Master of Orion Conversion

Spiff

First Post
Hello, everyone.

I don't know how many of you have played the critically acclaimed game Master of Orion, and its sequel, but with the advent of Dragonstar, I decided to convert all the races into...well...races. Anyway, I've done some work, but I've been lacking in inspiration, so maybe you guys can help get me inspired to keep on working on this.

The "primary" setting would be for Dragonstar, but I tried to make it so that non-Dragonstar campaigns are compatible with these races. Just take away all the Dragonstar-esque bonuses. Also, I'm trying to avoid ECL's and Monster levels as much as possible.

My main thing is with Balance, then after that playability (because what's the point of making races if nobody wants to play them?). I stopped somewhere during Meklar production, so that and everything below that is obviously unbalanced (as in they have nothing but stat changes, favored class, size, and base speed). And forgive me for hte flavor text, I'm rather horrible at the stuff.

Thanks a lot for your help, so without further ado...

ALKARI

· +2 Dexterity, -2 Strength; Alkari possess keen senses and nimbleness, but their reliance on speed leaves their might wanting.
· Medium-size: As Medium-size creatures, alkari have no special bonuses or penalties due to their size.
· Alkari base speed is 30 feet.
· Flight: The alkari’s wings give them the natural ability of flight at speed 40 feet, with good maneuverability. However, they must run 60 feet in a straight line before they are capable of taking off.
· +2 racial bonus on Pilot, Freefall and Spot checks.
· -2 racial penalty on Swim checks.
· Alkari receive the Dodge feat for free.
· Favored Class: Pilot. A multiclass alkari’s pilot class does not count when determining whether he suffers an XP penalty for multiclassing. Alkari spend their lives in the air, so moving in every direction is natural for them. (For campaigns without the pilot class, change their favored class to Fighter)

BULRATHI

· +2 Strength, -2 Dexterity; Bulrathi rely on their brute force instead of their finesse.
· Medium-size: As Medium-size creatures, bulrathi have no special bonuses or penalties due to their size.
· Bulrathi base speed is 30 feet.
· Claws: Bulrathi may attack with their sharp claws. Claw damage is 1d8. They may make as many claw attacks as they have regular attacks, and claws can be used in conjunction with any feat or special ability that provides an addition to "unarmed attacks."
· Bite: Bulrathi possess a fierce bite attack. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
· Roar: Bulrathi may make a ferocious yell as a full round action once per day. This roar stuns everything within 30 feet that do not make a successful Will save at DC 10. Even if the save is made, the Bulrathi receives a +2 bonus on Intimidate checks against every target.
· +2 racial bonus on Climb checks.
· Favored Class: Fighter. A multiclass bulrathi’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Although normally a gentle race, the bulrathi are known to be fierce and adept fighters.


DARLOKS

· +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma; Darloks are known as clever spies that aren’t used to getting caught, but their nature leads to a general distrust against them.
· Medium-size: As Medium-size creatures, darloks have no special bonuses or penalties due to their size.
· Darlok base speed is 30 feet.
· Darlok may use the spell Change Self once per day.
· Darloks do not receive a penalty to any skills with Charisma or Dexterity as key abilities as a result of low ability scores.
· Darloks receive a +2 racial bonus to Bluff, Cryptography, Disable Device, Disguise, Forgery, Hide, Move Silently, Open Lock, Pick Pocket, and Sense Motive checks.
· Favored Class: Rogue. A multiclass darlok’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. The darloks possess a natural tendency towards subterfuge and espionage.


ELERIANS

· +2 Strength, -2 Intelligence, -2 Wisdom (females, reverse for males); Elerian females are a strong warrior breed that let the men do their thinking for them.
· Medium-size: As Medium-size creatures, elerians have no special bonuses or penalties due to their size.
· Elerian base speed is 30 feet.
· Combat Telepathy: Elerian’s can use their telepathic abilities to increase their combat prowess. At the start of their combat round, they may scan the mind of one target, receiving either a +1 insight bonus to attacks, to know where the target is going to move to, or a +1 insight bonus to AC, to know where the target is going to strike.
· Telepathy: You may use the psionic powers telempathic projection and lesser mindlink at will.
· Favored Class: Psychic Warrior. An multiclass elerian’s psychic warrior class does not count when determining whether she suffers an XP penalty for multiclassing. The psychic warriors hones both the elerian’s natural psionic ability with their natural fighting prowess. (A male elerian’s favored class is Psion)


