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The Doughboy


Ranxerox

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After thinking about this character for about a decade and even commissioning artwork on him, I finally got around to writing him up. Hope people like him.

 

[b]Doughboy - Zachariah Hill[/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
20    STR     10   20      13-       HTH Damage 4d6  END [2]
20    DEX     20   20      13-       
20    CON     10   20      13-
16    BODY    6   16      
20    INT     10   20      13-       PER Roll 13-
20    EGO     10   20      13-       
20    PRE     10   20      13-       PRE Attack: 4d6
9     OCV     30   9
7     DCV     20   7
3     OMCV    0    3
6     DMCV    9    6
10    PD      8   10/20             10/20 PD (0/10 rPD)
10    ED      8   10/20             10/20 ED (0/10 rED)
5    SPD     30   5                 Phases:  3, 5, 8, 10, 12
11    REC     7   11
40    END     4   40
40    STUN    10   40
12    RUN      0   12m                END [1]
4    SWIM     0   4m                END [1]
4    LEAP     0   4m                4m forward, 2m upward

[b]CHA Cost: 202[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
24     [b][i]Great Combat Leader[/i][/b]: Multipower, 30-point reserve,  (30 Active Points); 

all slots Incantations (Giving Orders; -1/4) - END=
2f     1)  [b][i]Duck And Cover Ladies![/i][/b]: Aid  DCV 2d6 (standard effect: 6 points), 

Area Of Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (12m per Phase; +1/2) (30 

Active Points); Incantations (Giving Orders; -1/4) - END=3
2f     2)  [b][i]Line Your Sight, Exhale And Pull The Trigger[/i][/b]: Aid  OCV 2d6, Area Of 

Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (1m per Phase; +1/2) (30 Active 

Points); Incantations (Giving Orders; -1/4) - END=3
2f     3)  [b][i]No Sleeping On The Job, Soldier![/i][/b]: Aid  Stun 2d6 (standard effect: 6 

points), Area Of Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (1m per Phase; +1/2) 

(30 Active Points); Incantations (Giving Orders; -1/4) - END=3
2f     4)  [b][i]You Don't Have Permission To Die, Soldier![/i][/b]: Aid  Body 2d6 (standard 

effect: 6 points), Area Of Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (1m per 

Phase; +1/2) (30 Active Points); Incantations (Giving Orders; -1/4) - END=3
2f     5)  [b][i]Keep Moving, Soldier![/i][/b]: Aid  END 2d6 (standard effect: 6 points), 

Area Of Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (1m per Phase; +1/2) (30 

Active Points); Incantations (Giving Orders; -1/4) - END=3
1f     6)  [b][i]The Bigger They Are, The Tastier The Barbeque[/i][/b]: Aid  Presence 2d6, 

Area Of Effect (16m Radius; +1 1/4), Selective (+1/4), Mobile (1m per Phase; +1/2) (30 

Active Points); Limited Power Power loses about half of its effectiveness (Only To Protect 

Against Presence Attacks; -1), Incantations (Giving Orders; -1/4) - END=3
      - END=
1     [b][i]Older Than He Looks[/i][/b]: Life Support  (Longevity: 200 Years) - END=0
5     [b][i]Has Had All His Shots[/i][/b]: Life Support  (Immunity: All terrestrial 

diseases) - END=0
5     [b][i]Can Eat Things That Would Make A Goat Puke[/i][/b]: Life Support  (Immunity: All 

terrestrial poisons) - END=0
13     [b][i]Heals Quickly[/i][/b]: Regeneration (1 BODY per Hour), Can Heal Limbs - END=0
      - END=
45     [b][i]Lightning Rifle[/i][/b]: Multipower, 60-point reserve, all slots Reduced 

Endurance (0 END; +1/2) (90 Active Points); all slots OAF (-1) - END=
3f     1)  [b][i]Lightning[/i][/b]: Blast 12d6 (60 Active Points); OAF (-1) - END=0
3f     2)  [b][i]Stunner[/i][/b]: Blast 6d6, Attack Versus Alternate Defense (rED defined as 

a force field or the like or total electrical insulation; All Or Nothing; +1) (60 Active 

Points); OAF (-1) - END=0
3f     3)  [b][i]Flicker Lightning[/i][/b]: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 

Active Points); OAF (-1) - END=0
3f     4)  [b][i]Lightning Flash[/i][/b]: Sight and Radio Groups Flash 11d6 (60 Active 

