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The Golden Age Recruitment Drive


Hawksmoor

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Uncle Sam sits in a nondescript farmer’s field on the

eastern seaboard. Below him is a contraption the

likes of which Nicholas Gernsback could have hardly

conceived of; that is if they could see it under its

mantle of invisibility. Uncle Sam sits and watches the

western horizon; he is waiting for the return of the

prodigals he has so recently brought together. “It

won’t be long now.†He whistled to himself around a

green stalk of fine spring alfalfa.

 

A zephyr of wind from the east sweeps across the

field. Uncle Sam’s brow furrows and moving slowly

around, he turns to face the wind. His eyes, ever

bright, shade slightly as he looks east beyond the

lands he knows. A fell presence is growing in the

east his senses tell him. “We’ll be ready for you.â€

Sam promises.

 

Standing up and taking a short leap to the ground

Uncle Sam stretches his sight to the shores of his

land; searching. “More young prodigals will be

needed.†He said to himself. “Somewhere in this great

land of ours a man is kissing his wife before he heads

out for a night on the town with the boys. When in

reality he is merely leaving for his second job as an

protector of the streets. Elsewhere, beside the great

bay, is a woman; trained from an early age by her

nanny in the arts of fabled China. Tonight she will

reveal herself to world as the woman she was born to

be. I must find them.â€

 

The tall man leaned down and placed his hat on the

ground. It’s stovepipe rendered in the colors of the

flag. “I’ll just leave this here so the kids know I

was actually real.†He said as he placed his feet upon

the road and began his travels around our great

country.

 

Uncle Sam is searching for you.

 

************************

 

It is the dawn of the modern age. Two-fisted mystery

men ally with the men of tomorrow. This is the time

when legends are made. It is the Golden Age!

 

Neil and I are looking for a few good people to join

the fight. The Golden Age campaign has 3 openings.

If you are interested in a thrilling campaign set in

yesteryear, where your actions will live on as legend

then join us and the other members of the team in

weaving stories to last.

 

The campaign rules are as follows:

 

The most important thing to remember when building a

character for this campaign is this: you are the

vanguard, the first superheroes the world has known.

You are the Justice Society, the Invaders, the Liberty

Legion, the standard by which future heroes shall be

judged.

 

The campaign is intended to provide the Guardians

universe with a sense of historical background, as

well as be a heck of a lot of fun. Characters will be

expected to comport themselves in accordance with the

expectations of the time. Gun-toting vigilantes need

not apply except as NPC villains.

 

Players contemplating a character based on technology

should keep in mind the huge gap in advances between

the late 1930's-early 1940s and modern day. Much of

the technology we take for granted in 2005 simply did

not exist.

 

Note that minorities and women will garner reactions

far different than those of today. No sexism or

racism is intended, but the climate of the times will

be portrayed as realistically as possible.

Character backgrounds should be submitted initially.

Based on those, We will select a team lineup and will

ask for character sheets.

 

All Golden Age characters should follow these

guidelines:

• Starting Points: 175

• Maximum Disadvantages: 125

• Maximum Points From One Category of Disadvantage: 40

 

• Maximum Active Points for Any One Power: 50

 

• Special Restrictions, Requirements and Exceptions:

o Only one Hunted can be defined; other Hunteds may be

selected, but the identity of the Hunted will come

through game play.

o It is advised that the player make use of all 125

points of Disadvantages.

o All player characters should have either the 20

point Psychological Limitation "Code vs. Killing", or

the 20 point Psychological Limit "Will Not Kill". The

15 point Psychological Limit "Reluctant to Kill" is

only acceptable if you can convince the GM that your

character cannot possibly exist without it.

o Loners are not recommended, since the campaign is

going to be primarily team-oriented.

o Female characters are encouraged to balance out the

team. At least one of the characters chosen will be

female.

o Characters who are primary martial artists should

choose an identifying shtick since pugilists are quite

common in the source material.

