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  1. - Top - End - #31
    Bugbear in the Playground
     
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    This looks impressive. Lemme just... bookmark this thread right here. I'd need to digest the entire PDF before I could provide feedback, but I like what I see so far.

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Servbot View Post
    This looks impressive. Lemme just... bookmark this thread right here. I'd need to digest the entire PDF before I could provide feedback, but I like what I see so far.
    Thank you. I appreciate any input to making this better

  3. - Top - End - #33
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Right, this is the situation i have at the moment. I'm doing the stats for the monster Demon's Gate but i'm stuck at what species it will be. Would it be an Aberration or a Spirit, or another type? Any help here?

  4. - Top - End - #34
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Marc_In_Da_Room View Post
    Right, this is the situation i have at the moment. I'm doing the stats for the monster Demon's Gate but i'm stuck at what species it will be. Would it be an Aberration or a Spirit, or another type? Any help here?
    I would say a demonic construct such as the Demon's Gate would be an Aberration, according to your conversion guidelines. Here's where I would start with the stats:
    • Climate: Underground or NONE
    • Type: Aberration
    • Speed: NONE (Immobile)
    • Attacks: Falling Rocks, Cave-In, Petrif-Eye, Demon Rush
    • Size: Huge or Gargantuan
    • Level: 10

  5. - Top - End - #35
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Zeta Kai View Post
    I would say a demonic construct such as the Demon's Gate would be an Aberration, according to your conversion guidelines. Here's where I would start with the stats:
    • Climate: Underground or NONE
    • Type: Aberration
    • Speed: NONE (Immobile)
    • Attacks: Falling Rocks, Cave-In, Petrif-Eye, Demon Rush
    • Size: Huge or Gargantuan
    • Level: 10
    Thanks for that. I'll post it here see what other's think of it.

    Edit: Here it is; Demon's Gate...

    DEMON'S GATE
    Demon’s Gate is the guardian of the Temple of the Ancients. Created thousands of years prior to the events of Final Fantasy VII, The Cetra devised a way to protect their religious sects from unwanted guests and intruders. Demon’s Gate was the answer to that question.

    DEMON’S GATE
    Challenge Level 10
    Gargantuan Aberration 9
    Init +8; Senses Perception +12; darkvision
    Defences Ref 28, Fort 30, Will 26, Mag 22
    HP 150; MP 19; Threshold 30
    Speed none (immobile)
    Melee Claw +11 (3d6+7)
    Fighting Space 12x1; Reach 3 squares
    Base Attack +6; Grp +11
    Special Qualities Darkvision (4 squares), Spell Resistance (earth, half; gravity, no effect; poison, no effect), Terrifying Presence
    Abilities Str 20, Dex 8, Con 20, Int 4, Wis 17, Cha 4
    Spells Cave-In, Rock Drop
    Feats Crush, Pin, Skill Focus (Spellcasting), Skill Training (Initiative)
    Skills Initiative +8, Perception +12, Spellcasting +9

    Natural Armour Bonus
    Demon's Gate recieves a +10 natural armour bonus to Reflex Defence due to its thick scaly skin.

    Cave-In
    Cave-In is a variation of the blizzard spell that deals 1d8 points of ice damage to all enemy targets within reach of Demon’s Gate. It may spend an additional Mako Point (up to its Wisdom modifier) to increase the damage by +1 die.

    Rock Drop
    Rock Drop is a variation of the quake spell that deals 2d6 points of earth damage to all enemy targets within reach of Demon’s Gate. It may spend an additional Mako Point (up to its Wisdom modifier) to increase the damage by +1 die.
    Last edited by Marc_In_Da_Room; 2012-03-06 at 11:56 AM.

  6. - Top - End - #36
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    Thumbs up Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    That looks good; one down, only 300 more to go!

  7. - Top - End - #37
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Zeta Kai View Post
    That looks good; one down, only 300 more to go!
    Thank you

    Here's Jenova --synthesis-- for you guys to look at.

    JENOVA --synthesis--
    Challenge Level 18
    Colossal Aberration 17
    Init +16; Senses Perception +25
    Defences Ref 33, Fort 55, Will 42, Mag 37
    HP 560; MP 27; Threshold 55
    Speed 8 squares (fly; perfect)
    Melee Gore (repeating slap; silence*) +22 (4d6+18)
    Fighting Space 5x5; Reach 6 squares
    Base Attack +12; Grp +22
    Special Qualities Spell Resistance (earth, no effect; gravity, no effect; poison, absorb), Terrifying Presence
    Supernatural Abilities Mimic, Regenerate
    Abilities Str 31, Dex 11, Con 47, Int 10, Wis 28, Cha 6
    Spells Bio, Cure, Drain, Stop, Ultima
    Feats Shake It Off, Skill Focus (Initiative, Perception, Spellcasting), Skill Training (Initiative, Perception)
    Skills Initiative +16, Endurance +31, Perception +25, Spellcasting +16

    *Repeating Slap inflicts the target with the Silence status-effect if JENOVA’s attack roll exceeds the target’s Reflex Defence by 5 or more.

