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Create a Field!


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Like the Fields Reborn and Rejuvenation have, create a Field of your own! I'll give an example of one that a few people, including me, contributed to, with some minor changes so it isn't too complicated (on pages 30-31 of E15 Status Thread):

Cake Field:

"The cake is a lie..."

All "food" Pokemon (i.e. Vanillite) deal 2X damage and gain the ability Wonder Guard. All others deal 0.5X damage and cannot gain boosts to Attack and Special Attack.

Gooey lowers Speed with a -6 Stat drop

The following moves destroy this Field: Cut, Sludge Wave, Explosion, Self-Destruct

The ability Aftermath destroys this Field when activated

The following moves deal 2X damage and heal the user by 50% of the damage done: Bite, Crunch, Ice Fang, Fire Fang, Poison Fang, Thunder Fang, Lick

The following moves deal 3X damage: Belch

The following moves OHKO the target: Celebrate

Fire moves get a 1.5X boost, igniting birthday candles

Pokemon with Gluttony heal 1/8 of their health at the end of every turn

Snorlax recovers all of its health each turn

Dig activates the effect "Dig in!", causing cake "shrapnel" to fly and it the target for extra damage and shortening the "recharge" of Dig to one turn

All Draining moves activate the effect "Let them eat cake!", causing twice the amount of health to be drained.

Swallow heals the user to max health

Sweet Scent lowers evasiveness with a -3 Stat drop

All Contact moves fill the user's eyes with cream, causing accuracy to be lowered

Using any of the following moves twice gives the user a new Status: Diabetes: Bite, Crunch, Ice Fang, Fire Fang, Poison Fang, Thunder Fang, Lick

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The Meal field.

-------

All *Meal matrial* pokemon will be weakned to 0.5x atk/sp.atk, pig pokemon wil be weakned to 2x atk/sp.atk.

Moves that will increase in this field 2x

Fire spin, Heat wave, Incinerate *unfinished

Suggest me moves so can fit in this field.

Water moves decreases in 1.5x

Morning sun restores 75% of the heal.

Sunny days will get 8 turns, Hail and Rain dance fails always.

Nature power becomes incinerate.

Camouflage changes to the user fire or fighting.

Secret power may give a burn.

This is what i got, unfinished and this field is too near of fire field or such.

Any suggestions to moves or other things, tell me.

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Haunted Graveyard Field.

"The dead don't always rest in peace..."
Ghost Pokémon and Dark Pokémon gain a 2x Evasiveness on this Field
The ability 'Run Away' is triggered upon entry to this field, in a trainer battle Pokémon with Run Away will attempt to switch with a teammate if possible.
The following moves will destroy this field: Earthquake, Magnitude, Dig.
The following moves will negate this field: Flash (cancels the effect for one turn), Sunny Day (as long as it is active), Morning Sun (cancels the effect for one turn).
Dark Type moves gain a 1.5x boost on this field.
Ghost type moves gain a 2x boost on this field.
The following moves may cause the opponent to flinch on this field: Mean Look, Scary Face, Glare, Leer.
Moonlight will heal 75% HP on this field.
Morning Sun will heal 25% HP on this field.
Moonblast gains a 1.5x boost on this field.
The abilities: Draught and Illuminate negate this field.
Normal Types are not immune to ghost types on this Field.
Nature Power becomes Ominous Wind. (Edited thanks Shing)

Edited by Lord Drakyle
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Haunted Graveyard Field.

"The dead don't always rest in peace..."

Ghost Pokémon and Dark Pokémon gain a 2x Evasiveness on this Field

The ability 'Run Away' is triggered upon entry to this field, in a trainer battle Pokémon with Run Away will attempt to switch with a teammate if possible.

The following moves will destroy this field: Earthquake, Magnitude, Dig.

The following moves will negate this field: Flash (cancels the effect for one turn), Sunny Day (as long as it is active), Morning Sun (cancels the effect for one turn).

Dark Type moves gain a 1.5x boost on this field.

Ghost type moves gain a 2x boost on this field.

The following moves may cause the opponent to flinch on this field: Mean Look, Scary Face, Glare, Leer.

Moonlight will heal 75% HP on this field.

