Sign in to follow this  
Followers 0
cpteveros

Dead Sergeant's New Character

47 posts in this topic

So during our last gaming session, the squad's sergeant was unfortunately ripped to shreds by an Ur-Ghul in a very unlucky couple of dice rolls. He took it graciously, and did not complain despite the fact he had spent a lot of time researching talents and builds to make a character that worked well, as opposed to the willy nilly ways of the other players. 

 

I feel bad for the guy and I while I want death to be meaningful and permanent, I don't want to punish him by making him start back at square one. For other dead characters, I would give them the 600 starting xp and whatever extra was appropriate to get somewhere near where the other characters were. 

 

However, this time, I've thought of doing something else. What if he got only the 600 xp, but retained the talents that he purchased? 

 

Which brings me to my next question: what should his new character be? I think he wants to be a some sort of leadership role again, which is a kind of issue do to the fact the next senior soldier I promoted to sergeant, although in name only. What if the dead sergeant came back as a Commissar, or a Lieutenant-flavored sergeant?

 

I am at a bit of a crossroads because I don't want to snub the guy just promoted, but I also don't want to completely ruin the fun of the guy who actually put in the time and effort to research his character. 

Share this post


Link to post
Share on other sites

Commissar makes sense, though it's way overpowered and had no place in a single squad. Otherwise, the guy died... Give him a taste of being a grunt. Just because it was bad luck doesn't mean he gets special treatment.

Share this post


Link to post
Share on other sites

I would give him a rooky junior officer with some extra social skills, perhaps a unique Peer (xxx) or perhaps some special patrons.
It doesn't have to be anything stat wise.

Share this post


Link to post
Share on other sites

Commissar makes sense, though it's way overpowered and had no place in a single squad. Otherwise, the guy died... Give him a taste of being a grunt. Just because it was bad luck doesn't mean he gets special treatment.

 

I agree, which is why I've not allowed my players to take the support specialties. While you are right, I want to reward him for playing his character well and actually spending time on his build. 

 

I would give him a rooky junior officer with some extra social skills, perhaps a unique Peer (xxx) or perhaps some special patrons.

It doesn't have to be anything stat wise.

 

I like that idea, as it would give him some perks but not anything overpowered. What about his talents? He bought a bunch to make himself into a formidable melee fighter, and I'm loathe to take all that away, I don't want to put him right back where he was. 

Share this post


Link to post
Share on other sites

I agree, which is why I've not allowed my players to take the support specialties. While you are right, I want to reward him for playing his character well and actually spending time on his build. 

 

I would give him a rooky junior officer with some extra social skills, perhaps a unique Peer (xxx) or perhaps some special patrons.

It doesn't have to be anything stat wise.

 

I like that idea, as it would give him some perks but not anything overpowered. What about his talents? He bought a bunch to make himself into a formidable melee fighter, and I'm loathe to take all that away, I don't want to put him right back where he was. 

 

 

If you want to give him a officer you should use the Commander class from Hammer of the Emperor. Technically you aren't supposed to be able to take that untill you've gained 2'500exp in some other guard class but (sergeant is the most suitable original class but others are allowed. So if, on the other hand you plan to let the trooper who took charge of the squad stay as the leader you should let him take the commander class later) you could make an exception just to let him make some freshly promoted Junior officer.

 

Also, I still feel that the support classes have a place in the squad. They may change things a bit but there is precedent for Commissars in particular being attached to random squads. It is exactly the place where you stick a Commissar cadet to give him some time in the front line. And some armies specifically state that priests (or techpriests) are so numerous that you find them even on squad level.

 

It is up to the player wether or not the support class will wreck the game.

Share this post


Link to post
Share on other sites

He died.

 

End of story.

 

If he`s really sore about it or you really want to give him a cookie give him a single extra aptitude as a bonus on his new guardsman or let him play a priest or commissar so he has authority and leadership potential but isn`t deposing the new squad leader.

Traejun likes this

Share this post


Link to post
Share on other sites

He isn't sore, as much as I am apologetic for him getting diced so early. I haven't referenced Commissars too much, but I think it would be a good opportunity to as it wouldn't disrupt the sergeant who was just promoted.

Share this post


Link to post
Share on other sites

Don't be apologetic, If the game didn't threaten the characters it wouldn't be as fun.

