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Silver Age Superteam Archetypes?


devlin1

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Hey there. In a few weeks, I'm running a one-shot Silver Age supers game at a con, and I'm having a little trouble deciding on the last of the pregenerated characters I'm making for it. Currently, the Justice Academy consists of the following five characters (mostly amalgams or straight knock-offs):

 

Flightless brick/MA, Captain America-style

A caught-in-his-own-experiment genius scientist with some odd powers (Growth, Shrinking, Teleport, Duplication)

An alien, in the vein of Martian Manhunter

A Green Lantern-type force manipulator

A lithe young woman who manipulates light

 

But the sixth? I'm vacillating between a spellcasting mystic (a la Dr. Strange), a straight-up brick (and then tone down the Cap type, above), a skilled normal with a special bow, a power-armor guy, and a few others. What Silver Age character trope is a must-have? Suggestions?

 

Keep in mind that this will likely be attended (if it's attended at all!) by players new to the HERO system, so for the sake of ease of explanation, I don't want to go for anything too complex.

 

Thanking you in advance,

Me

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Re: Silver Age Superteam Archetypes?

 

OK, the Silver Age supertype are...

 

Flying Strong Invulnerable Guy

Almost As Strong Almost As Invulnerable Girl

Guy Who Runs Really Fast

Magic Dude

Martial Artist In Weird Costume

Calm And Enigmatic Guy With Weird Powers

 

and, of course, the absolutely indispensable...

 

Guy Who Talks To Fish. :D

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Re: Silver Age Superteam Archetypes?

 

Running something at Comic Con I presume? :D

 

I would seriously consider toning your Cap parrallel down to "super-skilled normal" levels, and adding a true Ben Grimm style Brick.

 

Basically between the Avengers, JSA, and the Fantastic Four all the basic classic archetypes are laid out. About the only thing you are missing in your list is a true super-strong super-tough character.

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Re: Silver Age Superteam Archetypes?

 

Running something at Comic Con I presume? :D

 

Nope (but I'm going all four days-- taking time off work, even :whistle: ). I'm doing it at San Diego GameFest, a smaller (and probably infinitely lamer) event.

 

Did I say that out loud? Anyway.

 

I would seriously consider toning your Cap parrallel down to "super-skilled normal" levels, and adding a true Ben Grimm style Brick.

 

Basically between the Avengers, JSA, and the Fantastic Four all the basic classic archetypes are laid out. About the only thing you are missing in your list is a true super-strong super-tough character.

Agreed, which is why The Brick-- the classic Brick, with a capital B-- has been at the top of my list, but I'm having trouble coming up with a familiar-yet-interesting take on things. Still working at it. And there's something nice and prosaic about the leader of the team being a super-skilled normal instead of an superpowered being, y'know?

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Re: Silver Age Superteam Archetypes?

 

The Game Town mini-con? Yeah, I ran a few events for GT: Carlsbad back in the day before they closed the store. Project: PREDATOR was debuted at Games Day in Carlsbad, and refined with another run the next year.

 

 

Here's a sentence that I find useful to remember. In one of the LotR making of movies someone says a bit to the effect

 

"We couldnt take the time to detail what Dwarves are all about, their culture, an so on. So, instead you cast Jon Rhys-Davies and let him project what Dwarves are all about via his portrayal."

 

Same deal in a 1-shot game, you can't afford all the exposition and background coverage, so instead you "cast" your pre-gen's to play off preconceived/generally accepted common ground. Stereotypes work in your favor in that environment. If everyone/most everyone kind of wink wink nudge nudge gets that the group is a homage/melange of Avengers, JLA, and FF (or other popular team book) then boom, right there you've saved yourself a lot of time trying to communicate the idea, set the mood, get the game started, etc.

 

You might even find some of the players falling into their mental image of one of the characters the homages are based on. The guy playing the Cap/Batman/Daredevil/Skilled "Normal" character might fall into portraying the character however they imagine their favorite iconic character of that type acting.

 

With that in mind Id go for characters that are analogous to as many iconics as possible (to maximize player buy-in).

 

Handing out a bunch of strange, imaginative builds that dont conform to well accepted tropes is bound to disrupt smooth play in a 1-off.

 

 

Not ideal for a long term campaign, but well suited to a con.

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Re: Silver Age Superteam Archetypes?

