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LadyOfStars

Tu'er Shen the Rabbit God
Once again man’s hubris has brought about an unfortunate outcome, this time caused by the overreaching of the Emperor. From the imperial throne he ordered the death of the Water Dragon, guardian of the border between the mortal and spirit worlds. In her death that invisible barrier has fallen and the worlds draw closer and closer to one another with unspeakable consequences for all of mankind. With the great dragon’s power now his own, the Emperor has yet to act and all within his court can sense his fear and regret. It is too late to undo what has been done however and as the imperial court attempts to be logical and political about the situation, individual powers across the empire take a stand to protect their own and one another.

For all his good intentions the Emperor has brought ruin upon all of China. His hesitance will leave thousands, maybe millions, dead. So the responsibility falls to the people. Death is coming for each of us, but what role you play will be entirely up to you. Will you join with the noble warriors who seek to save humanity, be a corrupt party who schemes to use the chaos to their advantage, or are you one of the spirits who will pick a side?

Fantasy Chinese Dragon 4K 3840x2160 Wallpaper #59


Hello everyone! Thank you for taking the time to check out our roleplay. It will be set in china during a golden age of the Han Dynasty. The roleplay will feature base building elements, adventures/quests. maybe character leveling, and choices that will actually shape the world as our characters move through it. There are a number of classes that characters can belong to, as well as class hybrids. New classes can also be created, granted you're willing to work with us to keep things balanced and fun. There are no required character roles for the story, so if anyone would like to play.....a monk, a farmer, a lord, or even a spirit, you can and we'll work to fit you into the story as well as help you create a character arc. The only character who will be off limits is the emperor.

The only requirements for this roleplay are that you communicate and deliver posts that are at least a paragraph in length. If you're going to be away and can't write a post or if you simply lose interest, let us know so that we can adjust the story for everyone else.

If this gains any interest we'll start posting character sheets, lore, and class information. Thanks again for reading this far :D

Co-GM: NoQuillToLive NoQuillToLive

Warrior: Warriors, by the simplest definition are powerful and durable, a dedicated soldier that hones their body with Chi. Excess mass and fat are burned away, leaving behind a body, truly resembling that of stone or perhaps even a feather in the wind, unbound by the world below. Warriors are true practitioners of physicality, focusing and harnessing Chi outwards, limbs serve as a conduit for this energy. To power through and around themselves. Notable for powerful strikes and quickened steps; dominating the battlefield in a single blow. But Warriors are the most basic of the Chi users, a little crude to some and limited against multiple opponents, lacking destructive energy to truly overwhelm. STATS: 2+ STR, +1 DUR

CLASS ABILITIES: A warrior’s power lies with their strength and as such, their abilities consist of feats thought impossible. While not elementally attuned, warriors are capable of creating powerful and devastating forces of wind with sheer strength alone. This ability is unlocked once a warrior’s STRENGTH has reached the ten point milestone. At ten points a warrior is able to create mild shockwaves with a call of their hands and can throw a punch that will launch a burst of air should the punch not connect with anything.
At twenty points, warriors are able to summon up enough strength to create wind strong enough to knock a sturdy door off its hinges or topple an opponent. The thirty point mark allows a warrior’s punch to create a blast of wave of wind that can crack wood or break a bone. Forty points in STRENGTH lets a warrior knock down a strong, well rooted tree. At Fifty points, a master warrior is able to swing their arms and release a gale of wind capable of displacing several foes.
Elementalist: Attuning one’s own energy to the elements around you, Elementalists can command the forces of nature and manipulate, to even conjure their affinity through energy. Fire and Water are notable examples of being the easiest to Elementalists, Ice, Air, Lightning and Earth are harder to control. Elementalists are considered a rarity among the Empire and outside, therefore you won’t encounter many. Commanding the forces of nature, is both unpredictable and chaotic, straining on your stamina and endurance. You tire quicker than your fellow technique users; you feel yourself slipping away more often than not, as your own mental capacity soon starts to fade. Be wary when pushing above your means. STATS: 2+ CHI, 1+ INT