 

As GM it's your job to throw reasonable foes at the players and see how they handle it.

 

To put it another way, are they apologetic when a foe you created bites the dust? No, they aren't.

Share this post


Link to post
Share on other sites

He isn't sore, as much as I am apologetic for him getting diced so early. I haven't referenced Commissars too much, but I think it would be a good opportunity to as it wouldn't disrupt the sergeant who was just promoted.

 

Of course it would.  Commissars can, you know, put a bolt in the Sergeant's head at any time.  Commissars are totally broken in OW.  But, if you do intend to do one, you don't also have a Sergeant.

Share this post


Link to post
Share on other sites

 

He isn't sore, as much as I am apologetic for him getting diced so early. I haven't referenced Commissars too much, but I think it would be a good opportunity to as it wouldn't disrupt the sergeant who was just promoted.

 

Of course it would.  Commissars can, you know, put a bolt in the Sergeant's head at any time.  Commissars are totally broken in OW.  But, if you do intend to do one, you don't also have a Sergeant.

 

So could any other player, honestly (although it'd probably be a lasbolt). The only difference is that the Commissar doing it would be sanctioned by the Imperium, and he'd have to fill out some paperwork afterward. Of course, there's nothing stopping the rest of the squad from arranging a little "accident" for a Commissar that does so without good reason.

They're not broken, they just don't have any business being played by someone who will use it as an excuse to brutally murder teammates for no good reason, much like Paladins in D&D have no business being played by someone who will then attempt to control the party with an iron fist. Thankfully, there's plenty of in-character, background-supported ways to deal with a power-mad Commissar. Most of them will eventually end up with the player rerolling. :P

Provided you trust the player, I think the interactions between a sergeant trying to keep his squad alive while following orders and a Commissar upholding morale and discipline can make for some very interesting RP!

Share this post


Link to post
Share on other sites

Of course it would.  Commissars can, you know, put a bolt in the Sergeant's head at any time.  Commissars are totally broken in OW.  But, if you do intend to do one, you don't also have a Sergeant.

 

 

I can only assume you play with angry, violent tormented individuals with impulse control issues

 

Commissars are almost always attatched to individual squads, be they the regiment's troublemakers or the trusted veterans who prop up the line they spend most of their deployed time in the field ensuring that troops follow the letter and spirit of regulations.

 

Not only is *bang* HAHAHA! not how summary execution works (there is susquently a process for justification of the action and proof must be presented,) but also Commissars are specifically removed from the standing chain of command in order to remain impartial.

 

i.e. They are not Squad leaders, their job is to ensure troops follow orders given by others, not to lead them directly.

Edited by Askil

Share this post


Link to post
Share on other sites

 

Of course it would.  Commissars can, you know, put a bolt in the Sergeant's head at any time.  Commissars are totally broken in OW.  But, if you do intend to do one, you don't also have a Sergeant.

 

 

I can only assume you play with angry, violent tormented individuals with impulse control issues

 

Commissars are almost always attatched to individual squads, be they the regiment's troublemakers or the trusted veterans who prop up the line they spend most of their deployed time in the field ensuring that troops follow the letter and spirit of regulations.

 

Nope, neither angry nor tormented.  My players tend to stick close to the fluff.

 

With that last part said, no, Commissars are not almost always attached to individual squads.  There wouldn't be more than a handful (at the absolute most) attached to any particular regiment.  Perhaps penal legionnaires or particularly troublesome regiment would get to a half-dozen Commissars... again, at the absolute most.  Given that the average Imperial Guard regiment will have ~3 Commissars, what is likely (read: going to) happen is that the Commissar would be perhaps attached to the squad for some period of time, then bounce to another squad or other duties within the Regiment.  Likely from the battle line, to HQ, to executing the Regiment's deserters or rule breakers, if any.  

 

The reality is that a Commissar would only be attached to a particular squad for only long enough to: 1) complete a battle/operation or series thereof; or 2) execute the squad for a bewilderingly wide array of violations that would earn you a Bolt to the dome.  That "trouble-maker" squad likely got that designation because they: 1) Violated IG/Regiment rules 2) Violated Departmento Munitorum rules; and/or 3) Violated some other written or unwritten regulation/rule.  In any event, such violations would have long ago earned the members of the squad prison, lashing, beating or execution... or some combination thereof.  (Read the Munitorum Manual... it's amazing).

