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Fate Core Beta Thread II - The Empire Strikes Back
Greetings Fate Core players,
Thanks for your feedback in the Fate Core Beta Thread! I spent a while reading through everyone's posts there, and picked out a few of the more popular requests that I have questions about. I'd like to know more about the following:
Thanks for your feedback, everyone! If you have more suggestions or ideas, feel free to share them here also. :) |
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1) Fate Accelerated replaces the Skills concept with the Approaches concept in order to streamline the presentation. In doing so, they created a much faster way to create characters and also a new paradigm in how characters can be represented "Personality first" instead of "Capabilities first." A lot of people find this approach (nyuck!) appealing and useful. I personally have used a hybrid method combining approaches with skills, and find that also useful. An Approaches tab that you could turn on or off at the Configure Character screen would be pretty useful. 2) Campaigns in Fate are represented by their own sheet for a reason. They have Aspects which represent Themes, and these aspects are called upon during gameplay and can be *changed* by Milestones. Being able to create a Fate Campaign sheet and linking that to my players would be SUPER useful, as I would be able to build the campaign sheet, set the rules for that particular campaign, and then forward that to them to automatically configure their characters. Failing that, a Campaign Sheet tab on the character would be a way to start it off. I could fill out that part of the character sheet, save it as a "Template" character portfolio, and forward *that* to the players to use for character creation. 3) It's impossible to advance a skill by one skill rank without "breaking" the skill columns rule unless you start from the very bottom of your skill pyramid. This isn't very useful for progression. The ability to have one or two skills "unsupported" by a column has become pretty much necessary in our campaigns in order to allow players an organic skill progression. The Skill Cap for the campaign, the uppermost tier of a skill, still can't be changed without spending a Major Milestone, however. 4) I think that works as a kludge. For instance, if I wanted to add Armor: 2 to a character, I'd need the ability to put in that Armor description and the number 2. The ability to add a note explaining how the number is applied is important. A variable cost in Refresh would also help, as most Extras cost Refresh. In my upcoming Superhero game, we're using a set of "Super Points" to represent Refresh-that-is-only-for-buying-Super-Powers so characters don't burn through their Refresh in character creation... so something that let us customize that without a lot of trouble would help, but probably isn't super necessary. Another example would be for our Fate campaign: Tianixa: Blood, Silk & Jade. In that setting, you gain a number of specialized stunts to represent your Kung Fu. We keep those Kung Fu forms and such set aside in their own category because they are thematically different from the standard Stunts in Fate Core. 5) The Fate Fractal is part of what makes Fate pretty amazing. Basically, any element you want to add into a campaign can be described using the same concepts as a player character. For example, a magic sword that is important enough could be called out on its own, given a set of Aspects (one or more), a Skill, an Extra or Stunt, and so on. A Boy Wonder sidekick could be a more fleshed-out character with a full set of skills and such, but designed with a different set of Stress checkboxes and no Consequences, and no refresh (he's essentially a "Feature" of the parent character). You can also create character-like traits for a game element run by the GM, such as a murder mystery. The mystery itself can be represented by aspects and skills, as it "actively" resists the attempts by the players to solve it. Hope that was helpful! |
Hey there Colen!
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Hope this helps. |
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To further the explanation, I'd want to treat them as a familiar in Pathfinder. The ability to click on a button to bring up the secondary sheet, and another to go back, tying them to the same profile, is the way to go. Other extras might be campaign-related. Races, for instance, in a fantasy game. These might just be name and description for the most part, but it would be awesome to have them included in a campaign or not. |
I'd really like to see the ability to add custom stress tracks using the Editor. And with that, some way to make custom stress tracks appear when certain stunts or skills are taken.
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Beta 2 is now out, including the following changes:
Anyone who signed up for beta testing should be getting an email with the details soon! |
Just tried it with the portfolio that was done with the Beta 1.