Morning Sun will heal 25% HP on this field.

Moonblast gains a 1.5x boost on this field.

The abilities: Draught and Illuminate negate this field.

Normal Types are not immune to ghost types on this Field.

Secret Power becomes Ominous Wind.

I think you took wrong at secret power.

Nature power is the right one.

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Indoors

"somebody left the TV on..."

The secondary effect chance of all moves is negated.

Entry hazards make the room "dirty" dealing X1.2 damage.

Moody only gives negative effects.

The following moves incrase in base power X2

Arm Thrust, Barrage, Beat Up, Double Hit, Heart Stamp, Scratch,

Me First gets a priority +1

If an attacking move is used through Sleep Talk, it gets an X1.5 increase in damage.

These moves get an increase in base power X3

Snore, Struggle, Water Gun, Wake-Up Slap

All flying and Bug type moves are decreased in base power by X0.5

These moves turn the field into the Inside Brawl Field

Smack Down, Wood Hammer, Hammer Arm

Nature Power becomes Arm Thrust

Camouflage changes the user's type to Normal

Secret Power may raise the user's speed by +1

Inside Brawl

"first rule of inside brawl field..."

Normal and Fighting type moves gain an increase in base power X1.1

Water, Fire, Electric and Grass type attacks suffer a decrease in base power X0.9

Psychic, Bug and Fairy moves suffer a decrease in base power X0.4

Ground attacks decrease all pokemon's accuracy by 1 stage.

The battlers are indifferent to weather effects

These moves gain a X1.4 in base power

Bite, Body Slam, Dizzy Punch, Double Slap, False Swipe, Foul Play, Headbutt, Heavy Slam, Lick, Wring Out

These moves gain a X1.7 in base power

Play Rough, Punishment, Pursuit, Quick Attack, Retaliate, Rock Smash, Rolling Kick, Shadow Sneak,

Focus Punch always misses

Any moves with recoil damage increase by X1.2 in base damage

Seismic Toss deals X1.5 damage and can damage ghost types.

The stat-changing effects of these moves are doubled

Curse, Flash, Harden, Spite

These moves turn this field into the Indoors field

Final Gambit, Submission, Judgment

Nature Power becomes Smack Down

Camouflage turns the user's type into a random one.

Secret Power may flinch

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Rainforest field (using Rain Dance or Heat Wave in a Forest field)

"A stifling atmosphere surrounds towering trees..."

-Rain will be persistent whenever this field effect is active.

-Burned or frozen statuses will be removed at the end of each turn. "The damp atmosphere cured the burns!"/"The environmental heat melt up the ice!"

-Chlorophyll and Leaf Guard are activated.

-Grass, Bug, Steel and Water pokemons' speed is doubled (it's easier for them to move in there or they have better resources).

-Flying, Rock, Ground, Dragon and Electric pokemons' evasion is halved (it's harder for them to move in there).

-All types' accuracy will drop by 1 at the end of every turn, except for Fire, Water, Bug and Grass-type pokemon. "The harsh climate exhausts the pokemon."

-Grass-type evasion will suffer a drop of -5 when switched in (they don't need to move in a jungle).

-Grass-type physical and Fire-type special moves deal additional Water-type damage. "The plants gathered the water!"/"The surrounding water started to boil!"

-Poison, Grass and Bug-type moves increase in a base power of x1.2. "The forest strengthened the attack!"

-Fire, Electric, Ice, Rock, Ground and Flying-type moves suffer a x0.75 decrease in power. "The dense vegetation blocked the attack!"

-Flying-type physical moves always suffer from a 1/8 max HP recoil damage. "It got entangled in the branches!"

-Steel-type moves become super effective against Grass-type. "Steel is cutting the vines!"

-Fire-type moves cause normal damage on Steel-type pokemon. "The moisture cover softened the attack..."

-Water and Grass-type moves will be always physical (no room for specials).

-Pokemon with the ability Dry Skin recover 1/4 max HP each turn.

-These moves will transform the field into a Forest: Sunny Day.

-These moves will terminate the field and will automatically KO the enemy: Hyper Beam, Air Cutter, Cut. "The trees collapsed!"

