Headway/Nexus Quest 4 (Worm/Gamer-lite/Multicross/Dimensional Travel/One Piece/X-Men Evo)


View: https://youtu.be/_J6-3l3hCm0
It's good to be back.

–[X] MENTALITY: You want to prioritize combat/combat-adjacent skills or powers. You aren't sure it's the right time to focus on anything else.
–[X] POWER USE: Tell your allies you're a skill-thinker with some bonuses, implying (as you did to an extent in the New Wave chat ('close to the vest')) that there's more to it. In combat however, you fight without restrictions.


No hiding. Fite me bro.
 
[X] MENTALITY: It doesn't. You and your friends will fight them, and you'll win, having done what you were planning to do all along. No change to skill chances. Taylor continues on as normal.

I honestly don't think we're in any real danger for the first Baroque works encounter, they're almost certainly still underestimating the Straw Hats at the moment. And I'd like to project that confidence to help with morale after (most) people gets shaken by that recording.

[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.

I'd like to be able to pull out subtle uses of 'superhuman skill'. And this power is already impressive enough that people won't be prone to digging for more. They'll think we aren't holding back already.

[X] Plan Preparation and Experience
-[X] Day 1
--[X] VILLAIN HUNT: Scope out the Merchants and their general activity, with the eventual goal of bringing in Skidmark, Squealer, and Mush. As the bottomfeeders of the Brockton Bay cape community, no one will miss them much, and reputation for defeating them will largely be contained to the cape community. 1 action/day. (0/?? to completion, next skills: Investigation, Stealth, Perception, ???. More street-level, out-in-the-field stuff than the Circus option. Mutually exclusive with other VILLAIN HUNT projects.)
--[X] Online driver's education. New Hampshire lets you drive supervised at 15 1/2, and take your full test when you turn 16 in June. But just knowing how to drive could be handy in emergencies, or on other worlds. 1 action/2 days. (1/3 to completion, next skills: Driving)
--[X] Ninjutsu (category skill). The ninja you fought on Warship Island had a few special techniques she used that seemed beyond human ability. Headway tells you that these techniques are derived from mastery of other skills. 5% of Ninjutsu 0. (+20 bonus available) (subskills are Meteorology, Geography, Disguise, Acting, Meditation, Tactics, Stealth, Swimming, Freerunning, Horsemanship, Knives, Polearms, Swordmanship, Blunt Weapons, Explosives, Demolitions, Bombmaking, Killing Intent)
--[X] Tactics. You're going to be a superhuman with rapidly growing abilities. You might as well learn how to best leverage said abilities. 40% of Tactician 8.
-[X] Day2
--[X] VILLAIN HUNT: Scope out the Merchants and their general activity, with the eventual goal of bringing in Skidmark, Squealer, and Mush. As the bottomfeeders of the Brockton Bay cape community, no one will miss them much, and reputation for defeating them will largely be contained to the cape community. 1 action/day. (0/?? to completion, next skills: Investigation, Stealth, Perception, ???. More street-level, out-in-the-field stuff than the Circus option. Mutually exclusive with other VILLAIN HUNT projects.)
--[X] Devil Fruit: Paramecia: Kachi Kachi no Mi: The ability to give your body properties of rock. Also known as the "Rock Hard Fruit". 60% of Kachi Kachi no Mi 3. (2x +10 bonus available)
--[X] Ask Usopp about training your poison resistance. Potential increase in Poison Resistance, Potential increase in Poisoncrafting.
--[X] Kung Fu. You started with online videos, but by this point you're inventing techniques. 10% of Kung Fu 10. Slight chance of increase in Martial Arts Mastery. (+10 bonus available)
--[X] Look into how to register with the PRT. You aren't sure you're fully willing to commit to it yet, but it seems like something that you need to do to really start to operate as a heroine on Bet. 1 action. Opens an option for a vote next update.

The reason that I'm starting the Merchant project when we already have the Baroque Works coming up is that it'll give Taylor the opportunity to gain more combat experience in a safer environment (We'll be the ambushers rather than with Baroque Works where we're walking into their prepared terrain). And 8-12 days should be enough time to make some progress.
 
I certainly support doing the villain hunt project for the merchants every day. They don't give the best powers, but right now we mostly want to collect up a stock.

Skidmark's power is both obvious and seems hard to combine with our other abilities. Maybe if we have a bunch of time to set up and want to destroy everything in a general direction.

Mush's power might combine with the rock hard fruit. But I don't know if that is actually that useful for us. Becoming a giant earthy tank makes most of our skills less useful.

