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klinktastic
Social Adept

Human
Adept

B:3
A:5 (7)
R:4
S:2
C:5
I:3
L:2
W:2

Edge: 4
Magic 6 (5)
Init: 7 ( + 1 IP
Essence: 5.18

Qualities: ambidex, first impression
Neg: addiction, mild (cram), allergy, unc/mod (silver), incompetent (swords), gremlins 2

bioware: muscle toner 2, synaptic boosters 1

adept powers: combat sense lvl 3, kinesics lvl 2, voice control, living focus, improved ability 2 (con), improved ability 2(inflitrate)

Active Skills:Influence group: 4
-con: 4 (6)
-etiquette: 4
-leadership: 4
-negotiations: 4
Running: 2
Automatics (Smgs): 5
Dodge: 4
Unarmed combat(parry): 3
Inflitrate: 4 (6)
Perception: 2

Knowledge Skills:
English: N
Mandarin: 1
Business: 3
Dealers: 2
Black Markets: 3
Current events: 2

Contact: Fixer (C2:L2)

Questions
1) which smg is the best?
2) what contacts are the most useful?
3) is Combat Sense good?

Any other critiques, comments or advice would be appreciated!
Ophis
1) The coolest looking one, probably the hk227

2) Fixer Wins, though should have more than connections 2 to deserve the name.

3) Yes, yes, and for a third time yes. Anything that adds to all tests to defend yourself is good.
klinktastic
Any tweaks to the current set up will be appreciated. And what future bio/cyber ware should I go after
Ol' Scratch
Living Focus is really, really weak. Especially since you still suffer a -2 dice pool modifier when doing so. Since you have Leadership, Commanding Voice would be a much better investment and is one of the bread-and-butter powers for a social adept in my opinion.

I usually avoid implants on my magical characters unless the concept specifically revolves around them. I just find it cheesy in most cases. But if you really want to go that route, Tailored Phermones are a "must." I mean, come on... it basically adds dice to everything you do well...

Not really sure why you have Ambidexterity, either. Using two SMGs at once is just going to make you a horrible shot due to doubled recoil and a lack of recoil compensation options. You'd be much better off using two Simple Actions to fire once without a penalty and actually hitting things with both shots versus splitting your pool up for a single Simple Action and not hitting anything worth hitting.

As the "face" of the group, your main use for Contacts will be getting important information, hard to get gear, and doing things that aren't normally achievable without outside help. Mob bosses, fixers, corrupt police detectives, Tanamous members, and things of that nature are all great choices. But, again, it depends on your concept and background more than anything.
Dashifen
I'd add politicians, university professors, travel agents, and media personalities onto Dr. Funk's contacts list. Oh, and don't forget the possibilities of being friends with an entire Urban Brawl team, too.
Eleazar
The very first thing that stood out to me was the influence group. You can get rid of that because leadership is mostly useless. It is cheaper to only spend points on the skills you need con, etiquetee, and negotiation. I am not too sure why you are getting unarmed combat, if you can use guns. Your strength is also low, and you don't have any adept powers that aid your unarmed combat. If you really want to do close-combat I would like to suggest a monofilament whip instead. A monofilament whip is also easily concealable. The SMG part is nice, but you might as well go for an assault rifle. I like the Ares Alpha myself. I would also suggest not getting any specialization at chargens if possible. They cost 2 BP at chargen, but also only 2 KARMA after chargen. It is more efficient to spend these points on attributes or skills.

Some things that could be improved:
1. If you don't mind playing an elf, make this an elf. Higher charisma and agility.
2. Raise your Intuition and Perception. Intuition because it is used on Perception rolls and your initiative. Perception because you want to be able to see things.
3. Get some contact and glasses with vision enhancments
4. Get some earbuds with audio enhancements
5. Gremlins really really sucks as a negative quality for any character.
6. What is the ambidex for, don't tell me you are planning on dual-wielding SMGs. The dual-wielding rules in SR4 severly hamper anyone from doing it properly. You would have to make a character totally focused on just dual-wielding to even be average at it.
7. With such a low willpower I really hope you don't fight any mages.
8. As a human it is best to put your edge all the way. You might as well take advantage of the only advantage they have.
9. Lose the Mandarin 1 and replace it with Linguasofts.
10. Business and Dealers are not specific enough as knowledge skills

