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The Golden Emperor (Ultimate Mentalist Update)


Enforcer84

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The Golden Emperor

Val Char Cost Roll Notes

70 STR 10 23- Lift 409.6tons; 14d6 [7]

20 DEX 30 13- OCV: 7/DCV: 7

50 CON 80 19-

25 BODY 30 14-

20 INT 10 13- PER Roll 13-

25 EGO 30 14- ECV: 8

40 PRE 30 17- PRE Attack: 8d6

22 COM 6 13-

 

11/35 PD 7 Total: 11/35 PD (0/24 rPD)

11/35 ED 1 Total: 11/35 ED (0/24 rED)

6 SPD 30 Phases: 2, 4, 6, 8, 10, 12

14 REC 0

150 END 25

97 STUN 37 Total Characteristic Cost: 326

 

Movement:

Running: 6"/12"

Leaping: 14"/28"

Swimming: 2"/4"

Teleportation: 30"/60"

Tunneling: 8"/16"

 

 

Cost Powers END

200 Telekinetic Mastery: Multipower, 200-point reserve

30m 1) Archtypical Telekinesis: Telekinesis (100 STR) (150 Active Points) 15

36m 2) Area Telekinesis (Fine Control): Telekinesis (50 STR), Alterable Size, Area Of Effect (8" Radius; +1), Selective (+1/4) (180 Active Points) 18

30m 3) Area Telekinesis I: Telekinesis (50 STR), Area Of Effect (8" Radius; +1) (150 Active Points) 15

9u 4) Expanded Telekinesis I: Telekinesis (50 STR), Affects Porous, Fine Manipulation (95 Active Points) 9

15u 5) Expanded Telekinesis II: Telekinesis (40 STR), Affects Porous, Alterable Size, Area Of Effect (8" Radius; +1) (150 Active Points) 15

18u 6) Telekinetic Blast Arsenal: Energy Blast (physical) 12d6, Variable Advantage (+1 Advantages; +2) (180 Active Points) 18

4u 7) Telekinetic Bullet Manipulation: Missile Deflection (any physical missiles), Missile Reflection, Reflect At Any Target, Full Range (+1) (60 Active Points); Costs Endurance (-1/2) 6

5u 8) Telekinetic Energy Manipulation: Telekinesis (50 STR) (75 Active Points); Only Works on Energy (-1/2) 7

6u 9) Telekinetic Melee: Blade Arsenal: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Variable Advantage (+1/2 Advantages; +1) (60 Active Points) 6

4u 10) Telekinetic Melee: Blunt Arsenal: Hand-To-Hand Attack +6d6, Variable Advantage (+1/2 Advantages; +1) (60 Active Points); Hand-To-Hand Attack (-1/2) 6

9u 11) Telekinetic Squeeze: Group Hug: Energy Blast 6d6, No Normal Defense (defense is PD Force Field/Force Wall or Life Suppor [self-Contained Breathing]; +1), Area Of Effect (6" Radius; +1) (90 Active Points) 9

9u 12) Telekinetic Squeeze: Ongoing Squeeze: Energy Blast 6d6, No Normal Defense (defense is PD Force Field/Force Wall or Life Suppor [slef-Contained Breathing]; +1), Continuous (+1) (90 Active Points) 9

9u 13) Telekinetic Squeeze: Energy Blast 9d6, No Normal Defense (defense is PD Force Field/Force Wall or Life Suppor [self-Contained Breathing]; +1) (90 Active Points) 9

2u 14) Telekinetic Strength Augmentation: +50 STR (50 Active Points); No Figured Characteristics (-1/2), Can't use when in Battle Armor (-1/2), Non-persistant (-1/4) 5

8u 15) Telekinetic Summoning: Summon 300-point animal, Limited Range (30"; +1/4), Expanded Class of Beings any animal (+1/2), Slavishly Devoted (+1) (165 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4), Costs Endurace (to maintain; -1/4) 16

11u 16) Telekinetic Trick: Blunt Object Projection: Energy Blast 12d6, Variable Advantage (+1 Advantages; Limited Group of Advantages: Are Affect, Armor Piercing, Explosion, Indirect only; +1 3/4) (165 Active Points); OIF (small, blunt objects of opportunity; -1/2) 16

4u 17) Telekinetic Trick: Close Your Eyes: Sight Group Flash 3d6, No Normal Defense (defense is anything that prevents the character from clearly seeing the victim's eyes, or not having eyelids; +1/2), Continuous (+1) (37 Active Points) 4

