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Old 05-22-2012, 02:10 PM   #41
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Default Re: [Supers] [My Campaign] Power Construction/Review

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Originally Posted by Sunrunners_Fire View Post
... and my boys put a kibosh on the supers campaign. Bleh.
Well that sucks, but save the work for another time.
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Old 05-22-2012, 06:49 PM   #42
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Default Re: [Supers] [My Campaign] Power Construction/Review

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Originally Posted by Sunrunners_Fire View Post
... and my boys put a kibosh on the supers campaign. Bleh.
Sorry to hear about that.... I just started a Gurps Marvel universe campaign and itīs going great. Players are well into it and first game went great even so great that I am thinking about raising itīs point level from 400 to 500.

PS: I had to google kibosh, or putting a kibosh.
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Old 06-11-2012, 12:59 AM   #43
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Default Re: [Supers] [My Campaign] Power Construction/Review

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Originally Posted by Sunrunners_Fire View Post
... and my boys put a kibosh on the supers campaign. Bleh.
... and they changed their mind again. Teenagers! :chuckles: Luckily I kept my notes. As such, allow me to continue the thread. Wee!

First, I'm revising the Lighthawk Wings previously posted to use the current construction and including one of the modes (Fire-Soul Seekers) in the post after this one. Lighthawk himself was revised to being m-scale (and so is a 8000/-~/-5 character instead of 4000/-~/-5). It should also be noted that what works as an alternate ability under Multiplicative Modifers is borked under Standard Modifiers. I'm not fixing it because I build in Multiplicative and GCA is already groaning when I do recalculations. (Poor program.)

Ready for the wall of text?

Lighthawk Wings 7 ([308 per level; 2156 in total] w/ Multiplicative Modifiers; [416 per level; 2912 in total] w/ Standard Modifiers)
Components:
  • Wing Itself
    • Extra Arms 1 ([90] w/ Multiplicative Modifiers; [99] w/ Standard Modifiers)
      Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (SM+7), +700%; No Signature, +20%; Reduced Time 1, +20%; Switchable, +10%; Power Modifier, -10%
    • Extra Arms 1 ([6] w/ Multiplicative Modifiers; [24] w/ Standard Modifiers)
      Modifiers: Cosmic (Can purchase Force Extensions), +50%; Cosmic (Can purchase Reduced Time 1 for Alternate Ability), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (SM+7), +700%; No Signature, +20%; Reduced Time 1, +20%; Switchable, +10%; Power Modifier, -10%; Shield Mount, -80%; Alternate Ability (of Extra Arms 1) (+Reduced Time 1), *24/100
  • Striker (Crushing) ([34] w/ Multiplicative Modifiers; [47] w/ Standard Modifiers)
    Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (Any Reach) (SM+7), +700%; Low Signature, +10%; Melee Attack (Destructive Parry), +10%; Limb (Wing Itself), -20%; Power Modifier, -10%
  • Striker (Cutting) ([48] w/ Multiplicative Modifiers; [66] w/ Standard Modifiers)
    Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (Any Reach) (SM+7), +700%; Low Signature, +10%; Melee Attack (Destructive Parry), +10%; Limb (Wing Itself), -20%; Power Modifier, -10%
  • Striker (Impaling) ([55] w/ Multiplicative Modifiers; [76] w/ Standard Modifiers)
    Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (Any Reach) (SM+7), +700%; Low Signature, +10%; Melee Attack (Destructive Parry), +10%; Limb (Wing Itself), -20%; Power Modifier, -10%
  • Striker (Large Piercing) ([41] w/ Multiplicative Modifiers; [57] w/ Standard Modifiers)
    Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (Any Reach) (SM+7), +700%; Low Signature, +10%; Melee Attack (Destructive Parry), +10%; Limb (Wing Itself), -20%; Power Modifier, -10%
  • Striker (Piercing) ([34] w/ Multiplicative Modifiers; [47] w/ Standard Modifiers)
    Modifiers: Cosmic (Can purchase Force Extensions), +50%; Extra-Flexible, +50%; Force Extensions, +50%; Long (Any Reach) (SM+7), +700%; Low Signature, +10%; Melee Attack (Destructive Parry), +10%; Limb (Wing Itself), -20%; Power Modifier, -10%

A Lighthawk Wing is an extra invisible-force arm that can be used as a manipulator, as a shield or as a striker of various damage types out to Reach 10. The Lighthawk Wing becomes semi-visible when acting as a striker. It remains stupidly expensive for what it does. Y'all will see why thats' not really a problem once the modes are defined. Any questions as to the power construction and whatnot?





