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» Oblivion Card Grounds ----
Battle Testing Grounds -  EmptyWed 30 May 2012 - 7:51 by Grave Breaker

» Battle Testing Grounds -
Battle Testing Grounds -  EmptyWed 30 May 2012 - 3:12 by Grave Breaker

» Testing Grounds
Battle Testing Grounds -  EmptyThu 17 May 2012 - 3:08 by Grave Breaker


 

 Battle Testing Grounds -

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Grave Breaker
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Battle Testing Grounds -  Empty
PostSubject: Battle Testing Grounds -    Battle Testing Grounds -  EmptyMon 28 May 2012 - 7:35

    --- Gameplay of LAS ---
    ---> Here you will be able to earn credit for doing battles or even learning how to fight for that matter. Every character is full of abilities and techniques. The way of doing things is easier to explain then anything. First thing to break down is the battle system that way it's easier to do.

    Attacking -
    Strength or Magic + Technique[Ability]/Magic = IDMG [Intro DMG]
    Defense - IDMG = EDMG [Ending DMG]
    ---> There are many ways of dodging as well but you have to make seem real if anything, Some abilities will allow you to dodge or not. It all depends on what you do though. But everyone is allowed to perform 3 Attack/Combo [Action] unless stated else where. This will allow you to battle to the fullest. Things will chance if something comes up.

    "Duel"
    ---> When to equal forces collide with one another the only way to break it is through a "Rush" this means each character must roll a dice[6D] 3 times, The one with the highest results breaks through causing damage. Yet it's also taking part of the damage from your opponent's attack and sending their way.
    [EX. Formula = RP1 IDMG + RP2 IDMG / 2 = EDMG to losing Player.]

    --- Castle Oblivion Battles ---[Closed At The Moment]
    ---> Being one of the dangerous places of all. In this area battles are done in the form of cards, your keychains as well. You'll be allowed to create 3 Decks of 15 Cards first. But the points vary on your abilities. Castle Oblivion has more information about this battle setup. So be sure to look over it and get the upper hand on your enemies.
    + More Nfo +


    - Magic and Elements -
    ---> This section explains the powers of Magic and the elements that are used within the game. As one progress through the site you will unlock more and stronger and powerful spells that will help protect yourself and others during battle. Each has an up and down during battle it all matters has to how you use them during battle that counts. Now in order to learn or obtain these knowledge you'll have to complete certain task under them. The best way to evolve or learn a higher spell is purchasing a spell book or entering the Mirage Arena for some can only improve that way.

    You can learn the first level of [Fire, Blizzard or Thunder] that requires 100 Words]. In order to obtain the other spells or learn higher levels you must travel to the worlds and complete certain tasks.
    --- Fire Section---

    Fire -
    Fires a small ball of fire.
    DMG: Magic = Dmg
    MP Cost: 4

    Fira -
    Fires a med-size ball of fire.
    DMG: Magic + 5% = Dmg
    MP Cost: 8

    Firaga -
    Fire a large size ball of fire.
    DMG: Magic + 8% = Dmg
    MP Cost: 12

    Firagun -
    Fires a series of balls of fire at your enemies.
    DMG: Magic + 12% = DMG
    MP Cost: 18

    --- Blizzard Section---

    Blizzard -
    Fires a shard of ice at their target.
    DMG: Magic
    MP Cost: 2

    Blizzara -
    Fires two shards of ice at the enemy.
    DMG: Magic + 4% = DMG
    MP Cost: 6

    Blizzaga -
    Fires a triple burst of ice shards at the enemy.
    DMG: Magic + 6% = DMG
    MP Cost: 10

    Blizzagun -
    A charged Blizzard attack firing a strong and powerful shot of Ice.
    DMG: Magic + 12% = DMG
    MP Cost: 14

    --- Thunder Section---

    Thunder -
    summons forth a bolt of lightning to strike a target.
    DMG: Magic
    MP Cost: 6

    Thundara-
    Summons forth three bolts of lightning to strike all targets in the area.
    DMG: Magic + 8%
    MP Cost: 16

    Thundaga -
    Summons forth six bolts of lightning to strike all targets in the area.
    DMG: Magic + 16%
    MP Cost: 28

    Thundagun -
    Focuses a bolt of electricty in the palm of your hand firing it with a quick burst of energy.
    DMG: Magic + 18%
    MP Cost: 32

    --- Cure Section---
    Cure -
    Revives a small portion of the caster's HP.
    Effect: Magic = Percentage Restored of Max HP
    MP Cost: 15

    Cura -
    Able to heal a small portion of caster's and friend's HP.
    Effect: Magic = Percentage Restored of Max HP for all.
    MP Cost: 28

