Autor Thema: [MtAw] Infos zum neuen Mage  (Gelesen 7369 mal)

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Offline 1of3

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Re: [MtAw] Infos zum neuen Mage
« Antwort #25 am: 8.07.2005 | 15:57 »
??? Irgendwie musst du mich falsch verstanden haben.

Offline Boba Fett

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Re: [MtAw] Infos zum neuen Mage
« Antwort #26 am: 12.07.2005 | 13:24 »
Kleine Frage zum neuen Mage: Plant F&S, das ins deutsche zu übertragen?
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Offline 1of3

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Re: [MtAw] Infos zum neuen Mage
« Antwort #27 am: 12.07.2005 | 19:16 »
Ja.

Offline Boba Fett

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Re: [MtAw] Infos zum neuen Mage
« Antwort #28 am: 13.07.2005 | 09:41 »
Gut, dann werd ich mir die deutsche Version kaufen.
THX!
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Offline Morpheus

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Re: [MtAw] Infos zum neuen Mage
« Antwort #29 am: 18.07.2005 | 19:39 »
Bin gerade über das neue Mage-Cover gestolpert.
http://www.white-wolf.com/index.php?line=news&articleid=252

Das Ding lässt die von Vampire und Werewolf ganz schön alt aussehen. :o
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Offline Urias

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Re: [MtAw] Infos zum neuen Mage
« Antwort #30 am: 18.07.2005 | 22:24 »
Bist du des Wahnsinns... Sieht einfach nur geil aus!
Mittlerweile is ja auch schon das Intro-Szenario zu Mage mit dem Namen heraus. Bin noch nicht dazu gekommen es zu lesen aber werds sicher noch tun.
Adresse: http://www.white-wolf.com/index.php?line=news&articleid=243
Ohne Gott ging es nicht weiter, und so hab ich mich entschieden, / meiner ist jetzt der Alkohol. / Ich trank ein paar Schlücke und ich fand meinen Frieden / und ich fühlte mich kurzfristig wohl. - Joint Venture, Der trinkende Philosoph

Offline Morpheus

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Re: [MtAw] Infos zum neuen Mage
« Antwort #31 am: 19.07.2005 | 00:05 »
Bist du des Wahnsinns... Sieht einfach nur geil aus!
Das ich nicht ganz richtig im Kopf bin wurde mir schon mehrmals gesagt. ;D

Aber in diesem Fall hast du mich möglicherweise mißverstanden. ;)

Übrigens halt dich ran mit dem lesen des Intro-Sezenarios.
http://www.white-wolf.com/index.php?line=news&articleid=249.
Teil 2 ist bereits da.
Mitarbeiterführung ist die Fähigkeit, den Mitarbeiter so über den Tisch zu ziehen, dass er die Reibungshitze als Nestwärme empfindet.

Offline Selganor [n/a]

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Re: [MtAw] Infos zum neuen Mage
« Antwort #32 am: 20.07.2005 | 19:28 »
Korrektur: Inzwischen ist auch Teil 3 draussen. Alle Teile auf einem Haufen unter http://www.white-wolf.com/downloads.php?category_id=65
Abraham Maslow said in 1966: "It is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."

Offline 1of3

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Re: [MtAw] Infos zum neuen Mage
« Antwort #33 am: 28.07.2005 | 19:41 »
Hier mal die Teaser der Woche. Im Vergleich zu den Übrigen fand ich die deutlich interessanter. Frei nach der dialogischen Philosophie: Erst am Antagonisten wird der Char zum Held.

Zitat
Monday July 25th Update

The Acamoth

When the Atlantean Ladder to heaven shattered, the boundaries between worlds gave way, the Abyss yawned wide, and spirits from the depths of the void found their way into the Fallen World. Since then, many have remained asleep and waiting, gathering power until a time when they can return to the darkness that spawned them. The most insidious are the acamoth, demonic spirits that scheme to open the way to the Abyss. Lacking enough power to do so on their own, they make pacts with curious—or infernal—mages. They bargain to act as guardians and guides, offering substantial knowledge of lost secrets and raw power. In exchange, the acamoth use the astral dreams of Awakened souls to contact the void that rejected them—the Abyss for which they continually yearn. Those who pact with the acamoth pave their own roads to oblivion.

