Jump to content

The Gambler


Certified

Recommended Posts

Working on a character for hero central but ran out of space :(. Just reporting him here to shop him around. A bit of play on urban legend about playing cards. Although his Dex and Speed are a bit high for my taste they were inflated to fit what I think was going to be about average for the campaign. Hope you enjoy:

 

The Gambler



Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

18 BODY 16 13-

23 INT 13 14- PER Roll 14-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

2+22 PD 0 Total: 2/24 PD (0/22 rPD)

4+22 ED 0 Total: 4/26 ED (0/22 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

6 REC 0

36 END 0

32 STUN 0

 

Total Characteristic Cost: 143

 

Movement:

 

Running: 12"/24"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

27 Gambler's Cut: Find Weakness 15- with Related Group of Attacks (40 Active Points); Requires A Skill Roll (-½) 0

44 Gone in a glance: Force Field (22 PD/22 ED), Reduced Endurance (0 END; +½) (66 Active Points); Restrainable (-½) 0

Notes: The Force Field represents glancing blows as The Gambler moves out of the way.

12 Know when to fold em': Running +6" (12" total) 1

45 Card Tricks: Multipower, 75-point reserve, all slots 52 Charges (+½) (112 Active Points); all slots OAF (-1), Range Based On Strength (-¼), Beam (-¼)

1u 1) Card in the Eye: Sight Group Flash 7d6 (35 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

2u 2) Flick of the Wrist: Energy Blast 8d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

3u 3) Deadly Hand: Killing Attack - Ranged 5d6 (75 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

3u 4) Snap Shot: Energy Blast 15d6 (75 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

Perks

3 Money: Well Off

3 Reputation: Great Card Player (A small to medium sized group) 14-, +3/+3d6

 

Skills

10 Lucky Shot: +1 Overall

3 Acting 13-

3 Breakfall 14-

3 Bribery 13-

3 Concealment 14-

3 Conversation 13-

3 Cryptography 14-

3 Deduction 14-

15 Gambling 20-

3 Lipreading 14-

3 Persuasion 13-

3 Security Systems 14-

3 Seduction 13-

3 Stealth 14-

3 Streetwise 13-

 

Total Powers & Skill Cost: 207

Total Cost: 350

 

200+ Disadvantages

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Psychological Limitation: Bound By Duty (Very Common, Strong)

Notes: Parole

20 Psychological Limitation: Addicted to Gambling (Very Common, Strong)

15 Reputation: Mutant, with a unnatural knack for Gambling , 14-

20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Not welcome in most Casinos (Very Frequently, Major, Not Limiting In Some Cultures)

 

Total Disadvantage Points: 350

 

Background/History: Bret Roger’s has been around for a long time. Some call him the man you never want to sit next to others just the Gambler. Born in Sun Valley, Nevada Bret learned at a young age that he possessed an uncanny talent for games; his favorite, those that separated others from their money.

 

Growing up in the sixties he didn’t have time for flower power, traveling a circuit from Reno to Biloxi and Atlantic City Bret made an easy living at the card tables. Not everyone enjoyed his lifestyle as much as he did. By the late seventies he had had run ins with almost every mobster to even think about a casino, from two bit riverboat barons to the older Sicilian families from the north.

 

By the late seventies the underbelly of the gambling work knew Bret as much for his ability to win a hand no matter if it was rigged or not as his lethal skill with a deck of cards. The eighties were a rough time for him, his name too well known most casinos wouldn’t let him past the front door much less get to a table. Yet, at the same time there were those who wanted to try their hand against the master. More than once, has Bret found himself sitting naked across the table from some young made mad playing poker at gunpoint.

 

As the nineties rolled in so did the beginnings of the celebrity poker craze, large tournaments with high end tables making a revival. In an attempt to give up his passion Bret found himself teaching young hopefuls. Although, safer than taking money from the mob it was not nearly as fun. Soon enough he found himself back in the smoke filled rooms where he had become more legend than reality.

 

In two thousand two Bret finally got dealt a hand he couldn’t beat. Set up by a Las Vegas crime family Bret was sentenced to forty seven years in prison for attempting to rob a casino. At the age of fifty five the lifelong gambler found himself locked away.

 

There old debts came to roost as every two bit thug in the block wanted to make a name for taking out one of the longest thorns in the mob’s side. Yet, some old tricks don’t fade away. The prison guards quickly learned that in the hands of the Gambler a deck of cards was fatal. After serving only a fraction of his sentence, Bret turned state’s evidence to have his time reduced. The state cut him a deal knowing his skill and reputation. Bret became one of the first candidates for a mutant release program to supplement police forces.

