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Old 07-21-2018, 06:02 PM   #1481
Darkhol
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hello, I can’t understand realm magic system. Can you recommend me another good magic system for superheroes
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Old 07-22-2018, 06:52 AM   #1482
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Darkhol View Post
Hello, I can’t understand realm magic system. Can you recommend me another good magic system for superheroes
For one-trick ponies and those with a limited grimoire, I would recommend a Magic-as-Powers approach, especially Sorcery.

For more flexible magic, Ritual Path Magic is always possible, though it is not suited for use in combat time without charms and preparation ahead of time.
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Old 09-13-2018, 07:44 AM   #1483
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

JAGUAR

Real Name: Esteban Carracus.
Occupation: Professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: El Jaguar, El Gato Manchado, the Spotted Cat, "kitty", "bote" (the latter two given to him by various opponents).
Place of Birth: Miami, Florida.
Marital Status: Widower thrice over.
Known Relatives: Maria (first wife, deceased), Tanita (second wife, deceased), Tina (third wife, deceased), Manuel, Cesar, Enrique (sons), Yolanda, Zita (daughters).
Group Affiliation: Head of his own Maggia family.
Base of Operations: Miami, Florida.
History: Esteban Carracus was born in Miami, the son of a Cuban woman who braved the hundred miles between the two locales while pregnant on a homemade raft, or so he claims. It is not known if his powers are a result of him being a mutant, if he inherited them, or gained them in undisclosed circumstances, but in his teens he was already making a name for himself as muscle for the Miami branch of the underworld Maggia syndicate (see Maggia). Over time, he grew in influence to where he was able to stage a coup, taking over the family for himself, reportedly by enacting his own version of the Night of the Long Knives. To date, none of his sons or daughters are known to possess similar feline features.

Over the last twenty years, the Jaguar family has engaged in illicit activities typical to Miami: drug smuggling, gun-running, prostitution, and gambling, with a side in money laundering through legitimate businesses and payoffs to the police and city officials to look the other way. Although no one should be under the illusion that he is anything but a career criminal, El Jaguar knows the benefits of public relations. His human-trafficking sideline, although it includes prostitution and smuggling, also assists escapes from Cuba, and it is part of the family's 'public image' that Communist, Nazi, and racially-themed villains are unwelcome in their territory. More than one resident of Little Cuba set foot on American soil owing El Jaguar for the trip. Because the Jaguar's Maggia family does not engage in extortion schemes, they are held as the lesser of the two main criminal syndicates in the city. The other, run by Pisces of the Zodiac cartel, has a habit of extorting Cuban, Haitian, and Dominican small businesses; the Jaguar family has often stepped up to protect the city's Hispanic population, which several times threatened to erupt into a gang war between the two cartels (see Pisces; Zodiac).

El Jaguar first came into conflict with Captain Marvel, who at the time was operating out of Cape Canaveral, when men from his crime family stole experimental cold fusion technology from NASA (see Captain Marvel). The two were then forced to work together to keep the technology from Paibok the Power-Skrull, who intended to rework it into a bomb (see Paibok the Power-Skrull). In the end, Captain Marvel was forced to destroy the technology, setting that project back at least a decade. Jaguar permitted the authorities to arrest the men in his crime family who performed the heist, but later arranged for his lawyer to get them off of all charges.

Jaguar later sided with the visiting Ant-Man and Wasp, who were visiting Miami on vacation, when they were attacked by Pisces (see Ant-Man; Wasp). With Pisces being imprisoned following the Zodiac's assault on Manhattan, Jaguar is expected to expand his criminal network into the other crime lord's territory.
Height: 6'.
Weight: 220 lbs.
Eyes: Green
Hair: Orange fur with black spots and patterns resembling those of a jaguar.
Other Distinguishing Features: The Jaguar's face has been elongated into a feline muzzle, complete with sharp teeth, and his ears resemble those of his namesake.
Uniform: None.
Strength Level: The Jaguar possesses superhuman strength enabling him to lift (press) roughly ten tons under optimal conditions.
Known Superhuman Powers: In addition to his superhuman strength, the Jaguar possesses enhanced agility, sharp teeth, claws on his hands and feet, and enhanced durability, though he is still vulnerable to gunfire. His senses of smell and hearing are particularly acute, allowing him to tell people apart by their scent and hear in the ultrasonic sounds.
Other Abilities: Jaguar is a shrewd crime lord and businessman. He is a skilled hand to hand combatant, preferring to use his claws rather than other weapons; despite this, he is a skilled gunfighter.