4u 18) Telekinetic Trick: Come On Along For The Ride: Flight 12", Recipients Must Remain Within 10" Of Character (+0), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points) 4

7u 19) Telekinetic Trick: Crusing And Rending: Killing Attack - Ranged 4d6, Indirect (Same origin, any direction; +1/2) (90 Active Points); No Knockback (-1/4) 9

8u 20) Telekinetic Trick: Lockdown: Entangle 4d6, 4 DEF, Continuous (+1) (80 Active Points) 8

2u 21) Telekinetic Trick: Protect My Friends: Armor (8 PD/8 ED), Ranged (+1/2), Usable As Attack (+1) (60 Active Points); OIF (appropriate objects of opportunity; -1/2), Ablative BODY Only (-1/2), Only Provides Armor Up To DEF+BODY Of Object Or 8 PD/ 8 ED, Whichever Is Less (-1/2)

11u 22) Telekinetic Trick: Sharp Object Projection: Killing Attack - Ranged 4d6, Variable Advantage (+1 Advantages; Limited Group of Advantages: Are Affect, Armor Piercing, Explosion, Indirect only; +1 3/4) (165 Active Points); OIF (small, sharp objects of opportunity; -1/2) 16

1u 23) Telekinetic Trick: Shut Your Mouth: Darkness to Hearing Group 1" radius, Ranged (+1/2), Usable As Attack (defense is Telekinesis, STR greater than the character's Telekinesis STR, a PD Force Field, or anything that hides the target's mouth from the character's view; +1) (12 Active Points); Only To Prevent Speech (-1), Only Affects One Character (-1/2) 1

5u 24) Telekinetic Trick: Strangulation, Group: Killing Attack - Ranged 1/2d6, No Normal Defense (defense is Life Support [self-Contained Breathing] or not needing to breathe; +1), Does BODY (+1), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+1/4) (52 Active Points) 5

4u 25) Telekinetic Trick: Strangulation: Killing Attack - Ranged 1/2d6, No Normal Defense (defense is Life Support [self-Contained Breathing] or not needing to breathe; +1), Does BODY (+1), Continuous (+1) (40 Active Points) 4

4u 26) Telekinetic Tunnel: Tunneling 8" through 8 DEF material (40 Active Points) 4

8u 27) Telekinetic Wall: Force Wall (15 PD/10 ED; 5" long and 5" tall) (Alterable Size) (84 Active Points) 8

5u 28) Telekinetic Whirlwind: (Total: 121 Active Cost, 51 Real Cost) Force Field (12 PD/12 ED) (24 Active Points); OIF (sufficent quantity of objects of opportunity; -1/2), Ablative BODY Only (-1/2) (Real Cost: 12) plus Energy Blast (physical) 6d6, Hole In The Middle (+1/4), Area Of Effect (7" Radius; only 3" Radius; +1), Continuous (+1) (97 Active Points); OIF (sufficent quantity of objects of opportunity; -1/2), No Range (-1/2), Linked (character may use 1d6 pf Energy Blast per 2 PD/2 ED of Force Field available; -1/4), No Knockback (-1/4) (Real Cost: 39) 12

 

Telekinetic Mastery

27 1) Telekinetic Awareness: Radar (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense

10 2) Telekinetic Bracing: Knockback Resistance -5"

82 3) Telekinetic Flight: Flight 15", Position Shift, x32 Noncombat, No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4) (82 Active Points) 3

45 4) Telekinetic Shield: Force Field (25 PD/20 ED) 4

25 5) Telekinetic Teleportation: Teleportation 30", No Relative Velocity, Position Shift (75 Active Points); Increased Endurance Cost (x5 END; -2) 35

32 6) Telekinetic Touch: (Total: 40 Active Cost, 32 Real Cost) Range with Touch Group (10 Active Points); Nonpersistent (-1/4) (Real Cost: 8) plus Discriminatory with Touch Group (10 Active Points); Nonpersistent (-1/4) (Real Cost: 8) plus Targeting with Touch Group (20 Active Points); Nonpersistent (-1/4) (Real Cost: 16)

 

True Immortal

6 1) Long Lived: Life Support (Eating: Character only has to eat once per week; Longevity: 1600 Years; Sleeping: Character only has to sleep 8 hours per week)

11 2) Rapid Healing: Healing (Regeneration) 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

10 3) Static Physiology: Power Defense (10 points)

 

Xenogus Psionic Battle Suit, all slots OIF (-1/2)