CLASS ABILITIES: Powerful magic is the mark of any truly devoted Elementalist. Intelligence and Chi determine the power of an Elementalist. Intelligence is the deciding factor that directly affects the level of magic that can be used; the more complex a spell is, the higher your intelligence will need to be. At five intelligence points, an Elementalist can cast bolts of elemental magic at their enemy. Ten points allow Elementalist s to learn spells that allow them to manipulate their element more freely; creating whips or crude shapes. Fifteen points grant the ability to create more precise shapes, while twenty points of INT lets Elementalist s create weapons or small structures from their element. At 25 points of intelligence, an Elementalist is able to cast spells that can affect a small area of the Elementalist ’s choosing; they can conjure up scolding hot rain over an area or cloud a space in fog. Thirty points lets a Elementalist utilize combinations of elements for more powerful effects. At thirty-five points an Elementalist is able to use devastating spells that can affect half of a battlefield. Forty points in INT allows an Elementalist to create spells with a high level of complexity. At fifty INT points, an Elementalist can use spells capable of destroying a small army.

The more complex a spell is and the grander it is in size, the more CHI is required. Elementalists are able to cast four spells at two CHI points and gain two spells at every ten-point milestone. If an Elementalist has a higher level off CHI than INT, they can expunge more CHI to have the spell be more powerful.
Shifters: The trickiest among the techniques to learn, a certain finesse and delicate hand is required for Shifters. A focus that cannot be deterred when is Chi applied; you can start to shift yourself into something demonic or animalistic, depending on the very thing you wish to become. You become something else entirely; you’re no longer man you once was, but instead, the very form you have chosen to wear. You gain abilities and skills belonging to your chosen form; for example, transforming into a cat, you’d be able to gain agility etc. But be warned, you’re channelling your Chi to maintain your form and, your body is more susceptible to damage as a result. STATS: 2+ INT, 1+ CHI

CLASS ABILITIES: Every five points of CHI allows the shifter to have a temporarily new form and intelligence determines how big or large the form may be. Every five points of CHI gives the shifter a new form and five points of intelligence allows the shifter to assume the form of smaller animals, such as cats, birds or dogs. Ten points of intelligence will allow the shifter to shift into larger animals, deadly, lions, jaguars, wolves or animals that are considered deadly; enough to take down a fully grown human. Fifteen points allows the shifter to start creatively tapping into other beings, fifteen points allows to turn into mythical animals; demons and unicorns. Twenty points allows you to become a Kitsune, twenty five you can start to shift into more powerful demons and so on. Thirty points then starts to give the shifter with means of becoming more powerful with your given forms and forty points allows you to become dragons; fifty points will allow you temporarily to become something other worldly; dangerous and perhaps even godly, but no shifter has reached such potential. INT determines how advanced or complex you can be with your forms. However, each form is susceptible to damage; doubled and tripled the longer you remain in your form. Thus, shifters must be wary when using said forms.
Guardians: With an intermediate control and understanding of, chi, practitioners are able to protect their bodies, the bodies of others, and items. By projecting their chi, guardians can create barriers around themselves and allies. Weaving their chi into their body or into an object is lesson number one for those seeking to be a guardian. The greater the amounts of chi that the practitioner has, the greater their defense. Novices to the art can protect against blunt force while masters can defend against piercing attacks and powerful chi attacks. These chi user’s were common along the frontlines of the empire. STATS: 2+ DUR, 1+ Chi

CLASS ABILITIES: A guardian’s abilities allow them to resemble a moving tower upon the battlefield. With DUR and CHI they are able to withstand the brunt of the deadliest attacks. With DUR at five points a guardian is able to shrug off punches from enemies of a lower strength and are less affected by enemies who have a strength to match their durability. At ten points, a guardian can survive a great deal of blunt force; being hit with a rod or falling from a rooftop doesn’t stop them. At fifteen points a guardian is able to tolerate a blast of magic from a Elementalist with a CHI level lower than the guardian’s DUR level. Twenty points allows a guardian to survive attacks made against them with dull or damaged weapons. Thirty point guardians are able to resist the damage of a fall from a tower. At forty points the guardian’s body will break weapons made of wood or low quality metals. Fifty points allows a master guardian to boldly face down units of soldiers alone as their bodies will withstand damage from most weapons, even the best made ones. There also isn’t a fall that could kill a master guardian on impact.