 

Submitted characters should not overlap too much with

current characters in the campaign. Here is the

current lineup:

o Barnstormer: a rocketman-type brick/gadgeteer with a

sidekick and mechanic skills

o Gravity Man: a gravity-manipulating flying energy

blaster and military skills

o The Mask of Justice: a highly perceptive martial

artist with a lot of skills of which his best has to

do with news reporting

o Uncle Sam (on leave for now): a patriotic brick with

great knowledge of Americana

 

In general characters should be submitted that are

unique, interesting, and most of all engaging.

 

Character submissions will be accepted from (fill in

date) until Midnight EST (fill in date). Submissions

must be sent to both jeremiahpointer@yahoo.com and

home_n@hotmail.com.

 

If you have any questions regarding the campaign feel

free to contact either Hawksmoor

(jeremiahpointer@yahoo.com) or Neil

(home_n@hotmail.com).

 

Submision dates will be February 26th, 2005 until

Midnight March 5th, 2005.

 

Good Luck!

 

Hawksmoor

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Re: The Golden Age Recruitment Drive

 

Some ideas (and feel free to borrow, since they are all derivative, homage or theft anyway):

 

A superhero who takes various-colored pills to give him various types of super-powers (but only for a short time)

 

A robotic or clockwork archer

 

A hero possessed of a powerful gem which shoots multi-colored rays, each with a different effect

 

A superhero with a colonial theme, who carries a mystic lantern...

 

An inventor who invents an invisibility device

 

A kid sidekick with tons of combat luck

 

A spirit from Heaven masquerading as a man or woman in search of justice

 

A woman transformed by a mystic ritual which gives her the ability to (OIHID) assume a mighty physical form, but only for a short time each day

 

A mystery-man who is an expert motorcyclist and daredevil

 

A cowboy who uses a rope instead of guns.

 

I'm retrofitting a couple of my toons to fit the campaign criteria. I do not think I will play, but I might submit them to you to use as NPCs or building blocks for adventures.

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Re: The Golden Age Recruitment Drive

 

Sounds interesting but I have a few questions:

About the Code vs Killing:Is this really an appropiate limitation during a time when the country was at war?

Anything that you are really adverse to seeing, besides advanced tech and gun toting psychos?

Is NCM a viable disadvantage or are their inherent limits on how Characterisitics are bought?

 

I guess those are the major questions, for now...

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Re: The Golden Age Recruitment Drive

 

Sounds interesting but I have a few questions:

About the Code vs Killing:Is this really an appropiate limitation during a time when the country was at war?

Anything that you are really adverse to seeing, besides advanced tech and gun toting psychos?

Is NCM a viable disadvantage or are their inherent limits on how Characterisitics are bought?

 

I guess those are the major questions, for now...

 

Maybe they are going for the Idealistic Golden Age? GGU is a very four color settting over all.

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Re: The Golden Age Recruitment Drive

 

CK:

Look at the bottom of the first post. I know I had the (fill ins) and should have adjusted it but I didn't. Opps!

 

About the CVK thing: I envision the game as very four color high action. Which means you don't kill. Killing was common...not explict or extreme on the war front Hero side, it just happened. No little GI Joe parachutes popping out of the luftwaffe and the like so you assume the little soldiers died. But the Home Front heroes were very idealistic and while the villians might have sometimes perished in accidents the PCs often did not kill....PERIOD.

 

My Co-GMs might disagree slightly...but that is my take.

 

Hawksmoor

 

Hawksmoor

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Re: The Golden Age Recruitment Drive

 

Sounds interesting but I have a few questions:

About the Code vs Killing:Is this really an appropiate limitation during a time when the country was at war?

Anything that you are really adverse to seeing, besides advanced tech and gun toting psychos?

Is NCM a viable disadvantage or are their inherent limits on how Characterisitics are bought?

 

I guess those are the major questions, for now...

 

Advanced Tech means if you could have it in the eighties you are almost Buck Rodgers.

 

Gun Toting well Barnstormer and Mask of Justice carry guns...they are just *heroic* guns. Take from it what you will.

 

NCM is a valid limitation, mostly the need for decent 30-50 points of Noncombat skills and perks mean that NCM is a good way to self limit and ensure a very genre character. Also with only 300 points to spend you have very little room to err and make our eyes boggle before we send the PC to audit.

 

Hawksmoor

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Re: The Golden Age Recruitment Drive

 

Advanced Tech means if you could have it in the eighties you are almost Buck Rodgers.

