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Deathstroke 6ED Conversions


rjd59

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Hello all,

Been awhile since I posted, so I figured I'd update to 6th Editition , one of my favorite villain teams from earlier editions. I'll only be posting their write ups minus all the backgrounds and such. I'll also post the hdc files and cardstock standups (with both the original team and the 4th Ed Champions Universe updated team.) (Pics for these members come from "Realschluss".

 

Reqeium and Chiller appear in the 6th ed villians books, so I will not be adding their write ups, however, in my world, the rest of the team was not killed off as it was in 6th ed. So here for enjoyment is my version of "Deathstroke" 6th Ed.

 

 

Death Commando
Henry "Hank" Wadsworth
 
VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6  END [1]
23 DEX 26 14-
23 CON 13 14-
13 INT 3 12- PER Roll 12-
10 EGO 0 11-
26 PRE 0 14- PRE Attack: 5d6
8 OCV 25
8 DCV 25
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases:  3, 5, 8, 10, 12
8 PD 6 8/16 PD (0/8 rPD)
9 ED 7 9/17 ED (0/8 rED)
11 REC 7
46 END 6
15 BODY 5
43 STUN 12
 
Movement Cost Meters Notes
RUNNING 0 17m/34m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT 10m/20m
 
Characteristics Total: 169
 
Cost Powers
27 Submachine Gun: Killing Attack - Ranged  2d6, Autofire (5 shots; +1/2) (60 Active Points); OAF (-1), Reduced By Range (-1/4), 4 clips of 30 Charges (+1/2) - END=[30]
 - END=
22 Blaster Rifle: Energy Blast 10d6 (50 Active Points); OAF (-1), Beam (-1/4), 16 Charges (-0) - END=[16]
 - END=
9 Stiletto: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/4) (31 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1) - END=[1 rc]
 - END=
13 Smoke Grenades: Darkness,  Personal Immunity to Sight Group 6m radius (30 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4) - END=[6 cc]
 - END=
5 Running +5m (17m total) - END=1
 - END=
7 Jet PAck: Flight 10m (10 Active Points); OIF (-1/2) - END=1
16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0
3 Helmet: Ultraviolet Vision (Sight Group) (5 Active Points); OIF (-1/2) - END=0
8 Helmet: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) - END=0
 - END=
11 +16 PRE (16 Active Points); For Defense Only (-1/2) - END=
 
Powers Total: 121
 
Cost Martial Arts
Martial Atrs:  Commando Training
3 1)  Akido Throw:  1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
4 2)  Boxing Cross:  1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
4 3)  Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4)  Escape:  1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
4 5)  Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6)  Judo Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 7)  Karate "Chop":  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 +1
4 8)  Kung Fu Block:  1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9)  Weapon Element:  Clubs
1 10) Weapon Element:  Knives
 
Martial Arts Total: 33
 
Cost Skills
40 +4 levels with All Combat
 
3 Breakfall 14-
3 Climbing 14-
3 Disguise 12-
3 Navigation 12-
3 Paramedics 12-
5 Security Systems 13-
3 Shadowing 12-
3 Stealth 14-
5 Survival 13-
3 Teamwork 14-
3 Tracking 12-
 
Skills Total: 77
 
Value Complications
10 Vulnerability:  2 x STUN, 1 1/2 x BODY from Magnetic Attacks (Uncommon)
15 Dependent NPC:  Little sister 8- (Incompetent)
10 Psychological Limitation:  Casual Killer (Common; Moderate)
10 Reputation:  Lethally Aggressive, 11-
10 Hunted:  by VIPER 8- (As Pow; Harshly Punish)
15 Hunted:  by UNTIL 11- (As Pow; Harshly Punish)
5 Unluck: 1d6
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
 
Death%20Comando.jpg
 
 
Shockwave
Rocky Scaglioni
 
VAL CHA Cost Roll Notes
60 STR 50 21- HTH Damage 12d6  END [6]
20 DEX 20 13-
30 CON 20 15-
13 INT 3 12- PER Roll 12-
10 EGO 0 11-
30 PRE 20 15- PRE Attack: 6d6
7 OCV 20
7 DCV 20
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases:  3, 6, 9, 12
28 PD 26 28/38 PD (0/10 rPD)
24 ED 22 24/34 ED (0/10 rED)
20 REC 16
60 END 8
20 BODY 10
75 STUN 28
 
Movement Cost Meters Notes
RUNNING 0 19m/38m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
 
