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RSN Roleplay Short Introduction

#1 User offline   Cayla

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Posted 24 October 2009 - 11:31 AM

RP - The RSN way

What is so special about RP in RSN that it needs an extra introduction?
RSN roleplay is a mix of free, casual roleplay and plot-driven roleplay led by a gamemaster. If you have ever participated in a pen'n'paper roleplay group, you should be familiar with the latter concept. If not, this little introduction is meant to give you an idea of what roleplay in RSN is like and help you to decide whether to give it a try.

Gamemasters?
Yepp, gamemasters or GMs. Not to be confused with the customer service representitives. RSN gamemasters see to the running of the guild. They organize events, plan infrastructure and so on. The RP GMs also coordinate roleplay and plots between the different groups. If you have read the guild information, you may already have spotted the names responsible for the different groups. Plots/campaigns/stories are run by them, i.e. they are responsible for telling the story, describing the world around the characters and the reactions to the character's actions. They are also the people to address if you have any questions or ideas concerning your character or roleplay in general.

So, I have my character here and he has met Jabba and Watto when he was looking for some droid because Han ....
RSN does make a difference between in character (IC) and out of character (OOC). This means that a character who OOC completed the Legacy questline and the Meatlump TP, may have no clue ICly who Jabba is and what the Meatlump King looks like. It also means, that it is perfectly okay for us, if a character is OOC a smuggler without any GCW ranks, but ICly holds an officer rank in the Imperial army. This leads to truely unique roleplay characters, each with their own story to tell.


Moreover, RSN uses an additional rulesystem for roleplay to handle skills that are not in game, like for example gambling. Though it may seem awfully complicated, it is actually easy to use and allows the GMs to tell really exciting stories. You can find a rough outline of the rulesystem below.

How does this all work?
Well, best is to give an example (curtesy to Rhyley):

Example RP Session said:

You and your friends have reviewed the basic rules, and have their created characters ready for the next session. Rhyley will be GM, though he usually plays his own character for this session he will take care of GM NPCs and the like. Those in the group count Kileo, Sava and Erisey, each are using their main characters. The session is about to begin.

RHYLEY (GM):
A long time ago in a galaxy far, far away…it is a time of galactic civil war, the Rebels have been force deep into the outer rim as they struggle with their losses from recent battles with the Empire.

You have arrived at Tatooine, on your way through the bustling city of Mos Eisley, whilst avoiding Imperial Stormtroopers who are known to be patrolling in the area. As you enter the cantina, the place is very busy for a weekend evening, almost filled to capacity. You see humans and a variety of species drinking, laughing, and talking quietly in nearly every corner.

You know that you are looking for a spacer, that is rumoured to have given aid to Han Solo recently, it is hoped you’ll find this spacer and be able to find out the route Solo and the Falcon took to Ord Mantell, now that the ship and it’s captain have suddenly gone missing.

SAVA STARY:

Sava looks about the cantina, his hand loosely held at his belt in case of any sign of trouble. He naturally sticks close to Kileo whilst nodding to the barman, ordering a drink. “Hey I’m looking for a Spacer named Du’la Fell. You seen him?”

KILEO DIMOH:
Kileo watches as Sava takes the lead, following him to the bar she leans on the counter, peering at the barman awaiting his response.

ERISEY CASOONA-KITANI:

Erisey rubs her nose as the smells of the cantina annoy her. Glancing about she watches the booths for any sign of this Spacer, a little nervous in her manner.

The GM looks at each of their reactions, noting down anything specific as they enter the scene. Sava he knows has peered about the cantina. Looking up his spot ability, Rhyley sees that Sava has +5 for spot, though his luck is –5. Rhyley makes a roll for Sava for spot, he receives a 42. Not giving him anything out of the ordinary he then checks the character’s persuasion, Sava has –5 for this skill. Rolling again, Sava receives a 78, added to his persuasion and then luck, Sava’s final roll on persuasion equals 68, a moderate success. Rhyley makes a quick note of this, moving Sava’s luck rating to –4 thanks to the good roll. Then taking Kileo’s actions into play, he can see that Kileo is trying to measure up the barman. Taking a look at the character’s Sense Motive, he find’s out that Kileo has –10. Performing a roll for her performance, she receives a 36, however including her sense motive as well as luck (+ 1), Kileo’s actual score for this sense motive roll is 27, a moderate failure. He again makes a note before adjusting Kileo’s Luck to 0. Finally Rhyley looks at Erisey’s performance since entering. Erisey has tried to see anything out of the ordinary, so Rhyley checks Erisey’s spot skill rating, which is currently 0 before checking her luck rating, which is +2. Performing the last of his rolls, Erisey scores an 84, adjusting the modifiers for Erisey gives her a total of 86. Making a note, Rhyley changes Erisey’s Luck rating from +2 to +3. Finally able to respond Rhyley again sets the scene.

