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Author Topic: D&D Character Attributes  (Read 7666 times)

Kiki Truzhari

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D&D Character Attributes
« on: 09 Nov 2011, 12:22 »

What are your character's core attributes, in the sense of making a tabletop character based on them?

Here are the attribute stats for D&D and how they fall:

Strength (STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attack rolls, damage rolls (for both melee and ranged weapons,) the Jump, Climb, and Swim skills, several combat actions, and general checks involving moving or breaking stubborn objects.

Dexterity (DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attack rolls, Armor Class, Reflex saves, and the Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also affects the number of additional attacks of opportunity granted by the Combat Reflexes feat. Dexterity is the ability most influenced by outside influences (such as armor).

Constitution (CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's Constitution, the more hit points that character will have. Constitution also is important for Fortitude saves, the Concentration skill, and fatigue-based general checks. Constitution also determines the duration of a barbarian's rage. Unlike the other ability scores, which render the character unconscious or immobile when they hit 0, having 0 Constitution is fatal.

Intelligence (INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells. It also affects how many skill points a character gains per level, the Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills, and bardic knowledge checks.

Wisdom (WIS): Wisdom is a composite term for the character's enlightenment, judgement, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers) can cast per day, and the effectiveness of said spells. It also affects Will saving throws, the Heal, Listen, Profession, Sense Motive, Spot, and Survival skills, the effectiveness of the Stunning Fist feat, and a monk's quivering palm attack.

Charisma (CHA): Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability.

These attribute scores are natural baselines, with a value of 10 or 11 representing an average NPC human ability. A normal person will have one or two attributes at 16-17, one or two at 13-15, and the rest from around 9-12.

Here's Kiki's stats along with my reasoning for them being that way:

STR: 9
She's not very strong at all, she doesn't have to be, being raised in a middle class Gallentean household, and then becoming a college student and a capsuleer, she hasn't lived a life where strength was really valued, so hers is lower then average. Her small size also works against her as it means she has less mass to throw around.

DEX: 15
Her Dexterity is pretty decent, she's small, nimble, and surefooted, she's never received any sort of formal training to get to this point, but she's the sort of girl who likes to climb trees and explore places she shouldn't.

CON: 12
She has an average constitution, never having had to fight off a lot of illness or disease, but its not terrible, she's in good health, and takes decent care of her body.

INT: 14
Kiki's smart, not amazingly, but above average. She was in the upper half of her graduating class, and is a good student. Her knowledge is sort of scattered and all over the place, but she's smart enough to be able to quickly learn something if she needs to.

WIS: 17
She's wiser, really then anyone her age has a right to be. Sporting a surprising amount of wisdom, however, this is tempered by a sort of childish optimism, and a desire to do good. Not really a bad thing, but it can interfere with this wisdom if she lets it.

CHA: 15
Kiki's cute, and easy to talk to. She's rather good at reading emotions in people, and getting them to open up to her, she can sometimes be manipulative, but she tries not to be. She's generally friendly, open, and fun to be around.
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Lyn Farel

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Re: D&D Character Attributes
« Reply #1 on: 09 Nov 2011, 12:53 »

Funny. Ok, I'll do it for Lyn.


STR: 6
Lyn is weak. She is very light and mannered, raised in an aristocratic entourage. Even after when she had to practice physical activities (for various reasons, the first one being to harden herself), she ended finally to do things that require more DEX than STR, focusing on her strenghts instead of desperatly trying to fix her weaknesses.

DEX: 16
She is above average in the sense that she is very well suited to things asking for DEX, like dancing, music, or even fencing/martial arts. Every thing that does not requires the smallest bit of STR (if it does, she will fail at it), she can reproduce it pretty well. Of course, she is not a master of acrobatics, but she is especially good at being stealthy to remain in the background. Sadly, when she has to sustaind that kind of skills on long period of time, due to her constitution, she loses all her abilities very quick.

CON: 3
This is just to avoid putting a 0, probably because 0 are about vegetables. She is fragile, very thin, weights like a feather and under the average in terms of size (small). But above that, she suffers from a genetical blood disease that makes her constantly very weak.

INT: 18 (19 with implants)
Lyn is learning machine. She spends her time like a bookworm in libraries as much as she can, reading every kind of stuff she can grab. Knowing a lot of different languages and learning them very easily due to her use to travel a lot (and read/watch things in other languages), she has an inate ability to mimic almost everything with ease. Considering how constantly weak she has been in her life, spending most of her time inside instead of going outside or doing physical things, it comes as no surprise that her main strenght lies in her analytical abilities.