 

Now, the ultra-realistic (to the fluff) campaign is not for everyone.  It is, admittedly, a little restricting.  Its for GM's and players that want the "experience" of being Guardsmen, at least according to the fluff.  My group and I like that sort of thing, so that's the way I GM and they play - i.e. hardcore mode (no fate burns to stave off death) and punishment for rule breaking (including prison terms that take the PC out of the game for X amount of game time, and executions, when appropriate).  We like that sort of thing because it brings a little bit of "real" to the table and elicits the feeling of immersion.

 

For most players and GMs, that's probably taking it too far.  And for them, the Commissar (one of only a tiny few in the entirety of the Regiment) can forever and ever be attached to the same squad (one of many in that Regiment alone). 

Share this post


Link to post
Share on other sites

I wouldn't trust any of my players with the power of a commissar besides the one that I am considering, so him going trigger happy on his own squad isn't much of my concern. My players aren't too terribly familiar with the 40k world anyways, so whether or not the commissar would stick with the squad for any length of time isn't something that would be argued. 

 

If you think about it though, if a commissar liked or worked well with a particular squad, what's to stop him from sticking with them? I doubt anyone would object too much to them acting as a small retinue while he is on the front. After all, these are important people and aren't likely to be running around by themselves, anywhere.

Share this post


Link to post
Share on other sites

You are aware that Commissars are more generally morale officers than executioners. they roam the regiment attacthing themself to whichever squad they feel they are needed.

 

It is their job to inspire troopers to do a good job just as much as it is to punish them for failing to do an adequate one.

 

Also what is this fluff are you have been reading? I`ve not come across a case of more than one member of a squad being summarily executed at a time in nearly 20 years of reading GW works.

 

In short a Commissar that works in the way you seem to imagine they all do would soon be bought up on charges for reckless conduct or pulled from line duty due to mental instability. The Imperium may not value manpower much but to needlessly waste it for no gain is something even the Munitoum has a issue with.

Share this post


Link to post
Share on other sites

You are aware that Commissars are more generally morale officers than executioners. they roam the regiment attacthing themself to whichever squad they feel they are needed.

 

It is their job to inspire troopers to do a good job just as much as it is to punish them for failing to do an adequate one.

 

Also what is this fluff are you have been reading? I`ve not come across a case of more than one member of a squad being summarily executed at a time in nearly 20 years of reading GW works.

 

In short a Commissar that works in the way you seem to imagine they all do would soon be bought up on charges for reckless conduct or pulled from line duty due to mental instability. The Imperium may not value manpower much but to needlessly waste it for no gain is something even the Munitoum has a issue with.

 

I'm not suggesting all they do is *BLAM* people.  I am suggesting that this imagined Imperial Guard Regiment where a commissar stays with the same squad, ostensibly for many years, is contrary to the fluff.

Share this post


Link to post
Share on other sites

Well, as much as OW tries to be less the "you are the squad of hero specialist awesomes" that some other 40k games do, if your group survives, and succeeds, it could quickly get to a point where, in game, that is how they will be viewed. They will eventually be considered veteran specialists, attracting better gear, and possibly some more "specialist" characters to their unit, which does things whole big squads of the "regular" Guardsmen can't always manage (your stat line will soon be superior). This same group, being a valuable asset, could have a more full-time Commissar, Priest, or AdMech with them, even if most don't.

 

To some extent, it's FFG's fault. Many of us would have cared much less about this upcoming game if they had said "you're a grunt", and not made some of the Specialists (psykers, tech-priests, other priests) possible characters, but then they also do nothing great to integrate them in, other than say "build your squad". If these are available character types, then they need to be able to walk with the squad for years, regardless of some fluff that says there are only 3 Commissars, and the psykers are kept separate, except for Grisholm, who hangs out with the base commander, and one of those three Commissars.

 

I certainly see where Commissars are often mistakenly viewed, where people think they make better leaders, but that's not their job, or where they might just cap someone for fun, but that's as much people misinterpreting things, and some players revealing that they are dumbasses, as it is what Commissars CAN do. Personally, I rarely see a point for a group to bring one, if they have a Sergeant/Commander to do the bossing, even in the TT, but they are an option, and they can have their uses.

