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    Default [3.5 Mythos] "WAAAAAAAAAAAAAAGH!!!!"

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    as I am still unsure on how to check the copyright details of images, I am listing the banner character and their sources here.

    Ghazghkull Mag Uruk Thraka –Warhammer 40k

    Grimgor Ironhide- Warhammer Fantasy

    Garrosh Hellscream- Warcraft


    I'm da hand of Gork and Mork, dey sent me to rouse up da boyz to crush and kill ‘cos da boyz forgot what dere ‘ere for. I woz one of da boyz till da godz smashed me in da ‘ead an’ I ‘membered dat Orks is meant to conquer and make slaves of everyfing they don’t kill.

    I’m da profit of da Waaagh an’ whole worlds burn in my boot prints. On Armour-Geddem, I led da boyz through da fire deserts and smashed da humies’ metal cities to scrap. I fought Yarik, old one-eye at Tarturus, an’ he fought good but we smashed iz city too.

    I’m death to anyfing dat walks or crawls, where I go nothin’ stands in my way. We crushed da stunties on Golgotha, an’ we caught old one-eye when da speed freeks blew da humies’ big tanks ta bits. I let ‘im go ‘cause good enemies iz ‘ard to find, an Orks need enemies ta fight like they need meat ta eat an’ grog ta drink.

    I iz more cunnin’ than a grot an’ more killy than a dread, da boyz dat follow me can’t be beat. On Pissenah we jumped da marine-boyz an’ our bosspoles was covered in da helmets we took from da dead ‘uns. We burned dere port an’ killed dere bosses an’ left nothin’ but ruins behind. I’m Warlord Ghazghkull Mag Uruk Thraka an’ I speak wiv da word of da gods. We iz gonna stomp da ‘ooniverse flat an’ kill anyfing that fights back. We iz gonna do this coz’ we’re Orks an’ we was made ta fight an’ win!
    -Ghazghkull Mag Uruk Thraka

    The Mythic Orc

    Once in the throes of battle the titan whose name could only be mountain was struck a blow, and it in turn struck that whose rage and atrocity would imprint the concept of the monster upon the vastness of infinity. In the mixed blood of the battlefield the intermingled blood pooled and flowed falling like a storm to wash away the lesser incarnations of the titans battling on the lands below. Like an avalanche that which was not swept to its doom was swept through, and so did the blood-tide, a mixture of bloodlust and battle-hunger both, fall, flow and continue ever onwards, all swept aside by the avalanche.

    Infinitely long afterword’s the boiling tides finally slowed and coagulated into an army, each droplet a warrior, and from the greatest pool did stand a new being, The Avalanche, and in its first living moments it raised an already well used bade and roared. It roared in wrath. It roared in thirst for conflict. It roared to send the call to war to the smaller beings at its feet. But above all it roared in disgust of ever stopping the path of conflict, in wasting those seconds of first awareness not in the throes of battle. And so it led the legions around it to wage war on all that it could find.

    This it was when the war against the lawbringers began the still fighting Avalanche charged heedlessly towards the combatants; its first and eternal battle against them never ending for there to be a second until on a trail of corpses it was finally bound. The disgust of have once again ceasing conflict welled up a second time in the Avalanche’s existence and it tore at its bindings while trying to lunge at its captors, cutting itself deep in the process, and is turn, as with its own creation, the blood that welled up from the Avalanche sparked the birth of a people whose collective need, not desire, but need for violence has caused war and conquest have never ended since that day.

    And so were born the Orcs and when one would seek to lead its people to war eternal occasionally may one rise to tear free its progenitor’s bloodlust in the turmoil of war.

    New feat: Steel Ringing Eternal
    Prerequisite: One Mythos; Orc subtype

    Benefit: Choose one Mythos-granting class that you have levels in. You may treat the following Mythos as if they belonged to that class. Your maximum hit points increase by 1 for every feat that you possess that is available from the list of fighter bonus feats.