 

The FF archetypes are pretty classic:

Smart Guy

Strong Guy

Young Impetuous Guy

Romantic Interest/Sidekick Girl

 

Obviously these days you would replace the last one with a stronger character.

 

Their powers corresponded to the "classic" elements of Water, Earth, Fire and Air. You could shuffle these around a bit.

 

You want two more?

 

Mystic/Mentalist

Living Legend of WWII

 

One of your characters might have a somewhat monstrous appearance.

 

You could also have a bunch of "Smart Guys". The Avengers had both Iron Man and Ant Man.

 

You could also break up the "Smart Guy" role between "scientist" and "detective". That way you could have both Barry Allen ("scientist") and J'onn J'onzz ("detective").

 

Oh, and you could also have a thunder god, a robot and a talking gorilla.

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Guest Witch Doctor

Re: Silver Age Superteam Archetypes?

 

How about an impetuous kid?

Give him some power that lets him get into all kinds of trouble - like invisibility or the like.

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Re: Silver Age Superteam Archetypes?

 

How about a robot or teenage sidekick.

 

There are two ways you can use sidekicks. Both have problems as far as this kind of game is concerned.

 

First, you can use them as PCs. The problem here is that they tend to be less powerful than the other characters. This isn't necessarily a problem for experienced players, but it is likely to be a problem for less experienced ones. Of course, if your sidekick is called "Supergirl" that isn't so much of a problem, but you still have a "Superman" floating around.

 

Second, one of your characters can have an NPC sidekick. This, unfortunately, adds complexity to the play of the game, which isn't good for beginning players. It also can have the effect of giving the player in question too much "screen time". That is, of course, unless you hose the sidekick, and essentially use them as a DNPC. That's fine, but it tends to create a false impression of the usefulness of sidekicks! You would probably be better off using a more standard Lois Lane/Aunt May type for this kind of role.

 

So, in general, I wouldn't recommend a sidekick for this kind of game.

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Re: Silver Age Superteam Archetypes?

 

Here's a sentence that I find useful to remember. In one of the LotR making of movies someone says a bit to the effect

 

"We couldnt take the time to detail what Dwarves are all about, their culture, an so on. So, instead you cast Jon Rhys-Davies and let him project what Dwarves are all about via his portrayal."

 

That's two sentences. :nya:

 

In any case, I'm certainly not looking to re-invent the wheel. I just didn't want to have a brick who's an exact (or near-exact) duplicate of a well-known character. E.g., if I make a big guy with a stony exterior, that's immediately recognizable as the Thing. What I'd like is that same effect, but different enough so the player feels like it's a new character.

 

Anyway, after reading some more stuff on the Silver Age, and thanks to the input of you fine HERO-playin' people, I think I have it sorted out.

 

P.S.: The sidekick thing occurred to me too, and I went through pretty much the same thought processes as the posts in this thread on that topic, and came to the same conclusion: no.

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Re: Silver Age Superteam Archetypes?

That's two sentences. :nya:
Why you nit-picking little basta.....Uh....Heh. Very well a statement rather than a sentence ;)
In any case' date=' I'm certainly not looking to re-invent the wheel. I just didn't want to have a brick who's an exact (or near-exact) duplicate of a well-known character. E.g., if I make a big guy with a stony exterior, that's immediately recognizable as the Thing. What I'd [i']like[/i] is that same effect, but different enough so the player feels like it's a new character.
Here is a Collossus style metal brick. This is a 350 point version without any esoteric powers (the full powered version has some Magnetic based abilities). Simple, easy to play for a newb -- just stats and DEF.
Combat Information Page

Character Name: Ferrous

Alternate Identities: Alan Greer

Player Name: NPC

CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
60 STR 10 50 60 21- HTH Damage 12d6 END [0]
18 DEX 10 24 18 13- OCV 6 DCV 6
30 CON 10 40 30 15-
20 BODY 10 20 20 13-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
25 PRE 10 15 25 14- PRE Attack: 5d6
12 COM 10 1 12 11-
             
             
15 PD 12 0 15/27   15/27 PD (0/12 rPD)
15 ED 6 0 15/27   15/27 ED (0/12 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
20 REC 18 4 20  
60 END 60 0 60  
65 STUN 65 0 65    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
6"/3"" Leaping 12 -6 6" 175 Total Characteristics Points
attachment.php?attachmentid=7340&stc=1
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (12") 6"
V. Leap (6") 3"
APPEARANCE
Hair Color:  Metallic Red
Eye Color:  Green
Height:  6' 10"
Weight:  800 lbs
Description:
Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).