 

Never one to look a gift horse in the mouth Bret jumped on the concept. Although, he has since refused to wear any kind of “super suit”, Bret has taken to wearing a white silk three-piece and fedora. Taking his nickname as his heroic persona the Gambler, Bret always leaves a calling card.

 

 

Personality/Motivation: A thrill seeker at heart Bret doesn’t think of himself as a hero as much as someone who simply enjoys life. Years as a gambler have built up an intrinsic hate of the mob and so his current role although significantly flasher than he would like gives him a large degree of satisfaction. More, if he could talk his team mates into playing a hand or two with him.

 

Quote: “You want to take a chance with me?”

 

Powers/Tactics: Stay out of the way, throw cards...

 

Appearance: An older man with salted black hair, his white business suit seems shimmer under light, almost as brightly as his smile.

 

 

Link to comment
Share on other sites

Re: The Gambler

 

If you're going to try to sell the 22 point force field as the Gambler getting out of the way, then you might want to put some limitations on it like:

 

Doesn't work vs area effect attacks. Hard to dodge a nuke.

 

Must be aware of attack. Hard to dodge what you don't see coming...

 

Must have full DCV vs attack. (slightly different from restrainable, as you could have your DCV dropped because of environmental effects, too) Hard to dodge a shot in the dark.

 

If these are too drastic, then maybe 1/2 effect when conditions listed above apply...

Link to comment
Share on other sites

Re: The Gambler

 

2u 2) Flick of the Wrist: Energy Blast 8d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

3u 4) Snap Shot: Energy Blast 15d6 (75 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

I'm not seeing the point of having two identical energy blasts, one with less dice than the other. Was flick of the wrist supposed to have some advantages tacked on?

 

As a matter of personal taste, I would tone down the power of the cards and give the character Deadly Blow/Ranged Martial Arts.

 

Also, what's the DC cap for the game this guy is supposed to be in? He's got ridiculous offensive power with the Find Weakness tacked on. Putting RSR on FW is also not a fun idea IMO.

 

Have you figured out the effective range of a thrown card yet?

 

Oddly, he's not a very good shot...

 

Also, is he actually a mutant or do people just THINK he's a mutant? If the former, he should probably have the DF: Mutant disadvantage.

Link to comment
Share on other sites

Re: The Gambler

 

He is a mutant although his outward appearance looks normal. Flick of the Wrist and Card in the Eye are both lower point powers to allow him some flexibility, in fights with non-powered foes I pictured him using these two powers without having to worry about which is currently selected in the Mp.They also serve to be less than lethal cards.

 

As for his aim I thought a base OCV 8 + 1 Overall Skill Level was fairly competent. However, some of the other builds listed had Dex's as high as 29 so I could certainly be off here. That said there campaign listing did not have a cap for DCs or Active Points that I saw.

 

As for effective range, I need to go back and watch an episode of Myth Busters first, I think I'll go with something comparable but a bit more than what is shown in the card throwing show.

Link to comment
Share on other sites

Re: The Gambler

 

He is a mutant although his outward appearance looks normal.

 

Should have been clearer. Distinctive Feature: Mutant (Always, Special Senses) makes it possible to detect him with Mutant sensors and such. It doesn't mean he looks different.

 

 

Flick of the Wrist and Card in the Eye are both lower point powers to allow him some flexibility, in fights with non-powered foes I pictured him using these two powers without having to worry about which is currently selected in the Mp.They also serve to be less than lethal cards.

 

:confused:

 

Switching MP slots is a Zero Phase Action.

 

Just use Snap Shot and throw less dice into it.

 

 

As for his aim I thought a base OCV 8 + 1 Overall Skill Level was fairly competent. However, some of the other builds listed had Dex's as high as 29 so I could certainly be off here. That said there campaign listing did not have a cap for DCs or Active Points that I saw.

 

Varies from game to game obviously, but average CV is usually around 10-12 IMX.

 

Weapon Master/Martial Artists types tend to have the high end OCV, often with enough skill levels so they can trade in their overkill levels of accuracy for damage on easier to hit targets.

 

Since you are primarily a ranged based character, you also have to take into account how quickly the range penalty will destroy your OCV.