    If you somehow lose this feat, or no longer qualify for it, you cease to gain the benefits of the granted Mythos until you regain this feat or qualify for it once more.

    Exceptional Mythos
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    Endless battle lust
    Prerequisite: —

    To the Avalanche there was neither a place nor time for combat. To the Avalanche there was not to time but to fight, and no places to tread but battlefields, it never stopped, It never tired, it fought and nought else but the battle would occur where it stood.

    You lose your need to sleep/rest, eat and drink and you gain immunity to effects that involve inflicting these needs upon you.

    Basic manifestations
    Uncaring brutalised-flesh vigour
    When Disabled you do not move at half speed and before you take any actions during your initiative step in a round you may choose to take a full round action at the cost of taking d6 damage. Additionally you increase your land speed +5ft per mythos you possess from ‘Steel Ringing Eternal’.


    Let battle never end!
    When at negative hit points you do not become unconscious and automatically stabilize. Additionally you increase the amount of negative hit points you may reach until you are dead by +5 per mythos you possess from ‘Steel Ringing Eternal’.

    On the path of brutality
    Prerequisite: You must have personally accomplished or instigated a significant act of wide scale violence that has (or still is) causing the retaliation of the victims or a representative thereof.

    Everywhere is the rightful place of combat, where no bade feels the touch of warm blood and no warrior takes their right to tear their foe limb from limb or die trying, war shall spread, and something shall dispose of the weak and call the strong. Where life grows lax shall their reminder of the danger of life rise and where life is strong shall they be gifted with opportunity to grow stronger yet.

    Wherever you travel, every week 2d6 orc encampments form up from parts unknown within d100 miles of your position (roll for each encampment). In order for the encampments to appear you must have fulfilled at least one of the following conditions:

    • You must have travelled at least twenty miles from the prior two locations that met this requirement.

    • You must have personally accomplished or instigated a significant act of wide scale violence that has (or still is) causing the retaliation of the victims or a representative thereof. Example actions include the destruction of a town with fewer than 20% survivors, the destroying of an important temple of a deity, or the sinking of a large ship taking with it the survivors. The retaliatory party must not have succeeded in their conflict against you.

    All the encampments are immediately incredibly and permanently hostile to surrounding civilisation and will begin sending raiding forces against nearby communities, and otherwise preforming typical orc behaviour, but noticeably more Violent and restless than normal.
    Each encampment consists of d6 orcs per class level you possess in the class you gain this mythos from, each of whom have 1-2 levels of fighter, barbarian and similar classes. For every five orcs there is one ‘boss’ among them who has fought their way to a minor leadership position and who has between 3-5 class levels. For every five of such orcs there is one ‘warboss’ who has 6-10 class levels. Finally there is a single ‘warlord’ among them who possesses +2 to their strength and constitution scores and either two more class levels than the highest level orc in the encampment or is within 2-3 levels of your own, whichever is higher.

    Each encampment also has a 25% chance each of containing a spellcaster (with a LV equal to the highest LV orc in the camp -2, minimum one) who gains a +4 bonus to their relevant casting attribute, or a non-orc monster (or monsters) of some nature such as a few hobgoblins, a troll or an ogre (total CR equal to the highest level orc in camp).

    The NPCs in each encampment may diverge from the above specifications at the GM’s discretion
    You are immediately aware of the direction towards each encampment upon its creation.

    The encampments population is initially as hostile to you as they are towards everything else, either seeking to prove themselves stronger than you if you are well known, or otherwise engage in a combat that is equably an attempt to establish you into the pecking order as it is an attempt on your life. Once you have made sufficient attempt to engrain yourself in the community (typically through killing/horribly beating a few members and expressing some degree of dominance. The surviving members of the encampment (including you if you live) then gain fast healing 10 for a minute that may only restore hit points lost during the preceding combat.