Trainwreck is mostly good because multiple tinker powers are likely to combine and trainwreck was known for being able to tinker using anything which is likely to save us on costs.,( Not part of the merchants at this time)

Squealer is the real prize as a vehicle tinker ability should allow us to neat stuff with the Merry eventually, but also help us get much faster response times in Worm as well more travel options. Really Squealer is wasted on a local small time gang like this she would be better in a more mobile group.
 
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[X] Ompa60

[X] MENTALITY: It doesn't. You and your friends will fight them, and you'll win, having done what you were planning to do all along. No change to skill chances. Taylor continues on as normal.

[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.
 
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I feel like we would earn a lot more from some of the projects. Specifically the Merry improvement ones. Improving her hull or just adding new features would be expensive sure but we could do research to figure out which supplies and enhancements we could get before we get our hands on gold and other valuables.

Pretty sure nami if going to demand taylor makes a couple hundred trips while they are in crocs casino to strip it of gold if the opportunity comes up as one example.
 
"Before you take a look at the training/project options, view these (2) additional items you need to vote on. These are separate from plans. If you vote solely for Plan [user] but do not vote for MENTALITY and POWER USE, you will not have a vote counted."

I've edited the update to make this clear - see above - make sure you have a vote for MENTALITY and POWER USE when you make your post, otherwise I'll assume you're leaving it blank. @SCO


When planning for the Baroque Works encounter, I would encourage everyone to consider how the situation is different from canon, especially from Baroque Works' perspective, and how they might react as a result. I certainly am. :)

In a few days, I'll add an informational post on how Headway interacts with parahuman powers like Leet's, Coils, tinkers, that will be progressively updated as the quest goes on.
 
–[X] MENTALITY: You want to prioritize combat/combat-adjacent skills or powers. You aren't sure it's the right time to focus on anything else. Until you are 'finished' with the conflict at Foolshout Island, the following skills will have +10 added to whatever you roll, other skills will have -10 from whatever you roll. This quest does not have critical failures. Skills in question: Acrobatics, Blunt Weapons, Bombmaking, Boxing, Capoeira, Combat Instincts, Devil Fruits (Kachi Kachi, Sube Sube), Dual Wielding, Fengten's Tekkutoryu, Fishman Karate (General, Mizudangan), Freerunner, Judo, Killing Intent, Knives, Kung Fu, Marksmanship (Primitive), Ninjutsu, Parahuman powers (if any gained during this period), Poisoncraft, Poison Resistance, Reflexes, Running, Shape Changing, Stealth, Tactics, Weightlifting. This limitation also applies to skills learned from random encounters or mandatory actions. Driving project will be abandoned until this effect ends.

–[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.


[X] Plan Parahuman Detective
-[X] Day 1
--[X] Online driver's education
--[X] Forensics
--[X] Ninjutsu
--[X] VILLAIN HUNT: Scope out the Merchants and their general activity, with the eventual goal of bringing in Skidmark, Squealer, and Mush
-[X] Day 2
--[X] Online driver's education
--[X] Ninjutsu
--[X] Fishman Karate (Beginner)
--[X] Devil Fruit: Paramecia: Kachi Kachi no Mi
--[X] VILLAIN HUNT: Scope out the Merchants and their general activity, with the eventual goal of bringing in Skidmark, Squealer, and Mush

Plan mostly focused on finishing driver's ed, hunting merchants and rising some of our more esoteric abilities. Combat mentality because combat skills are harder to rise and we will get more from the fights we will have while it is active. I didn't add looking into registering with the PRT because it doesn't feel urgent.
 
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I have to admit that I don't really care about the driving project. Why are we doing it again when we should be able to get to most places within a city faster with superhuman free running?
 
So, not going to Whiskey Peak means they don't end up in Little Garden, which means no disease and no Chopper.

I'm worried about it.
 
I have to admit that I don't really care about the driving project. Why are we doing it again when we should be able to get to most places within a city faster with superhuman free running?
Well it could come in handy as an excuse for how we get around quickly.

And We saw in the last update that transporting a ton of materials will be an issue. Having a car would let us get bulky stuff around. Like moving machinery into a lab or something.
 
Well it could come in handy as an excuse for how we get around quickly.

And We saw in the last update that transporting a ton of materials will be an issue. Having a car would let us get bulky stuff around. Like moving machinery into a lab or something.
We have a bit of a nexus cheat. We grap a bunch of material, switch worlds, drop it off, come back, move to where we want to take it, then pick up the material again.
 
