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1
Roll To Dodge / DEEP SPACE: Space vampires and work safety
« on: February 03, 2022, 06:02:47 pm »
DEEP SPACE
The Shipbreaker's Guild has reported the discovery of an Enigma: the wreck of an alien ship of unknown origins. It has been over a decade since the last Enigma was discovered, but myths and rumors of the untold riches and unfathomable power found within still circulate among the world ships and colonies. The Shipbreakers have begun dismantling it in their slow and reverent way, bolt by bolt, chanting litanies the entire time. But as the guild toils countless treasure seekers, explorers, scientists, holy pilgrims, and mad men descend upon the crash site eager to hurl themselves into its depths. You are just another face in the great mob but perhaps you will return from this desolate world as a legend. That is, if you ever return at all. 

Spoiler: What is this? (click to show/hide)

Spoiler: Rules (click to show/hide)


Current Standings
Shipbreakers : 0 Neutral
Prospectors: 1 Accepted
Locals: 0 Neutral
Bullet Men: -2 Hated


Current Progression
Spoiler: Milestones (click to show/hide)
1100 starting cash
16 Starting points


Current Map


2
Roll To Dodge / Magnum Opus: Welcome Home.
« on: May 16, 2021, 03:58:49 pm »
MAGNUM OPUS

You awaken with a spasm and try to suck in a breath. Your mouth fills with acrid slime and you flail your limbs in slow motion as you realize  you’re submerged. You open stinging eyes just long enough to glimpse light above you, dark forms of other bodies adrift all around. You swim blindly upwards until you finally breach the surface, gulping in great lungfuls of cold and musty air while you search for something to grab hold of. Questing hands slam down hard on the metal lip  of the vessel and you drag yourself up and out, sliding like a mucous coated eel down the side of the giant cauldron and onto the cold stone of a cavern.  You rub slime out of your eyes and cough it out of your throat, glancing about as others like you escape the cauldron and join you on the cavern floor. After a few minutes to recover you begin looking around. The Cauldron is connected, by many hundreds of pipes, to a great and incomprehensible machine in the ceiling. You can only see a bit of it, poking out through the stone, with the vast bulk of it stretching up far above you. You have no idea how you know that,  but you do.

There is only one exit to this room, a rough hewn doorway on the opposite side.  Next to this doorway is a huge brass plaque, with a metal box the size of a coffin affixed to the stone under it.   The plaque reads as follows:

You are a Homunculus. You have been created for the purpose of carrying out our will. Do your work well and you will be rewarded. Fail or betray us and you will be destroyed. This cavern has been outfitted with all you will need. Instructions for all you need to know will be found on plaques like this one. Take what you find in this box below and familiarize yourself with the cavern and our instructions.

When the time comes, heed our call. Do not disappoint us.

Spoiler: What the hell? (click to show/hide)

Spoiler: System (click to show/hide)

Spoiler: Character Creation (click to show/hide)

Spoiler: Map (click to show/hide)

3
Roll To Dodge / BRAWL-MART: Episode 3: Screech, Rustle, Clang.
« on: August 06, 2020, 01:47:54 pm »

SUNDAY! SUNDAY! SUNDAY!
Come on down to your local omniplex and buy a single use viewing of
BRAAAAAAAAAAAAAAAWL-MAAAAAAAAAAAAAART
THATS RIGHT, America's favorite Consumer Bloodsport is out of litigation and back on air, WHERE IT BELOOOONGS!
Watch in stupefied amazement as the world's greatest Suburban Slaughterers, Rural Roughhousers, and Trailerpark Titans take to the aisles of AMERICA'S SUPERSTORES for No holds barred BUYING BRUTALITY!
THE FIRST TO REACH THE CHECKOUT WITH 1000 DOLLARS IN GOODS OR THE LAST LEFT STANDING IS THE WINNER!
But Watch out for our SUPER SHOPPERS! They're out for savings. AND BLOOOOOOD!


Each contestant has 15 points and they can put up to 4 of them in any of these CORPERATE SPONSERED STATISTICS!






And for every point left over we will INCREASE THEIR BMI using the patented LARD-O-MATIC, Making them into an ABSOLUTE UNIT that can only be destroyed by HEAAAART DISEAAAAASE.