GNOLAMS

· +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom; Gnolams are known for their crafty methods of attaining and dealing with money, but they are not known for their pain threshold or willpower.
· Medium-size: As Medium-size creatures, gnolams have no special bonuses or penalties due to their size.
· Gnolam base speed is 20 feet.
· Gnolams receive a +1 luck bonus to their attack rolls, AC, and saving throws.
· Lucky: Once per day, the Gnolam may reroll an attack roll, saving throw, or skill check, and take the better of the two.
· Favored Class: Rogue. A multiclass gnolam’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Gnolams require the use of many skills to attain the money that they crave.


HUMANS

· Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
· Human base speed is 30 feet.
· 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
· 4 extra skills points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
· Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.


KLACKONS

· +2 Constitution, -2 Willpower, -2 Charisma. Klackons are strong and sturdy workers for their queen, who they submit to unquestioningly. Additionally, their strange appearance and lack of social skills turns most people away from them.
· Medium-size: As Medium-size creatures, klackons have no special bonuses or penalties due to their size.
· Klackon base speed is 30 feet.
· Klackons receive the Endurance feat.
· Unified Attack: Klackons receive a bonus to their attacks when they fight with other klackons. For each other klackon aiding in attacking a single target, each klackon receives a +1 morale bonus on attacks. For example, if there are three klackons that are attacking an orc, each klackon receives a +2 bonus on attacks, not taking into account flanks. To receive this bonus, the klackons participating must have made an attack roll on its last action.
· Bite: Klackons can use their pincers to bite an opponent. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
· Due to the adhesives the klackons secrete on their legs, they receive a +10 bonus to Climb checks.
· Favored Class: None. Klackons are bred to do what their queen dictates them to do, and to function perfectly with the rest of klackon society, thus it is rare for them to multiclass.


MEKLARS

· +4 Intelligence, -2 Constitution; Meklars are mechanical geniuses, but their reliance on machinery has withered their body.
· Medium-size: As Medium-size creatures, meklars have no special bonuses or penalties due to their size.
· Meklar base speed is 40 feet.
· Exoskeleton: The exoskeleton is a medium sized robot. It adds 2d10 hit points to the meklar. Although it can not be programmed, it can be upgraded by paying the appropriate credit cost AND the XP cost.
· +2 racial bonus to Demolitions, Disable Device, Repair, and Use Device checks.
· Favored Class: Mechanist. A multiclass meklar’s mechanist class does not count when determining whether he suffers an XP penalty for multiclassing. Meklars are one with their machines. (For campaigns without the mechanist class, change their favored class to wizard)


MRRSHAN

· +2 Dexterity, +2 Strength, -4 Constitution; Mrrshan are strong and agile, but their bodies are fragile.
· Medium-size: As Medium-size creatures, mrrshan have no special bonuses or penalties due to their size.
· Mrrshan base speed is 30 feet.
· Mrrshan receive the Weapon Focus feat for free.
· Favored Class: Ranger. A multiclass mrrshan’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. A Mrrshan’s territorial nature and ferocious fighting skills are best utilized through being a ranger.


PSILONS

· +2 Intelligence, +2 Wisdom, -2 Constitution; Psilons are sagacious and bright, but their bodies are not as well developed as their minds.
· Medium-size: As Medium-size creatures, psilons have no special bonuses or penalties due to their size.
· Psilon base speed is 30 feet.
· Favored Class: Wizard. A multiclass psilon’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Psilons are adept in researching and creating new items and technology.


SAKKRA

· +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom; Sakkra are brawny and hardy individuals, but also rather slow, physically and mentally.
· Medium-size: As Medium-size creatures, sakkra have no special bonuses or penalties due to their size.
· Sakkra base speed is 30 feet.
· Favored Class: Barbarian. A multiclass sakkra’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Sakkra are savage brutes that would rather converse with their weapons than with their words.


SILICOIDS

· +4 Constitution, -2 Dexterity, -4 Charisma; The silicoid’s rock-like properties imbue strong resistance and endurance, but those same properties also slow it down and make it repulsive to most other races.
· Medium-size: As Medium-size creatures, silicoids have no special bonuses or penalties due to their size.
· Silicoid base speed is 30 feet.
· Favored Class: None. Silicoids live through their resistances, not by their mutability.


