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***Rules Questions for SW Settings***
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Toa
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PostPosted: Sat Jun 10, 2006 9:25 am    Post subject: Reply with quote

Evernight:
Minor Background Spoiler wrote:
Does the Orcs' immunity against mental powers and inability to merge with Blood Stones carry over to Half-Orcs?
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Clint
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PostPosted: Sat Jun 10, 2006 2:36 pm    Post subject: Reply with quote

Toa wrote:
Evernight:
Minor Background Spoiler wrote:
Does the Orcs' immunity against mental powers and inability to merge with Blood Stones carry over to Half-Orcs?


Nope.
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Psy-Kosh
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PostPosted: Sun Jun 11, 2006 1:18 am    Post subject: Reply with quote

Okay, here's my hopefully less than umpteen bajillion rules questions for NE:

First, what is the actual net effect of the Ageless power? ie, under what circumstances in play would it make a difference if a villian had that power or not?

Second, the free version of the Aquatic power and the Atlantean version seem to be slightly different as to how they work, including precisely what happens when the char hasn't been in water enough. Is this an error, or are they really supposed to be different?

Third, with all the size and strength boosts, would any of those affect the ranges for throwing?

Fourth, for the speed power, does it have any affect on the running die, or crawling pace, etc?

Fifth, well, several questions on the Growth power:

When it says a char is considered large or huge, does that refer to the large and huge monster abilities in the SW book? (ie, with the modifiers to hit and so on?)

Also, would Growth have any affect on pace directly? (I'm pretty sure no, but with longer legs and such... just checking, since even though it doesn't actually say it there, it would seem logical, so wanted to have an official answer on that)

If a char grows in a confined space, what happens?


Sixth, for the Regeneration power, that actually counts as natural healing or no? ie, does a raise heal two wounds?

Seventh, finally...

For the Attack, Melee power, it says it counts as a heavy weapon. Does that refer to the entire damage, or just the damage from it? What I mean is, using the example in the book, would the entire Str + 4 + 1d6 count as heavy damage, or if attacking something with heavy armor, only the 1d6 would get through?

And thank you muchly for constantly answering all our questions.
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Psy-Kosh
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PostPosted: Sun Jun 11, 2006 1:34 am    Post subject: Reply with quote

Oh yeah, one last thing I meant to ask:

For something of human proprortions, what hights would the different sizes correspond to? or how would I compute that? since human size = 0, doesn't look like hight, surface area, or mass would be linear in size.. Though looking through some of the beasties in the main book, it kind of seems like size represents multiples of human hight added to the original, but I'm not sure of that, so wanted to check for an official answer to that.

Thanks again. (I'm actually not sure if this one should be here or if in Core SW rules questions, could see it either way, so if I posted this to the wrong place, sorry about that.)
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Old Patch
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PostPosted: Sun Jun 11, 2006 10:04 am    Post subject: Reply with quote

NE: What type of damage do V'sori Blasters do (for purposes of absorbtion and immunity)? The desciption says "particle beam weapons" but that could mean either kinetic, heat, or radiation - or even worse a combination!
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marshal kt
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PostPosted: Sun Jun 11, 2006 10:07 am    Post subject: Reply with quote

here's a reply i got from clint on this.

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From: Clint
To: marshal kt
Posted: Mon May 08, 2006 8:38 am
Subject: Re: question
marshal kt wrote:
in NE, 1 of the characters took absortion, [kinteic energy]. now i know normal bullets, genades and melee attacks can be negated. what about blasters, the weapons the v'sori use? are they kenetic? is there any part of the damage that would be negated? what about knockback?


Blasters are kinetic. However, note that fusion grenades are not; they are energy.

Knockback gets a little tricky. In essence, an attack shouldn't do Knockback unless there is a kinetic component to it.

Melee attacks are easy; the character is just attempting to absorb the total damage, Knockback included.

A Ranged Attack, with the Knockback modifier could be trickier. It depends on the trappings. Usually, the attack would be kinetic in some fashion, but it might not depending on the trappings.

If fully kinetic, he could obviously attempt to absorb all of the damage, but perhaps if only partially kinetic, he could only absorb a maximum of half the damage.

Really, it's a case-by-case call, and even then, we're talking about a very rare occurence, so it may never even come up in the game.