Points); OAF (-1) - END=0
      - END=
32     [b][i]Space Commando Uniform[/i][/b]: Resistant Protection (10 PD/10 ED/5 Flash 

Defense:  Hearing Group/7 Flash Defense:  Sight Group) (48 Active Points); OIF (-1/2) - 

END=0
13     [b][i]Space Commando Uniform[/i][/b]: Life Support  (Safe in High Pressure; Safe in 

High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; 

Self-Contained Breathing) (19 Active Points); OIF (-1/2) - END=0
11     [b][i]Helmet Com Unit[/i][/b]: High Range Radio Perception (Radio Group), Tracking 

(17 Active Points); OIF (-1/2) - END=0

[b]POWERS Cost: 172[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
     Good Shot
3      Shoot And Duck:  1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5      Taking Careful Aim:  1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike  , +1 Segment
4      Shoot:  1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
4      Aim For The Vitals:  1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC

     Knows How To Fight
4      Punch:  1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
4      Killing Strike:  1/2 Phase, -2 OCV, +0 DCV, HKA 2d6
5      Kick:  1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike
4      Squirm Free:  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
2      Weapon Element:  Blades, Clubs

[b]MARTIAL ARTS Cost: 35[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      Oratory 13-
3      PS: Soldier  13-
3      Stealth 13-
3      Systems Operation 13-
3      Bureaucratics 13-
3      Breakfall 13-
3      Combat Driving 13-
3      Combat Piloting 13-
5      Cramming 
10      Defense Maneuver I-IV 
3      Demolitions 13-
3      Fast Draw 13-
3      Interrogation 13-
3      Paramedics 13-
6      Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets, Swords 

And Daggers) 13-
3      Tracking 13-
7      Tactics 15-
10      Two-Weapon Fighting 
7      Teamwork 15-
18      TF:  Common Motorized Ground Vehicles, Mecha, Science Fiction & Space Vehicles, 

Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Military Ships, Large Motorized 

Boats, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Military Ships, 

Small Motorized Boats, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles
12      Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, 

Mountain) 13-
19      WF:  Anti-Aircraft Guns, Anti-Tank Guns, Artillery, Beam Weapons, Common Melee 

Weapons, Emplaced Weapons, Energy Weapons, Mortars, Recoilless Guns, Small Arms, Bows, 

Energy Blades, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, 

Inertial Gloves, Shoulder-Fired Weapons, Vehicle Weapons (group)

[b]SKILLS Cost: 133[/b]


[b][u]Cost[/u]   [u]TALENTS[/u][/b]
13      Universal Translator 13- (20 Active Points); OIF (-1/2)

[b]TALENTS Cost: 13[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
10     Psychological Complication:  American Patriot (Uncommon; Strong)
10     Psychological Complication:  Has Had His Fill Of Death (Common; Moderate)
20     Psychological Complication:  Soldier's Code of Honor (Very Common; Strong)
10     Physical Complication:  Unfamiliar With The Modern World (Infrequently; Slightly 

Impairing)
10     Social Complication:  Legally Dead Frequently, Minor
15     Hunted:  The Cleave Empire Infrequently (Mo Pow; Harshly Punish)

[b]DISADVANTAGES Points: 75[/b]

Base Pts: 400
Exp Required: 155
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 555


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[/size]

 

Background: July 18th, 1918 Château-Thierry, France.

 

It was still dark when the order was given and they "went over the top". No artillery had been fired in preparation for their attack, and the Germans hadn't seen it coming. This gave them the advantage of surprise ... but surprise last only so long. Now, as dawn was coming over the horizon, Corporal Zachariah Hill's squad was well behind enemy lines and surrounded on all sides by German snipers. After the Sergeant had taken a shot to the neck, the Lieutenant had pushed them forward seemingly without heed for danger. Now as they cowered in the scant protection provided by the ruins of a burned down shop, the Lieutenant answered all questions with, "I don't know! I just don't know!"

 

"He's gone," Zachariah told the others gesturing towards the Lieutenant, "and we are out too far in front of the line. But that church across the square, if we can take it, we can hold it until the line catches up with us. We don't have any time though. We have to charge it now. So let's go!"

 

Putting his shoulder into it, Corporal Hill crashed through the front door of the church and bayoneted a surprised German officer. The other German soldiers in the room went down under a barrage of gunfire as the surviving members of his squad ran into the church behind him. "Okay, barricade the door, while I, Jones and Krammer clear the snipers out of the bell tower. Then the church will be ours and we can wait for reinforcements."