RHYLEY (GM):
The barman nods to Sava before looking at Kileo, he smiles warmly at the female, before nodding an affirmative to Stary. “Sure have mister, he’s over in the far booth” The barman nods over to the far side of the cantina. A few dregs begin mumbling something not far from Erisey, the name Skywalker is heard however Erisey isn’t too sure what they are talking about, something about a woman and a Wookiee. Kileo senses this barman isn’t hiding anything and may be more helpful in the future.

SAVA STARY:

Sava nods gratefully to the Barman, peering over he makes no move.

KILEO DIMOH:
Smiles as the barman aids her, looking over to see a man in the corner she peers closely at him before making her way over.

ERISEY CASOONA-KITANI:
Frowns as she rubs her nose nervously, glancing at the dregs she waits for a moment before moving to Sava and whispering “There’s something wrong here, I’m sure I heard the name Skywalker”

RHYLEY (GM):
A group of Bounty Hunters rush into the Cantina, aiming blasters immediately at Sava and Erisey, one manages to grab Kileo. The man in the corner removes his own blaster aimed at Sava and Erisey as the barman behind pulls his own rifle out nudging Erisey in the back “Looks like our luck finally came in! Who’d’ve thought wanted Rebel Scum would’ve just walked in my cantina!”


Posted Image
Mon Mothma: "Many Bothans have died to bring us this information."
SGC (thinking): "Not way enough!"
0

#2 User offline   Cayla

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Posted 24 October 2009 - 12:11 PM

Introduction to the D100 Rulesystem

Species
Up to now, the rulesystem includes all species that are available in game. They all have their pros and cons. This does not mean, that you cannot play another species from the Star Wars universe. As long as they can reasonably be displayed with the game mechanics in place, there is no reason not to. However, you may want to contact one of the RP GMs to discuss how to adapt the system to include your favorite race.

Classes
Classes define the skills the character starts with as well as those skills he is able to learn easily during his career. These skills are referred to as class skills. Though it is possible for any character to pick up any skill (with exception to Force related skills), it would be harder for them to learn a non-class skill. For example, a young noble who grew up sheltered by her parents on Coruscant will most likely find herself struggling to survive on a jungle planet on her own, though she may still pick up the odd trick from the experience scout.

Up to now, there are five classes with different sets of class skills: Jedi, Noble, Scout, Scoundrel, and Soldier. A character may start as either Noble, Scout, Scoundrel or Soldier. The Jedi class is NOT available as starter class. However, characters may 'multi-class' during their career if RP justifies this. Multi-classing means that the character may pick a secondary class out of the five existing classes and add the respective class skills to their current set of class skills.

Posted Image
Mon Mothma: "Many Bothans have died to bring us this information."
SGC (thinking): "Not way enough!"
0

#3 User offline   Cayla

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Posted 24 October 2009 - 12:18 PM

Skills
The D100 system was mainly put into place to be able to handle skills that could not reasonably be displayed by using the game mechanics. As most combat related skills can be handled easily with the mechanics, they are largely missing in the skill list below.

Acrobatics
The agility based skill that would be regarding creeping into small areas and vaulting:
You can move at normal speed across difficult terrain, keep your balance while walking on narrow surfaces, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to this you can use acrobatics to perform typical tumbling, flipping or gymnastic manoeuvres.

Alchemy

The ability to make medicines or spices:
You can create something to aid your illnesses whilst in the vastness of a jungle, able to ascertain what chemical would be needed to develop a cure for a stuttering cough that has developed or manipulate known compound to create a spice that will leave an average user buzzing for hours.

Appraisal

The ability to discern the value or worth of an item or object:
Whether given a trinket from the Old Republic or handed a hand me down from a child, you’ll be able to discern the value of this object through your learning of what is worth anything in the galaxy. Able to spot a fake from an original, this skill can come in handy in the most unlikely of places.

Armourer

The ability to fix armour and make armour:
Understanding the logistics of warfare, you have developed an understanding of how best to defend yourself. Able to create armour from a variety of resources, with a tool set close by you are rarely unable to find a way to equip some form of protection.

Astrogate
The ability to navigate a Starship:
Moving from a given location to a desired destination through hyperspace, or normal flight within the confines of a starship, may sound easy enough however even the most revered of ship captains can sometimes make a potentially dangerous error in their calculations.