Each contestant also has a voucher for exactly 100 dollars that they can spend on ANY merchandise found in our WAREHOUSE before appearing on the shoooow!

IF YOU WOULD LIKE TO BE A CONTESTANT ON BRAWL-MART, SEND YOUR NAME, PHOTO, STAT LIST, AND PURCHASED ITEMS TO OUR CORPERATE HEADQUARTERSSSSSS AND ALLOW 4-6 WEEKS FOR PROCESSSSINNNNNNG. THE FIRST 8 CONTESTANTS WILL BE ACCEPTED, GUARANTEED!

Don't Wait!
Don't Delay!
Don't Miss your chance for the best goddamn day of your life.
BEEEE THEEEEERE!



4
Roll To Dodge / Which of these places interests you the most?
« on: June 27, 2020, 08:48:44 pm »
Temple of the Infinite Now
A spiraling conical tower reaching towards the heavens, its base the size of a city, a mountain of carved stone. It grows a bit each day, screwing itself upwards. Here the past is made flesh; wars live as violent gods, historical figures embodied as consolidated gestalts of all their actions, the creation myths of countless civilizations playing out and blending. The tower is a madman’s timeline, spiraling backwards, upwards, to its point, towards the beginning of time. What sits upon the tip of that spire? What truths unfold within, trapped forever in the Infinite Now.

Call of Earth

A volcanic island, a towering cone of ash and pumice, holds a great shaft into the earth.  Its bottom has never been seen but ancient ruins and primordial nature coat its sides. Strange ecology, unlike any found in the outside world, the remnants of old kingdoms built one upon another, relics and artifacts of unknown time. Discovered only recently, the great pit has drawn in countless hordes who seek to gain their fortune on its bounty, to secure their place in history with its exploration, or unravel the secrets hidden in its depths. The burgeoning city on its edge begins to spread into the shaft itself, mirroring the ruins below, and men speak of a place where the laws of the world are bent and frayed.

The Green Hell
Natives speak in whispers of the jungle within the caldera, of the ruins hidden deep within that fevered green, and of the “Bloodletting Curse”.  They say the old gods of Thulentia dwell there still, awaiting the completion of a dark bargain that will grant them access to our world. The guardian bloodlines grow weak and diluted and the pan flutes can be heard echoing through the ever denser growth. The animals grow haunted and there are tales of warriors centuries old darting through the underbrush, howling and rabid.  No one has entered the Green Hell in 200 years. At least, no one who has ever returned.

Deep Skies
You can get there sometimes, from the very tip of a mountain top or on a high frozen steppe. Jump and grab one of the dangling golden cords with your finger tips, letting yourself be dragged high, well beyond the sight of those on earth. Or bet your life in a leather skin balloon, buffeted by the ether tides and praying not to be dashed against the frozen cloud tops.  Or maybe, if you’re very lucky, you can talk your way aboard an aurora ship somewhere in the north and ride shimmering magnetosphere waves the whole way there. Above the clouds, above where the sky turns black, to the wild frontier of the Lunar Kings where the burning starbeasts ride unseen tides and debts are paid in shaved years of life. The old firmament sea, the wandering isles, and the golden remnants of ancient man before his downfall. The Deep Sky.



5
Chain Lore
A game of semi-cooperative worldbuilding

This is a game about building a world together, with the possibility to go back and erase other people's stuff.  The mechanics are quite simple: the world building is done from a top down perspective, starting with larger elements and working down to smaller ones. These are organized into Cycles that go like this.

Spoiler: Cycles (click to show/hide)

Posting

When a player posts a truth, they need to tie it back to a truth in an earlier cycle (or a listed one in the current cycle) OR state that it is unconnected but does not contradict any existing truths.  Other players may contest this and it will fall to me to decide. For instance, if the third Great truth of the universe is that "Magic exists" then someone could state

"Wizards exist (Cycle 2, truth 3)."

For every truth I roll a d6 before listing it. The results are as follows.

D6
1- The opposite is true or this is impossible (if it has no obvious opposite)
2- Ignored, it is false
3 - True, but....
4 - Mostly true, but some elements discarded
5 - Total truth
6 - Accepted truth, but actually…

3 and 6 with the (...) mean that someone can Amend more details after. This is treated as a normal submission, not a rewrite. Anyone can do it, not just the player who submitted the original. Everything is handled first come, first serve, no place holders. For the First and Last cycle, because there is only 1 truth, anyone may submit a truth (or +1 another) and I will perform a roll-off to see whose is accepted.

