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Welcome to

Moonrise

This roleplay is run by Bear and Dylan

For full information, visit the OOC

Will you fight to save the world, or help to end it?

Death is permeating the atmosphere of Portland, Oregon. While it may be a rather peculiar place, it never has been more dangerous than it is right now. That goes especially for the things that already go bump in the night. The vicious and macabre acts of violence have been piling upon the desks of local law enforcement and flooding the headlines of newspapers, and both the normal and magical communities are in an uproar. While many humans are afraid to step outside, supernaturals wonder if various magical beings are to blame, and most fingers are being pointed toward Vampires and Were-creatures, since they have a penchant for such endeavors. Both sides, magical and otherwise, can feel a heaviness to the air, as if doom is slowly encroaching and swallowing them all whole.

Evil has come to play, and if you think it won't spread, think again.
Members, please use this space for OOC discussion. Ask questions, introduce yourselves, start plotting.

Applicants, please refrain from posting here. Any questions should be PMed to Bear and Dylan. Thank you.
Characters
If you need an edit made to your character sheet, PM Bear.

Coming Soon!

News
Members should check here often

Updates
Important information

The Weave
Portland's Supernatural newspaper, it is glamoured, hidden from the eyes of normals.
Important, talked about articles will go here.
Dates are RP dates, not actual dates.

Full Moon dates:

Sunday 17 November 2013
Tuesday 17 December 2013
Wednesday 15 January 2014
Friday 14 February 2014

Welcome to

Moonrise

This roleplay is run by Bear and Dylan

Will you fight to save the world, or help to end it?

Death is permeating the atmosphere of Portland, Oregon. While it may be a rather peculiar place, it never has been more dangerous than it is right now. That goes especially for the things that already go bump in the night. The vicious and macabre acts of violence have been piling upon the desks of local law enforcement and flooding the headlines of newspapers, and both the normal and magical communities are in an uproar. While many humans are afraid to step outside, supernaturals wonder if various magical beings are to blame, and most fingers are being pointed toward Vampires and Were-creatures, since they have a penchant for such endeavors. Both sides, magical and otherwise, can feel a heaviness to the air, as if doom is slowly encroaching and swallowing them all whole.

Evil has come to play, and if you think it won't spread, think again.

Setting

This roleplay takes place on the west coast of the United States, in Portland, Oregon.
Most specifically in or around Moonrise.


Moonrise. Portland, Oregon.
Located on the corner of Park Ave and Couch St
in the Southeast corner of the Pearl District


The city of Portland is a magical hub because the veil between it and the other realms, like that of the Fae, is incredibly thin. The entire area is something of a natural battery for all types of magic, which can be extremely dangerous for those who are unskilled and do not know how to properly tap into, and control themselves and their practices.

Moonrise sits amidst Portland’s many brick commercial buildings, near to book shops and music stores, just close enough to a number of frequented hot spots that most locals think of it as just another hang out. But, if one looks closely, they will notice a distinct aura surrounds the building. Your average group of humans will pass it by without a second thought. If they do end up getting too close, most get the sudden urge to be somewhere else. But in no way is Moonrise lacking in patronage.

So who does frequent Moonrise, you ask? The odd crowd, of course. They say "keep Portland weird", but most don’t know just how weird their town truly is, how weird their world really is. Witches cast spells. Vampires gyrate to the beat in local clubs, in search of their next meal. Were’s call to the moon late at night in the forest to the east. Seers tell giggling school girls and business men alike their fortunes.

Moonrise has no sign, simply a main door painted matte black. To any supernatural being, the entire building is a beacon of power. If you are lucky enough to get inside you will find yourself in a small lobby with purple walls. An industrial staircase sits to the right, a wooden sign in the shape of an arrow pointing upwards, informing patrons that the café sits yonder. A door marked simply "Club" in golden script sits directly ahead.

Should you decide to venture forward, the first floor is an open expanse from one end to the other, save for a portion in the far right corner that holds the restrooms. Across from them sits the large bar, backlit shelves holding a wide variety of alcohols. The far left corner holds a stage dotted with instruments, the remainder of the left hand side a large dance floor. Various tables, chairs and lounge areas fill the rest of the space. The brick walls are covered in a varying collection of décor - posters from bands, paintings done by various patrons and found in downtown shops. At night, the lights dim and music, both live and recorded, fills the space. Every window in the building is tinted and blocks UV rays from the sun.

