Jump to content

Delta V


archimage_a

Recommended Posts

Hmmm robots are a great race, I don't even know what the lichten are.

 

Might make a non hivemind cyborg/full robot/android race.

 

Or maybe a super intelligent race and just find a brutish race, enslave, and then use them as primary labour and soldier force.

It's a REALLY big shaft.

I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.

how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time?

Link to comment
Share on other sites

I call Asurans/humanoid replicators!

Subspace comunication, shared knowledge, resetable minds for individuals, invounerabillity to ballistic and normal energy weapons, abillity to walk through any matter up to a certain density (above tungsten), mind melding, cannot be infected by any biological substance, extreme productivity, will only be set to hibernation mode when unprotected against the vacume and cold of space, self-repairing knowledge database.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

Remember that it also means that they are also one-hitted by any explosives (with a force strong enough to sever the nanite bonds) and the correct kind of energy (to negate the bonds), still, if you do not want it do not add it.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

I don't mind too much, just saying they an invunerable to stuff creates the old:

'I use a planetary sized gauss cannon to destroy your nanite army'

'My race is invunerable to projectile weapons'

 

Anyway, make sure you pick a planet.

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Okay then-

Orks:

Originated on an Unknown planet and currently reside in the Aries system

 

[hide]Orks are green-skinned and red-blooded, a side effect of their symbiotic relationship with fungi (explained in more detail below). Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of surgical knowledge; unlike humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.

A particularly favored ingredient in their diet are Squigs, short for "Squiggly beasts"; a variety of symbiotic races about the size of a cat but legless. These include the "Eatin Squig", a limbless blob which feeds on fungus, the "Growler Squig", a legged variety used as a sheepdog for Gretchin (in third and fourth editions referred to as a "Squighound" and available as an item of wargear), the "Attack Squig" a powerfully voracious little beast available as an item of wargear, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If he keels over backwards, he loses.) There is also a larger sub-species of Squig, called a "squiggoth" that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses.

Orks grow all through their lives; the effect is particularly notable in successful Orks. As the Ork survives combats and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: He puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob, a leader or chieftain of Orks, noticeably larger and tougher than the average. Once he begins to grow, an Ork will generally keep getting bigger and stronger until he is beaten by a bigger or more cunning Ork. Warbosses and Warlords, the rulers of continents and Orky empires respectively, are very large Orks indeed. Flash Gitz however are a special elite type of Ork typically armed with Big Shootas. Flash Gitz are obsessed with polishing their guns and these Orks are much larger than an average Ork. They are likely Nobs who have gathered into a group.[/hide]

 

[hide]Ork behavior is dominated by the Waaagh!, a gestalt psychic field they generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga", and therefore who is in charge. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum to the Orks' planet-crushing Waaaghs (as well as naming them). Such a Waaagh! is a cross between a holy crusade and a pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight and beat. Ork Waaaghs! will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.

The Imperium has theorized that this gestalt psychic field also has a telekinetic effect, allowing the seemingly ramshackle Ork technology to work. It is believed that the reason this hypothesis came into existence is that the Imperium believes that a 'machine spirit' inhabits all technology, and that this machine spirit serves humanity. If this is the case, without a machine spirit Ork machines could not work, requiring some psychic effect to justify their often devastating effect. Furthermore, Genetor Lukas Anzion has noted that many Ork-built weapons will not function unless wielded by an Orkoid, possibly supporting this hypothesis.[/hide]

 

[hide]Orks consist of two symbiotic organisms: one comparable to a terrestrial animal and the other to an alga or fungus living in the former's bloodstream. An Ork's animal cells carry the genetic information of only the individual's Orkoid subspecies, but the alga has genetic information for all the varieties of Orkoid, as well as the different Oddboyz, and it helps to heal wounds by providing greater biochemical energy supplies when necessary. Ork biology lends itself well to combat: they are extraordinarily strong and tough and are naturally good fighters, always looking for a scrap.

There are two theories relating to why Orks have this unique, hybrid biology. The first is that they were adapted by their masters the Snotlings, a race that soared to intelligence upon eating a particular species of mushroom, spread across the galaxy with the help of their less intelligent Ork slaves, and were then deemed stupid again when the Orks consumed all traces of the mushroom which only grew on their home planet. The more modern belief is that they are the Krork, created as a warrior race by the Old Ones (referred to in Ork legend as the Brain Boyz) in their wars against the Necrontyr and the C'Tan. The fact that an entire ecosystem can be constructed of Orkoids, and their total war-readiness, suggests that this is the more likely of the two Ork origin theories. In early forms of this theory, the Brain Boyz were an Orkoid subspecies, along with Orks and Gretchin, but are now believed to be the Old Ones.

