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UNSC Comm Channels (Halo: Forerunners Discussion)


Axilus Prime

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I could list a load of things a bunch of you have done and call them implausible too, but I'm not that kind of GM.

 

I have a rule about things like this. If you need to do research to prove it's plausible, you're playing the game wrong. That's why until now the game has been going seamlessly with no one objecting to anything.

 

I prefer to let everyone do a bit more of the fantastic, like the level of realism used in the Transformers RPGs. Everyone gets to do creative and "awesome" things. It may not be what you and your BZPRPG are used to, Otter, but it's a level playing field.

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...I by "until now", you mean the first three or so pages of the game, sure. Things have been working fin until now. Translation; that is the worst rebuttal I have ever heard. The game has only existed for less than a week, that isn't even enough time to establish who's on what side, let alone what works and what doesn't. And, in case you hadn't noticed, the size of the Halo universe means that research is rather necessary in order to understand all of it.

 

Next, I am quite sure that you could haul up a list of things Grochi has done that you find implausible, but speaking as someone who has played with him in all of these games, you'd be hardpressed to find an example of something genuinely unlikely. And even if you could, it's irrelevant. Because his performance is not only not on trial, it occurred in other games, and is thus not linked to this one.

 

Third, there is no such thing as the "fantastic" in Halo. Because, if you actually payed attention, you would note that every story and every game quite meticulously follows the rules established in the universe. It obeys the inherent limitations of the setting, and the technology they have created. Transformers does the same, and so does ninety percent of games out there. Even if they defy real world rules, they follow their own. And Halo is an example of a game that does both. Nothing in them inherently defies real world physics, and thus, real world physics are applicable. Plus, creating a game where one can stretch realism for the "awesome" factor is the path to g-modding, g-modding that I am already seeing present in here, and probably not from the sources you think I am referring to.

 

Oh, and by the way? if you have a method for realism, it's probably best to put them in the game outline. So somebody knows that they're going to get the short end of the stick when you decide to say "screw physics".

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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I could list a load of things a bunch of you have done and call them implausible too, but I'm not that kind of GM.

 

It may not be what you and your BZPRPG are used to, Otter, but it's a level playing field.

 

First part: I don't really care, but if you want to do that, you can. I still think you've lost the point of the fact that you've seriously insulted one of your players, and if previous experience is anything, I recommend you think carefully on how you word your next message.

 

Second and Second-and-a-half parts: Alex already answered them.

 

Third part: If you've never noticed, the BZPRPG is a level field too, and has less realism than a Halo RPG should. And you should keep things to a realistic standard, instead of halfway between that and Rule of Cool like you always seem to do, because it makes a more level field. Rule of Cool games just get people constantly outdoing each other with implausibility and downright stupidity, halfway between just makes for confused people and arguments, and realism is the one people can play smoothly. Because if you haven't noticed, we all live in a real world. We know the real better than the unreal, and it works better for all to write more to the real than the unreal. And if your problem is with how some people will do research to make sure what they're doing will work, I say they're the ones that are the most likely to make the game something awesome, because it shows they have a genuine interest in playing, instead of just walking in, pointing a gun, going "Boom boom boom" for three posts, and then out again.

Edited by Ilyusha Blokfase

profiles i guess

i'm a south american giant otter now

 

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I am not saying, "Screw physics", as I clearly demonstrated when I was defending my magnetism trick. And I could have just had them go straight up like you guys say they would, because the turrets would all be in reach of a few of them that way and the trick still would have worked, but the twisting/turning thing was just there in case some fool came in and said, "Why are all the turrets within reach of a group of 24 people who are fairly spread out?"

 

Of course I could give a rebuttal to such a thing but I really didn't want to have to. But apparently, I have to give a rebuttal for Just About Everything.

 

I'm not going for Rule of Cool, and everything actually does make sense in-universe. A Spartan's augmented strength plus that of their suits' reactive layers is either sufficient to move under the magnet strain if they're not directly on the ground, or the magnets are so powerful that the ceiling is starting to cave and the turrets would have fallen as soon as they were deployed, if not before that and simply crashed through the ceiling.

 

Besides, the general tone of this RPG is more like Halo 2, 3, and 4, not ODST, Reach, or CE. (CE is halfway between 2, 3, 4 and ODST, Reach in terms of tone though.) With that in mind, you can't really do anything wrong here without outright breaking the rules.

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Actually, that magnet trick? I ran it by a college science student. He said it was bogus too, and if you want to see the exact quote, feel free to look at the Skype chat.

