Hidden 10 yrs ago Post by Daemyn Sterk
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Daemyn Sterk

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Hello, hello, and welcome to you all! This is a roleplay based upon Final Fantasy VI, with a bit of an altered timeline. More will be explained after the intro, but for now read on! And for anyone that doesn't know much about Final Fantasy VI, you may want to skip ahead to the information section before reading the intro.

The Gestahlian Empire
The Empire was formed 735 years ago where it had declared its independence from the world as a military state and intended to create a global police force. Gestahl was born as heir to a military family. The empire experienced a military coup 13 years later. Little is known about the coup other than Gestahl's father being heavily involved. The Imperial Palace was constructed 21 years afterward as the Emperor was facing increasing pressure to expand its armaments. Gestahl becomes Emperor 18 years later, and mutual peace was later agreed upon, although Narshe refused to sell coal to the invading Gestahlian Empire with armed resistance. Two years later, the Gestahlian Empire started its first military campaign, conquering the entire south continent. During this time Emperor Gestahl captured the espers that fuel Magitek with the Magitek Research Facility being developed shortly thereafter. The technology was developed by Cid Del Norte Marquez, the Empire's chief engineer, after Gestahl led a band of soldiers into the Esper World and brought back numerous espers to Vector, where Cid developed a technique for extracting the magic out of them. He tested this technology on Kefka Palazzo, but the process was still in development and was rudimentary — it shattered Kefka's mind and left him a psychopath. Six years afterwards the military's command structure was restructured and the initial results of the research facility were published by the Empire.

The Magitek process was refined and the Empire began to mass-produce Magitek weapons. Magic was granted to the Empire's elite soldiers, who became known as Magitek Knights, including General Celes Chere. Four years after the initial results, the Empire commenced its second military campaign, conquering the Western continent due largely to the deployment of the experimental Magitek Armors, the main Magitek weapon in use. Magitek Armor is a large armored machine piloted by an Imperial soldier who can channel beams of magical energy. Various other Magitek machines were created, including the Imperial Air Force, and the Empire's strongest weapon, the Guardian. Seven years on the Gestahlian Empire got into skirmishes with Doma, with the former pursuing a third military campaign a year later. With Magitek's unequaled power, the Gestahlian Empire began to conquer the entire world. The other nations on the southern continent where Vector is located — Tzen, Albrook and Maranda — were conquered one by one, and the Empire begins pushing into the north.

The Half Esper
Years before, a human woman unknowingly stumbled upon the world of the espers. She was badly wounded, and near death when she was found by the confused espers. An esper, Maduin, nursed the woman back to health and eventually they fell in love. This union led to the production of a half esper child by the name of Terra.

Two years after the birth of the half esper, an army led by the emperor Gestahl found it way to the world of the espers. Pillaging the land of the espers and capturing all that stood in their way, the overwhelming numbers of the imperial army crushed the espers and many were taken to become slaves. With his power, the Elder of the Esper World cast a seal to prevent any humans from ever entering the land again. Madeline escaped from the world with her child, though close to death. Gestahl discovered the dying woman and took the child, fascinated by the prospect of a half esper. The half esper was raised as a living weapon by the emperor, her magical abilities of the highest power.

The Imperial general Kefka Palazzo took an interest in her and placed a slave crown on her, forcing her to obey his orders directly. Among them was the order to annihilate fifty of the Empire's finest soldiers to gauge the extent of her powers and the slave crown's effectiveness.

Approximately twenty years after their initial invasion of the Esper World, the Empire dispatches Terra Branford with two soldiers to raid Narshe and capture the frozen esper the town had dug up in a new mine shaft. The raid fails, and the Slave Crown controlling Terra is damaged, and she regains her free will and sides with a rebel faction, the Returners. This marks the turning of the tide against the Empire.