 

 

The Brain Boyz apparently died out because of plague, but before they passed on, they genetically engineered the Orks' DNA to include a "techno gene". This gene develops in Orks as they grow, influencing their minds and releasing genetically encoded knowledge; in a similar way that a human baby will reflexively hold its breath under water or a horse can walk half an hour after being born, an Ork's techno gene gives it information on how to fight, operate weapons, and speak the Orky language. Ork specialists, such as Mekboyz and Painboyz, are the mechanics and surgeons of Ork society, and receive their knowledge through these techno genes. It seems this was a deliberate measure to ensure that the Orkoid race would survive in an incredibly hostile universe.[/hide]

 

[hide]Orks have not only survived, they have prospered and are more numerous than even the myriad trillions of individuals who comprise humanity. This is due in part to how they reproduce; Orks release fungal spores, which grow into a plant-like womb underground that nourishes the bodies of the various Orkoid species. This is the entire basis of the Orkoid ecosystem, producing first Squigs, then Snotlings who cultivate the Squigs and the fungus they feed on, then Gretchin to build the settlements, and finally the Orks themselves. This means the Orks, whereever they go, will have an abundance of food, slaves and other resources, a moving Orkoid ecosystem that supports them as they go on their Waaaghs!

This also makes it extremely difficult to rid a planet of Orks, even if the initial invasion is defeated. Orks release spores throughout their lives, but release them massively at the moment of death. Without a nearby population of Orks, the fungus will eventually start the Orkoid life cycle anew. Decades after weathering an Ork Waaagh! settlements on a planet can find themselves faced with an unexpected attack from feral Ork tribes coming out of the wilderness. The only way to effectively remove all of the Orks on a planet is a planetary Exterminatus.[/hide]

 

[hide]Orkoid Subspecies

The Gretchin are the Orks' slaves. Small, grasping, green creatures with the overall demeanor of a whipped dog, Gretchin are at the wrong end of everything, including the food chain. Gretchin are used to clear minefields, distract the enemy in combat, and assist Oddboyz. They are overall similar to the Warhammer Fantasy Goblins. In Gorkamorka, it was revealed that Snotlings are actually young Gretchin. The Gretchin originally were used in swarms as in Warhammer Fantasy and could even be fired out of a shokk attack gun, but have vanished from 41st Millennium battlefields with the advent of the 3rd Edition. However, it is worth noting that the game Dawn of War, which is part of Warhammer 40,000 official continuity, features Gretchins as base builder/scout units.

More unusual are the Squigs. Squigs are animals that share the same general algae-based biology of the Orks and Gretchin, and are used as food, clothing, hair, and even weapons, being trained as guard Squigs and attack Squigs. A very rare breed are the Squiggoths, which are massive animals ofter used as beasts of burden, but also used in war where the Orks strap huge fortresses on them.

In the first and second editions of the game, it was revealed that Squigs were the result of Tyranid manipulation of Orkish gene-matter. Orks discovered the first Squigs aboard a Tyranid bio-ship and subconsciously recognized them as being "Orky", subsequently taking the little creatures home. Squigs then spread throughout Ork space. This backstory neatly explained how Squigs could appear in both Ork and Tyranid armies. Since then, Tyranid Squigs have been seen in Ripper Swarms.[/hide]

 

[hide]Although a standard Ork boyz' genetically-encoded knowledge allows him to keep his weapons in working order, there is always a need for specialists who can do things most can't. These "Oddboyz" develop instinctive knowledge useful for specific tasks.

Doks (also known as "Painboyz") are responsible for fixing injuries that even the Ork physiology can't repair, such as severed limbs and brain damage. An Ork will only go to the Dok when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared Squig brain transplant) on patients while they are under anesthesia (known as a "concussion" to other intelligent races). Doks are responsible for attaching bioniks, although sometimes they aren't paying attention and replace the wrong part of the patient's body. High-ranking Doks are known as "painbosses" and are known to be accompanied by cybork bodyguards.

Herdas are the Oddboyz who take care of Squigs. They are not much seen on the battlefield in warbands past the feral stage, as their uses are mostly rendered obsolete by the advent of vehicles.

