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Kaze9999

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Files posted by Kaze9999

  1. StarKnight

    Character submission for a Silver Age Champions game: StarKnight is an amnesiac alien whose powers work by dancing moves. S/he is a martial artist with Teleport and Shapechange who has white hair and an unidentifiable accent no matter what form s/he is in and has no base form or gender.
    Height: 5' 6" Hair: White Weight: 140 lbs Eyes: Varies Appearance: A shapechanger, without fixed gender or physical characteristics except for consistently white hair. Always good looking, and sometimes absolutely stunning due to "Makeover" Sapeshift ability. Background: StarKnight is an alien who came find himself on Earth with no memory of how, but very strong convictions and an accented knowledge of the spoken English language. Starknight is sure that this is the place s/he should be...until it is not, and follows her/his code of wandering, helping, and living large.

    29 downloads

    0 comments

    Submitted

  2. A-Team (Superhero name)

    Player character: Duplicater Teleporter Martial Artist 350 points

    44 downloads

    0 comments

    Submitted

  3. 0 comments

    Submitted

  4. Against the Black Tide Troll Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    43 downloads

    0 comments

    Submitted

  5. Against the Black Tide NPC:Falasmaedhdal (Sample Bullman)

    NPC (Sample Minotaur) for my Fantasy Hero campaign

    38 downloads

    0 comments

    Updated

  6. Against the Black Tide Minotaur Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    35 downloads

    0 comments

    Updated

  7. Against the Black Tide NPC: Gonmuranon (Sample Orc)

    Sample Orc for Fantasy Hero game based on Monster Hunter International rules

    33 downloads

    0 comments

    Updated

  8. Against the Black Tide NPC: Landasathcon Against the Black Tide NPC: Against the Black Tide NPC: (Sample Elf)

    Sample Elf for Fantasy Hero game based on Monster Hunter International rules

    27 downloads

    0 comments

    Updated

  9. Against the Black Tide Orc Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    35 downloads

    0 comments

    Updated

  10. Against the Black Tide Human Mutant Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    49 downloads

    0 comments

    Updated

  11. Against the Black Tide NPC: Valaldómion (Sample Human Mutant)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    21 downloads

    0 comments

    Submitted

  12. Against the Black Tide NPC: Laerilla (Sample Human Normal w Corruptive)

    Sample character as NPC for Fantasy Campaign based on Monster Hunter International rules

    23 downloads

    0 comments

    Updated

  13. Against the Black Tide Gnome Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    29 downloads

    0 comments

    Updated

  14. Against the Black Tide Elf Template 6e Fantasy

    Template for a fantasy game I'm running based on the MHI descriptions

    41 downloads

    0 comments

    Updated

  15. Twister

    Travis is a Texas native who grew up in a wealthy private boarding school with an absent father. Shortly before he was ready to graduate, Travis developed his mutant powers, and subsequently discovered that his father was a supervillian. In reaction to this, Travis pursued a career in law enforcement (he had previously wanted to be a professional athelete). Instead of college, he enrolled in the Amarillo Rangers Academy and hopes to be the one to bring his father to justice and redeem the family name!
     
    Travis is determined to prove his own loyalty to law and order at every opportunity. He is disgusted by his father's law-breaking, and by assosciation, doesn't really like to use his powers and thus has been reluctant to learn to develop them beyond their most obvious applications.

    49 downloads

    0 comments

    Updated

  16. New World Order Academy

    New World Order Academy
     
    Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own.
     
    6e
    200 w 50 Complications
    PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14
    Starting characteristics of "8"; any characteristics over "12" must be bought as powers.
    All equipment (foci) must be bought as powers
    All Talents over 3 cp's must be bought as powers.
    All Martial Arts after the first 3 cp's must be bought as powers.
    All Skills after the first 3 cp's must be bought as powers.
    All languages are INT-based Skills.
    All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers.
    All powers are x2 cost unless they are 8- Activation Roll.
    Max Offense AP 45 (after doubling)
    Max Defense AP 60 (after doubling)
    Max Martial Arts 45 (after doubling)
    More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc.
    Preferred Limitations: Activation, Increased END Cost, & Side Effects
    Preferred Complications: Accidental Change
     
    New World Order Academy Campaign Complications
    0 1) Distinctive Features: Minor/juvenile (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    0 2) Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
    0 3) Social Limitation: Minor/juvenile (Frequently; Minor)
    0 4) Watched: Watched by school/authorities/parents 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)

    56 downloads

    0 comments

    Updated

  17. Fighting Bunny

    NPC for "New World Order Academy":
     
    Michiko has never formally studied or trained in martial arts, but spontaneously exhibited an innate, natural ability which has no natural explanation!
     