  8. - Top - End - #38
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Is there anything else that needs improving?

  9. - Top - End - #39
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    just so everyone knows im in the process of updating the core rulebook, so any contributions will be very much appreciated

  10. - Top - End - #40
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    AssassinGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I still say that this game needs something like this, first:
    http://www.d20srd.org/srd/variant/magic/spellPoints.htm

    :3

  11. - Top - End - #41
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by edsaurus View Post
    I still say that this game needs something like this, first:
    http://www.d20srd.org/srd/variant/magic/spellPoints.htm

    :3
    I've been thinking about this and i realise a system where magic is used a number of times per day, like in D&D, wouldn't work in this system. Final Fantasy 7's magic system is one where a character uses MP until they run out then replenishes it through an ether or elixir, and i wanted to be faithful to the video game above anything else.

    Having said that, i'm going to change how many Mako Points each base class and prestige class have as the amount characters receive are too few. Any help on how many each class should get would be greatly appreciated.

    Thank you for your imput
    Last edited by Marc_In_Da_Room; 2012-03-05 at 05:05 PM.

  12. - Top - End - #42
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I'll be posting a few more monsters in the coming week

    Any more thoughts on the core rulebook?
    Last edited by Marc_In_Da_Room; 2012-03-10 at 03:21 PM.

  13. - Top - End - #43
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Any more thoughts on the system?

  14. - Top - End - #44
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Right, i'm going to hold a partition: which monster stats would you guys like to see next? Choose from the list below and the one with the most votes will be posted first (partition ends 12.00 pm GMT tomorrow).

    The WEAPONS (Diamond, Emerald, Jade, Omega, Sapphire, Ruby, and Ultimate).

    JENOVA (birth, death, life).

    LIMIT forms (chaos, death gigas, galian beast, hellmasker, lifeform Hojo, etc).

  15. - Top - End - #45
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    AssassinGuy

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Normal monsters, especially of low level, then bossess and high level monsters :3

  16. - Top - End - #46
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    I'd really be curious to see the most ridiculous thing you think a party of d20 characters could face off against, using this system, and live. So, probably the Weapons.

  17. - Top - End - #47
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    The WEAPONS it is then. I should have them up within the next couple of days, and a heads up now, they are all level 20

  18. - Top - End - #48
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    sorry for the lateness everyone but i had family issues i had to attend too. The WEAPONs stats will be up shortly, but in the meantime, is there any more feedback on the system?

  19. - Top - End - #49
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Marc_In_Da_Room View Post
    I'm Baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaack :)

    Right, now that i've got that off my chest, i have decided to start a new thread on this subject. i know my first attempt was overall poor but i'm determined to finish this project.

    below is a link to be able to download a new completed first draft of the Final Fantasy VII Core Rulebook. i would appreciate it if you could look through it and give me some tips on how to improve it, or what needs working, etc.

    so, without further ado, i give you the Final Fantasy VII d20 Roleplaying Game. Enjoy :)

    Core Rulebook

    Character Sheet

    Chocobo Racing Track (reserved for link at later date)
    I love you and want to have your babys. XD lol

  20. - Top - End - #50
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Quote Originally Posted by Kazen169 View Post
    I love you and want to have your babys. XD lol
    Thank you lol, i'm glad you like it. Is there anything in particular you liked about it or is there anything to improve on?

  21. - Top - End - #51
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Is there any more feedback on the system? I'm currently going over the core rulebook so any advice will be greatly appreciative.

  22. - Top - End - #52
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Sorry for the severe delay everyone, but here they are: The WEAPONs...

    THE WEAPONs
    The WEAPONs are monstrous humanoids that were created by the planet as a defence mechanism when JENOVA crashed on its surface. When the Cetra sealed the calamity in what is now known as the Northern Cave, the WEAPONs went into a deep sleep; waiting to be called upon again.
    Thousands of years later, Sephiroth summoned meteor, and the WEAPONs were reawakened to the threat immediately, and targeted the cause of the threat, however since Sephiroth sealed himself deep within the Northern Cave, the WEAPONs were unable to sense him and went on a rampage across the planet in their state of confusion.