 

And, speaking as someone who has played most of the games you described, I'll mention that there the difference in tone between CE and say, 3 is minimal. The same thought went into both games, and both featured more or less the same level of technobabble. In case you'd forgotten, said technobabble was actually the entire way CE ended. Second, if you look at one of my earlier posts, I actually explained the science behind why the turrets would still work and function in such circumstances.

 

I prefer to let everyone do a bit more of the fantastic, like the level of realism used in the Transformers RPGs. Everyone gets to do creative and "awesome" things.

 

There really is no way to interpret this other than Rule of Cool, because that's what "fantastic" means. And yes, by the actual laws of physics, you have very much been saying "screw physics". See magnet debate above, and quotation from college student in Skype chat.

 

And yes, you do have to have a rebuttal for everything. Know why? As the GM, who has access to everything in the game, infinite resources, and much more knowledge than everyone else, as well as a level of authority that means your word is law, you are held to an even high standard than everyone else. You have to be held accountable for your actions. Your word may be law, but your actions are not above scrutiny.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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The whole "Rule of Co--", er, "Fantastic" thing is a bit easier to imagine in a Transformers game, though it shouldn't much be there either, but in a game like this, where the developers and everybody actually based most of it off of actual science, following physics, and everything like that, aside from certain small things (compared to the grand scope of it) means that you actually should follow physics in here, instead of going "Screw physics," like you were.

 

Also, what Alex is saying is true. The Reactive Metal Nanocrystal Layer augments the Spartan's strength to double what he has, which is something around being able to lift three times their bodymass. However, the magnets would have been pulling on the armour overall, pulling all of it in one direction, with strength greater than that a Spartan would normally lift. The Covenant, especially these guys, would likely have figured something like this out by now, don't you think? And due to the pull, it would pull the joints together to where they would effectively lock. It would eliminate mobility, strictly for the point of containing the Spartans.

 

So yeah. Unless you want to break your armour and basically cause yourself to break, even if you would be strong enough to move, you wouldn't move far, and you'd just screw yourself over for any coming battle.

 

And after that, you do, in fact, have to have a rebuttal for every argument your players make against you. Being a GM isn't all about making the RPG and a plot for it. If the players have questions, you answer them. If they have arguments, you listen to them, and then provide a logical (read that word, it's the type of argument you need to work on) response. You make the law, yes. But even those who make the law need to abide by that law, and they are always going to be under more scrutiny than any others, generally.

profiles i guess

i'm a south american giant otter now

 

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You guys are probably right.

 

This is a bit out of my area, ask me about the Mongols or the Byzantine Empire later so I can look intelligent.

 

That said, it's a bit late and retcons are annoying. I'm fine with going on as it is and chalking it up to a problem with magnets.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Let's all just forget this happened and commence with the RPing.

 

Please.

 

Otherwise I might have to unleash the Shoggoths.

 

They haven't eaten in some time.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Name: Q Evans

Species/Type: Human/ Spartan-IV

Gender: Male

Rank: Private First Rank

Appearance: Outside of his armor, Q stands at around 5’10. He’s lean and looks rather young for a Spartan-IV. Q’s blonde, almost-white hair comes down to his chin. Two tufts stick out and almost look like dog ears. Q’s most distinguishing feature is his unnatural blood red eyes. When off-duty, Q wears cargo pants with suspenders hanging off at the side on top of his undersuit. Sometimes, Q can be seen wearing a green t-shirt with the Misriah Armory logo in black. His involvement in Project Tyrfing requires him to wear a metal collar around his neck in order to measure vitals and track his position.

Q wears an experimental armor permutation known as MJOLNIR Powered Assault Armor/[T] Variant. It doesn’t seem to be based on any pre-existing armor permutation. It seems to have been designed to demoralize Covenant forces by playing on their pre-existing fear of Spartans and by looking as monstrous as possible. The armor is sharp and angular, a sharp contrast to the other round and streamlined variants. It makes Q looks larger and bulkier than he actually is. The helmet features a distinct jawguard that resembles one-half of a bear trap with blunted teeth. Instead of a visor, the [T] Variant utilizes two camera lenses where Q’s eyes would be. His combat knife is sheathed on his right pauldron. His armor is jet black and dark grey.

Loadout:

Primary- M45D Tactical Shotgun with an optional bayonet clip for his knife.