 

As for effective range, I need to go back and watch an episode of Myth Busters first, I think I'll go with something comparable but a bit more than what is shown in the card throwing show.

 

216' or a little over 32" in game terms. Which, might I add, means -6 OCV from range penalties...

 

But "realistically", a lot of that is going to be float so you may or may not want that to be his effective max range... depends on what you are going for...

Link to comment
Share on other sites

Re: The Gambler

 

If I did a range of 16", dropped Flick of the Wrist and reduced his Know when to fold em' to +4" I think he can pick up 3 PSLs verses Range Modifiers or 3 CSLs with the Multipower. Although at 16" it's a -4 range penalty, I may go with the CSLs for ease.

Link to comment
Share on other sites

Re: The Gambler

 

instead of an ultra slot go for a varible slot twice the cost but you can put the level of power you need for the foe you are facing

if you where paying end you would just pay less end for the effect you wanted and still have it at the cost of an ultra slot

 

He is a mutant although his outward appearance looks normal. Flick of the Wrist and Card in the Eye are both lower point powers to allow him some flexibility, in fights with non-powered foes I pictured him using these two powers without having to worry about which is currently selected in the Mp.They also serve to be less than lethal cards.

 

As for his aim I thought a base OCV 8 + 1 Overall Skill Level was fairly competent. However, some of the other builds listed had Dex's as high as 29 so I could certainly be off here. That said there campaign listing did not have a cap for DCs or Active Points that I saw.

 

As for effective range, I need to go back and watch an episode of Myth Busters first, I think I'll go with something comparable but a bit more than what is shown in the card throwing show.

Link to comment
Share on other sites

Re: The Gambler

 

instead of an ultra slot go for a varible slot twice the cost but you can put the level of power you need for the foe you are facing

if you where paying end you would just pay less end for the effect you wanted and still have it at the cost of an ultra slot

 

Flexible slots offer no benefit here since it;s an attack MP.

 

You can always use less dice and, subsequently spend less end, when using an ultra slot. It's just that no matter how much or how little you use, it always chews up the same number of reserve points.

 

And actually, something I missed... the Beam disadvantage means that the power always has to be used at full effect, so the character can never do less than maximum damage... maybe that 8DC attack was a good idea after all...

Link to comment
Share on other sites

Re: The Gambler

 

I would figure that he has it on charges that the damage would be fixed

 

 

Flexible slots offer no benefit here since it;s an attack MP.

 

You can always use less dice and, subsequently spend less end, when using an ultra slot. It's just that no matter how much or how little you use, it always chews up the same number of reserve points.

 

And actually, something I missed... the Beam disadvantage means that the power always has to be used at full effect, so the character can never do less than maximum damage... maybe that 8DC attack was a good idea after all...

Link to comment
Share on other sites

Re: The Gambler

 

Quick update based on feedback here, some of the powers have changed a bit and I've expanded the Force Field's description to try and clear it up.

 

The Gambler

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

18 BODY 16 13-

23 INT 13 14- PER Roll 14-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

12 COM 1 11-

 

2+22 PD 0 Total: 2/24 PD (0/22 rPD)

4+22 ED 0 Total: 4/26 ED (0/22 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

6 REC 0

36 END 0

32 STUN 0

Total Characteristic Cost: 142

 

Movement:

Running: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

45 Card Tricks: Multipower, 75-point reserve, all slots 52 Charges (+½) (112 Active Points); all slots OAF (-1), Range Based On Strength (-¼), Beam (-¼)

Notes: Range 16"

2u 1) Flick of the Wrist: Energy Blast 8d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

3u 2) Snap Shot: Energy Blast 15d6 (75 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

1u 3) Card in the Eye: Sight Group Flash 7d6 (35 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

3u 4) Deadly Hand: Killing Attack - Ranged 5d6 (75 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

27 Gambler's Cut: Find Weakness 15- with Related Group of Attacks (40 Active Points); Requires A Skill Roll (-½) 0

38 Luck of the Draw: Force Field (22 PD/22 ED), Reduced Endurance (0 END; +½) (66 Active Points); Restrainable (-½), Limited Power Power loses about a fourth of its effectiveness (Does not work verses AoE attacks. ; -¼) 0

Notes: The Force Field represents glancing blows as The Gambler naturaly moves out of the way of blows with precognitive grace, even if unaware of the attack.