Climb
The ability to climb mountains, rockies, walls:
Use this skill to scale a cliff, to get to a window on the third floor of a building, or to climb up an antenna array after falling out of an airway at the bottom of a floating city.

Communications

The ability to use Communications Devices Effectively:
Use of communications devices will increase your aptitude in their workings, able to make a communication get through even in the most dire of circumstances will perhaps help you towards your goal, or even understanding new communication technologies will be all the more easier with this skill.

Craft
The ability to Craft Items:
Skilled with your hands you excel in creating tools that will help you in the tasks at hand. Whether it is to make a raft to pass over the other side of a stream or to make a ladder to help scale a lofty wall, your hands will sometimes be your best weapon of all.

Deception

The ability to Deceive Someone:
You can make the untrue seem true, the outrageous seem plausible and the nefarious seem ordinary. The skill encompasses conning, fast-talking, misdirection, forgery, disguise and outright lying. Use deception to sow temporary confusion, pass as someone you are not or pass faked documents off as genuine.

Demolitions
The ability to use Explosives:
Things that went boom excited you as a kid and as you grew older, the chance of making your own bangs was just too good an opportunity to turn down. You know why certain things go bang and others go boom, understanding chemicals you can handle explosives or even re-create those explosions from the things you find around you.

Disable Device

The ability to power down a Device:
You can take things apart no matter what the item is, be it a datapad, or a terminal, you can successfully disable it without breaking a sweat most of the time, though disabling a bomb might raise your heart beat a little.

Disguise
The ability of remaining incognito when in disguise:
You are able to mimic an Imperial Stormtrooper or pass yourself over in view as the galaxy’s most feared bounty hunter, Boba Fett, well at least in disguise you can, the hold of you body and the measured arrogance of your step, just hope you don’t get asked anything.

Dodge

The ability to miss hits from a foe:
Nimble, quick, agile, you’ve learned how to keep those hits coming you way from hitting or at least hurting a lot less than they normally would, be it blaster fire, or punches from a foe, ducking and diving will help you to stay out of harms reach most of the time.

Endurance

The ability for how long character would be able to go on:
Pushing your body beyond their normal limits, you may march that little bit further, hold your breath a little bit longer, ignore the ache of hunger in your belly, or the thirst that dries your mouth. Be it sleeping in armour, or running long distances, you can always push that little bit farther than most.

Entertain

The ability to provide entertainment to someone:
Moving gracefully and elegantly is something not everyone is born with, even more so the playing of an instrument or the telling of a joke. Be it dancing in front of an admirer, or entertaining someone with nothing more than toothpick, somehow you have a flair for the jazzier side of life.

Escape Artist

The ability to leave a facility discreetly:
With a quiet first step, standing on your toes, you understand the need to move stealthily when leaving a guarded compound full of heavily armed thugs that are on course to hunting you down. Somehow you always find the quickest route in order to aid your escape.

Forgery

The ability to create something that is fake:
Making something that’s quite clearly fake and yet doing it so well that it can be passed over as genuine takes an artistic flair. Whether to recreate documents or ID passes, somehow you always manage to deliver just what is needed.

Gamble
The ability to gamble:
Luck? Some would call it skill, being able to read your opponent whilst waiting to play your hand in a game that could net you a freighter from a rival pilot. You know how to play your cards and how to stay ahead of the pack when it comes to odds.

Gather Information
The ability to attain knowledge:
Use this skill to make contacts, learn local new stories and gossip as well as acquiring secrets. Be it through questioning the local barman or talking with the shopkeeper, you have a knack of finding information from the most unlikely of sources.

Handle Animal
The ability to control an animal:
You have the natural ability to command animals of all shapes and sizes, no matter how many pointy teeth they have.

Heavy Weapons
The ability to use Heavy Weapons:
Not everyone could handle a T21, even few could handle a rocket launcher however you’ve taken time to study the weapon variants that pack more of a punch than any others on the market. As you’ve studied, you’ve learned their pros and cons, and understand which each offers you in the field of choice. Progressing this skill unlocks further heavy weapons that others may not be able to utilise.

Hide
The ability to remain hidden when being searched for:
You are trying to find the plans for the latest super weapon however you’ve managed to trigger an alarm and now everyone is searching for you. However thanks to your ability to find air ducts to crawl into, or the darkest corners to hide within, you’ll be all the more difficult to find for those searching.