DEFENSES
Type Amount Notes
Physical Defense 15/27 Current BODY:
Res. Phys. Defense 0/12  
Energy Defense 15/27 Current END:
Res. Energy Defense 0/12  
Mental Defense 5 Current STUN:
Power Defense 5  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
169 Body Of Metal: (Total: 180 Active Cost, 169 Real Cost) Armor (12 PD/12 ED), Hardened (x2; +1/2) (54 Active Points); Visible (-1/4) (Real Cost: 43) plus Knockback Resistance -6" (Real Cost: 12) plus Reduced Endurance (0 END; +1/2) (30 Active Points) applied to STR (Real Cost: 30) plus +3 PD, Hardened (+1/4) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus +9 ED, Hardened (+1/4) (12 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 12) plus LoW (-4) for Normal Defense (Real Cost: 4) plus LoW (-4) for Resistant Defenses (Real Cost: 4) plus LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (Real Cost: 50) plus Power Defense (5 points) (Real Cost: 5) plus +2 Mental Defense (5 points total) (Real Cost: 2) 0
169 Total Powers Cost

SKILLS
Cost  Name
3 Inventor 12-
3 KS: Metallurgy (INT-based) 12-
6 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 DF: Big Hulking Metal Guy (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Superhero Circles)
15 Enraged: When Taunted (Uncommon), go 11-, recover 11-
10 Phys. Lim.: Heavy (800 lbs) (Frequently, Slightly Impairing)
10 Phys. Lim.: Limited Manipulation Due To Large Metal Hands (Frequently, Slightly Impairing)
15 Phys. Lim.: Must Always Exert At Least 30 STR (Frequently, Greatly Impairing)
10 Psych. Lim.: Hates His Freakish New Form And Gets Angry When It Inconveniences Him (Uncommon, Strong)
10 Reputation: Crackpot Inventor, 14- (Known Only To A Small Group)
10 Susceptibility: Strong Magnetic Fields, 1d6 damage per Turn (Uncommon)
25 Unluck: 5d6
10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Powers (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
150 Total Disadvantages Cost
Height: 6' 10" Hair: Metallic Red
Weight: 800 lbs Eyes: Green
Appearance: Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).
Personality: Alan is a mildly self-centered man whose primary motivation is finding a cure for his state. He doesnt mind the benefits of his power, but he hates that he cant have a normal life anymore. He's not very heroic, just practical. He tends to use just enough energy to get the job done, and tends to cut corners rather than do things by the numbers. But when he's taunted, insulted, or not taken seriously he has a tendency to go off the deep end and can be quite dangerous on those occasions.
Quote:"Just quit while youre ahead, fella. Lets not make this any more painful than it has to be."
Background: Alan Greer was a talented specialist in metallurgy. He wasn't a boy-genius or anything of that sort, he grew up in the normal fashion playing little league and playing with his friends, went to high school where he played as a lineback on the football team and was a king in metal shop where his ability to make little gizmos was much remarked upon, and went to state college on a moderate sports scholarship. He got into metallurgy kind of by accident; there was a cute girl named Deborah Whaite that Alan was determined to date despite her repeated rejections; she wanted more than some football jock. So Alan started taking any class she was in, which mostly involved a lot of science classes. Alan wasn't stupid by any means, though he had a tendency to cut corners in his studies much as in his normal life, and he soon found he enjoyed the subject matter, particularly when it involved metal. There was just something facinating about it; he would often learn the theory behind things he had done in metal shop in highschool, and could really relate to it.

 

Pretty soon, thoughts of Deborah were put aside as he got deeper into his studies. He finished he four years and managed to scrape together enough money working odd jobs and chasing financial aid scholarships to stay in school, pursuing a higher degree. This was driven by a strange discovery he had made working after class in one of the student labs. The University had acquired a chunk of a strange metal sample taken from a meteor rock that fell to earth several years previously. The metal, called Ferinium by the team that initially studied it, had many of the qualities of Iron, but also was similar to quicksilver in that it had a liquid-like solidity. Many scientists had studied it but eventually not been able to figure out any practical use for the substance. Alan however had noticed a strange reaction when the Ferinium was exposed to magnets and had rigged up an ersatz magnetic field generator from some equipment laying around the lab. He learned how to use magnetic fields to shape and direct Ferinium, but couldnt think of any useful purpose for it; he was determined however. He even wrote a lengthy paper about it that was published in several scientific journals, complete with several theories about what it might be used for, but it was not well recieved -- everyone that knew anything about Ferinium knew it was just a curioisity and nothing more.