Some quick guidelines concerning BP to Karma efficiency:

1. It is best if all Skills are raised to 4 or at the very least 3. Any skill below this would have been cheaper to just purchase with Karma after chargen. Even at 3 the efficiency ratio is very close to 1:1.
2. Attributes are best if raised 1 below racial maximum. So for a Human this would be 5. The only discrepancy here is if the stat is what is called a "weak" stat. Meaning the racial maximum is 5 or 4. With weak stats sometimes you jsut have to suck it up because the stat is important to the type of character you are making.
3. Metatypes come with attributes raised for free due to their racial minimums. Even though you might pay 35BP to be an elf, it works out because their attributes are higher compared to a humans at the minumum racial level. They are also more BP efficient in their strong attributes. Strong attributes are attributes with a racial maximum higher than 6.
4. Gear while very helpful is wasteful of BP and it would be more efficient to spend it either on skills or attributes. Attributes are the most valuable because they are used in so many tests. I suggest spending the full 200BP on attributes. Edge, Magic, and Resonance are special attributes that are not factored into the 200BP limit.

Remember, even with all of these guidelines they aren't going to fit perfectly to the type of character you want to make. They are just things to keep in mind. Unfortunatley the BP vs. Karma efficiency guidelines do not allow for well-rounded characters if you were to follow them 100%.
odinson
I didn't think you could take an incompetence in a specialization. Shouldn't it be incompetence: blades.
Ol' Scratch
QUOTE (Eleazar)
The very first thing that stood out to me was the influence group. You can get rid of that because leadership is mostly useless. It is cheaper to only spend points on the skills you need con, etiquetee, and negotiation.

Eh? How is a net total of 12 BP per point for 3 skills cheaper than 10 BP per point for 4 skills? Especially since Leadership is not useless, especially with Commanding Voice. Doubly so since splitting them up in the future costs a minimum of 2 Karma to give just one of them a specialization, granting another two free dice on the specialty you use the most often.

QUOTE
I am not too sure why you are getting unarmed combat, if you can use guns.

Because he obviously wanted an extra advantage to defend himself in unarmed combat, hence the Parry specialization. Those build points could be spent elsewhere, yes, but it appears to be an integral part of his concept for whatever reason.

QUOTE
5. Gremlins really really sucks as a negative quality for any character.

Hardly. They add a ton of fun to the mix and I almost always get a rank or two whenever it fits my concepts. And it often does.

QUOTE
10. Business and Dealers are not specific enough as knowledge skills

Sure it is. General knowledge on the topic, and that'll be reflected in the answers he (should) get from his GM.
WeaverMount
1) Ingram Smartgun. More ammo, recoil and an internal smart system. IMO the Ares Alpha is the best Automatic though. Personally it tickles me pink to watch the gun bunny akimbo SMG bad ass spray 4 mooks a round missing half the time, while my "support" Character puts two short burst into one head after another.

2) Every team needs several fixers. Fixers = nuyen.gif. If your teammates are pulled their weight and each getting a fixer you only need one under RAW, but contacts get houseruled to some degree in most games. Of the official uses of contacts (Legwork, swag, networking, favors), Faces don't need them for legwork or swag. I feel a couple of good networking contacts are a must: minimum a street level squatter, at least one organized crime syndicate and one corporation. I'd also throw in a media/pop/cultural contact.

3) Yes anything that makes you not get hit is good.

I'm going to have to second that living focus power being, well not not good. I promise you that is instant you get the money for the focus you will regret spending the power points on it.

I don't feel like 'ware on adepts is cheesy. Its unique to SR and starwars, and I'm not big on starwars. And yes 5 kinesics and enhanced skill and Tailored pheromones = 20+ dice for the win. Troll some edge on top of that and you can pull crack moves like buying rating 6 IC in one week.

Also a truely awesome move for a adept face to is to give up on being a good gun bunny and take 2 power points and 32 BP to be the best support hacker in the world. 4 skill + 4 adept power = 8 dice in hacking and Electronic Warfare. That way you can do all the incredibly important but not very sexy things like scanning for hidden nodes and monitoring traffic. Plus if you are the one maintaining communication dominance then you have the social ninja issuing false orders to the opposition rather the (usually socially) socially inept hacker/rigger. Also you can rock it on the matrix meets. I know that my Johnsons demand only one person come to the matrix meets. that way the face gets matrix raped or the hacker gets a crappy deal.