 

My favourite high tech Golden Age character is Air Wave.

 

His main piece of high tech equipment was - a mobile phone.

 

He could also roller skate along phone lines. And owned a parrot.

 

That's what it took to be a superhero in the Golden Age.

 

...

 

Oh, yeah... He had a pretty decent punch, and a bunch of useful skills, too. He would have actually been useful to have around.

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Re: The Golden Age Recruitment Drive

 

My favourite high tech Golden Age character is Air Wave.

 

His main piece of high tech equipment was - a mobile phone.

 

Interesting, I was thinking about a riff on that idea, a guy named Soundwave who had a mobile radar array and a megaphone in his headset.

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Re: The Golden Age Recruitment Drive

 

Sandra Cleveland, Miss Sadie to just about everyone, sat in her kitchen and poured herself and her tenant another glass of lemonade. She ran her fingers lightly above the table searching for the glasses. Sadie, you see had a vision problem. Given that she was a very hale ninety-four, a bit of vision difficulty was par for the course.

 

“There you are Mister Garfield,†She said as she finished pouring the glasses, “From my own grandmother’s secret recipe.â€

 

“Thank yer Miss Sadie.†The big man sitting at the table said as he gulped down the drink thirstily.

 

“I appreciate yer givin’ me a second chance, and let’n me stay here.†Lorenzo Garfield said, “I don’ rightly know why, most people are afraid o’ me. Think I am now like I wuz back then.â€

 

Miss Sadie laughed her throaty laugh, “I am no stranger to people like you Mister Garfield. In fact in my day I had all kinds of adventures.â€

 

Lorenzo Garfield was a real hardened man, he had seen a lot in his years, hearing Miss Sadie claim she had adventures had him choking on his lemonade.

 

“What!†he spewed.

 

“You don’t think I was always an old woman do you?†Miss Sadie said with a twinkle in her voice.

 

“No Ma’am Miss Sadie, but I don’ think I know what yer sayin’†Lorenzo replied.

 

“Come into the living room then, I have a box there I would like to show you.†Miss Sadie said as she left the room so Lorenzo could clean up.

 

Lorenzo followed in after drying off the table, he saw Miss Sadie sitting on her divan, clutching a small wooden box between her hands on her lap. She was smiling that sweet old lady smile she had.

 

“Open the box.’ She said to Lorenzo as she handed him the box.

 

Taking the box with great care he opened it. The box was hand made, not a nail in it, fit together like a puzzle and some glue. The wood was nice too, some poplar and maybe some elm. Lorenzo liked wood. Inside the box were old, yellowed papers: Newspaper and magazine cutouts.

 

On the top was an image of a woman, a very attractive white woman, dressed in a one piece bathsuit costume with a cape. Her eyes were hidden behind a set of large dark tinted glasses. The caption read: “Nightlass: Seattle’s newest heroine!†More clippings followed in the box. One showed Nightlass and some guy with a mask with scales on it posing in front of Mount Rushmore: some goons were tied up in a tree off to the side.

 

“Yer was a superhero?†Lorenzo gaped.

 

“I was a Mystery Man, same thing though, I found that my blindness was not as much of a limitation when it was dark, and asked a friend to make me some special glass lenses to shield my eyes from light at other times. Everyone was doing it; I even adventured with a guy that during the day ran the local radio station. Not a single superpower, just a sense of what was right.†Miss Sadie replied.

 

“I just get a thrill out of knowing that even though we could stop every evil in the world, that someone else came along to answer the call. People like you Lorenzo. You are our legacy, and if I can make the world a better place by simply giving a man a place to stay and making him a glass of lemonade then I’ll do just that.†Miss Sadie continued.

 

Lorenzo looked again at his friend, he knew from the time he first say her that she had an inner strength. Now, looking at the contents of the box, he knew how deep that strength ran. He was proud to call her friend.

 

“Thank you fer showing this ter me, I’ll do my best ter make you proud.†Lorenzo promised her.

 

“You already do.†She said to him quietly, and turned her face to the sun and began remembering her time: a Golden age in the sun.