 

The stairs up to bell tower were narrow, forcing the soldiers to go up single file. So Jones and Krammer could only watch from behind as Corporal Zachariah Hill single-handedly dispatched the four snipers at the top. The whistle of incoming artillery told them that the squad's victory and they themselves would be short lived. The church collapsed as three mortar shells hit it one after the other.

 

Later as Zachariah lay dying on top of the rubble of the church, the only member of his squad not buried underneath, through partially open eyes he saw a dark figure hovering over him. "Would you fight for your life?" asked the dark figure. Blood trickling from the corner of Zach's mouth didn't stop him from he answering, "Yes, I would."

 

Latter, Zachariah would learn that he had been rescued by one of the People of the Tapestry, an alien species. The aliens rescued him not out of kindness or compassion but instead out of desperation. They were looking at an impending war with a genocidal species of aliens called the Cleave and they realized that there peaceful ways had left them poorly equipped to face such a threat. Hoping to gain some insight into war decided to study the wars being fought on the nearby, primitive planet Earth and to collect soldiers who showed particular ingenuity and courage and were about to die from it. Corporal Zachariah Hill, later to be simply Doughboy, was one those soldiers, and would spend decades defending the peace People of the Tapestry against the murderous Empire of the Cleave. Recently, however, he has returned his home planet of Earth in order to protect it from an impending attack by the Cleave.

 

Appearance: He is large, athletic man who despite being over a 100 years old appears to be in his mid-thirties. His outfit, which was designed by the members of Earth Company as the rescued soldiers named themselves, can be described as sci-fi pulp take on the combat clothes of WWI G.I. He wears a genuine trench coat with alien medals affixed to it, a WWI style helmet, and what appears to be a high-tech gas mask. The gas mask, unlike those of the Great War, only covers the bottom half of his face though there is a transparent screen surrounding his whole head. He carries an alien rifle that has two side prongs coming out of the main barrel and fires lightning (actually its a powerful electrolaser but Doughboy considers it lightning). Strapped to his back is a jetpack.

 

Powers/Tactics: Most of the Doughboy's powers come from his equipment, most of which was conceived of by members of Earth Company and designed and built by the technologically advanced People of the Tapestry. This combination of early twentieth century imagination and alien tech gives the equipment a retro-future feel to it. In addition to the gadgets, the People of Tapestry made improvements to their rescued/abducted earthlings to make them harder to kill. These improvements include regeneration, longevity treatment and immunity to all diseases and toxins.

 

The Doughboy was a gifted soldier from the beginning and has almost a century of combat experience under his belt. He is comfortable using virtually any weapon and fighting in any environment. Also he is a master tactician and any group in which he is a member will fight better than they normally do as long as they can hear his instructions.

 

Personality/Motivation: Zachariah Hill is a man of vast contradictions. He is an American patriot who has not set foot on his native soil for almost a hundred years. He is a man heartsick with death and killing who continues to throw himself into battle. His time away from Earth has left him amazed at all the changes and progress that has occurred during his absence but his time amongst the stars has left him continuely disappointed by the primitiveness of his home world. By what he was raised to believe and by his basic temprament he is a believer in free will and endless possibility but the miraculous nature of his life seems to argue for the heavy hand of fate. He is a boy scout who won't hesitate to fight dirty, and man of deep faith who has no time for religion.

 

However, since Zachariah Hill is a man to keep his own confidences, few people get to know him well enough to appreciate his contradictions. What people generally see is his focus, determination and that he always has a plan and a back-up plan to go with it. He is a man of action and he is always moving forward even when he is in retreat.

 

Campaign Use: The Doughboy's main intended campaign use is to warn the player characters about the impending invasion of the Empire of the Cleave [the Xenovores from the Alien Wars setting book minus the eating of foes bit can provide template for the Cleave unless you have an idea for aliens you like better]. In this role he should sell the scope of the menace to players, provide them with useful information about the foe and help them procure any equipment they need to ward off the alien invasion.

 

Alternately, if fighting off and alien invasion isn't in fitting with your campaign, the Doughboy can act as more complicated than normal patriotic themed hero.

 

The Doughboy owes a bit in his conception to Captain America but also owes Flash Gordon and Buck Rogers. Therefore, it not surprising that he works just fine in pulp campaigns. Just tone down his Speed, OCV and DCV and damage class to fit the guidelines of your campaign and he can be plugged right in.