EDIT: "you only need one under RAW" I do not mean to imply that the RAW require everyone to have a fixer, but that if contacts are being run with RAW that I feel one is enough
klinktastic
Social Adept 2.0

Elf
Adept

B:3
A:6
R:4
S:2
C:7
I:2
L:2
W:2

Edge: 3
Magic 6
Init: 6
Essence: 6

Qualities: first impression
Neg: addiction, mild (cram), allergy, unc/mod (silver), incompetent (blades), allery, unc/mod (gold), addition, mild (sex).....jk!

adept powers: combat sense lvl 4, kinesics lvl 4, voice control, commanding voice, sustenance, improved ability 2 (con), improved ability 2(inflitrate)

Active Skills:
Influence group: 4
-con: 4 (6)
-etiquette: 4
-leadership: 4
-negotiations: 4
Running: 4
Automatics: 5
Dodge: 4
Inflitrate: 4 (6)
Perception: 4

Knowledge Skills:
English: N
Business: 2
Dealers: 4
Black Markets: 4
Current events: 2

Contact: 7 BP worth

Later I'll drop some 'ware in for activeskills and various other upgrades.
Eleazar
QUOTE (Doctor Funkenstein @ Aug 8 2007, 02:02 PM)
QUOTE
I am not too sure why you are getting unarmed combat, if you can use guns.

Because he obviously wanted an extra advantage to defend himself in unarmed combat, hence the Parry specialization. Those build points could be spent elsewhere, yes, but it appears to be an integral part of his concept for whatever reason.

That's why I recommended the monofilament whip. It fits his agility and low strength much better than unarmed combat.
Kyoto Kid
...the 2.0 version looks pretty close to my Reporter/Social adept Media Blitz (save for the knowledge skills and NQs)

The one thing I could not afford was the 6 MA. I notice your build only allocates 170 BPs to base attributes. Media used the full 200 to get an intuition 5 and logic 3 (her Agility was 5 including the bonus for being an elf)
jklst14
Social Adepts can be great infiltration/disguise types too. I would consider dropping your Magic from 6 to 5, losing Improved Con and Improved Infiltration and using the saved points to upgrade from Infiltration 4 to Stealth Group 4.

Something else to consider, Running 4 and Dodge 4 cost 32 BPs. If you could scrape together 8 more BPs somewhere, you could get the Athletics Group at 4 instead.
Glyph
Dodge isn't part of the athletics skill group, though. Gymnastics is. And while gymnastics can be used to dodge ranged attacks, it can't be used for normal dodging in melee, and is half as effective at full defense in melee. Gymnastics dodge is only really useful for a character who also has a melee skill to parry with.
klinktastic
Thanks guys! The feedback has been great for sure. I'm gonna tweak him up a little bit tonite and I;ll post a finalized version tomorrow.
Marwynn
Looks very good.

Gymnastics is pretty handy to have with high Infiltration. Sometimes necessary as the best avenues of approach are often hard to reach. And while Dodge is a lot more useful as a defensive stat as Gymnastics is, its full defense bonus is really just that; a bonus.

If it was possible to get even 2 points in Gymnastics you'd be an even better Infiltrator for it. Of course, Climbing is useful too. But that and Running is based on Strength and you have 2 for that attribute...

If you're content with tip-toeing by guards and such, I say you're good to go.
Dancer
There's no way I'd let that set of negative attributes fly. Allergic to two precious metals with a very rare chance of it coming up, incompetence in a skill you'd never have a reason to use anyway
toturi
As a GM, I'd probably approve the PC. Even on those days I feel non-canon(which is often but anyway...).

The negative qualities are by the book and unless you have a "negative qualities MUST be such a pain in the ass" (even though Postive Qualities aren't such great stuff all the time) GM, I think you are set.
Ol' Scratch
The allergies will come up often when dealing with foci and other magical thingamabobs. Especially weapon foci. Incompetence needs to be changed or removed from the game (I'm still boggled by its existance as written). Gremlins is a blast, however.
Crusher Bob
Heh, no intimidate skill. In addition, intimidate is resisted with willpower.

being an ork gets you:

BOD 4
AGL 5
REA 5
STR 3
CHA 4
INT 4
LOG 2
WIL 5
(190 points in stats)

Magic 5
Edge 3

Athletics 3 (giving you gymnastics for dodging)
Influence 4

Automatics 5
Infiltration 4
Intimidation 2
Perception 2 (still as perceptive as the elf)
Unarmed 3 (for close combat defense)

Assuming Adept, First Impression, 35 points in flaws

And leaves you 21 points for contacts and gear.