Also good point on Spider-Man's web fluid, which should work in a very similar way. If we get in contact with Peter, and offer him an honest, and fair deal about his incredible formula, I'm all for it.

As we all know Peter is a genuinely nice guy, with a sentiment very similar to this version of Taylor and his desire to be a true hero. Marvel writers love to kick him in the metaphorical nuts all the time, so helping him out is something I'm all for it. If they become friends - all the better.

Also, I mention buying out his formula because we have the perfect example of what happens when his own trademark isn't secured in the Ultimate Spider-Man comics series. Pretty much what happens there is Kingping gloating to Peter about owning his own image and selling Spider-Man items like toys. It's such a well-executed scene in that comic series, and this version of Kingpin is one of the best versions of him around. Because in the end, in this specific scene, Kingpin did nothing illegal really - Spider-Man never secured his trademark, so someone simply took advantage of it to make money.

Pretty much it helps Peter. If it wouldn't be us, it may be someone like Tony, as long as it's an honest business deal.

We could possibly set up a project to track down Peter Parker in NYC and see if we can find the Man, if not the Spider and talk to him from that angle. It could be helpful to train up investigative skills to work in parallel to 'snoop on the Merchants and cause problems there', though I'd like to be able to promise him more support or aid than a shoulder to cry on every so often.

I guess we could pull off an inferior version of him if we feel like it. I wonder if Taylor choosing a Spider-Girl persona here would make her become a part of the 'spider family'. Yes, it would have implications with the whole multiversal mess of Spider-Totems/The Web/Spider-Verse multiversal shenanigans. There is no reason to do it really (unless we really want a spider-themed hero team on Mahon for some reason?), it's simply me speculating about this.

I meant it more as 'we could incorporate some of the following in our repertoire' than 'we should drop everything and emulate the Web-Head'. Taylor's a strong, independent hero who doesn't need to horn in on Spidey's schtick without an invitation. Besides, I wouldn't worry too much about the totemic stuff any time soon.

Ah, patent laws. I guess maybe we could get away with it if we made it just different enough, but again, we have no idea how Earth-Bet patent laws exactly look like, so it may be simply risky to approach. Unless we get Dragon's blessing.

Your idea with Peter's formula sounds good, although I have no idea if this is how it is in this specific universe. I mention this as in some universes Peter could naturally produce the web, instead of it being a formula he invented, so if we deal with one of those cases... this whole idea goes down the drain.

As I understand it Spider-Man most typically needs to make the fluid (to allow for dramatic 'oh no I am low on ammo' moments) rather than organically secrete it. As to Bet patent law...we have a better-than-average-but-not-professional understanding of the matter, so we're in a better-than-average position to know about it, but we'll want to do better before we try to tilt at those windmills.

Also on the One Piece topic - in One Piece there is one VERY obscure character that knows magic. Yes, it's a thing. He is called Spiel The Hexagon. And yes, he is canon, as the 'Romance Dawn' series was created by Oda himself. Although I think he also showed up in manga in one of those one-page side stories that show up in One Piece chapters?

Although he is so obscure, Taylor most likely doesn't even know he exists.

Isn't Arlong's sister an oracle?



proposed Plan Not The Ducky! v.1:
- Taylor Mad! (+10 to combat stuff)
- Thinker with light seasoning (middle option)
Day 1
- Devil Fruit (open to suggestions)
- Marksmanship (Primitive)
- Ninjutsu
- Fishman Karate
Day 2
- Devil Fruit (same as Day 1)
- Ninjutsu
- Fishman Karate
- Marksmanship (Primitive)
-c

Getting +10 to training rolls can be very helpful, especially with low-likelihood training options like ninjutsu and Fishman Karate, and taking advantage of the incentive helps both with the upcoming Baroque Works fights but also combat events in Bet like cape fights and, y'know, Endbringer events.

proposed Plan Not My Monkeys v.1:
- Taylor meh (no penalties)
- Thinker with light seasoning (middle option)
Day 1
- Villain Hunt (Circus)
- Driver's ed
- Ninjutsu
- Doctor
Day 2
- Villain Hunt
- Ninjutsu
- Devil Fruit (undecided)
- Doctor
- Language (tbd)

I'd go more into noncombat stuff here but I'm unsure what sort of investigative stuff hunting for Circus would be proc'd on project advancement, and it's not like ninjutsu stuff is tangential to the project anyway, while Devil Fruit and Doctor work both prepare for oncoming hostilities re; BW.


