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Showing content with the highest reputation on 01/19/2019 in all areas

  1. 2 points
    Hero has become a game design system, rather than a game. It needs one or more games to sell it in the public. A Champions game with pre-fab powers and abilities, a Fantasy game with pre-fab spells and races, etc. The Big Tome is the master rules, but a stripped-down version, or even a version with power construction hidden in the background of pre-fab abilities, would be a game designed using those rules.
  2. 2 points
    Mixing Batman with Flash, Wonder Woman, Superman, Martian Manhunter, and Green Lantern works in the comics, but it doesn't so much in a Champions game because when the big fight scene happens, there's a lot of "well I guess I eat popcorn and watch" or "are there any agents around?" going on. And if you say 'well he does the investigative stuff" you're right, but in that case, every one else is sitting around eating popcorn. If you have the right sort of players, it can work but most of the time there is frustration and smart phone checking going on instead of engagement and play.
  3. 2 points

    Quote of the Week From My Life.

    Wrong time of year, but.... Someone was going over a passage that stated the "no white after Labor Day" rule was invented by the old money families to differentiate themselves from the nouveau riche. Me: No white after Labor Day? What if I have to use my stormtrooper outfit?
  4. 2 points
    death tribble

    Supers Image game

    Hey Mr Tangerine Man don't try to arrest me I'm not wanted and there's no prison I'm going to Hey Mr. Tangerine Man, don't try to arrest me In the jingle jangle morning I'll stop stalkin' you
  5. 2 points

    Campaign Prompts

    I’ve had common backgrounds work for me. Part of it I think is I let the players know that this is something that makes the GMs job easier. And you can still be flexible and creative creating characters.
  6. 2 points

    Can you create temporary weapons?

    Don't worry. The rest of us know all about tiresome arguments with people.
  7. 2 points
  8. 1 point
    I love the setting and was curious if there's anyone else on these boards who do too? Steve did and amazing job with the book and I think it deserves more supplements. Although the base book is very detailed in terms of races, geography, theology, etc, I think there's tons of room to expand on. The setting has such good bones that it feels criminal to not expand on it. Also, an update to 6th edition would be fantastic although strictly not necessary.
  9. 1 point
    Duke Bushido

    Early editions: House rules?

    Chris: I promise I will get back to you on this (I like named powers, too :)) when I'm more in my right mind. I logged on to spread some appologies for my behavior today; i have a problem this time of year, and I try to plow through instead of just letting it out, and gg Anyway, I promise I will get back to you.
  10. 1 point
    They do say brevity is the soul of wit.
  11. 1 point
    Nice though I would use Physical manifestation to act as a focus. I.e the summoned sword can still be attacked/disarmed.
  12. 1 point