The Refresh is still unaffected by a negative Permanent Adjustment in the Personal folder. It stays at 3 no matter what your negative adjustment is. But you can raise the refresh. The reduction of refresh is needed as you play a lot of stuff with a reduced Refresh (Extras, Stunts, ..) |
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I would appreciate an option when you first load up a new character, like in the Pathfinder RPG, you get a window that lets you specify campaign options (i.e. what sourcebooks to allow, how to generate ability scores, starting gold, how prevalent guns are, etc.). Then you could save this set of options not just as the "default" but you could also save the set of options as a Campaign. In this options window, you could specify things like: skills pyramid or skills ladder? Whether to use extras or not, and which extras? Etc. |
I have a custom data file for my campaign, which is a bit more high-powered (an extra optional Aspect and Refresh) and uses two custom skills.
The campaign comes up all right everywhere, including the Campaign Settings and Campaign picker, but when I pick that campaign, the entire skill list—all eighteen normal Fate Core skills and the two custom skills, every skill I had picked for that campaign—disappears. The two custom skills I added are checked off on the list of available skills to add to the campaign, but they don't appear in the actual portfolio editor. Is there something additional I should be doing to the campaign to set the skill list? |
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One thing I'd like to see, perhaps under the Campaign tab in the editor, is the ability to rename the History phases to something specific to the campaign. For example, in dresden files, there are 5 phases (Background, Rising Conflict, The Story, Guest Starring and Guest Starring Redux). I'm able to do this with a script on the campaign, but it might be simpler to do if there were entry options on the Campaigns tab itself. :)
If anyone wants to do something similar at the moment, this is the script - Quote:
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My latest effort has been trying to do an NPC who does not require full stats. Well, actually, it's a critter that I'm writing as a bit of an in-joke. Here is what I expect the aspects to look like (All come from the lyrics of a song by the Doubleclicks)>
DIMETRODON! High Concept: Sailback Giant Trouble: Went extinct 200 Million Years ago Aspects: He eats Sharks, He is ten feet long, Giant Teeth! Now what skills a precursor to the dinosaurs would have are up in the air. He's better off as a FAE concept. But I wanted to create a text file with just what I can get. It would be nice if there was a way to switch in this process. Say that if the character you're statting out in Core, and you think "Hey, this character would look a heck of a lot better in a FAE game". Or vice-versa. Or if you're doing up a bunch of NPCs in a hurry and not all of them need a full complement of skills and stunts, but you want to be able to print or post them together. |
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After recompiling the data files and shutting down and restarting Hero Lab, I now have a skill list, so that's working. From here, the only thing I have to add is one special stunt. So I've got that going for me. (yay) To chime in on the subject of Fate Accelerated, I think Hero Lab does need to be aware of it. I have Worlds on Fire & Worlds in Shadow, and one or two of the campaigns proposed in there are based more on Accelerated than Core. Instead of the traditional skill pyramid, for instance, "White Picket Witches" uses seven Assets (into which the character can spend eight points willy-nilly), and Fight Fire has nine Skills (of which the character will have established ratings in six) which bear no resemblance to Core's canonical list. It wouldn't be so much an "Accelerated" thing as a "Toolkit" thing to be able to change what Skills are called at the campaign level. |
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I've included the .user file, and a sample portfolio to demonstrate the problem. |
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I think the issue I found is that the tooltip says "Maximum number of skill columns", but the validation is treating it as "must have x skills of each level" |
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I started with a new data file, since I knew I would likely be distributing this one. The first thing I needed to do was to assess what needed to be added. The major changes to go from Fate Core to Fate Accelerated is the skills are replaced by Approaches, and there is only one stress track. Important Note: After saving changes to a .user file, compile the file (Control-C). This will test for syntax errors (such as typing the name of something incorrectly), and will tell you where they are! The Stress Track is not covered in documentation, but I took a quick peek at the existing stress tracks (and found the Wealth and Mana tracks that were provided by the kind folks at LWD in this release), and found that they're defined very simply. You simply create a new stress track item, give it a name (in this case, Stress) and a UniqueID (in this case, strFateAccel). I also took the opportunity to add it to a data source by clicking the Edit button next to Sources. Selecting a New Source then let me define the Fate Accelerated source which appears in the Hero Setting when configuring the character. After this, save the object, then save the .user file. After compiling (not that the changes we've made so far should cause any problems, but it's a good habit to form), go back to Hero Lab and under the Develop