If you want more points you can get 20 out of willpower and lower to WIL 3.

You lose 3 dice from social skills (CHA 7 vs CHA 4) but you gain a bunch of extra points.
Wasabi
The rules for Notoriety mean that from the start the character with incompetence rolls one less die for all social rolls that dont use Intimidate. Incompetence, Spirit Bane, and Criminal SIN should all be avoided for face characters. [EDIT: First Impression would negate the Notoriety from Incomptence I'm pretty sure]

For weaponry you'll need something you can take to a high end restaurant. The Yamaha Sakura Fubuki ("Cherry Blossom") with stick-n-shock ammo is a light pistol that does better than most SMG's when used at pistol ranges. It allows burst fire of stick-n-shock and halves the opponents IMPACT armor.

SMG with APDS ammo versus armored jacket: 8P (Burst) versus 4 Ballistic
Cherry Blossom with Stick-n-shock versus armored jacket: 9S(e) 8S(e) (Burst) versus 3 impact with a chance to stun the target:
QUOTE (p154 SR4)
The struck target must make a Body + Willpower (3) Test. Apply half the character’s Impact armor (round down) and any other dice pool modifi ers as noted above to this test. If the target fails, he immediately falls and is incapacitated for a number of Combat Turns equal to 2 + net hits scored on the attack test. Even if the target succeeds, he suffers a –2 dice pool modifier to all action tests due to disorientation
from the shock for the same period.
Incapacitated characters are prone and unable to take any actions.


Plus the Cherry Blossom only suffers recoil of -1 when firing a burst. It takes Insulation armor to make it any worse than a SMG and thanks the stick-n-shock ammo it goes against the target's Stun damage track so most street sams will go down from fewer boxes of damage since its easier to get a high body as a troll/ork than a 9-12 willpower.

All that for a 10R avail gun firing legal ammo and best of all... it has a terrific concealability!

Secondly, Edge allows you to truly overwealm a number of dice rolls equal to your edge rating. With an Edge of 6 you basically get to autowin 6 social tests. You'll be throwing so many dice with exploding sixes that for the 6 most important events in a module you'll succeed and in the case of things like using Negotiation to determine pay for the run the excess sixes may determine the amount of the increase in payout.

I'd drop magic to 5 and get edge purchased up to 5. For 18 karma you can get a six in either later.

If you are aided by an Increase [Charisma] spell from your mage the Elf becomes a TON better than a human. With a max 12 charisma instead of max 9 you get your cap 3 higher and can buy a 5 charisma yet start with a 7 after racial modifications. It takes the 30 point cost of being an elf and immediately gets you 20 points in charisma and 10 points in agility. It reduces Edge by 1, however for a net benefit of 20 points and increased Charisma cap.

For contacts its better to have a few big contacts than several nickle and dime contacts. My faves are arms dealers and Fixers that specialize in matrix ops or fencing of gear. Sure, Fixers dont have to specialize but when they do the GM is usually a little more giving in their field of specialization at the expense of generality.

Tailored Phermones are effective for non-matrix, non-astral meetings. I personally like to get a chemsniffer of some sort to detect others with Tailored Pheromones. Then I know who the face is and if your GM allows it you can treat it as a chemical attack and use an internal respirator or somesuch to bypass their Tailored Pheromones.

KINESICS IS KING. MAX IT UP TO YOUR MAGIC RATING. PERIOD. Its half the cost of Charisma and adds to both social defense and offense and truth detection. That last benefit is golden!

Blandness can not only make it harder to get tied to unfortunate runs later (by you not getting recognized) it also acts as -1 Notoriety. Its pretty darned good.

Oh... and consider the adept powers that allow you bonuses to Disguise and to change your skin pigment. Especially with Blandness it can make a face character able to social engineer into a lot of situations where it wont matter if cameras see him and the guards are all packing serious hardware.