    Curaga -
    Fully restores all HP for nearby allies and caster.
    Effect: Full Restore of all HP
    MP Cost: All

    --- Aero Section---

    Aero -
    Calls forth a bubble of wind to protect you from certain damage.
    Effect: DMG Reduced by "X"% [X = Magic], [Max -15%]
    MP Cost: 25% of Max MP

    Aerora -
    Calls forth a stronger bubble of wind to protect you from certain damage.
    Effect: DMG Reduced by "X"% [X = Magic], [Max - 30%]
    MP Cost: 50% of Max MP

    Aeroga
    Calls for the strongest wind bubble to protect you from damage.
    Effect: DMG Reduced by "X" % [X = Magic], [Max - 45%]
    MP Cost: 75% of Max MP

    --- Gravity Section---

    Gravity -
    A force of darkness that uses the power of stars to force your enemies to be flatten them.
    DMG: Magic + 25%
    MP Cost: 30

    Gravira -
    A powerful force of the stars crushing your enemies.
    DMG: Magic + 35%
    MP Cost: 50

    Graviga -
    The earth shattering force of the stars crushing the nearby enemies.
    DMG: Magic + 45%
    MP Cost: All

    --- Time Section---

    Stop -
    Freezes your target for a short time.
    Effect: Freeze 1 Target for 1 Post
    MP Cost: 15% Max MP

    Stopra -
    Freezes your enemies for a short time.
    Effect: Freezes 3 targets for 1 Post
    MP Cost: 30% Max MP

    Stopga -
    Freezes all enemies for a long period of time.
    Effect: Freeze All enemies in area for 1 Post
    MP Cost: 45% Max MP

    --- Magnet Section---

    Magnet -
    Pulls enemies closer to you to attack.
    Effect: Pull 1 enemy close to you.
    MP Cost: 15

    Magnera -
    Pulls items and enemies closer to you.
    Effect: Pull small items and enemies close to you.
    MP Cost: 25

    Magnega -
    Pulls everything to the center point of your body to hold.
    Effect: Control anything from where you stand.
    MP Cost: 45

    --- Reflect Section---

    Reflect -
    A powerful and pure spell the reflects all damage for a short time.
    Effect: Blocks DMG under 100, 1 Turn usage.
    MP Cost: 35% Max MP

    Reflera -
    A stronger version of reflect that blocks all damage for a short time.
    Effect: Blocks DMG Under 200, 1 Turn Usage.
    MP Cost: 60% Max MP

    Reflega -
    The final version of the reflect. Lasts longer and stronger.
    Effect: Blocks DMG Under 275, 1 Turn Usage.
    MP Cost: All

    --- Esuna Section---

    Esuna -
    Cures caster of abnormal status.
    Effect: Heals you from any abnormal.
    MP Cost: 10

    Esunra -
    Cures allies and caster of abnormal status.
    Effect: removes abnormal from allies and caster
    MP Cost: 20

    --- Confuse Section---

    Confuse -
    Causes enemies to attack themselves or allies.
    Effect: Enemy attacks [themselves/Ally] for 1 turn.
    MP Cost: 25

    Confura -
    Enemies attack one another no matter what.
    Effect: Enemy attacks Ally for 1 Turn
    MP Cost: 25

    --- Poison Section---

    Poison -
    Causes a certain amount of damage during each turn.
    Effect: Enemy loses "x"% HP per turn. [X = Magic of Caster] [Max 35%]
    MP Cost: 1/2 Max MP

    Poisora -
    Causes a greater strain on the enemies.
    Effect: Enemy loses "X" HP Per Turn. [X = Magic of Caster]
    MP Cost: 1/2 Max MP

    --- Holy Section---

    Pearl -
    Heals a large amount of HP for caster and allies.
    Effect: Restore "X" amount of HP, [X = Magic]
    MP Cost: 25% Max MP

    Faith -
    Revives a fallen ally during battles.
    Effect: Revive 1 fallen Ally
    MP Cost: All

    --- Hidden Elements ---
    *These can only be used by completing Special Means*

    --- Void Section---
    *Must become a Strong Willed Nobody*

    Nothing Orb -
    Allows you to create a powerful attack from nothing.
    Effect: MAG + STR = DMG
    MP Cost: 25% Max MP

    Phantomra -
    Allows you to pass through or vanish within seconds behind a target.
    Effect: Can avoid damage
    MP Cost: 50% Max MP

    --- Dark Section---
    *Must be in Dark Form or Channel the Darkness or Heartless*

    Dark Firga -
    A blue flame technique that only those of darkness can use.
    DMG: Magic + 12%
    MP Cost: 20