CHI is used by a guardian to create barriers around themselves, items, and other people. Five points in CHI let’s a guardian create a body barrier on the self or another person. The barrier will protect them from dull weapons and spells of the same level. At ten points the barriers can be created as walls and projected to a location of the guardian’s choosing, but will cover only a small area. Fifteen points grants guardians the power to create dome shaped barriers at a location of their choosing large enough to shelter one person. At twenty points a guardian can create a barrier large enough to shield four people. Thirty points allows a guardian to shield a small, one-story building. A guardian with forty points can protect a two-story building and at fifty points a small estate. Barriers can withstand damage from spells and blunt force equal to the creator’s CHI levels. Barriers are susceptible to piercing weapons or attacks.
Healers: Knowledge of the body is made more powerful in the medical field by also having knowledge of chi. With the use of chi, practitioners are able to bend their own energy to mend wounds and increase the recovery speed of their patients. However it’s a dangerous technique as too much energy could harm the patient and even cause them to lose the area being worked on. The chi would burn away their nerves. The novice can heal cuts, small wounds and if they have enough chi, they can tend to large burn marks. Masters can mend bones that are cleanly broken and close up amputation wounds. There is still much to be learned in this field and even more to create. STATS: 2+ CHI, 1+ DEX

CLASS ABILITIES: Healers are a valuable staple and necessity in the world; a well-practiced healer is the difference between life and death. At five points of CHI, the healers can begin to heal small wounds and breakage in the skin, mending as good as new. At ten points, the healers can start to heal bigger wounds, stab wounds. Fifteen points, the healers can start more than one person, able to heal around three people and twenty points, the healers are slowly becoming masters of their chosen art, and at twenty points healers can begin to undo minor poisons and magical elemental damage, repairing the skin and reversing the effects. Twenty-five points can undo more deadly poisons or stats affecting poisons. Thirty points the healers can slowly start to repair broken bones and thirty-five can start to heal multiple broken bones at once, in any given one person and forty points. Healers can start to bestow minor effects, a boost in adrenaline, strength or durability, usually five-plus in some stats, but usually only affects one person and to do so can be draining. At fifty points healers can start to repair limbs and rebuild what you lost; organs and can bring you back from the brink of death. However, once a body is dead, nothing a healer can do.
Archers: Archers are by far the most powerful ally in terms of ranged combat; deadly precision and flexible stance makes the archer a fearsome opponent. While not truly as fearsome as Elementalist s when it comes to practising Chi, but archers have learned to channel such magic into their arrows – from explosive or minor stun; the archer becomes a well-versed user in multiple effects. The Novice can conjure up arrows, tapping into their own energy to summon forth an endless supply, if your Chi allows you to of course. Beginners are able to manipulate the accuracy of their arrows, to speeding up etc or slowing down, an extension of yourself. The more powerful users of this technique are able to summon weapons; not just bows, swords to, daggers, halberds etc and a myriad of effects. STATS: 2+ CHI, 1+ DEX

CLASS ABILITIES: Archers are reliable in combat, long-range and the masters of marksmanship; every five points gives the archer of two types and the potency. Starting at five, archers have the choice of minor explosions, poisons, such as weakening an opponent briefly or elemental damage, as well as sharp arrows or blunt arrows. At point ten with CHI, archers can start to shape their arrows to more deadly means, with poisons that can negatively affect stats and extremely sharp arrows; explosions that can affect a small area, fifteen meters. Ten points gives you four types. Fifteen points, archers can start to summon weapons in combat, such as one sword or a pair of short swords; imbued with an effects from any poison or explosive damage that the archer has learned from their types. Twenty points in CHI for the archer class starts gives you an endless amount of ordinary arrows or sharp arrows; the archer never runs out and can carry on firing. Twenty five points, the archer can start to summon halberds, axes, scythes, larger weaponry and thirty points the archer can start to summon multiple and thirty five, the archer can begin to telekinetically move those weapons around them; within a twenty meter radius. Forty points your poisons become deadly; life threatening, shutting down the body system or causing permanent effects, such as blindness, deafness or the loss one of your five senses. As well as sense honing, meaning your arrows can be fired at a target and seek out targets you can see, only stopping when the target has been struck. Fifty points, the archers can now sumon their most deadly attack; a rail cannon of arrows can be fired at any selected target, poison damage/effect damage/explosive damage; able to take down a horde or single person.