The Warring Triad
The Returners decide that it is time to launch an all-out attack on the Empire, and the leader asks Terra to attempt contacting the espers' land in order to gain their support. Terra succeeds in making contact, and when the espers learn that the others captured by the Empire previously have now perished, they become infuriated and enter the human world, where they destroy much of Vector. When the Returners arrive in the capital, they find Emperor Gestahl claiming to no longer have the will to fight, inviting the Returners to a banquet to negotiate peace. Gestahl asks Terra to deliver a truce to the espers on his behalf, to which she agrees.

Soon, they find the espers and Terra convinces them to accept a truce with Gestahl. However, during the negotiations, Kefka attacks the espers, killing each of those still alive and capturing the magicite that remains from their essence. The Returners reunite, now aware that the peace was a ploy for Gestahl to obtain magicite and the stone statue remains of the Warring Triad within the espers' now-unsealed land. Kefka and Gestahl travel through the open gate to the esper world, find the Warring Triad, and prompt the island on which the esper world is located to detach and fly in the sky as an ominous Floating Continent. The Returners attempt to stop them from causing further damage, but despite their efforts, they are unable to prevent Kefka and Gestahl from gaining the power of the statues. Now empowered, Kefka promptly kills Gestahl and moves the statues out of their proper alignment, upsetting the balance of magical power and causing the destruction of most of the surface world.

The World of Ruin
Kefka now rules over the ruined world with an iron fist, using the power of the Triad to crush any resistance. Terra, the half esper, and a group of returners reunite and start one last, final assault upon Kefka, one last fateful battle. Victory seems sure for the Returners, but at the last moment Kefka ends his life and unleashes his wrath upon the group, ending their lives. The power of the espers stored within him is spread across the ruined world, unknowingly spreading magic throughout the land. Though rare, certain few in the world are empowered with newfound magical ability.

After the deaths of Kefka and the Returners, a disciple of Kefka by the name of Aga Ferrer seizes control of the power of the Warring Triad, taking Kefka's place as the power of the land. He rules with the same iron-fist that Kefka did though more intelligent and logical in his choices. Aga establishes the Ferrer Empire, proclaiming himself empire. And now, a new rebel group has established in the land, calling themselves the Returners. The cycle has begun again, but who will come out victorious?
The Warring Triad reaches out to certain wanderers across the world, unconsciously influencing them towards one place where they can communicate their wishes - The Train of Phantoms. Will these unlikely heroes be able to free the land from the iron fist of the Ferrer Empire, or will they fall like the rest? Only time will tell.
Still interested? Well, the roleplay will start off with a group of unlikely heroes meeting upon the Phantom Train. They have unconsciously arrived at the location from the influence of the Warring Triad, who have used their last ounces of freewill to call out to these different people. Though it wasn't the Warring Triad that chose them, it was fate. The Phantom Train is a place of mystery, where the spiritual and physical worlds meet. A place that will allow the Triad to openly communicate with the heroes. The roleplay will develop from there as the heroes set off to fight against the tyrannous empire.
Rules:
-Don't metagame, godmode, cheat, or control anyone elses character. Y'know, the stuff that any roleplayer should know.
-For posts, any intros or big action posts should be at least 2 or 3 paragraphs minimum. Some casual points where just conversation is going on and you can pass off with 1 paragraph, but more is still recommended.
-Don't be an asshat, be nice to everyone and don't argue. Debates are alright, though if I intervene my decision will be final.
-Romance is alright, and encouraged too, but keep anything PG-13.
-Have fun, yo.
-Wait a couple posts or so before writing a response, don't wanna leave anyone behind.
-Not much else, just y'know, follow your gut I guess.

Map of the land

The world was pulled apart after the power of the Warring Triad was released. The phantom train can appear anywhere in the world due to its etheral connections, and its always associated with an eerie forest.


Information~ (Just some stuff for you to read up on, if you want full history you're going to have to do that research yourself.)








Hidden 10 yrs ago Post by Daemyn Sterk
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Daemyn Sterk

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Bump! I'll post my CS soon.
Hidden 10 yrs ago Post by Daemyn Sterk
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Bump
Hidden 10 yrs ago Post by Marcus XVI
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I must say I am highly interested in this. You can expect me to write a CS real soon. ^w^
Hidden 10 yrs ago Post by Skull
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Skull The Hollow Shovel Knight

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How did I not see this sooner?! FFVI is my all time fave next to tactics. If this is still active then I plan on putting a cs together.
Hidden 10 yrs ago Post by Sugihito
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Skull said
How did I not see this sooner?! FFVI is my all time fave next to tactics. If this is still active then I plan on putting a cs together.