    Maxima and Other Things

    First of all: if you're talking about Normal Characteristic Maxima, that is, the idea of charging double cost for anything over a certain limit, this is simply a bad idea and should be abandoned, period. It's a flintmobile. Just set hard caps and floors for Characteristics based on type, so you don't get a 30 STR Pixie or a STR 3 Ogre, and don't worry too much about "balancing" them. The Pixie has to pay for the Flight Power, but shouldn't have to pay extra for "access" to the Flight Power. If Human max DEX is 20 and Elf max dex is 23, and a Human and an Elf both have DEX 18, they should both pay the exact same points - because in point of fact they have the exact same DEX! Trying to impose costs for changed maxima will lead to violating one of the principles of Hero, that you get what you pay for and pay for what you get. " If you're still not convinced and still want to find some way to measure and assign points to "Potential" characteristics, I can only point you to the prior editions' use of the the Age Disadvantages. If you do the math, you can find out what each age category's total Maxima difference was, and divide that by the point value of the Disadvantage. I once did this and seem to recall that it consistently came to a 1 to 7 ratio. Lucius Alexander The palindromedary says seriously, though, you're better off ditching Normal Characteristic Maxima. Or you could get that 30 STR Pixie showing up, and it would be perfectly legal.
  13. 1 point
    I love GURPS, it's one of the best system out there... but this comment is quite funny nonetheless 😀
  14. 1 point
    Actually, yes, that is exactly it. I always hated the Batman and Green Arrow types hanging with Superman and Wonder Woman and Flash. Not that they can't be in the same world, but c'mon... if Flash was written even 50% consistent and smartly, none of the characters would ever have to do anything, because the god of speed would have taken care of it before the Batmobile left the Bat-cave. It can work only when an author has complete creative control force situations where Batman can somehow do something useful... usually by nerfing Superman in some way or other. In almost every case, the stories are inconsistent and badly written. Even if you accept JLA Bat-God version of Batman (which, though entertaining to read in some comics, is ridiculous in an RPG/PC concept) that character is completely inconsistent with the Batman of Detective Comics. Batman as an iconic literary device can be portrayed in many different ways, but most of the tropes of superhero comics do NOT translate well to RPGs, let alone ones like Hero System where things are defined in very specific, comparable values. Batman's stats don't come close to Superman's... and putting them on the same team would be a nightmare rpg campaign challenge, unless everyone is on board with GM-enforced deus ex machina to somehow make it work. There is an argument from some about why the love the original (up through 3rd Ed) Champs, prior to 4th Ed and it becoming Hero System. This, in many cases, is because the system allowed for more of the "Who cares about concept... everyone is 250 pts and basically the same powerlevel" type of game. Once 4th Ed came out, and the game very clearly defined "normal" and then every character could clearly be analyzed as "how far from normal, and how do you justify that, is s/he?" Hero is a great system for "People with Powers" which is really much more what I've always wanted superhero comics to be (and one of the reasons I love Marvel over DC is that at their height, they had clearly defined power levels between characters and not everyone was equivalent. Daredevil was not up to the Hulk, the Avengers needed their heavy hitters (Thor, Wonder Man, Iron Man) when the real shit hit the fan, etc.) If you want "My character is angry that his parents were killed and he took karate lessons, and now he can hang with Superman" and you accept that... ok for your game, but I'm out.
  15. 1 point
    Blue text indicates you have manually edited the skill description. It will no longer automatically update so as to not erase your manual edit. To restore it to default, whatever the program suggests the text should be, clear the description field. I will also note that this is in the manual.
  16. 1 point
    Christopher R Taylor

    Campaign Prompts

    That's been my experience as well, as long as the players know in advance and everyone is in on it.
  17. 1 point
    The Complete Pringles And Wine Pairing Guide
  18. 1 point
    Yeah, the indirection has muddled things a bit. I really didn't mean to make you feel like the target of my comments. I was ultimately aiming them at OpenLegend, which seems to be perpetuating a design motif that feels (to me) too heavily influenced by video game design and video game culture, rather than the design conceits and traditions of tabletop RPGs and the genre conventions of, say, comic book superheroes or epic fantasy fiction. The mere fact that they use "Boss" as a term is all the proof I need.
  19. 1 point
    I like Boss battles. Why? Because as a GM it’s way easier to have one character to run than a team.
  20. 1 point
    That was you?! I have a player in my Brunswick group who _loves_ that thing! I remember a couple of years ago him reading bits of it during a break in the game. Nothing spectacular to add, there, I'm afraid. We were (and still are) doing a space opera, so it never got used (or at least, it hasn't yet), but I thought I'd mention that you have another fan in Georgia.
  21. 1 point

    The Academics Thread

    Uhh, are you talking about Gillette's ad? I rolled my eyes and moved on.
  22. 1 point

    Solar System Hero Campaign is a Go!