menu, select Quick Reload Data Files. This will tell Hero Lab to load your new .user file as well as the Fate Core game files, which makes things in it available to you. Now, we go back to the Hero Lab Editor, and reopen the .user file if it isn't already open. Now we need to put our approaches in. Since they behave in the same way as skills do mechanically, they can go into Skills. For the first one, give it it's Name (Clever), UniqueID (skClever), and then click the Edit button next to Sources. The Source you defined for the Stress Track can now be selected, so simply check the box and hit OK. Now, save the skill. Next, you need to duplicate that Skill five times using the button in the lower left of the Editor. That will save you a bit of time, since you just need to go through and rename them, clicking the save button each time (At this point, I also copied the aspect description from FAE to appear in the mouseover text). At this point, I saved the file and compiled it again (good habits, since we're still not expecting errors at this point). Then, I returned to Hero Lab and did another quick reload. The final step was ahead of me - creating the Fate Accelerated Campaign. Back in the Editor, I created a campaign, doing the standard Naming and adding it to a Data Source (you may need to scroll down for that). Since FAE doesn't use the skill pyramid, I chose Skill Columns as the Skill Style. Starting FAE characters have a skill cap of 3, and get 9 skill points. Refresh Rate is 3, so we can leave that blank. Initial Stunts and Default Stress are then set to 3. Then, click on the Edit Button next to Campaign Skills. Select the six approaches you defined above, and click OK. If you're using the latest version of the Fate Core Datafile, this will set the skills up (It was broken in the previous version). In the lower section of the options, you can set the Physical and Social initiative skills (Quick and Careful, respectively). Then, you need to add the Stress Track. Click on the Bootstraps Button, and then click where it says "Click to add another bootstrap". You can then either click on the Choose button, and select the Stress Stress Track from the list that appears, or type the UniqueID for it in the text box. Just above the text box, it should say "Thing: Stress (Stress)" as it identifies the UniqueID. If it has, click OK, then save campaign and the file. Compile the File NOW - this is the first place where you may come into a problem (and that should only be if you typed in the UniqueID wrong when setting up the Bootstrap). Assuming it worked, do a Quick Reload of the data files, then go to Configure Hero. Check the Fate Accelerated box (or whatever you called it), then you should be able to select the campaign you just created from the campaign list. As a note, the stunts from Fate Core will not be in the stunt list (as their linked skills are not in the campaign), so you'll just have the Custom Stunts. I've tweaked the .user file I uploaded earlier so the validation error won't block the transition to Advancement (although it does have the problem I alluded to in my second post), and suppressed the 1/scene custom stunt (which doesn't fit in FAE). |
Some more thoughts:
1) We need the ability to set a 'Stunt-like' ability to be bought at a rate of 2 for 1 refresh, 3 for 1 refresh, etc. In the Tianxia setting, characters can spend 1 Refresh for:
A 'Form' acts as an overall permission for certain techniques. Techniques are similar to stunts, but not quite as powerful. 2) Based on a campaign, characters need to be able to have a definable/modifiable 'movement rate'. For example, in Tianxia, characters begin with the ability to move 1 'zone' if they are unhindered by obstacles. Their Athletics skill rank can allow then to move 1, 2 or even 3 extra zones. Their standing in the 'Martial Arts World' also provides for extra movement as well. 3) We need to be able to create a Tracker which we can attach to a game mechanic for all characters (Perhaps showing on the In-Play tab next to Consequences and on the Aspects and History Summary tab under aspects, but before consequences (or on the Other summary tab)) I think there are a couple of other items, but those are what I can think of now.. :) |
Very happy with the update fix for Beta 2. Glad to see things expanding. I, like TCArknight, am running a Dresden game and Would love to see the naming convention he addressed. Also, would like to add "Powers" in the same area as Stunts. For this game pure mortals use Stunts while everything else uses "Powers". So having a place for that would be great. Or just rename it to "Stunts / Powers".
Also, since I'm working on importing all of these powers manually, it would help to find out where I can create a Sourcebook that I could store and then pull these all from. I'm guessing that's where they will end up being in the long run. I see in the editor where I can click on "Sources" for each stunt, and see where I can create a "-New Source-". However when I do that and try to "Test Now!" to make it active I get an error stating "Hero Lab was forced to stop compilation after the following errors were detected: Source 'DresRPGys' - Reference to non-existent parent source 'DresdenYS'." Also, I don't see where I can select that as an option to check a source once it is existing (So I don't have to retype it every single time). If I can find where I could do that it would sure help me out. Ideas? -kodama1- |
Also, I forgot, you need to add stunts / powers that are positive effects on refresh. In the case of A werewolf (Shape Changer) in Dresden this is a power that gives refresh as they are required to have it, but it can cost up to 2+ in refresh (not -2) if they take rare or involuntary change.