Characteristics Total: 283
 
Cost Powers
45 Energy Blast:  Explosion, loses 1 DC per 3", Personal Immunity, No Range, target must be on ground 9d6 - END=4
 - END=
18 Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Always On (-1/2), Only Works Against Common attacks (-1/2) - END=0
 - END=
7 Running +7m (19m total) - END=1
 
Powers Total: 70
 
Cost Skills
32 +4 levels with HTH Combat
 
3 Acrobatics 13-
3 Breakfall 13-
3 Mechanics 12-
3 Streetwise 15-
3 Teamwork 13-
 
Skills Total: 47
 
Value Complications
10 Vulnerability:  2 x Effect from all Mental Powers (Uncommon)
10 Distinctive Features:  Tall, Hulking Frame (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 :  Berserk when attacked with Mental Powers (Common), go 8-, recover 14-
15 Psychological Limitation:  Violent (Common; Strong)
10 Psychological Limitation:  Hatred of Mentalist  (except Scatterbrain) (Uncommon; Strong)
5 Monitored by Publicist:  14- (Less Pow; Watching)
5 Unluck: 1d6
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
 
 
Shockwave.jpg
 
 
 
Stinger
Farmal C. Trunwall
 
VAL CHA Cost Roll Notes
40 STR 30 17- HTH Damage 8d6  END [4]
21 DEX 22 13-
20 CON 10 13-
23 INT 13 14- PER Roll 14-/24-
10 EGO 0 11-
20 PRE 10 13- PRE Attack: 4d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
4 SPD 20 Phases:  3, 6, 9, 12
19 PD 17 19/27 PD (0/8 rPD)
13 ED 11 13/21 ED (0/8 rED)
7 REC 3
20 END 0
15 BODY 5
20 STUN 0
 
Movement Cost Meters Notes
RUNNING 0 22m/44m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 14m 14m forward, 7m upward
 
Characteristics Total: 166
 
Cost Powers
33 Insect Sting: Blast 10d6 (50 Active Points); Beam (-1/4), Unified Power (-1/4) - END=5
40 Poison Sting: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR) (60 Active Points); Conditional Power Power Only Works While Character Is Touchs Opponent (-1/4), Unified Power (-1/4) - END=6
35 Entangle 5d6, 5 PD/5 ED, Area Of Effect (2m Radius; +1/4) (62 Active Points); 8 Charges (-1/2), Unified Power (-1/4) - END=[8]
27 Wall Crawl: Clinging (110 STR) (34 Active Points); Unified Power (-1/4) - END=0
6 Running +10m (22m total) (10 Active Points); Unified Power (-1/4) - END=1
5 Leaping +10m (14m forward, 7m upward) - END=1
22 Insectile Awareness: Danger Sense (self only, any danger, Function as a Sense) (27 Active Points); Unified Power (-1/4) 14-/24- - END=
19 Hard Boney Skin: Resistant Protection (8 PD/8 ED) (24 Active Points); Perceivable (-1/4) - END=0
20 +10 PER with Sight Group - END=0
 
Powers Total: 207
 
Cost Skills
6 +3 with any single attack
 
3 Acrobatics 13-
3 Breakfall 13-
9 SS:  Entomology 18-
3 Stealth 13-
3 Teamwork 13-
 
Skills Total: 27
 
Value Complications
20 Vulnerability:  2 x STUN, 1 1/2x BODY from poisons and chemicals (Common)
20 Susceptibility:  from alchohol 2d6 damage per Turn (Common)
10 Distinctive Features:  Hard Bony Skin (Easily Concealed; Causes Major Reaction; Detectable By Commonly-Used Senses)
5 Enraged:  when facing another insect-based hero or villian (Uncommon), go 8-, recover 14-
15 Psychological Limitation:  Vicious (Common; Strong)
5 Psychological Limitation:  Hatred of other scientists (Uncommon; Moderate)
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
 
 
Stinger.jpg
 
 
Scatterbrain
Melissa Bartleheimer
 
VAL CHA Cost Roll Notes
10 STR 0 11- HTH Damage 2d6  END [1]
18 DEX 16 13-
18 CON 8 13-
20 INT 10 13- PER Roll 13-
26 EGO 16 14-
15 PRE 5 12- PRE Attack: 3d6
6 OCV 15
5 DCV 10
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases:  3, 5, 8, 10, 12
5 PD 3 5/28 PD (0/23 rPD)
3 ED 1 3/26 ED (0/23 rED)
8 REC 4
44 END 5
10 BODY 0
26 STUN 3
 