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Romnipotent
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PostPosted: Sun Jun 11, 2006 11:48 am    Post subject: Reply with quote

Clint wrote:

Yep, it's not an attack roll. You're absolutely correct. The penalty is applied to Fighting, Shooting, and Throwing rolls specifically aimed at the character, and that's it (i.e. no area effect attacks at all... unless someone is trying to actually hit him in the head with a grenade).

By the way, typical V'sori tactics for speedsters consist of fusion grenades and foam throwers. Also, don't forget Suppressive Fire from the basic rules; that changes his "defense" to a simple Spirit roll. Oh, and Aiming Fin Commanders can be a bit of a surprise too (if the V'sori know what they are dealing with, they may even send one with Marksman).

Hope this helps.

I have been asked to ask if theres anything for a character to do to have a chance at avoiding these blasts. Edges or power modifications to dodge and roll away from the blast (like evasion).
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Old Patch
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PostPosted: Sun Jun 11, 2006 3:20 pm    Post subject: Reply with quote

marshal kt wrote:
here's a reply i got from clint on this.

Inbox :: Message
From: Clint
To: marshal kt
Posted: Mon May 08, 2006 8:38 am
Subject: Re: question
marshal kt wrote:
in NE, 1 of the characters took absortion, [kinteic energy]. now i know normal bullets, genades and melee attacks can be negated. what about blasters, the weapons the v'sori use? are they kenetic? is there any part of the damage that would be negated? what about knockback?


Blasters are kinetic. However, note that fusion grenades are not; they are energy.


Cool! Thanks, Marshall KT! Next question - if blasters are kinetic that would make them piercing weapons, right? So Constructs and Undead are taking half damage from them, correct?
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Clint
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PostPosted: Mon Jun 12, 2006 8:20 am    Post subject: Reply with quote

Psy-Kosh wrote:
First, what is the actual net effect of the Ageless power? ie, under what circumstances in play would it make a difference if a villian had that power or not?


It would make a character immune to a power that had aging as its trapping. For example, if Decay had the trapping that it aged the target; it wouldn't affect someone with Ageless.

Also, while without the extra Modifier a character with Ageless would not have any bonus to Common Knowledge, they should have an expanded Common Knowledge, the kind of thing you might normally only allow an elderly character. No one expects the 20-year-old to have first-hand memories of World War 2, but an Ageless character could.

Psy-Kosh wrote:
Second, the free version of the Aquatic power and the Atlantean version seem to be slightly different as to how they work, including precisely what happens when the char hasn't been in water enough. Is this an error, or are they really supposed to be different?


Yes, they are supposed to be different. Atlanteans have an advantage over a character who spends 0 points in a power. Note however, that Atlanteans could buy the 1 point version of Aquatic to remove their own racial penalty.

Psy-Kosh wrote:
Third, with all the size and strength boosts, would any of those affect the ranges for throwing?


Page 46, under Superhuman Strength, an item under the Load Limit can be thrown 3/6/12, and an item under half the Load Limit can be thrown 6/12/24.

Psy-Kosh wrote:
Fourth, for the speed power, does it have any affect on the running die, or crawling pace, etc?


The Speed power is running. In essence, the first level makes running a free action at double Pace. Each additional level just increases that.

As far as crawling goes, I suppose if the villain wants to crawl at superspeed, he could. I'd figure it at about 1/3 to 1/4 speed.

Psy-Kosh wrote:
Fifth, well, several questions on the Growth power:

When it says a char is considered large or huge, does that refer to the large and huge monster abilities in the SW book? (ie, with the modifiers to hit and so on?)


Yep.

Psy-Kosh wrote:
Also, would Growth have any affect on pace directly? (I'm pretty sure no, but with longer legs and such... just checking, since even though it doesn't actually say it there, it would seem logical, so wanted to have an official answer on that)


Growth does not directly affect pace as there are trappings of Growth possible that would not increase it (Density Increase for example). If a character wanted to move faster, they would need to take Speed.

Or as mentioned in another thread, you could come up with a Modifier that adjusted Pace based on Size. My recommendation has been...

Long-legged (+1): At Large size, your character's Pace is doubled, and at Huge size it is tripled. The result of the Running die is multiplied as well.

Psy-Kosh wrote:
If a char grows in a confined space, what happens?