All you would have to do for this effect to take place is to allow negatives in the edit field. Normally a cost of 1 for a stunt is -1, but if you put in -1 it would allow it to be a +1 in refresh. -kodama1- See following text excerpt... Human Form [+1] Description: You’re a shapeshifter, but when you haven’t shapeshifted, you’re just a normal person. Skills Affected: Varies. Effects: Regular Joe/Regular Jane. Specify which of your supernatural abilities (usually most or all of them) are unavailable to you when you’re not shapeshifted into your “powered” form. As long as you specify at least 2 points worth of supernatural powers, you gain back 1 point of refresh for making this choice. If you only have 1 point of supernatural powers affected by this, Human Form is not worth any refresh. Rare or Involuntary Change [+1]. If you are only rarely able to take your powered form (due to involuntary change, rare times of the day or month or year, etc.), you regain two points of refresh for taking this ability, instead of one. The total cost of the abilities affected by the Human Form must be greater than the amount of refresh points paid back by this effect. So to get this version of Human Form, it must affect at least 3 refresh points’ worth of powers. |
1. When a custom stress track is added, I think a new consequence type for that stress track needs to appear in the consequences drop down.
2. Related to above, for skills that add to stress stacks like Will, Physique, etc. at certain levels, they also add an extra consequence of a specific type. I don't see where consequences are being limited to 1 mild, 1 moderate, 1 severe, 1 extreme, and extra typed consequences based on high skills. Seems like I can add as many as possible. 3. As kdama1 mentioned, I'd like to be able to add a Stunt that adds to a character's refresh, for the same reason. I am working on a Dresden user file as well, I am using Stunts for Powers, with a Tag group for Supernatural powers. In addition, some Dresden Files powers have a varying refresh cost, so it would be nice if it could be set to a player entered value. This could be handled with a Permanent Adjustment I guess |
I'd still like to customize stress tracks. In my (admittedly limited) experience with Fate, I've used custom tracks many times where the opponent may have, say, 2 2-point boxes, or no 1-point box, or something similar. If this can be done via code, that would be enough for me, though any way of getting a visual cue of how much each box represents would be awesome too.
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On the Personal tab, the Age field has a bottom limit of 15. I think this should be removed, or at least lowered quite a bit. It's not THAT uncommon to have child NPCs in a game.
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Need to change verbage in the Editor
Hi Lone Wolf,
I was just messing around with the "Additional Aspects" in the "Campaign" tab of the editor. I wanted to set it to 5 and figuring there are 3 to start with so I needed 2 more "Additional Aspects". I was wrong. When I applied it, it said I have 2 to start with and had overspent by 1. I reset it to "5" as needed and applied it and it worked how I wanted (mostly). So my suggestion is either change the formula to be truly additional by adding it to the base (which is 3), or change the wording to "Aspects" or "Aspect Quantity" or something similar. Additional makes it sound like more than standard (3). Second, the purpose for this was is I had selected "Fourth History Phase" and "Fifth History Phase" but it did not add the corresponding aspects. Once you add more history phases it should automatically add 1 more "Aspect" for each box checked. Also (as this is not as big of a deal but seems like it should be doing it), when I select "Fourth History Phase" and "Fifth History Phase" the corresponding "Aspect Line" doesn't appear beside the 2 new added histories. I think it should. It should also not allow you to add a "Fifth History Phase" unless "Fourth History Phase" is checked first. Just my $0.02. Thanks for the beta! -kodama1- |
Help guys,
So I go in to add a new Stress track and add "Social" in the editor, but before I even go apply it to my campaign I created I notice that the 2 regular stress tracks are missing which are Physical and Mental. Soooooo where did they go, and how can I get my new stress track added? -kodama1- |
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When advancing it doesn't seem possible to get a new Stunt that isn't once per scene or session. Custom Stunts in general could use more flexibility. Higher Refresh costs, Fate Point expenditures and so forth.