WIS: 14
She is pretty wise for her age, especially backed by her knowledge, but for her age only : being quite young, she remains sometimes impulsive and even her usual detachment from almost anything can break when it comes to her ethics and things that she holds dear.

CHA: 10
Lyn is a living contrast in terms of CHA. Being the child of a beautiful mother and having inherited most of her fragile traits, this added to her delicate manners, has a tendancy to make people worry for her or unconciously like her, especially when facing her in flesh. On the other hand, she is very antisocial and experiences a lot of difficulties to speak to people, live like normal people, and be part of the society. She is quite the introverted character.


edit : updated it a bit.
« Last Edit: 09 Nov 2011, 18:12 by Lyn Farel »
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Seriphyn

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Re: D&D Character Attributes
« Reply #2 on: 09 Nov 2011, 14:01 »

Funny, I was thinking of starting a thread on this myself. Though, just ordering them out as opposed to giving specific numbers. When I feel self-indulgent enough, I'll post I think.
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Aria Jenneth

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Re: D&D Character Attributes
« Reply #3 on: 09 Nov 2011, 17:57 »

... Hm. Opportunity to flesh out a few bits that are irrelevant in Eve stats. Okay.

Forgive the "fourth wall" -ish references. I've been reading "Order of the Stick."


Aria Jenneth

Class(es): Monk/rogue
Levels: 2/1 (trained, blooded, but a long way short of awesome)
Alignment: Lawful neutral (perversely tending to chaotic evil)

STR: 12

Aria keeps up her physical training as a form of spiritual focusing and personal discipline, and cloning facilities have standing orders to keep her jump clones' muscles toned. She is not, however, the sturdiest Achur in the cluster; her small stature and resulting lack of leverage do her level of sheer physical strength no favors.

DEX: 16

What Aria physically lacks in strength as a martial artist, she makes up in speed. The primary weapon she trains with is the "crescent," a curved short blade descended from the filleting knife. While questionably practical in a world of rail guns and lasers, the style was lethal against opponents armed with swords or pole-weapons and still provides the rigorous physical regimen of many a small-statured Achur monk's physical training, especially in coastal regions.

It's also deadly in a formal bout, as Aria has demonstrated twice on members of her own family.

CON: 14

Aria's stamina is subject to the same workout her as her strength-- and subject to some, but not all, of the same limitations.

INT: 17 (19+ when implanted to the eyeballs)

Often too clever for her own good by half, Aria is a superb analyst but also a first-rate rationalizer. She often unconsciously substitutes being clever for being wise, which can undermine her goals faster than she can work towards them.

WIS: 15 (native ability; often functions as a 10 in practice)

Aria aspires to wisdom. She's already got a pretty solid head on her shoulders, complete with a good chunk of common sense and strong intuition, if only she didn't make such a hobby out of coming up with justifications for substituting INT for WIS (suffering a penalty to her checks thereby). While she's aware of this tendency in herself, she most often reacts by trying to be even more clever.

A further problem for Aria in this area is a click-wide contrary streak that drives her to undermine both her projects and her relationships with others. While she can often justify these moves on some ground or other, the actual drive behind them functions as a sort of existential masochism that pushes her not so much to hurt herself directly as to wound others and dare them to wound her back.

These incidents would probably be more damaging if they didn't tend to also be brief.

CHA: 10 (14 with social implants)

Aria's dump stat. It would be substantially lower, but she trained it up a good deal with learning skills (now defunct) and implants. Stiff and formal among all but close friends, Aria tends to hold others at a distance. Where possible, she tries to substitute INT for CHA, supplementing or replacing social grace with cunning and intellect (e.g., crisply analyzing an opponent's argument to bits while using the needed analytical focus to suppress the angry, sharp-tongued response that was her first impulse). For this reason, she prefers dueling essays to the rapid back-and-forth of direct chat.
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Z.Sinraali

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Re: D&D Character Attributes
« Reply #4 on: 09 Nov 2011, 18:06 »

All: 10

Okay, maybe 11 INT. He was a doctor, after all.
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Seriphyn

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Re: D&D Character Attributes
« Reply #5 on: 09 Nov 2011, 18:56 »

Hmm, this is a bit tricky. I'm finding it difficult to balance out the numbers as he might be good at one particular area in Intelligence but not so in another (also INT). Also Charisma. Many people find him abrasive and detesteful...others find him charismatic and attractive. v0v
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Lyn Farel