Initiative
The ability to take the lead and understand the situation:
You are a leader; someone that excels when in a group and a decision must be made. Your quick-minded thinking could be all that is needed to turn this battle or this situation into an advantage for you and your allies.

Intimidate

The ability to make someone timid:
You are able to dominate people with your presence, whether it is the sheer size of you, or the tone you place in your words, people fear you and when they fear you they may do anything for you. Intimidation is a weapon; use it wisely.

Listen

The ability to hear discreet things:
You’ve always appreciated the quiet, however this preference has enabled you to focus entirely on your hearing, able to concentrate and listen for any sign of movement whilst you hide or a conversation a few tables away at a cantina. Listening just may help you survive or give you a clue into where to go now.

Mechanics

The ability to fix, build or repair electronic equipment:
You love to build things, especially anything to do with a hydro-spanner. Be it engines on ships to accelerators on swoops, you love taking it apart and then rebuilding it to make it that little bit faster or that little bit more responsive. If you had the right tools and supplies, you could probably build your own ship.

Move Silently
The ability to move around discreetly:
You are light on your toes, quietly able to step down a corridor without a sound. This ability to stealthily approach allows you to move freely whilst staying quiet and could be an excellent way to surprise your assassination target as you creep up to them from behind.

Operate
The ability to operate devices:
Be it a hangar forklift truck or a mechanical loading arm, you can utilise your appreciation for technology and quickly learn how to take advantage of the every day equipment you find around you.

Posted Image
Mon Mothma: "Many Bothans have died to bring us this information."
SGC (thinking): "Not way enough!"
0

#4 User offline   Cayla

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Posted 24 October 2009 - 12:26 PM

Skills - Part 2

Persuasion

The ability to persuade someone into doing what you want:
You’ve known how to talk with people your whole life, using tact, subtlety and social graces, you can use words to retrieve vital information or even coerce people to help you in your endeavours.

Pilot

The ability to fly Starships:
Anyone can be a pilot, of a starship or a speeder, however all they learn is to fly straight. You on the other hand can turn a dogfight into your advantage, performing evasive manoeuvres and difficult stunts when needed to take the lead in a race or overturn the battle amongst the stars.

Programming
The ability to program droids or computers or terminals:
Binary is like a second language to you, so much so that you could probably create a droid from scraps you found in the local tech yard. You understand how to create the program needed be it for a protocol droid, computer or a terminal.

Repair

The ability to fix something:
If something is broken then the likeliest person to call is you. With a tool kit strapped to your belt, you could repair nearly any every day device or items found in the environment that surrounds you. Sure you might not be a mechanic, but you aren’t restricted to only fixing mechanical technology.

Ride

The ability to ride a mount or vehicle:
You never forget how to ride a tauntaun once you’ve done it at least. However your aptitude for riding surpasses most, able to take to any mount with ease or to ride any bike with finesse you love the feel of an engine or a beast in between your legs.

Search
The ability to find something:
You have a knack of finding something that you need no matter where you are. Your ability to quickly find the all important clue or when you are searching for that spy that has just infiltrated your bunker, you have an uncanny ability to find what it is you search for.

Sense Motive

The ability to tell someone's intention:
You know when someone is bluffing or trying to mislead you, you can tell the good guy from the bad guy thanks to a few hairs that sway on the back of your neck always leading you into the right path.

Sleight of Hand
The ability to steal effectively:
You can palm hand sized objects, perform minor feats of legerdemain or attempt a small action without being noticed, flipping a switch, recovering a concealed blaster from under the cover of a table, you know when to make you gestures and movements to hide your true intentions.

Slice
The ability to hack Terminals:
With a datapad and a connection to the net, you are able to find your way into some of the most heavily guarded systems known to the galaxy, knowing when to get in and out might be the key though.

Spot
The ability to spot possible traps:
Whether it is a bad feeling that is creeping along your spine as you pass through a corridor or the ability to see the tell tale signs of a trap, you understand the need for keeping your eyes open when you are passing through areas that could pose a possible risk.

Survival
The ability of life in the wilderness unaided:
Use this skill to hunt, forage, guide a party through arid wastelands, and identify signs that gundarks live nearby or avoid quicksand and other natural hazards. When you are in the open, you thrive.

Swim
The ability to swim:
Everyone can swim, however your ability in the water makes it seem you’ve always lived in the sea. Be it lakes, rivers, streams or in the sea, you know how to handle your movements and are quicker to swim across to the other side.

Terminal Use

The ability to use Terminals Effectively:
Use this skill to access information on the net easily, knowing where to search and how to utilise terminals galaxy-wide.