    Michiko likes to act like "the baby' (when she's not acting like a rabbit), and adores rabbits and baby animals, most of all baby rabbits!
     
    "SO SOFT!"
     
    Michiko tends to fight defensively, hoarding her limited END until she sees a clear opening. She tends to stay very aware of all potential opponents and doesn't generally get "tunnel" vision in a fight.
     
    Trap. Seriously, there could not be a more innocuous seeming juggernaught of hand to hand punishment for a mean spirited criminal to take hostage to their peril! Michiko does tend to wear down quickly in any kind of sustained fighting, and one hit of even glancing strength tends to put her down for the count.
     
    Michiko is an adorable little girl with Asian features, dark hair, and big, chocolate brown eyes who is prone to giggle and hop around.

    36 downloads

    0 comments

    Updated

  18. New World Order Agent

    Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). Homeland Defense has created a small sub agency with a minimal budget (and even less office space) to "investigate" some of the strange occurances since 2012-10-22, but all the agents assigned (no volunteers for a clear career stopper assignment) are not going to be specialist in wierd. Just know that officially, the agents assigned to this are not the cream of the crop, but rather the ones that their previous departments felt would be least missed.

    73 downloads

    0 comments

    Submitted

  19. Mind Hunter

    BACKGROUND
    Adelle Drum is from a well to do family and was a brilliant medical student when her little sister was abducted. After two years during which she finished her medical degree and began her internship to be a pediatrician, her sister's body was discovered when a serial killer was caught and revealed the body's location along with those of 30 other children.
     
    Adelle applied to the FBI and got assigned to the division which profiles and hunts serial killers, though she also frequently helped out with 'stranger abductions' in child kidnapping situations. Truth to tell, she'd always known about her mental powers but had kept them to herself until her sister's fate was discovered.
     
    In the FBI, she continued to hide her mental powers, but used them surreptitiously to solve crimes as quickly as possible. Even with her powers, she could not single handedly stop all the predators or save all the innocents. And then there were the ones she couldn't prove were guilty. Knowing for a fact that they were going to commit further crimes, that they were in fact already planning their next crimes with the benefit of learning from the errors that had drawn suspicion on them this time, she began stalking the ones that 'got away' and using mental, psychic surgery to change their personalities and memories so that they would never commit a crime again.
     
    But this came with a cost. For each memory she removed became hers as if she'd committed the crimes, for a time. And each twisted belief or need she undid became a craving within her for a time. Though she could resist acting on these perversions within her mind, and they all faded away gradually as her mind 'healed' from each experience, they each took a toll and as she pushed herself to do more and more and allowed herself less and less time to recover between 'surgeries', she finally cracked.
     
    'Mental breakdown' was the diagnosis, and the end of her career in the FBI. For a time, while still bedridden, she wrote books, dictating them in an effort to create a greater public awareness of the dangers among them. The predators who blended in, just waiting to single out a vulnerable innocent as their prey. Ironically, she became very successful and respected as an author, and her books added to her inherited wealth.
     
    Eventually, though she practiced as a physician and psychiatrist and helped people in other ways, she could not stay on the sidelines no longer and she sought out a position, any position, which would allow her to hunt criminals again. By finally revealing her super powers, though not admitting that she'd had them all along, she was able to become a '"Sanctioned Superhero".
     
     
    PERSONALITY
    Adelle feels tremendously guilty about having hidden her mental powers, irrationally (she knows) feeling that if she had revealed them sooner, she could have saved her sister or at least some few more of all the victims that she failed. She never revels in success, only berating herself for each perceived failure. And driving herself harder.
     
    Her decision to finally 'come out of the closet' as a telepath is a kind of pennance and self punishment as much as it is a strategy to continue the fight. No law enforcement agency would take her after the mental breakdown which ended her FBI career. Fortunately, "Super Heroes" are not held to quite as high a mental standard.
     
     
    POWERS/TACTICS
    Adelle is physically capable of surviving an encounter with most normal humans, but knows she is very vulnerable to others with super powers. She knows she needs to be with a group, a solid group that can work together and trust one another in order to survive an encounter with superhuman villians.
     