    One this is over the encampments population becomes friendly to and your allies you as long as you are driven by the cause of causing as much violence in the world as possible, and so could offer beds to sleep in, basic food and weapons if needed, and such. Despite this they are always aggressive, violent and ready to fight again at a moments notice.

    Should you have caused the encampments to appear due to a significant act of violence, each is willing to devote 2d6 of its members towards your cause. You can also attempt to inspire the others to join you through inciting them into a force to invade local towns, slaying their leader in combat/beating them into submission, or other such actions involving acts of gratuitous violence.

    Should you go for two weeks without a large battle or act of destruction your increasingly irate orc followers will slink of at a rate of 10% per day, until after another week the remaining few turn on you each and other. Should one of these orcs kill you they immediately replace their current levels with those of a mythos class relevant to them, and replace one of their feats with ‘Steel Ringing Eternal’.

    Supreme warlords’ magnitude
    Prerequisite: —

    The avalanche towered over the horde it led into battle, its presence inspiring those around it to greater ferocity.

    You gain the powerful build ability and your land speed is never reduced by any armor you are wearing.

    Additionally you gain a 30ft aura that effects all creatures with the orc subtype (including you) within range as per a rage spell, except that it lasts until the creature leaves the aura and for a minute afterwards.

    Upon gaining this mythos a single weapon you own may permanently increase in size by one size category.

    Advanced manifestations:
    Large and in charge
    Prerequisite: one legendary mythos known.

    You permanently grow a single size category, doubling its height and multiplying its weight by 8 and granting a +2 size bonus to strength. Additionally your rage aura increases its range to 60ft.

    Additionally upon gaining this manifestation a single weapon you own may permanently increase in size by one size category.

    You may choose to gain this manifestation at any time you gain a level after becoming eligible for it instead of selecting an advanced manifestation for a different mythos.

    Slaughter Begetting Battle-Roar
    Prerequisite: On the path of brutality, must have managed to convince at least five encampment’s-worth or Orcs to join you in their entirety at a single time, and had them go without turning on you for two months.

    The bloody birth-cry that the Avalanche uttered upon forming sparked a resurgence of its bloody path, sending its composite hordes into the fires of conflict once more.

    As a standard action, or a free action when you charge, you may perform a ‘Warcry’. Should you preform the Warcry during a charge its effects take place before the charge.

    When you perform a Warcry it affects creatures within a distance equal to the number of creatures with the orc subtype adjacent to you x10ft (so for example two orcs would mean 20ft, 7 means 30ft, etc.).

    All friendly creatures with the orc subtype who possess a number of HD equal to ¼ your level (rounding up) or lower, in the area effected gain a bonus on attack rolls equal to the number of creatures with the orc subtype adjacent to you for one round, and may take an additional standard or move action (its choice) on its initiative check.

    Additionally you make a single intimidate check. All enemy creatures in the area effected are treated as if you made an attempt to demoralise them using the intimidate skill (using the result of the check you just made for the result against all effected creatures).

    Basic manifestations
    Legion Calling Warcry


    When you perform a Warcry, it can be heard for an additional number of miles around you equal to the number of creatures with the orc subtype adjacent to you, but its normal effects only extend up to their normal range (it should still be noted that this is still an extremely loud shout that it could avalanches and such events under suitable conditions).

    Any creatures with the orc subtype who hear this shout but are unaware of its source must pass a will save or be compelled to seek you out and challenge you to combat, as per those in the encampments from ‘On the path of brutality’. Should you succeed in the challenge and the orc survives they join your forces.

    Additionally when you perform a Warcry friendly creatures with the orc subtype that are affected now gain both an additional standard and move action.

    Foe-Breaking Abhorrence
    When you perform a Warcry, you also create a cone with a range equal to the number of creatures with the orc subtype adjacent to you. Creatures within this cone must pass a fortitude save or become staggered for one round, deafened for 2d6 rounds, and take an amount of sonic damage equal to how much they failed the intimidate check by.