Share this post


Link to post
Share on other sites

The specialist, while clearly a way to attract players that have an aversion to being "just a grunt," were sort of bad decisions.  An Enginseer wouldn't hang with any one particular tank crew.  The Ministorum priest and Psyker would be part of the Headquarters, not members of any particular squad.  Same applies for Commissar.  

 

The Ratling and Ogryn would also not be members of a mixed squad except under the strangest of circumstances, and then only temporarily.  Most abhumans are grouped into their own units, not mixed in with grunts.  I just view these 2 as less harmful because they aren't broken to the degree the other specialists are.  With them, you need not worry about the Pyro Psyker 1-shotting everything from jump... or the Eviscerator wielding priest critting Orks on the first operation... or the Commissar essentially coming in with "end game" gear and authority to use it.  And don't even get me started on why a single Storm Trooper would be mixed in with a squad in a regular regiment.

 

I do allow specialists in my campaigns and 1-shots.  But only 1 for the whole squad, and never Commissars or Storm Troopers.  In my current campaign, the 1 is a psyker... the other 6 people are regular guardsmen.

Share this post


Link to post
Share on other sites

i`m currently playing a stormie in a squad with an ogryn, a medic, a weapon spec, a heavy gunner, an operator and a commissar. So far our only problems are trying to get a enough shots in to be useful before the frenzon addict orgyn charges and mashes everything up in combat and trying to keep him calm afterwards.

 

We avoided any problems of speialist gear inbalance by being a penal regiment and just not having it (except the commissar who so far has been underwhelming even with her full kit and the ogryn`s ripper gun which got issued but then confiscated after he "accidently" hit the commissar with it.)

 

Can`t say we`ve had any troubles with the classes except how weak the operator is in any situation outside of a tank.

Edited by Askil

Share this post


Link to post
Share on other sites

I agree with how poorly the specialists are integrated into the game. They wouldn't have a place in such a setting in the fluff, why would they in the game? They even did that for the free starter mission on their website, with a commissar, ratling, and ogryn all fighting together in a jungle. How? Why? 

Tenebrae and Traejun like this

Share this post


Link to post
Share on other sites

Well, because they were the last, desperate survivors of a failed push into an ork stronghold, frantically trying to hack their way out of the jungle before the Imperial Navy turned it into a smoking wasteland. ;)

Are you gonna find specialists in every squad? Nope, and if your group wants to play bog-standard grunts, they're probably better off not picking any. But if your group wants to play bog-standard grunts, they'll likely handle that on their own. Maybe the Commissar's assigned to keep an eye on this particular squad on a semi-permanent basis because they're sent on exceptionally dangerous and critical missions (also known as 'they're PCs'), or they just happen to keep operating in areas that he needs to be in, such as that one veteran squad kept turning up whenever Ciaphas Cain (HERO OF THE IMPERIUM) needed something done. Maybe the regiment uses ogryn-supported assault squads in trench-clearing actions, or the ratling sniper's been seconded to a recon squad because their last sharpshooter had a nasty encounter with a pack of kroot. The group could be assigned as bodyguards for the priest so he can preach the faith and inspire the masses without worrying about being overrun, or there's a tech-priest permanently attached to their tank because Vengeful Glory of the Imperium is getting on a bit in decades and someone needs to be on hand to make sure the rituals are done on time and nothing explodes, or or or...

 

It's not too hard to find a reason to include Specialists in the group. Does it change the flavor of the game? Yeah, but so does including a Paladin in your D&D party. You're no longer scruffy tomb robbers, you're scruffy tomb robbers who probably ought to be doing good deeds to balance out all that tomb robbing. It's all about what you and your player group want the game to be like, which is as it should be.