Mekboyz (also known as "Mekaniaks" or just "Meks") are Ork engineers, who build all the gunz, vehicles, and other machines used by Orks. They are especially important to Speed Freeks. Important meks are known as "Big Meks", who lead groups of lesser meks armed with all variety of kustom equipment and combi-weapons.

Pigdoks are an odd combination of Dok and Mek, although not as skilled as either individually. They are found in feral Ork tribes, tending the boars that are ridden to battle by the primitives. Their main use in battle is to provide 'doping' to increase the ferocity of the various beasts that feral Orks take to war, as well as some of the Orks themselves.

Runtherds are the Orks who have the patience to take care of Gretchin and other slaves. Their trademark weapons are the whip and grabba stikk. They can also own slaves from every intelligent race in the galaxy except the Necrons.

Weirdboyz are the Orks' psykers. One major difference between them and the psykers of other races is that Weirdboyz draw on the power of the Waaagh! instead of the power of the Warp, a dangerous realm full of daemons, where the other intelligent races' psykers draw their powers. However, the Waaagh! has its own perils for Ork Weirdboyz: if they soak up too much of this power, their heads explode, causing a powerful psychic backlash that can cause other Orks' heads to explode as well. Naturally, Weirdboyz avoid combat as much as possible, but the ability to gout green flame capable of melting armour and shoot bolts of lightning is too great for most warbosses to resist, and they get dragged into combat anyway. Some Weirdboyz actually become addicted to the power and seek out battles; these exceptionally dangerous individuals are known as Warpheads.

Other Oddboyz include Sumboyz (bankers) , Yellerz (Ork priests of Gork and Mork), and Brewboyz (cooks), all of which have an important role in so-called Ork kultur (although not on the battlefield).[/hide]

 

[hide]Society

 

Orks gather into various levels of organization. The first is the mob, a squad-level unit of Orks with similar ideas of how to act on the battlefield, generally led by a nob (short for "noble," but pronounced "knob"). A number of mobs will gather together into a warband, which is roughly equivalent to an Imperial Guard company (although with a greater variation in size and strength), led by a warboss. The largest Ork organizational unit is the tribe, a group of numerous warbands all under the command of a warboss. Different tribes can be united by a powerful warlord when he raises a Waaagh!

Religion

Orks believe in two major gods - Gork, who is brutally kunnin', and Mork, who is kunninly brutal, the subtle distinction being that one hits you when you're not looking at him, and the other hits you hard when you are. There is a different mythology sometimes portrayed in which Gork and Mork are the gods of Defense and Attack. Orks can't agree which god plays which role, and debate about this topic, which often erupts into fighting (Although generally Gork is considered the more brutal by players of Warhammer 40,000, and Mork the more cunning, possibly due to their roles in gorkamorka, in which a gork was better at fighting, and a mork better at driving). The priesthood of these gods has no in-game representation, although the infamous Goff Warlord Ghazghkull Mag Uruk Thraka claims to be receiving visions from both. Also, there has been some mention of Yellerz (the Ork version of a priest) although they are not seen in-game. In earlier versions a third god, Bork, appeared, but has since been dropped. Orks generally tend to distinguish between Gork and Mork as one being mean, and the other being meaner. Some religious divisions lie in determining who is meaner; another factor preventing Orks from being united. It is doubtful if the distinction between Gork and Mork means anything in Ork culture, as long as it allows them to bash something. Perhaps Gork and Mork are actually one god.

Currency

Orks use their teeth as currency. This is quite a natural solution to inflation and income support, as Orks go through teeth in a similar manner to sharks, replacing them quite frequently, and Ork teeth do degrade over time, so it is impossible to hoard them. This keeps prices constant, ensures all Orks have at least some access to money, and allows constant values to be placed on commodities. A toof will buy a good Squig pie and a tankard of fungus beer, while a bag of teef will buy a cheap buggy. A big flashy battlewagon could cost a warboss hundreds of teef. This system also supports aggression, as all an Ork needs to make more money is to knock teef out of another Ork's head and then collect them for himself.

Da Clanz

Ork clanz are not communities but rather philosophical delineations of the different varieties of Ork. Each has its own colors, markings, and ways of waging war. Orks tend to form warbands with others who follow the same clan, but different groups tend to be lumped together after suffering casualties during a Waaagh! There are six famous clans:

Bad Moons

The Bad Moons are the richest orks around, because their teef grow faster than anyone else's. (This shows that, at least in one case, the clan affiliation has a physical effect.) The other Clanz don't mind this, because they figure that if they want more money, they can always knock a Bad Moon Ork over the head and take his teeth. They trade with other Orks to get the biggest guns, the flashiest gear, and the best food, but are not as concerned with close combat as other Orks. They have been noted to have a greater proportion of Weirdboyz than other clans, but they still do not appear past the feral stage. The signature mob of the Bad Moons is 'flash gitz': Orks with devastating kustom shootas. Their marks are the yellow crescent moon and the black flames. Kaptin Badrukk is a Bad Moon and was kicked out of the clan for having too many teef for his own good.