Were you to decide the cafe is more your scene, you would find yourself in a different world. The right half of the building, this level being divided down the middle by a wall, holds a collection of books. Anything from Tolstoy to a harlequin novel, intermixed with old tomes on supernatural creatures and ancient spell books, line shelves along every wall. Thick fabric curtains frame the windows throughout the lounge. On the back wall, directly across from the first staircase, is another that leads to the third floor. A small, portable café that sells various drinks and goodies has a habit of wandering around the room. (The bugger has a mind of its own.) Mismatched yet comfortable couches and chairs fill the space to the right, with a few small tables and chairs near the inner wall. To the left is a center hallway that leads to the bedrooms, open to any supernatural being (and the occasional norm with benefits) who needs it, as long as they follow the rules. There are eight, four on each side, furnished with various pieces found around town. Each has a bed, a night table with a lamp and a dresser. A large bathroom at the end of the hall holds four sinks, toilets and shower stalls.

The third floor holds eight more rooms and another large bathroom to the left, directly above the first set, the right half of this floor being the home of Harper Moon, the owner of this safe haven. Spells cast around her private portion of the building keep any supernatural being that is not formally invited from entering, be they vampire or anything else.

Species
If you do not see your desired species, PM Bear.

Clairvoyants:
Clairvoyants are humans with psychic abilities. It is often a trait carried through bloodlines. Some see the past, some see the future, some see both. Some powerful witches have an affinity for Clairvoyance, especially if there is Clairvoyant blood in their line, which is not uncommon eras the two groups often mixed.

Fae:
Fae are thought to be the offspring of Angels and Demons - beautiful, deadly. They are tricksters who live long lives honing their craft. After all, one must be cunning when they cannot tell a lie. It is possible for a mixed-blood Fae to tell a lie if their Fae blood is diluted enough. For example, a half Fae half human may be able to get away with saying yes to a no question, whereas someone with only 1/8 Fae blood could probably tell you the earth was flat and grass is purple. It is also dependent on how strong the Fae within them is. The stronger their bloodline, the more magic they wield, and the less lie they can manage.

They cloak themselves in glamour when not in their own realm. The more powerful the Fae, the better the glamour and the harder for fellow Fae and other magical beings to see though it to their true selves.

Ghosts:
Ghosts are souls trapped in the earthly realm, often made when the person dies violently or when they have unfinished buisness. Cognizant ghosts often last longer and stay until their unfinished business has been fulfilled.

For information on Imprints, see NPC Species.

Warlocks:
"Warlock", a term meaning "oath-breaker", was given to witches (usually evil) who willingly open themselves up to a demon, by good witches who see this as a violation. Both entities feed off of one another, the demon increasing the human's power, the human feeding through acts of evil. Host bodies will deteriorate, the magic channeled through them by the demonic entity simply too much for them to handle for an extended period of time. They will often appear ill, because, to put it simply, they are. Their body is dying, organs and systems shutting down. Once the body dies, it is useless to the demon because a dead body can no longer channel magical energy. (This is also the reason a witch turned vampire does not retain his or her magical abilities.)

"Demon-ridden" is a name given to a Warlock who is not a willing host, and fights for control. The person often goes mad, the demon wearing the human down until it is able to gain control. When the Demon takes full control, the soul of the human will be trapped within until the demon is removed, leaves of its own volition (which is rare, as it is difficult for demons to possess people), or the human dies.

Were-Animals:
Were-animals are half human and half animal. Were's come in nearly any form of predatory animal, most commonly a wolf. They have two true forms; one human, one animal, but it is not uncommon for more experienced Were's to be able to hold a cross form (i.e. being mostly human but with elongated claws and sharpened canines, etcetera). Shifts are uncontrollable under a full moon, but a Were can take it's animal form any time it likes during the rest of the month. For most the shift is painful and can take up to a few minutes. This is especially common in newer Weres.