    Diamond WEAPON
    Colossal Aberration 20
    Init +10; Senses Perception +19
    Defences: Ref 39*, Fort 55, Will 38, Mag 42
    Weaknesses: Thunder
    HP 763; MP 30; Threshold 55
    Speed 1 square
    Melee Gore (foot stomp) +20 (4d6+15)
    Fighting Space 6x6; Reach 5 squares
    Base Attack +15; Grp +20
    Special Qualities: Low-Light Vision, Spell Resistance (fire, half; gravity, no effect), Terrifying Presence
    Abilities: Str 21, Dex 10, Con 37, Int 11, Wis 13, Cha 2
    Spells: Fire, Flash
    Feats: Immunity (melee attacks, ranged attacks, unarmed strikes), Skill Focus (Perception, Spellcasting), Skill Training (Survival)
    Skills: Endurance +28, Perception +19, Spellcasting +19, Survival +16
    *+10 natural armour bonus

    Emerald WEAPON
    Colossal Aberration 20
    Init +18; Senses Perception +21
    Defences: Ref 40*, Fort 59, Will 41, Mag 43
    Weaknesses: Thunder
    HP 820; MP 30; Threshold 59
    Speed 2 squares (swim)
    Melee Gore (foot stomp) +23 (4d6+18)
    Fighting Space 6x6; Reach 4 squares
    Base Attack +15; Grp +23
    Special Qualities: Breathe Underwater, Spell Resistance (earth, no effect; gravity, half; ice, absorb; water, absorb), Terrifying Presence
    Abilities: Str 27, Dex 10, Con 43, Int 11, Wis 17, Cha 3
    Spells: Aire Tam Storm, Emerald Beam, Emerald Shoot, Revenge Stamp
    Feats: Improved Defences, Skill Focus (Initiative, Perception, Spellcasting), Skill Training (Initiative, Survival)
    Skills: Initiative +18, Perception +21, Spellcasting +21, Survival +18
    *+10 natural armour bonus

    Jade WEAPON
    Colossal Aberration 20
    Init +17; Senses Perception +21
    Weakness: Thunder
    Defences: Ref 39, Fort 57, Will 41, Mag 42
    HP 782; MP 30; Threshold 57
    Speed 6 squares (fly; perfect)
    Melee Slam +21 (3d6+16)
    Fighting Space 7x4; Reach 3 squares
    Base Attack +15; Grp +21
    Special Qualities: Spell Resistance (earth, no effect; gravity, no effect), Terrifying Presence
    Abilities: Str 23, Dex 8, Con 39, Int 9, Wis 17, Cha 2
    Spells: Dark Mist, Homing Projectile, Laser
    Feats: Improved Defences, Immunity (melee attacks, unarmed strikes), Skill Focus (Initiative, Perception), Skill Training (Initiative)
    Skills: Initiative +17, Perception +21, Spellcasting +18
    *+10 natural armour bonus

    Omega WEAPON
    Colossal Aberration 20
    Init +19; Senses Perception +18
    Defences: Ref 40 (flat-footed 32), Fort 60, Will 40, Mag 43
    HP 858; MP 30; Threshold 60
    Speed none (immobile)
    Melee Claw +25 (3d8+20) or
    Melee Claw +20 (3d8+20) and Slam +20 (3d6+20)
    Fighting Space 7x7; Reach 5 squares
    Base Attack +15; Grp +25
    Special Qualities: Spell Resistance (earth, no effect; gravity, no effect; thunder, no effect), Terrifying Presence
    Abilities: Str 31, Dex 12, Con 47, Int 13, Wis 17, Cha 4
    Spells: Comet, Crystal Cubes, Homing Projectile, Lifestream Absorb
    Feats: Immunity (melee attacks, ranged attacks, unarmed strikes), Skill Focus (Initiative, Spellcasting), Skill Training (Perception)
    Skills: Initiative +19, Perception +18, Spellcasting +21
    *+10 natural armour bonus