Secondary – M6H Handgun

Melee - Combat Knife

Grenade- Type-1 Antipersonnel grenade

Armor Ability – Thruster Pack

Tactical Package – AA Efficiency

Support Upgrade - Dexterity

Personality: Q is mostly stoic but will occasionally break this aloofness. He’s mostly quiet and introverted. Q lacks any leadership qualities and is reliant on others for tactics and orders on the battlefield. He’s respectful to superiors and seems to unnerve other soldiers. This is not helped by his bloodlust and bestial roaring in battle due to the TIE system. Q sees himself not as a person, but as a weapon. An interesting quality observed in Q during his time as an ODST was his willingness to co-operate with Spartan-IIs and just a general lack of rivalry with them.

Skills: Q is a primarily a CQC specialist and is known for his skills with his combat knife. His skills with firearms is slightly above-average. His armor’s reduced shielding and lower ammo capacity has also increased his mobility and speed in his armor. As such, Q is mostly used to hunt down high-value targets after stealthier methods have failed when the TIE system is active.

While most of Project Tyrfing’s details are classified, it’s known that it is intended to succeed Project Gungnir and that Misriah Armory is in charge of development. The Tyrfing Invoked Elimination system is directly installed to Q’s neural interface. A commanding officer is given control of the system and marks out a target with their HUD. The system causes Q’s aggressiveness and bloodlust to rise dramatically and compels him to chase down the target and slay them. The system cannot be deactivated manually and will only end once the target is dead or out of Q’s vision for more than 10 seconds.

Backstory: Q is a very mysterious Spartan. Much of his pre-service life has been censored by ONI. What is known is his 1 year of duty as an ODST. During this time, Q’s squad was never reported to have been cooperating with any Spartan-IIs. Following this, Q volunteered for the Spartan-IV program and was whisked away by ONI and sent to Mars as one of Misriah Armory’s many test subjects for Project Tyrfing. Recently, Q has been re-assigned to the UNSC Infinity in order to field-test the TIE System in actual combat situations.

His one-letter name is highly unusual and many have theorized this to be due to his involvement as a test subject for Project Tyrfing. However, many of his former ODST-squadmates have indicated that even before his bio-augmentation into a Spartan his name has always just been “Q Evans.” Others simply shrug it off and just assume it to be an alias. His unnatural demeanor and just strangeness is also the source of many rumors. Marines tend to misattribute this to the Spartan-IV program or Project Tyrfing.

Weaknesses: Despite his CQC skills, Q is actually unable to perform silent assassinations. In fact, stealth is an unknown concept for him as he prefers to engage enemies quickly and aggressively. Perhaps Q’s greatest flaw is his crippling over-specialization into speed. He’s reduced his ammo capacity and reduced shielding by half in order to gain greater mobility and speed at the cost of survivability. The TIE system also prevents him on firing on any other enemies except for the one currently marked. Q is unable to fight by himself and thus requires an ally close by to direct and mark targets. An EMP can also temporarily disable the TIA system and severely decrease Q’s combat skills as a result.

Edited by Nebula 2.0

-Where there is light, shadows lurk and fear reigns-


-Yet by the blade of Knights, mankind was given hope-

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OOC: Do not fill in the other players' posts with unintended meanings. The Hunters most certainly were not aiming to betray each other.

 

Except you're forgetting that earlier, I said they were in a hallway, and running down it. Suddenly, the Hunters blasted through the bulkhead and ended up there. Not much trouble so far, I'll work with it.

 

After that, you said, yourself might I add, that the Spartans were stuck between Zealot and Hunters, with nothing else to do -but- kill to get out. Or at least, you made it sound that way.

 

So, take into account spaceships in Halo games, including, yes, Halo 4: Small halways. Take into account the Hunters, also in every game: Big. About 8 feet tall when hunched over and rather wide as well.

 

So really, I don't care that they weren't aiming for that, it's the only real, logical conclusion as to what can happen with one Hunter running at the group, and the other firing his assault cannon when the other wouldn't be much farther ahead of him. Anything else would actually be much, much less plausible.

Edited by Ilyusha Blokfase

profiles i guess

i'm a south american giant otter now

 

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Yeah, the Hunters followed them there, neither of us were doing anything wrong. And of course, they had to kill to get out. Zealot drops dead thanks to Beth, you were free to backpedal like you've been doing.

 

But almost no ship hallway is so narrow that two Hunters would be reduced to a single file line. Actually, they have quite a bit of moving space. I have played a lot of Halo, I know this stuff. I've even done Spartan Ops missions on the UNSC Infinity, and throughout it all, both cutscenes and gameplay, you could fit a Wraith into the most narrow hallway. So, logically, the Hunter wouldn't have shot his buddy.

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Look, a picture!