The first Awakening a mage experiences reveals the existence of magic all around him. Acamoth offer further "awakenings," granting revelations of power through astral dreams and nightmares. A mage is promised knowledge and power unattainable elsewhere, but in order to get it, he must grant the acamoth control of his Awakened soul during an astral journey. If the sorcerer accepts, he experiences the astral journey as a lucid nightmare, bound to the acamoth's will.

The pact gives an acamoth access to the mage's Oneiros, where it conjures nightmares so that it might again experience the caress of the Abyss. Only through an Awakened soul's Oneiros (and the Temenos) can an acamoth reach out to its home. Acamoth nightmares are full of damnation and revelation, resembling the visions had by Dante, Goya, and Bosch, and they play off a mage's Vice: apocalyptic plains for the prideful, slaughterhouses for the wrathful and murderous, writhing orgies of flesh and blood for the lustful, and far more sinister variations.

The journey slowly overwhelms a mage's will, weakening her resolve with temptation. As the nightmare unfolds, her Wisdom may degenerate. When she surrenders control, she must accept (and a roll must be made for) acts of degeneration committed by the acamoth that the sorcerer would normally never attempt. Each time the dreamer's soul degrades (and her Wisdom decreases), the acamoth gains three Essence. With each derangement that results, the acamoth gains two more Willpower. By the time the mage escapes, she may be changed forever, but she gets something in return for the violation of her soul. The acamoth must grant one or more of its agreed-upon Investment powers. The acamoth's Investments are varied, and the reward determines the risk of the journey. The more temptation and degeneration a mage must endure, the greater the reward. Each degeneration roll the acamoth causes the mage to suffer, whether successful or failed, grants a single Investment.

Tuesday July 26th Update

Goetia: Inner Demons

Introspective mages don't need to call across vast dimensions to summon infernal allies. More dangerous "inner demons" torture willworkers from within, lurking within a mage's psyche. "Goetic" mages gain insights into horror by contemplating the dark corners of their own identities. They become more powerful by overcoming their own weaknesses, gaining insights into evil by contemplating the flaws within themselves (or strengths, from another point of view). Some human students of magic have found variations on this practice, but none quite resemble those of a goetic sorcerer.

Mages who lack formal training in this occult art can still remember incidents from their own past in which baser instincts were revealed—moments that elicited feelings of shame, helplessness or misery. By meditating on the failures of his past, the goetic mage hopes to gain power over forces within that led to breakdowns or incidents of outright abuse. This introspection is not an easy or pleasant practice, and it is not without risks. When a goetic mage fails to conquer his own weakness, he might unleash his inner demons on the world. His darkest dreams become empowered by his magical acumen, carrying out the impulses he has repressed for so long.

(Such is the case in the Gloria Mundi demo chronicle, in fact.)

Experts in the occult sciences insist that inner demons exist either in the Temenos (the collective unconscious) or in a mage's Oneiros (his personal dream space). They represent aspects of the occultist's own identity—not just sin, but failings or denied emotions. The simplest ones to understand represent the self-destructive or vainglorious side of a mage's personality, a doppelganger to his civilized self. An inner demon can be empowered by the depression that seizes a mage in the middle of the night, by the jealousy that consumes him when he doubts those who love him, or by the shame that surfaces after he fulfills his desires. Before inner demons are given form and power, they are merely repressed thoughts and emotions. When they escape, they resemble the likeness of the mage, twisted by his self-loathing and hatred.

When manifested, an inner demon only vaguely represents the mage who summons it, perhaps in a form that the mage would assume if he abandoned all morality. The demon might look like a mockery of a loved one—a lover or friend as seen through a mirror darkly—or simply appear as someone the mage would envy or lust after. Imagine a lustful sorcerer summoning a supernaturally beautiful succubus (or incubus) to enact his dark desires. In its ephemeral form, the inner demon is ready to perform the bidding of the mage who summoned it. From Twilight, it can actively escape the notice of ordinary people, clouding their minds and judgment with the dark emotions the summoner has conquered. When it chooses to reveal itself, it is an avatar of sin made flesh.