Were's are made, through a great exchange of bodily fluids - typically severe biting and clawing done in animal form. Only strong humans can handle the change, and more often than not the infected die rather than turn, because one has to be close to death for the magic to take effect. While therianthropy often degrades the Were's fertility, especially after time, it is possible for a female Were to become pregnant. However, there are little to no documented cases of a Were-animal being born. The fetus cannot handle the shifts of it's mother's body and it always leads to a miscarriage. There are rumors of strong spells that can be cast to prevent the mother from shifting for the nine months it takes to bring the infant to term, but many believe it to be merely fable. It is possible for a female to become pregnant in animal form and remain in that form for the nine months, but in these rare cases the babies are born nearly full wolf, unable to shift forms at such a young age and unable to cultivate their human half. They are often killed because be of the danger they pose were they to ever shift into human form.

The advantages of therianthropy are a heightening of all five senses, as well as increased strength and healing. If the Were survives the initial injury, it will heal at twenty times the rate of a normal human, gashes and bruises often disappearing after a mere night's rest. They age at a decelerated rate, roughly 1/4 that of a normal human, though most do not die of old age since fights are common.

The biggest disadvantages are their inability to control themselves on the night of the full moon, as well as the constant struggle to hold on to their humanity as their animal side fights to dominate, and their sever allergy to Silver.

There is no cure for therianthropy (unless you consider death a cure).

Please also note that a 200 lbs man would shift into a 200 lbs wolf. It may be magic, but a portion of their body mass isn't going to disappear.

Acceptable Animal Forms: Wolves, Bears, Large Cats, Sharks, Crocodiles/Alligators, African Wild Dogs. (Feel free to suggest others.)

Witches:
Witches are humans with the ability to channel energy into magic. The amount of energy that can be manipulated, how they channel it, and what type of energy they channel, all depends upon the individual witch and his/her bloodline.

Some witches choose to use their abilities for the advancement of evil, while others advance good. Others choose to remain outside of choosing one or the other and remain neutral. They are often called Black, White, and Gray Witches, respectively.

Wiccans:
Wiccans are humans who have little to no true magical ability, but like to think themselves witches. They can sometimes find themselves inadvertently in the middle of the supernatural world, a dangerous place for a normal human to be.

While some witches (or clairvoyants) are of the Wicca faith, not all who call themselves Wiccans are truly magical beings.

Vampires:
Vampires are the undead, humans risen from the grave. They rely on blood to survive and need to feed often in order to function. A starved vampire can become rabid and almost animistic in their need. Though they cannot die from starvation, lack of blood does make them weak, leaving them more open to attack. If they go too long without sustenance, they shrivel into a husk, closely resembling a mummy, and drop into something of a stasis. This can take anywhere from ten to twenty years.

Vampires have the strength of ten humans and senses that are far more refined. Their vision and sense of smell is heightened, as is their hearing. They are remarkably fast, which, mixed with their strengths, makes them an excellent and feared predator.

With great strengths, come certain weaknesses. Vampires are sensitive to sunlight, though the exact extent depends upon the vampires' age. The older the vampire, the more he can withstand, though even those that are centuries old cannot bear much more than half an hour of full-on sun. Silver burns and weakens them and the longer they are exposed to the material, the stronger the effects will become. It has a paralyzing effect that will not fade until contact with the material is broken. It burns like acid, especially if ingested.

The cross, however, does not affect them, unless it just so happens to be made of silver, or is particularly pointy and aimed at their heart. They hold no particular significant to religious items, so things like prayer and holy water hold little affect over them. If a vampire was religious in their life, however, they may still be mentally effected by religious icons.

Decapitation is one true way to ensure a vampire is killed, though generally not as easily done. Burning the vampire or destroying their heart are equally effective measures and are most often used.

While some vampires choose to completely give in to their dark urges, others prefer to "mainstream", clinging to any semblance of their human life they can. This is most common in newer vampires, where the world has not changed so much from what they knew it to be as humans, though many older vampires strive, seeking to feel a sense of belonging in the world.

Vampires value power, and exert it by ruling over territories. These can be as small as a city block, or as large as an entire state. It is very common for one very strong vampire to rule a territory in which other lesser vampires run smaller territories throughout, and pay homage to aforementioned stronger vampire. Vampire law within Vampire territory only applies to vampires.

Non-Magical Humans:
Most humans have an aversion to Moonrise due to a spell cast upon the building, to keep them out. On occasion, a human with high resistance or traces of magical blood but no manifested power, will wander in. Sometimes determined police men enter if they have due cause, though magic tends to keep them from ever having such.