TRILARIANS

· +2 Dexterity, -2 Strength; The trilarians’ ancestry granted them trans-dimensional capability, allowing them to move abnormally quick, but their thin limbs do not possess much muscle.
· Medium-size: As Medium-size creatures, trilarians have no special bonuses or penalties due to their size.
· Trilarian base speed is 50 feet.
· Favored Class: Sorcerer. A multiclass trilarian’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. The blood of the antarans gives them a natural affinity towards magic.
 
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Spiff

First Post
Yes, my friend did tell me to do that, since it does fit into their skills, but it doesn't fit into their character.

The darloks were hated by every other race in the game Master of Orion because their reputation preceded them, so I had to lower their charisma to demonstrate that distrust.
 

Wolf72

Explorer
mistrusted ... yeah,

(trying to think of counter arguement and failing miserably!)

Darloks do not receive a penalty to any skills with Charisma or Dexterity as key abilities as a result of low ability scores.

and I just saw this ... good job covering your bases on that one, and pretty cool twist too.

ej
 

Spiff

First Post
Updated the racial list. Completed most of the races' stats. I...uh...feel too lazy to actually make racial profiles for each, but maybe I'll go the Mythic Races route and make a specialized prestige class for each. Maybe. So anyone else other than Wolf, whose comments I greatly appreciate, wish to comment?

ALKARI

· +2 Dexterity, -2 Strength: Alkari possess keen senses and nimbleness, but their reliance on speed leaves their might wanting.
· Medium-size: As Medium-size creatures, alkari have no special bonuses or penalties due to their size.
· Alkari base speed is 30 feet.
· Flight: The alkari’s wings give them the natural ability of flight at speed 40 feet, with good maneuverability. However, they must run 60 feet in a straight line before they are capable of taking off.
· +2 racial bonus on Pilot, Freefall and Spot checks.
· -2 racial penalty on Swim checks.
· Alkari receive the Dodge feat for free.
· Favored Class: Pilot. A multiclass alkari’s pilot class does not count when determining whether he suffers an XP penalty for multiclassing. Alkari spend their lives in the air, so moving in every direction is natural for them. (For campaigns without the pilot class, change their favored class to Fighter)

BULRATHI

· +2 Strength, -2 Dexterity: Bulrathi rely on their brute force instead of their finesse.
· Medium-size: As Medium-size creatures, bulrathi have no special bonuses or penalties due to their size.
· Bulrathi base speed is 30 feet.
· Claws: Bulrathi may attack with their sharp claws. Claw damage is 1d8. They may make as many claw attacks as they have regular attacks, and claws can be used in conjunction with any feat or special ability that provides an addition to "unarmed attacks."
· Bite: Bulrathi possess a fierce bite attack. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
· Roar: Bulrathi may make a ferocious yell as a full round action once per day. This roar stuns everything within 30 feet that do not make a successful Will save at DC 10. Even if the save is made, the Bulrathi receives a +2 bonus on Intimidate checks against every target.
· +2 racial bonus on Climb checks.
· Favored Class: Fighter. A multiclass bulrathi’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Although normally a gentle race, the bulrathi are known to be fierce and adept fighters.


DARLOKS

· +2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Darloks are known as clever spies that aren’t used to getting caught, but their nature leads to a general distrust towards them.
· Medium-size: As Medium-size creatures, darloks have no special bonuses or penalties due to their size.
· Darlok base speed is 30 feet.
· Darkvision: Darloks can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and darloks can function just fine with no light at all.
· Darlok may use the spell Change Self once per day.
· Darloks do not receive a penalty to any skills with Charisma or Dexterity as key abilities as a result of low ability scores.
· Darloks receive a +2 racial bonus to Bluff, Cryptography, Disable Device, Disguise, Forgery, Hide, Move Silently, Open Lock, Pick Pocket, and Sense Motive checks.
· Favored Class: Rogue. A multiclass darlok’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. The darloks possess a natural tendency towards subterfuge and espionage.