Wednesday July 27th Update

Banishers

Banishers do not see their Awakening as a blessing. Instead of a revelation or liberation, their new state of being is a curse. A mage suddenly sees that the world is darker and more dangerous than he ever imagined. Magic torments him with insights into the supernatural world. He might become a ruthless hunter of the supernatural—a fearful mage who would use his curse to reckon with greater evils—but he inevitably learns that the most dangerous creatures in the shadows are other mages. Banishers do not favor any one means of magic over others. Instead, they would destroy all magic. Only then can the nightmares and visions end.

Most Banishers believe they have Awakened to magic so that they can destroy others who practice it. Hopefully, when their prey is destroyed, their torment will stop and their lives will be normal again. Others accept that as they kill, they become more powerful, until they face the same temptations that create monstrous and amoral mages. One would hope that if a Banisher is corrupted, another would arise to take his place and destroy him—at which point, the hunter becomes the hunted, and the cycle continues. Although the temptation to pursue the study of magic to its limits is certainly there, each Banisher suspects that the path to power ultimately leads to destruction.

A Banisher's most notable spells include rituals that snatch magical knowledge from the minds of practitioners, or that simply slay those who would traffic in it. Yet Banishers are not driven to keep the existence of magic secret. They would gladly use open force to destroy what they consider evil. If their retribution is violent or dangerous, then the destruction of evil justifies it. Sometimes magical Paradoxes and Sleeper casualties are acceptable, especially if the hunter believes a greater cause is at stake. The only magic a Banisher prefers to keep secret is his own. In fact, extremists are reluctant to admit or disclose (even to themselves) that they depend on magic at all. Many profess that they will wipe all knowledge of the occult from their own minds when they are done, but their pursuits often lead them to greater evils as they succeed. The temptation is to grow more powerful and destroy ever-greater evils, but with each step, the hunter finds turning back ever more difficult.

The most unpredictable Banishers are loners, broken souls who often have trouble interpreting the events of their Awakening. Desperately trying to understand, the solitary Banisher invents a rationale for why he has been cursed. Some turn to religion, driven by gods and demons, while others appoint themselves all-too-human defenders of humanity. The search for redemption torments the lone hunter. While slowly severing mortal ties and draining what savings he has, the lone hunter gains supernatural insights into practitioners of magic. Make no mistake—some actually do find insane, amoral or monstrous mages, but most lash out at wise and organized cabals with unbated and envenomed zeal. A Banisher's perceptions may be wildly skewed, filtered through his shattered mind to reinforce his own delusions. A common belief is that by destroying greater monsters, a crusader's soul will be redeemed. Death is the inevitable outcome, for predator and prey.

Thursday July 28th Update

The Seers of the Throne

Legend says that the Seers formed after the Fall of Atlantis, led by Atlantean order mages who had sided with the Exarchs. They had not been exiled from the Awakened City, but the shattering of the Ladder and the sinking of the isle forced them into a diaspora like the rest of their kind. Formed by members from the four Atlantean orders, the Seers claim the strengths of each order (and, some say, their weaknesses). They have the fighting prowess of the Adamantine Arrow, the spycraft of the Guardians of the Veil, the lore of the Mysterium, and the ruthless will to power of the Silver Ladder. They have grown into their own over the millennia, at times fragmenting into many parts, and at others reuniting to form a unique new whole.