NPC Species
There may be NPC characters of playable species.
This is Species that are strictly NPC.


Imprints:
A type of ghost, imprints are not cognizant. They are stuck on something of a loop, repeating an event (typically their deaths) until their energy reserves run dry and they fade.

Imps:
Imps are small, sometimes reptilian-looking lesser demons that are generally chaotic neutral. They stand anywhere from one to two feet tall, with thin, lanky bodies and oversized heads. Their mouths tend to be quite large and their faces are extremely expressive, bordering on over exaggeration. They also have small, glowing yellow eyes and can see perfectly well in the dark.

Imps are extremely mischievous, tend to become fascinated over random objects, and bore frightfully easily. Most of all, imps obsessively crave human attention - which offers up a problem, as imps have an innate, uncontrollable ability to glamour themselves so as not to be noticed by mundane humans. Therefore imps will oftentimes attach themselves to magical humans who are able to afford them the attention they so desperately desire. Normally imps restrict themselves to harmless pranks, but an irritated imp (normally due to lack of attention) will continually raise the bar in their mischief, which will, sometimes, produce harmful or even tragic results.

Imps exist in small packs or solitarily, and are usually always bound to a physical item (their fetish), unable to stray too far away from said item without risking themselves. Imps are immortal but can be damaged. Should said damage be enough to destroy the imp, they will be resurrected through their fetish. Oftentimes, through their more destructive pranks, imps will destroy themselves. The only true way to rid ones self of an imp infestation is to locate their fetish and destroy it.

Were-pack Territories




Mt. Hood Were-Wolf Pack
Alpha: (Open to the right character, or NPC's will be made.)

To wolves, the word of their Alpha is law. There is generally only one wolf pack per area because they can be so territorial, especially with other wolves. In close proximity, often times one Alpha will challenge the other in an attempt to gain additional land and pack members. To an Alpha, strength and power is important. He strives to never show weakness, lest he loose his pack's loyalty and be challenged.

There are typically very few lone wolves in an area. If there is, they are okayed by the alpha, nowadays usually through a civilized meeting. however, Wolves are highly territorial and do not take kindly to non-members in their forests so lone wolves are left to the unclaimed forests.

Because the mortality rate is high when it comes to changing a human into a were, a pack member must get the consent of their alpha, and it often becomes a intra-pack affair. A ceremony of sorts, where the human is brought onto pack ground.

Any violation of the word of the Alpha is a sign of weakness, so typically the punishment for disobedience is severe.

Willamette/Deschutes Area Bear Clans
Elders: (Open to the right characters, or NPC's will be made.)

There tends to be small clans (families, generally) that all congregate in one general area with Elders, who respected members that are sought for their wisdom and guidance. Bears are less aggressive than their wolf neighbors. They will protect their lands, but they do not typically seek to gain more land and engage in territorial feuds. While not overtly territorial, they dislike other were's on their land, but do grant lenience to some who present themselves to the elder council. (It is typically not Were's of other species, but if a Bear would like to use their forests for the full moon but does not desire to join a clan, they would most likely allow this as long as they did not cause trouble.)

Because the mortality rate is high when it comes to changing a human into a were, a clan member, out of respect, brings their case to the Elders for consideration and advice.

Mt. Rainier Sabertooth Pride
Alpha: (Coming Soon!)

The sabertooth cat prides are an honor bound and relentless group of weres that are notorious for their strong disgust for humanity and the modern were cultures that freely associate with average people. Their leaders are often times strong, fast, and quick witted sabertoothed behemoths with a thirst for blood and a deep respect for all of their own kind; though they are not particularly fond of other were species. They are strictly territorial, and frequently skirmish with other nearby prides as a declaration of dominance. There are three major sabertooth prides that reside in the designated borders, and the alpha males from all three prides meet under every full moon to hunt in the ancient grove of the Allknowing. This plot of land is considered holy ground to the sabertooth tribes, and no bloodshed or violence is committed against another sabertooth within the grove. It is overseen by an ancestral spirit of the sabertooth were prides in the area, and the spirit itself is guarded by the strongest individual sabertooth within the three prides. The guardian of the Allknowing also oversees the peace and law on the hallowed ground, and is often times notoriously aggressive toward outsiders.