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First I gotta say when I saw the tittle of Doughboy, I thought of The Blob (from X men) type powers. The alien twist in the background I thought was imaginative. A plot I think you could use him for would be to enlist the aid of modern heroes to attack the Cleave directly. He could have a slot titled Your in the Army: mental command must follow the doughboy. Oh and have you considered other people from earth company? And what time they might have came from?

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I like the idea of the Combat Leader Multipower, but those Aids will fade quickly, especially embarrassing for the BOD aid if you don't have permission to die.

 

Lucius Alexander

 

The palindromedary thinks the END, STUN, and BOD Aids should possibly be Healing

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I like the idea of the Combat Leader Multipower, but those Aids will fade quickly, especially embarrassing for the BOD aid if you don't have permission to die.

 

Lucius Alexander

 

The palindromedary thinks the END, STUN, and BOD Aids should possibly be Healing

 

Instead of a Fade Rate, Healing has the re-use issue which gets expensive to overcome. Luckily, Healing is NOT considered an Adjustment Power for these purposes.

 

example:

40 Healing BODY 2d6 (standard effect: 6 points), Variable Effect: Characteristics (+1/2), Area Of Effect (16m Radius; +3/4), Selective (+1/4), Decreased Re-use Duration (1 Turn; +1 1/2) (80 Active Points); Limited Power Power loses about a third of its effectiveness (Others Only; -1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Targets must be able to hear "orders"; -1/4) END 8

 

42 Aid 4d6 (standard effect: 12 points), Variable Effect: Characteristics (+1/2), Area Of Effect (16m Radius; +3/4), Selective (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (84 Active Points); Only to Aid Others (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Targets must be able to hear "orders"; -1/4) END 8

 

A good Limitation for the Aid version is would be - One Use At A Time (-1):

If a character cannot use an Adjustment Power on a target a subsequent time until the first use fades entirely, it takes this Limitation.

 

But Aid has other issues when used on Characteristics that are considered "Defense Powers".

 

from 6e1 page 141

 

Defense Powers:

To balance the usefulness of defenses in the HERO System, the effect of any Adjustment Power that increases or decreases any of the following is halved: any Defense Power; the Characteristics CON, DCV, DMCV, PD, ED, REC, END, BODY, and STUN;

 

Note that this does not affect the Fade Rate. Note that a 5 point Fade Rate gets multiplied by the cost of the characteristic as well. So if the character used Aid vs. END with the build above it would be the standard effect of 12 divided by 2 (END is a Defense Power vs. Aid/Drain) multiplied by 5 (30 END Total) that would fade by 25 END per Minute.

 

Here are a couple of examples of how I've used both Aid and Healing.

 

From my FLASH:

14)Superspeed Recovery: Healing ANY Characteristic or Power 2d6 (standard effect: 6 points), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Does Not Work On Some Damage (Anything that a HIGH metabolism would not help against.; -1/4)

 

From my SUPERMAN:

31) Super Solar Battery: Aid REC 4d6 (standard effect: 12 points), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +1 1/2) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27

Notes: Since REC is considered a Defensive Power vs. Adjustments their effects are halved (6e1 pg141). Effectively +6 REC. This boosted REC must be completely gone before it can be Aided again (Only usable once per 40 Minutes). Alternatively, the GM can rule that the points return (fade) at the rate of 1 per 4 minutes (Only usable once per 24 Minutes). 6 END

 

32) Super Solar Battery v2: Aid END 10d6 (standard effect: 30 points) (60 Active Points); Only to Aid Self (-1), Conditional Power Only in Direct Sunlight (-0) Real Cost: 27

Notes: There are 3 factors that go into how much END he gets from this. 1) END costs 1 Real point per 5 gained. 2) END is considered a Defensive Power vs. Adjustments so their effects are halved (6e1 pg141). 3) The power COSTS 6 END to activate. The total of all of this results in an imediate boost of +69 END (30x5=150, 150/2=75, 75-6=69) that begins to fade at -25 END per Turn. This boosted END is used first and must be completely gone before it can be Aided again. When combined with "More powerfull than a locamotive v3" (120 STR Total @16 END/Phase) & "Look! Up in the sky!" (Flight 40m @0 END) he can attain a combined 'Total Lifting STR' of 130 before PUSHING that is sustainable for ~ 2-3 Turns. Accoring to APG1, 140 STR is enough to lift 6.4 million tons or The Great Pyramid of Giza (est.). 6 END

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Here is a 35 Real Point alternative version of the Aid build above.