Note: Alternate Ability (+Reduced Time 1), *24/100 is a construction of Alternate Ability, (*1/5; Reduced Time 1, +20%) *1.2/5 that allows the Alternate Ability to be changed as a free action. This is necessary as Alternate Ability takes time; Alternate Attacks don't. Tis obnoxious, but it is what it is.
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Old 06-11-2012, 02:02 AM   #44
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Default Re: [Supers] [My Campaign] Power Construction/Review

(... continued because I didn't want to hit the character-limit-per-post)

Now comes the part that makes those wings worth paying for! I'm not sure if doing Alternate Attacks this way is a house-rule or not, but if it is, its' an intentional one.

Standard disclaimer for Alternate Abilities, Multiplicative Modifiers and Standard Modifiers applies.

Note: Rapid Fire (Very Rapid Fire) has been house-ruled into being a leveled advantage. Level 1 gives x2; Level 2 gives x3; Level 4 gives x5; Level 5 gives x6; Level 6 gives x7; Level 7 gives x8, Level 8 gives x9; Level 9 gives x10. Etc, etc, etc. +10%/level. Opinions on this house-rule?

Fire-Soul Seekers ([1628] w/ Multiplicative Modifiers; [1995] w/ Standard Modifiers)
  • Fire-Soul Seekers (2 Wings) (Burning Attack 14)
    ([119] w/ Multiplicative Modifiers; [145] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Armor Divisor (5), +150%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (2 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 14d (5) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.
  • Fire-Soul Seekers (3 Wings) (Burning Attack 21)
    ([178] w/ Multiplicative Modifiers; [218] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Armor Divisor (5), +150%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (3 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 21d (5) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.
  • Fire-Soul Seekers (4 Wings) (Burning Attack 29)
    ([246] w/ Multiplicative Modifiers; [301] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Armor Divisor (5), +150%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (4 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 29d (5) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.
  • Fire-Soul Seekers (5 Wings) (Burning Attack 35)
    ([296] w/ Multiplicative Modifiers; [363] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Armor Divisor (5), +150%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (5 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 35d (5) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.
  • Fire-Soul Seekers (6 Wings) (Burning Attack 43)
    ([364] w/ Multiplicative Modifiers; [446] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Armor Divisor (5), +150%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (6 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 43d (5) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.
  • Fire-Soul Seekers (7 Wings) (Burning Attack 44)
    ([425] w/ Multiplicative Modifiers; [522] w/ Standard Modifiers)
    Modifiers: Accurate 12, +60%; Cosmic (Irresistible Attack), +300%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral (Extended High-Band; Extended Low-Band)), +92%; Homing (Extra Passes) (9), +90%; Increased Range (Line-of-Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selective Area, +20%; Selective Effect, +20%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternate Attack (7 levels of Lighthawk Wings), *1/5
    • Attack Stat Line: Skill -, Damage 44d (Cosmic) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
      Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8), up to 10 passes.

... Lighthawk's primary ranged attack power is a set of alternate attacks. Each attack consumes two or more Lighthawk Wings in order to function. The wings reset to being wings at the beginning of his next turn ready to be used for this or any other purpose. If he can see it, he can hit it. He can, and will, spam these attacks every second against a ranged target that he can't (or doesn't want to) get into melee with or if he needs to hit an area. These are for soft and medium targets; hard targets he goes into melee with.

Visual FX is "Geometric -patterned and -shaped wings of translucent force silently manifest about the man, only to dissolve into hundreds upon hundreds of barely-there tracer-lights which stream towards his chosen prey; if at first they don't succeed, the lights chase until their energies are exhausted. Their touch is that of all-consuming pain as they eat away at your very reality."

Fire-Soul Seekers are kinda ouchie. :grins: Whatcha think?