-Nature Power becomes Leaf Storm.

-Camouflage changes the user's type to Grass.

-Secret Power may lower accuracy by 1.

Archaic field (using Ancient Power on any field)

Continents and oceans become their true state.

-All the active pokemon will suffer from confusion at the end of each turn, except from those with Own Tempo. "Where am I?"

-Attack, Special Attack and Speed of the following pokemon increase by 2 when switched in: Omastar, Kabuto, Kabutops, Aerodactyl, Lileep, Cradily, Anorith, Armaldo, Cranidos, Rampardos, Shieldon, Bastiodon, Tirtouga, Carracosta, Archen, Archeops, Tyrunt, Tyrantrum, Amaura, Aurorus, Groudon, Kyogre and Rayquaza. "Power is drawn from the ancient earth."

-All the stats of the following pokemon will increase by 4 when switched in: Omanyte. "God drew power from the ancient earth."

-Any pokemon mentioned above will be under the effect of Choice Band from the following turn this field is set. "Fury grows within!"

-Any pokemon mentioned above will have a recoil damage of 1/4 max HP if it misses a physical move. "The ground was hit with rage!"

-Any Electric, Normal, Fighting, Psychic or Steel-type special move will terminate this field and instantly KO any of the pokemon mentioned above (both allies and enemies). "Back to the present!"

-Ground, Rock, Fire and Water-type moves increase in a base power of x2.5 and deal mixed damage with any of the other mentioned types (chosen randomly). "Elemental powers unleash at full force!"

-Electric, Psychic, Fighting and Steel moves suffer a x0.5 decrease in power. "Those modern trifles won't work on prehistoric lands!"

-Dragon-type moves deal normal damage to Fairy-type pokemon.

-These moves increase in a base power of x1.5: Outrage, Dragon Rage, Rage, Fury Cutter, Fury Swipes, Fury Attack, Frustration, Petal Dance and Thrash. "Rage increases the strength!"

-These moves increase in a base power of x1.4, but are given -1 priority: Eruption, Earthquake, Earth Power, Magnitude, Land's Wrath, Precipice Blades, Ancient Power, Surf, Origin Pulse. "Ancient catastrophes devastate the land!" (the total combined results in x3.5).

-The following move affects all the active pokemon and increases in a base power of x4, KOing the user and terminating the field effect, even if it misses: Roar of Time. "The flow of time is unstoppable."

-The effect of the following abilities is doubled: Defiant, Justified, Sap Sipper, Moxie, Intimidate.

-Nature Power becomes Ancient Power.

-Camouflage changes the user's type to Dragon.

-Secret Power may raise attack by 3.

Edited by Alaris
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Using any of the following moves twice gives the user a new Status: Diabetes: Bite, Crunch, Ice Fang, Fire Fang, Poison Fang, Thunder Fang, Lick

This field is priceless.

Ahem!

Diabetes was my idea

eDitto: No worries, Chub likes cake, so the whole cake field is ... now his ... because he ate it.

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I thought this already existed, but here I go...

Goop Field

Lordly powers have been awakened...

-Boosts Goomy's stats over 9000

-Weakens all Ice, Fairy, and Dragon type attacks by 9.5 (that are directed towards Goomy)

-Prevents status conditions

Das it gg m8 u already lost

Edited by ArmoredGuardian
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Cursed doll room field.

"The dolls are watching patiently"

- Normal type pokemon are no longer immune to ghost type attacks.

- Pokemon with the ability rattled raises speed by one stage at the end of each turn.

- Ghost type moves increase in base power x2.0.

- Dark type moves increase in base power x1.7.

- Psychic and fairy type moves increase in base power x1.5.

- Cursed body's activation chance is doubled to 60%.

- Trick-or-treat additionally curses the target.

- Trick room lasts for 8 turns.

- Nasty plot boosts Sp. Attack by three stages.

- Sleeping pokemon suffer 1/16 max HP damage each turn.

- The base accuracy of the following moves becomes 100: Sing, Hypnosis, Dark void.

- Scary face also lowers def. and sp. def. by one stage each.

- Glare also lowers the evasiveness by two stages.

- Perish song additionally traps the opponent unless the user switches out or faints.

