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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 20, 2005 6:13 am    Post subject: New templates... Reply with quote

Here is 10 templates i have made for the SWRPG. Now i am not sure if this is the right sub forum for this, so if it gets moved, oh well...

Pre-Space Mercenary
DEX 3d+2
Archaic guns, brawl parry, dodge, grenade, firearms, melee, melee parry, thrown weapons
KNOW 3d
Bureaucracy, intimidation, languages, law enforcement, survival, tactics
MECH 2d
Beast riding, communications, ground vehicle operations, hover vehicle operations
PER 3d
Bargain, command, hide, persuasion, search, sneak
STR 3d+1
Brawl, lift, stamina
TECH 3d
Armor repair, demolitions, firearm repair, first aid, security

Starting equipment: Players choice of either an SMG with 6 spare clips and 500 rounds, or an Assault rifle 4 spare clips and 300 rounds; heavy slug thrower pistol with 4 spare clips and 100 rounds, 2 Impact grenades, Flak vest and helmet, and 1000 credits worth in tradable items/gems.

Special benefits/penalties: Free specialization in either Melee, Brawl or firearms. Double CP cost to ""LEARN" space age skills (ie blaster, starship ANYTHING, astrogation etc).

Pre-space merc;
You was born into a world full of strife and war. While your planet's most technologically advanced country had made advances into space, the rest were still struggling with aircraft and firearms. Recently the wars have been getting bloodier and bigger. When you reached consenting age, you became a merc, as the pay was good, and you needed the extra cash to send back and help the family out. While out on one of your unit's scouting missions, you came across some "off-worlders". Their ship had landed to conduct a survey. You watched from the sidelines, listening to their talk of the 'Galactic conflict', and things of the force, empire and council. You got intrigued, and so made your presence known. When they left 2 days later, you were a member.
You are outspoken, and callous, when it is called for, but are also highly curious. You would love to learn more about this technological wonder, you are on, and maybe one day return to lead your people into the space age.....


Ships Doctor
DEX 2d
brawl parry, dodge, melee, melee parry, running
KNOW 4d
Alien species, cultures, languages, planetary systems, scholar, willpower
MECH 2d+2
Communications, sensors, starship shields
PER 3d+1
Bargain, investigations, persuasion, search
STR 2d
Brawl, lift, stamina
TECH 4d
Computer programming/repair, droid programming/repair, first aid.

Starting equipment: 3 datapads - containing many notes on first aid and medicine, tool box with various first aid instruments, back pack containing 10 med packs, comlink, medical scanner, stun baton (str+1d 5d stun), 1000 credits standard.

Special benefits/penalties: 2d for every 1d initially placed in first aid. Half the CP cost to learn (A) medicine. If takes a life, even in self-defense, earns an instant DSP. Can only use weapons, which stun or incapacitate
Ship doctor
Blood was not a shock to you, when you saw pictures of the clone wars, and other battles. Your family had all been doctors, and medics. Heck, even your older sister, worked as an EMT at her school. SO your path was chosen for you. You went to school, spending many long years, learning the secrets of saving a life. You spent a summer sabbatical, studying the life on Ithor. Your dedication to keeping life is sacred, even if you die, you will not take another’s life. But that does not stop you from throwing them around, or popping a limb or two out of joint.
The a-typical book-savvy caregiver. You treasure life over material worth. You try to help all those in need, and often get your friends hating you for your actions, but they all are thankful that you are there, when combat ends....

Wilderness Guide
DEX 3d
Bow, brawl parry, dodge, melee, melee parry, thrown weapons
KNOW 3d+2
Alien species, languages, scholar, survival, willpower
MECH 2d
Beast riding, communications (Well, signaling), ground vehicle operations
PER 3d+2
Bargain, hide, search, sneak
STR 3d
Brawl, climb/jump, stamina, swimming
TECH 2d+2
Beast training, bow repair, first aid, melee weapon repair

Special benefits/hindrances: None

Staring equipment: Composite long bow, 40 arrows and 2 quivers, 3 sets clothing (native), machete (easy, str+1d+1), bandolier and 6 throwing daggers (range 4/8/12, damage Str+2), 750 credits standard.