 

It isn't anywhere near big enough for a Wraith. It's not very wide at all. And then you take into account the size of the Mgalekgolo. Then you take into account the noted innaccuracy of their Assault Cannons, in every difficulty, in every game - if you haven't noticed, they aren't the most accurate weapons, are they? Newsflash: They aren't.

 

So yes, one Mgalekgolo being hit by the other is a logical ending to that sequence in this game, moreso than the others. If he continued moving backwards, he'd have been hit, or his teammates would have been attacked, let alone the fact that the ship's hallways are small and one Hunter would be obstructing the view of the other. That was the most plausible, and pretty much the only plausible, logical thing that could happen.

profiles i guess

i'm a south american giant otter now

 

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Three people can walk side by side about a foot apart between their shoulders in that hallway. You could probably squeeze a Wraith in there, though it would barely be able to move. I've squeezed Wraiths between rocks in spaces like that. As for Hunters, they'd easily be able to get around in there.

 

Those cannons aren't the most accurate things ever, that's true. It's why I have had absolutely no problems with the fact that you keep dodging so much. But a Hunter betrayal seems to only happen once out of 15 battles. I have seen it happen, but it's very rare.

 

But I went along with it, so it doesn't matter.

 

---

 

Go ahead and control the artifact battle, Flaredrick. You can use the Elite, definitely. Make an effort to win once enough chars get to the labs, though. Then we can let gameplay decide whether or not Mdama gets the key half.

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Alright, I have the characters position and stuff all cleared through with the owner of the ship in question (Basilisk). Here it is. My first OTC profile, up for approval.

 

Name: Gregory Smith (Greg)

Species/Type: Human, Rebel Weapons Master [Equivalent – ODST]

Gender: Male

Rank: Weapons Master (unofficial title)

Appearance: Greg stands at six foot four, making him rather impressively sized human being. He has blonde hair that is almost always messy, brown eyes, and skin that actually has a natural tan to it. Most would say he has a somewhat rugged charm about him. His normal gear when out of combat fits the occasion; he has his suits for formal occasions, he has his “uniform” for meetings, and he has his t-shirt with jeans that he wears pretty much the rest of the time. When in combat situations, he wears a suit of armor that seems like a hybrid between Marine and ODST armor types, providing superior freedom of movement but without sacrificing the abilities of ODST armor.

 

Loadout: Greg employs the following loadout –

* [Primary] M395 Designated Marksman Rifle

* [secondary] M45D Tactical Shotgun

* [Grenades] M9 HE-DP Grenade

* [Armor] Autosentry

 

Personality: Greg is a rather complicated man. His main focus seems to be the advocacy of philosophical concepts such as human rights and freedom of choice; ones that he feels the UNSC prevents from reaching their fullness. He is motivated along this goal by the desire to achieve the best that can possibly be reached. His disposition is often rather irritated, but he remains overall and even tempered person, and often keeps a rather hopeful outlook on what is going to come – when he talks about it at all. He is willing to manipulate people whenever it becomes absolutely necessary for him, and often keeps any conversation moving as he desires. He maintains focus at all times, and doesn’t much like taking risks; indeed, he is almost paranoid. Once a goal has been set he is relentless on following it, no matter how long it takes. He is always supportive of other crew members and his captain, and those who follow their goals. While he may be highly critical on any ideas anyone brings up, he is still willing to listen to them. He is highly evasive about his past or anything he knows. Greg doesn’t much try to conform to any sort of regulations, instead doing what he thinks needs to be done or thinks would be the best to do. He often jokes around when in comfortable situations.

 

Skills: Greg is incredibly skilled with weapons – not so much with using them as putting them together, taking them apart, modifying them, and the like. He is thus in charge of maintaining supplies and the like. He has a great head for numbers, and is able to recognize minor details such as how many bullets an enemy as fired – and knowing, based on the weapon, how long it takes for them to reload. He’s not the best at aiming in the world, but he can estimate throws pretty well, making a grenade in his hands dangerous to anyone against him. He’s pretty good with robotics, allowing him to work with and use an Autosentry.

 

Backstory: Gregory doesn’t much talk about his past, but a few things are known – he was raised in the United States area of the world, and was taught from a young age many of the ideals that founded that country. He did poorly in school along most scientific studies and English, but excelled in mathematics, some areas of history, and in physics. He worked in shop classes and later would become a weapons designer and manufacturer for a few years. He served in the military for seven years at some point, and received training there; he wasn’t quite good enough to enter into the ODST, but was still praised quite highly nevertheless. Over the years, as he learned more and more about the UNSC and looked at the way it was progressing, he decided to take a stand against it and joined the rebel forces under Captain Henrietta Williams. His knowledge of equipment would lead to him being assigned the task of weapons master, as he is in charge of keeping the crew outfitted with what they need. He is also one of the highest ranking officials and advisors upon the ship, and typically discusses courses of action alongside the former ONI agent.