- The ability Aftermath damages for 50% HP (from 25%).

- Nature power becomes Shadow ball.

- Camouflage changes the user's type to ghost.

- Secret power may lower speed.

Edited by dark_stalker
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I thought this already existed, but here I go...

Goop Field

Lordly powers have been awakened...

-Boosts Goomy's stats over 9000

-Weakens all Ice, Fairy, and Dragon type attacks by 9.5 (that are directed towards Goomy)

-Prevents status conditions

Das it gg m8 u already lost

Combinationof Toxic (spikes)/Fake Out/Leech Seed/Protect on Prankster mons can still beat you.

Also: Destiny bond, sturdy, Super Fang...You're doomed if you rely on just one poke.

Edited by laggless01
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Okay, I'll be serious with this one. No cookie fields or any other silly non-realistic fields..

...I didn't say no signature field for Darkrai though >:3

~~ The Nightmare Field. ~~

-------------------------------------

"The field is rife with tension and terror"

-All Dark and Ghost type moves receive 2x base power increase

-Super-effective attacks receive a 0.5x base power increase [super effective Dark and Ghost type moves stack with the above^)

-There is no limit to the number of turns a Pokemon will remain asleep (so only Awakenings, Full Heals etc can awaken a sleeping Pokemon)

-Sleeping Pokemon are automatically afflicted with the Nightmare status condition

-Nature Power becomes Explosion, Focus Punch, Sky Attack, Belch, Earthquake, Head Smash, Mega Horn, Shadow Force, Doom Desire, V-Create, Hydro Cannon, Frenzy Plant, Bolt Strike, Psycho Boost, Freeze Shock, Roar Of Time, Foul Play, or Moonblast depending on what types the target is weak against (basically the highest-base power move that is super effective against the target)

-The accuracy of sleep-inducing moves becomes 100

-This field cannot be destroyed

...and yes, the idea is to make this field impossible, because it's made with Darkrai in mind<3

>:3

So basically Primeape is king in this field :3

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Okay, I'll be serious with this one. No cookie fields or any other silly non-realistic fields..

...I didn't say no signature field for Darkrai though >:3

~~ The Nightmare Field. ~~

-------------------------------------

"The field is rife with tension and terror"

-All Dark and Ghost type moves receive 2x base power increase

-Super-effective attacks receive a 0.5x base power increase [super effective Dark and Ghost type moves stack with the above^)

-There is no limit to the number of turns a Pokemon will remain asleep (so only Awakenings, Full Heals etc can awaken a sleeping Pokemon)

-Sleeping Pokemon are automatically afflicted with the Nightmare status condition

-Nature Power becomes Explosion, Focus Punch, Sky Attack, Belch, Earthquake, Head Smash, Mega Horn, Shadow Force, Doom Desire, V-Create, Hydro Cannon, Frenzy Plant, Bolt Strike, Psycho Boost, Freeze Shock, Roar Of Time, Foul Play, or Moonblast depending on what types the target is weak against (basically the highest-base power move that is super effective against the target)

-The accuracy of sleep-inducing moves becomes 100

-This field cannot be destroyed

...and yes, the idea is to make this field impossible, because it's made with Darkrai in mind<3

>:3

you could scratch Explosion... Explosion is a normal Type moves and Normal-Type is super effective against NOTHING

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  • Global Mods

Hyrule Field

The following moves increase in power: Cut, Fury Cutter, Slash, Sacred Sword, Secret Sword, Air Cutter, Air Slash, X-Scissor. Also, using these moves may result in money found after the battle.

The following Pokemon get an automatic speed boost (2x) upon entering: Ponyta, Rapidash, Blitzle, Zebstrika, Cobalion, Terrakion, Virizion, Keldeo.

The following Pokemon get an automatic Attack and Defense boost (2x) upon entering: Honedge, Doublade, Aegislash

Grass, Fire, and Water moves increase in base power 1.5

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OZONE FIELD

"The sky swirls with clouds and mist..."