    Dark Impulse -
    A violent wave of dark energy that throws enemies to the air to be slammed on the ground.
    DMG: Magic + 12%
    MP Cost: 32

    Dark Maelstrom -
    Releasing a powerful spinning dark energy disk at your enemies.
    DMG: Magic +15%
    MP Cost: 30

    Dark Barrage -
    Fires a barrage of Dark Firagas at one enemy.
    DMG: Magic + 24%
    MP Cost: 20% Max MP

    Dark Aura -
    Rush your enemy placing your palm on the ground calling forth a pillar of darkness.
    DMG: Magic + 30%
    MP Cost: 35% Max MP


    - LAS Abilities -
    ---> Abilities are split into three categories: Support, Action, and Growth. Support abilities are usually abilities that make your character stronger either offensively or defensively by upgrading your Attack, Defense, or Magic. Action abilities are abilities that usually give you a new technique, usually automatically doing after a combo. Growth Abilities are done usually allowing what you characters knows when reaching a certain peek in strength or defense. These are useful during Sagas or even when coming in contact with certain worlds.

    Abilities require points in order to be able to use them. IF you do not have the right amount of points then you cannot use them. Even if you have to less of the abilities you cannot use them during battles and you'll have to, take them off. AP can only be increased by purchasing AP Boosters or by certain keyblades. Be on the guard for them as they could come in handy for you. Technique Abilities are done within an instant that you've decided to use it. The damage of it is passed upon how strong one is and the keyblade they wield.

    --- Action Ability Section --- [AAS]

    Guard -
    Blocks and shoots certain enemy attacks using a parry like action.
    Effect: -20% DMG
    Cost: 100 Munny
    AP Cost: 2

    Upper Slash -
    A powerful upper cut like slash that knocks an enemy into the air.
    DMG: 10
    Cost: 200 Munny
    AP Cost: 4

    Horizontal Slash -
    A powerful slide slash that attacks from left to right when attacking while in mid air.
    DMG: 14
    Cost: 100 Munny
    AP Cost: 2

    Finishing Leap -
    Jumping into the air the wielder will come crashing down with a powerful finish strike.
    DMG: 15
    Cost: 1000 Munny
    AP Cost: 5

    Slapshot -
    Attack countless amounts of time on a enemy, yet you suffer a lose of energy doing so.
    DMG: 5
    Effect: +1 DMG per strike, -1 STR per strike
    Cost: 450 Munny
    AP Cost: 2

    Dodge Slash -
    Unleashing an attack to a nearby enemy striking with a powerful hit.
    DMG: 10
    Cost: 100 Munny
    AP Cost: 2

    Flash Step -
    An extremely fast step attack to uppercut thru your enemies defense.
    Effect: Ignore Defense during an Attack
    Restrictions: Can be used Twice in battles
    Cost: 450 Munny
    AP Cost: 2

    Round Break -
    Performing a spinning slash attack to take out near by enemies that surround you.
    Effect: +8 DMG
    Cost: 300 Munny
    AP Cost: 3

    Guard Break -
    A powerful slash that uses the defense of an enemy against them.
    Effect: DMG = Enemies DEF
    Cost: 500 Munny
    AP Cost: 3

    Explosion -
    A finisher technique, as you unleash a combo of hits you finish with a large explosion of magic.
    Effect: DMG = Magic
    Cost: 500 Munny
    AP Cost: 3

    Aerial Sweep -
    Release a powerful sweeping towards mid air enemies.
    DMG: 6
    Cost: 400 Munny
    AP Cost: 2

    Aerial Dive -
    Jump from the ground attacking mid air enemies with three slashes.
    Effect: DMG = 5 x 3
    Cost: 400 Munny
    AP Cost: 2

    Aerial Finish -
    Unleashing a powerful finishing aerial attack on a single target.
    DMG: 18
    Effect: Stuns for 1 post on Target
    Cost: 750 Munny
    AP Cost: 3

    Counter-Guard -
    Counter attack your enemies by reverse their damage back at them. But with your force following behind it.
    Effect: DMG = Opp's DMG + Your STR
    Cost: 1000 Munny, Guard Ability
    AP Cost: 4

    --- Growth Abilities Section --- [GAS]
    *You unlock one of these after obtaining a Drive Form or DF*
    *Increases when leveling up the Form*

    High Jump Lv 1 | 2 | 3 | Max
    Allows you to jump higher to the air the higher the level the high you can jump.
    Effect: 1 Lv = 15 ft
    Cost: {Obtain a Valor Form}
    AP Cost[s]: 2 | 2 | 2 | ----