proposed Plan Communism (No More Merchants) v.1;
- Taylor meh (no penalties)
- Thinker with light seasoning (middle option)
Day 1
- Villain Hunt (Merchants)
- Ninjutsu
- Computer skills catch-up
- Criminal Psychology (swap out with Forensics, lockpicking or science catch-up if conflicted with villain hunt)
Day 2
- Villain Hunt (Merchants)
- Lockpicking with Nami (swap out with Criminal Psych, Forensics or science catch-up if there's a conflict)
- Ninjutsu
- Sharpshooting with Usopp
- Discuss what is known about Baroque Works and plan contingencies with Vivi and the crew (Tactician training)

Since we have at least one location that senior Merchant leadership meets to get paid, would it make sense to bug it? I imagine we have the know-how to make bugs and should help give a feel for their operations and players going forward. Adding a few catch-up skills here and hoping to get a few supplemental bits of skill training in forensics or criminal psychology if that's not getting taken up by the project. The idea here as I see it isn't so much to try to defeat the Merchants in one fell swoop all at once (though I'm not adverse to mugging one of their capes if they're alone and vulnerable) but to set things up so that when a crackdown happens it's harder for elements to escape.

Unrelated, but while I'm most 'meh' on this plan, I like this plan name the most as it allows for successive themed plan names as dismantling the Merchants continues ("Glorious People's Republic of Shitty Warehouse", "Taylor's Five Day Plan", "le Interstat-ial", "On your Marx" etc) and reserve the right to recycle the plan names and themes for future endeavors should the current option not be chosen
 
"Before you take a look at the training/project options, view these (2) additional items you need to vote on. These are separate from plans. If you vote solely for Plan [user] but do not vote for MENTALITY and POWER USE, you will not have a vote counted."

I've edited the update to make this clear - see above - make sure you have a vote for MENTALITY and POWER USE when you make your post, otherwise I'll assume you're leaving it blank. @SCO


When planning for the Baroque Works encounter, I would encourage everyone to consider how the situation is different from canon, especially from Baroque Works' perspective, and how they might react as a result. I certainly am. :)

In a few days, I'll add an informational post on how Headway interacts with parahuman powers like Leet's, Coils, tinkers, that will be progressively updated as the quest goes on.

We can't assume it'll just be Mr. 5 and Miss Valentine. I wouldn't be at all surprised if Ms Monday, the mooks at Whiskey Peak, the Unluckies and at least one other duo are there. My gut tells me Goldenweek and Mr. 3.
 
We can't assume it'll just be Mr. 5 and Miss Valentine. I wouldn't be at all surprised if Ms Monday, the mooks at Whiskey Peak, the Unluckies and at least one other duo are there. My gut tells me Goldenweek and Mr. 3.
There's no way they can transfer all the mooks from Whiskey peak in time to intercept us though there might already be mooks on Foolshout if that's also one of the lanes that they 'control'. I agree there are probably going to be more top agents though.

However they also can't over commit resources to this. Their plan in Alabasta is going into motion and they can't have all of their executives out hunting for one girl.
 
There's no way they can transfer all the mooks from Whiskey peak in time to intercept us though there might already be mooks on Foolshout if that's also one of the lanes that they 'control'. I agree there are probably going to be more top agents though.

However they also can't over commit resources to this. Their plan in Alabasta is going into motion and they can't have all of their executives out hunting for one girl.
They might transfer quite a bit from Whiskey peak. After all as you said their plans are going into motion now part of that would be transferring more of their personal to Alabasta and this is going in the same direction.
 
They might transfer quite a bit from Whiskey peak. After all as you said their plans are going into motion now part of that would be transferring more of their personal to Alabaster and this is going in the same direction.
Foolshout is parallel to Whiskey peak, not closer to Alabasta. In fact it's not even in the same line as Alabasta so it's probably farther.
 
–[X] MENTALITY: You want to prioritize combat/combat-adjacent skills or powers. You aren't sure it's the right time to focus on anything else.
–[X] POWER USE: Tell your allies you're a skill-thinker with some bonuses, implying (as you did to an extent in the New Wave chat ('close to the vest')) that there's more to it. In combat however, you fight without restrictions.
 
We now have twice the reason to work on anti-logia countermeasures.

Smoker and Crocodile.

Fishman Karate and Fishman Jujutsu are the most useful skills I can see for that.
 
We could possibly set up a project to track down Peter Parker in NYC and see if we can find the Man, if not the Spider and talk to him from that angle. It could be helpful to train up investigative skills to work in parallel to 'snoop on the Merchants and cause problems there', though I'd like to be able to promise him more support or aid than a shoulder to cry on every so often.

I mean friends needs to be something that happens organically, so if it happens, it happens. The main reason is still the potential financial aid, and who knows how it will go from there.