Blood Axes

The Blood Axes were the first to encounter the Imperium of Man. They have picked up many human tactics, such as using camouflage (although it may seem a bit too brightly colored to a human's eye) and retreating when they're losing ("It don't count as losing, cuz we can also come back for anuvver go, see?"). Indeed, when they do retreat, Blood Axes will in fact return with larger numbers. They trade with humans for equipment and vehicles, and have even worked as mercenaries for the Imperium at times (such as the Battle at Big Toof River). All of these things lead followers of other clanz to brand them as dangerously treacherous, cowardly, and downright un-Orky! Most Blood Axes are back-stabbing 'kommandoz', essentially Ork special operations troops. Their symbol is the crossed axes.

Deathskulls

The Deathskulls are looters and plunderers who grab whatever they can from corpses on the battlefield, although they aren't above 'acquiring' things from other Orks who aren't watching. They collect anything that might be useful, as well as grisly trophies and various lucky trinkets and charms. They are superstitious even for Orks, and often paint themselves and their wargear blue (which Orks feel is a lucky color) to protect themselves from harm. It is not uncommon to find looted Imperial vehicles in Deathskull armies, such as Chimeras and Rhinos, and many other Ork clans will find a few of their vehicles missing, and suspiciously similar ones turn up painted blue and in the ranks of the Deathskulls. Their symbol is the horned skull.They also use skulls, other races' teef as luck charms and have more Gretchin than most Orks as they are used to scout for valuables.

Evil Sunz

The Evil Sunz love going fast, and thus most join the Kult of Speed. Even warbands that haven't given completely over to their love of speed will often have many bikes or vehicles in their force. The clan also contains more Mekz than most, and therefore they often field more mechanical creations than other clanz. Their symbol is a red sun with a grimacing face. The Evil Suns are also found as an Ork tribe on the Warhammer World of Warhammer Fantasy.

Goffs

The Goffs are the toughest and most brutal Orks, roughly equivalent to Warhammer Fantasy Black Orcs. They value close combat above all else, and have a large proportion of veteran 'Skarboyz'. Goffs dress mostly in black, with some white checks for relief, as they see bright colors as being un-Orky. Their symbol is the black bull's head, and Nobz almost always wear big horns on their helmets. Ghazghkull Thraka is a member of the Goff Clan.

Snakebites

The Snakebites prefer Orky tradition to advanced technology, shunning things like forcefields and vehicles in favor of protecting themselves with war paint and riding into battle on huge boars wielding spearz and choppas. Depending on how fundamental they are, they may remain as feral Orks even after their civilization can advance to the next stage. The Snakebites' symbol is the venomous serpent, and they always take some along so they can have initiation rituals where Orks endure being bitten.

The Rok Claw Clan

See Rok Clawz

The Rok Claw clan is a clan of Orks led by Warboss Gorgutz 'Ead 'Unter. They first appeared in Dawn of War: Soul Storm. They live on Kaurava II and use Rok Claw Mountain as their main fortress city.

The Kult of Speed

 

 

Although most Orks prefer slaughter and explosions, some become addicted to driving real fast. These crazy individuals band together in their own mobs and warbands, full of buggies, bikes, and trukks. Most vehicles are painted red as, according to Orky superstition, "Da red wunz go fasta!" They rely on meks to build and maintain their vehicles, and sometimes a warband is even led by a Big Mek instead of a Warboss.

[/hide]

 

[hide]Ork technology appears ramshackle and slapped-together (it often is), but is as potent as any weapons used by the Imperium or other races. Ork technology (or "teknologee") is characterised by a constant stream of poorly thought-out experimentation and attempts to constantly outdo the competition to build the biggest gun, the largest gargant (a huge land-based walker), or the fastest buggy, and also mainly by the fact that in many cases the only reason it works at all is because of the Orks' minor psychic powers. This means that if enough Orks think it will work, it usually will. Many a Techmarine has opened an Ork slugga to find it to just be a box with bolts and bits of metal in it. Therefore, Ork technology is not uniform, lending Ork warbands a cobbled-together, slapdash and random appearance. Ork mechanics ("Mekboyz") are specialists in the field of producing powerful force fields that can protect against damage, and at battlefield repairs. They can salvage almost any burnt-out wreck, and many Ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of paint (if even that), and sent back into the fray. The tough, resilient nature of Orks means they accept crude bionics, transplants, and other medical shenanigans being performed on them with ease. Some Orks build inventions that fly for airborne bombardment, which they call Fighta Bommas, while some Orks loot vehicles from their enemies.