ELERIANS

· +2 Strength, -2 Intelligence, -2 Wisdom (females, reverse for males): Elerian females are a strong warrior breed that let the men do their thinking for them.
· Medium-size: As Medium-size creatures, elerians have no special bonuses or penalties due to their size.
· Elerian base speed is 30 feet.
· Combat Telepathy: Elerian’s can use their telepathic abilities to increase their combat prowess. At the start of their combat round, they may scan the mind of one target, receiving either a +1 insight bonus to attacks, to know where the target is going to move to, or a +1 insight bonus to AC, to know where the target is going to strike.
· Telepathy: You may use the psionic powers telempathic projection and lesser mindlink at will.
· Favored Class: Psychic Warrior. An multiclass elerian’s psychic warrior class does not count when determining whether she suffers an XP penalty for multiclassing. The psychic warriors hones both the elerian’s natural psionic ability with their natural fighting prowess. (A male elerian’s favored class is Psion)


GNOLAMS

· +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom: Gnolams are known for their crafty methods of attaining and dealing with money, but they are not known for their pain threshold or willpower.
· Medium-size: As Medium-size creatures, gnolams have no special bonuses or penalties due to their size.
· Gnolam base speed is 20 feet.
· Gnolams receive a +1 luck bonus to their attack rolls, AC, and saving throws.
· Lucky: Once per day, the Gnolam may reroll an attack roll, saving throw, or skill check, and take the better of the two.
· Wealth: Gnolams start with double starting money.
· Favored Class: Rogue. A multiclass gnolam’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. Gnolams require the use of many skills to attain the money that they crave.


HUMANS

· Medium-size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
· Human base speed is 30 feet.
· 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
· 4 extra skills points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
· Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.


KLACKONS

· +2 Constitution, -2 Willpower, -2 Charisma: Klackons are strong and sturdy workers for their queen, who they submit to unquestioningly. Additionally, their strange appearance and lack of social skills turns most people away from them.
· Medium-size: As Medium-size creatures, klackons have no special bonuses or penalties due to their size.
· Klackon base speed is 30 feet.
· Darkvision: Klackons can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Klackons can function just fine with no light at all.
· Klackons receive the Endurance feat for free.
· Unified Attack: Klackons receive a bonus to their attacks when they fight with other klackons. For each other klackon aiding in attacking a single target, each klackon receives a +1 morale bonus on attacks. For example, if there are three klackons that are attacking an orc, each klackon receives a +2 bonus on attacks, not taking into account flanks. To receive this bonus, the klackons participating must have made an attack roll on its last action.
· Bite: Klackons can use their pincers to bite an opponent. A bite attack can be made whenever a full round action is used to attack. The attack is made at a -5 penalty from the highest attack bonus used, and deals 1d6 damage.
· Due to the adhesives the klackons secrete on their legs, they receive a +10 racial bonus to Climb checks.
· -2 racial penalty to Swim checks.
· Favored Class: None. Klackons are bred to do what their queen dictates them to do, and to function perfectly with the rest of klackon society, thus it is rare for them to multiclass.


MEKLARS

· +4 Intelligence, -2 Constitution: Meklars are mechanical geniuses, but their reliance on machinery has withered their body.
· Medium-size: As Medium-size creatures, meklars have no special bonuses or penalties due to their size.
· Meklar base speed is 40 feet.
· Exoskeleton: The exoskeleton is a medium sized robot. It adds 2d10 hit points to the meklar. Although it can not be programmed, it can be upgraded by paying the appropriate credit cost AND the XP cost. The suit grants the meklar a +4 armor bonus with 10% arcane spell failure, but no armor check penalty. However, no other form of armor can be worn on top of the suit, unless the suit is upgraded. Should the meklar be exposed out of his suit, he receives a point of damage per round until he gets back into his exoskeleton. The suit cannot be destroyed unless its host meklar is, as the bond between a meklar and its suit is cybernetically symbiotic.
· Untiring: The meklars do not tire, as their cybernetic exoskeletons preserve their strength. Thus, they do not require sleep, but still need to make a check for fatigue from running long distances, to reflect the pushing of the exoskeleton.
· +2 racial bonus to Demolitions, Disable Device, Repair, and Use Device checks.
· Favored Class: Mechanist. A multiclass meklar’s mechanist class does not count when determining whether he suffers an XP penalty for multiclassing. Meklars are one with their machines. (For campaigns without the mechanist class, change their favored class to wizard)