 

35 Aid 3d6+1 (standard effect: 10 points), Variable Effect: Characteristics (+1/2), Area Of Effect (16m Radius; +3/4), Selective (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (70 Active Points); Only to Aid Others (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Targets must be able to hear "orders"; -1/4) END 7

 

Note that 35 points = total cost (Reserve & Slots) of the entire Doughboy Great Combat Leader Multipower.

In this configuration it could be used to boost DCV by +1, OCV by +2, and so on.

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First I gotta say when I saw the tittle of Doughboy, I thought of The Blob (from X men) type powers. The alien twist in the background I thought was imaginative. A plot I think you could use him for would be to enlist the aid of modern heroes to attack the Cleave directly. He could have a slot titled Your in the Army: mental command must follow the doughboy. Oh and have you considered other people from earth company? And what time they might have came from?
All 256 of the original members of Earth Company (400 in the People of the Tapestry's preferred base 8) were World War I combatants. However, as members have died, deserted and retired, they have been replaced by fighters from more recent wars. Every major conflict of the 20th Century from WWI on is represented in Earth Company. Since the People of the Tapestry don't value uniformity of uniforms, in the Company you will find sci-fi versions of KMT fighters from China Revolution, of WWII fighters from all sides of the conflict, and Russian and Mujaheddin from the Soviet-Afghanistan war amongst other warriors.
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I like the idea of the Combat Leader Multipower, but those Aids will fade quickly, especially embarrassing for the BOD aid if you don't have permission to die.

 

Lucius Alexander

 

The palindromedary thinks the END, STUN, and BOD Aids should possibly be Healing

 

Good point. I think I will take you up on the END and STUN Aids being healing, but the BOD Aid was meant to be fleeting. He doesn't actually do anything to help peoples wounds, he just convinces them to hang in there anyway. If he quits encouraging them (and paying END) they fade pretty quickly as you would expected from the mortally wounded.

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Here is a 35 Real Point alternative version of the Aid build above.

 

35 Aid 3d6+1 (standard effect: 10 points), Variable Effect: Characteristics (+1/2), Area Of Effect (16m Radius; +3/4), Selective (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (70 Active Points); Only to Aid Others (-1/2), Incantations (-1/4), Conditional Power Power does not work in Uncommon Circumstances (Targets must be able to hear "orders"; -1/4) END 7

 

Note that 35 points = total cost (Reserve & Slots) of the entire Doughboy Great Combat Leader Multipower.

In this configuration it could be used to boost DCV by +1, OCV by +2, and so on.

 

Nice build. :thumbup:

 

If I incorporate it, I will probably decrease the length of the boost and lower END cost. I will probably go this route, though I will miss the catchy multi-power slot names.

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Nice build. :thumbup:

 

If I incorporate it, I will probably decrease the length of the boost and lower END cost. I will probably go this route, though I will miss the catchy multi-power slot names.

 

Another option would be to include: Expanded Effect (x2 Characteristics or Powers simultaneously) +1/2

And if you have Hero Designer just add the catchy names to the "Notes" tab so they are included in the output.

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  • 5 weeks later...

I like him!

We've actually had a character named Doughboy in Epic City for over a decade now. He's very similar to yours in that he is a WWI themed character. However, his history goes much farther back; he's something of an eternal avatar of war who shows just as the big conflict is about to commence. He can shapeshift his arms into weapons that reflect the most recent technological advances (kind of like Guy Gardner's Warrior = http://images.wikia.com/marvel_dc/images/2/21/Guy_Gardner_Warrior_04.jpg) and, though he may be defeated or even killed in battle, he is immortal and will reappear to herald in the next conflict like an omen of war to come.

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First I gotta say when I saw the tittle of Doughboy, I thought of The Blob (from X men) type powers. The alien twist in the background I thought was imaginative. A plot I think you could use him for would be to enlist the aid of modern heroes to attack the Cleave directly. He could have a slot titled Your in the Army: mental command must follow the doughboy. Oh and have you considered other people from earth company? And what time they might have came from?
I can't help but think that there were German, Russian, British, French, and other soldiers in the original Earth Company as well. So Doughboy was fighting alongside men who had taken up arms for the Kaiser -- and I sincerely doubt that after an initial bout of trepidation he would have had any problem with it whatsoever, and probably soon numbered some very good friends among his German comrades. One universal trait of the sort of soldiers the Tapestry would recruit is that they don't leave their own behind and always watch each other's back. And if you attack one of them, you attack them all.

 

This should give the Doughboy some interesting perspectives on the nature of war. Looking at the sort of bloodshed we see on Earth today must fill him with profound sorrow.

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