 

And if a bolt pistol's end-game gear for your group, it sounds like you want to be very much on the gritty 'charge across no man's land into their heavy guns while using the remains of the last assault for cover' end of the scale. Which is all fine, fun, and in-character, but...you might want to think about having someone on hand to make sure they move in the right direction, maybe someone authorized to execute anyone running away... :P

askold2 likes this

Share this post


Link to post
Share on other sites

And if a bolt pistol's end-game gear for your group, it sounds like you want to be very much on the gritty 'charge across no man's land into their heavy guns while using the remains of the last assault for cover' end of the scale. Which is all fine, fun, and in-character, but...you might want to think about having someone on hand to make sure they move in the right direction, maybe someone authorized to execute anyone running away... :P

 

It's not so much that simple fact that bolt pistols are "end-game gear" (which they are for Guardsmen), its that people forgot that Only War is about being Guardsmen.  The whole concept of the game is that the PCs are just rank and file Imperial Guardsmen that are meant to eventually become the "heroes of the regiment" (which I believe it says somewhere in the corebook).  Starting as a bad ass is contrary to the design intent of the system - and, to be clear, Commissars start as bad asses.

 

This argument, for me anyway, is just another version of the ancient debate between those that want to "earn" up to what they picture their character being and those that want to start there.  Commissars start as a "set" archtype, as do almost all the specialists.  There is no room for expanding, its simply about becoming a better version of what you are when you start.

 

In my opinion, shared by my players, Only War is about the process of becoming the hero, not starting there and simply living up to your billing.  This is likely why the current squad is comprised of 6 guardsmen, with only a single specialist, who chose it at the request of the person playing the Sergeant.  That fits the system and the fluff.  My players would rather start as just another stick, but end up being a hero... or die trying.  There wasn't much of a debate there.  They simply gravitated towards it because, well... it seems clear from the materials and fluff that this is what you're supposed to do.

 

As for the last bit - about charging across no man's land - we haven't gotten to that kind of fight yet.  I'm certainly going to eventually give them a taste of that lovely attrition war that the IG seems to love, but not yet.  As a Light Infantry Regiment, they are not geared for line warfare.  If they'd chosen something beefier, they'd have been doing that kind of thing from jump.

Share this post


Link to post
Share on other sites

Ideally, I should expect an OW gm to tell his group to either "pick only grunts" or to "pick only specialists."  I could also see a group based around a Commissar or Psyker and his bodyguard unit (because that is what happens), or I could see a group based around a single tank with an enginseer and a crew.

 

Contrary to the suggestions of others, I could actually see armoured companies where most armour pieces have a junior enginseer assigned to them.  They would be unusual companies, and the enginseers would be junior as all hell, but I could see it.  It's even more likely if you aren't playing Imperial Guard, but instead Forge World Skitarii, or a particularly advanced PDF.

 

The "pick only specialists" option lends itself well towards the crack unit that supports the rest of the regiment, lending its support across the battlefield as required.  A psyker, a Commissar, an Enginseer and two stormtroopers?  Sounds like an elite squad to me.

Share this post


Link to post
Share on other sites

 

And if a bolt pistol's end-game gear for your group, it sounds like you want to be very much on the gritty 'charge across no man's land into their heavy guns while using the remains of the last assault for cover' end of the scale. Which is all fine, fun, and in-character, but...you might want to think about having someone on hand to make sure they move in the right direction, maybe someone authorized to execute anyone running away... :P

 

It's not so much that simple fact that bolt pistols are "end-game gear" (which they are for Guardsmen), its that people forgot that Only War is about being Guardsmen.  The whole concept of the game is that the PCs are just rank and file Imperial Guardsmen that are meant to eventually become the "heroes of the regiment" (which I believe it says somewhere in the corebook).  Starting as a bad ass is contrary to the design intent of the system - and, to be clear, Commissars start as bad asses.

 

This argument, for me anyway, is just another version of the ancient debate between those that want to "earn" up to what they picture their character being and those that want to start there.  Commissars start as a "set" archtype, as do almost all the specialists.  There is no room for expanding, its simply about becoming a better version of what you are when you start.

 

In my opinion, shared by my players, Only War is about the process of becoming the hero, not starting there and simply living up to your billing.  This is likely why the current squad is comprised of 6 guardsmen, with only a single specialist, who chose it at the request of the person playing the Sergeant.  That fits the system and the fluff.  My players would rather start as just another stick, but end up being a hero... or die trying.  There wasn't much of a debate there.  They simply gravitated towards it because, well... it seems clear from the materials and fluff that this is what you're supposed to do.

 

As for the last bit - about charging across no man's land - we haven't gotten to that kind of fight yet.  I'm certainly going to eventually give them a taste of that lovely attrition war that the IG seems to love, but not yet.  As a Light Infantry Regiment, they are not geared for line warfare.  If they'd chosen something beefier, they'd have been doing that kind of thing from jump.