Same. Interested too. I'll see if I can make a CS.

***

Got CS done!

Name: Otto Horbine
Gender: Male
Age: 68
Appearance: Dark haired, fair-skinned with grey eyes. Slender build about 175cm and 60kg. He wears a Gestahlian soldier's uniform with the insignia of a Magitek Armour pilot. He is obviously aged with grey strands of hair and stubble and his forced reliance on spectacles as his eyesight declines.
Personality: Otto is a strong loyalist of the Empire that once stood. He believed that the Empire has the right to conquer those that opposed but that can be his youthful shame. Years as a soldier without a cause jaded his opinion and blamed the Returners for interfering with the Empire and Kefka for destroying the world. He has a low opinion on the Ferrer Empire also, seeing it as a bastardised copy of the glory he used to worship.
Bio: Otto grew up in Vector to a middle-class family. He was conscripted to join the Gestahlian Empire's army at the age of 18 and trained as a Magitek Armour pilot. Assigned to a heavy armour, his first combat experience was the campaign in South Figaro though there wasn't much resistance in the capture (once fighting a thief that tried to fight his way). He was stationed in South Figaro until the Empire withdrew from the town following the Esper attack on Vector, killing his family.
Otto barely survived the cataclysm that ruined the world. He returned to the Southern Continent to find Vector destroyed and in place stood Kefka's tower. With nothing truely left in his life he ended up as a regular in the Colosseum near Kohlingen, known for still wearing his Imperial uniform (and probably the last of them) and fighting with his heavy armour, which is now obsolete thanks to real magic widely used.
When the news of the Ferrer Empire reaching Otto he saw that nothing can rebuild the Empire he was loyal to and refused to join. He continued his meaningless life until he was called by a voice that brought him to the Phantom Train, taking his magitek armour with him.
Special abilities/skills: Ability to pilot Magitek Armour and repair/mod when necessary.
Weaknesses: Has a strong distaste for dogs, seeing them as pests. He is not with earthquakes either, causing him to lose his mind. His magitek armour is also out of date but he can upgrade them once he gets his hands on better parts.
Other: Calls his outdated heavy armour "Panzer", seeing it as equally his horse. Panzer is nearly obsolete thanks to the advent of real magic but Otto continues to use it as what is left as a proud symbol of the Empire he served and repairs it frequently.
Hidden 10 yrs ago Post by Skull
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Nice cs sugihito. Though, according to Daemyn's op this RP takes place 50 years after the World of Ruin/Returner-Kefka conflict, so if you were part of the Gestahlian empire, I'd imagine you'd be much more older given the timeframe.
Hidden 10 yrs ago Post by Sugihito
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Skull said
Nice cs sugihito. Though, according to Daemyn's op this RP takes place 50 years after the World of Ruin/Returner-Kefka conflict, so if you were part of the Gestahlian empire, I'd imagine you'd be much more older given the timeframe.


Thanks for correction. I'll get the thing fixed.
Hidden 10 yrs ago Post by Daemyn Sterk
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Oh, awesome! I'm glad that there's interest in this roleplay, and I'd love to get it going. It had been awhile and I hadn't expected anyone to be interested after this long, but if you all would like to I'd be all up for starting this up.

@Sugihito - Nice app, you're accepted of course! I'll get up my own application now that I know some people are interested.

Edit: But one thing, you wouldn't be called by a voice, it would be more like just an unconscious urge pushing you to go there. Other than that, everything's great. :3
Hidden 10 yrs ago Post by Skull
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@Sugihito you're welcome!