 

 

The Golden Age heroes that battled Axis tyranny in America during the Second World War were the forerunners to the modern day superheroes known today. One of the key items that set Golden Age heroes apart from their modern day counterparts is a sense of innocence. Even as catastrophic war raged all around them, they never lost sight of the essential goodness that most of them believed was in the souls of all men. Most Golden Age heroes fell into five main archetypes.

 

Mysterious Avengers, who without any inherent powers honed their physical skills to peak performance, created a costume, and took to the streets to battle the forces of villainy.

 

Adventurers, were usually explorers or academics that received powers through visiting some foreign land or dealing with an antiquity. Most Adventurers are serious, level-headed and perhaps a bit mysterious or spooky.

 

All Americans, the All American is usually an average citizen hailing from the big city. If he has powers, they were gained through fortuitous calamity. Regardless of personality All Americans are by default extremely patriotic, even more zealously than other Golden Age heroes.

 

Gadgeteers. Technical wizards, drafting up and building wonders that are decades ahead of their time. Wrist-phones, personal rocket packs, Jet planes and time machines are the brain children of the Golden Age gadgeteer.

 

Omnipotent Heroes, while the point constraints prevent the earth altering power of this archetype from being fully realized they do bear mentioning. Omnipotent Heroes are distant mysterious figures; their origins are almost always seeped in powerful magic.

 

 

 

It is the dawn of the modern age. Two-fisted mystery

men ally with the men of tomorrow. This is the time

when legends are made. It is the Golden Age!

 

Neil and I are looking for a few good people to join

the fight. The Golden Age campaign has 3 openings.

If you are interested in a thrilling campaign set in

yesteryear, where your actions will live on as legend

then join us and the other members of the team in

weaving stories to last.

 

The campaign rules are as follows:

 

The most important thing to remember when building a

character for this campaign is this: you are the

vanguard, the first superheroes the world has known.

You are the Justice Society, the Invaders, the Liberty

Legion, the standard by which future heroes shall be

judged.

 

The campaign is intended to provide the Guardians

universe with a sense of historical background, as

well as be a heck of a lot of fun. Characters will be

expected to comport themselves in accordance with the

expectations of the time. Gun-toting vigilantes need

not apply except as NPC villains.

 

Players contemplating a character based on technology

should keep in mind the huge gap in advances between

the late 1930's-early 1940s and modern day. Much of

the technology we take for granted in 2005 simply did

not exist.

 

Note that minorities and women will garner reactions

far different than those of today. No sexism or

racism is intended, but the climate of the times will

be portrayed as realistically as possible.

Character backgrounds should be submitted initially.

Based on those, We will select a team lineup and will

ask for character sheets.

 

All Golden Age characters should follow these

guidelines:

• Starting Points: 175

• Maximum Disadvantages: 125

• Maximum Points From One Category of Disadvantage: 40

 

• Maximum Active Points for Any One Power: 50

 

• Special Restrictions, Requirements and Exceptions:

o Only one Hunted can be defined; other Hunteds may be

selected, but the identity of the Hunted will come

through game play.

o It is advised that the player make use of all 125

points of Disadvantages.

o All player characters should have either the 20

point Psychological Limitation "Code vs. Killing", or

the 20 point Psychological Limit "Will Not Kill". The

15 point Psychological Limit "Reluctant to Kill" is

only acceptable if you can convince the GM that your

character cannot possibly exist without it.

o Loners are not recommended, since the campaign is

going to be primarily team-oriented.

o Female characters are encouraged to balance out the

team. At least one of the characters chosen will be

female.

o Characters who are primary martial artists should

choose an identifying shtick since pugilists are quite

common in the source material.

 

Submitted characters should not overlap too much with

current characters in the campaign. Here is the

current lineup:

o Barnstormer: a rocketman-type brick/gadgeteer with a

sidekick and mechanic skills

o Gravity Man: a gravity-manipulating flying energy

blaster and military skills

o The Mask of Justice: a highly perceptive martial

artist with a lot of skills of which his best has to

do with news reporting

o Uncle Sam (on leave for now): a patriotic brick with

great knowledge of Americana

 

In general characters should be submitted that are

unique, interesting, and most of all engaging.

 

Character submissions will be accepted from February 26th, 2005

until Midnight March 5th, 2005.