Capsule:
Born the third of 3 sons, on a planet whose technologic level was still in the middle ages, you learnt the old ways easy. When you reached 14, a local Witcha (druid), came into your village, seeking to take you for tutoring. Your family, and many of the neighbors were ecstatic, and held a big festival. 12 years, and much studying later, you came back to the clan. Your skills were instrumental 2 years later, when the sky people, in their flying metal beasts came. Your knowledge proved invaluable to them, and soon your community was thriving on the trade they brought. One day, they asked if you would leave with them, to see if your abilities worked elsewhere. You were unsure, until your Witcha said go.. Now you travel the above worlds, earning money and learning what you may.
You are curious, and able minded. When in the roll of leader, you are harsh. You send back the money you earn to keep the family happy, and prosperous......


Former CorSec Officer
Dex: 3d
blaster, brawl parry, dodge, grenade, melee, melee parry, vehicle blasters
Know: 3d+1
Alien species, bureaucracy, intimidation, languages, law enforcement, streetwise, value, willpower
Mech: 2d+2
Communications, hover vehicle operations, repulsorlift operations
Per: 3d+2
bargain, command, hide, investigations, search, sneak
Str: 3d
brawl, climb/jump, lift, stamina
Tech: 2d+1
blaster repair, computer programming/repair, first aid, repulsorlift repair, security

Special abilities: NONE
Starting equipment: CorSec ID, 3 CorSec uniforms, landspeeder (5 person max capacity), blaster rifle (5d), blaster pistol (4d), 4 stun grenades (6d), stun baton (5d stun damage, Str+1d), stun cuffs, 2500 credits standard.

Former CORSEC officer:
4th son of a career man in CorSec, you was "institutionalized" in the CorSec ways. When you came of age, you did what everyone EXPECTED of you, and joined up. After several long years, and many good job's, you earned a break. While on one, news came to you of the imperial DIctak's decree that CORSEC would liaise with the imperials. You took it in stride, as another part of the job, but after watching for 7 months, hard core criminals go, because the Liaison officer said so, finally broke you. You left, taking what you could.

You were certain, that the imperials would have put a bounty on your head, but are unsure of what to do now. Strict, and by the book, is good and all that, but in the open world it is sometimes a major hassle.


Disowned spoilt rich kid
Dex: 3d
Blaster, dodge, melee, melee parry, vehicle blasters
Know: 3d+1
alien species, bureaucracy, cultures, languages, law enforcement, scholar, value
Mech: 3d+1
astrogation, communications, repulsorlift operations, sensors, space transports, starship gunnery, starfighter piloting, starship shields
Per: 2d+2
bargain, gambling, search, sneak
Str: 3d
Climb/jump, lift, swimming
Tech: 2d+2
Computer programming/repair, first aid, space transport repair

Special benefits/hindrances: Lots of starting cash/equipment. Fully disowned by family, and 'banishment' decree from system. Has arrest on sight warrant if steps in system again.
Equipment: Dueling sword with scabbard (Str+1d+2, moderate), Blaster pistol (4d), leather belt with holster, 3 sets fine clothes, 6 sets 'regal' clothes, and either of the following 3 types of ships; 1 starfighter - 1 freighter - or 1 scout ship of choice with 15000 credits of modifications, 2000 credits standard.

Disowned spoilt rich kid:
Was the only child of a rich family, on the border of the Hapes cluster. As such, wanted for nothing. Was always spoilt, and it showed. One day, your antics, threatened to kill one of your families delicate negotiations with another house. You were given an ultimatum, agree to having a mentor (until you reach 18), or grounded and loss of access to the family funds for a year. You went with the mentor. 1 year before your 18th birthday, you and your mentor, were watching a holo-news broadcast of Imperial's 'pacifying' rebels, on a world far away, but the reaction of your mentor stirred you. You went back to your mother, and told her, in no uncertain terms, to cut her ties to the imperials. Rather than risking their wrath, she exiled you, and put a 1000 year warrant on your head, though out the whole system. You got to leave with your own ship, and what you could get out of your room.

Cheerful, but somewhat temperamental. Is starting to grow out of the brat in you. Is mad at family for keeping their eyes closed to the horrors of the imperials.