    Possibly useful tech stuff: Basics of Space Flight you can also find this in a large (book-class) static PDF if you go websearching. It is rooted in current tech: short-duration rocket burns at special points to use a minimum of fuel in going from A to B, at of course a cost in time. I don't know a good place to experiment with real physics with long-duration rocket burns and how that would work with quasi-routine manned interplanetary travel. The JPL Small Body Database is a great resource, but is on the fritz at the moment due to government shutdown. When it's working, great place to get visualizations of the orbits of Solar System bodies. Will add more as I remember it/refind it.
  23. 1 point
    "I don't even know who we're working with, " One ViPER agent sighed, "Where are the Dragonbranch guys we know?" "They were jerks, relax, and keep your voice down," The other agent said, "The supervillains might hear you." Ahead of them, a massive pale slightly decomposed man in a suit that was surprisingly fresh took great strides while another man played on a violin. "But their powers are being dead and a violin? How to they hope to beat those powerhouses on the good side?" the first VIPER agent said just a bit too loudly "One appears to be a moron and the other is crazy?" The Zombie turned, clearly having heard it, then grabbed the first agent up and looked him over, rather than angry, he seemed...curious. "It is true, Solomon Grundy not sharpest tool in shed, and Fiddler fight most powerful heroes there is with fiddle so he might be crazy. But, you face flying men who punch tank while you got sparkle guns? Grundy say- we all a little crazy" "He didn't mean anything by it," The second agent swallowed. Grundy snorted and let the first guy drop. "I'm really sorry," the first agent said, "In fact, you're right. We're just as messed up as you. I don't even know why we keep trying to score sometimes." The Fiddler look amused and kept his simple but jaunty tune going. "Solomon Grundy say , everyone of us is just like a fiddler who is not bullet proof, trying to get big score without having to be nice about it. You want know why we keep going? When dangerous, when universe seem like 'good guys' more?" Both agents nodded.. The Fiddler's music grew a bit louder, and Solomon Grundy turned around harms extended, "Ha! That Grundy can say in one word!" "AMBITION! Ambition, Ambition!" He sang, surprisingly well for a dead man "Who every fight must scramble to the front lines Beat up on the heroes who would otherwise crush his crew and who has the might to trade blows that break steel and take tank shots to the dome?" "The muscle! The muscle, the muscle!" The Viper agents refrained "The muscle! Ambition!" The Fiddler sang as he moved "And who has a chance to eliminate whole squads and maybe change the odds by brainwashing cops to be his own?" "The Mind Controllers, Controllers!" "Controllers!" The Agents echoed! "Ambition!" "Who do we rely to make sense of the tech stuff when most of us just wreck stuff but there's high brow needs that confuse the rest?" The Fiddler and Grundy gestured to the distance where the squad here knew Dr. Horrible was. "Mad Scientists, Mad Scientists! The Scientists!" Other Agents joined in "Ambition!" Grundy clapped and dance and pointed to the various agents "ANd then there is you, who people might say are screwed you are the peon army we need Even powerhouses can't be everywhere where at once so you'll do the dirty work and bleed!" The VIPER agents "We're Fodder! with Ambition, Ambition!" And everyone harmonized "The Muscle!" "The Controllers! "Mad Scientists!" "Fodder!" Then as one "We've all got Ambitions, Ambitions!" And the song trailed off, the Fiddler's music taking the longest to grind to a halt Solomon Grundy put a massive mitt the first agent's shoulder "That what Super Villainy is all about, Charlie Brown" "Huh?" The agent swallowed. Grundy's eyes glazed he grunted, "mmm Grundy bored, tell Grundy when you see heroes to smash!" "Yes sir," the Second Agent swallowed. And they resumed their patrol Villain 2a: Solomon Grundy Villain 2B: The Fiddler (Isaac Bowin)
  24. 1 point

    Supers Image game

    IMO, this picture is impossible to do seriously. That said... Tangerine Man and Blueberry Boy are members of the Fruit Loops. (Not pictured are Lemon Lady, Lime Lad, Grape Girl, and their animal sidekick Pomegranate the Pomeranian.) All have costumes that share the same sense of fashion, or lack thereof, and they each turn into their named color when activating their powers. It is rumored that they are a family of supers, albeit ones that are apparently touched in the head since all seem rather simple-minded. They claim to have gotten their powers from eating radioactive fruits. As to their powers: Tangerine Man has stretching powers Lemon Lady is a telekinetic and low-level mentalist Blueberry Boy can turn into a round, super-resilient strongman who can bounce great distances Lime Lad can project green force beams (from his eyes to do damage, and from his hands and feet to fly) Grape Girl, also known as the Violet Blur, is a speedster Pomegranate has a powerful sonic bark, and can fly (I apologize for adding members beyond those pictured, but once I threw in Fruit Loops, I just had to include all the colors in Froot Loops cereal.)
  25. 1 point