 

Angry at the snide and unkind comments that now came his way, Alan stormed into the lab in a rage and started beating on his magnetic field generating apparatus, trying to break it. In the process the power switch way knocked into high power and a field was generated that resulted in the Ferinium sample being literally launched at the enraged Alan coating his face, and then flowing like liquid into his throat. Now choking to death, Alan stopped his flailing to clutch at his throat, standing there being innundated by the magnetic field generator all the while. Soon he passed out from lack of oxygen, but when he woke up was shocked to find that somehow the Ferrinium had impermeated his body and turned his body into a solid flexible metal, with vast strength and durability.

 

After adjusting to the initial shock of his new state, to include leaving school and hiding himself away from everyone for a while until he could adjust to his new state, he realized that a normal life is beyond him now and he must decide what to do with hiself. He considered super-villainy, but decided that while he is strong and tough he doesnt have any powers that would make him well suited to not getting caught, and he doesnt want to sit in prison for the rest of his life. So, more out of practicality than anything he decided that he would become a superhero and join a team so that he can have a base to live in and maybe a decent lab so he can search for a cure to his condition. Setting off on the right foot he waited around with a police scanner for a couple of weeks waiting for something big, and finally got his chance with a big bank robbery, which he ran down to and stopped, easily defeating the robbers who had holed up with some hostages.

 

He announced to the admiring press thereafter that his name is Ferrous and that he is looking for a superhero team to join, and has received several offers but most have been from crackpots or bushleagers so far. Alan's pretty sure his abilities put him in the big leagues, or at least in the realm of consideration, but his main criteria is a team with a base he can live at -- he cant afford to pay his rent without a job forever. In the meantime he tries to get involved in larger crime scenes, helping the cops out and making a name for himself.

Powers/Tactics: Ferrous is composed of a strange metal substance that is very similar to Iron in its composition, but which is flexible rather than rigid. Ferrous has vast strength, comprehensive resistance to most forms of damage, and no biological processes to speak of.
Campaign Use: 
Character created with Hero Designer (version 2.36)
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Re: Silver Age Superteam Archetypes?

 

Silver Age tropes:

 

Scientist-as-hero

Aliens and space in general (Martian Manhunter, Hawkman)

Explorers (Fantastic Four, Challengers of the Unknown)

Teenagers (LSH, Spider-man, X-Men)

Part-man, part-monster (Hulk, Thing)

Golden Age connection - the character might actually have been a GA hero (Captain America), the offspring of one (Zatanna) or have the same name and powers but an updated costume and origin (Flash, Green Lantern, Human Torch)

Weak female characters. Much moreso than in the Golden Age.

There may not be more than one female team member. She will be another character's girlfriend. (Invisible Girl, Marvel Girl, Wasp)

Radiation as source of power

Imitations (Supergirl, Bizarro, Batwoman, Bat-Mite)

Physical limitations (Marvel)

Vulnerabilities, Susceptibilities and limited powers (DC)

Secret agents (SHIELD, THUNDER Agents)

 

 

Warnings:

 

Sidekicks, while they were still around in the SA, were *much* more a Golden Age thing.

Super-gorillas were bad guys, not superheroes - Titano, Gorilla Grodd, Red Ghost commie apes. Okay you've got Gorilla City and Detective Chimp but they were hardly major.

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Re: Silver Age Superteam Archetypes?

 

Just want to go down this list for my own benefit....

 

Silver Age tropes:

 

Scientist-as-hero

Got.

Aliens and space in general (Martian Manhunter, Hawkman)

Got.

Explorers (Fantastic Four, Challengers of the Unknown)

Don't got.

Teenagers (LSH, Spider-man, X-Men)

Got.

Part-man, part-monster (Hulk, Thing)

Don't got.

Golden Age connection - the character might actually have been a GA hero (Captain America), the offspring of one (Zatanna) or have the same name and powers but an updated costume and origin (Flash, Green Lantern, Human Torch)

Got.

Weak female characters. Much moreso than in the Golden Age.