    Creatures that pass the save are deafened for only half the time and take only half the sonic damage. Creatures who fail the save by five or more are knocked prone.

    Triumphant Warrior’s Battlecry
    Whenever you kill a creature with a critical hit you may immediately preform a Warcry as a free action.


    Fantastic Mythos

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    Thundering legions charge
    Prerequisite: —

    You gain the ability to form a ‘mob’ with 20-40 allied creatures with the orc subtype around (all of which must be adjacent to you), who then act as a single creature. The mob is a creature two size categories larger than the majority of its component creatures. Each 5ft square that makes up the mob’s space is capable of moving individually throughout the mobs movement as long as each remains adjacent at all times. The mob can move through any space its component members could.

    The mob uses the same armour class, saving throw modifiers, initiative modifier, and land speed as you possess.

    Additionally it possesses ability scores equal to the highest of either yours or the average of the mobs members.

    Each square of the mob may, as a standard action, attack any creature within their reach (equal to the average in the mob) and deals damage with the most common weapon in the mob, apart from a single square which may instead attack with your weapon and reach. The 5ft squares’ of the mob may attack through each other.

    The mob has a number of hit points equal to that of 75% of its members sum total that, once dropped to zero, leaves you on a single square at 25% hit points, with the other members of the mob dead. The mob otherwise has the combined abilities, skills and feats of all its members.

    Beyond this the mob gains the ability to share spaces and deal automatic damage as if it was a swarm (1d6 damage +1d6 per four HD you possess), and has the trample ability, dealing damage equal to the swarm damage. The mob’s automatic damage may affect objects adjacent to the mob as a standard action.

    Finally the mob may make a ranged attack as a full round action that has a range and damage equal to any ranged weapon that the mob has over 25% of its members possessing, but filling a 20ft radius spread.

    Bloodied horde
    Prerequisite: On the path of brutality

    You gain leadership and epic leadership as bonus feats. You suffer from the following variables to your leadership score:

    • Fairness and generosity gives a -1 penalty instead of a bonus.

    • Cruelty gives a +2 bonus instead of a penalty.

    • Failure gives a -4 penalty instead of -1.

    • Causing the death of a cohort has no penalty.

    • Moving around a lot gives no penalty

    • Causing the death of other followers gives no penalty.

    You add your strength modifier to your leadership score.

    Your cohort and followers must all be creatures with the orc subtype.

    When encampments appear from the ‘On the path of brutality’ mythos 2d6 orcs who act as new followers also appear at some point in the day. Should the encampments have appeared due to a significant act of violence, at some point of the day 4d6 orc followers appear instead. If you are taking a leadership score penalty from failure no additional orcs to appear. Excess orcs who cannot become followers are considered orcs from the ‘On the path of brutality’ mythos who immediately join you. Should your cohort be dead and you gain new followers in this way, one orc is your new cohort.

    Your followers are treated as orcs from an encampment in all other ways, but they only begin to leave and eventually turn on you after two weeks instead of one (they assist you against other orcs who turn on you when they do so).

    If you are undead or become so in the future you may exchange the leadership feat for undead leadership, retaining all limitations of this mythos as if it was the leadership feat, with your cohort and followers needing to have had the orc subtype in life.


    Legendary Mythos
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    Ten take their place
    Prerequisite: —

    Warriors tire, warriors die. If the performers must stop how can the grand performance continue? The only solution is to get new performers.

    Whenever a creature with the orc subtype that follows your command dies in combat, 30 munities later ten identical orcs tear their way from the ground having coagulated from the spilt blood that is left in your wake, gaining an attack of opportunity on creatures within their reach.

    These orcs are identical in every manner to the orc they replace and should there be excess orcs than you can possess leadership followers, the excess are considered orcs from the ‘On the path of brutality’ mythos who immediately join you.

    Additionally, should you die the ten most powerful orcs under your command begin a period of infighting that lasts until all but one are dead or subjected by the others. Once this process is over the victor replaces their levels with those of a mythos-using base class so that their level is equal to what you possessed, and they replace one of their feats with ‘Steel Ringing Eternal’.