Rewrites
Once the Cycle of truths reaches completion by reaching the set number, the next Cycle begins. However, so long as the Cycle is open, it can be rewritten. The rewriting is done by rolling d6 vs d6, with the higher roll winning. If the truth wins, it becomes unassailable and cannot be changed. If you win, you put your new entry (previously prepared for everyone to see) there instead. Other players can +1 either you or the truth, adding to the results of the roll.  The d6 results roll is still done to your new truth if you win. Truths in other cycles cannot be rewritten, only those in the current cycle.  Rewrite requests are always attempted as long as they come in on a turn before the cycle closes.

 
Special Circumstances
1. The first truth obviously does not need to cite an earlier truth.
2. Players should submit only one truth per turn. A turn is when I go through and roll for everything and then add it to the list. They can, however, add +1 to as many rewrite contests as they like.
3. I reserve the right to reject Truths if they are offensive, obviously trolling, or somehow break forum rules.
4. 3 and 6 rolls cannot have their extra space filled with identical statements or otherwise undermine their intent. Ie you can't have "The world is round, but...The world is round"




6
Roll To Dodge / DOUBLEKING [Wrapping Up]
« on: June 13, 2019, 08:55:18 pm »
DOUBLEKING

WELCOME this is a test game for a stupid ass system called DOUBLEKING based on the animation of the same name. This test is gonna be a simple TOURNAMENT of one on one fights moving towards an ultimate victor, the KING OF KINGS. Here's how this shit works.

First, we're using expanded RTD. You know that thing I use a lot where its just normal RTD but as you level up you get bigger dice so that "5" range increases.  When you're doing something that isn't opposed by a player, its just normal RTD rules. If you're opposed or opposing, then its whoever rolls highest, with greater differences in rolls meaning greater success/failure.

Second, You are a King. Kings have Crowns. Crowns have POWER. Each Crown has abilities connected to it, which you can use as long as you're wearing the Crown.  Whats more, you can stack crowns, allowing you to use the power of both, either individually or in combination! When you kill another king, you can take their Crown!

Finally, each turn you can move and take an action. Actions are basically anything you can do in a few seconds.

Spoiler: Character Creation (click to show/hide)


I need 8 people. We're doing one fight at a time, so feel free to just leave a sheet and I'll pm you when its your turn.

7
Roll To Dodge / Game Testing and Development
« on: June 06, 2019, 06:18:41 pm »
So I'm only gonna be running 3 games at a time but I'm still gonna do testing and development because I enjoy such things.  I've got three possible systems in the works and want some feedback about what people would like to see.

Doubleking: Based on this video and what the Mad Castle game was created for.  Basically a Perplexicon-like game but with crowns. Each crown grants a specific power rather than a word, and crowns can be combined to create new powers. For instance a crown of necromancy with a crown of flames might let you create fire elementals out of corpses.

TITAN: A game about piloting a giant robot to fight monsters. 6 players control 1 robot by each controlling 1 limb, the body, or the head. Each station has a control panel and actions are performed ONLY by using the preset functions of the control panel. So the arm might have things like "Extend", "Retract", "Close", "Open", etc and through a combination of actions either at the same time or in sequence, alone or with other stations, complex actions can be taken.  Have you ever heard of the PS2 game "R.A.D"? Something like that. My attempt at making a mecha game where you really feel like a mecha pilot as opposed to "Becoming" the mecha when you're in control of it.

Summoner Game based on JOJO stands, pokemon, and the summoning magic from Fable. Basically, any critter you kill becomes a summon you can use. The way you can use it will vary, from fusion, transformation, full separate summoning and others. Adventure around the world, capturing monsters, fighting summoners, punching demons and eventually fist fighting god.  Oh and you can get new monsters by fusing old ones together to get a new one. Currently unsure on if I should do a more sarcastic and dark pokemon style world or go weirder and have this be full body horror.



What do you think?

8
Roll To Dodge / Mad Castle : Round 4
« on: April 13, 2019, 10:41:34 pm »
This is a game about building a castle. For the purposes of murder.