If you decide to do social infiltration and have a Technomancer to aid your Face remember that a Latex disguise as well as nanopaste use computerized goop which as a computerized device can be subscribed to a commlink and aided by a Machine Sprites "Diagnostics" power to add a ton of dice to the Disguise roll.

To add more social dice you can also consider being a mystic adept for 5 more points and get a 5 point mentor spirit that adds two dice to a social skill. If you initiate later the mystic adept gets access to some metamagic techniques Adepts can't get. You can also get counterspelling, counterspelling foci, and bind sustaining foci. Most GMS deem it cheesy however if you dont sink a magic point into spellcasting/conjuring use and/or have spells and conjuring-based skills so YMMV.

Hope all that helps, chummer!
Wasabi
QUOTE (Glyph)
Dodge isn't part of the athletics skill group, though. Gymnastics is. And while gymnastics can be used to dodge ranged attacks, it can't be used for normal dodging in melee, and is half as effective at full defense in melee. Gymnastics dodge is only really useful for a character who also has a melee skill to parry with.

Gymnastics is good for a character with high Edge not planning on getting in HTH ever who isn't afraid to use Edge+Full Defense whenever forced into HTH.

A niche, I know, but valid for a Face character methinks. smile.gif
Fortune
QUOTE (Wasabi)
The rules for Notoriety mean that from the start the character with incompetence rolls one less die for all social rolls that dont use Intimidate. Incompetence, Spirit Bane, and Criminal SIN should all be avoided for face characters.

That should only apply in situations where the 'target' is in a position to know about those negative qualities.

Besides, it's a really stupid rule!
Ol' Scratch
I rather like the Street Cred, Notoriety, and Public Awareness rules. Though particularly in the case of a Face, it can get a touch overpowered pretty quickly after just a few runs. Just take those 200 Karma sample threads; a Face would have a Street Cred of 20, bolstering all his Social Tests by +20 dice...
Fortune
The rules themselves are alright, I guess. It's just the dumb idea of all those negative qualities (I miss typing flaws!) automatically give you a bad rep.

By the way, have you extrapolated these rules out to the level of a +/-300 Karma point character? Intense is quite the understatement.

edit: Damn! You edited! nyahnyah.gif
Ol' Scratch
I'm sneaky like that.
Ophis
QUOTE (Doctor Funkenstein)
I rather like the Street Cred, Notoriety, and Public Awareness rules. Though particularly in the case of a Face, it can get a touch overpowered pretty quickly after just a few runs. Just take those 200 Karma sample threads; a Face would have a Street Cred of 20, bolstering all his Social Tests by +20 dice...

The bonus dice from street cred is limited to equal to your skill. Not that the pace you get Street Cred (and thus Public Awareness) isn't silly.
Wasabi
Street Cred is limited by Charisma, not skill. [SR4, p257]
Ophis
Indeed, my bad. But my point about +20 to social skills still stands(in that it don't happen).
Ol' Scratch
Which just means you can wrack up Notoriety without consequence, really. Aside from getting a hefty boost to Intimidation/Interrogation checks.
Wasabi
Really, each fake identity should have its own set of street cred/notoriety/public awareness. A hacker could have one set for his matrix identity, a mage could have one for the spirit world [especially when abusing them by having them sustain spells], the really well concealed fake id could even have one.

The Charisma cap also makes Elvin face characters all that much better than their human counterparts.
klinktastic
So, I should go with the ork build if I am not the primary face, but the elf build if I am the primary face?
Dashifen
It's really up to you. Elves are optimal for Faces, but the game isn't about being optimal. I've successfully run and seen Ork faces run.
Whipstitch
I love ork faces. Social tests are almost uniformly opposed tests (fencing gear is the lone exception off the top of my head) so if you stack stuff like Tailored Pheromones and Kinesics together you're already tossing enough dice to do quite well for yourself with a little preparation (in person, anyway) against anything short of a dedicated elven face, since human faces only have a one or two die advantage at best. In exchange you get enough base strength to treat it as a dump stat without being pitifully weak and you hit the magic number 4 for body on the cheap and don't have to pay through the nose to be an elf. Elf face vs Ork face is a classic case of choosing between flexibility and being near unbeatable in your chosen field.
klinktastic
Social Adept/Inflitrator