Um, squish? Wink

Seriously, unless they bust out of the confined space, they'd just be trapping themselves. I'd recommend a multi-action of growing combined with an attack on a wall, ceiling, whatever will allow them to continue to grow. If they don't do enough damage to break out, you could consider it like Knockback, apply the damage to the growing character and add +1d6 for hitting a solid object.

Psy-Kosh wrote:
Sixth, for the Regeneration power, that actually counts as natural healing or no? ie, does a raise heal two wounds?


Nope. Works just like it says. One roll for one wound.

Psy-Kosh wrote:
For the Attack, Melee power, it says it counts as a heavy weapon. Does that refer to the entire damage, or just the damage from it? What I mean is, using the example in the book, would the entire Str + 4 + 1d6 count as heavy damage, or if attacking something with heavy armor, only the 1d6 would get through?


All of the damage counts. It's the entire attack (little "a") counting as Heavy.

Psy-Kosh wrote:
And thank you muchly for constantly answering all our questions.


My pleasure. Very Happy
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Clint
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PostPosted: Mon Jun 12, 2006 8:36 am    Post subject: Reply with quote

Psy-Kosh wrote:
For something of human proprortions, what hights would the different sizes correspond to? or how would I compute that? since human size = 0, doesn't look like hight, surface area, or mass would be linear in size.. Though looking through some of the beasties in the main book, it kind of seems like size represents multiples of human hight added to the original, but I'm not sure of that, so wanted to check for an official answer to that.


Size isn't tied to height really; it's more weight with overall size based off of that.

Generally, I'd eyeball it based off the examples given, but if you wanted a (loose) calculation for overall size, I'd recommend...

Each level of Size doubles weight.

Figure that humans run 125-250 lbs generally.
So Size +1 would run from 250-500 lbs.
Size +2 = 500-1000
Size +3 = 1000-1 ton
Size +4 = 1 ton-2 tons
etc...

Hope that helps.
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PostPosted: Mon Jun 12, 2006 8:51 am    Post subject: Reply with quote

Romnipotent wrote:
Clint wrote:

Yep, it's not an attack roll. You're absolutely correct. The penalty is applied to Fighting, Shooting, and Throwing rolls specifically aimed at the character, and that's it (i.e. no area effect attacks at all... unless someone is trying to actually hit him in the head with a grenade).

By the way, typical V'sori tactics for speedsters consist of fusion grenades and foam throwers. Also, don't forget Suppressive Fire from the basic rules; that changes his "defense" to a simple Spirit roll. Oh, and Aiming Fin Commanders can be a bit of a surprise too (if the V'sori know what they are dealing with, they may even send one with Marksman).

Hope this helps.

I have been asked to ask if theres anything for a character to do to have a chance at avoiding these blasts. Edges or power modifications to dodge and roll away from the blast (like evasion).


Grenades allow an Agility roll to "dive for cover" (page 62 of SWR). Anything that would adjust that Agility roll would help. The Dodge and Improved Dodge Edges specifically give a bonus to those rolls.

Tactically, the best defense against area effect attacks is cover. Cover acts as Armor against area effect attacks. Taking cover or Holding action to move to cover or just move a bit and go Prone would make a difference.
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PostPosted: Mon Jun 12, 2006 8:55 am    Post subject: Reply with quote

Old Patch wrote:
Cool! Thanks, Marshall KT! Next question - if blasters are kinetic that would make them piercing weapons, right? So Constructs and Undead are taking half damage from them, correct?


Nope. Blasters are kinetic, but they aren't piercing. It's more like getting hit with a sledgehammer than a bullet.
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Toa
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PostPosted: Mon Jun 12, 2006 11:44 am    Post subject: Reply with quote

Clint wrote:
Nope. Works just like it says. One roll for one wound.

Should the Edge "Fast Healer" affect Regeneration rolls?
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Toa
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PostPosted: Mon Jun 12, 2006 11:48 am    Post subject: Reply with quote

Necessary Evil:

Force Field - like a thousand questions. I'll try to reduce it to the basic problem: can the different uses of Force Field from modifiers be combined under a Multiple Action Penalty (for example attacking with the Force Field while maintaining it as a Barrier), or can only one benefit be used per round (either barrier or attack or flight or ...)?
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Clint
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PostPosted: Mon Jun 12, 2006 12:01 pm    Post subject: Reply with quote

Toa wrote:
Clint wrote:
Nope. Works just like it says. One roll for one wound.