6 1) Anti Psionic Headband: Mental Defense (17 points total) (12 Active Points); OAF (-1)

13 2) Environmental Systems: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2)

14 3) Mind Link Communications System: Mind Link , Human class of minds, Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2)

30 4) Psy-Tech Armor: Armor (12 PD/12 ED), Hardened (+1/4) (45 Active Points); OIF (-1/2)

25 5) Subconscious TK Strength Enhancment: +50 STR (50 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 5

109 6) Telekinetic Enhancements: (Total: 163 Active Cost, 109 Real Cost) Reduced Endurance (1/2 END; +1/4); OIF (-1/2) for up to 252 Active Points of Telekinetic Powers (63 Active Points) (Real Cost: 63) plus No Range Modifier (+1/2); OIF (-1/2) for up to 200 Active Points of Telekinetic Powers (100 Active Points) (Real Cost: 100) 10

 

Boxing, Modern

Maneuver OCV DCV Notes

4 Block +2 +2 Block, Abort

3 Clinch -1 -1 Grab Two Limbs, 80 STR for holding on

4 Cross +0 +2 16d6 Strike

5 Hook -2 +1 18d6 Strike

3 Jab +2 +1 Strike

1 Weapon Element: Cestus

 

Perks

5 Divine Right Access: Computer Link

25 Hidden Base in the Amazon: Vehicles & Bases

30 Mobile Fotress: Vehicles & Bases

55 The Golden Legion: Follower

8 Divine Perks: Fringe Benefit: International Driver's License, Membership: Divine Right, Passport, Security Clearance: Divine Right

10 Vast Stores of Wealth: Money: Wealthy

6 The People's Champion: Reputation: Underground Hero (A medium-sized group) 14-, +3/+3d6

3 Well-Connected

8 1) Contact: Guerilla Fighters in South America (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

2 2) Contact: Policial Heavyweight: Antone Vasquez (Argentina) (Contact has access to major institutions, Contact has useful Skills or resources) (3 Active Points) 8-

1 3) Contact: Rogue DEA Agent; David Perez (Contact has been blackmailed by the character, Contact has useful Skills or resources) 11-

 

 

Skills

10 +2 with HTH Combat

30 +6 with Ranged Combat

3 Bribery 17-

3 Bureaucratics 17-

6 Gambling (Board Games, Card Games, Dice Games) 13-

3 High Society 17-

3 Interrogation 17-

3 Language: English (completely fluent)

2 Language: Portuguese (idiomatic) (4 Active Points)

0 Language: Spanish (idiomatic) (4 Active Points)

3 Oratory 17-

3 Paramedics 13-

3 Persuasion 17-

23 Power: Telekinetic Tricks 23-

3 Scholar

1 1) KS: Boxing (2 Active Points) 11-

1 2) KS: Criminal Underworld (2 Active Points) 11-

2 3) KS: Military/Mercenary/Terrorist World (3 Active Points) 13-

2 4) KS: South American History (3 Active Points) 13-

2 5) KS: South American Politics (3 Active Points) 13-

2 6) KS: World Politics (3 Active Points) 13-

3 Seduction 17-

6 Survival (Temperate/Subtropical, Tropical, Mountain) 13-

1 WF: Blades, Clubs, Fist-Loads, Unarmed Combat

 

Total Powers & Skill Cost: 1204

Total Cost: 1530

 

200+ Disadvantages

10 Distinctive Features: Powerful Mentalist (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)

15 Hunted: Hyperion Institute 11- (Mo Pow, NCI, Watching)

20 Hunted: The Current Regimes of South America 11- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

10 Hunted: The New Victories 8- (As Pow, Harshly Punish)

20 Psychological Limitation: Honorable; His word is his bond. Respectful and Courteous (Common, Total)

20 Psychological Limitation: Megalomaniacal; Believes its his destiny to Rule all of South America (Common, Total)

10 Psychological Limitation: Prototypical Lothario (Common, Moderate)

15 Psychological Limitation: Vain; Arrogant (Common, Strong)

10 Reputation: Enigmatic Power , 11-

15 Social Limitation: Secret Identity (Frequently, Major)

5 Unluck: 1d6

1180 Experience Points

 

Total Disadvantage Points: 1530

 

 

 

Background/History: Esteban is a seemingly immortal mutant. Born roughly 75 years ago (he doesn't really say, and might be quite a bit older), he realized that the current governments of South America could not handle the burden of leading a peoples. Although powerful, he lacked the resources and backing to take over a continent. He attempted to wrest Columbia from the drug dealers that ruled by proxy but was rebuked. Escaping without great injury he traveled to Europe to rebuild. It was there that he was approached by a group of similarly minded men and women of power. After a period of "adjustment" he was allowed into the ranks of the Divine Right. Cortez has claimed his homeland of South America as his domain.