- All ground type moves will always fail

- These moves will always fail: Roost, Magnet Rise, Telekinesis, Heavy Slam, Heat Crash, Hi Jump Kick, Jump Kick

- These attacks have been boosted to 85% accuracy: Thunder, Hurricane

- Toxic Spikes, Spikes, and Spider Web entry hazards will always fail

- All special flying types attacks are boosted to 1.3x base power

- These moves gets boosted to 1.2x power and deal additional Flying type damage: Icy Wind, Fairy Wind, Ominous Wind, Silver Wind

- Pokémon with the ability Gale Wings have their flying moves boosted to +2 priority

- All weather effects are boosted to 8 turns

- These moves take 1 turn to preform: Fly, Bounce, Sky Drop, Sky Attack

- These moves will terminate this field effect: Gravity, Thousand Arrows

- These moves will transform the field into Misty Terrain: Mist, Misty Terrain, Mist Ball

- These moves will transform the field into a Corrosive Mist Field: Poison Gas, Acid Spray, Smog, Clear Smog

- Nature Power becomes Whirlwind

- The following Pokémon get a x1.1 multiplier to all their attacks: Rayquaza, Mega Rayquaza

- Camouflage results in the user becoming Flying type

*will only activate the field change if it is successfully used

Edited by TheWaddleDee
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OZONE FIELD

"The sky swirls with clouds and mist..."

- All ground type moves will always fail

- These moves will always fail: Roost, Magnet Rise, Telekinesis, Heavy Slam, Heat Crash, Hi Jump Kick, Jump Kick

- These attacks have been boosted to 85% accuracy: Thunder, Hurricane

- Toxic Spikes, Spikes, and Spider Web entry hazards will always fail

- All flying types attacks are boosted to 1.3x base power

- These moves gets boosted to 1.2x power and deal additional Flying type damage: Icy Wind, Fairy Wind, Ominous Wind, Silver Wind

- Pokémon with the ability Gale Wings have their flying moves boosted to +2 priority

- All weather effects are boosted to 8 turns

- These moves take 1 turn to preform: Fly, Bounce, Sky Drop, Sky Attack

- These moves will terminate this field effect: Gravity, Thousand Arrows

- These moves will transform the field into Misty Terrain: Mist, Misty Terrain, Mist Ball

- These moves will transform the field into a Corrosive Mist Field: Poison Gas, Acid Spray, Smog, Clear Smog

- These moves will transform the field into a Pitch Black Field: Night Daze, Nightmare*, Haze, Dark Void, Night Shade

- Nature Power becomes Whirlwind

- Camouflage results in the user becoming Flying type

*will only activate the field change if it is successfully used

I had a similar idea with a sky-diving field :P

I'll edit later the details

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Gymnasium Field

"Put your back into it!"

Pokemon with the following abilities will lose 1(One) stage of speed upon entering the field: Klutz, Thick Fat, Own Tempo, Gluttony

Pokemon with the following abilities will gain 1(one) stage of speed upon entering the field: Hustle, Pure Power, Huge Power, Vital Spirit.

The following moves gain a 1.5x increase in power: Rock Climb, Hyper Voice, Echoing Voice, Boomburst, Belch, Strength

The following moves will suffer a 0.7x decrease in power: Hyper Beam, Frenzy Plant, Rock Wrecker, Hydro Cannon, Blast Burn.

Moves with a recharge turn cause the user to suffer a decrease of a random stat by one stage during the recharge.

Rest now causes a 4 turn sleep, and restores 75% of the users HP.

Slack Off restores only 25% of the users HP.

Nature Power becomes Rock Climb.

Secret Power has a chance to lower the target's Attack.

Camouflage changes the users type to Fighting.

Figured I may as well add my idea here. Gym class is tough, so you'd best be prepared. No slacking!

Edited by Ssbmfreak36
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OZONE FIELD

"The sky swirls with clouds and mist..."