This particular group of weres holds a bitter outlook on humanity as a whole. They only regard them with interest when the first full moon of the calendar year rises; at that point, they knowingly allow themselves to shift near pre-designated areas to convert worthy specimens into sabertooths. Often times only four or five humans are assimilated into each pride annually to preserve the balance of power between the weres collectively. Overpopulation is not an issue however, for it is often times rare for a sabertooth to live past 60 as a result of their constant skirmishes with one another.

Pride structure is rather simple. There are two alphas at the top of each pride; the alpha male, and alpha female. Then come the strongest of the males and females, then the moderately strong ones, etc. etc. Their society is similar to tribes of the ancient world as a result of their strong disgust for all things human. They aren’t too fond of anything aside from other sabertooths, in layman’s terms. One would have to prove themselves significantly worthy to even so much as exchange words with one of these massive cats.

Ley Lines

Ley lines are veins of immense magical energy that spider-webbing across the globe. The closer one is to one of these ley lines, the more potent their use of magic becomes, therefore most users will locate themselves somewhere in close vicinity to a ley line. Portland has all manner of ley lines crossing through the city, invisible to most everyone. Supernaturals can feel the energy they emit, but very few are able to visually identify them.

Magic becomes even stronger in places where these ley lines intersect one another, creating a magical hot spot. These places tend to be locations where even the mundane society is aware that something is amiss (although not always).

Oftentimes, these hot spots can provide gateways into neighboring realms, such as that of the Fae or Demon. Harnessing the raw power of one - or, as often is the case when opening a portal between realms, multiple - ley lines, takes such immense power on the end of the magic user that it is not often practiced.

Moonrise sits just below five intersecting ley lines, making it one of the most powerful magical hot spots in the state.

Ley Line Crystalline Structures

Often times abbreviated as “LLCS”, these crystal formations follow the exact pattern of certain ley-lines all across the globe. They give off the appearance of average crystalline formations, though their actual composition far outmatches their mineral based cousins. Depending on the ley line in question and the time estimated for formation, shards and small pieces of these crystals have been severed from the main formations and have a variety of effects. Some contain tremendous amounts of ice and cold magic, others are filled with searing flame, and even powerful tempests swirl within some of these fragile pieces of crystal. That is a direct result of their very composition; they are formed from crystallized magical essence drawn from the ley lines that they follow. Depending on the amount of magical instability along these lines, excess energy is expended upon specific areas in the form of LLCs. The true purpose of these crystalline formations is yet to be discovered, though there is a strong debate in the magical community revolving around their practical use and danger to the world. Whether magical beings think they are stable and moral doesn’t truly matter at this point in time however, for there are no official bans pending or circulating through the interplaner magical communities. Though these crystals are abundant in certain areas of the world, their use is not widespread, and it is extremely experimental even in the modern age. The information that is available on their use is limited, though there are a few bits and pieces of information that have been widely accepted by magical beings. The powers of each individual crystal are chromatic in nature; meaning each individual shade of LLC has its own distinct magical affinity.




Runes

Throughout recorded history, the communities of magical beings and humans collectively have discovered and created runes; be them carvings into a natural rock formation, or strange glyphs plastered upon the walls of a massive structure, these symbols have extreme significance in the magical community. Runes are believed to be the first form of magic to ever be discovered by witches in the earlier eons of human sentience, and they were used to imbue different items and materials with supernatural qualities which enhanced durability, reduced weight, and even give them elemental magical affinities. Though not much is known about earlier runes and their origins, witches in the modern magical world use runes to make every day life simpler. Whether it’s an automatic warning system for a witch’s home or a truly unbreakable comb, it’s not uncommon to stumble upon an individual or six who have a rune enhanced item on their person. Common identifiable characteristics of runes are a vague, but noticeable magical aura which can be felt by any individual with magical potential, carvings or engravings on the item itself, interlocking patterns of lines, and a definite concentration of magical energy which is visible to the naked eye for a brief instant when activated and deactivated. The latter phenomena usually gives the rune what is often times described as a “iridescent, colorful glow” with colors varying with different effects. Magic itself is what gives runes their power. Powerful witches can create runes with permanent effects, whereas others are only capable of creating runes which cease to be effective after a certain amount of time elapses. Though the effect varies on the rune in question and the patterns imbued within, runes all share one characteristic. They are powered by raw magical energy, and the rune’s shape and pattern determine its effect.