As the Golden Emperor, he brings his considerable telekinetic might to bear only in dire occasions. His well armed and trained agents and loyal followers do most of his dirty work. He is seen somewhat as an underground hero for his opposition to the violent drug cartels that seem to run every thing south of the United States border.

 

Personality/Motivation: The Golden Emperor is just another self important, arrogant, vain, egotistical wannabe master villain. Cortez is sure he can do a better job of leading the peoples of South America than the weaklings and drug runners that do so know. He has little popular support but is waging his war for the hearts and minds of the citizens as well as the control he desires.

 

Quote: "True, when I am king there will be changes; for instance, you will no longer pass this filth amongst our children!"

 

Powers/Tactics: The Golden Emperor is one of the most powerful telekinetics in the world. Cortez is subtle and rarely makes grand gestures of power. He does, however, take personal challenges seriously and feels that honor demands he fight with all his savvy and might.

 

Campaign Use: The Golden Emperor is a master villain with motives that, at least for the short term, are concurrent with most heroes (battling Drug Lords). However, he does enough illegal activities to make him a sympathetic foe, rather than a cautious ally. He doesn't hesitate to lend his aid to those in need if only because that makes them beholden to him.

 

Appearance: A handsome man of mixed Spanish and Portuguese decent. He has brown hair and eyes, a dark complexion and chiseled features. He is stronger than he looks and occasionally can be drawn into fisticuffs with even superhuman opponents. He wears stylized golden armor plates over a black stasis cloth bodysuit with a purple cape held by ornate silver crosses at his collar. He wears a cowl that doesn't cover his face but does enough concealment to keep him from being on the cover of the newspapers all the time.

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Re: The Golden Emperor (Ultimate Mentalist Update)

 

The Emperor is the most potent (if not most skilled) Telekinetic in Else Earth. There is some overlap in powers, that is mostly intentional :)

 

The Naked Advantages apply to all his TK abliites that would be effected by them. I might have to tweak that as the "NO Range MOds" might be a little more expensive than it's supposed to be.

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Re: The Golden Emperor (Ultimate Mentalist Update)

 

Did you forget to add a FF and/or FW to this guy or is the that intentional?

 

He only got 35/35 PD/ED, and that's while using his Ablative TK Whirlwind. That basically means he's not attacking with his TK while he's defending, since it uses up 121 pts of his 200 pt reserve.

 

Just seems kinda... wimpy... for such a high order TK, especially since he's a master villain type.

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Re: The Golden Emperor (Ultimate Mentalist Update)

 

Did you forget to add a FF and/or FW to this guy or is the that intentional?

 

He only got 35/35 PD/ED, and that's while using his Ablative TK Whirlwind. That basically means he's not attacking with his TK while he's defending, since it uses up 121 pts of his 200 pt reserve.

 

Just seems kinda... wimpy... for such a high order TK, especially since he's a master villain type.

Sure (I forgot) it was intentional.

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El Torre (The Tower)

 

Torre (Tower)

Val Char Cost Roll Notes

80 STR 40 25- Lift 1.6ktons; 16d6 [7]

16 DEX 18 12- OCV: 5/DCV: 5

40 CON 60 17-

20 BODY 14 13-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

45 PRE 30 18- PRE Attack: 9d6

9 COM 0 11-

 

40 PD 6 Total: 40 PD (15 rPD)

30 ED 1 Total: 30 ED (15 rED)

3 SPD 4 Phases: 4, 8, 12

24 REC 0

80 END 0

90 STUN 9 Total Characteristic Cost: 182

 

Movement:

Running: 12"/24"

Leaping: 16"/32"

Swimming: 2"/4"

Tunneling: 0"/8"/0"/16"

 

 

Cost Powers END

13 Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2) 2

7 Coal Into Diamonds: Major Transform 2d6 (lump of pure coal into a diamond, "heals" back through exposure to excessive heat) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Limited Target (pure coal; -1), No Range (-1/2), All Or Nothing (-1/2) 3

34 Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 80 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (60 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) 6

11 Stentorian Voice: Hearing Group Images 1" radius, +/-6 to PER Rolls (23 Active Points); Set Effect (only to amplify character's voice; -1) 2