Should the Edge "Fast Healer" affect Regeneration rolls?


I'd allow it as the character would rarely get to "natural" healing rolls anyway.
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Clint
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PostPosted: Mon Jun 12, 2006 12:02 pm    Post subject: Reply with quote

Toa wrote:
Necessary Evil:

Force Field - like a thousand questions. I'll try to reduce it to the basic problem: can the different uses of Force Field from modifiers be combined under a Multiple Action Penalty (for example attacking with the Force Field while maintaining it as a Barrier), or can only one benefit be used per round (either barrier or attack or flight or ...)?


This should answer your question...

http://www.peginc.com/forum/viewtopic.php?p=102321&highlight=force+control#102321

If not, I'll try to clarify.
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Psy-Kosh
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PostPosted: Mon Jun 12, 2006 3:57 pm    Post subject: Reply with quote

Okie, thanks for the answers, just a couple other clarifications and such and I'll hopefully have all the rules nitpickyness done. (For the moment)

Quote:
Psy-Kosh wrote:
Third, with all the size and strength boosts, would any of those affect the ranges for throwing?


Page 46, under Superhuman Strength, an item under the Load Limit can be thrown 3/6/12, and an item under half the Load Limit can be thrown 6/12/24.


Aieeeee! I can't believe I missed that. I saw the bit on page 46, but the second part, with under half load limit my eyes completely slid over.

Quote:
Psy-Kosh wrote:
Fifth, well, several questions on the Growth power:

When it says a char is considered large or huge, does that refer to the large and huge monster abilities in the SW book? (ie, with the modifiers to hit and so on?)


Yep.


In that case, do the Garganguan effects kick in at some point or is that something entirely seperate?

And just to verify, the modifiers are symmetric? ie, huge attacks normal is at -4 just as normal attacks huge at +4?

Quote:
Or as mentioned in another thread, you could come up with a Modifier that adjusted Pace based on Size. My recommendation has been...

Long-legged (+1): At Large size, your character's Pace is doubled, and at Huge size it is tripled. The result of the Running die is multiplied as well.


Okiedokie. (*blinks* so not the continuous version, like adding size to pace or whatever? (Or, as a result of way overthinking things, multiplying the pace by the square root of the linear size multiplier, i.e., 2^(s/6) where s is the size bonus (but then, if I did that I'd be paranoid that Smiling Jack himself would come and beat me up while yelling "FFF" Wink))

Quote:
Psy-Kosh wrote:
If a char grows in a confined space, what happens?


Um, squish? Wink

Seriously, unless they bust out of the confined space, they'd just be trapping themselves. I'd recommend a multi-action of growing combined with an attack on a wall, ceiling, whatever will allow them to continue to grow. If they don't do enough damage to break out, you could consider it like Knockback, apply the damage to the growing character and add +1d6 for hitting a solid object.


Thanks, that's what I was looking for. (How to resolve which goes squish or smash.)

Quote:
Psy-Kosh wrote:
Sixth, for the Regeneration power, that actually counts as natural healing or no? ie, does a raise heal two wounds?


Nope. Works just like it says. One roll for one wound.


Okiedokie. I had wondered because I'd seen elsewhere before you say that nat healing bonuses like fast healer could be applied to regeneration, that it was "close enough," so that's why I asked.

Oh, and one or two final things. For Extra Limbs, should the injury table be modified to include them in the possible things that can go owie?
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Clint
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PostPosted: Mon Jun 12, 2006 4:31 pm    Post subject: Reply with quote

Psy-Kosh wrote:
Quote:
Psy-Kosh wrote:
When it says a char is considered large or huge, does that refer to the large and huge monster abilities in the SW book? (ie, with the modifiers to hit and so on?)


Yep.


In that case, do the Garganguan effects kick in at some point or is that something entirely seperate?


Nope, Gargantuan does not kick in at any point. It's simply not part of the power system.

This came up before, and I think I said I'd do something like a +4 Modifier to get access to Gargantuan effects at Size 9+. Not 100% certain there though.