Submissions must be sent to both jeremiahpointer@yahoo.com and

home_n@hotmail.com.

 

If you have any questions regarding the campaign feel

free to contact either Hawksmoor

(jeremiahpointer@yahoo.com) or Neil

(home_n@hotmail.com).

 

 

Good Luck!

 

Hawksmoor

__________________

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Re: The Golden Age Recruitment Drive

 

Note that minorities and women will garner reactions

far different than those of today. No sexism or

racism is intended, but the climate of the times will

be portrayed as realistically as possible.

Female characters are encouraged to balance out the

team. At least one of the characters chosen will be

female.

I think these two are at odds with one another.
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Guest Worldmaker

Re: The Golden Age Recruitment Drive

 

I think these two are at odds with one another.

 

 

Not so. He's just pointing out that female characters will be treated like women were treated in the 30's and 40's.

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Re: The Golden Age Recruitment Drive

 

Perhaps, but since I took the first lines from the original GMs write up for the campaign I saw no reason to change the text. Mostly it is a way of saying that minorities might not recieve the treatment modern players expect. For instance Barnstormer has to use the colored entrance.

 

Damn but the US was a sick place.

 

Hawksmoor

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Re: The Golden Age Recruitment Drive

 

1938-1939

 

For those interested the *offical* beginning to World War II was September 1st, 1939, although annexations and other hostilities began in 1933 when Germany withdrew from the League of Nations in 1933 and denounced the disarmament clauses of the Treaty of Versailles in 1935.

 

Hawksmoor

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Re: The Golden Age Recruitment Drive

 

Hi,

 

Just thought I'd add the last submissions update to this string.

 

Neil (one of the co-GMs)

 

Boston, Massachusetts

February 2, 1939

 

"News from Deutchland to hearten your spirits..." came a near ghostly voice from the shadows of the warehouse. It was barely audible above the tap-tapping of intermittent, but heavy raindrops. "Then your report, Agent 'Deckmantel'."

 

The man, whose agency alias was 'Deckmantel' who had just entered the musty warehouse doffed his hat and set it down on a crate near the door. He turned on the light. That always helped when he met with his contact. Otherwise the man known as Herr White also known as Doctor Usil sent chills up 'Deckmantel's' spine. The spy - a mole in the vernacular used for such work - walked towards the Gestapo officer/mad scientist/vampire, but made sure not to get too close. Of course, if Usil really wanted his blood, there wasn't much he could do about it. The spy knew that his position was invaluable to the Third Reich, and hence valuable to Herr White. That knowledge helped to ease 'Deckmantel' a bit.

 

Herr White walked forward into the light, "With the Anschluss successful nearly a year ago, and the Sudetenland recently, joined to the fatherland, too, there is no reason for Hitler to stop. The Poles still will not give us Danzig and the transport concessions. The Fuhrer will ask only once more. In Spain, Franco is nearly complete in establishing dominance; only New Castile remains in the hands of the communists. Germany would have veteran troops to provide a solid core for anything that arises, and, most importantly, we have tested the three new weapons. There have even been rumors of an alliance with Italy and Franco's Spain.

 

"Now your report, 'Deckmantel'," whispered the vampiric Gestapo officer.

 

The spy handed Usil a casette of film saying, "these were taken of the findings of the space alien invasion near Grover's Mill. The Americans are still analyzing the technology, but have little to go on."

 

Doctor Usil hissed, "If anything interesting comes up..."

 

"- Of course, I will tell you the next time," replied the spy. He did see the vampire bare his teeth, and hoped that his loyalty to the Reich was unquestioned. He quickly changed the subject, "Of interest is the fact that there are Mystery Men who do not do service to a lawful country. These such serve only themselves: their avarice, lust, or even mere enjoyment. There are reports of one called Ragdoll who has reportedly terrorized Chicago. Another known as the Porcupine who has stolen gold from banks in Baltimore and Philadelphia. There are others - The Monster, The Human Fly; but these reports are less clear..."

 

"And that last... your special project?..." Inquired Doctor Usil.