13 Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

40 Tunnel Creation: Tunneling 8" through 8 DEF material 4

 

Body Of Stone

15 1) +15 STR 1

3 2) +3 ED

3 3) +3 PD

30 4) Hard as Rock: Energy Damage Reduction, Resistant, 50%

30 5) Hard as Rock: Physical Damage Reduction, Resistant, 50%

40 6) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 1/2d6 w/STR), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-1/2)

36 7) Armor (15 PD/15 ED) (45 Active Points); Visible (-1/4)

6 8) Knockback Resistance -3"

 

SIZE, LARGE

6 1) Greater Mass: +3 BODY

15 2) Greater Strength: +15 STR 1

6 3) Heavy: Knockback Resistance -3"

12 4) Long Legs: Running +6" (12" total) 1

5 5) More Impressive: +5 PRE

4 6) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

3 7) Tougher: +3 ED

 

Perks

6 Street Cred: Reputation: Fierce Opponent (A large group) 14-, +2/+2d6

5 High Salary: Money: Well Off

5 Fringe Benefit: Membership: The Gauntlet

10 Personal Villa: Vehicles & Bases

 

 

Skills

10 +2 with HTH Combat

9 +3 with Punch, Grab, Haymaker

2 KS: The Local Underworld 11-

1 KS: The Superhuman World 8-

3 Language: English (completely fluent)

3 Language: Esperanto (completely fluent)

0 Language: Portuguese (idiomatic) (4 Active Points)

2 Language: Spanish (idiomatic) (4 Active Points)

3 Stealth 12-

3 Streetwise 18-

3 WF: Small Arms, Blades

 

Total Powers & Skill Cost: 398

Total Cost: 579

 

200+ Disadvantages

20 Distinctive Features: monstrous appearance (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Divine Right 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: The New Victories 8- (Mo Pow, Harshly Punish)

15 Physical Limitation: 8-15 times normal mass (Frequently, Greatly Impairing)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

10 Physical Limitation: Medical-Resistant Skin (Infrequently, Greatly Impairing)

5 Physical Limitation: Reduced Tactile Sense (Infrequently, Slightly Impairing)

15 Psychological Limitation: Loves Combat (Common, Strong)

15 Psychological Limitation: Overconfidence (Very Common, Moderate)

20 Psychological Limitation: Subservient To Boss (Very Common, Strong)

15 Social Limitation: Public Identity (Frequently, Major)

229 Experience Points

 

Total Disadvantage Points: 579

 

 

 

Background/History: Raul joined youth gangs and found he had the makings of a career criminal. He wasn't neccissarily big, but he was violent and enjoyed combat. He bounced from gangs to mercenary work, which was plenty in the more war torn areas of South America. He was given an opporotunity to join the Golden Emperor's "Legions" and took it, the work was actually easier, the pay better, the uniforms and toys much cooler. He was a general combat grunt and assigned garrison duty at an important function. The Emperor himself was in attendance; he spoke of his grand plans and destiny. Raul was impressed.

Then he offered power and glory to volunteers. Raul leaped at the chance. Pleased to have such a devoted warrior, the Emperor turned Raul over to the visiting scientists. The pain of the transformation was intense, his dismay at losing his humanity was not; Raul took to his new form like a fish to water and serves as the Emperor's most loyal agent. He was given the name Torre (Tower).

 

Personality/Motivation: Raul craved power and now he has it. He is a powerhouse among his peers and the fact that he's not even remotely human anymore doesn't seem to bother him at all. His overriding emotions these days are a) Raging Overconfidence, B) a lust for combat, and c) Absolute loyalty to the Golden Emperor.

 

Quote: "I think I will Crush you."

 

Powers/Tactics: Solitary in dimension, Torre smashes his foes, he's added a Shockwave maneuver to his arsenal, but he still pretty much relies on smashing his foes with his fearsome strength.

He's relatively slow for the Else Earth campaign world (16 Dex, 3 SPD); so his defenses are higher than normal.

 

Campaign Use: Torre is the brick of Golden Emperor's elite guard, the Gauntlet. He's very loyal and loves to see action. (if you use Golden Emperor in the actual Champions Universe, replace Torre with Giganto (though you could use this write up) who found new employment with the Emperor after Professor Muerte's death)

 

Appearance: Humanoid mountain. Torre is enormous (11'6'' tall, over 1300lbs); he is much like an earth elemental, no neck, wide head, broad shoulders and upper body wiht thick but shorter legs. He wears no clothing what so ever.

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