The rules are very simple.
Spoiler (click to show/hide)

This is the map. It will expand in any direction as needed.  First 8 people to post their throne location and their first room get the spots in the first turn. 
Spoiler (click to show/hide)

9
Roll To Dodge / ARCANE FUCKERY
« on: February 24, 2019, 07:11:46 pm »
ARCANE FUCKERY

Its been over 6000 years since the old gods dragged the mortal realm to this place. Where they've gone no one knows, but new powers have emerged in the world who manipulate the fabric of reality. The Wizards. Rare and powerful, wizards are born into this world with dominion over some aspect of reality. They also tend to be slightly insane.

Spoiler: Basic Rules (click to show/hide)

Spoiler: Character creation (click to show/hide)

This is the map. Its very large so I'm not embedding it as an image, just a link. Each hex has a little number pair to show where it is.  Use these number pairs to specify locations in turns. This is an old world, one that has seen much turmoil and still bears the scars of the ancient times. Expand outwards, search the world, conquer the peoples, discover the secrets.





10
Forum Games and Roleplaying / The Left-Hand Path
« on: February 22, 2019, 08:30:24 pm »
This is a suggestion game. Sometimes CYOA if I think multiple choice is more fitting at the moment.

Make a suggestion of what to do or +1 the suggestion of another person. If we tie, I'll flip a coin or decide some other random way.

You are adrift in warmth. Floating, senses dull and mind foggy. It is comfortable here in this soft darkness and you are very tired. It feels like this is all that ever has been or ever will be. Soft things brush against you and you gasp, surprised by the sensation, and inhale fluid.

You jerk up into a sitting position, coughing violently, trying to get the thick fluids out of your throat. They're in your nose too and the sensation is terrible; you cough and blow your nose, eyes screwed shut.   When you try to open your eyes you feel a thick crust crumble off your eyelids and lashes. The world is blurry for a few seconds, just darkness and strange hazy lights before things come into focus.  You are naked, sitting in an old style bathtub. The tub is completely filled with blood and viscera, partially dried and frozen, a thick sludge of black coagulation and rusty powder.  The tub is sitting in a bathroom, next to a window. The window is broken and outside light from a nearby building's windows provides the only illumination in an otherwise pitch dark night.  Fat, slow snowflakes drift down from the black sky and glint as they cross into the light. Dull yellow illuminates the apparently abandoned room, everything dusty, broken, vandalized or decayed; a long counter with two sinks and a large sheet mirror sit on the side of the room opposite you. One of the sinks is smashed, as is most of the mirror, but the other sink and a section of mirror near it are still intact. The room smells overwhelmingly of mildew, dust, and what is probably the metallic tinge of blood. Next to the tub, standing perfectly still, is a human skeleton. Its arms are bent at the elbow and it is patiently holding what looks like a stack of clothing, towels and a note like some sort of loyal butler. It appears perfectly clean and bleached, like the anatomical skeleton you'd expect to see in a classroom, and how its joints and parts are remaining together you can't tell.

For some reason nothing about this frightens you, though you get the distinct feeling it should.

You look at the skeleton and notice something else about it. Sitting in its chest, pinned to the back vertebra via a thin nail, is a heart. Not a human one, you think. Maybe the heart of a pig or a cow? You're not sure why you think that, but it feels right.  And from that heart you can make out something more. At first you mistake it for some sort of veil of very thin material or even a cobweb. It is so thin and ephemeral that you doubt your eyes at first but...it is there. You trace its form with your eyes.  Shimmers of it lead upwards and you follow them with your eyes. Just above the skeleton's head the shimmer spreads out. It is as thin and translucent as the stuff around the heart, but it stretches unbroken across the entire length and breadth  of the room. It flows and ripples slightly, like the surface of a lake seen from under the water. You realize suddenly that the heart is pulling this surface down to it, like a metal ball pulling down and forming a pocket in a cloth sheet. 

Besides the sloshing of the fluids in the tub and your breathing, everything is silent.

11
Roll To Dodge / Mook: Break Room
« on: January 25, 2019, 09:59:58 pm »
This is for OOC. Keep it out my thread you goobers.

12
Roll To Dodge / MOOK: Such sights to see
« on: January 22, 2019, 03:43:33 pm »
Congratulations! You have been accepted into the OMNITECH Family!

