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Old 11-04-2004, 09:03 AM   #1
naloth
 
Join Date: Sep 2004
Default VtM Conversion (Results Only)

Much like errant42 did with the X-Men creation stuff, I'm creating a separate thread to track the results of the discussion thread. Rather than having multiple versions of the abilities, I'll just update the one post that contains that info here.

Please either post commentary to the other (discussion) thread or delete it after it's been read/addressed.

Credits: This is largely the work of dannwebster, but since he hasn't been been updating it errant42 and I are trying to finish it.

Character Point Value

100-150 would produce a weak vampire. This value is suitable for "normal" vampires much that 0-50 is suitable for normal humans.
200-250 would produce a vampire roughly comparable to a starting WW character. The lower end (200ish) might be slightly weaker (depending on how you spend your points) while the upper end (250ish) would be slightly stronger. This is a good range for starting characters.
500 points would produce a very powerful vampire, such as the ruler of a large city or the founder of a bloodline.
1000 points would produce a powerful vampire even elders would avoid.

VtM Vampire Template [Total 102 points]


Advantages [Total: 328 points]
Base Blood Pool 10 Blood Points [30]
Blood Pool Advantages* (See below) [42]
Doesn’t Breathe [20]
Doesn't Eat or Drink [10]
Immunity to Metabolic Hazards (Vulnerable to blood ingested drugs and alcohol, -20%) [24]
Injury Tolerance (Unliving) [20]
Mind Control (Blood Bond, Conditioning Only -50%, Must be ingested -40%, 1 BP per session -5, 3 sessions at least 24 hours apart before any effect -30%) [10]
Supernatural Durability (Stakable* -10%, Torpor -20%) [105]
*Heart, -4 to hit with DR 2 or -6 to hit with no DR
Unaging [15]

Vampiric Bite (Only to fill Blood Pool 0%) [30]
Affliction 1 (Ecstacy +100%, Based on Different Attribute (Will) +20% Follow Up-Vampiric Bite +0%) [22]

Features [0]
-May have access to 3 disciplines based on clan.
-No Fatigue, but may spend Blood Points for anything that requires Fatigue
-Path 12
-Starts at Blood Potency 1 / 13th generation
-Unholy, Affected By True Faith

Disadvantages [Total: -226]
Berserk [-15]
Draining (human blood, Illegal) [-10]
Infectious Attack [-5]
Nocturnal [-20]
Phobia (Sunlight -15 and Fire -5) [-20]
Secret [-20]
Supernatural Features (No Body Heat, Pallor, can be temporarily overcome*) [-11]
*Vampires may spend a blood point to get rid of this for 1 minute.
Uncontrollable Appetite (12) (Human Blood) [-15]
Unhealing [-20]
Weakness (Sunlight 1d/sec, Modified by skin covering -40%) [-90]

Unique Traits
Disciplines (See Below) 25 per level per discipline.
Generation (See Below)
Herd: This is a special case of an ally group. Apply a -50% to the final cost if the ally group is only good for sustenance.
Path +10 points per -1
Path -10 points per -1
Path Breakdown
-Courage (Rotscheck, Phobias) 3 points per +1
-Conscience (Berserk) 3 points per +1
-Self Control (Uncontrollable Appetite) 3 points per +1
-Early Riser ("Resist" Nocturnal) 1 point per +1
Status (See Below)
Unusual Background (Discipline): 25 per discipline past three or if you want to learn an out of clan discipline. Note that some disciplines may be restricted.

Blood Pool [42 points]
Vampires start as a 13th generation vampire with a 10 Blood Points that can only be used at a rate of 1 Blood Point per second. This may only be increased by the Generation advantages (detailed later).

Blood Attributes [12/level included with Blood Potency/Generation]
Vampires may spend blood points (up to their maximum) for a +2 bonus per blood point to ST or HT for that second. Vampires may spend blood points (up to their maximum) for a +1 bonus per blood point to DX or Speed for that second. Vampires that can spend multiple blood points can mix and match these bonuses freely.