1,060 points
Attributes: ST 22/112 [20*]; DX 15 [100]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Dmg 2d/4d; BL 97 lbs.; HP 22 [0]; Will 14 [10]; Per 14 [10]; FP 13 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 10.
Languages: English (Native) [6]; Spanish (Native) (Native Language) [0].
Cultural Familiarities: Latin American [1]; Western (Native) [0].
Advantages: Appearance (Attractive) (Impressive, +0%) [4]; Catfall (Super, -10%) [9]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Damage Resistance 10 (Tough Skin, -40%; Super, -10%) [25]; Discriminatory Smell (Emotion Sense, +50%; Super, -10%) [21]; Enhanced Dodge 3 (Super, -10%) [41]; Enhanced Move (Ground) 1.5 (Super, -10%) [27]; Enhanced Parry (Bare Hands) 3 (Super, -10%) [14]; Extra Attack 1 [25]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Intuitive Statesman 2 [20]; Merchant Rank 5 [25]; Night Vision 4 [4]; Organized Crime Rank 6 [12]; Regeneration (Slow: 2HP/12hr) (Super, -10%) [9]; Slippery 3 [6]; Social Regard (Feared) 2 [10]; Super ST +10/+100 (Super, -10%) [390]; Teeth (Sharp Teeth) [1]; Temperature Tolerance 1 [1]; Tough Guy 2 [10]; Ultrahearing (Super, -10%) [5]; Vibration Sense (Super, -10%) [9]; Wealth (Multimillionaire 1) [75].
Perks: Biting Mastery [1]; Fur [1].
Disadvantages: Bad Temper (12) [-10]; Callous [-5]; Code of Honor (Pirate's) [-5]; Overconfidence (12) [-5]; Sense of Duty (Hispanic Community) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10].
Quirks: Bloody Mess [-1]; Lapsed Catholic [-1]; Not Until My First Cup! [-1]; Proud [-1]; Tito Puente Is The Patron Saint of Latin Music [-1].
Skills: Acrobatics (H) DX-1 [2] – 14; Acting (A) IQ+0 [2] ; Administration (A) IQ+2 [2] – 14†; Area Knowledge (Miami) (E) IQ+0 – 12; Climbing (A) DX+2 [1] – 17‡; Connoisseur (Music) (A) IQ+0 [2] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Cuba) (E) IQ+2 [4] – 14; Current Affairs/TL8 (Headline News) (E) IQ+2 [1] – 14†; Current Affairs/TL8 (Miami) (E) IQ+2 [4] – 14; Current Affairs/TL8 (Politics) (E) IQ+2 [1] – 14†; Detect Lies (H) Per+0 [4] – 14; Escape (H) DX+1 [1] – 16‡; Fast-Draw/TL8 (Ammo) (E) DX+1 [1] – 16§; Fast-Talk (A) IQ+2 [4] – 14#; First Aid/TL8 (Human) (E) IQ+0 [1] – 12; Forced Entry (H) DX+2 [1] – 17#; Guns/TL8 (Pistol) (E) DX+1 [2] – 16; Guns/TL8 (Submachine Gun) (E) DX+1 [2] – 16; Hiking (A) HT-1 [1] – 12; Interrogation (A) IQ+0 [1] – 12₯; Intimidation (A) Will+0 [2] – 16; Judo (H) DX+1 [8] – 16; Jumping (E) DX+0 [1] – 15; Karate (H) DX+1 [8] – 16; Knot-Tying (E) DX+0 [1] – 15; Law (Florida Criminal) (H) IQ+0 [1] – 12†; Leadership (A) IQ+2 [2] – 14†; Lifting (A) HT-1 [1] – 12; Lip-Reading (A) Per+0 [2] – 14; Liquid Projector/TL8 (Flamethrower) (E) DX+1 [1] – 15; Observation (A) Per+0 [2] – 14; Politics (A) IQ+1 [1] – 13†; Propaganda/TL8 (A) IQ+2 [2] – 14†; Public Speaking (A) IQ+1 [1] – 13†; Running (A) HT+1 [4] – 14; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Savoir-Faire (Mafia) (E) IQ+2 [4] – 14; Smuggling (A) IQ+2 [8] – 14; Stealth (A) DX+1 [4] – 16; Streetwise (A) IQ+2 [2] – 14#; Swimming (E) HT+1 [2] – 14; Throwing (A) DX+0 [2] – 15; Tracking (A) Per+1 [4] – 15; Wrestling (A) DX+1 [4] – 16.
Features: Born Biter 1 [0].
Starting Spending Money: $4,000,000 (20% of Starting Wealth).