    Improving Intimidation

    At first I thought it was a typo and he meant 60 STR, but then that didn't work out either. Nor did 30 DEX using NCM. The point is still reasonably made though. If a guy spends 50 points on X instead of 50 points on Y - Does it really break game balance? My general thought - Yes. Some stat ranges - depending on the campaign - can absolutely obliterate any sense of balance at the gaming table. Keeping a group of players happy with game balance requires that both the reality of the balance and the perception of the balance be in a good place. Each Hero must feel like their particular strengths and skills are just as important to the groups success as those of the other players. If StatMan does double the damage of his counter-parts while being nigh invulnerable and faster to boot then it will be difficult to keep SkillMonkey and MagicMarven happy unless the campaign throws obstacles that favor their abilities over the raw combat power of StatMan fairly often. In my Fantasy Hero campaign I set hard caps on primary stats at 15 and - at their current power levels - my players can have two stats in the 16-20 range or one stat in the 21-23 range. As the campaign progresses I'll raise the caps until it's just the standard NCM. So far so good. Everyone has found their niche. We have crowd control elemental martial arts guy, spirit shaman brick guy, melt-your-face-magic-lady (my wife) and a guy playing a recreation of the Witcher.
  26. 1 point

    Supers Image game

    The alien duo of Orange Spaz and Blue Dork are two self-proclaimed protectors of the planet Earth. Unfortunately, they don't know much about our planet and barely know our language. Their powers are standard super strength, durability, and flying.
  27. 1 point
    TA is my go-to fantasy game setting: Recognizably "generic" yet with a number of distinctive elements; broad and detailed but with plenty of room to elaborate; almost every location having plot seeds ripe for development. Admittedly, I've made a large number of modifications to the history and geopolitics of Ambrethel to suit my own priorities and preferences, but I couldn't and wouldn't have done so without having been given such a solid frame to hang them on. Previously I posted to the forums what I would suggest if I were a GM (or writer) looking to further develop a place in the Turakian Age world as home base for my campaigns. I would look for a spot with plenty of story hooks built in, but also lots of unspecified room to expand upon. I'd want the home base to be large enough to be interesting, but small enough to be manageable. I would prefer it to be able to support a variety of adventure styles without going very far afield: wilderness exploration, city skulking, dungeon crawling, monster fights, political intrigue, military conflicts, etc. But I'd also like there to be ready potential for PCs to travel to other interesting places, as their abilities and ambitions grow. On the largest continent of Arduna there are two enormous bodies of water which are the centers of vast geographic regions, with multiple kingdoms on their shores engaging in trade and political interactions: the inland Sea of Mhorec, and Lake Beralka. These two bodies are linked by the long Shaanda River, navigable along its entire length, making it one of the most heavily trafficked trade routes in the world, potentially bringing people from almost anywhere. There is no single state dominating the Shaanda; pairs of rival kingdoms are at each end, but the central stretch contains several independent small cities and large towns. The largest of these cities, Ishthac, is smack-dab at the middle of the river (according to the included map). One would expect the larger kingdoms at the ends of the Shaanda to vie for control over the strategic central river. One of those kingdoms, Valicia, is ruled by a powerful wizard with ambitions of conquering the whole region (and who makes for a fine "big bad" for a campaign). But the cities of the Shaanda are described as too independent and clever to be ruled. To me this implies that they probably cooperate to defend themselves and play the kingdoms against each other; but that doesn't preclude rivalry among the cities themselves. Otherwise the Shaanda cities are given little further definition -- nothing about city layout, population, society, government, or the like. Ishthac lies at the south-western edge of the huge, rugged Valician Hills region, said to be populated by "monsters" which sometimes raid the river settlements; as well as independent-minded "hill folk" with only a few other clues as to their nature. The Valician Hills also rest above one of the largest regions of the "Sunless Realms" (TA's analogue to D&D's Underdark). Somewhere within the hills is a hidden coven of powerful witches whose agenda is unknown. Chonath, a large ancient ruined city once the home of mighty magicians, and now monster-infested, is perhaps a hundred and fifty miles west of Ishthac. Traveling a couple hundred miles along the Shaanda River in either direction from Ishthac will take you into the territory of the larger kingdoms, and the dangers and intrigues they feature. From there it's a relatively short trip to the Sea of Mhorec or Lake Beralka, and ready transport to half the continent. I also previously posted a set of plot seeds set in one area of Ambrethel which IMO is particularly well suited to a campaign inspired by A Song of Fire and Ice/ Game of Thrones, emphasizing politics and diplomacy more than fighting and looting: Besruhan Intrigues.
  28. 1 point