Psy-Kosh wrote:
And just to verify, the modifiers are symmetric? ie, huge attacks normal is at -4 just as normal attacks huge at +4?


Yep, just like in the core rulebook.

Psy-Kosh wrote:
Quote:
Or as mentioned in another thread, you could come up with a Modifier that adjusted Pace based on Size. My recommendation has been...

Long-legged (+1): At Large size, your character's Pace is doubled, and at Huge size it is tripled. The result of the Running die is multiplied as well.


Okiedokie. (*blinks* so not the continuous version, like adding size to pace or whatever? (Or, as a result of way overthinking things, multiplying the pace by the square root of the linear size multiplier, i.e., 2^(s/6) where s is the size bonus (but then, if I did that I'd be paranoid that Smiling Jack himself would come and beat me up while yelling "FFF" Wink))


Nope. It's a cheap modifier partially because it includes the fact that the character takes a disadvantage (the Large and Huge effects) when gaining the increased Pace. Plus, two set options tied to alterations that already have to be taken into account are a whole lot faster and easier to handle in the middle of the game as opposed to a singular incremental effect.

Psy-Kosh wrote:
Quote:
Psy-Kosh wrote:
Sixth, for the Regeneration power, that actually counts as natural healing or no? ie, does a raise heal two wounds?


Nope. Works just like it says. One roll for one wound.


Okiedokie. I had wondered because I'd seen elsewhere before you say that nat healing bonuses like fast healer could be applied to regeneration, that it was "close enough," so that's why I asked.


Um, weird. Didn't I answer that question after this one? Nevermind. Confused

The main points I was dealing with were that a raise does not heal two wounds, that regeneration doesn't preclude a natural healing roll (not that it would often come up), and that natural healing modifiers wouldn't really apply to the regeneration power.

Edges are a bit of a different matter. If a character "buys" an Edge, they should get some effect out of it. This is the only way the character would get an effect from Fast Healer, and it wouldn't be an overpowering one. It's a restricted Edge, and it's simply a +2 bonus to one type of Vigor roll (in a game where the character can buy up all his Vigor rolls to a d12+X).

Psy-Kosh wrote:
Oh, and one or two final things. For Extra Limbs, should the injury table be modified to include them in the possible things that can go owie?


Makes sense. I'd just make it a function of the roll to determine right or left limb under the Arm and Leg results as appropriate and not worry about changing the results of the basic roll.

So if a character had 4 additional tentacles, you could just roll a d6 with 1 = right limb, 2 = left limb, and 3-6 = tentacle. I probably wouldn't go above a d12 roll and would just use that for 10+ extra limbs if it was needed.

Hope this helps.
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Psy-Kosh
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PostPosted: Mon Jun 12, 2006 5:17 pm    Post subject: Reply with quote

Okie, Thanks again. As far as edge bonuses to nat healing vs regeneration, I meant that someone asked that in the past, and you had said something about it being close enough, not that I saw it the most recent time it was asked. (Having trouble storing enough charge in my flux cap #Scramble )

Oh dang, sorry, there was one last thing I meant to ask and forgot: Growth and clothing/armor, does it follow? (I assume "depends on the trappings") and probably less variable: Z-belt and growth? Does that work, or is it considered to only be able to extend the field around human sized entities? (if not, then really large could wrap the belt around their arms or something?)

Okay. _now_ that's it. I hope. ^_^;;
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fanchergw
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PostPosted: Tue Jun 13, 2006 12:33 pm    Post subject: Reply with quote

Some questions regarding ships in 50 Fathoms:

1. Does the captain/pilot count toward the minimum required crew? I.e. if the Crew rating is 6+10, then can the required 6 be the captain and 5 other crew (as long as they all have at least d6 in Boating)?

2. What are the modifiers (other than range) for ship-to-ship cannonfire? Are there any adjustments due to the size or relative size of the ships? Are large ships such as those commonly found in 50 Fathoms considered Unstable Platforms? For example, let's say a Galleon has caught a Skiff on the open seas and pulls up alongside for a Broadside. What modifiers does each ship have to their Shooting rolls to hit the other with their cannon(s)?

3. Same question for people using their own weapons to fire on another ship (assuming it's in range). Modifiers for size? Aiming at parts of the ship, such as mast, sail, rudder? Unstable Platform?

Thanks,

Gordon
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