Sweeeeeet!!!!! Yeah. You can thank Marcus for sending it to the top, otherwise we would've missed it. Going to think up some ideas for a char while trying hard not to boot up the game again XD Should have something up later tonight.
Hidden 10 yrs ago Post by Skull
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Name: Zetram Cristophe

Gender: Male

Age: 22



Personality: He gives off the impression of a kindhearted adventurer that safeguards his emotions. Zetram is an eloquent conversationalist, but prefers to steer clear of being the center of attention. According to his former mentor, the young machinist has a brilliant mind for improvisation and invention, but, quote, "wastes it away by getting into trouble with unsavory degenerates."

Bio: He grew up in Figaro's Training Academy with no recollection of his parents, and put through a rigorous curriculum that included martial arts, machinery, and invention. As a top student, he was groomed for enlistment into Figaro's special task force, but declined for reasons unknown. The decision did not go well with the ruling board. He was kicked out and suspended, indefinitely.

Zetram decided to travel the world on his own for awhile, heading east until he stumbled upon the city of Mobliz, where he was recruited by the Crimson Robbers. He was young, naïve, and desperate at the time; all he wanted was a warm meal and place to stay, and they were willing to offer him all of that and more. Thus began Zetram's life as a thief. He put his academy skills to use by creating inventions that helped the Crimson Robbers in their exploits. In return, not only was he handsomely rewarded for it, but he also learned the tricks of their trade. It was quickly shaping up to be a bold and exciting lifestyle, but the nature of the work did not sit well with Zetram.

The Crimson Robbers were a troublesome bunch, and their activities quickly went from stealing, to killing. Zetram couldn't live with himself knowing they'd get away with murder, so he tricked the Crimson Robbers into believing that there was secret treasure buried deep in Figaro Castle. He spoke of a story about a group of thieves that stole vast riches from a hidden vault, suggesting that it was only one of many treasured rooms. One of the robbers confirmed Zetram's story with another; speaking about their former leader named Gerard, who sacrificed himself to sandworms so his men could flee with Figaro's riches. The Crimson Robbers were thoroughly convinced by Zetram's story, and they plotted a course toward the castle.

Little did they know, Zetram had alerted Figaro authorities prior to their departure; he wrote details about their plan in a couriered message, explaining how he intends to lead the Crimson Robbers into their custody. It was a chance to get back into the Academy's good graces. Maybe enough to give him another opportunity to enlist in the special task force again. If they did, he'd join without question this time around. He was done being a criminal, ready to leave this empty life behind, ready to be a part of something more meaningful. Zetram, however, didn't quite get the response he anticipated.

When the group was apprehended, a Figaro Marshall revealed the note Zetram sent, showing it to the Crimson Robbers as evidence of his deception. "Looks like he played you scum!" The officer laughed. When Zetram tried explaining that he was a former student who only wished to put these criminals behind bars, the Marshall said: "Good! You can join them for being their accomplice!"

He was at a loss for words. How could a kingdom that once adored him, treat him so cruelly? He was only trying to do the right thing. Why couldn't the Marshall see that? Zetram still had one trick up his sleeve. Using a powerful flash device, he blinded everyone in the vicinity and managed to escape. Now on the run from Figaro authorities and the Crimson Robbers, Zetram flees aimlessly from town-to-town, until he somehow winds up lost inside the Phantom Forest...

Special abilities/skills: Tools, Steal.

Weaknesses: Zetram has a hard time trusting people. He prefers to work independently and seldom asks for help. He is not a skilled magic-user, whatsoever.

Other: The cloak and mask are recent editions used to conceal himself from his pursuers. The mask gives off a high evasion enchantment, while the cloak activates protective barriers when attacked by multiple enemies.
Hidden 10 yrs ago Post by Zagreus
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Oo, I'd love to get in on this if you're still planning on running it.

Name: Albert Rossini

Gender: Male

Age: 26

Appearance: Short and stout, Albert stands at 5'6" with a pale complexion and a youthful demeanor. His neatly cropped hair and trimmed beard have been tinted a dark shade of green, and they smell oddly of mint. Albert's choice of clothing is fairly uninspired, with his leather coat and pants rounded out with several tool belts containing all manner of tincture, potion, and extract. Loosely strapped to a rather large backpack is a weathered crossbow with the initials "T.R". hastily carved on its side. Whenever Albert walks, the vials strapped to his belts and the contents of his backpack seem to clink and clatter in harmony.