    Her most effective strategy is to stay out of direct encounters and pick out useful information from a villian's brain or locate a villian's hiding place in preparation for a group assault.
     
    Her most effective combat power is her ability to create a 'mental fugue' in a person's mind. Their thoughts repeat over and over in a cycle rendering them unable to move until they can muster the mental strength to break out. She can do this either to a single target, or more instictively, in a wide radius around her which affects all human adult minds around whether in her line of sight or not.
     
     
    CAMPAIGN_USE
    Primarily a support character in combat, capable of temporarily immobilizing opponents or crowds of minions or innocents for crowd control and providing immediate, battle field medical care. Out of combat she's an investigator and may be able to open investigative doors due to her background and skills and perks.
     
    The GM can limit her ability to make long lasting if not permanent changes to other characters' memories or Pschological Disadvantages to any degree, even making them only an interesting part of her background. In practice, to do either "Psionic" or "Psychic" surgery, she would have to spend hours with the unconscious subject, first using her Telepathy to plumb the depths or the subjects memories and or psyche and then applying one or both Transformation powers as many times as necessariy to overcome the subject's EGO (x2 EGO from cumulative transformation effects are required).
     
    As an unintended consequence, Mind Hunter can never use her Telepathy to memory or subconcious level on a subject after a successful mental surgery or else she will undo the effects of the surgery!

    72 downloads

    0 comments

    Submitted

  20. Champion

    Johnny Nash was well known as the ultimate competitor, willing to do anything to prepare himself for competition. No one trained harder. Then, after winning the final Championship match of the 1999 'Ultimate Fighting Championship' held in St. Louis, Missouri, an act of heroism ended his career in competitive sports. The same night that he'd won the championship, Johnny partied until the early morning hours, and finally found himself walking back to his hotel, alone. He'd outlasted all of his entourage, leaving them at various bars around town or putting them in cabs back to the hotel during the night.
     
    It was then that he saw some 'bad guys', running out of a bank, alarms blaring behind them. Without thinking, a little drunk, he went after them. He was able to disarm one and then put down another before they could act at all! Then they activated some sort of teleport belts, and were gone. One of them had disappeared right out of Johnny's best 'sleeper hold'! Immediately Johnny's body ached and itched all over, and tingled. Then it glowed.
     
    Suddenly cold stone sober, Johnny turned around and tried to run, anywhere! Instead he disappeared and in a flash of light appeared across the street! Somehow the experience had caused dormant super powers to activate within Johnny's body! He managed to stumble back to the hotel and fell into his bed, instantly asleep.
     
    His life as 'Johnny Nash' came to an end the morning after his much celebrated victory. He woke up thinking he'd fallen out of the bed and slept on the floor, until he heard the pigeons and felt the breeze. He was on the roof! And when he wondered how to get back down to his roof, suddenly he was there! He was one of 'them'. A mutie. As a 'nat' he'd hated the muties, for their abilities which put his hard won conditioning and training to shame. Now he was one. What if he wasn't allowed to fight anymore!?
     
    It turned out to be worse then he'd thought. Not only was Johnny barred from competitive fighting in the future, but his many enemies within the sports commission got his previous honors declared 'void', by saying that he'd been a mutant all along, and had therefore had had an unknown and unfair advantage.
     
    Johnny was crushed, and went into an emotional hole, checking out on life and losing what money and friends he had left after the sudden end of his career. Over the years he lost himself in the bottle, and anyone who thought of him at all, even in passing, figured he was dead in the gutter somewhere. Ironically his mutant physiology carried him through seven years of hard living.
     
    And eventually, it got caught up with all that damage and neglect had done to Johnny, and even got ahead a bit. Johnny found to his dismay that he could no longer stay drunk for more then a few minutes, and that was if he drank hard and fast!
     
    That day his apartment building was robbed. A whacked out speed-head broke into the next door apartment, expecting no one to be in. The woman screamed, and Johnny simply 'ported over, and easily took down the burgler despite his gun. It felt good. And the incident got Johnny thinking. Maybe he could be a different kind of Champion, using his 'freak' powers to help people. Maybe he could hear cheers again. Now, a year later, Johnny has been fighting crime on his own, and has managed to irritate if not seriously hamper 'the forces of evil'. He is now looking for some public redemption, wanting to graduate up from being a minor, solo super hero to being a part of something larger.
     