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Re: D&D Character Attributes
« Reply #6 on: 10 Nov 2011, 05:08 »

Hmm, this is a bit tricky. I'm finding it difficult to balance out the numbers as he might be good at one particular area in Intelligence but not so in another (also INT). Also Charisma. Many people find him abrasive and detesteful...others find him charismatic and attractive. v0v

I had the same issue with Lyn's CHA. Most people like her, she seems to get along well with almost everyone (being polite and nice and all), and at the same time, she is antisocial. So I picked up an average 10 to balance both. vOv
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John Revenent

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Re: D&D Character Attributes
« Reply #7 on: 10 Nov 2011, 06:18 »

Strength: 9

While in the past having kept a routine to keep up his strength, but over the past few years it has been degrading. Because of this & issues with new clones he has lost most of his strength from his more youthful days.

Dexterity: 14

Working under Ishukone as security for a few years before becoming a capsuleer he was trained to use a weapon. He had proven to be a good shot not because of accuracy but his ability to react quickly & place shots in the target.

Constitution: 8

Since becoming a CEO John left his health issues on the sidelines for some time. While some of them have been caused by previous problems with earlier clones, most of them are because of lack of effort & time.

Intelligence: 9

John has a average IQ, not a dullard by most standards other then to some Capsuleers. But he can be very stubborn or set in his ways, he is also forgetful in regards to mundane activities resulting in a low intelligence & slow ability/willingness to learn.

Wisdom: 17

While not as rash & impulsive as he leads people to believe, without his wisdom he would not be in the position of power he holds today. He is a good judge of character, and knows a cheat when he see's one. Most of all he uses his wisdom often as a tool to solidify his position as a leader.

Charisma: 11

In a public view most could see John as a charismatic & diplomatic person, that is until they get to know him. He is average looking for someone his age & in private can be very awkward/aggressive making him seem anti-social/hostile in most situations.
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Esna Pitoojee

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Re: D&D Character Attributes
« Reply #8 on: 10 Nov 2011, 14:16 »

Hrm...

Esna:

Strength: 7

Esna isn't strong. He just isn't. He doesn't have the muscle tone, the wiryness, or body build to be anything considered strong. This isn't to say he's a complete noodle, but any sort of serious lifting, pushing, or such is completely out of his range. Although he does some physical work - mostly for amusement - he's long since adapted drone assistance to help him with anything serious.

Dexterity: 15

Esna's dexterity has been honed by a long time tinkering in a workshop and practicing - perhaps in an attempt to make up for his utter lack of Strength - with various small weapons. Complex hand tricks, acrobatics, and such are still far out of his range, but he's capable of handling a variety of tools - sometimes using something different in each hand - without slipping up.

Constitution: 12 (13 considering enhanced medicine available to capsuleers)

Similar to his lack of strength, Esna does not last long when pushing himself hard - he simply runs out of energy and finds himself without any ability to continue. During his brief time in basic training with the Amarr Navy, however, he did learn how to pace himself to avoid draining those limited reserves to quickly, and has made a point of trying to keep himself healthy and clean - in later years including the top-of-the line medicine available to capsuleers.

Intelligence: 17

To compensate for his lack of straight-up physical skill, he's done everything he can to learn a wide variety of disciplines and skills. In particular, Esna spends a great deal of his time looking through histories and books on strategy - military being a focus, of course, but also strategic approaches to other more mundane problems - in a determined attempt to avoid repeating others' past mistakes.

(Note - I'm avoiding applying the effect of implants here as I feel like INT-enhancing implants would fall more under equipment, to be used situationally)

Wisdom: 16

Esna is posessed of significant willpower and - by now - enough experience augmented by his studies to know to consider his choices and evidence before he commits to anything.

Charisma: 13

An open, friendly, and honest disposition has earned Esna a number of friends. Now, if only he could learn to read people better and stop letting his willpower get in the way so he could stop committing horrible social gaffs in front of them...

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Seriphyn

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Re: D&D Character Attributes
« Reply #9 on: 14 Nov 2011, 05:48 »

I'll do Anette Inhonores for lolz, and because I can't decide on Seriphyn.

STR: 6
As a preadolescent girl with a currently waifish build, Anette is unsurprisingly below average when measured on this absolute scale.

DEX: 15
Thanks to her short height and small frame, Anette has natural bonuses to dexterity, allowing her a greater range of motion and flexibility than most adults. Combined with dancing and sporting ability, Anette has an innately high dexterity.