Seers can come from all walks of life, as long as their ways lead to the secret ceremonies that unite their order. In carefully guided sanctums, visionaries perform divinations. Using the Time Arcanum, they read portents to interpret what their gods would have them do. Using the Space Arcanum, they search for those who would defy their deities. Before a cabal of Seers moves openly against its rivals, members use scrying, shadowing, and surveillance to learn all they can. Initiates lay the groundwork for these crusades—spying on suspected rivals, shadowing them, and breaking into their homes and sanctums. Initiates steal objects that have sympathetic significance to enemies—objects that are seemingly innocuous or rarely missed—so that others can use them in scrying rituals. Watchful opponents often become paranoid when this harassment begins. A beleaguered mage might even sever ties to people and places he knows (using magic to cut sympathetic threads) if he thinks Seers would use his own allies and resources against him.

Many Seers possess unique Artifacts called Profane Urim. The Exarchs allegedly sent these items into the Fallen World for use by loyal followers, and they have been cautiously handed down from Seer to Seer ever since. They are rarely found outside the possession of Seer mages, who zealously hunt down any rumor of them. Using these Profane Urim, Seers learn to control human servants. Weak-willed individuals are the easiest to control. In fact, rumors abound of humans who have a weakness to such exploitation. With the Profane Urim, a Seer can overpower the will of a chosen slave, taking control of her body and soul. While a circle of Seers sits in meditation, participants may actually control otherwise ordinary people far away—minions who do not fully comprehend how they are being exploited. Supernatural creatures, magically Awakened souls, and strong-willed individuals are all highly resistant to magical domination, which is one reason why the Exarchs must be subtle in deceiving them through enthralled minions. Not every Seer relies on Profane Urim slavery. In fact, some are strongly opposed to such "deviant" practices and crusade against them.

Offline 1of3

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Re: [MtAw] Infos zum neuen Mage
« Antwort #34 am: 19.08.2005 | 09:50 »
Bei nocturnis.net hat wohl schon jemand das Buch regulär erhalten und macht ne Frage-Antwort-Stunde:

http://www.nocturnis.net/forums/index.php?showtopic=13709&st=0

Offline Don Kamillo

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Re: [MtAw] Infos zum neuen Mage
« Antwort #35 am: 19.08.2005 | 10:19 »
Gut hört es sich allemal an... Mal sehen, ob die Spielemesse es entsprechend hergeben wird... da werde ich mich evtl. mal eindecken...
Awesomeness ist eine Krankheit, bei mir chronisch!
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Offline Kardinal Richelingo

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Re: [MtAw] Infos zum neuen Mage
« Antwort #36 am: 1.09.2005 | 15:57 »
DAS Buch habe sogar ich mir bestellt. Ich bin gespannt ! sehr sogar.
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Offline Boba Fett

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Re: [MtAw] Infos zum neuen Mage
« Antwort #37 am: 1.09.2005 | 16:14 »
Ich warte auf die deutsche Ausgabe. 8)
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Offline 1of3

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Re: [MtAw] Infos zum neuen Mage
« Antwort #38 am: 1.09.2005 | 16:40 »
Na, dann bin ich ja sehr gespannt von euren Eindrücken zu hören. Ich bin noch ein wenig kritisch. - OK. Ich hab auch Gloria Mundi noch nich gespielt.

Offline Kardinal Richelingo

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Re: [MtAw] Infos zum neuen Mage
« Antwort #39 am: 2.09.2005 | 19:14 »
das Buch sieht toll aus ! und liest sich auch fein, ob es mit witchcraft mithalten kann bleibt allerdings abzuwarten.
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Re: [MtAw] Infos zum neuen Mage
« Antwort #40 am: 2.09.2005 | 19:16 »
das Buch sieht toll aus ! und liest sich auch fein, ob es mit witchcraft mithalten kann bleibt allerdings abzuwarten.

Kann es. Definitiv.
Das konnte schon das alte Mage locker. Und nachdem, was ich so gehört habe, ist das Neue noch besser.