    As his mutant physiology has seemingly 'kicked into high gear', Johnny has found that even when he walks around without being 'powered up', no one recognizes him. His voice is no longer roughened by hard living. His broken nose isn't broken any longer. And all his scars are gone, at least on the surface. In fact, much to his disgust, he looks like a punk kid of no more then eighteen! All this worked out to the good in his opinion, once mutants got real unpopular.
     
    Now, when he is 'being a big damn hero!', an aura of phase energy obscures his features and distorts his voice. But even when he's just walking around, he is completely unrecognizable to anyone looking for the failed disgraced former champion. He goes by the same name, but if pressed claims to be his illegitimate son with the same name, and loudly declares his disdain--ironically sincere--for mutants, and his complete lack of knowledge as to the whereabouts of his father.

    55 downloads

    0 comments

    Submitted

  21. Mentalist Campaign

    HTML - Hero 3-Column Mentalist -- EDIT
    HERO System Fifth Edition
    Type: Single Character
    File Extensions: HTML, HTM
    This is the classic 3-column style used in 4th Edition with custom characterisitics as described in 'The Ultimate Mentalist' It has the Hero System logo, includes the Hit Location chart, and does not have a space for a character picture.
    The "hero5.jpg" file should be placed in the same location as the character is being exported to.
    This export template creates output in HTML format. This format -- although easy-to-use -- does not allow strict control over margins, fonts, etc. When you view the exported file, a great deal of how it looks will be controlled by how your browser's preferences are set. So for example, if you find that the entire sheet doesn't fit on a printed page, try changing the margins in your browser's print setup. If the text size appears too small or too large for you -- on screen or when printed -- try adjusting your font sizes in your browser preferences, and so on. The options set within this template itself are designed to try and provide good output on most systems, but -- since every configuration is a little different from every other -- you may need to tweak the settings on your end to get a result you're happy with.
    Written by Derek Hiemforth slightly tweaked by 'Hero' for learning experience

    88 downloads

    0 comments

    Updated

  22. Alonso Peretti

    Sample character for a little different kind of Monster Hunter International game on www.herocentral.net
     
    http://www.herocentr...paignId=1202992
     
    At 29 years of age, Al is a highly trained professional software engineer who inexplicably finds himself unable to keep--or lately get--a job. He is completely oblivious to his utter lack of personal hygene standards or work ethic, and believes his unwillingness to buy into the "Big Business Conspiracy" to make bad code ubiquitous is to blame.
     
    Al consoles himself by working, sporadically on his own software for a "killer game" that will make him rich and "show them all"...when he isn't gaming. Al finds all the commercial computer games too "flawed", so mostly plays with local gamers in face to face role playing and table top strategy games, though he is prone to side-tracking even these sessions to "fix the rules".
     
    Al prides himself on having "high standards" and won't even take on a project, personal or professional, unless it's going to be "done right". He tends to ask a lot of questions up front, and then lose interest when the time comes to actually do the work. He plays in other peoples' games, constantly talking about "improvements" he will make when he runs his own game, but never quite gets around to doing his own games.
     
    Al will put a lot of energy--relatively--into testing game systems and their assumptions, and has acquired basic familiarities with clubs, handguns and "home-made weapons" in the course of proving game system assumptions "wrong".
     
    Quote: "No, see that's not right. Everybody always gets that wrong."
     
    Al is a big guy, both in height and (moreso) in weight. He doesn't shave or get haircuts often, and doesn't seem to shower or change clothes very much either. He looks younger than his years due to his "baby fat", and always has a serious expression.
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
     
    Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
     
    NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
     
    Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
     
    I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
     
    II. Things imposed as Campaign "House Rules":
     
    Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
     
    Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
     
    Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
     
    Campaign disadvantages that all characters must take for no points:
     
    Wealth: poor
    Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
    Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
    Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
     
    Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
     
    Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
     
    Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

    44 downloads

    0 comments

    Updated

  23. Support Your Local Geek Squad character template

    Character template for a little different kind of Monster Hunter International game on www.herocentral.net
    http://www.herocentr...paignId=1202992
    Face to face role-playing gamers become involved in events way beyond their experience and competency level when they encounter real-life monsters and learn they can get paid for killing them, which is the only way for them to survive the encounters anyway!
    Low powered, Hero System 6th edition as described in the licensed, "Monster Hunter International" rule and setting book.
    NOTE: CHARACTERS MAY DIE! "Low Powered" means teamwork will be essential, and just getting unlucky could result in a "party wipe out", so please don't play if having a character die would traumatize you irreparably.
    Character Creation: Starting characters to be built on fifteen character(15) points, total. All fifteen character points (15) must be matched by Complications.
    I. Things not allowed (or not included) in the MHI rulebook: Combat Luck, Missile Deflection, etc.
    II. Things imposed as Campaign "House Rules":
    Characteristics are Base 8 and Max 13 with x2 cost per point over 13; CV's base 3 with x2 cost over 4; Speed base 2 with x2 cost over 2; PD & ED base 2 w x2 cost over 3; Talents and Perks and Skills x2 cost after first 3 points.
    Characters are unemployed and geeks (pick an area of specialization: board games (includes strategy games), card games (includes deck based, i.e. "Magic" ™), comic books, computer games, movies (Action, Fantasy, Horror, SciFi, etc), Role Playing games, video games, etc).
    Player characters must be human with no magic spells or previous knowledge about the real world of monsters and magic
    Campaign disadvantages that all characters must take for no points:
    Wealth: poor
    Social Limitation: negative 3d6/-3 modifier to PRE-based rolls (special effect can vary from geek to geek)
    Distinctive Features: Geek Clique (Easily Concealed; Noticed and Recognizable)
    Hunted: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Rivalry: Geek Clique character belongs to 11- (As Pow, NCI, Watching)
    Additionally, each character must have a Complication that keeps them from being on the actual, MHI team, something that either got them "washed out" of training or kept them from being invited at all, either Physical or Psychological or something else we collaborate on (it can be a "mystery complication" that the PC isn't aware of too).
    Each character needs to have an area of "Geek specialization" which represents a useless area of expertise. Examples: "Civil War Re-enactment", "Superheroes", "Star Wars", "Prime Numbers", etc.
    Characters will get six (6) free points of Knowledge Skills in this area of expertise, but they must be useless and impractical.

    52 downloads

    0 comments

    Submitted

  24. All God's Children - Psi World

    Years ago I was inspired by an old game called Psi World (http://rpg.drivethrustuff.com/product/897/Psi-World?it=1) to try to convert it to Hero System (5th edition) using some of the optional rules from the Ultimate Mentalist book and customized Hero Designer character template and export format which are in the Hero Games Downloads site in the Hero Designer areas.
     
    This PDF is the original campaign description as it appeared on Hero Central along with a couple of story threads. Unfortunately I did not get far with the game once we began play due to some real life that I had to deal with instead.

    146 downloads

    0 comments

    Updated

  25. Shadowpunk

    HTML - Hero 3-Column Hero Shadowpunk -- EDIT
    HERO System Fifth Edition
    Type: Single Character
    File Extensions: HTML, HTM
    This is the classic 3-column style used in 4th Edition with custom characterisitics as described in 'Shadowpunk' -- a conversion for Wizkids' (formerly FASA) Shadowrun RPG, and one of the most comprehensive conversion write-ups ever. 151 pages! Created by Damon_Dusk over at the Hero forums, it is presented for you in chapters for easy download, or as one big optimized PDF file (plus the PDF charts). Download, enjoy, and make sure you pass on kudos to Damon_Dusk.' Orklord did a template for Damon_Dusk's conversion, and I modded Derik Hiemforth's export format to include the three custom characteristics. It has the Hero System logo, includes the Hit Location chart, and does not have a space for a character picture.
    The "hero5.jpg" file should be placed in the same location as the character is being exported to.
    This export template creates output in HTML format. This format -- although easy-to-use -- does not allow strict control over margins, fonts, etc. When you view the exported file, a great deal of how it looks will be controlled by how your browser's preferences are set. So for example, if you find that the entire sheet doesn't fit on a printed page, try changing the margins in your browser's print setup. If the text size appears too small or too large for you -- on screen or when printed -- try adjusting your font sizes in your browser preferences, and so on. The options set within this template itself are designed to try and provide good output on most systems, but -- since every configuration is a little different from every other -- you may need to tweak the settings on your end to get a result you're happy with.
    Written by Derek Hiemforth slightly tweaked by 'Hero' for learning experience

    127 downloads

    1 comment

    Updated

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