CON: 8
Anette's athleticism and general health (particularly through diet), gives her a relatively stronger constitution than most her age, but unremarkably average in the grand scheme of things.

INT: 9
Possessing the same level of technical knowledge as any other average EVE citizen, Anette's intellectual proficiency tends to be invested in more esoteric areas than practical ones.

WIS: 12
Highly precocious, the bereavements of Anette and the lack of a maternal figure has forced her to mature quicker than other girls her age. She has been able to tackle more adult subjects with a decidedly realist outlook, while maintaining some line of youthful thinking

CHA: 16
As a child superstar, Anette has both natural and professional ability in charismatic talents. Able to win the hearts of millions through her impish charm, she empowers hyperfeminine tropes without falling to the same pitfalls as other female celebrities.

EDIT: Tweaked by actually talking to someone who actually does D&D  :lol:
« Last Edit: 14 Nov 2011, 06:18 by Seriphyn »
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Vincent Pryce

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Re: D&D Character Attributes
« Reply #10 on: 14 Nov 2011, 06:54 »

Vince...

Strength: 12 - He's not overtly buff but active physically on regular training regime.

Dextereity: 12 - Like his strength comes form his training regime, he practices a simplistic and brutal martial art that doesn't require one to be overtly nimble but honest the basic flexibility of the body and concentrates more crushing joints and pining your opponent down with locks, precision strikes  and submission maneuvers than rather than overt acrobatics.

Constitution: 15 - Years of physical activity has given him physical fitness, stamina and endurance over average. He also takes great pride in the fact that none of his physical attributes are genetically or cybernetically enhanced.

Intelligence: 10 - Vince is not the sharpest knife in the drawer but he's not dumb either, he is much more a creature of instinct than logic.

Wisdom: 13 - Vince operates mostly on common sense and learns from his mistakes but he's no sage by any means.

Charisma: 19 - The Serpent of New Eden, the smooth operator. He can be incredibly charming and alluring when he wants to, and can sell slaves to minmatar freedom fighters and sin to Amarrian holymen.
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Techie Kanenald

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Re: D&D Character Attributes
« Reply #11 on: 14 Nov 2011, 07:54 »

Character Name: Techie Kanenald
Campaign: Rise of the Cartel
Class: Bard
Level: 1
Patron Deity: Garl Glittergold
Race: Kender
Place of Origin: MTS Pride of Matar
Alignment: Chaotic Good

Strength: 9 - Strength is not Techie's strong suit...

Dexterity: 13 - Years of fixing up broken Tech has given Techie good manual dexterity.

Constitution: 10 - Average, what can I say?

Intelligence: 14 - Reads technical manuals like comic books.

Wisdom: 10 - Judgment is sound.

Charisma: 17 (+1 Doughnut of Adorable Demeanor) - Cute as a button, not to mention his doughnuts bring all the girls to the yard.  As Charisma also determines your Perform checks...it needs to be this high.
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Ember Vykos

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Re: D&D Character Attributes
« Reply #12 on: 15 Nov 2011, 01:09 »

Character - Simca Develon
Class - Mercenary(Fighter)

Strength: 14

Simca works out pretty much every day. She's not a super muscular female body builder that looks like a guy but she's muscular, has a very low body fat percentage, and loves sparring/fighting. Not to mention most of the martial arts she knows focus on strength.

Dexterity: 17

She was a fighter pilot so gotta have good reflexes.  :D Also helps her out with her martial arts as well since she does know a few that focus on agility and footwork.

Constitution: 16

She swims a lot (read:every day) con ties in with stamina so she has that covered pretty well.

Intelligence: 10

She's smart but no genius. She does hold 2 degrees, but got by mainly by study and the fact that they tied in with her former line of work.

Wisdom: 17

She was a pilot well before she became a pod pilot. In space she knows what she's doing, and coupled with all the experiences she had in legion interacting with other races and all the places she's visited she knows a fair amount about life in the cluster.

Charisma: 9

This is her weakness. She's easy enough to talk to and fairly nice, but she usually tells it like it is. Not so bad that she's open mouth insert foot, but she is still pretty blunt. Some things like her feelings she has a problem talking about as I'm currently discovering.
« Last Edit: 15 Nov 2011, 01:15 by Ember Vykos »
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Current active RP character(s) - Kairelle
Past RP characters - Ember Vykos, Simca Develon

Streya

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Re: D&D Character Attributes
« Reply #13 on: 15 Nov 2011, 01:30 »

Hmm, I'll bite! All stats natural, no-implants.