8 Know when to fold em': Running +4" (10" total) 1

 

Perks

3 Money: Well Off

3 Reputation: Great Card Player (A small to medium sized group) 14-, +3/+3d6

 

Skills

10 Lucky Shot: +1 Overall

5 Fold: +1 with DCV

6 Darts are overrated: +2 with any three maneuvers or a tight group of attacks

3 Acting 13-

3 Breakfall 14-

3 Bribery 13-

3 Concealment 14-

3 Conversation 13-

3 Cryptography 14-

3 Deduction 14-

15 Gambling 20-

3 Lipreading 14-

3 Persuasion 13-

3 Security Systems 14-

3 Seduction 13-

3 Stealth 14-

3 Streetwise 13-

 

Total Powers & Skill Cost: 208

Total Cost: 350

 

200+ Disadvantages

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Psychological Limitation: Bound By Duty (Very Common, Strong)

Notes: Parole

20 Psychological Limitation: Addicted to Gambling (Very Common, Strong)

15 Reputation: Mutant, with a unnatural knack for Gambling , 14-

20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Not welcome in most Casinos (Very Frequently, Major, Not Limiting In Some Cultures)

 

Total Disadvantage Points: 350

 

Link to comment
Share on other sites

Re: The Gambler

 

To clarify: you don't have to always use your powers at full... well, power. You can just have the one, larger Energy Blast slot and simply use fewer dice when you're holding back. If you're really concerned about accidentally hurting someone, STUN Only is a -0 Disadvantage that you can apply to one slot or the other which would actually differentiate them.

 

Oh, wait, I just noticed that you have the Beam limitation. Does that mean you can't use less than full power, or am I thinking of 4th edition?

Link to comment
Share on other sites

Re: The Gambler

 

Personally, I don't think that aspect of Beam makes a lot of sense for a power that is essentially based on muscle and finesse. The other aspects of Beam make sense here, but not that one.

 

With my Archer, I took Beam for several of his arrows, but the majority of his damage came from his personal skill (Skill Levels, Deadly Blow, Martial Arts Maneuvers and extra MA DC's). So he could do less damage if he wanted to because the limitation was only on the base damage of the arrow.

 

If he wanted to do less damage, he just didn't use those other abilites. This also had the advantage that he was essentially just as dangerous with some random off the shelf or jury rigged gear as he was with his own personal bow and arrows.

 

The way you have the character written up, technically he's only deadly with his specific pack of 52 cards, though I think most GM's wouldallow you to throw other cards. But as it stands right now, the power is all in the OAF cards.

 

38 Luck of the Draw: Force Field (22 PD/22 ED), Reduced Endurance (0 END; +½) (66 Active Points); Restrainable (-½), Limited Power Power loses about a fourth of its effectiveness (Does not work verses AoE attacks. ; -¼)

 

I think Armor might be a better fit here and will possibly cost less.

 

Technically, the Luck of the Draw is still visible to 3 sense groups. Armor, with Non-Persistent might be a better fit and is invisible by default.

Link to comment
Share on other sites

Re: The Gambler

 

I don't have the book in front of me. (Ahem, at the office) Can any CSL be transferred to a DC that it applies to? For example the Gambler currently has "6 Darts are overrated: +2 with any three maneuvers or a tight group of attacks" can these be converted to DCs with the multipower? If so I may drop things to a 40 point Multipower and shift the damage over to CSLs.

 

The other thing is the Focus. Right now it is simply "playing cards" I didn't think it had to be just the one deck of cards. I could add expendable and Easy to Obtain a new focus but I think that means the focus is gone after one use so I left it off. Originally I though about having it as "small objects" but I feared the Youngblood, Shaft, Rob Liefeld connection and death by a bic across the mall food court.

Link to comment
Share on other sites

Re: The Gambler

 

I don't have the book in front of me. (Ahem' date=' at the office) Can any CSL be transferred to a DC that it applies to? For example the Gambler currently has "6 Darts are overrated: +2 with any three maneuvers or a tight group of attacks" can these be converted to DCs with the multipower? If so I may drop things to a 40 point Multipower and shift the damage over to CSLs.

 

3 point CSLs and above can be traded in for damage.

 

Keep in mind, it works different in Heroic and Super Heroic games. In superheroic game, 2 CSLs = 1 Body on Killing attacks or +3 STUN on normal damage attacks

 

Heroic games add as straight DCs

 

The other thing is the Focus. Right now it is simply "playing cards" I didn't think it had to be just the one deck of cards.

 

It comes down to interpretation.