 

 

 

The Commissar doesn't have to start out as a grizzled badass (beyond his Commissarial status, which admittedly says a lot) any more than a Sergeant or a Heavy Gunner - he could have been a Commissar-cadet three weeks ago, and this is his first solo assignment. He steps into his role and expands it via experience, just like every other specialization in the game. The only difference I can see is the lack of an option to switch specializations, which no one had until Hammer of the Emperor. Even that's not going to stay, thanks to Shield of Humanity.

 

Good to know your group is having fun and has collectively worked out what they want to do, though. That's the important bit. :)

 

(...but seriously, have the Departmento Munitorum misfile some paperwork and send 'em into a trench clearing assault. Nothing quite like a player's expression after they get news of something like that!)

Share this post


Link to post
Share on other sites

 

And if a bolt pistol's end-game gear for your group, it sounds like you want to be very much on the gritty 'charge across no man's land into their heavy guns while using the remains of the last assault for cover' end of the scale. Which is all fine, fun, and in-character, but...you might want to think about having someone on hand to make sure they move in the right direction, maybe someone authorized to execute anyone running away... :P

 

It's not so much that simple fact that bolt pistols are "end-game gear" (which they are for Guardsmen), its that people forgot that Only War is about being Guardsmen.  The whole concept of the game is that the PCs are just rank and file Imperial Guardsmen that are meant to eventually become the "heroes of the regiment" (which I believe it says somewhere in the corebook).  Starting as a bad ass is contrary to the design intent of the system - and, to be clear, Commissars start as bad asses.

 

This argument, for me anyway, is just another version of the ancient debate between those that want to "earn" up to what they picture their character being and those that want to start there.  Commissars start as a "set" archtype, as do almost all the specialists.  There is no room for expanding, its simply about becoming a better version of what you are when you start.

 

In my opinion, shared by my players, Only War is about the process of becoming the hero, not starting there and simply living up to your billing.  This is likely why the current squad is comprised of 6 guardsmen, with only a single specialist, who chose it at the request of the person playing the Sergeant.  That fits the system and the fluff.  My players would rather start as just another stick, but end up being a hero... or die trying.  There wasn't much of a debate there.  They simply gravitated towards it because, well... it seems clear from the materials and fluff that this is what you're supposed to do.

 

As for the last bit - about charging across no man's land - we haven't gotten to that kind of fight yet.  I'm certainly going to eventually give them a taste of that lovely attrition war that the IG seems to love, but not yet.  As a Light Infantry Regiment, they are not geared for line warfare.  If they'd chosen something beefier, they'd have been doing that kind of thing from jump.

 

I can see some of what you say, but this game also doesn't allow for your characters to "grow into" Specialists. Were you born an Ogryn? No? Then you'll never get to be one. Did your parents die heroes? You WEREN'T raised by the Schola Progenium? Nope, no Storm Trooper or Commissar for you. Were you born a Psyker? No? Have you begged the Ruinous Powers to "gift" you with such lofty might? What do you mean you don't want to answer? The Imperium doesn't have the 5th Amendment. Get me that bolt pistol. Well, then you'll never be a Psyker. That's whole unit types of the IG you would never get to play in this game. Too many of the things in this game/setting are born to be options, so... And honestly, unless your character likes the idea of playing a character looking at a light-up strategy table, directing little dots, or a guy on the hill, directing hordes he's not in, there might be certain "regular" Guardsman jobs they'll never aspire to, either. There's just too much excluded to be a fun 40k game, this way.

 

Certainly, I can see where some Specialists don't make sense at the start, and some never do, but unless I am the one player who finds a group whose been playing for a long while, wanting another player, and adding my Specialist into their Veteran squad, I'd be a sad, sad player, personally. I could play a Sergeant or a Heavy happily enough, I suppose, but me being me, I like Psykers.

Share this post


Link to post
Share on other sites

If you being you it's bored with a class that is not a special snowflake, Only War isn't for you. Go play rogue trader, dark heresy or black crusade. Those are the systems for people that want to play an awesome archetypes. But, if you're an awesome player, regardless of class, Only War is for you.

Tenebrae likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0