Offline Kardinal Richelingo

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Re: [MtAw] Infos zum neuen Mage
« Antwort #41 am: 2.09.2005 | 19:19 »
Kann es. Definitiv.
Das konnte schon das alte Mage locker. Und nachdem, was ich so gehört habe, ist das Neue noch besser.

von den regeln her ? nie ! von dem hintergrund ? jein, wenn man auf totale überladung steht ;)  ist allerdings gut das es beides gibt.
"Computer games don't affect kids; I mean if Pac-Man affected us as kids,
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Kristian Wilson, Nintendo, Inc, 1989

Offline Gwynnedd

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Re: [MtAw] Infos zum neuen Mage
« Antwort #42 am: 2.09.2005 | 21:25 »
witchcraft??? wasndasn?
Ich kämpfe um zu töten, nicht weil ich Spaß daran finde!
Hast Du Spaß zu sterben?
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Re: [MtAw] Infos zum neuen Mage
« Antwort #43 am: 2.09.2005 | 22:07 »
von den regeln her ? nie ! von dem hintergrund ? jein, wenn man auf totale überladung steht ;)  ist allerdings gut das es beides gibt.

Na, so überladen fand ich das alte Mage jetzt nicht. Allein deswegen nicht, weil es af der Welt im Höchstfall 5000 Mages gab.....
Aber ok, das ist schon ziemlich OT.  :-[

Offline Kardinal Richelingo

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Re: [MtAw] Infos zum neuen Mage
« Antwort #44 am: 2.09.2005 | 22:23 »
witchcraft??? wasndasn?

hier der kostenlose download....

http://www.edenstudios.net/witchcraft/WitchcraftCorebook.zip

kurz noch OT:

einige sagen, die bessere aber auch viel schlankere WoD. Ich stimme dem in vielen Bereichen zu. Die Regeln finde ich in jeder Hinsicht besser. Allerdings fehlt Witchcraft ein bisschen der Hintergrund, wodurch es aber auch punkten kann, eher ein Gerüst als ein voll ausgearbeiteter background. Ich bin, wie gesagt, allerdings froh das es Mage und Witchcraft gibt. Mit Vampire und Werewolf will ich mich nicht wieder anfreunden. die haben mich schon beim ersten mal unsäglich enttäuscht.

ok, sorry, aber das musste noch sein.


hmmm.

Ach ja, das neue Mage ist cool ;)
« Letzte Änderung: 2.09.2005 | 22:45 von eed_de »
"Computer games don't affect kids; I mean if Pac-Man affected us as kids,
we'd all be running around in darkened rooms, munching magic pills and
listening to repetitive electronic music."

Kristian Wilson, Nintendo, Inc, 1989

Offline Haukrinn

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Re: [MtAw] Infos zum neuen Mage
« Antwort #45 am: 3.09.2005 | 00:04 »
Kann es. Definitiv.
Das konnte schon das alte Mage locker. Und nachdem, was ich so gehört habe, ist das Neue noch besser.

Ansichtssache. Erst einmal hatten das alte  Mage und Witchvraft für mich persönlich nichts aber auch garnichts gemein (gut, es geht um Magier, aber sonst...). Zweitens ist Witchcraft schlanker, schneller und universeller (und für mich persönlich nicht so abgedroschen. Aber ich habe Mage auch erst nach Vampire und Werewolf kennen gelernt. Und da war aus dem ewigen Clan/Stamm/Tradition-Getue schon ziemlich die Luft raus. Sorcerers Crusade dagegeb fand ich seeeehr nett..). Trotzdem bin ich ja mal gespannt. Ich hoffe, aus meiner neuen, lobenswerten WoD-Runde kauft sich jemand das neue Mage, damit ich darin schmökern kann...  ;D
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Offline Boba Fett

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Re: [MtAw] Infos zum neuen Mage
« Antwort #46 am: 8.09.2005 | 15:35 »
Gibt es schon eine Info WANN Mage in teutonischer Sprachausgabe kommen wird?
Ich hab irgendwo gelesen, 3 Monate nach der englischen, da wäre dann ja Ende November.
Gibt es da was von offizieller Seite?
(das sowas nicht verbindlich ist, weiss ich auch)
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Offline Boba Fett

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Re: [MtAw] Infos zum neuen Mage
« Antwort #47 am: 9.09.2005 | 12:07 »
Antworte ich mir mal selbst:
Voraussichtlich Februar 2006
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