hermit monks that lived there. There, she was restored back to health with spells, warmth, food, and simple kindness. The monks were the remnant of the Order of the Ancient One: sorcerers and martial artists of skill who followed the lords of order. Although not as powerful as the original sorcerer who took the title of Ancient One, Baron Mordu, or Doctor Strange; these monks were still very skilled compared to many practitioners of the magical arts.

At the temple, the monks devised a sleeping area for Norelin where she was surrounded by mystical artifacts of significant power. She was able to slowly drain these devices of power while she slept, but could not harm them since they were devices of nearly unlimited power. The monks then taught her how to control her power, how to speak Standard Tibetan, spells and how to study to gain new spells, and some minor martial arts.

However, the study of spells can be fraught with danger. Magic does not always act predictably, even the magic of order. Due to some combination of her energy vampirism power, the magic she absorbed while sleeping, and her study of spells, Norelin acquired a powerful and sometimes annoying magical ability outside of her control. Norelin has acquired the Troubleseeker power. This ability teleports Norelin to areas where her help is needed, but does not allow her to leave the area until the Lords of Order are satisfied that she has accomplished their goals there. This has caused all manner of problems for Norelin, but she has so far persevered.

After more than two decades at the temple and in her early thirties, Norelin was teleported by the Lords of Order to a far land for her first mission and she has been traveling the globe since. Mostly she tries to stay in English speaking countries due to the fact that she only speaks Tibetan and limited English learned as a child. She quickly found out about her weakness to human pollutants and is often sick. But due to her living in the outside world for such a long period of time, she does not get nearly as sick as other Inhumans would.

Finally, Norelin tries to find sources of power to supplement her Energy Vampirism. During her sleeping hours, she is ok and does not take damage since she drains from many sources around her. During waking hours, she has to feed about as often as normal people, just to keep herself from weakening. She will often just pull power from a nearby electrical source, but she makes sure to not pull too much from one location, so that it just looks like a slightly higher temporary electrical usage.

Norelin is looking for magical artifacts such as the Book of the Vishanti, the Cloak of Levitation, and the Eye and Orb of Agamotto: both for their capabilities and since they could feed her energy forever. But, these items disappeared along with Dr. Strange years ago and are currently lost to time. Or, does the new hidden Sorcerer Supreme have them?

Note: The Lords of Order referred to here are unknown. They could be Agamotto, the All-Freeing, the Ancient One, Hoggoth, Munnopor, Nirvalon, Oshtur, the Vishanti and/or others. Or, it could be one entity.
[/sblock]
[sblock=Appearance]
Norelin is an attractive woman of apparently Caucasian descent. She appears to be in her early twenties, a result of her Inhuman genetics. She speaks broken English and can be difficult to understand at times. She has dark hair, blue eyes and is five foot nine inches tall and weighs approximately 130 pounds. She wears non-descript clothing in order to not stand out, but she always carries a handbag with her that has a costume hidden along its interior sides (the handbag itself is the costume and is hidden at the small of her back by the costume when it is worn, it also contains her normal clothing while she is in costume). Her costume hides her face and body as Providence, but has a short red wig attached to deceive people of her true appearance. Norelin is extremely intuitive and strong willed and her Inhuman physiology makes her much more capable than many of the most capable of trained humans.
[/sblock]
 
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Well, my concept:

Sheng Tsung
Sheng came from a secret monastic community in the high peeks of china's mountains. He has trained all his life in the monasteries of his town, learning the the ways of Fire, giver and taker of life. By studied the movement of Fire, the elders of the town created a new martial art, Dire Flame. The users of this powerful technique could incinerate their foes in a flurry of punches, kicks, uppercuts and finally, engulfing them in real flames.
Sheng mastered the technique with ease, but it was not enough. Power-lust possessed him, and he leaved his village, searching for ancient knowledge. His grand grand father once told him about the five scrolls of arcane wisdom. The man that could gather the five scrolls would become immortal, and the most powerful man in the world. There was no best prize to gain for the young Sheng. He journey all througout china, searching for the scrolls. He had to fight his way through beasts and evil men who opposed him. One by one he found the scrolls, each unlocking a new secret of the arcane. Sheng grew confident and greedy, and cared nothing about the others: if they get on his way, they'll be eliminated without mercy. He became Sheng Tsung, the Sorceror.
In his way to secure the third scroll, in a cave deep into a rainy forest of the south of china, Sheng came across and elderly man, sitting on the entrance of the cave. Chuckling to himself, Sheng tried to push the old man aside to get into the cave. With lightning reflexes, the old man took Sheng by the wrists, and send him flying backwards, hitting the solid trunk of a big tree. Surprised and enraged, the sorceror used his Dire Flame technique against the old man, and caught him surprised. The flame burned the man badly, but he was not done yet. The two warriors fought all day long, both using their techniques and stances. Eventually, the sorceror emerged victorious over the old fighter. "... Good... Now the curse is yours." said the man, and gave Sheng the third scroll. Disregarding the elder words, Sheng used the scroll and absorbed it's knowledge. Using it's new found scroll, he focused and concentrated his Chi. Performing the moves of the technique, Sheng absorbed the few energies the old man had, killing him.
A smile crossed his face, moments before he heard something. The voice of the old man! Sheng turned quickly to see: He was dead.
"Ha ha ha, I'm into your mind, into your soul, look for me no further, you'll not find what is too close to be perceived." The sorceror could not believe what had happened to him.
The old man was another warrior who seek the scrolls for himself. When he found it, the scroll bound him to the cave, for decades. As time passed, many warriors came to the cave, and he slew them all, and absorbed thier life and strengths; but with the,. their souls. Countless souls tormented the old man every day, driving him almost crazy. Now that Sheng assasinated him, the souls were free, but his soul was locked inside Sheng's mind. Sheng learned that the scrolls were cursed items, created by a powerful an evil sorcerer of the Ming dynasty, now deceased. The old man told Sheng that he was not the only curse Sheng was to endure. Sheng was tainted with evil, and if he died while in that state, his soul will be trapped by the scroll, forever. The old sage however had the solution: He had redeem himself, locate all five scrolls, and destroy them altogether.
Sheng got the message, and nows searchs the world for the missing scrolls.