Blood Enhancement [Feature]
Vampires may spend a blood point to get one of the following bonuses: Feverish Defense (+2 to a single defense roll), Flurry of Blows (halve Rapid Strike penalty for one maneuver), or Mighty Blow (+2 dmg or +1 per die, whichever is better to muscle based attacks).

Blood Healing [30 points]
Vampires may heal 2 HP per blood point spent. This normally takes one second, unless they are healing aggravated damage in which case each expenditure requires a full night of rest.

Discipline Use - May use Blood Points to fuel disciplines.

EDIT: I clicked edit instead of reply... *sigh*

Last edited by naloth; 12-11-2008 at 10:03 AM.
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Old 11-04-2004, 09:07 AM   #2
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Status

Camarilla Status

Like any society, the Camarilla has Social Status. Although gaining the titles associated with High status is usually linked to Generation and Age, they are not the same thing. There are many examples of Princes who are lower in Age and Generation than their Primogen and other advisors.

[5/level] Camarilla Status
-2 Anarch**
-1 Autarkis**, Whelp***
+0 Average Vampire (Neonate)
+1 Clan Whip, Harpy
+2 Primogen of Minor City
+3 Primogen of Major City -or- Elysium Keeper, Sheriff*, or Senshal of a minor city
+4 Elysium Keeper, Sheriff*, or Senshal of a major city
+5 Prince of minor city
+6 Archon*, Prince of major city
+7 Justicar*
+8 Inner Circle Member

*Separate advantage for Legal Enforcement Powers. See below.
**Though VTM gives Anarchs Status 1 for being Respected, they are essenitally criminals and outcasts. That is the definition of Low Status in Gurps. I think individual Anarchs and Autarks respected for their political daring should take Reputations.
***Though a Whelp is used interchangeably with the term Childe, here I am trying to draw a destinction between Kindred known for doing stupid things, and thus ostracised from society (a Whelp), and a Kindred who has not been formally introduced to the Prince, and thus has the Social Stigma: Minor disadvantage (a Childe).

Social Regard: Age

These are various levels of Social Regard (Respected) (B87). Ages are rough guidelines

[5/level] Social Regard: Age (Respected)
+0 Neonate (Between 0 and 100 years old)
+1 Ancilla (Between 50 and 200 years old)
+2 Elder (Between 200 and 1000 years old)
+3 Methuselah (Between 1000 and 2000 years old)
+4 Antediluvian (Over 2000 years old)

Social Regard: Generation
These are various levels of Social Regard (Feared) (B87) for the listed Generations. This point cost just covers the Regard accorded a low Generation vampire, not their actual abilities (next post). A vampire will most likely have a Generational Regard exactly matching their true generation. However, secret Diablerists may have a Generational Regard lower than their present effective Generations, while exceptionally brash Liars may have a higher Generational Regard than their current generation. Taking a different level of Generational Regard than your actual generation may require an Unusual Background.

[5/level] Generational Regard (Feared)
-1 14th Generation
+0 13th and 12th Generation
+1 11th and 10th Generation
+2 9th and 8th Generation
+3 7th Generation
+4 6th Generation
+5 5th Generation
+6 4th Generation
+7 3rd Generation

Other Kindred Social Advantages and Disadvantages
[-10] Social Stigma: Caitiff (Minority Group)
[ -5] Social Stigma: Childe (Minor)

[ +5] Legal Enforcement Powers: Sheriff (local juristiction, must respect the Traditions)
[+10] Legal Enforcement Powers: Archon (Global justisdiction, must respect the Traditions)
[+15] Legal Enforcement Powers: Justicar (Global jurisdiction, can kill with Impunity)
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Old 11-04-2004, 09:11 AM   #3
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Generation
Generation point values are calcuated as:
(Blood Pool Size - 10) * 3 + (BP/Sec - 1 ) * 12 =

It is recommended that your starting generation be no lower than 8th. Feel free to disregard this, though it does not pay to be a weak elder (diablorie and all)...

The tables have been temporarily taken down since I have to fix them entirely...