 

It's kinda like if you had a magic sword that is written up as a 4d6 AP HKA, OAF. Not every sword you pick up is going to do 4d6 AP Killing. The power is in the sword.

 

If you want the ability to do 4d6 AP HKA with any old sword you pick up, you need to buy it separately some how. Could be done with skill levels, naked advantage, martial arts, talents or you could just write the MP up as OIF (sword of opportunity).

 

Originally I though about having it as "small objects" but I feared the Youngblood, Shaft, Rob Liefeld connection and death by a bic across the mall food court.

 

I have this exact ability on one of my characters (and working on a variation on it for another). Don't think Shaft! Think Bullseye or Ultimate Hawkeye. Much cooler :sneaky:

 

Personally, I'd probably go with small throwable objects of opportunity. That way it's all skill based. Of course, you don't have to ever throw anything other than playing cards, but you CAN should the need ever arise. Imagine the look of surprise on the villains face when they steal your deck... and then you take them out with a poker chip ;)

Link to comment
Share on other sites

Re: The Gambler

 

The Gambler, take 3. I've tried to incorporate the CSL information and expanded what the Focus for the Multipower is and switched from Force Field to Armor. Some names have been changed around but that's more thematic.

 

The Gambler

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

23 DEX 39 14- OCV: 8/DCV: 8

18 CON 16 13-

18 BODY 16 13-

23 INT 13 14- PER Roll 14-

20 EGO 20 13- ECV: 7

20 PRE 10 13- PRE Attack: 4d6

14 COM 2 12-

 

2+25 PD 0 Total: 2/27 PD (0/25 rPD)

4+25 ED 0 Total: 4/29 ED (0/25 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

6 REC 0

36 END 0

32 STUN 0

Total Characteristic Cost: 143

 

Movement:

Running: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

24 Card Tricks: Multipower, 40-point reserve, all slots 52 Charges (+½) (60 Active Points); all slots OAF (-1), Range Based On Strength (-¼), Beam (-¼)

Notes: The Gambler is able to fling virtually any small object with deadly force. His weapon of choice? A fresh Hoyle deck of cards. Range 16"

 

2u 1) Flick of the Wrist: Energy Blast 8d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

2u 2) Dealing from the Bottom of the Deck (Card in the Eye): Sight Group Flash 8d6 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

2u 3) Deadly Hand: Killing Attack - Ranged 3d6-1 (40 Active Points); OAF (-1), Range Based On Strength (-¼), Beam (-¼) 0

 

27 Gambler's Cut: Find Weakness 15- with Related Group of Attacks (40 Active Points); Requires A Skill Roll (-½) 0

 

37 Luck of the Draw: Armor (25 PD/25 ED) (75 Active Points); Restrainable (-½), Nonpersistent (-¼), Limited Power Power loses about a fourth of its effectiveness (Does not work verses AoE attacks. ; -¼) 0

 

8 Cut and Run: Running +4" (10" total) 1

 

Perks

3 Money: Well Off

3 Reputation: Great Card Player (A small to medium sized group) 14-, +3/+3d6

 

Skills

10 Luck of the Draw: +1 Overall

30 Card Shark (Darts are overrated): +10 with any three maneuvers or a tight group of attacks

Notes: Normal Configuration, +3 OCV +7 DCs or 15D6 Flck of the Wrist and 5D6 Deadly Hand.

5 Know when to fold em': +1 with DCV

3 Acting 13-

3 Breakfall 14-

3 Bribery 13-

3 Concealment 14-

3 Conversation 13-

3 Cryptography 14-

3 Deduction 14-

15 Gambling 20-

3 Lipreading 14-

3 Persuasion 13-

3 Security Systems 14-

3 Seduction 13-

3 Stealth 14-

3 Streetwise 13-

 

Total Powers & Skill Cost: 207

Total Cost: 350

 

200+ Disadvantages

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

25 Hunted: Insert Mob Family Here 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Psychological Limitation: Bound By Duty (Very Common, Strong)

Notes: Parole

20 Psychological Limitation: Addicted to Gambling (Very Common, Strong)

15 Reputation: Mutant, with a unnatural knack for Gambling , 14-

20 Social Limitation: Public Identity (Many Enemies) Frequently (11-), Severe

10 Social Limitation: Famous (Frequently, Minor)

15 Social Limitation: Not welcome in most Casinos (Very Frequently, Major, Not Limiting In Some Cultures)

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...