* Includes +10/+100 from Super ST.
† Includes +2 from Intuitive Statesman.
‡ Includes +3 from Flexibility.
§ Includes +1 from Combat Reflexes.
# Includes +2 from Tough Guy.
₯ Defaulted from Intimidation.

Role-Playing Notes:
Jaguar tries to pass himself off as a professional and legitimate businessman, despite his looks. He has a bit of a temper, however. Play straight with him, and he'll play straight with you; attack him, one of his men, or bother anyone in the Miami Hispanic community, however, and he'll hunt you down.

Design Notes:
1. This Jaguar is a combination of the canonical Jaguar (who fought Daredevil) and Cheetah (who fought Mar-Vell) characters, both of whom were killed by the Scourge of the Underworld at the Bar With No Name. By all accounts, Cheetah was meant to be named Jaguar (to the point where the issue prior referenced his debut as "Jaguar"). Both characters were D-listers, if not Z-listers (neither one had many appearances prior to being killed off in a purge of useless and forgettable villains), but the concept of a feline villain has some potential.
2. Organized Crime Rank is built at 2/level as per the guidelines on p. 15 of Social Engineering. It does not add to Status.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 10-05-2018, 11:27 PM   #1484
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

KORATH THE PURSUER

Real Name: Korath-Thak.
Occupation: Head of the Kree Pursuer Corps.
Identity: Publicly known inside the Kree Empire; the general populace of Earth is unaware of Korath's existence.
Legal Status: Citizen of the Kree Empire with no criminal record.
Other Aliases: None.
Place of Birth: An unrevealed location inside the Kree Empire.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Kree Pursuer Corps, a special division inside the Kree Ministry of Justice.
Base of Operations: Imperial City, Hala, Pama system, Kree Empire.
History: In the Kree Empire, the Pursuer Corps is a special division of the Ministry of Justice charged with hunting down and either capturing or neutralizing fugitives from Imperial justice (see Kree). Each Pursuer is enhanced with cybernetic enhancements which grant them strength, durability, and enhanced senses. The Pursuers have a professional rivalry with the Accusers, the Kree secret police.

As a Blue Kree, Korath-Thak had his choice of career upon attaining the age of majority. At first he pursued an education in cybernetic enhancements, but over time found himself in service with the Pursuers. While at first he maintained a rear-echelon position, at one point in his career he found himself the only member of the Corps available to track down a Skrull who had infiltrated the Kree Army, and without enhancements managed to track down and kill the Skrull (see Skrulls). Finding that field work agreed with him, Korath chose to undergo augmentation and become a full-fledged Pursuer.

Korath's successes as a Pursuer ultimately landed him in charge of the Pursuer Corps; as head of the Pursuer Corps, Korath is sometimes referred to as The Pursuer, much as his Accuser counterpart, Ronan, is often referred to as The Accuser (see Ronan). Korath and Ronan were forced by the Kree Supreme Intelligence to work together when Mar-Vell of the Kree Army, a White Kree who had been enhanced and assigned as a spy on Earth, was accused of treason and fled Kree space, but their professional rivalry quickly turned personal (see Captain Marvel; Supreme Intelligence).

Korath tracked Vell to Port Nowhere, an interstellar freeport under no one's jurisdiction, intentionally sending Ronan to a different location in the opposite direction (see Port Nowhere). While at Port Nowhere, Korath managed to corner and subdue Vell, only to be persuaded to let him go free – in violation of the Pursuer Corps' own code of conduct – until such time as Vell could stop the unauthorized and illegal invasion of Earth his superior, Colonel Yon-Rogg, was planning (see Yon-Rogg).