In 4th edition generations are replaced with blood potency. Potency can increase naturally (plus one step per 50 years) or decrease (minus one step per 25 years in torpor). Characters start with Blood Potency 1, but may increase it at the cost below.

Last edited by naloth; 11-08-2004 at 09:15 PM.
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Old 11-04-2004, 10:21 PM   #4
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Augmenting Disciplines
As noted above all disciplines have been adjusted to cost 25 points per level.

Celerity

-Costs 1 blood point per second of use, but does not require an action to invoke
-Adds an Extra Attack per level
-Adds +0.5 Basic Speed per level (this adds to dodge)
-Adds +5 yds/sec to Base Move


Fortitude
-Costs 1 blood point per scene (1 minute), but does not require an action to invoke
-Adds 5 DR per level*
-Converts 5 damage taken per level from aggravated to "normal" damage*
-Gains one level of Hard to Kill and Hard to Subdue per level
*For attacks (such as sunlight/fire) that do damage over time, the bonus counts once per exposure (scene).

Vigor
-Costs 1 blood point per scene (1 minute), but does not require an action to invoke
-Adds +4 ST (no HP) per level
-Adds a half level of Super Jump per level

Last edited by naloth; 11-09-2004 at 09:41 PM.
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Old 11-05-2004, 01:39 PM   #5
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Disciplines (Part A)
Disciplines only require blood points where noted. All disciplines take a ready action to activate (unless noted otherwise) and cost 25 points per level.

Animalism
1) Sweet Whispers - The vampire may speak with any animal by making eye contact. Each question takes one minute to answer and animals only provide information in terms they can relate to. Animals can be asked to perform favors, a reaction check determines how likely (or long) an animal is to perform as asked.

2) Obedience -
The vampire control any animal (as described under Mind Control B68). In the case of swarms, each hex of a swarm counts as one animal.

3)
Beckoning / Call of the Wild - The vampire may summon one or more animals by calling to them in their native tongue. A mimicry roll determines how many (minimum 1 on a success) come. When animals start arriving, another reaction roll determines how they act.

4) Sharing of Spirits / Subsume the Lesser Beast -The vampire may attempt to possess (B75) an animal, leaving his body inert and unresponsive (per Telecontrol limitation). Any damage the animal takes is also taken by the vampire though none of the damage can be considered aggravated even if it would normally be. If the vampire's body is destroyed, he is automatically slain when he attempts to return to his normal body. Possession automatically ends if the vampire becomes unconscious (such as from Nocturnal). Each possession attempt costs one blood point.

5) Drawing out / Leashing the Beast - The vampire may cause anyone to frenzy or stop frenzying by winning a contest of Will. The vampire is at a -1 in the contest per yard away from his intended target. Each attempt costs 1 blood point.

Auspex
1) Heightened Senses - The vampire may activate this ability with a will roll gaining Alertness +5 and Infravision for the duration of one scene (minute).

2) Aura Perception - The vampire may activate this ability to perceive aura gaining all the benefits of the 15 point Empathy advantage (B51). The vampire may also study an aura to notice the colors which reflects the target's current surface thoughts. This is treated as a contest of Wills, though the target will not "feel" the vampire studying his aura. This ability is usually active for one scene (minute) at a time, though it can be turned off at any time. Any vampire with Aura Perception active will suffer a -2 visual penalty from the distracting colors.

3) The Spirit's Touch - The vampire has the Psychometry advantage (B78).

4) Unviel the Shrouded Form / Telepathy - The vampire may send and receive thoughts to anyone in their line of sight. Targets may resist with a contest of Will and failure will alert them to the attempt. Any attempt to use this ability on a non-mortal costs 1 blood point. While this ability is in use, the Vampire has an additional -2 to all other actions.

5) Unearthly Form / Twilight Projection
- The vampire may project his senses leaving his corporeal body behind. While projecting his senses are unaffected by normal penalties including darkness. The vampires senses may move up to his normal move distance each turn, but may return to his body instantly. While using this ability, the vampire is completely unaware of anything happening at his body. Each use of this ability costs 1 blood point.