 

"Yes. As I mentioned before, there are a handful of these 'Mystery Men' that have gathered together so that they can combat the more potent threats to America," the spy replied. The sound of the rain beating on the roof of the warehouse crescendoed from a pitter-patter to a loud drumming. And, with the temperatures outside, he knew it would be a bone-chilling downpour. He straightened his overcoat and began to button it. "I have even met them in person. They seem to be led by a man called Uncle Sam - looks much like the figure on their recruiting posters during the Great War; he's strong and tough. The most curious among them is one known as Gravity Man - seems to have had military training and can control gravity. There is a brawler known as the Mask of Justice - I'm certain that the mask he wears is important as well, but I don't know why just yet. Why, they even have allowed a colored man to be one of them, Barnstormer. A dog for sure, but definitely a mastiff rather than a dacshund; he flies with a rocket on his back as does his little friend, Tailgunner.

 

"They have also added to their team," the spy continued, but his air of certainty seemed to waver slightly. "I am still working on finding out who these other Mystery Men are."

 

"Ahh, yes," Usil said. The solid form of the Gestapo officer slowly began to dissolve into a semi-corporeal mist. The better for traveling in the rain, the better for getting aboard his transport unnoticed. "Der Fuhrer has read the report from our last meeting. And he has tasked Herr Himmler with carrying out your suggestions. The Third Reich will have it's own team of Mystery Men. Most of them, you know little about."

 

"And you are to lead them?" Asked 'Deckmantel'. His eyes lit up - Der Fuhrer himself had approved.

 

"Nein. Nein." Usil replied, "I work better alone as you might imagine. Sturm and Drang will be led by Oberst Deutschland. They will have six including Eisen Krieger. But that is already too much for you to know."

 

The spy knew that the meeting was now over, so he grabbed his fedora from on top of the crate by the door. He was glad that the hatter had oiled it recently, he hated to have his head cold and damp - or at least moreso than need be. Planting it firmly on his head, 'Deckmantel' shut off the lightswitch then closed the door to walk briskly through the night.

 

The misty form of the Gestapo officer coalesced momentarily, then seeped through the unsealed seam where the corrugated roof met the wood walls. Doctor Usil vanished into the night... as always.

 

A shadow moved, leaping from the slanted, corrugated metal roof of the warehouse. Landing, in another shadow, he walked following the mist. Through the streets of Boston it was clearly moving in the direction of the air port.

 

(Can't take him with these odds; one-to-one isn't good odds for me against a vampire. If only there were four vampires, or even two...), thought Lawdog, (Not a direct threat to Bean Town, but I'd better send another note to Sam and warn him about the Nazis. And he ought to know that I work better against the odds than on a team. Nice of him to think that I'd be a good addition to the Liberty Legion, though.)

 

The hero of Boston turned off of his pursuit path then dropped a note in the old jam jar tucked in a crevice of a tree house in the back yard of the Perez house. (Mutt can get this to the Liberty Legion. He's resourceful...)

 

 

Narrator's Voiceover:

Who are these other Mystery Men of the Liberty Legion that Usil's spy is investigating?

Find out more in the next issue of

The Golden Age Campaign Call For Submissions Updates.

 

---------------------------------

 

Thus far we have received the following submissions:

Black Eagle: Omnipotent Hero; Navajo mystic

Crimson Shadow: Gadgeteer and two-fisted Mysterious Avenger; chemist

Cliffhanger: Mysterious Avenger; archeologist

Kjahma: Adventurer raised in the jungle of Burma

Shadowdancer: high-kicking Mysterious Avenger stuntwoman

Unseen Eye: Adventurer; invisible reporter

Swashbuckler: Adventurer; actor turned swordsman due to a magical sword

 

We also have received the following inquiries:

'Red' Mars: powered armor Gadgeteer; adopted son of a millionaire steel industry family

 

The deadline for submissions is March 5th, 2005 at Midnight Eastern US Time (just when Saturday night becomes Sunday morning).

All submissions or questions should be sent to jeremiahpointer@yahoo.com and home_n@hotmail.com

 

For examples of Golden Age characters, see the Golden Age Directory (http://ratmmjess.tripod.com/gold/page.html; thanks to Rob Rogers who posted this a while back)

 

Neil/co-GM Golden Age

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