"What’s the point of all this?” you may ask?

Hello, fellow roleplayers. If you’ve managed to read this far, our sincerest thanks go out to you. But you might be wondering, “All this stuff is cool... But what the fuck is our role here as players?”

Well, what my partner and I have done in creating our plot is give every character a personal slot in our main plotline. We plan on customizing the story as we go along, but we are all lusting after the same definitive goals. Find the group responsible for the grizzly and sporadic spree of murders throughout Portland. Discover their intentions behind the murders, and the true goals that lie deep within the darkest depths of the abyss. Watch old powers rise and conquer, and the forces of light work amongst their bitter enemies in their own feeble attempt to save the world as they know it. Make new friends, then watch them prosper or fail. Band together, and combine your assets to bring fourth the righteous power supporting one cause or another. Defeat your enemies, support your allies, and form bonds that will extend past even your own lifetime.

Welcome to Moonrise.

Rules


Site Rules. Follow them, they are not hard.

Literacy. Minimal spelling and grammatical errors. It is not that difficult to give your post a quick re-read before sending. That being said, typos happen, so a few are forgiven.

Quality over Quantity. This roleplay is about character and plot development. By all means, post a mini novel if that's what you'd like. But if you can only post 200 words, no one is going to flog you. As long as you are keeping the plot moving and have depth to your character, you'll be fine. Many people enjoy playing multiple characters. You may submit up to two, not including NPC's. For additional characters, please contact Manic.

Regular poster. You do not have to post every day, but please do not hold up the flow! If you are going to be away for a while and/or unable to post, please state as such in a post in the OOC thread or discuss it in a PM with Manic, so arrangements can be made with your character.
How To Apply

Positions are not first come first serve!
(Previous players please contact us if you wish to rejoin.)

Please fill out your application and send it via PM titled “Moonrise Character Application – CHARACTER NAME” putting both Bear and Dylan in the "participants" field.

Accepted/Denied PM's go out on Mondays. You may receive a PM with questions or requests for edits sooner.

You cannot start roleplaying until your Character is accepted.

You may submit up to two characters, not including NPC's.




Application


An image is not mandatory. Please make it a real life or high quality digital art, no anime.

Name: (full name and any nicknames)

Age:
Birth Date:
Gender:
Eye Color:
Hair Color:
Height:
Weight:
Build:
Race/Species:
Alignment: (good, evil, neutral)
Occupation:

Magical Abilities: (please describe any magical abilities)

Physical Abilities: (please describe any pertinent physical abilities)

Typical Appearance: (be descriptive, photo or no)

Aura: (due to some characters having the ability to see auras, please at least provide the color(s) with which you would like your character to resonate)

Weaponry: (any weapons they typically carry, and where)

Likes:

Dislikes:

Personality: (you can go in depth, or keep it general if you prefer to reveal things IC)

History: (you can go in depth, or keep it general if you prefer to reveal things IC)

Extras: (tattoos, vehicle, etc.; please put images in hiders)
Submitting NPC's

You cannot submit an NPC until at least one playable character has been accepted.

You may submit up to two Non-play characters.

Use the same code as above for playable characters, writing N/A for anything that does not apply, and with addendum:
Played by: (Yourself, all, or a select few listed by username)
Bump
Hey. If you're still looking for partners, PM me?
Bump
Bump
Hey guys. I'm going to keep this brief.

I've been watching Shameless (US version) in my down time and the relationship between Ian and Mickey (Gallovich, as it's know) caught my attention from the beginning. Bonus points if you're familiar with the series, but you don't have to be. The general idea of it is a secret, love/hate kind of relationship. It would be an "Everyday" type roleplay. Drama, attempts at romance. All the nitty gritty and good things life brings. It would have a darker edge, no holds barred, so please be over 18 and know that it will probably have to happen via PM or Email versus on the forum.

I try to post at least once if not a few times a week, but life gets busy.
To me, Advanced is a grammar/spelling thing, and doesn't have much to do with length as long as I'm getting a solid paragraph or two. (Long posters are welcome, I can get the same way.)

If you're interested, PM me and we can talk more in depth.
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