As I understand it Spider-Man most typically needs to make the fluid (to allow for dramatic 'oh no I am low on ammo' moments) rather than organically secrete it. As to Bet patent law...we have a better-than-average-but-not-professional understanding of the matter, so we're in a better-than-average position to know about it, but we'll want to do better before we try to tilt at those windmills.

There are rare cases where it happens organically. It's rare, but it does happen. But the chance of this being the case is low.

Isn't Arlong's sister an oracle?
Yes, she's Arlong's half-sister. And yes, she's an oracle of sorts. Fortune teller type of deal.

proposed Plan Not My Monkeys v.1:
- Taylor meh (no penalties)
- Thinker with light seasoning (middle option)
Day 1
- Villain Hunt (Circus)
- Driver's ed
- Ninjutsu
- Doctor
Day 2
- Villain Hunt
- Ninjutsu
- Devil Fruit (undecided)
- Doctor
- Language (tbd)

I'd go more into noncombat stuff here but I'm unsure what sort of investigative stuff hunting for Circus would be proc'd on project advancement, and it's not like ninjutsu stuff is tangential to the project anyway, while Devil Fruit and Doctor work both prepare for oncoming hostilities re; BW.

I think this would be my choice, because I think Doctor may make a difference, especially as we know how hurt some people end up in this arc (like Luffy and Usopp, and who knows what kind of butterflies hit).

Since we have at least one location that senior Merchant leadership meets to get paid, would it make sense to bug it? I imagine we have the know-how to make bugs and should help give a feel for their operations and players going forward. Adding a few catch-up skills here and hoping to get a few supplemental bits of skill training in forensics or criminal psychology if that's not getting taken up by the project. The idea here as I see it isn't so much to try to defeat the Merchants in one fell swoop all at once (though I'm not adverse to mugging one of their capes if they're alone and vulnerable) but to set things up so that when a crackdown happens it's harder for elements to escape.
It wouldn't hurt to bug that spot. This way we may also learn about any other spots of Merchants, and any potential contacts. If we find this way let's say corrupt cops, all the better. Or whoever helps out with providing them drugs. Drugs deal may open some interesting out of city arc.

Anyway here is the plan based on your double doctor idea.

[X] Plan Find The Circus And Additional Improvents.
–[X] MENTALITY: It doesn't. You and your friends will fight them, and you'll win, having done what you were planning to do all along. No change to skill chances. Taylor continues on as normal.
-[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.
- [X] Day 1
-- [X] Villain Hunt (Research And Try To Find Circus)
-- [X] Driver's ed
-- [X] Ninjutsu
-- [X] Doctor

-[X] Day 2
-- [X] Villain Hunt (Circus if it fails Day 1, if it doesn't Uber & Leet)
-- [X] Ninjutsu
-- [X] Devil Fruit (Kachi Kachi no Mi)
-- [X] Doctor
-- [X] Language (German)

I think Kachi Kachi no Mi may improve our survivability, so it's my pick here. Also on Language I'm going with German, for any potential infiltration options connected to Empire88.

Although again, replacing some options for Fishmen Karate/JuJutsu wouldn't hurt.
 
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[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.
 
[X] Plan Merchants and Logia countermeasures
–[X] MENTALITY: It doesn't. You and your friends will fight them, and you'll win, having done what you were planning to do all along. No change to skill chances. Taylor continues on as normal.
-[X] POWER USE: Hide your power by claiming to be a skill-combat thinker, as above, but you'll use powers like Sube Sube and Ninjutsu (once fully leveled) more openly in combat. It's a thinner definition of 'skill-thinker with some bonuses to it', but you think it's consistent with what you told New Wave. Locks off options to fight most gangs in groups. Taylor will be willing to ambush (some) villain capes if they're by themselves or in groups of three, where she would previously have just withdrawn completely. If you choose this option, next update, a project to create a new back-up identity will be added where you can use your other powers, players allowed to elaborate in write-ins with my permission. I will also add projects to go after more gangs in the subsequent update.
- [X] Day 1
-- [X] Villain Hunt (Scope out the Merchants)
-- [X] Driver's ed
-- [X] Ninjutsu
-- [X] Fishman Karate

-[X] Day 2
-- [X] Villain Hunt (Scope out the Merchants) again
-- [X] Ninjutsu again
-- [X] Tactics
-- [X] Fishman Karate again
-- [X] Fishman Jujutsu (Mizudangan)

[X] Plan Parahuman Detective
[x] Plan Making Foolshout of us
 
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