- All ground type moves will always fail

- These moves will always fail: Roost, Magnet Rise, Telekinesis, Heavy Slam, Heat Crash, Hi Jump Kick, Jump Kick

- These attacks have been boosted to 85% accuracy: Thunder, Hurricane

- Toxic Spikes, Spikes, and Spider Web entry hazards will always fail

- All flying types attacks are boosted to 1.3x base power

- These moves gets boosted to 1.2x power and deal additional Flying type damage: Icy Wind, Fairy Wind, Ominous Wind, Silver Wind

- Pokémon with the ability Gale Wings have their flying moves boosted to +2 priority

- All weather effects are boosted to 8 turns

- These moves take 1 turn to preform: Fly, Bounce, Sky Drop, Sky Attack

- These moves will terminate this field effect: Gravity, Thousand Arrows

- These moves will transform the field into Misty Terrain: Mist, Misty Terrain, Mist Ball

- These moves will transform the field into a Corrosive Mist Field: Poison Gas, Acid Spray, Smog, Clear Smog

- These moves will transform the field into a Pitch Black Field: Night Daze, Nightmare*, Haze, Dark Void, Night Shade

- Nature Power becomes Whirlwind

- Camouflage results in the user becoming Flying type

*will only activate the field change if it is successfully used

Might as well give some boost(s) to (Mega-)Rayquaza...

So basically Primeape is king in this field :3

As well as Vigoroth and Hariyama?

Anyway...

Tropic storm field

"It's too dangerous to be outside!"

-Gets summoned by Tailwind and Rain being active on the field.

-Flying-types are grounded, using Flying-type moves causes the user to faint, except Hurricane.

-Hurricane, Leaf Tornado, Twister, Muddy Water, Whirlpool and Surf causes all the active pokemon to faint. (except if using Protect etc.)

-Water-moves (except the above) get a x1,5 power increase.

-The following moves get a x1,5 power increase: Thunder, Thunderbolt, Shock Wave.

-Thunder's accuracy is boosted to 90%.

-Perish song starts with the counter on 1.

-Soak changes all the active pokemons' type to Water.

-Razor Leaf, Magical leaf, Petal Blizzard, Petal Dance and Leaf Storm get additional Flying-type damage, Leaf storm also gets a power increase by x1,5.

-Lightningrod activates occasionally at the end of the turn (50% chance)

-The field gets terminated by: Sunny Day, Hurricane, Dig

Edited by laggless01
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There's a couple other fields discussed before, so have a look at these:

http://www.pokemonreborn.com/forum/index.php?showtopic=13816

http://www.pokemonreborn.com/forum/index.php?showtopic=13530

Also, why not have the Inverse Field some people would like:

Inverse Field:

"The dimensions became twisted... and twisted... and twisted..."

- Type chart is flipped

- Hidden Power only does Normal or Psychic damage (Normal if Attack is higher, Psychic if Special Attack is higher, Random if equal)

- Trick Room, Magic Room, and Wonder Room last 8 turns

- Topsy Turvy doubles the stat changes when the stat changes are flipped

- Power Swap, Guard Swap, and Power Trick affect all Pokemon on the field

- Reflect and Light Screen raise the team's Attack and Special Attack instead of Defense and Special Defense respectively

- Normal and Psychic type moves get a boost

- Permanent Contrary (as suggested by SHIA)

And others...

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Space field:

"IN SPACE!"

  • The Effect of Cosmic power is doubled
  • Moonlight and morning sun Give a sp. Attack boost in addition to healing
  • The Following moves do 1.5 x the normal damage: Psycho Boost, Moon Blast, Fly, Dragon Ascent, Spatial Rend, Roar of Time, Shadow Force, Hyperspace Hole, Hyperspace Fury,
  • Vacuum Wave does 2x the normal damage
  • Meteor Mash and Comet punch do 1.5 x the normal damage and gain an additional rock type
  • Lunar Dance does not faint the user but instead switches it out for the target (I.e U-Turn)
  • Solar Beam activates instantly
  • Sound moves have no effect
  • Twister, Hurricane, Air Cutter, Air Slash, Razor wind, and Aero blast have no effect
  • Weather moves always fail
  • Psychic, Fairy, and rock type pokemon suffer 10% less damage than normal from all attacks. This effect does not stack with itself if a duel type pokemon has falls under more than one of those categories.
  • Except Thousand Arrows, Ground Moves have no Effect
  • The following moves will terminate this field: Seismic toss, Smack Down, Gravity, Thousand Arrows
  • Secret power May raise the user's sp. Attack
  • Nature power becomes cosmic power
Edited by MetalKing1417
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