Personality: Albert has a tendency to be quiet, and he keeps to himself when around others with whom he is unfamiliar with. He's learned to not grab the attention of others unless it's necessary. The exception to this is when Albert finds something that could yield potential alchemical knowledge. He gets just giddy at the thought of dissecting creatures and grinding up plants, and his passion for the subject is rather obvious to onlookers. Albert possesses a strong sense of social justice based upon his past experiences, and when slavery or oppression is involved, he'll be the first to raise an objection. Quietly, of course.

Bio: Albert originated from Paskal, a town that had, for a time, been perfectly self-sufficient. Its relative isolation had protected it from outside forces, allowing the people to develop their own unique culture. Over the course of many years, Albert's people developed advanced compounding and alchemical techniques that aided them in their survival in the World of Ruin. Unfortunately, they could not remain hidden forever. Albert was fifteen when Paskal was discovered by the Ferrer Empire, who demanded that the townspeople surrender their knowledge and alchemical creations.

Being the hardy, self-sufficient town that Paskal was, its people adamantly refused to reveal any of their secrets. This was received by the empire as well as one would expect from a tyrannical organization. Paskal was razed and its inhabitants were either enslaved or killed. Albert was one of the lucky few to have escaped, in large part due to his father's quick thinking and vast repertoire of alchemical explosives. Albert, and his father, Thomas, would be forced to flee from their home town and live in relative isolation for years to come. They were able to scavenge and live off of what little the wilderness and kindness of strangers had left to offer them.

Thomas tried his best to pass on what knowledge he had preserved from his town before succumbing to illness, leaving Albert to fend for himself. Albert has since been traveling between towns while selling his services as an apothecary.

Special Abilities/skills: Item Use, Compounding

Weaknesses: Physically weak, always tries to avoid conflict, and highly secretive. His experimental use of potions has left him weak against poisons, and gives him a hangover like you wouldn't believe when he drinks alcohol.

Other: Albert has copious amounts of belts, pockets, and other spaces to store alchemical items. He possesses dissection tools to extract parts from creatures and plants for later alchemical experimentation. Albert also has a standard crossbow which he can use to fire alchemically covered bolts, or to launch potions across long distances.
Hidden 10 yrs ago Post by Daemyn Sterk
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Sweet, both of you are accepted! Sorry for the late reply, I've been a bit busy and didn't check back until now. I'm a little late in getting my own CS up, but it'll come. This is going nice so far, and we'll get it off the ground sooner or later. I'm a bit new to GMing, so if anyone has any advice or things that they'd like to see in the roleplay, don't hesitate to share. Thanks everyone for taking interest!
Hidden 10 yrs ago Post by skarsgard
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I'm interested I'll have a cs up tomorrow
Hidden 10 yrs ago Post by Todd Howard
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I missed this? Am I blind or something?

Final Fantasy VI is my favorite in the series. (V being right behind it, followed by IX...) And I'd love to take part in this.

I hope this CS is alright. I had to remake it due to my power going out earlier tonight, so if I missed anything or if there is anything wrong, please let me know. I'll try and fix it up if I need to. x.x
Name: Alene Blakemore

Gender: Female

Age: 21



Personality: Alene is a courageous individual who was raised by her father to be tough woman. She is rough-spoken, often seeming to be more of a leading figure than a follower, even though she'll follow orders under certain circumstances. She is generally friendly towards people, often liking to exchange tales or enjoy a drink with whomever she meets. Of course, she has no issue with threatening or assaulting somebody who has crossed her, or her comrades, and is confident in her skill to dispose of any would-be threat. That being said, her confidence can get her into trouble as she can sometimes be a tad too cocky for her own good.