    A Game of Numbers

    There are only four stable nuclei with both odd atomic number Z and odd neutron number N. The lightest is deuterium. The heaviest is nitrogen-14.
  29. 1 point
  30. 1 point
    And yet Doc D, according to those who took this survey, 37.5% have 6th edition as their favorite, considerably less than I expected. 4th edition comes close to tying it. In general, the group I play with has stayed with 5th edition (and only a touch of 6th for a couple powers). For myself, just give me my 5 or 10 pts for Instant Change and a simple explanation, not a paragraph to explain it.
  31. 1 point
  32. 1 point
    Some more villains. I have no links but I have some art! Hopefully this doesn't break a rule. Pariah let me know if I misstepped. We have from 4th Edition Champions Universe: Lightning and Thunder
  33. 1 point

    Personal Omnibus Editions

    Yep, I found the Cyber Hero errata - its in Adventure Club #20. I have also found Horror Hero: Adventure Club #23 - The Secret History Cyber Hero: Adventure Club #23 - The Cassandra Matrix Western Hero: Adventure Club #24 - Bustin' Broncs I am now scanning these articles in and will be adding them to each Omnibus here shortly. TB
  34. 1 point
    Steve Long

    How do Megascale senses work?

    First, I should note that Senses, as Special Powers, typically shouldn’t have Advantages applied to them. The GM can allow this anyway, of course; there are a number of examples in published HERO System books (such as MegaScaling the sensors on a starship). But it’s not something that should occur routinely. Second, in some cases there are specific rules for using MegaSenses. For example, see APG 138 for the rules about buying MegaSenses to see obstacles in time to avoid colliding with them when using a MegaMovement power. Third, the rules on 6E1 340, bottom left, specify that using any MegaScaled power requires a Full Phase Action and reduces the character to ½ DCV (except, of course, where more specific rules override this, as with avoiding obstacles when MegaMoving). So that applies to any standard use of MegaSenses, unless the GM rules otherwise. I think that about covers it. If there’s some specific aspect of MegaSenses that I’ve overlooked, please PM me or post a follow-up question. Thanks!
  35. 1 point