Last edited by Sunrunners_Fire; 06-11-2012 at 04:52 AM.
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Old 06-11-2012, 10:14 PM   #45
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Default Re: [Supers] [My Campaign] Power Construction/Review

Quote:
Originally Posted by Sunrunners_Fire View Post

Note: Alternate Ability (+Reduced Time 1), *24/100 is a construction of Alternate Ability, (*1/5; Reduced Time 1, +20%) *1.2/5 that allows the Alternate Ability to be changed as a free action. This is necessary as Alternate Ability takes time; Alternate Attacks don't. Tis obnoxious, but it is what it is.
You can't do that. Alternative Abilities can't be modified after reduction. Alternative Abilities are trickier. Our Assistant Line Editor had this to say on instantly switching Alternative Abilities.
Quote:
Originally Posted by Rev. Pee Kitty View Post
Personally, I'd be tempted to say that AA is a "meta-limitation" worth -80%, and thus if you want to make them all instantaneously switchable, that's a +20% "meta-enhancement", which means that you pay 2/5 the cost instead of 1/5. I think that's fair.
It was also deemed acceptable to take...

Altered Time Rate (Only to switch AA, -80%) [20]

to get the job done.

Quote:
Originally Posted by Sunrunners_Fire View Post

Note: Rapid Fire (Very Rapid Fire) has been house-ruled into being a leveled advantage. Level 1 gives x2; Level 2 gives x3; Level 4 gives x5; Level 5 gives x6; Level 6 gives x7; Level 7 gives x8, Level 8 gives x9; Level 9 gives x10. Etc, etc, etc. +10%/level. Opinions on this house-rule?
VRF Trades off the negatives of loosing multiple targeting, suppression fire and the like in exchange for doubling hits. Adding more levels at the same price would be inappropriate in my opinion. I think it's worth a whole lot more than 10% on it's own and could very unbalancing at thrice the price. Just my opinion.
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Old 06-11-2012, 10:43 PM   #46
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Default Lighhawk: Fire-Soul Seekers, Revised

Quote:
Originally Posted by Sunrunners_Fire View Post
*snip*
Having thought on it, thats' a really inefficient way to do it. As such ...

Fire-Soul Seekers (Burning Attack 45)
([424], Multiplicative Modifiers; [520], Standard Modifiers)
Modifiers: Accurate 12, +60%; Cosmic (Irresistible Attack), +300%; Damage Modifier (Double Blunt Trauma), +20%; Homing (Hyperspectral Vision (Extended High-Band; Extended Low-Band)), +90%; Homing (Extra Passes) (+9), +90%; Increased Range (Line of Sight), +40%; Low Signature, +10%; Overhead, +30%; Rapid Fire (300), +300%; Rapid Fire (Selective Fire), +10%; Rapid Fire (Very Rapid Fire) (+9), +90%; Selectivity, +10%; Underwater, +20%; Variable, +5%; Damage Modifier (Non-Incendiary), -10%; Power Modifier, -10%; Alternative Attack (Lighthawk Wings; Special), *1/5
  • Skill -, Damage up to 46d (c) bu dbt, Acc 15, Range LoS, RoF 300, Shots -, ST -, Bulk -, Rcl 1, LC -, Notes -.
    Effective Homing Skill 33 (Base 10 + Acc 15 + RoF 8). Up to 10 passes.

Alternate Attack Note:
  • Alternate Attack (Lighthawk Wings 1): 1d to 6d; Alternate Attack (Lighthawk Wings 2): 7d to 13d; Alternate Attack (Lighthawk Wings 3): 14d to 19d; Alternate Attack (Lighthawk Wings 4): 20d to 26d; Alternate Attack (Lighthawk Wings 5): 27d to 32d; Alternate Attack (Lighthawk Wings 6): 33d to 39d; Alternate Attack (Lighthawk Wings 7): 40d to 45d

Last edited by Sunrunners_Fire; 06-11-2012 at 11:34 PM. Reason: Added Selectivity
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Old 06-11-2012, 11:13 PM   #47
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Default Re: [Supers] [My Campaign] Power Construction/Review

Quote:
Originally Posted by the_matrix_walker View Post
You can't do that. Alternative Abilities can't be modified after reduction. Alternative Abilities are trickier. Our Assistant Line Editor had this to say on instantly switching Alternative Abilities.

It was also deemed acceptable to take...

Altered Time Rate (Only to switch AA, -80%) [20]

to get the job done.
:grins:

One of the advantages of being the GM (for this campaign) is that I can do stuff like that. Its' one of the things I disagree with the official stance over as I've expressed in previous threads. I am of the opinion that you get what you pay for; and that using *40/100 instead of *24/100 means that I'm not giving the character everything that its' paying for.