Last edited by naloth; 11-05-2004 at 05:11 PM.
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Old 11-05-2004, 07:20 PM   #6
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Disciplines (Part B)
Same rules as above.

Dominate
Dominate will not work on a vampire of lower generation.

1) Command - The vampire may give one word command to anyone they can see or touch by taking a concentrate maneuver and winning a contest of Will. The command will be obeyed for one minute per point of success (minimum one).

2) Mesmerism - The vampire may take control of someone as described under Mind Control (B68) by winning a contest of Wills.

3) The Forgotten - The vampire may add, edit, or remove memories as described under Conditioning enhancement for Mind Control (B69).

4) Conditioning - The vampire may perform any type of conditioning as described under the Conditioning enhancement (B69), but each use costs 1 blood point. Anyone permanently conditioned to obey and serve should be taken as an ally.

5) Possession - The vampire can possess any human mortal as described under Possession (B75-76, with Telecontrol), leaving his corporeal form inert. While possessing a mortal the vampire suffers equal damage if the mortal takes damage though any damage that would be aggravated is simply treated as normal damage. The vampire cannot use disciplines while he is possessing a mortal. Possession automatically ends of the vampire loses consciousness (such as from Nocturnal). The vampire will not be aware of any damage to his corporeal form, and if it is destroyed the vampire automatically dies when the possession ends. Each attempt to possess someone costs 1 blood point.

Majesty
1) Awe - The vampire also has a +1 Charisma bonus per level in Majesty, and will automatically get noticed by everyone (turn heads). As a slight drawback, those using Awe will always leave a memorable impression.

2) Revelation - The vampire may conversationally perform a Mind Probe (B69). All the communication must be verbal, so anyone may listen to the exchange.

3) Entrancement - The vampire may entrance a subject. Subjects will want to please, obey, and trust anything the vampire says. Additionally while under the effects, the subject is considered Tipsy (B428). This ability may only be used on a subject with direct eye contact and is resisted by a contest of Wills. This compulsion lasts until dawn.

4) Summoning - The vampire may summon anyone they know. Subjects will will make an effort attempt to reach the vampire by the fastest means possible without behaving in either a rash or illegal fashion (unless they normally do so). Unwilling subjects may resist with a contest of Will, and the vampire additionally suffers familiarity and long distance (B241) penalties. If the subject does not reach the vampire, the compulsion ends at dawn.

5) Sovenreignty - While in use anyone in the vampire's presence will be unable to challenge his statements and completely unable to attack him in anyway (verbally, mentally, or physically) without first winning a contest of Wills. Anyone sufficiently far away (16+ yards) will be unaffected. Activating Sovereignty takes a ready action and the effects last for the duration of one scene (1 minute).

Nightmare

1) Monstrous Countenance - The vampire may change to a horrific appearance forcing a fright check for all that see him (per Terror B93). For each additional level of Nightmare past the first, this check is at an additional -1 (no penalty for the first level, -1 for the second, -2 for the third, etc.). Note that anyone passing this check will also automatically pass any check for Dread during the same scene (minimum one hour).

2) Dread - The vampire may cause a subtle sense of dread and panic that see him, forcing a fright check (per B93) at half the penalty of Monstrous Countenance (round down). Note that anyone passing this check will also automatically pass any check for Monstrous Countenance during the same scene (minimum one hour). This ability costs 1 blood point per scene (minute).

3) Eye of the Beast - The vampire may stare down an opponent instilling paralysis and fear. To use this ability the vampire must make eye contact (any eye protection will automatically cause this ability to fail), win a contest of Wills at a -1 penalty per yard to the subject, and spend one blood point. On a success the subject will be paralyzed with fear unable to move while the vampire is looking at him for one minute per point of success (minimum 1). If the vampire's gaze shifts away and the subject can flee, he may choose to do so instead of remaining paralyzed.

4) Shatter the mind - The vampire cause such terror that is inflicts a derangement on his target. This ability works like Eye of the Beast except that the vampire will cause a derangement that lasts one day per point of success. Each usage of this ability costs 1 blood point.