Specializations: Specializations are incredibly powerful and extremely rare; only a hand full of people capable of using them show up every century, if that. A specialization is an evolution of a base class via focusing on or adding in different skills to create something completely new. Because these new paths require so much training, when choosing to devote yourself to a specialization, you no longer gain access to new abilities from the base class. While specializations are powerful, they lack some of the bonuses that a base class provides. For example, assassin's do not have the durability of the warrior base class

Assassin - Breaking away from the traditional warrior’s training, an assassin has traded in their durability for mobility and has become deadlier for it. DEX allows an assassin to manoeuvre in ways a warrior could never hope to, which in turn allows them to avoid damage that a warrior would be able to withstand. While their STR stat has the same effect as it does with a warrior, DEX grants the assassin speed, flexibility and mastery over a variety of weapons. To become an assassin a warrior must have a minimum of 25 STR, 10 DUR, and 20 DEX. Upon achieving these stats, warriors will start receiving assassin abilities.

At 20 DEX, an assassin is born. This new assassin is capable of using several weapons with lethal skill. Their strength-oriented attacks are smoother and flow together more easily while also making them more deadly with a weapon. Navigating the battlefield is simple thanks to their agility and speed. At 25 points the assassin’s weaponry mastery continues to grow and they’re able to use even more weapons. 30 points sees the assassin rewarded with a boost to their endurance with allows them to fight longer and run farther before they tire. The 35 point milestone is an improvement to the assassin’s hand-to-hand combat; they’re able to fend off three attacking foes at once. 40 DEX points makes the assassin nearly silent, whether on dirt of a wooden floor. 50 points in DEX creates a master assassin. They’re untouchable and nearly undetectable; their speed is comparable only to the fastest winds and if their enemy blinks, they could potentially lose a master assassin.

Onmyoji - Known for their incredibly high INT, an onmyoji hi is a powerful magic user who uses their knowledge to create a more intricate form of magic. Through the creation and use of shikigami, an Onmyoji is a capable and formidable foe. The shikigami are conjured beings; spirits summoned by the Onmyoji and linked to their creator’s CHI. The shikigami may be placed into a number of objects or even into living beings; this gives them a physical form with which they can use to carry out their master’s orders. Power and respect are required for an Onmyoji to maintain control over their created shikigami. With CHRM points, the Onmyoji is able able to command more shikigami and maintain control over the one(s) they already have. CHI is also required to keep shikigami under control and to create more of them. A shikigami is capable of carrying out many different tasks. When in a paper form, they’re capable of flight and can be given commands to follow. A shikigami is able to spy, engage in combat, and learn. An Elementalist becomes an Onmyoji when their INT reaches 25, they have at least 10 CHI points, and 15 CHRM.
Increasing the INT stat will allow the shikigami to perform more complicated tasks and allow the Onmyoji to place his shikigami in more complex host bodies. At 25 points an Onmyoji can only make shikigami out of paper cuttings. At 30 points, they can use dolls or stuffed animals. 40 points grants the ability to place shikigami inside animals and 50 points allows the use of human bodies as shikigami vessels. The bodies must be alive however.
The CHI stat allows the Onmyoji to sustain more Shikigami; without enough points the shikigami would die off. The base 10 points allows for 1 shikigami to be sustained. Every 5 points added to the CHI stat allows for an additional 2 shikigami to be sustained. At 50 points, 15 shikigami can be sustained.
CHRM points give the Onmyoji the ability to control more shikigami. At the base 15 points an Onmyoji is able to control 1 shikigami. Increasing the points will gain the Onmyoji an additional 2 shikigami at every 5 point milestone. At 50 CHRM points a master Onmyoji can control 15 shikigami.
Onmyoji can also craft seals with the strength of their seals increasing every ten points dedicated to CHI.

Sorcerer - An evolution of the Elementalist, the Sorcerer is destruction personified due to their powerful spells that take various forms. INT is a sorcerer’s best friend as their high intelligence makes casting spells easier, requiring less CHI to cast spells than the Elementalist. A Sorcerer gains cast four additional spells with every 10 points added to CHI. While a sorcerer could utilize elemental magic, theirs would be a weaker form than that of a dedicated Elementalist. A sorcerer’s true power lies in creating new spells, using hexes/curses, and the manipulation of concentrated magical energy.