    Quick Run Lv 1 | 2 | 3 | Max
    Allows you to run or move across the ground without having any issues and without walking.
    Effect: 1 Lv = 5 Mph
    Cost: {Obtain a Wisdom Form}
    AP Cost[s]: 2 | 2 | 2 | ----

    Dodge Roll Lv 1| 2 | 3 | Max
    Allows you to dodge away from an attack by rolling away.
    Effect: 1 Lv = -5% Dmg [When used] [Takes 1 Attack] [Ground Based Dodge]
    Cost: {Obtain a Limit Form}
    AP Cost[s]: 3 | 3 | 3 | ----

    Aerial Dodge Lv 1 | 2 | 3 | Max
    Allows you to do an extra jump while in the air to dodge aerial attacks.
    Effect: 1 Lv = -5% DMG [When used] [Takes 1 Attack] [Aerial Based Dodge]
    Cost: {Obtain a Master Form}
    AP Cost[s]: 3 | 3 | 3 | ----

    Glide Lv 1 | 2 | 3 | Max
    Allows you to ride the winds at high speeds this helps with reaching long distances at short times.
    Effect: 1 Lv = 10 ft of Gliding Wind.
    Cost: {Obtain a Final Form}
    AP Cost[s]: 3 | 3 | 3 | ----

    --- Support Ability Section --- [SAS]

    Combo Plus -
    Allows you to do an extra attack.
    Effect: +1 Attack
    Cost: 250 Mu
    AP Cost: 1

    Air Combo Plus -
    Allows you to do an extra Aerial Attack
    Effect: +1 Aerial Attack
    Cost: 250 Mu
    AP Cost: 1

    Combo Boost -
    Increases damage done with Finisher Abilities [FA]
    Effect: +10% to Finisher Abilities
    Cost: 1000 Mu
    AP Cost: 5

    Air Combo Boost -
    Increase damage done with Finisher Aerial Abilities [FAA]
    Effect: +10% to Finisher Aerial Abilities
    Cost: 750 Mu
    AP Cost: 4

    Berserk Charge -
    Your STR increase when you running out of MP.
    Effect: x5% STR = Half MP, x10% STR = "0" MP
    Cost: 1000 Mu
    AP Cost: 5

    Damage Drive -
    Restore Drive Gauge with a certain amount of damage taken.
    Effect: Convert +10% DMG into Drive Gauge
    Cost: 750 Mu
    AP Cost: 3

    Drive Booster -
    Allows greater restoration of a Drive Gauge during your MP Charge.
    Effect: Convert +15% MP Charge into Drive Gauge
    Cost: 750 Mu
    AP Cost: 3

    Form Booster -
    Increase the duration of each Drive Form.
    Effect: -1 DG every 2 Posts
    Cost: 3000 Mu
    AP Cost: 5

    Summon Booster -
    Increase the amount of time a "Summon" will stay.
    Effect: +2 Posts to Summoners limit
    Cost: 3000 Mu
    AP Cost: 5

    Leaf Boost -
    Potions and Cure are stronger than normal.
    Effect: +15% HP More from Potions and Cure Spell
    Cost: 500 Mu
    AP Cost: 2

    Fire Boost -
    Increase the power or damage done from Fire-based attacks.
    Effect: +15% Fire DMG
    Cost: 750 Mu
    AP Cost: 3

    Blizzard Boost -
    Increase the power or damage done from Blizzard-based attacks.
    Effect: +15% Blizzard DMG
    Cost: 750 Mu
    AP Cost: 4

    Thunder Boost -
    Increase the power or damage done from Thunder-based attacks.
    Effect: +15% Thunder DMG
    Cost: 1500 Mu
    AP Cost: 5

    MP Rage -
    Restore a large amount of MP when taking damage. Effect increases with more equipped
    Effect: Converts +5% of DMG to MP
    Cost: 1000 Mu
    AP Cost: 4

    MP Haste -
    Increase the recharge of MP as MP is completely drained
    Effect: +15% More MP during Recharge
    Cost: 1000 Mu
    AP Cost: 3

    Damage Control -
    Weaken damage when lower than 25% of your max Health
    Effect: Cut DMG in Half
    Cost: 5000 Mu
    AP Cost: 5

    Defender -
    Increase your defense when at 15% of your max Health
    Effect: +10% DEF
    Cost: 750 Mu
    AP Cost: 3

    Second Change -
    Leaves you with 1 HP after taking Massive damage that turn.
    Effect: 1 HP Remains after large damage
    Cost: 2500 Mu
    AP Cost: 4