5) Mortal Fear - The vampire may instill enough fear to cause mortal harm. Anyone suffering Mortal Fear must win a contest of the vampire's Will -1 per yard to the subject vs the target's HT or suffer an immediately heart attack. Vampires and those without hearts are stunned for one turn per point of success (minimum 1) instead, and may try to snap out of it after the duration. This abillity requires eye contact. Each usage of this ability costs 1 blood point.

Last edited by naloth; 11-06-2004 at 10:59 AM.
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Old 11-05-2004, 07:54 PM   #7
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Disciplines (Part C)
Same general rules apply (see Part A).

Obfuscate
1) Touch of the Shadow - The vampire may render one item in his possession up to Light Encumberance in weight completely undetectable. The item may be discovered during an active search if the searcher can win a contest of his Search skill vs either the vampire's Will or Holdout skill (whichever is higher).

2) Mask of Tranquility - The vampire can hide his true nature at will. The normally distinctive features that a vampire has (pallor, no body heat) are not readily apparent nor does his aura reveal his vampiric nature. Additionally, the vampire's motivations are hard to read and anyone trying to read him will suffer an additional -4.

3) Cloak of the Night - The vampire may render himself (and up to light encumberance) unseen. The vampire isn't invisible, instead this is a mental trick that convinces everyone to ignore him. Anyone may actively search for a concealed vampire with a contest of Observation (skill) vs the vampire's Will or Stealth skill. (whichever is higher). Any vampire using Auspex may automatically detect the unseen vampire if he wins a contest of Wills.

4) Mask of One Thousand Faces - The vampire may assume the appearance of anyone he chooses. To look like a particular person, he must make a successful disguise roll.

5) Cloak of the Gathering - The vampire may render others unseen as described under Cloak of the Night. Others that are unseen must behave in a stealthy fashion and remain within line of sight of the vampire.

Protean
1) Aspect of the Predator - The vampire is Indomitable (B60) and hides his Blood Potency (generation, current blood pool, and path rating).

2) Haven of Soil - The vampire may move through any form of earth (clay, mud, sand, etc.) at normal move with up to light encumberance, and can rest while inside the earth. Any attempt to track a vampire that's immersed in earth is at a -3. Any disruption (such as digging) will automatically awaken and eject the vampire. Each minute of permeation costs 1 blood point.

3) Claws of the Wild - By spending a blood point and taking a ready action a vampire may have claws that do cutting or impaling damage based on thrust. These claws last as long as desired and do aggravated damage. Additionally, claws give a +5 bonus to climbing.

4) Shape of the Beast - The vampire may assume the form of either a wolf or a bat. Each transformation takes 3 seconds to complete and costs 1 blood point. Reverting to human form takes 3 seconds but does not require a blood point.

5) Body of Spirit - The vampire may assume the Body of Air meta-trait. The transformation takes 3 seconds and costs 1 blood point. Reverting to human form takes 3 seconds but does not require a blood point.

Last edited by naloth; 11-05-2004 at 07:57 PM.
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Old 11-06-2004, 08:56 AM   #8
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Blood Magic Disciplines
Placeholder for when I get around to doing this.

I'm putting this placeholder here since I would like to keep all the disciplines together.
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Old 11-06-2004, 09:26 AM   #9
naloth
 
Join Date: Sep 2004
Default Re: VtM Conversion (Results Only)

Vampire Clans

3rd Edition Clans (Camerilla)
Brujah
-Disciplines: Celerity, Majesty (Presence), Vigor (Potence)
-Weakness: Must start with Self-Control-4. May never have Self-Control greater than +1

Gangrel
-Disciplines: Animalism, Fortitude, Protean
-Weakness: Tend to acquire a beastial appearance [-1]

Malkavians
-Disciplines: Auspex, Dominate, Obfuscate
-Weakness: At least one -10 point mental problem.

Nosferatu
-Disciplines: Animalism, Obfuscate, Vigor (Potence)
-Weakness: Must have at least a -2 reaction penalty - usually appearance.