An Elementalist becomes a Sorcerer when they achieve a level of 25 INT and 10 CHI. AT 25 INT a Sorcerer is still capable of using elemental spells but on a much weaker level. Instead they can conjure constructs out of magical energy with better shape; bows and arrows, axes, swords, and spears can be created with great clarity. With 5 CHI they can conjure up to one weapon, gaining an extra one weapon every 5 CHI points.
AT 35 INT they can create hexes/curses and place them on people or on objects. The power of the hex/curse increases with every 5 points added to CHI. With 40 dedicated INT points the Sorcerer is able to create their own unique spells with can manipulate the environment and call upon new elements like light, darkness, and even gravity. At 50 points of INT a Sorcerer’s magical energy has a much greater reach and they’re able to utilize telekinesis.

Arcane Archers: Twenty points in CHI, The Archer can then switch to become an Arcane Archer, summoning arrows based on the elements rather than poisons, summoning from their own CHI. Arcane Archers have access to basic ice arrows and fire arrows, to burn targets and freeze targets. Twenty five, the archer can fire more than one arrow of an elemental type, up to three shots per a round and thirty, the archer Arcane Archer slowly delves more into elemental types. From shadows or light-based, to blind enemies or completely engulf them in darkness. Lightning for extra quick arrows and earth arrows, which increase the durability of the arrow and the likelihood of damage. Thirty five, The Arcane Archer can start to double up on the other elements, shadow, lighting, light or earth, firing two arrows per a shot. Forty points, the Arcane ARCHER can start to focus on an element, such as fire for bigger explosions and greater burn damage or ice, covering large areas in ice and slowing down targets, to completely freezing a target, The ARCHER can focus on any of the elements. Fifty points, the Arcane Archer can start to summon a bow based on their focused elemental; to fire or ice; giving them an instant bow, which can increase the durability of the bow or defence; such as fire, for anyone touches the bow, would be burnt. [Note, you can, of course, get a bit creative with your focused element at forty points, just suggestions in the class; just make sure that the idea
is approved by a mod and on an approved character]

Our Stat and attributes system is not perfect, so please bear with us as we try to get it to an acceptable place. But here is the basic information regarding the individual attributes.
Strength: [What determines how strong your character is and powerful strikes. After five points, your character can start breaking wood and throwing people around with ease. Ten points, your character noticeably becomes more bulky and is able to crack rock, bricks and wood. This also impacts on your stamina, the means to carry on and maintain yourself in a fight. Five points, means you don’t wear down as easy, keeping yourself going for ten minutes and slightly more. fifty points, metal and steel cannot stop you either, hitting your way through like a titan]

Durability: [This attribute directly affects the amount of damage your character can withstand. At five points your character can shrug off hits from foes with average strength. Ten points will allow your character to survive a great deal of blunt force, while making it to twenty points grants an immunity to dull weapons. At max, this attribute will allow a character to survive high falls and poorly made weapons will chip on their body, 50 points]

Dexterity: [This will greatly influence how much your character can dodge; five points allows you to dodge hits from characters possessing four points or less, so much so, you’re able to dance around them. Ten points allows you to be more flexible and agile with your movements. You find the battlefield to be more of an effortless dance. Dexterity also impacts on your endurance and how far you can run; five points allows you run a few miles etc. You’re also mastering your own skills and finesse over weapons, swords, blades, axes; weapons come easier to you than anything else. Five points, you’re more than a little average, landing your hits and parrying with your chosen weapon; ten points, you’re slowly becoming a master in your own right. 50 points your master]

Intelligence: [This attribute will grant you the knowledge to advance through the world around you; enabling you to spot the smallest of details. Your reason and logic cannot be disputed, the higher your stat, the easier you’ll have to sway people to side of the issue. A useful stat for Elementalists, the more complex the spell, the more intelligence you need to interpret its complexity. Five points upgrades you to simple fireballs, torrents of water, and spurts of your element. Ten points will now grant you the means to shape your element into something deadly; to deadly fire torrents or commanding the forces around you etc. Thirty points will allow you to summon constructs, weaponry, structures, 40 points will allow you do wide range of area damage and 50 points is a master]