Ork
Adept

B:4
A:5
R:5
S:3
C:4
I:3
L:2
W:3

Edge: 4
Magic 5
Init: 8
Essence: 6

Qualities: human looking, first impression
Neg: addiction, mild (cram), allergy, unc/mild (something), sensitive system, gremlins 2

adept powers: combat sense lvl 2, kinesics lvl 5, voice control, voice control, commanding voice, facial sculpt lvl 1, melanin control, nimble fingers, sustenance

Active Skills:
Influence group: 4
Athletics group: 4
Stealth group: 4
Pistols: 6
Perception: 2

Knowledge Skills:
English: N
Business: 3
Dealers: 2
Black Markets: 3
Current events: 2
(plus whateverelse i need, I got more free points due to the bump in Intuition)

Contact: Fixer (C4:L4)

Questions:
1) is human looking worth it for an ork face?
2) is first impression good worth the 5 points?
3) do you like pistols better than smgs with this build?
4) where should I look to grow my character, to either mitigate weaknesses or improve strengths?

Thanks
Moon-Hawk
QUOTE (klinktastic)
Questions:
1) is human looking worth it for an ork face?
2) is first impression good worth the 5 points?
3) do you like pistols better than smgs with this build?
4) where should I look to grow my character, to either mitigate weaknesses or improve strengths?

1) Personally, I'd say it's too close to call. Too many GM-style variables. Talk to your GM about it.
2) Yes. Definitely.
3) Depends on your team, but I'd lean more towards pistols, 'cause if you're talking your way in somewhere it's a lot more reasonable that you'd have a light pistol or hold-out on you than an SMG. If you're in a major firefight with your team (which is when you're likely to have an SMG) they'll be backing you up anyway.
4) Mitigate weaknesses. You'll already be able to talk anyone into anything that the GM doesn't expressly forbid, so why bother getting better at it?
Wasabi
First Impression gives you +2 dice in situations you havent met the person before. While literally obvious, the ramification is that it will help you whenever you start at a disadvantage to the other party.

In the case of Con and Commanding Voice almost EVERY victim will have not met you before.
Kyoto Kid
QUOTE (Wasabi)
Cherry Blossom with Stick-n-shock versus armored jacket: 9S(e) (Burst) versus 3 impact with a chance to stun the target:

...wait, burst fire augments the DV of S&S rounds? I thought the DV for these was fixed and simply replaced the normal DV of the weapon (which is why they are best in a light pistol).
Mr. Unpronounceable
Note that he did replace the weapons base damage with 6S(e) but then he added +3 for the burst, which is debatable, so GM's call. I don't believe it's been stated officially anywhere that the burst fire mods and the gun's inherent AP mod wouldn't apply.

Of course, anyone who doesn't pick up at least a point or two of the non-conductivity mod for his armor is asking for problems.
Wasabi
S&S "replaces the weapons damage code" [SR4, p313] and narrow bursts add +2 DV.
Wasabi
QUOTE (Mr. Unpronounceable)
Note that he did replace the weapons base damage with 6S(e) but then he added +3 for the burst, which is debatable, so GM's call. I don't believe it's been stated officially anywhere that the burst fire mods and the gun's inherent AP mod wouldn't apply.

Narrow bursts now add only +2. My bad!
[scurries off to edit the post from 9S(e) to 8S(e)]
klinktastic
Either way its still nasty. I was thinking about using a heavy pistol for longer range fights and then switching to the cherry blossom when the combat started getting close by.

I like the ork build better than the elf. Even though he is not as charismatic, he's still good at what he does, and can actually do some other things well. I might switch off the intuition to add another point in body or willpower. I went skill heavy because I won't be getting skillwires. I'll probably try and get my magic up and add synaptic booster 1, tailored phermones, and some muscle toners and keep the adept powers I have now.

Whipstitch
I dunno, intuition is a pretty important attribute. It affects your initiative and it's your linked attribute for perception, shadowing, disguise, language and street knowledge skills, all of which are fairly important to your character. I mean, you can never go wrong with a few extra resistance dice, but intuition covers an awful lot of legwork type skills, and that's an area where Faces really need to shine. Speaking of language skills, don't forget to consider linguasofts when your assigning your gear. It's not like you need to know every language, but between the Yaks and the megacorps, I've yet to have reason to regret knowing a bit of Japanese.
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