Old School bodyguard
Dex: 3d+1
Archaic weaponry, bows, brawling parry, dodge, grenade, firearms, melee, melee parry, running, thrown weapons
Know: 3d
Alien species, bureaucracy, intimidation, languages, law enforcement, streetwise, survival, willpower
Mech: 2d+2
beast riding, communications, ground vehicle operations, hover vehicle operations, repulsorlift operations, sensors
Per: 3d+2
Bargain, hide, investigations, search, sneak
Str: 3d+1
Brawl, lift, stamina
Tech: 2d
Archaic weapon repair, bow repair, first aid, firearm repair, ground vehicle repair, hover vehicle repair, repulsorlift repair, security

Special benefits/hindrances: Choose 1 of the following 3;
1) Photographic memory (must be force sensitive)
2) Empathy (perception v's target's perception to sense emotions. Must be force sensitive)
3) Dermal armor (hidden chest plate armor padding, grants +1d physical and +2 energy. No dex penalty. PREVENTS force sensitivity possession).
If guarding a person, and that person is killed, due to a curse, will suffer -2d from ALL skill rolls for 2 months.
Starting equipment: Choose 2 of the 3 following, 1 Bow, 1 archaic weapon or 1 firearm (with 50 free shots. if firearm, cannot have a base damage of more than 4d), Earpiece/thorax comlink, Darklight glasses (allows infrared/lowlight sight out to 50 feet), stun baton (4d), ID, 4 sets of 'business' clothes, datapad with link to Bopdyguards'R'us BBS, 1500 credits standard......

OLD school bodyguard:
Born into a religious orphanage, you were raised to respect everything, especially life. When you reached 16, the religious elders told you of their 'secret'. They trained highly skilled bodyguards, who's fees helped the orphanage (and indirectly victims of several wars). You decided to give it a go. Several years, later you were released. The official name was somewhat cliché, BODYGUARDS'R'US, but they did what many other BG organizations did not, they were willing to take the proverbial bullet for their protected mark. Learning archaic techniques, and weapons, so as to throw off many assassins, and others who would target the one's they guard.

Closed off. Have never really had a personal relationship with anyone, but you have your job to do.


Rebel sniper
Dex 3D+2, skills, Blaster, Brawl parry, Dodge, Grenade, Firearms, Melee, Melee parry
Know 2D, skills: Alien species, Anatomy, Language, Streetwise, Survival
Mech 2D+1, skills: Communications, Hover vehicle ops, Repulsor ops, Starship gunnery
Per 3D+2, skills: Bargain OR Con, Camouflage, Hide, Command, Search, Sneak
Str 3D+2, skills: Brawl, Climb/jump, Lift, Stamina, Swim
Tech 2D+2, skills: Blaster repair OR Computer prog/rep, Demolitions, First aid, Firearm repair.

Starting Equipment and bonuses/penalties: Gets 2 free specialties. One in firearms. Of the type of rifle he uses, The other for firearm repair. Cannot be (or purchase later) force sensitive. Starts with one free rifle of type he specializes in of either increased range (+50%), or Increased damage (+1D), 50 bullets, a 50X45 scope (with infrared capability or low-light capability, silencer and bipod. 2 blaster pistols, 4 power packs, belt, 1 cammo suit, 3 regular uniforms, and 2000 credits std.

REBEL SNIPER
You came from a family who cherished the old ways, using land for all it was worth, not just raping it of 1 or 2 minerals then leaving it be. When you reached the tender age of 12, your uncle/father, had you join in their hunting excursions. It was here that you learnt to appreciate the hard work and lessons, mom taught. Tracking beasts over forests, deserts, and plains, you became an accomplished tracker, and scout. You loved the hunting, and the thrill of the kill. When you became an adult, you joined full time, the family business. Then the empire hit. They outlawed your families business. When your parents went to protest, they were slaughtered, without any mercy. You ran, taking only your hunting equipment, and your trusty rifle with you. when you stopped running, long enough to clear your head, you decided joining the rebellion would be the best way to get back. Since, you have not looked back.
You are taciturn, and closed off, a lot. You try your best to just get the job done, and not converse, if you can.


Young Mechanic
Dex 2D+1, skills: Blaster, Brawl parry, Dodge, Melee, Melee parry, Pick pockets
Know 2D+2, skills: Alien species, Languages, Planetary systems, Streetwise, Value, Willpower
Mech 2D+2, skills: Astrogation, Communications, Repulsor ops
Per 3D+1, skills: Bargain Command, Search
Str 2D+1, skills: Brawl, Lift, Stamina
Tech 4D+2, Skills: Computer prog/rep, Blaster repair, Droid prog/repair OR First aid, Starship weapon repair, Space transports repair.