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
 
Characteristics Total: 126
 
Cost Powers
75 Psionics: Multipower, 75-point reserve - END=
7f 1)  Ego Attack 6d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3
7f 2)  Strong Mind Blast: Mental Blast 7 1/2d6 (75 Active Points) - END=7
5f 3)  Mind Control. invisible to mental senses 10d6, Area Of Effect (6m Radius; +1/2) (75 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=7
7f 4)  Mental Illusions 15d6 (Human class of minds) (75 Active Points) - END=7
7f 5)  Telepathy 15d6 (75 Active Points) - END=7
7f 6)  Telekinesis (40 STR), Reduced Endurance (1/2 END; +1/4) (75 Active Points) - END=3
 - END=
13 Mental Defense (30 points total), Inherent (+1/4) (19 Active Points); Always On (-1/2) - END=0
69 Force Field (15 PD/15 ED/15 Mental Defense) - END=0
10 Mental Awareness, +5 to PER Roll, Increased Arc Of Perception (360 Degrees) - END=0
16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-1/2) - END=0
 
Powers Total: 223
 
Cost Martial Arts
3 Basic Strike:  1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike
5 Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4 Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
 
Martial Arts Total: 12
 
Cost Skills
4 +4 with Mind Control
4 +2 with Ego Attack
 
3 Acting 12-
3 Charm 12-
3 Conversation 12-
3 Paramedics 13-
3 Persuasion 12-
3 Teamwork 13-
1 TF:  Small Motorized Ground Vehicles
 
Skills Total: 27
 
Cost Talents
12 +4/+4d6 Striking Appearance (vs. all characters)
 
Talents Total: 12
 
Value Complications
15 Vulnerability:  1 1/2 x STUN and BODY from Punches (Very Common)
20 Dependent NPC:  Publicist Father - Fabian Bartleheimer 14- (Normal)
10 Psychological Limitation:  Extremely Selfish (Uncommon; Strong)
5 Psychological Limitation:  Vain (Uncommon; Moderate)
15 Psychological Limitation:  Compulsively Flirtatious (Very Common; Moderate)
5 Hunted:  by her mother (Annette Bartleheimer) 11- (Less Pow; Mildly Punish)
5 Unluck: 1d6
 
Complications Points: 75
 
Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400
 
 
Scatterbrain.jpg
 

 

Death Commando.hdc

Shockwave.hdc

Stinger.hdc

Scatterbrain.hdc

Deathstroke.pdf

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Woot!  I got a lot of use out of Deathstroke back in the day, during our Silver Phoenix campaign.  Two of the PC heroes really had it in for Death Commando (they still call him Dead Commando) - IIRC, they tattooed "Silver Phoenix Fan Club" on his buttocks, then left him on a deserted island in the South Pacific with a Swiss Army knife and a Boy Scout survival manual. I might need to dust Deathstroke off for my new campaign.

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As far as the writeups are concerned, some constructive feedback. 

 

First, a few general notes:  I've noticed that a lot of 6ED conversions keep the original DEX, OCV, and DCV in their original lock-step.  Also, a fair number of 4ED and 5ED characters had higher-than-necessary DEX's, most likely simply because it was more cost-effective.  I'd take advantage of 6ED's greater granularity and break them out a bit. 

 

For example, Death Commando originally had DEX 23, OCV 8, DCV 8.  I'd have made him 18 DEX (for -12 points), then add +1 with Breakfall, Climbing, and Stealth (+3 points), Lightning Reflexes +5 DEX with All Actions (+5 points).  Put the 4 points saved into +1 DC with his Commando Training.

 

Also, it seems like your conversions equate Movement meters with the former "inches" (where 1" = 2m).  If the original character had +10" Running, to remain the same the 6ED character would need +20m Running.

 

Now, on with specific character feedback.

 

Death Commando - note that the 4th edition character is 393 points, which for 6th edition would probably translate into about 450 points, so I realize a 400-point version would need considerable power reduction.  Personally, since DC was much more powerful than his teammates, I'd have bitten the bullet and made him 450 points.  Which would mean boosting his Running, Flight, armor, and other things.