    Once More -
    Leaves you with 1 HP when taking damage from a series of hits.
    Effect: 1 HP Remains after dealing with a Combo
    Cost: 2500 Mu
    AP Cost: 4

    Fire Screen -
    Increases the resistance to Fire the more equipped the higher the resistance boosts.
    Effect: +5% Fire Resistance
    Cost: 750 Mu
    AP Cost: 3

    Blizzard Screen -
    Increases the resistance to Blizzard the more equipped the higher resistance boosts.
    Effect: +5% Blizzard Resistance
    Cost: 750 Mu
    AP Cost: 3

    Thunder Screen -
    Increases the resistances to Thunder the more equipped the higher the resistance boosts.
    Effect: +5% Thunder Resistance
    Cost: 750 Mu
    AP Cost: 3

    Dark Screen -
    Increases the resistance to Dark the more equipped the higher the resistance boosts.
    Effect: +5% Dark Resistance
    Cost: 750 Mu
    AP Cost: 3
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Grave Breaker
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Experience : 300
Join date : 2011-08-13
Age : 34

Character
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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyMon 28 May 2012 - 7:50

A battle between two Sombodies will be taken place here....points below....Here are there stats without equipment expect their keyblades.

You can use any Levels of Magic and Abilities however, Abilities still cost AP so make sure you choose the right ones. Roll a 6D after posting Character information.

Rules- A stat cannot be x2 of another stat.

Name: -------
Race: Somebody
Health Points: 25
Magic Points: 11
Ability Points: 12

-Split 35 Points -
Strength:
Magic:
Defense:

Equipment:
-Keyblade - Earthshaker [STR +3] | [MAG +1]

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Age : 34

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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 1:48

The member 'Lydeck' has done the following action : Battle System

'L.A.S Dice' : 6
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Grave Breaker
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Experience : 300
Join date : 2011-08-13
Age : 34

Character
Attributes:

Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 1:51

Name: Ignisa
HP: 25
MP: 11
AP: 12

STR: 11 [14]
MAG:14 [15]
DEF: 10

Equipment -
Earthshaker [STR +3 | MAG +1]

Magic -
Fire - Lv1 [DMG = MAG] | MP Cost: 4
Fira - Lv2 [DMG = MAG +5%] | MP Cost: 8
Firaga - Lv3 [DMG = MAG +8%] | MP Cost: 12

Abilities - AP CAP - [12]
Guard - AP:2 [-20% DMG]
Upper Slash - AP:4 [DMG: 10]
Explosion - AP:3 [DMG = Magic]
Fire Boost - AP:3 [+15% Fire DMG]
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Age : 34

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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 1:51

Ignisa Rolling!
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Grave Breaker
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Experience : 300
Join date : 2011-08-13
Age : 34

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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 1:51

The member 'Jidai Tentai' has done the following action : Battle System

'L.A.S Dice' : 6
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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 2:03

Smiling over at the new keyblade wielder Ignisa nods over to him saying, "Let's get this test started!" Jumping backwards and pulling his keyblade out Earthshaker aimes at Lydeck releasing two fireballs. "Take this heat my friend!"

Action 1: Fire: 15 [w/o DEF]
Action 2: Fire: 15 [w/o DEF]
Action 3: Not used

MP Remaining: 3
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Grave Breaker
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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 2:33

Watching the fire be blocked by a Reflect spell, Ignisa blinks confused for a moment before having the young wielder freeze time having be frozen in a spot the wield appeared striking Ignisa to the ground hard. As he landed the boy couldn't move because of the "Time" Spell.

UNABLE TO MOVE THIS TURN

Takes Strike - 13DMG - 10DEF = 3EDMG
-3 HP

Name: Ignisa
HP: 22/25
MP: 03/11
AP: 12

STR: 11 [14]
MAG:14 [15]
DEF: 10
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Battle Testing Grounds -  Empty
PostSubject: Re: Battle Testing Grounds -    Battle Testing Grounds -  EmptyWed 30 May 2012 - 3:12

Watching as the time spell wore off, Ignisa looked and noticed the wielder attacking towards him. As the attack was coming closer, taking the first strike to his chest. Ignisa watched as the young warrior started to perform a technique. As it was about to be completed, but pulled it back but swing his keyblade back at the target.

Took the damage of Strike - 13 DMG
Guarded Technique.
Action 1 & 2: Guard against Opponent's 2nd Action [-20% - 27 DMG = 22DMG]
Action 3: Swinging Strike of Keyblade 14 DMG

Name: Ignisa
HP: 7/25 - 3 DMG | - 12 DMG
MP: 03/11
AP: 12

STR: 11 [14]
MAG:14 [15]
DEF: 10

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