As you know, OMNITECH is the solar system leader in cutting edge technological research and development, employing millions of the best workers across our many research installations on and beyond. As part of our continued mission to bring all the universe has to offer under the guiding hand of human control, we conduct a wide variety of experiments and research trials. Some of this research can be quite hazardous and, despite numerous precautions, can go awry. This is where our brave security officers come in, working tirelessly to ensure the safety of our other personnel and the confidence of our shareholders. Your application for admittance into their ranks has been approved and you are now on your way to safeguarding OMNITECH's research and the future of mankind!

From all of us here at OMNITECH, welcome aboard!

Please see the attached Liability Waiver and complimentary "Pick and Choose" style Last Will and Testament attached for further information.

Spoiler:  What is this? (click to show/hide)

Spoiler: Basic Rules (click to show/hide)

Spoiler: Character Creation (click to show/hide)


Spoiler: Character Sheet (click to show/hide)


The Arsenal (In progress)

Spoiler: HOW USE DICE WORK (click to show/hide)


13
Roll To Dodge / Divine Fuckery: The End is Nigh
« on: December 14, 2018, 09:20:02 pm »
In the beginning there was nothing. Then there was a ruleset. And it was ok, I guess.
The Ruleset was RTD standard and was carved in stone and presented to the people. At ballistic speeds.

1: Divine Fuckery
2: Failure and Insults
3: Less Omnipotent and Impotent
4: Worthy of a minor following
5: Praise, worship, virgin sacrifice
6: Ending a drought with a rain of ebola blood.


And the people, after picking bits of stone from their faces, thought that it was indeed, alright. But they wanted more. So a hierarchy of gods was created, to increase backstabbing and assholery.

There are three levels of god: Major, Minor, and Demi.

Major gods can control big shit and lots of stuff. Like the shape of the planet or making sentient life or occasionally boning human women to create horrific half divine offspring.

Minor gods can control other shit. Like being patrons of actions or controlling the harvest of an area. Or getting drunk and telling people to also get drunk.

Demi-gods can't control shit,  but they're basically super powered beings so they can still influence the world personally. Usually via murder if history is any indication.



And the people rejoiced, at lightning bolt point, but quietly whispered that it would be fun if gods could fuck each other over somehow. So they were turned to piles of ash. But as the ash was being swept up, the rules were updated, just for dramatic irony.

Gods have power

Power is how gods get shit done. Major gods start with 10, have max 20. Minor start with 5, have max 10, and Demi start with 0 and have max 5. Power can be used to add bonuses to rolls.  1 for +1, 3 for +2, 6 for +3.  It can be applied to any roll, but has to be applied BEFORE the roll.  Gods get power by doing things in the world, like being worshiped, feared, or generally doing influential things. You can lose power by having things associated with you destroyed, desecrated, or beaten in a sick rap battle.

Power lets gods fuck with each other. If a god does something, another god can try to reverse/stop it by paying an amount of power equal to the roll of the other god + any power that god used to make the roll.  Power can also be used to forcibly remove gods from their positions. A god can offer a challenge to any other god and the two will secretly wager an amount of power. The one who wagers the smallest loses, and they can be kicked out and replaced by the winner, demoted a level, or even killed if they're a demi-god vs a major god.  Here's the fun part though: That wager can include power from other gods and can exceed the normal max. Both sides have to pay their wagers regardless of who wins. 

And the charred skeletons agreed that it was good.





The first five people become major gods. The second five become minor. The rest are demigods.  Here's a sheet.
Spoiler (click to show/hide)
Each turn is 10 years. Include me on any sneaky PMs.

Universe map, as is.
Spoiler (click to show/hide)

Spoiler:  Current Pantheon (click to show/hide)


14
Roll To Dodge / CULT
« on: August 22, 2018, 08:02:22 pm »
Spoiler: Rules (click to show/hide)
Its 1985. Reagan is president, the Cold War still looms quietly while the war on drugs is in full effect, and everyone fears the satanists next door. More than ever before the populace is convinced of a secret undercurrent of malevolent, drug addled devil worship hiding just beneath the idyllic surface of the rural heartlands. As though a self fulfilling prophecy, their paranoia drives many to investigate the occult. Some lose themselves within it.