 

Weaknesses: Gregory is hopelessly outmatched in a fair fight be a member of the actual ODST or, worse yet, a Spartan, but he does have enough talent to stand his ground against most common marines and the like. His autosentry is not as advanced as an actual Forerunner technological piece would be, thus leaving him with a subpar armor ability as well. Despite his classification as being equivalent to such, Greg only has two things that can match anyone beyond the average marine – non-combat skills, and brute physical strength.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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My experience with Halo games is fairly limited. The only reason I chose the DMR is because it was the coolest looking UNSC weapon that would look believable on the character. I shall keep that advice in mind, and not try breaking the laws of physics any more than necessary.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Or, you could be me.

 

Watching.

 

Waiting.

 

Lurking in the shadows, ready to act, once the signal is given. The prowling threat in the dark, quietly menacing you all from the back of night. The menace you all thought gone, forgotten.

 

B001.

 

:evilgrin:

Edited by The Snark Knight

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Yeah, and I think I need to say this, but my character has been shot in the leg, and only has a Shattershot. Everything else she had is out of ammo. Flaredrick, if you could reply to the political discussion, that would be good.

I used to have a banner here.



But that RPG is dead.



What now?

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Nebula, at the rate things are going, you will lose the key this early.

 

What about all those people who finished their fights? Tony, Beth, Q, Ilja. Seriously, some biofoam would fix Ilja's problem with the hairline crack, at least until the end of the day. Also, Canis, you have a small army of chars already.

 

Oh, and anyone who wants a bit of extra fun, attack Promethean Knights with vehicles. Any vehicles you like. :evilgrin:

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If you remember right from his suit's description, he has automated biofoam dispensors. Doesn't mean it doesn't still have the possibility to get worse, though, and if you read my last post, he'd already headed off towards the boarders.

 

And then Basilisk pulled out...

profiles i guess

i'm a south american giant otter now

 

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Sorry for not sticking around to get shot at. I could get most of what I wanted without taking any more risks and TNG had just proved he could zerg rush me with any number of fighters and if even one in ten of those fighters hit me with those explosives....

 

Not pretty. If I had energy shields, it'd be a different story. As it stands, knowing when to cut your losses is a vital skill.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I asked Axilus if I could turn one of my PCs into a Spartan 1.1, and he said yes, so I am reposting that characters profile here.

 

 

Name: Matthew Formigan
Species/Type: Human/Civilian/Spartan 1.1
Gender: Male
Job: Politician (High ranked Military branch, high enough he has one Marine for a body guard.)
Appearance: A medium height, grey haired, man. He has a slight scar over his left eye from former combat experience. Both eyes are light grey.
Loadout: Magnam
Personality: Good natured, sense of humor.
Skills: A great politician. He always reaches across the aisle. He is very fit for his age.
Backstory: Matt Formigan is the child of two Spartan-Is, making him a Spartan 1.1. He is one of the oldest remaining Spartans of any sort. He was a part of the vigilante Spartan-1.1 army, acting as a mission coordinator and planner.
Before that, he used to be a member of the Military. He served until he was forced to retire, and then got a job in politics, working in the vigilante army as a side job. He has risen up the ranks of the political ladder.
Weaknesses: He is a politician, so he has no combat skills whatsoever. He does have some basic skills, but he has forgotten most of his military training, and is no longer in the shape where he could use it. Even though he is fit for his age, he is still an old man.

I used to have a banner here.



But that RPG is dead.



What now?

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Wow. I'm surprised how badly trained most of your Spartans are. Seven direct orders, the artifact being stolen, the chance to work with the Master Chief without having him steal the show, and being glassed, and they're still amazingly skilled at insubordination.

 

Maybe they should be sent back to BCT.

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Then do it.

 

If you wish to follow some semblance of realism, don't go halfway. Either follow realism, or don't. You're the one that wants to have loose realism, and this is the consequences of that. Either deal with the fact that they should be discharged, but won't, or follow realism and have them discharged.

 

Make a call.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Incidentally, this would be a good time to mention that the Innies have a very very generous approach to dealing with former UNSC soldiers.

 

Read about our benefits package!

It includes not being in prison!

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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