Strength - 11. Rek's not built, but he did enough manual labor as a slave-child. For the most part, though, he's not done much in the year or so since becoming a capsuleer, which has made him pretty thin but still solid enough to tackle someone if needs be.

Dexterity - 16. Rek's been wiring things all his life. Whether it was balancing on a tall structure on his Holder's estate to fix something or crawling in tight spaces to find a single cable, Rek's past as a skilled laborer means he's pretty dextrous.

Constitution - 10. Being cut, poked, shocked, or burned by what-have-you frequently has made Rek fairly tolerant of pain, though this is more mental a thing. He is somewhat vulnerable to colds and the like, as he grew up on a tropical world that had little disease.

Intelligence - 14. Rek, on his own, is fairly smart. While not able to dive into the more abstract subjects, he learns well from direct experience or from the experience of others. Whenever he's in space he'll be fairly crafty whenever he's in "Scavenger" mode, but due to mental issues cannot focus his thoughts for any great length of time in other areas such as combat. He can also grasp a situation intuitively, but only if it "clicks" with him. For example, he finds wreck-scavenging intuitive because it is the art of finding resources where others see none.

Wisdom - 13. I say Rek's Wisdom is at 13 because he is not wise, per se, but rather has a lot of willpower. To put it simply, he's hard-headed. Being raised in a religious background in the Mandate, he has tenacity/willpower enough to grip onto a burning metal chalice with his bare hands and allow them to be burned, or to flog himself when he feels ashamed. Additionally, he has the patience and hard-headedness to use very outdated or inefficient methods for accomplishing a task, which he may do because of his eccentric views.

Charisma - 14 Public, 17 Private. While sometimes seen as "a sweetheart" and inoffensive, Rek's social awkwardness doesn't win him many favors in larger public settings when he slips up. He is much more engaging in small, private meetings where he can better focus on the few individuals he's dealing with and hone in on their body language, tonal inflections, and the like. He also enjoys hearing single people out, rather than listening to a crowd of small-talk.
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Katrina Oniseki

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Re: D&D Character Attributes
« Reply #14 on: 15 Nov 2011, 02:56 »

Strength - 9

Kat is not very strong or fit at all. She tends to eat a little too much, though doesn't get fat thanks to the clone system. She doesn't lift weights, and she doesn't work to do much bit keep the fat off and keep her body just fit enough. Thus, she tends to be a little on the weak side. She does use muscle fiber implants on her clones though, but to be fair.. she's weak without them.

Dexterity - 16

While Kat is far from strong or powerful, she is very quick and agile. Even despite what weight and fitness issues she may have, those muscle fiber implants give her a twitch response. She's very well trained in some tai-chi style martial arts. Mostly defensive/avoidant martial arts, allowing her to escape situations and avoid strikes and such. She won't be able to do much damage to you, but you'll find it difficult to apply damage to her.

Constitution - 11

Like her strength, Kat is lacking in the ability to withstand punishment. She can push herself to extremes, but a few well placed shots that make it through her whirling defense will put her down fast. She's also got a few recurring clone issues. Things like common colds, and clone defects are more common with her than others. Her alcohol tolerance is fairly laughable, usually losing her composure after one drink.

Intelligence - 13

Kat is about as intelligent as you'd expect a top level graduate and Capsuleer to be, excluding memes of derp pilots. She knows her shit, but is no expert. She's well versed in nuances of starship combat, AI programming, ship maintenance, space exploration, and with an insatiable curiosity for foreign customs and cultures. Even so, some of her conclusions are wrong, and she asks more questions than she has answers to.

Wisdom - 14

Kat tends to understand her place in society as a weapon of war, not as a person. Despite a growing identity crisis regarding her guilt over her profession, she's fairly grounded in her view of the world. She doesn't hate pirates, or any particular faction. Even the Sansha and most sanguine of Sani-Sabik have a fair chance of borrowing her ear for a friendly chat. She frequently espouses the ideals of Tolerance and Understanding, and often has fairly sound advice for others in difficult situations.

Charisma - 17

This is where Katrina shines. As a diplomat and a social butterfly, Katrina loves to put a smile on faces and work out friendly relations. She's physically attractive by almost any measure of the word and well aware of it. Her infamous Caldari cold-composure helps her in tense business or military matters, while her warm smile and sense of humor lighten up parties or discussions. Anyone can be her friend. Everyone has a chance.
« Last Edit: 15 Nov 2011, 02:58 by Katrina Oniseki »
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