Korath downplayed his encounter with Vell to Ronan once the latter figured out Korath sent him false coordinates. Ronan then ordered Korath to never attempt anything like that again, under threat of being declared a traitor himself. Whether Korath will ultimately aid or hinder Mar-Vell in the future remains to be seen.
Height: 6' 0".
Weight: 290 lbs.
Eyes: Blue.
Hair: Bald.
Skin: Blue.
Uniform: Red armor with white highlights, black gloves, black boots, white belt, red helmet.
Strength Level: The Pursuer possesses superhuman strength enabling him to lift (press) roughly 40 tons under optimum conditions.
Known Superhuman Powers: In addition to his superhuman strength, Korath possesses superhuman stamina and durability, as well as the cybernetic ability to locate individuals across interplanetary distances by tracking their brain patterns. He also possesses enhanced vision and hearing, and a cybernetic implant enabling him to listen in on most radio and gravity wave communications.
Other Abilities: Korath is an expert in cyber-engineering, and has trained in Kree military martial arts. He has also displayed skill as a starship pilot.
Weapons and Paraphernalia: Korath, and all the Pursuers, carry a pair of shortsword-length electric stun batons and a Kree omniblaster pistol. His armor gives him additional resistance to injury as well as permitting flight and enabling him to survive in hostile environments. All Pursuers can requisition any Kree military hardware as needed to complete their missions; as The Pursuer, Korath's access to military hardware is limited to availability rather than bureaucratic red tape.

1,665 points
Attributes: ST 36/224 [100*]; DX 14 [80]; IQ 13 [60]; HT 14 [40].
Secondary Characteristics: Dmg 4d-1/6d+1 (23d/25d); BL 259 lbs. (10,035 lbs/5 tons); HP 36 [0]; Will 13 [0]; Per 15 [10]; FP 22 [9†]; Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 11.
Languages: Kree (Native) (Native Language) [0].
Cultural Familiarities: Kree Empire [0].
Advantages: Absolute Direction (Requires Signal, -20%; Electronic, -30%) [3]; Acute Hearing 4 [8]; Acute Vision 4 [8]; Combat Reflexes [15]; Cyber-Engineer 2 [10]; Damage Resistance 100 (Flexible, -20%; Hardened 1, +20%; Semi-Ablative, -20%) [400]; Detect Subject's Brain Waves (Analyzing, +100%; Lock-On, +50%; Precise, +100%; Electronic, -30%) [32]; Foresight 2 [20]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; High Pain Threshold [10]; Hyperspectral Vision (Electronic, -30%) [18]; Legal Enforcement Powers 3 [15]; Omnilingual (Electronic, -30%) [28]; Parabolic Hearing 2 (Electronic. -30%); Pursuer Rank 9 [45]; Status 5 [5‡]; Super ST +12/+200 (Electronic, -30%) [444]; Telecommunication (Gravity-Ripple Comm) (Secure, +20%; Video, +40%; Electronic, -30%) [26]; Telecommunication (Radio) (Receive Only, -50%; Video, +40%;Electronic, -30%) [6]; Telescopic Vision 3 (Electronic, -30%) [11]; Very Fit [15]; Wealth (Very Wealthy) [30].
Perks: Improvised Weapons (Karate) [1]; Off-Hand Weapon Training (Shortsword) [1]; Style Familiarity (Krav Maga/Kree Equivalent) [1].
Disadvantages: Blindness (Mitigator: Artificial Eyes, -60%) [-20]; Code of Honor (Soldier's) [-10]; Duty to Kree Supreme Intelligence (12) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Kree Empire) [-15].
Quirks: Attentive [-1]; Broad-Minded [-1]; Careful [-1]; Dislikes Accusers, Particularly Ronan [-1]; Proud [-1].
Skills: Accounting (A) IQ-1 [2] – 12; Acrobatics (H) DX+0 [4] – 14; Administration (A) IQ+0 [2] – 13; Artillery/TL11 (Guided Missile) (A) IQ+1 [4] – 14; Beam Weapons/TL11 (Pistol) (E) DX+0 [1] – 14; Climbing (A) DX+0 [2] – 14; Computer Operation/TL11 (E) IQ+0 [1] – 13; Criminology/TL11 (A) IQ+1 [4] – 14; Current Affairs/TL11 (Headline News) (E) IQ+1 [2] – 14; Current Affairs/TL11 (Headline News) (E) IQ+1 [2] – 14; Electronics Operation/TL11 (Security) (A) IQ+1 [4] – 14; Electronics Operation/TL11 (Surveillance) (A) IQ+1 [4] – 14; Electronics Repair/TL11 (Cyberware) (A) IQ+3 [4] – 16§; Engineer/TL11 (Cyberware) (H) IQ+3 [8] – 16§; Engineer/TL11 (Robotics) (H) IQ+3 [8] – 16§; Fast-Draw (Pistol) (E) DX+1 [1] – 16#; First Aid/TL11 (Kree) (E) IQ+0 [1] – 13; Forced Entry (E) DX+0 [1] – 14; Free Fall (A) DX+0 [2] – 14; Gesture (E) IQ+0 [1] – 13; Gunner/TL11 (Beams) (E) DX+2 [4] – 16; Intelligence Analysis/TL11 (H) IQ+1 [8] – 14; Interrogation (A) IQ+0 [2] – 13; Jumping (E) DX+0 [1] – 14; Karate (H) DX+2 [12] – 16; Knife (E) DX+2 [4] – 16; Knot-Tying (E) DX+0 [1] – 14; Law (Kree Imperial) (H) IQ+1 [8] – 14; Leadership (A) IQ+1 [4] – 14; Lifting (A) HT+0 [2] – 14; Mathematics/TL11 (Applied) (H) IQ-1 [2] – 12; Mechanic/TL11 (Cyberware) (A) IQ+3 [4] – 16§; Mechanic/TL11 (Robotics) (A) IQ+3 [4] – 16§; Navigation/TL11 (Hyperspace) (A) IQ+0 [2] – 13; Navigation/TL11 (Space) (A) IQ+0 [2] – 13; Observation (A) Per+5 [4] – 20₯; Physiology/TL11 (Kree) (H) IQ+2 [4] – 15§; Piloting/TL11 (Aerospace) (A) DX+0 [2] – 14; Piloting/TL11 (High-Performance Spacecraft) (A) DX+0 [2] – 14; Psychology (Kree) (H) IQ-1 [2] – 12; Public Speaking (A) IQ+0 [2] – 13; Research/TL11 (A) IQ+1 [4] – 14; Running (A) HT+0 [2] – 14; Savoir-Faire (High Society) (E) IQ+0 [1] – 13; Savoir-Faire (Police) (E) IQ+1 [2] – 14; Search (A) Per+0 [2] – 15; Shadowing (A) IQ+1 [4] – 14; Shortsword (A) DX+2 [8] – 16; Spacer/TL11 (E) IQ+1 [2] – 14; Stealth (A) DX+0 [2] – 14; Streetwise (A) IQ+1 [4] – 14; Swimming (E) HT+0 [1] – 14; Throwing (A) DX+0 [2] – 14; Tracking (A) Per+7 [2] – 22; Vacc Suit/TL11 (A) DX+1 [4] – 15; Wrestling (A) DX+2 [8] – 16.
Techniques: Arm Lock (Wrestling) (A) def+1 [1] – 17; Elbow Strike (A) def+1 [1] – 15; Knee Strike (A) def+1 [1] – 16.
Starting Spending Money: $80,000 (20% of Starting Wealth).