    Changelog:
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    3.24.15 tweaked some mythos.

    4.7.15
    added 4th exceptional mythos.
    Last edited by ThreadNecro5; 2015-04-07 at 04:22 PM.
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    Bugbear in the Playground
     
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    Default Re: Waaaaaaaaaaaaaagh!!!!

    Um... Okay. Did you just, like... for reelz, not capitalize the thread title? You have GOT to fix that, like, RIGHT NOW. I am super cereal about that.

    On a more serious note, it should look more like [3.P Mythos] "WAAAAAAAAAGH!!!!"

    Alright. First thing's first: Your prerequisites look a little wonky. The way you have it, 'Ten Take Their Place' could be taken by an orc who doesn't actually have any followers, at least none granted by this feat. [EDIT: Nevermind. Misread.] Also, it's worded a little... silly. Why do the orcs burst out of the ground? Can't word spread that one of your elite died, then ten orcs seek you out to compete for his or her vacant spot?

    'On the Path of Brutality' seems too big in scale to be an Exceptional mythos. Orcs don't just get to HAVE that kind of notoriety fresh out of character creation. They have to accomplish something first. I'd make it Fantastic, and make the second of the two conditions you've presented part of the Prerequisite for the Mythos. We need more deed-based requirements, and this would be a good one.

    Or, what you could do instead of just making them friendly, is make them SUPER hostile. You only get allies after you prove you're worthy, and the only way to do that is by beating their faces in. Hearing about a super strong orc doesn't make other orcs want to follow him, it makes them want to prove that they are stronger.
    Last edited by Primal Fury; 2015-03-15 at 07:17 PM.
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    Default Re: Waaaaaaaaaaaaaagh!!!!

    Quote Originally Posted by Primal Fury View Post
    Um... Okay. Did you just, like... for reelz, not capitalize the thread title? You have GOT to fix that, like, RIGHT NOW. I am super cereal about that.
    OK this should be fixed, the lack of capitalization seems to be from a copy/paste error or something that the thread did.

    Quote Originally Posted by Primal Fury View Post
    Why do the orcs burst out of the ground? Can't word spread that one of your elite died, then ten orcs seek you out to compete for his or her vacant spot?
    i'll ad wording that can add this, bit I was originally thinking that this sort of thing seems more true to the spirit of my take on the mythic orc, if the orcs appear form somewhere else it suggests orcs as more independent (if in this case still violent and bloodthirsty) beings like in Warcraft or other settings where orcs are more likely to be people rather than monsters.

    With the springing up from the ground thing it more shows them as being more like living weapons only existing for violence and battle from the moment of creation, like those of the warhammer settings and the writings of Tolkien (to my knowledge), which shows them more as I am doing here.

    I could justify it as the orcs manifesting from the blood soaked into/coagulated on the ground, echoing in a way how the avalanche's story worked in some parts: blood of two titans falls/mixes ---> creates Avalance, blood of Avalance falls ---> creates orcs. So, as a connection I just realized myself, I seem to have accidentally made a reference that could work here. not to mention it showing orcs a creatures who can literally thrive on bloodshead.

    Quote Originally Posted by Primal Fury View Post
    'On the Path of Brutality' seems too big in scale to be an Exceptional mythos. Orcs don't just get to HAVE that kind of notoriety fresh out of character creation. They have to accomplish something first. I'd make it Fantastic, and make the second of the two conditions you've presented part of the Prerequisite for the Mythos. We need more deed-based requirements, and this would be a good one.
    what you seem to be thinking here (I think) is that the orcs just follow you when you reach an encampment, the way its intended to work is that some orcs only begin following you if did the significant act of violence (and if you want all of them you still need to do something more), if you just walked far to spawn encampments in it only creates encampments that are just -there-, not following you to challenge or serve you, just orcs being (hyper-aggressive) orcs whose encampment becomes a permanent fixture of the landscape until cleared out by low level adventurers (..and I just inspired myself for my home campaign...).

    you can visit the encampments to try and win some over (likely to help with meeting the significant act of violence requirement if you do so) but if you do your just an orc. until you do win some orcs over this mythos only creates an ever-expanding number of 'wild' orcs who could still be a future thorn in your side later. overall it takes work to make this myhtios benefit you on any way. I'l make having done a significant act of violence a prerequisite however.