Bio: Alene was born in Albrook, but raised on a ship rather than in town; most of her young life being spent on the sea transporting travelers one place or another with her father, not ever knowing her mother due to reasons she doesn't know or seemingly care about. She was treated rather well by her father's small crew, growing fond of them over the years and learning to do the work they did. She was around the age of eight when her father began ensuring she worked hard. It was generally an unpleasant experience, as Alene was usually dead-tired when she was finished for the day. She would have considered quitting and not doing the work if her father had not made a deal with her to teach her how to use a blade as a reward for her hard work. It interested her enough to keep her going, her determination allowing her to push through each day and the challenges her father put in her way.

During practice at around the age of twelve, she and her father had a sparring match with wooden blades. She was still rather careless, and her father managed to knock her weapon right out of her hands. Raising his blade in a fake attempt to strike her while she was open, Alene put her hands up to defend herself and ended up casting a minor Fire spell out of fear for her own safety, causing her father's sword to light on fire. Thankfully the two had been alone during the incident; so her abilities were a secret from the world.

Her father spent years helping her come to terms with her magic, teaching her to hide it from others so she wouldn't be discovered. He also continued teaching her how to wield a blade, and by the age of seventeen, she was both a decent swordsman, and a worker that could keep up with the men on the ship. She also had a basic grasp on her magic, in case of an emergency. Though thankfully no situation requiring her magic ever came.

Her father ended up passing away when she was nineteen, and in his place, she ended up becoming a very young captain for her father's crew. They, of course, helped her get a grasp on what she needed to do; which was surprisingly not much different from her work in the past, aside from the fact they looked to her for tough decisions simply because it had been her father's ship. One of the crew, a man by the name of Ivan, aided her in most of her decisions, being her closest companion since taking over.

Fast forward to the current day, and Alene has grown fond of her position and has continued to live the sea life, though she occasionally likes to try and explore the land, considering her father never gave her much of a chance. One place she has found herself having an urge to explore was the Phantom Forest. She left her crew at the nearest town and told them to expect her back within three days. Of course, she had no idea that this adventure would be much bigger than she bargained for.

Special abilities/skills: Alene has decent skill with a blade, able to defend herself in combat as well as deal a fair amount of physical damage. Combined with her magic, it makes her a rather fearsome opponent that can use both trades, though she isn't a master at either.



Weaknesses: Her confidence can lead to her getting harmed in combat against a stronger opponent, and keep her from listening to the suggestions of others at times. She has no real experience with rough terrain and wide, open areas, giving her life being mostly spent on a boat. She is somewhat sensitive about her magical abilities, not often liking to speak much of them, at least in public. She is also terrified of spiders, though she would never admit it until a situation came up with one of the crawlers involved.

Other: Alene has a basic bag for item storage, and never ventures out without food, water, and medical supplies. The weapons she can possibly wield are knives, one-handed swords, rods, and maces/flails. She prefers to stick to light to medium armor as to not hinder her movement while still being somewhat protected. She can use shields, though she doesn't currently own one.
Hidden 10 yrs ago Post by Zagreus
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Still very interested...
Hidden 10 yrs ago Post by Todd Howard
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Sure hope this doesn't die without an actual attempt.

Probably won't see anything like it again.
Hidden 10 yrs ago Post by Skull
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Seriously (hey Raddum!) I don't think I've ever seen a standalone ff6 rp, let alone a well crafted plot to match. It's usually dissidia related.
Hidden 10 yrs ago Post by Todd Howard
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...

Looks pretty bleak. Guess the GM possibly found something else that caught their interest.

I'll keep subbed to this for awhile, because I really want it to happen. Doesn't look like it will at this point though.
Hidden 10 yrs ago Post by Daemyn Sterk
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I'm sorry guys, I tend to overdo myself with the amount of roleplays I join and I end up becoming encumbered by it. And now that I realize it, I really don't think I'd stand a chance as a GM, I just can't exactly handle being the head of something. I'm really sorry that I started this all up and am bailing now, it was stupid of me and I shouldn't of done this if I knew I couldn't handle it. I'm sorry to waste everyone's time. If any of you that are interested would like to take the reins, you'd be free, but I really don't think I'd be able to handle being a GM at the moment. Again, I'm really sorry.
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