Sheng Tsung will be a mystical character, with "magical" powers, thus his nickname "The Sorceror", but also he is trained at martial arts and weapon fighting with the Chinese sword, the dao (resembles a scimitar). He'll be an altered human.

I'm not sure how to make the sheet or how to handle rolls for the tables and such.

I was thinking on taking this powers:
[sblock=Powers]Health-Drain Touch: The touch of a character
with this Power transfers a Power rank
amount of Health from the target to the hero.
Previous damage is healed in an equal
amount, up to the maximum Health of the
character. Drained Health above that point is
lost. Characters drained to 0 Health must
make an Endurance FEAT to avoid dying. if
they do so, the attack has no further effect.
Reversing this process, directing one's own
Health into others, is a Power Stunt.

Fire Generation: The hero with this Power
may project flame with Power rank range
and damage, using Agility to hit. Damage is
taken on the Energy table. Like ice
generation, creation of large amounts of
flame may damage the surrounding area in
a fashion that leads to loss of Karma. The
hero may choose to inflict less damage
with his flame, or have a lesser effect than
rolled on the Universal table. The hero
begins play with the ability to use flame as
a missile weapon (fire balls or a jet of fire),
plus one Power Stunt. Other stunts may be
developed.
• Create a flaming shield. This wall of
fire surrounds up to one area. Anyone
passing through it takes Power rank
damage from fire. This may be used
defensively or to restrain criminals who
are not wild about getting singed.
• Body transformation into fire at - 2CS.
This body transformation grants Body
Armor at the lower rank, as well as
Flight at that rank.
• Create flaming images at Power rank -
1CS. These images include duplicates
of the flaming form, as well as firewriting
in the sky.
• Control other forms of fire at - 2CS.
• Absorb fire and heat at Power rank
level and range (example for absorbing
cold).
• Project heat at Power rank -1CS. The
heat projected causes discomfort and
a -1CS on all FEATs in the area of
effect.

Extra Attacks: This Power is always +1CS
better than the starting Fighting ability. Use
this Power instead of Fighting to make
multiple attacks. There is no penalty for
failing with this roll, but the individual may
make only one effective attack in that round.

Invisibility: The hero with this Power can
make his body invisible to normal sight.
This Power does not negate location by
other senses, or nor does it initially negate
location by heat or ultraviolet sources. The
hero still has mass and substance (coating
the hero with dust or paint reveals the true
form, as does fog or rain). The hero may
remain invisible as long as desired, and the
Power rank has no effect on whether the
hero becomes invisible under normal
circumstances.

Energy Touch: The hero with this Power
may inflict damage and effects from the
Energy column of the Battle Effects table,
with a Bullseye regarded as a possible
Stun. The hero may always choose to inflict
less damage than is rolled, or to reduce the
effects of the damage. The touch can be
carried through conductive material, and
may affect multiple targets in this fashion. If
the hero is standing on a steel girder facing
off three goons from HYDRA, and uses the
Energy Touch on the girder (a conductive
material), all three get shocked. The hero
with this Power gains Resistance to
Electricity as a Bonus Power.
[/sblock]
And these talents
[sblock=Talents]Oriental Weapons: This a special category
that grants the character a +1CS to
Fighting or Agility when using the following
weapons: Shuriken, crossbows, sais (treat
as swords), and oriental swords and
daggers (including the katana and the kris).

Martial Arts D: This meditative form of
martial arts searches out the weak spots of
the opponent's defenses and strikes against
them. The practitioner of this form of attack
may ignore the effects of Body Armor
(though not force fields) for determining
Stun and Slam results. The attack by the
character with this Talent does not have to
inflict damage to force a check for possible
Stun and Slam. The disadvantage is that
the target of this attack must be studied for
two rounds before the effects may be
brought into play. The character with this
Talent does not have to attack the
character, only watch him in battle for two
rounds previous to attacking.



Occult Lore: The character with this Talent
has a knowledge of magical societies,
antiquities, runes, and a general
understanding of forgotten lore. The
character gains a +1CS to Reason FEATs
involving items of a magical nature.

Mystic Background: In the Marvel Universe,
all humankind has the potential for
developing magical Powers. This "Talent"
shows that the character has some
background with magical forces. Heroes
may have derived their powers from these
forces if they choose this Talent. A
character with this Talent may have Magical
Powers, with the approval of the Judge. If
the Judge allows magical player
characters, then any of the initial Powers
created may be spells, and should be
noted as deriving from Personal, Universal,
or Dimensional energies.[/sblock]
 



He was writing while I was writing. Destiny I tell you!
However, my character will be a melee combatant more than an actual spellcaster. His mystical powers are a complement, that he will not doubt in use or abuse to gain combat advantage.
 
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Yeah, I have the ability to take your language literaly, heh. *Points at his signature*
Although I suspected on double intentions in that phrase. ô.O
 

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