  • If extra PRE is defense only, his PRE attack should still be 2d6.  But honestly, I'd have dropped the limitation and made him a straight 20 PRE, for both attack and defense purposes.  His background and personality would justify a higher PRE.
  • I don't see why you have Reduced by Range on his SMG, except to shave off a few points.
  • I'd have added Range Limited by STR limitation to the smoke grenades.
  • UNTIL and VIPER Hunteds should include NCI.  I'd use the extra points to ditch the DNPC sister (getting the other 5 points from another d6 of Unluck).  She's never mentioned in any of the character writeup, and seems to me to be one of those "oh, crap, we need 15 more points" kind of Disads.

Shockwave

  • I'd have made his Shockwave attack an Area of Effect 50m Radius Explosion (+3/4), Personal Immunity (+1/4) on up to 40 STR, Only vs. Targets on the Ground (-1/4).  If I'm correct, that should drop by 1d6 per 6m, and only cost 32 points.  If you want to boost it to 9d6 in the center area, that would be a 56m Radius Explosion (still +3/4) on up to 45 STR, and cost 36 points.
  • The original character had 28 PD (of which 15 was Resistant), 24 ED (of which 15 was Resistant).  The 6ED conversion has Always On (is that really a limitation on defenses?) and Only Works on Common Attacks (???), and boosted the total defenses considerably beyond the original 28 PD, 24 ED.  Better IMO to just buy Resistant (+1/2) on 15 PD, 15 ED of his original PD/ED.  Or Resistant (+1/2) and Hardened (+1/4) on 10 PD, 10 ED.  Saves points, and is more in line with the original character's defenses.
  • I like that you gave him actual skills, but he should still have KS: Organized Crime.
  • All Mental Powers would be a group of Uncommon attacks, so that Vulnerability should be 20 points.  I'd keep that, and drop the Watched and the Unluck.

Stinger

  • I think you read the 4ED version's 70 STR Clinging as +70 STR.  It should only be 70 STR, not 110 STR, saving 11 points.
  • Use those points to restore his Gliding, which is notably absent from the 6ED version.
  • The 4ED version's HKA was from hard, bony fingers, not poison.  I'd drop his HKA to a more appropriate level (say 2d6+1, or 4.5d6 w/ STR), and turn his Blast into a smaller, Constant, Uncontrolled NND poison (defense is HKA does no BODY or has appropriate LS vs. insect poisons).
  • Vulnerability -- 2x STUN from Common attack = 20 points, 1 1/2xBODY from Common = 10 points.  However, I'd say poisons and chemical attacks are Uncommon, so these should total out to 15 points (10 + 5).  To make up the 5 lost points, I'd increase the Enraged to 11-.

Scatterbrain

  • The 4ED version had 26 EGO, which seems done mainly to get the 9 ECV.  No real benefit for that over, say, 23 EGO.  I'd drop EGO to 23 and increase OMCV by 1.
  • +4 with Mind Control would cost 8 points, not 4, so that should probably be +2 w/ Mind Control.  I'd drop both CSLs and put the points toward OMCV.
  • Again, not seeing how Always On is a valid limitation on Mental Defense.  If she was on a team of mentalists, I'd maybe allow a -1/4 limitation on it, but even that's doubtful. 
  • The original character didn't have any Mental Defense, but I like the idea of "scatterbrain" being more than just her name; perhaps her mind scatters mental attacks against her, so I approve of adding some sort of mental defenses.  That said, I'd drop Mental Defense from the writeup entirely, and add Damage Reduction (50% Mental) as her actual "mental defense".  With a 23 (or 26) EGO, that should keep most Mental Illusions, Mind Controls, and Mind Scans from having appreciable effect on her, and take the bite off most Mental Blasts.
  • The 4ED version's Force Field cost END (actually, it cost 4x END!), so it would be appropriate to have this one's Force Field cost at least normal END.  Put the points saved into boosting her DCV, OMCV, and DMCV.
  • If you're going with Very Common for Punches (I happen to agree), then 1 1/2 x STUN and BODY Vulnerability would be 30 points, not 15.  I'd ditch the Hunted by mom, Unluck, and Vain.
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For example, Death Commando originally had DEX 23, OCV 8, DCV 8.  I'd have made him 18 DEX (for -12 points), then add +1 with Breakfall, Climbing, and Stealth (+3 points), Lightning Reflexes +5 DEX with All Actions (+5 points).  Put the 4 points saved into +1 DC with his Commando Training.

 

Personally, I wouldn't cut back Death Commando's DEX. There are plenty of other characters where I would.