* Includes +4 from Blue Kree and +12/+200 from Super ST.
† Includes +5 from Blue Kree.
‡ Includes +3 from Pursuer Rank and +1 from Wealth.
§ Includes +2 from Cyber-Engineer.
# Includes +1 from Combat Reflexes.
₯ Includes +4 from Acute Vision.
Ά Includes +3 from Hyperspectral Vision.

Role-Playing Notes:
Korath is a noble man who honestly believes in his work in the Kree Empire: capturing criminals. He is not blind to the corruption in the upper echelons, and actively works to keep the corruption in check. He sometimes feels it's a battle he cannot win, but he tells himself he must try.

Korath and Ronan do not like each other; Korath sees Ronan as a symptom of the corruption in the Empire, while Ronan sees Korath as both naive and superfluous.

Design Notes:
1. Cyber-Engineer is a new Talent that covers Biology, Electronics Repair (Cyberware), Engineer (Cyberware), Engineer (Robotics), Mechanic (Cyberware), and Mechanic (Robotics).
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 10-05-2018, 11:29 PM   #1485
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I had to trim the design notes on Korath because of being 133 characters over the character limit. :( Here's how it should read:

Quote:
Design Notes:
1. Korath's racial High TL (from the Blue Kree racial package) and Starting Wealth are calculated for a TL8 campaign, as would be encountered on Earth. In a more cosmic campaign, the native TL would be TL 11; as such, he would lose the High TL trait, lowering his point value by 15 points, and his Starting Spending Money will increase from $80,000 to $300,000.
2. Cyber-Engineer is a new Talent that covers Biology, Electronics Repair (Cyberware), Engineer (Cyberware), Engineer (Robotics), Mechanic (Cyberware), and Mechanic (Robotics).
3. Detect Subject's Brain Waves is built as an Occasional Detection.
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The GURPS Marvel Universe Reboot Project and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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