Starting equipment and benefits/hindrances: Gains free specialties in 1 ship type for repair, 1 ship weapon type for repair (star fighter scale), and 1 computer prog/rep type. Gains +2D to bargain rolls to find work. If passes within sight of a ship which is damaged, in which he has the specialty in, he must make a Difficult willpower roll to avoid heading over to fix. This is regardless if he gets paid. 5 sets mechanics coveralls, 2 full sets mechanics tools, ID, 3 Data pads, Com link, Blaster pistol (4D), 1000 credits std. Can't start or gain force sensitivity.
RACES ALLOWED – Verpine, Carosites, Chikarri, Gand, Ishi tib, Quarren, Pho Ph’eahian, Trianii


Young mechanic:
Born into a mechanically minded race, you took up the time honored (and racially stereotypical) job of Mechanic. You surprised even your parental units, with your level of skill. Unlike, all others, without any formal training, you were repairing things, in half the time, those with greater training and education were. Soon, the elders declared it was time for you to go. You traveled, fixed ships, and enhanced you love of tinkering. One day, while on _(incert planet here)_ you came across a dilapidated wreck of an yt-1300 (or other freighter). It was the ship type you focused on, while in training. Something in your mind snapped, and you could not resist the urge to go over and just start to repair. While into fixing the lateral thrusters, the owners came back. Being followed by a heavily armed contingent of stormies, they left, without noticing you. When one finally decided to check out, why the ship worked so well, they met you. Since then, you have been working for them. You recently found out they are rebels.

Outgoing, and somewhat of a practical joker. Very happy when repairing, modifying or tinkering. Will even work for free, if there is plenty to do.


Rebel Technician
Dex 3D, skills: Blaster OR pick pocket, Dodge, Brawl parry, firearms
Know 3D+1, skills: Alien species, Bureaucracy, Cultures, Business, Languages, Law enforcement, Planetary systems, Streetwise, Value
Mech 3D+1, skills: Astrogation, Capital shields, Communications, Sensors, Swoop op, Space transports, and either Hover vehicle op OR Repulsor op.
Per 2D+2, skills: Bargain, Con, Search, Sneak and either Gamble OR Forgery.
Str 2D+1, Brawl, Stamina, Lift
Tech 3D+1, skills: Blaster repair, Computer prog/rep, Droid prog/rep, Hover vehicle repair, Space transports repair, Security, Starship weapon repair

Special benefits/penalties: Gains +1D to bargain rolls to get work. Gets 1 free specialty in the following skills – 1 Ship type for piloting and repair, 1 Shipboard weapon for repair, 1 Droid type for repair, and 2 Systems for Astrogation. Cannot Specialize in any skill that is Not of the Mechanical or technical attributes. Cannot be force sensitive.
Starting equipment; 1 full set mechanics tools, 3 sets clothes, 2 sets mechanics overalls, 1 blaster pistol (4D), 2 power packs, ID 1200 credits std.

Rebel technician:
Your family was well-to-do, and so you always had the best schooling, and other things you wanted. When you went through 17 separate majors at university, your father threatened to cut you off, permanently, unless you took one, and stayed with it. You flipped a randomizer on the data pad, and while blindfolded, pressed the button. It landed on TECHNICIAN. Knowing (from several of your buddies), how much good tech's make, you went to the class. It thrilled you. Soon you were beating even the teachers in time test repairs. After graduation, you got a job with the prestigious company, INCOM. Then they defected to the rebellion. You stayed with the job, and have not looked back.

Somewhat fickle. Loves to tinker with things, and is always in something. Would love to someday, show your father, what you have made with your life, but is unsure, how he will take your defecting to the rebellion.


Natural Pilot
Dex 2D+2, skills: Blaster, Brawl parry, Dodge, Melee, Melee parry
Know 2D, skills: Alien species, Bureaucracy, Business, Languages, Law enforcement, Streetwise
Mech 4D, skills: Astrogation, Communications, Sensors, Space transports, Star-fighter piloting, Starship gunnery, Starship shields
Per 2D+2, Bargain, Con Gambling, Hide, Search
Str 3D+2, skills: Brawl, Lift, Stamina
Tech 3D, skills: Blaster repair, First aid, Star-fighter repair, Starship weapon repair.

Special benefits/penalties: Gains Free specialty in 1 fighter type for piloting, 2 fighter types for repair. Gains +1D to all star fighter combat rolls (except damage and hull checks), when has music playing. Must be force sensitive. Cannot gain specialties in any skill not related to space. EGO, must accept a challenge of piloting skills.
Starting equipment: Starts with a free ship of type he specializes in for piloting, 2 full flight suit, blaster pistol (4D), 4 power packs, Belt with holster, 2000 credits.