There may not be more than one female team member. She will be another character's girlfriend. (Invisible Girl, Marvel Girl, Wasp)

Hmm... don't got.

Radiation as source of power

Got. Kinda.

Imitations (Supergirl, Bizarro, Batwoman, Bat-Mite)

Don't got. But then again, this isn't set in an established universe, so it's hard to have recognizable imitations.

Physical limitations (Marvel)

Got.

Vulnerabilities, Susceptibilities and limited powers (DC)

Got.

Secret agents (SHIELD, THUNDER Agents)

Don't got.

 

Still, not a bad ratio considering I only have 6 PCs. :)

 

Sidekicks, while they were still around in the SA, were *much* more a Golden Age thing.

Super-gorillas were bad guys, not superheroes - Titano, Gorilla Grodd, Red Ghost commie apes. Okay you've got Gorilla City and Detective Chimp but they were hardly major.

Yeah, I was thinking this re: gorillas as well. I couldn't really think of a "heroic" gorrilla to use as a guide, but then again, my own comics knowledge falls far short of many others here.

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Re: Silver Age Superteam Archetypes?

 

Here is a Collossus style metal brick.

Oddly enough, KS (and not for the first time...), we're thinking along the same lines. Prior to seeing your post, I was debating between what kind of brick I wanted, and finally settled on a "metal man" concept (with a suitably retro name), an invention/experiment of the team's scientist.

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Re: Silver Age Superteam Archetypes?

 

Oddly enough' date=' KS (and not for the first time...), we're thinking along the same lines. Prior to seeing your post, I was debating between what kind of brick I wanted, and finally settled on a "metal man" concept (with a suitably retro name), an invention/experiment of the team's scientist.[/quote']

I still think you secretly scan my brain, freak that you are. Maybe one of us is an android with the brain patterns of the other. So long as I get the Scarlet Witch, I dont care which of us is the 'droid :D

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Re: Silver Age Superteam Archetypes?

 

 

Flightless brick/MA, Captain America-style

A caught-in-his-own-experiment genius scientist with some odd powers (Growth, Shrinking, Teleport, Duplication)

An alien, in the vein of Martian Manhunter

A Green Lantern-type force manipulator

A lithe young woman who manipulates light

 

 

 

Why not mix it up and lose the stereotypes? Try this:

 

Flightless brick/MA, Captain America-style

Have this character by the caught-in-her-own experiment geniue scientist

 

A caught-in-his-own-experiment genius scientist with some odd powers (Growth, Shrinking, Teleport, Duplication)

Have this PC be the supersoldier, government creation

 

An alien, in the vein of Martian Manhunter

Wouldn't it be neat if he were a gray alien?

 

A Green Lantern-type force manipulator

Have this one be the lithey chick

 

A lithe young woman who manipulates light

Make this light manipulator a guy. Break the mold, man!

 

Just a few suggestions. :D

 

Sell the game on it's creativity and versitality, not by dragging out the same old heroic stereotypes which other games are based off of, from the actual comics (DC & Marvel).

 

Mags

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Re: Silver Age Superteam Archetypes?

 

Why not mix it up and lose the stereotypes? Try this:

 

Flightless brick/MA, Captain America-style

Have this character by the caught-in-her-own experiment geniue scientist

But that's silly! Girls can't fight!

 

Seriously, some of them diverge from the source influences more than others. The Martian Manhunter type is a female, for example. When thinking of a MM analogue, I kept getting images of MM himself, so I deliberately made him a her to prevent me from making an out-and-out clone. My one saving grace is that, as I said, I'm not intimately familiar with Silver Age comics, so if I come up with a well-worn character concept on my own, it'll be because it's in the collective geek consciousness and not due to deliberate theft.

 

And while I like the Green Lantern type as a lithe young female (in general, I prefer lithe young females, to be honest with you...), I need to keep the light manipulator as-is. She's based on/is my first Champions character, and my ego won't be denied.

 

Or maybe I'll ditch these characters altogether, and have a group of heroes named Steel Leg, Iron Shirt, Flying Vest, Hook Leg....

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Re: Silver Age Superteam Archetypes?

 

I still think you secretly scan my brain' date=' freak that you are. Maybe one of us is an android with the brain patterns of the other. So long as I get the Scarlet Witch, I dont care which of us is the 'droid :D[/quote']

This is all the more baffling considering (for the benefit of those in the audience) we live in the same town, but we've never met.

 

:shock:

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