Toreador
-Disciplines: Auspex, Celerity, Majesty (Presence).
-Weakness: Artistic Distraction - any work of art or performace can mesmerise a Toreador (Self-Control to resist) [-10]

Tremere
-Disciplines: Auspex, Dominate, Thaumaturgy (either Blood Magic)
-Weakness: 1/3 of the way blood bonded to elders [-1]

Ventrue
-Disciplines: Dominate, Fortitude, Majesty (Presence)
-Weakness: At least a -10 Vow regarding their feeding habits.

4th Edition Major Clans
The discipline marked with the asterisk (*) is generally unique to that clan and their sub-clans. It can be learned with diablorie.

Daeva (Succubi)

-Disciplines: Celerity, Majesty*, Vigor
-Weakness: Must have a vice worth at least -10 points.
-Bloodlines: Duchagne, Toreador, Xiao.

Gangrel
-Disciplines: Animalism, Fortitude, Protean*
-Weakness: Beastial Attributes [-1]
-Bloodlines: Anavashra, Anubi, Bruja, Matasuntha, Taifa.

Mekhet
-Disciplines: Auspex*, Celerity, Obfuscate
-Weakness: Double damage from sunlight and fire [-30]
-Bloodlines: Agonistes, Mnemosyne, Morbus, Norvegi, Sangiovanni.

Nosferatu

-Disciplines: Nightmare*, Obfuscaste, Vigor
-Weakness: Any -2 reaction or greater
-Bloodlines: Acteius, Baddacelli, Noctuku, Yagnatia, Burakumin.

Ventrue
-Disciplines: Animalism, Dominate*, Fortitude
-Weakness: Paranoia, greed, or self-important delusions worth at least -10 points.
-Bloodlines: Malkovian.

4th Edition Bloodlines (Sub-clans)
These clans can be chosen but require an unusual background to represent access to four disciplines.

Brujah
-Parent Clan: Gangrel
-Disciplines: Animalism, Fortitude, Protean, Vigor (Potence)
-Weakness: Must start with Self-Control -3, may never increase above Path.

Burakumin

-Parent Clan: Nosferatu
-Disciplines: Getsumei (not done), Nightmare, Obfuscate, Vigor (Potence).
-Weakness: Limited to status 2 or less (any type) [-1], Decaying appearance (-2 or worse), Unable to hide vampire features [-1]

Malkovians
-Parent Clan: Ventrue
-Disciplines: Auspex, Dominate, Fortitude, Obfuscate.
-Weakness: Must have at least a -10 point mental problem.

Morbus
-Parent Clan: Mekhet
-Disciplines: Auspex, Cachexy (not done), Celerity, Obfuscate.
-Weakness: May only feed from diseased or terminally ill [-15]. Often a carrier for disease [-1].

Toreador
-Parent Clan: Daeva
-Disciplines: Celerity, Dominate, Majesty, Vigor
-Weakness: Same as 3rd edition Toreador.

Vampire Factions

3rd Edition
Camerilla
Sabbat



4th Edition
Certain faction will give access to an additional discipline.

The Carthian Movement
seeks to reconcile Kindred society with modern governmental structures and social systems.
The Circle of the Crone
venerates a variety of female figures as an amalgamated creator of vampires, the Mother of all Monsters. Members of this group may learn Cruac.
The Invictus
is the aristocracy of the night.
The Lancea Sanctum
seeks to influence Kindred society with the strictures of Longinus, whoc is believe to have been turned into one of the Damned by the very blood of Christ. Members of this group may learn Theban Sorcery.
Ordo Dracul
commands rituals and mystical knowledge that allows the Kindred to transcend their vampire states. Members of this group may learn Coils of the Dragon (Special Discipline).
The Unaligned
Belial's Brood



Last edited by naloth; 11-06-2004 at 11:01 AM.
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Old 12-10-2008, 03:07 AM   #10
michelcg
 
Join Date: Dec 2008
Default Re: VtM Conversion (Results Only)

Naloth, two questions:

1-Could you show a ready character sheet using your vampire templates with disciplines?
2-Have you ever made a vampire template in GCA4?
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