    The Academics Thread

    Whether I wear slacks, khakis, or jeans to work isn't what makes me a professional. The fact that I can deal with rooms full of teenagers without resorting to defenestration is what makes me a professional.
  36. 1 point
    First off, I did not write this. KA wrote this many moons ago and published it in a thread right here on this forum. The problem is I doubt I could find it after all these years. However, as I recognized the wisdom he was bestowing on us all, I saved it to my hard drive. I now pass it on to all of you here today. Building a Campaign for Newbies by KA I am basing this on the problems I have had over the years introducing new players to Champions, and some of the solutions that seem to work. They may not work for you, but here they are. 1) Start with comics. If you don't own, and don't want to buy, the kind of comics you hope to recreate in your campaign, check your local library, or the 25 cent bin at the local comics store. Find things that very closely match the kind of world you want to have. (See below for suggestions on that) Insist that the players do their "homework" by reading at least some of these before you even begin to create characters. You will save yourself endless frustration if you and the players are on the same page before you get going. 2) Plan a day with each player to create their character, individually, in private, and run through at least a simple scenario. One player at a time. This will give you much more of a chance to get the player "into" their character. They will also be able to try out powers and see what they do, try out skills etc. My advice would be to come up with a scenario that allows for multiple solutions. A bank robbery with one or two hostages. A kidnapping. Gathering intelligence on a Viper base. You can run each character through the same thing, since you will be doing it one player at a time. This will give them a good idea of what their character can do, and what they might want to change. Be sure to let them know that this is a "simulation" or something, that doesn't count in the actual campaign. The easiest way to kill a new campaign is to have a bunch of players who don't know who their character is supposed to be and what he can do. They all just wander about, either killing everything they meet or doing nothing at all. Or the one "alpha male" Player starts bossing everyone around, and all the rest of the pack establish a pattern of just doing what they are told and never making any decisions. If you let each player get the feel of their character first, without the other players around, they will act more like the teams in the comics do. 3) No matter where you want your campaign to eventually end up, I would try to start out fairly close to Silver Age. Why? Well for one thing, it is not hard to darken a campaign as you go along. The players can find out that Police are corrupt, Friends can't always be trusted, etc. But it is almost impossible to lighten one. Players that aren't used to the Superheroic Genre will often act like they are The Punisher with a better gun. They will see no reason not to just kill anyone who gets in their way. Which means you will quickly have The Authority on your hands. The characters will have done things that no society would accept in the name of "right". The society will react by attempts to capture, incarcerate, or kill the characters, in turn feeding their anger and paranoia, and you will quickly end up in a showdown where the characters will either rule the Earth or be buried under it. You need to let the players get the feel of being Heroes. Give them the chance to actually do some good. Don't taint every victory with some sort of negative side effect. Some campaigns seem to run on the theory that "No good deed goes unpunished." GM: "You know that little girl you rescued from the fire last week? She was actually the clone of Hitler's mother. A neo-Nazi group is going to rapidly age her into a teenager and create a Fourth Reich of genetically enhanced Hitler clones that release hard radiation out of their testicles. Even if you kill all the Radioactive Hitlers, millions of people are going to develop cancer just because they were using the subways to travel around and everything is contaminated." Even if you don't want things to be clean and perky all the time, allow the players to actually help some people and accomplish something in the beginning. For instance, you could have UNTIL gradually become corrupt and/or anti-metahuman over the course of the campaign, due to internal problems, outside influence, etc. rather than having the players start in a world where basically everything was against them. Heroes struggling to do the right thing in an imperfect world, is a lot more interesting than cynical jaded beings with powers, doing morally neutral things, in a cynical jaded world. But if the players start out feeling like "everyone is against them" they will quickly descend into a Rusty Iron Age mentality. "Who cares what we do? Everyone hates us anyway. Let's go steal some weapons from UNTIL and start blowing things up." 4) I would start out with the idea that the team is already formed. Let the players know that they are building a Team Member, not an Individual Hero. You can come up with the background for how and why the team formed after you know who the characters are, but make sure that the players know they are part of a team. For some reason perfectly reasonable people can be utter bastards when it comes to this topic. It is just like the old sitcoms where someone who has never acted before gets a bit part in a movie, and is suddenly demanding to know "What's my motivation?" "You're at an ice-cream stand. You walk up, and say 'Give me a vanilla cone.' How much motivation do you need? You just want an ice cream!" "But why do I want the ice cream? Am I trying to recapture the innocence of my childhood? Do I have an eating disorder? Do I have an oral fixation? Is the ice cream symbolic of the ever-changing state of man's existence?" I have read stories here on the boards of GM's who were never able to get their team together. The players just kept coming up with crap like: "Well, sure, I hear the Police sirens, but why would I follow them? Those things go off all the time. It could just be a car theft or something. I am going to stay where I am and see if the bus station comes under attack by aliens. After all, my character does have Xenophobia as a Psych Lim!" "Why would I tell this person how to contact me? I don't know them. What if it's some kind of trick? They could be an enemy trying to discover my Secret ID. I am going to wait until they are distracted, and then fly into orbit. Then I will follow a random untraceable path to the Paranoia Cave and activate all the defense systems. After that, I am not coming out for six weeks. That way they can't find me." You are much better off just telling the players how the team got to be a team and going from there. If you start up another campaign with these players some day, then you may want to roleplay it out, but with a bunch of newbies, it can be like herding cats. 5) The Inevitable "Loner" Anyone who, during the creation process, starts down the "moody psychotic loner" path, should be asked: a) Why is your character on this team? What does it mean to him? Since he hates all authority figures and won't work with anyone, what in his personality is so overwhelming that he puts up with being on a team? Why did he join in the first place? Expect this to come up in play, often. When your character wants to stalk off into the night, there should be a hook that pulls him back before he is out the door. What is it? Because I am not going to run an individual campaign for you while everyone else sits around and stares at the wall for three hours. You can have that "type" of personality, but there must be a strong reason why, even though you don't like it, you stay with the team and follow orders. Otherwise, come up with a concept that is more of a team player. b) Why would the other team members put up with you? If you are such a foul-tempered, uncontrollable, individualist, why would rational people with powers of their own put up with your crap? Are you just crusty on the outside, with a "heart of gold"? Do you bravely throw your body in the way of attacks that might kill other team members? Are you the guy who "will not leave a team-mate behind" even if you die in the rescue attempt? Why weren't you kicked off the team the first time you opened your mouth? The other players aren't going to come up with reasons to put up with you, you have to come up with reasons you are worth putting up with, and then make sure you live up to them! Anyway, hope this helps. Good Luck!
  37. 1 point

    A Game of Numbers

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