A FAE version where you can rename the approaches would be welcome. For example, Freeport's FATE setting has the traditional D&D attributes as Skills. Also, I would like to set up a Dark Heresy style game with the WH40K Characteristics as the base. A campaign page would be very nice, especially if you could make a custom skill list and and custom stress tracks from that page that would affect everybody in the portfolio. Campaign stress tracks would be a nice option too. For instance in the above Dark Heresy game, I've been thinking of a special "Subtlety" track that shows how well (poorly) the group as a whole is keeping their head down. |
Weight limit
So I see the weight limit is set to 500 lbs. And thought that would be fine.
Then I created a Were-bear and found out that an average Kodiak Brown Bear is 700 lbs. (Who knew). So maybe up the weight quite a bit. :D Also, even after putting in the correct refresh cost for stunts, the math isn't adding up. I have a base 6 refresh game going on, and have allowed up to 7 stunts in my campaign to start with (for pure humans). But the problem is after all my stunts are put in, my refresh should go down to 2 and it's at 4. So not sure if the game is giving the first few as freebies with no cost or what is going on but it's not adding up correctly. Next, I'm sure there's a way to do this that I don't know about, but I add a stunt and everything looks great, except I need a field where I can have a user add text kind of like you have for the "Custom" stunt. But mine works like this... Stunt (Power) "Inhuman Toughness" refresh cost 2. Requirement need to add "The Catch" (also a stunt the gives you back refresh but creates a loophole to the stunt). I have it set up that I can't take "Inhuman Toughness" without taking "The Catch" which is fine so far. The character takes "The Catch" which forces them to pick something that bypasses their toughness. A.k.a. Werewolf toughness bypassed if hit with something made of silver. This gives a refresh of 1 or 2 back to the player but you also need a text field to type in what bypasses the toughness so they can type in "silver". So it should look like the stunt "Custom" Where it says "Custom" and then has a text field next to it to type in the stunt. But mine would say "The Catch" and have a text field next to it to type the catch in (silver). I tried to copy the Tags based off of "-Custom Stunt-" but the text I get supersedes mine with "Custom" instead of "The Catch". So I know I'm close but just missing something. Help, -kodama1- |
Found the solution to this question.
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Here's what to do... In the editor of your campaign in the "Campaign tab", click on "Bootstraps". Click "Click to add another bootstrap". To re add Phystical you need a line that says... "strPhys" in the text field next to choose. To add Social you need a line that says... "strSocial" in the text field next to choose. You can also add as many new stress tracks you like there including new ones you created. Thanks Lone Wolf and good luck everyone! -kodama1- |
Few things I noticed
Added a Stress Track that not every one will have, mainly one for additional stress for casting magic. When doing a printout, it still prints the stress track and a stress box for it, even though the character shouldn't have a stress box in that track.
When I created a campaign with a fourth history phase and 4 additional aspects, I set two tags and got it to display the fourth aspect, but it doesn't have the 'delete' button associated with the aspect. Not really a biggie, but all the other History aspects do have one and that one does not. I tried to find a tag to toggle for that but couldn't find it. Someone posted how to change the names of the phases, but it didn't seem to actually work. I managed to get the default descriptive text for the phases to change. Does anyone know how to get the actual Phase names changed? Also, in the advances, when you add in new aspects, if you later want to delete them, you have to go back and delete them in reverse order down the line. Aspects should be individually deletable as play changes them. I use aspects as 'treasure' and so, someone might use up an aspect later. Also, as play progresses the group may get an aspect that goes away when the current storyline finishes. I'm not sure why stunts are handled like that as well. Most Stunts are independent. I guess, since you can swap them, it's not a problem, but I'm entering characters that have advanced a bit and I sometimes have to backtrack as I experiment. |
Couple of tweaks to the current version of Fate Core that we're using that would be helpful.