Treat Injury

The ability to administer Medical Aid effectively:
Someone needs medical attention and that means they need you. Knowing when to apply pressure to a wound or to administer adrenaline shots to a patient, you understand the world of medicine and are able to administer this aid effectively.

Use the Force
The ability to use the force:
You draw on the force around you, be it to recover from injuries, gain special insights or perform other remarkable feats. You must be Multi-Classed to Jedi to utilise this skill. This skill displays a character's connection with the Force. They will loose points in that skill for any cybernetics, the character has. The reduction is as follows:

Head = -4pts
Torso = -6pts
1 Leg or 1 Arm or Cranial Implants = -2pts
1 Hand or 1 Foot or 1 Eye = -1pt
Posted Image
Mon Mothma: "Many Bothans have died to bring us this information."
SGC (thinking): "Not way enough!"
0

#5 User offline   Cayla

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Posted 24 October 2009 - 12:29 PM

The Force
These skills are only available for Jedi characters.

Affect Mind

The ability to influence the mind of others through the Force. Includes suggestions, emotions and illusions

Alter Environment
The ability to create fog, whirlwinds or storms or change temperature

Animal Empathy

The ability to calm animals and birds and read/influence their emotions

Battle Meditation (LS)
The ability to boost the morals of allies and demoralize the enemies in a battle

Craft Force Weapon
The ability to craft weapons that are imbued with the Force (including lightsabers)

Control Pain

The ability to resist pain and avoid falling unconscious after injury

Dissipate Energy

The ability to absorb energy and use it to boost other Force skills (even inactive ones). The character receives +2/+3/+5 to the subsequent roll on a Force Skill on a minor/moderate/epic success and suffers double the damage/the normal damage/half the damage on an epic/moderate/minor failure.

Drain Energy (DS)

The ability to drain energy from sources such as power packs or droids.

Drain Force (DS)

The ability to drain the Force from a person or object. If successful, a victim will suffer penalties on all Force rolls of -2/-3/-5. An object will be destroyed.

Drain Knowledge (DS)

The ability to rip knowledge from the mind of a victim.

Drain Life (DS)
The ability to drain life energy from a victim and use it to restore the user's health.

Empathy

The ability to read the emotions of others.

Enhance Senses
The ability to enhance sight or hearing. Grants a bonus of +2/+3/+5 to Listen or Spot rolls. Failure will result in penalties of 0/-3/-5 to the roll.

Farseeing

The ability to get an insight into future events

Force Alchemy (DS)

The ability to alter, twist and corrupt materials and living beings by use of the Force. This includes Sith Alchemy amongst others.

Force Defence
The ability to shield the user against the effects of attacks through the Force.

Force Jump
The ability to boost a jump.

Force Light (LS)
The ability to use the light side of the Force to disrupt a dark-sider Force User's connection to the Force.

Force Lightening (DS)
The ability to channel the Dark Side into electric energy and deal damage to an opponent or object.

Force Speed
The ability to increase the speed of movement.

Force Stealth
The ability to conceal one's presence. This applies to the user's presence in the Force as well as to his physical presence.

Heal Another (LS)

The ability to heal wounds, cure poisons and diseases. Only applicable to others.

Heal Self (LS)
The ability to heal wounds, cure poisons and diseases. Only applicable to self.

Instinct Astrogation
The ability to navigate space by instinct. Applies to calculate long hyperjumps without a navicom as well as to know one's relative position to all participants of a dogfight.

Malachia (LS)
The ability to create a feeling of dizziness in an opponent, thus disabling him in combat.

Mind Link
The ability to link to the minds of others. The link may be temporary (Mind Meld) or permanently (Force Bond). To create a Force Bond, at least one of the bond partners must have the Mind Link skill.

Morichro (LS)

The ability to induce a healing trance in others.

Plant Surge

The ability to spur the growth of plants. This can be used to entangle an opponent as well as to stimulate a plant to bear fruits.

Psychometry

The ability to see the events that happened around a location or an object.

Rage (DS)
The ability to focus on the feeling of rage in order to ignore any damage taken during a battle. Once the battle is over, the user suffers double the damage instead.

Sense Force

The ability to sense the Force in a person, an object or a location.

Sever Force (LS)

The ability to sever a person's connection with the Force. This act is permanent.

Telekinesis
The ability to move objects with the Force.

Telepathy
The ability to read the thoughts of others and communicate with them through the Force.
Posted Image
Mon Mothma: "Many Bothans have died to bring us this information."
SGC (thinking): "Not way enough!"
0

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