 

His ecological space is pretty much Deathstroke the Terminator, and 23 DEX is nothing outrageous.

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Sorry about Scatterbrains OCMV, I forgot to adjust that, but you can make it to your liking with the hdc file.

 

At the risk of sounding like an arrogant ass... Yes my conversions equate Movement meters with the former "inches", I do not use the metric system for anything what-so-ever in my life, and think it was a stupid ridiculous idea to ever switch the system to it. If you use it, that's your decision, make the changes nessacary.

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JimOz

 

No! The 1inch/hex system worked for years. For 55 years, I've dealt with inches and feet. Easy for me to figure out without changing to an other system of measurement that I will never use except for this particular game. Not worth the time for me when I can use the game system measurement that has been used since I started using "Champions" back in the mid 80's!

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I calls 'em 'torsos' instead of yards or meters meself.

 

The image of a game map covered in networks of torsos end-to-end, in perfect six-sided figures, their arms feebly waving in spasms, their necks still sucking air reflexively. So much better than the metric system for sheer setting and mood, alone.

 

I'd explain what I use in place of grams, but this is a family entertainment.

 

And don't be fooled by those nonstandard torsos. Use standard torsos, or your maps will be off.

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It would be funny if Shockwave were written up with an additional Energy Blast, Armor Piercing, but with a low Activation Roll because he hasn't used it in a long time.

 

In universe, Arrowhead's name was changed to Shockwave in the 4e Champions Universe book.  The publicist that the team hired told him that it was dumb for him to call himself Arrowhead just because he had an arrow on the mask of his costume when his powers were explosive in nature.  But if you go back to the pre-4e versions of the character, his Energy Blast is Armor Piercing, not Explosive.  Almost as if he were projecting an "arrow" of force.

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At the risk of sounding like an arrogant ass... Yes my conversions equate Movement meters with the former "inches", I do not use the metric system for anything what-so-ever in my life, and think it was a stupid ridiculous idea to ever switch the system to it. If you use it, that's your decision, make the changes nessacary.

 

 FWIW, though I've converted a number of characters from 5ED to 6ED since the books came out, I've only recently started actually running in 6ED (like, last month).  My players had equated meters with inches when drawing up their characters, whereas I had created the villains with the distance difference in mind.  And the villains were practically running rings around the PCs, movement-wise.  I've used a 1" (2m) hex map for decades, and figured to just halve all the distances for movement and range mods.  When a later battle was in a smaller space and I drew the map at 1m hexes, it went better.  However, I don't see any outdoor battle map working well with 1m hexes.  Not sure how I'm going to resove it all. 

 

I hope you're not irritated with the rest of my feedback.  My intention is to be constructive, not nitpicky.

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.. However, I don't see any outdoor battle map working well with 1m hexes.  Not sure how I'm going to resove it all. 

 

 

Back in AD&D 1st Ed., the solution was to multiply indoor ranges by ten for outdoor ranges, on the maps.

 

Worked like a charm, except for the one guy who kept confusing it for multiples of twelve because he liked feet, and reasoned inches were, y'know, twelve to the foot.

 

Which would have been fine, except he wasn't the DM, and didn't inform anyone of his on the fly conversion, just took the more advantageous of the two options.

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Sorry if I seemed irritated. Do appreciate your thoughts. Guess I might be stuck in keeping some things as I see fit to use them within the system. After all, I believe somewhere in the rules it states something about guidelines, and using what you want or don't want to. 

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Sorry if I seemed irritated. Do appreciate your thoughts. Guess I might be stuck in keeping some things as I see fit to use them within the system. After all, I believe somewhere in the rules it states something about guidelines, and using what you want or don't want to. 

 

Was this directed at me?

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Is Vulnerability ot Punches just a short hand for "Physical blows" or is there some reasons Punches hurt her more than kicks or other types of strikes?

 

I believe it's straight out of the 4ED version of the character, but I think they had it as Common rather than Very Common, which would fit with just punches (not kicks or other physical blows).  On reflection, I think I was considering it "physical blows" rather than just punches.

 

To me, that Vulnerability on Scatterbrain seemed like one of those 4ED "we need more disad points, how about a Vulnerability?" things.  I don't recall anything specific in her background to explain it.  I think she got her powers by messing with some experimental drug or virus or something that her mom brought home.  Perhaps that changed her physiology and gave her brittle bones and sensitive nerves?  In which case "physical blows" seems more applicable. 

 

At least, that's my viewpoint.  YMMV.

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