Ork weapons are sluggas, choppas, and kombi-weapons like shoota/skorcha,shoota/rokkit launcha and twin linked shoota.They have also stikbomz, which are crude grenades. However, due to the highly experimental and competitive nature of Ork technology, some weapons and wargear they have created are as effective and deadly as they are unique and random. Prime examples are the Shokk Attack Gun (a gun built by an experienced (read 'lucky-to-be-alive') Mekboy, called a Big Mek, which creates a tunnel through the Warp itself, (which the Ork have put to good use by firing Snotlings, and occasionally the Big Mek firing the gun, at the enemy), the downright dangerous Dethkoptas (crude helicopters, fitted with oversized weapons, blades and bombs and piloted by renegade Speed Freeks for whom the ground is a bit tame) and the shoulder-mounted Deffguns (created when an Ork approaches a Mek with some of the enemy's guns he found on the battlefield, and asks the Mek to "make dem mor killy")[/hide]

 

EDIT: Yes I did just rip this off of a wiki.

LNYvk.png
Link to comment
Share on other sites

Ok, I have most of the stuff done, I am just building the website and organising stuff, so tommorow or the day after.

 

 

I say this because the game is gonna take a while to set up, so getting your Race, Planet and Tech list done will help me speed things up.

 

 

For techs....Assume you have 50 years worth of research to spend on 10 subjects(or 500 years on one subject, or whatever combination you prefer).

Also assume you have basic hyperdrive, lasers(or other weapon tech for free), spaceships, satalites, fusion power and life support system.

You can improve these techs, obviously.

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Just checking here; will I not get flamed if I use stargate technology as long as it is within the limits of this game's physics and it requires a fair amount of resources (like a ton or so of a rare, conductive metal for the gates)?

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

I have no problem with it.

Only condition is that it is developed over a realistic time scale, the ancients didn't bury pyramids on your planet(probably) and you accept when I say that it doesn't work, you stop.

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Whaddaya think about Daeka Archi? Capable of allocating bodymass into practically any sentient (or non-sentient, if the individual sacrifices the ability to manipulate their structure except in ways preprogrammed into the original transformation), organic form physically possible, absorbing other biomass and manipulating it at will, making living ships and buildings, disguising themselves as other races, etc. Non-sedimentary minerals would be practically useless to them, except for weaponry and in some cases armour stronger than what they would be able to emulate.

 

Of course, this is all invalidated if planetside manuevers and living ships isn't permissable.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

Two related facts:

No sci-fi game , movie or show is complete without organic ships and vessels (War of the Worlds, StarGate, Half-Life 2, etc.)

Any substance may be absorbed and asimilated into any living object, the difference is how the body reacts. Some substances like copper-oxide are toxic, some like iron work to enhance ones health and some like calcium are used to construct/strenghten parts of ones body.

FaladorTavern-2.png

TheMather1.jpg

Twitter:

@TheMather1

Link to comment
Share on other sites

That's the thing with the Daeka, they're meant to be able to completely alter the composition of absorbed organic materials. Ridiculous, but fun!

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

-.-

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

Sure, you're laughing now, but just wait until your planet is DEVOURED BY A GIGANTIG FLYING SPACE DINOSAUR MWAHAHAHAHAHA!

 

Actually, that will probably just make everyone laugh harder.

 

On a side note, what if a Ditto turned into a Barroth?

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

Nah, Alatreon isn't nearly as high as Barroth on the Difficulty and Badass scales.

10:53 PM - retech9691: I feel the need
10:53 PM - retech9691: To include many chasms in my story arc
10:53 PM - Resistance: You mean plotholes?

 

Remember, Remember, the 4th of November

RIP Dawngate ;-;

Link to comment
Share on other sites

Can do.

Resources aren't required for anything in particular(They are just different materials) so it just reduces the number of trade deals you can have.

Also reduces the number of different bonuses.

 

Plus more exploration to find more resources.

 

Ps. will correct Aquarius

Well I knew you wouldn't agree. I know how you hate facing facts.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.