    Quote Originally Posted by Primal Fury View Post
    Or, what you could do instead of just making them friendly, is make them SUPER hostile. You only get allies after you prove you're worthy, and the only way to do that is by beating their faces in. Hearing about a super strong orc doesn't make other orcs want to follow him, it makes them want to prove that they are stronger.
    will up the aggressiveness.

    edit: made the changes to On the path of brutality
    Last edited by ThreadNecro5; 2015-03-18 at 06:43 PM.
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    Default Re: Waaaaaaaaaaaaaagh!!!!

    Quote Originally Posted by ThreadNecro5 View Post
    I could justify it as the orcs manifesting from the blood soaked into/coagulated on the ground, echoing in a way how the avalanche's story worked in some parts: blood of two titans falls/mixes ---> creates Avalance, blood of Avalance falls ---> creates orcs. So, as a connection I just realized myself, I seem to have accidentally made a reference that could work here. not to mention it showing orcs a creatures who can literally thrive on bloodshead.
    Oooooh. Throw that in there, and you have got yourself some good ass fluff.

    will up the aggressiveness.
    Ah. That feels better. What I would suggest, though, is making the warlord stronger. The issue is that the highest level orc in the encampment might be dwarfed by your level after a certain point. Maybe... within 2 or 3 levels of you after you reach... a super high level? I don't know.
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    Default Re: Waaaaaaaaaaaaaagh!!!!

    Quote Originally Posted by Primal Fury View Post
    Ah. That feels better. What I would suggest, though, is making the warlord stronger. The issue is that the highest level orc in the encampment might be dwarfed by your level after a certain point. Maybe... within 2 or 3 levels of you after you reach... a super high level? I don't know.
    making the change. do you think I should then add a cap to the level of any potential spellcaster the encampment may contain? (don't want a mythic orc having easy access to a disproportionately high number of high level casters after all).
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    Default Re: [3.5 Mythos] "WAAAAAAAAAAAAAAGH!!!!"

    Ten Take There Place is a bit too strong. If, say, a 20th level Orc Cleric of Gruumsh decides to follow you, and dies in combat, you shouldn't get 10 20th level Clerics.

    I mean, it's damn cool, but it's a tad... broken.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
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    Default Re: [3.5 Mythos] "WAAAAAAAAAAAAAAGH!!!!"

    Quote Originally Posted by Amechra View Post
    Ten Take There Place is a bit too strong. If, say, a 20th level Orc Cleric of Gruumsh decides to follow you, and dies in combat, you shouldn't get 10 20th level Clerics.

    I mean, it's damn cool, but it's a tad... broken.
    what if the orcs it created were two levels lower than the orc they replace (or maybe half the originals level?) with orcs of level two or less not creating any (or perhaps just one level one orc).
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    Default Re: [3.5 Mythos] "WAAAAAAAAAAAAAAGH!!!!"

    Oh. Wait. 4th exceptional mythos: Warcry. Embolden yourself and your allies, and scare your enemies based on how many of your allies/underlings are adjacent to you.
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    Default Re: [3.5 Mythos] "WAAAAAAAAAAAAAAGH!!!!"

    Quote Originally Posted by Primal Fury View Post
    Oh. Wait. 4th exceptional mythos: Warcry. Embolden yourself and your allies, and scare your enemies based on how many of your allies/underlings are adjacent to you.
    Nice idea, been struggling to think of something for the extra mythos. Will begin working on it.
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