Charm: [A useful trait for the more roguish or mischievous characters on the list. Charm allows you to utilize persuasion, to hostile threats and stubborn people. You have a way of words that is unparalleled to anything else; you’re able to request more for additional rewards for every mission, gain more information and even talk your way out of a tricky situation. Five points will grant you the means to pester barkeeps, wanderers, citizens for more information, if possessing a lower charm score than you, you’ll successfully manage to get a bit of information out of them. Ten points, you’re slowly becoming a master of your words, so much so, the world seems to tilt in your favour, charming some hostile encounters. And 50 points will allow you to charm hostile encounters; animals and tame the more ferocious animals found within the RP; 20 points you can tame smaller animals]

Chi [MANA]: [The source of all abilities, this will determine how much chi your character has and how well they can control it. Someone with zero points here will have no control over their chi and it will seem as though they have none. After the fifth point, characters will have enough chi to utilize a few dozen spells or abilities and they will have a novice control over their chi. The control and chi reserves increase with every point, with a noticeable change for characters at every fifth point.]

Missions and the rewards earned from them will be determined by the difficulty of the mission and how well it is completed by those participating. Each mission will have a main goal and side quests that can be completed for bonus rewards. While the main goal must be completed, side quests are optional, but might have an affect on the aftermath of the mission.

Mission Difficulty:
  • Easy - 1 point will be awarded to all participants of this mission level. No points for completing any side quests attached.
  • Intermediate - 2 points will be awarded for completing the main goal and 1 extra point for every side quest completed.
  • Hard - 3 points will be awarded for the completion of the main goal and 1 point for every side quest completed. There is also the chance to discover new equipment (weapons and armor) with odds increasing with every side quest completed.
  • Dangerous - 5 points will be awarded for the completion of the main goal. 2 points extra for every side quest completed and new equipment is guaranteed. Missions of this level will include a main boss and underlings. Completing these missions will also progress the story, grant the heroes more territory, and make the spirit armies more ferocious.
 
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Good afternoon/morning/salutations! I am the co-GM for our wonderful and very enriched lore. I hope to see a few faces in here and some characters in our mix.
 
What a well thout out story! I'm interested, though I do have some questions.

1.) Is there going to be any dice rolling? I was confused by the strength list. I'd be willing to try if you're willing to teach?

2.) Will people with abilities be able to choose the level or all start out at an adept rank?
 
What a well thout out story! I'm interested, though I do have some questions.

1.) Is there going to be any dice rolling? I was confused by the strength list. I'd be willing to try if you're willing to teach?

2.) Will people with abilities be able to choose the level or all start out at an adept rank?
Ultimately I'd like to see how everyone would prefer to play. If the stat system proves to be too complicated we can always switch to using dice.

Every character will start with one of the base classes and 12 stat points that they can arrange however they see fit within their characters' attributes.
 
Heya, I would like to play a lord, or if possible a lord and his family. If you chose me as a player I will go to court and play the most polite, backstabbing, tea slurping, opportunistic, fan waving snake you've encountered. I will base build (as if I am not going to pimp my lands). I will farm, send players on quests, hire wizards, bind spirits to my service, possibly overthrow the emperor, organize crime, trade with foreigners. In other words I'm going to touch as many things in a room as I can.
 
Heya, I would like to play a lord, or if possible a lord and his family. If you chose me as a player I will go to court and play the most polite, backstabbing, tea slurping, opportunistic, fan waving snake you've encountered. I will base build (as if I am not going to pimp my lands). I will farm, send players on quests, hire wizards, bind spirits to my service, possibly overthrow the emperor, organize crime, trade with foreigners. In other words I'm going to touch as many things in a room as I can.
Lmao well then welcome aboard! Any character rank or position is available, so if that is your goal then I fully support it. I can't wait to whip up some obstacles for you lol.
 
Ultimately I'd like to see how everyone would prefer to play. If the stat system proves to be too complicated we can always switch to using dice.

Every character will start with one of the base classes and 12 stat points that they can arrange however they see fit within their characters' attributes.
Gotcha, ok yeah still interested :)
 
Character sheet and the Lore page are up. Please don't hesitate to ask any questions. I'll also be transferring all the info here to the lore page as well, but for now it is a list of the locations.


 
And more locations can of course be added, especially for character purposes so don't be afraid to suggest something.
 

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