Natural pilot:
While many other children, were out playing, you were being dragged around by your father/uncle in his ship. From an early age, as a result, you took a liking to flying, and by age 12, your dad, was letting you do routine piloting jobs. At 16, your skill's had increased enough; you took over a ship of your own, from your dad's collection. When the ship got destroyed, you hired on with a firm, flying head hunters/y-wings, for defense. Your skills, proved apparent to everyone, when they came under attack by a heavily numerically superior force, and your dazzling display of piloting, kept them engaged, long enough for them to flee. Now with your own ship, you fly, trying your skills against the best.

Out going, and some what ego-tistical (and with reason), you love to fly. Nothing comes close to beating it for sheer exilheration.
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Boomer
Captain
Captain


Joined: 14 Jul 2005
Posts: 688
Location: Terra Sol

PostPosted: Wed Jul 20, 2005 7:12 am    Post subject: Reply with quote

I love these. The only thing I have a problem with is adding a difficulty to learn space age skills for the Pre-Space merc.
Other than that, it's good.
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I'm Boba the Fett!
And I bounty hunt for Jabba Hutt,
to finance my 'vette!
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jul 20, 2005 9:52 am    Post subject: Reply with quote

I put that in as a balancer to their high cost of starting equipment, and their free specialty.
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Kehlin Yew
Lieutenant Commander
Lieutenant Commander


Joined: 07 Jun 2005
Posts: 223
Location: America

PostPosted: Thu Jul 21, 2005 6:05 pm    Post subject: Reply with quote

Wow, those are cool... i might have to make a new character just to play them... >_>
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Jedi Knight Jael Weiss
Ensign
Ensign


Joined: 07 Dec 2003
Posts: 33

PostPosted: Sat Jul 23, 2005 11:45 pm    Post subject: Reply with quote

I'll have to keep some of these in mind. Especially the Rich Spoiled Brat... he might make a great NPC in the near future...

Jael...
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Jul 24, 2005 2:10 am    Post subject: Reply with quote

Thanks all for the comments....
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Morpheus Grifullkin
Lieutenant Commander
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Joined: 15 Jun 2005
Posts: 174
Location: United States

PostPosted: Wed Aug 10, 2005 6:36 pm    Post subject: Reply with quote

Nice...Pre Space Merc is the class i used for my next charecter.
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Morpheus Grifullkin
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Kronn Grifullkin
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Sabre
Lieutenant
Lieutenant


Joined: 20 Jul 2005
Posts: 80

PostPosted: Wed Aug 10, 2005 6:45 pm    Post subject: Reply with quote

Just saw these, but good work!!
The pre-space merc is an especially intriguing idea that would be very interesting to roleplay.
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Morpheus Grifullkin
Lieutenant Commander
Lieutenant Commander


Joined: 15 Jun 2005
Posts: 174
Location: United States

PostPosted: Thu Aug 11, 2005 3:17 am    Post subject: Reply with quote

I agree with Sabre...
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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Aug 11, 2005 9:54 am    Post subject: Reply with quote

Ah, thaks for the praise..

ANyone got thoughts on the ships doc, or the wilderness guide?
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Nov 27, 2005 6:11 am    Post subject: Reply with quote

Morpheus Grifullkin wrote:
Nice...Pre Space Merc is the class i used for my next charecter.


So, have you gotten a chance to play one yet?
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Chabit Rane
Commander
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Joined: 02 Nov 2005
Posts: 460

PostPosted: Sun Nov 27, 2005 1:44 pm    Post subject: Reply with quote

The doc & guide look good. I'm going to add them to my games.
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Tue Nov 29, 2005 3:22 pm    Post subject: Reply with quote

They all look like they have a lot of potential for some great characters.
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Revan
Sub-Lieutenant
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Joined: 04 Jul 2005
Posts: 67
Location: Unknown Regions beyond the Outer Rim

PostPosted: Wed Nov 30, 2005 6:09 am    Post subject: Reply with quote

I've liked a lot those templates, I'll use them in my next campaign.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Dec 01, 2005 2:55 am    Post subject: Reply with quote

For those few who said they will use them. When you do so, could you drop me a line, letting me know how they went? What comments you reeived from people playing them (if you are their gm)? Any flaws??
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