You are all lost people. The poor, the ostracized, the seekers of purpose, and those with holes in their heart. Would-be students of the esoteric arts, the disenfranchised scrabbling for power, the bored, the thoughtless, the perverse, the insane. Something has brought you here, to the basement of this abandoned building with others like you, and together you aim to sate your endless thirsts.

You have found what you need; ancient texts of lost names, manuals of forgotten gods and things from beyond the stars. The ritual has been prepared, your mingled blood rests in the bone chalice, and all that remains is the sigil and the name to be chanted. You huddle around the odd leather tome and flip through fragile, time-yellowed pages, deciding once and for all which being to pledge your loyalty to.

Insatiable Chnth

Acoqez the All-Mother

The Iron Bull

Ignis Prime

The Scholar in Red

Canis the World Eater

Flux the Formless


CHOOSE

15
Roll To Dodge / A Question of progression in RTDs
« on: August 20, 2018, 11:50:40 am »
So RTD is a pretty unique system, tying results directly to the number rolled instead of trying to succeed by beating a target number or opposed roll. Its a good system for games based more on stories than complex rules or simulation. But it has one big flaw in my mind: Leveling up. With most systems you can handle leveling up by just slapping some numbers onto a stat or skill or whatever. Because systems tend to have binary fail/succeed states, making any action more likely to succeed is a reasonable progression method.

However, slapping some extra numbers onto an RTD effectively removes results. If you're rolling d6 and have +1 in a stat, that means you'll never get the dreaded [1] failure. And while that seems reasonable at first, it also makes you more likely to overshoot. You lose one possible result while doubling the chance of another, also less than great result. And when you start getting +2's and higher it only gets worse.  So I'm going to list some ways I've tried to circumvent this issue and I just want you to tell me which way you like best, and any ways you've thought of avoiding the same issue.


Expanding success

This is the method I used in 888th.  A d6 and normal rtd outcomes are still used with one acceptation: What is considered a "Perfect Success" varies depending on the skill of the user.  At +0, only 5 is a perfect success.  however, at +1, 4,5,6 are all perfect successes. At +2, 3-6 are, and at +3, 2-6 are. 1 always remains as a terrible failure state.  This system allows for the continued use of the d6 and its outcomes and produces more likely good results as you level up. However it also removes "Gray" results of normal failures, partial failures, and overshoots.

Expanding Die
What I used in Lucha. The same breakdown of results (1 terrible failure, 2 failure, 3 lesser failure, etc) however as stats increase the dice rolled also increases in size. So at +2, its a normal d6, but at +3 its a d8, in which 5-7 are considered perfect success. At +4, you roll d10 and 5-9 are perfect successes. In this way all the RTD options are kept while increasing the chance of a "perfect success" roll as skill or stats increase. The only downsides is the fact that it no longer uses a d6 for everything(which some purists may dislike) and that applying negatives for disadvantage might be difficult.

Modified Binary
Used in Dig. In this case the system uses a more standard d20 roll under set up with the addition of a "Fate" die. This die is a d6 and operates via standard RTD rules. Leveling up adds to the player stats and makes the d20 roll more likely to succeed. The Fate die cannot be modified (by normal means) and colors the results of the binary success/failure result. So a successful roll with a fate roll of 1 would still succeed but with serious consequences. Your sword slash landed but you were hit in the process.

Token Exchange
A method I haven't used in any game so far.  As someone gains skill or stat levels, they gain "Tokens". These can be called anything; fate points, experience points, etc. They act like mulligans, letting players exchange token in order to reroll a check and take the new roll. These tokens would refresh after a set period (maybe on level up, maybe on the end of a quest, etc) so players with more skill or stat levels could try to "buy" their way out of failures more often than the unskilled.

Advantage and disadvantage
This one is very simple; if someone is good at something you roll twice with normal d6 RTD rules and take the best result. If they're bad at it, you roll twice and take the worst. If they're average, you just roll once, as normal. A good system for very simple play but  lacks much in terms of advancement. You can't really do things like give double or triple advantage without it getting silly. Advantage already massively increases the chance of a good roll: getting a 1 goes from 1/6 to 1/36 , double advantage would be like a 1/216 chance, effectively meaningless.



Thats about it. If you like one of those best, lemme know, and if you have your own ideas, lemme know too.

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