Mostly, an "Extras" section that lets you add an extra, describe it, and enter how it works. Each Extra should also have a variable Refresh cost that you set. This you can kind of do with Stunts, but when you want to call out certain things as different it makes it very hard to do so. For example: We're doing a Venture City Stories game. Powers are generally grouped together in a separate part of the character sheet from the other stunts, and their cost in Refresh varies tremendously. Currently, I have to do a lot of math for the software and add or subtract a given amount of Refresh from the character manually. I also have to enter all the information about a Power in the Notes tab. Here's an example: Custom Stunt: (Super-Speed) Quote:
Extras can also be Vehicles (Like Mecha) or Sidekicks... things that we need to add for certain games. The software is (as usual) proving super-useful in my current games, and I'm working around some of the limitations, but having a special area for Extras would go a long, long way towards making my life easier. Especially the user-controllable Refresh cost (a simple cost number with up and down arrows would be all I need). |
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1) create a MyTags.1st file, and put this in it: Code:
<group id="Mechanics" name="Mechanics"> a) add an eval script to the mechanic at Initialization/100 : Code:
trustme (I thought the user_added would provide the delete button, but no such luck. I'm wondering if it's a timing issue.) I think that should be all you need to get the rename and an aspect for the 4th history phase. repeast the bootstrap and adjust the tags for 5. |
Hey, guys! Sorry I haven't been posting lately. My Fate group went on hiatus right at the time the beta came out :-(. We're starting up again this week, though, which will be awesome!
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I think the new "character" would have to be simpler than normal, since it might be just a set of aspects. However, it could be more complex than that, having its own stress, consequences, skills, or even stunts. If you really want to embrace the fractal part, it would have to be recursive, allowing the sub-character to have its own sub-sub-character! I don't know if it would make sense for it to just be a full-blown character with some/all of the tabs being optional, or if it would be better to have some kind of variable-complexity options. The latter would be harder to implement, but might make things easier for people to build characters. |
I tried to edit the skill list for my campaign, and I went and checked all the skills I was intending to use. When I compiled the campaign, I ended up with duplicates of all the skills that are in the base skill list.
I'm concerned that a) this is confusing, and b) it seems to indicate that there is no way to easily hide skills for a given campaign. Let me know if I'm just missing something; I don't have a ton of experience with the editor yet. |
Suggestion
I don't know if this has already been suggested or not, but in the campaign tab of the editor, there should be a means to add a third field in with High Concept & Trouble - to hold (for instance) Race in a fantasy game or species in a sci-fi game.
Also a means to edit the text displayed in the character phases - both the phase name and the text displayed to the user. Lastly, documentation on how to use the editor would not go amiss. |
I can see a point at which it becomes clear that you can only do so much. Fate is so hackable, and so frequently hacked, that I can't think of very many actual campaigns that will be using a completely standard character sheet. For example. now that I've read the Fate Freeport Companion, which replaces the skills pyramid with "skills" based on the d20 stats, and character sheets that include both those and the FAE Approaches, it's obvious that a chargen program as hackable as Fate itself is not going to happen.
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1. Add and subtract aspects (mostly done) and rename the phases 2. Toggle skills and add new ones (done) 3. Toggle Stunts and add new ones (done) 4. Add/change Stress Tracks (done) 5. Set base Stunt and Fate Points (done) 6. Defining Extras (sort of done as stunts, but not fractally) This is all done through the editor, but it would be nice if some of it could be done in Hero Lab for those who aren't proficient with such editing and are intimidate by it. Especially if you just want to make minor changes. It would also be nice to be able to use the Fractal Concept and have 'children' of a character that can also have 'children'. So you can define items and followers and even places if you want. |
Is there a relatively easy way to add in another High Concept and Trouble? I want to be able to add aspects for the group of characters in to each character and want them to have labels to distinguish them from regular aspects (group concept and group trouble). I'd also like them to appear at the top and keep them separate from the historical aspects.
Edit: Looks like I've 'added' it, but it won't display. Anyone know what the two eval scripts look like for the High concept and trouble? That's where I think my problem lies. I don't know what to put in for the eval scripts. |
Is anyone using Realm Works and Fate Core together?
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Hey guys, just wanted to chime in after having used the Fate Core stuff for a while now.
I'm finding the Extras panel INCREDIBLY useful, thanks for adding it! Overall, this has made compiling characters and prepping for games very streamlined and helpful. I really appreciate the hard work you've put into the ruleset. I'd still like an "NPC Light" version of a character setup, something like the "Nameless NPCs" section (Page 214 and 215 of Fate Core System). It'd make setting up encounters or adding a "sidekick" style NPC to a player much easier, but overall things are working pretty well. |
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