    Ruby WEAPON
    Colossal Aberration 20
    Init +18; Senses Perception +15
    Defences: Ref 39, Fort 59, Will 42, Mag 43
    HP 839; MP 30; Threshold 59
    Speed none (immobile)
    Melee Claw +24 (3d8+19) or
    Melee Gore (left tentacle) +19 (4d6+19) and Gore (right tentacle) +19 (4d6+19)
    Fighting Space 5x5; Reach 6 squares
    Base Attack +15; Grp +24
    Special Qualities: Spell Resistance (earth, absorb; fire, absorb; gravity, no effect; ice, absorb; thunder, absorb; water, no effect), Terrifying Presence
    Abilities: Str 29, Dex 11, Con 45, Int 12, Wis 21, Cha 4
    Spells: Comet, Flamethrower, Laser, Shadow Flare, Ultima, Whirlsand
    Feats: Crush, Pin, Skill Focus (Initiative, Spellcasting, Survival), Skill Training (Survival)
    Skills: Initiative +18, Spellcasting +23, Survival +23
    *+10 natural armour bonus

    Sapphire WEAPON
    Colossal Aberration 20
    Init +19; Senses Perception +19
    Defences: Ref 41 (flat-footed 40), Fort 55, Will 39, Mag 44
    HP 744; MP 30; Threshold 60
    Speed 6 squares (swim)
    Melee Slam +19 (3d6+14)
    Fighting Space 5x10; Reach 4 squares
    Base Attack +15; Grp +19
    Special Qualities: Breathe Underwater, Spell Resistance (gravity, no effect; water, no effect), Terrifying Presence
    Abilities: Str 19, Dex 12, Con 35, Int 13, Wis 13, Cha 1
    Spells: Blizzard, Sapphire Beam
    Feats: Improved Defences, Improved Damage Threshold, Skill Focus (Initiative, Perception, Spellcasting), Skill Training (Perception)
    Skills: Initiative +19, Perception +19, Spellcasting +19
    *+10 natural armour bonus

    Ultimate WEAPON
    Colossal Aberration 20
    Init +14; Senses Perception +18
    Defences: Ref 39*, Fort 58, Will 41, Mag 43
    HP 801; MP 30; Threshold 63
    Speed 2 squares (ground), 6 squares (fly; perfect)
    Melee Claw +22 (3d8+17) or
    Melee Claw +17/+17 (3d8+17) with Double Attack or
    Melee Claw +12/+12/+12 (3d8+17) with Triple Attack
    Fighting Space 4x4; Reach 4 squares
    Base Attack +15; Grp +22
    Special Qualities: Spell Resistance (earth, no effect; gravity, no effect; water, no effect), Terrifying Presence
    Abilities: Str 25, Dex 9, Con 41, Int 10, Wis 17, Cha 3
    Spells: Quake, Shadow Flare, Thunder, Ultima
    Feats: Crush, Double Attack, Improved Defences, Improved Damage Threshold, Pin, Triple Attack
    Skills: Initiative +14, Perception +18, Spellcasting +18
    *+10 natural armour bonus
    Last edited by Marc_In_Da_Room; 2012-05-11 at 10:19 AM.

  23. - Top - End - #53
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Any thoughts on the WEAPONs?

  24. - Top - End - #54
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Does anyone have any feedback on the WEAPONs or the game system?

  25. - Top - End - #55
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Hey! Just saw this thread on a google search and it looked interesting.

    Ahem, haven't gotten a chance to look over everything, but I did look at the WEAPONS. And they seem to be a little low on health. I mean Ruby weapon has 539 HP, while something like the Tarrasque has around 800ish(Based on what I saw on the DnD wiki). Just seems to be low balling it a bit if they're supposed to be level 20.

    Now granted there might be something to the system I haven't seen that explains this, but just my 2cents.

    Love where this is going btw.

  26. - Top - End - #56
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    thanks for your thoughts, Darkruler. I'm in the process of making a monster manual for this system, which will have stats for over 150 monsters seen across The Compilation of Final Fantasy VII, as well as rules for GMs on how to make their own monsters. I'll correct their hp. After reading your post i thought to myself their hp is quite low lol.

    Any more thoughts on the system?

  27. - Top - End - #57
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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Sorry bout not replying, was a bit busy and had to register to download the info.

    Anyway, I haven't read the whole rule book, but I've read about half and see the character sheet. I think it's looking good so far, just finished the races, they look decently balanced.

  28. - Top - End - #58
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Thanks Is there anything you've seen so far that could do with changing or improving?

  29. - Top - End - #59
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    If anyone is interested, i have created a thread over at the Recruitment page on the Play-by-Post section for those interested in helping me playtest this system. if you are intruiged, please head on over there.

  30. - Top - End - #60
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    BlackDragon

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    Default Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)

    Does anyone have any thoughts on the core rulebook? I have increased the WEAPONs hit points as they were too low for 20th level monsters. Also, i'm still recruiting players for the playtest if anyone is interested.
    Last edited by Marc_In_Da_Room; 2012-05-11 at 10:21 AM.

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