If I did adjust it to *2/5 instead of *1.2/5 (which is easy to do), the only real result is that I have to re-figure all the modes that are alternate attacks of the Lighthawk Wing meta-trait to be more powerful. If thats' desirable to y'all, I'll go ahead and do so for the powers I'm posting to the thread.

Is it desirable to y'all?

Quote:
VRF Trades off the negatives of loosing multiple targeting, suppression fire and the like in exchange for doubling hits. Adding more levels at the same price would be inappropriate in my opinion. I think it's worth a whole lot more than 10% on it's own and could very unbalancing at thrice the price. Just my opinion.
Objection noted.

The result of it being leveled is (was) (and will be again as I just noticed that I left Selectivity out of the most recent build for Fire-Soul Seekers; going to edit that now) that the character can either RoF 300 (1 shot per group per value) or RoF 300 (10 shots per group per value; one target only).

Last edited by Sunrunners_Fire; 06-11-2012 at 11:19 PM.
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Old 06-11-2012, 11:35 PM   #48
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Default Re: [Supers] [My Campaign] Power Construction/Review

Well, have fun with it!
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Old 06-11-2012, 11:43 PM   #49
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Default Re: [Supers] [My Campaign] Power Construction/Review

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Originally Posted by the_matrix_walker View Post
Well, have fun with it!
Heh. Thank you for the feedback. (No, really, feedback is appreciated. It helps keep me honest and helps catch any mistakes I make; I'm far from perfect!)
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Old 06-12-2012, 12:30 AM   #50
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Default Lighthawk: Lighthawk Blade

Lighthawk Blade
([115], Multiplicative Modifiers; [161], Standard Modifiers)
Components:
  • Cutting Attack 10
    ([57], Multiplicative Modifiers; [77], Standard Modifiers)
    Modifiers: Cosmic (Irresistible Attack), +300%; Damage Modifier (Double Blunt Trauma), +20%; Damage Modifier (Double Knockback), +20%; Melee Attack (Destructive Parry), +10%; Melee Attack (ST-Based), +100%; Underwater, +20%; Variable, +5%; Melee Attack (Reach 1,2), -20%; Power Modifier, -10%; Alternate Attack (Lighthawk Wings 1), *1/5
    • Skill -, Parry -, Damage up to (swing)+10d (c) cut dbt dkb, Reach 1,2, ST -, LC -, Notes -.
      Use Broadsword Skill for one-handed use, Use Two-Handed Sword Skill for two-handed use.
  • Impaling Attack 10
    ([58], Multiplicative Modifiers; [84], Standard Modifiers)
    Modifiers: Cosmic (Irresistible Attack), +300%; Damage Modifier (Double Blunt Trauma), +20%; Melee Attack (Destructive Parry), +10%; Melee Attack (ST-Based), +100%; Underwater, +20%; Variable, +5%; Melee Attack (Reach 1), -25%; Power Modifier, -10%; Alternate Attack (Lighthawk Wings 1), *1/5
    • Skill -, Parry -, Damage up to (thrust)+10d (c) imp dbt, Reach 1, ST -, LC -, Notes -.
      Use Broadsword Skill for one-handed use, Use Two-Handed Sword Skill for two-handed use.

It should be noted that (the revised) Lighthawk has ST 14 and Super-ST +22/+10k, and so a (swing) of 5d/1004d and a (thrust) of 2d+2/1002d. This is thereby much nastier of an attack than its' point value would otherwise indicate.

Absent appropriate cosmic traits, this attack is expected to do about 3000 damage per attack. An archetype-class c-scale metahuman is going to take about 30 damage; an archetype-class m-scale metahuman is going to take about 3 damage. (Thanks to Injury Tolerance (Damage Reduction (/100), Cosmic) and Injury Tolerance (Damage Reduction (/1000), Cosmic), respectively.) Non-archetypes or d-scale aren't going to enjoy the experience; an archetypes will survive but be knocked out of the fight absent something like extreme regeneration or other advantage.

(Archetypes, regardless of scale, have Unkillable 2 (Cosmic). They are literally unkillable by anything in the campaign; all player-characters for the campaign are d-scale archetypes. The NPCs aren't so lucky.)

...

And after this, I'm going back to the lower power-levels for a while.
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