MRRSHAN

· +2 Dexterity, +2 Strength, -4 Constitution: Mrrshan are strong and agile, but their bodies are fragile.
· Medium-size: As Medium-size creatures, mrrshan have no special bonuses or penalties due to their size.
· Mrrshan base speed is 40 feet.
· Low-light vision: Mrrshan can see twice as far as a human in starlight, moonlight, torchlight, and similar condition of poor illumination. They retain the ability to distinguish color and detail under these conditions.
· Claws: Mrrshan can attack with their sharp claws. Claw damage is 1d6. They may make as many claw attacks as they have regular attacks, and claws can be used in conjunction with any feat or special ability that provides an addition to "unarmed attacks."
· +2 racial bonus to Listen and Spot checks.
· +2 racial bonus to Wilderness Lore checks if used for tracking.
· Mrrshan receive the Weapon Focus feat for free.
· Favored Class: Ranger. A multiclass mrrshan’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. A Mrrshan’s territorial nature and ferocious fighting skills are best utilized through being a ranger.


PSILONS

· +2 Intelligence, +2 Wisdom, -2 Strength: Psilons are sagacious and bright, but their bodies are not as well developed as their minds.
· Medium-size: As Medium-size creatures, psilons have no special bonuses or penalties due to their size.
· +2 racial bonus to Research, Knowledge, and Craft checks.
· Psilon base speed is 30 feet.
· Item Lore: Psilons are known for their creative craft, thus they have a vast reservoir of knowledge regarding items. If a magic item is encountered, a Psilon may make a Knowledge (Arcana), Knowledge (Religion), or Knowledge (Psionics) check if the item encountered is magical, divine, or psionic, respectively. The DC of the check is 10 + Caster Level, and if successful, the item is identified, as per the spell.
· Psilons receive either Magical Artisan or Magical Training feat for free, to demonstrate their artificing or arcane background. (For Magical Artisan, you may associate the feat with an item creation feat that you may).
· Favored Class: Wizard. A multiclass psilon’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing. Psilons are adept in researching and creating new items and technology.


SAKKRA

· +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom: Sakkra are brawny and hardy individuals, but also rather slow, physically and mentally.
· Medium-size: As Medium-size creatures, sakkra have no special bonuses or penalties due to their size.
· Sakkra base speed is 30 feet.
· Darkvision: Sakkra can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and sakkra can function just fine with no light at all.
· Subterranean: Sakkra can move through earth and dirt. Sakkra can move through dirt as if it were water, using swim rules. However, the suffocation rules still apply, as well as the encumbrance ones.
· Fast Healing: The sakkra’s lizard roots show in their above average healing rate. Sakkra heal [(character level + Constitution modifier) x 2] per day.
· Favored Class: Barbarian. A multiclass sakkra’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. Sakkra are savage brutes that would rather converse with their weapons than with their words.


SILICOIDS

· +4 Constitution, -2 Dexterity, -4 Charisma: The silicoid’s rock-like properties imbue strong resistance and endurance, but those same properties also slow it down and make it repulsive to most other races.
· Medium-size: As Medium-size creatures, silicoids have no special bonuses or penalties due to their size.
· Silicoid base speed is 30 feet.
· Silicoids receive the Toughness feat for free.
· Lithovore: Silicoids can consume anything as long as there is something to consume. Thus, they have no real for rations, unless they’re in the void of space. Silicoids also have no need for water rations, either.
· Silicon-based lifeform: Silicoids receive a +2 natural armor bonus as a result of the rock plating they possess. Also, unarmed attacks dealt by silicoids receive a +1 racial damage bonus as a result of the same hard rock plating.
· -2 racial penalty to Swim and Diplomacy checks.
· Favored Class: None. Silicoids live through their resistances, not by their mutability.


TRILARIANS

· +2 Dexterity, -2 Strength: The trilarians’ ancestry granted them trans-dimensional capability, allowing them to move abnormally quick, but their thin limbs do not possess much muscle.
· Medium-size: As Medium-size creatures, trilarians have no special bonuses or penalties due to their size.
· Trilarian base speed is 50 feet.
· Low-light vision: Trilarians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
· Dimensional Hop: As a full round action, the Trilarian may make a Dimensional Hop. The effects are similar to a Dimension Door spell, except the range is their base speed.
· Aquatic: Trilarians can move full movement while swimming, as well as fight and cast spells at full capacity. Encumbrance penalties for Swim do not affect the Trilarians.
· Water Breathing: Trilarians can breathe underwater, as well as on land.
· +2 racial bonus to Swim checks.
· Favored Class: Sorcerer. A multiclass trilarian’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. The blood of the antarans gives them a natural affinity towards magic.
 
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hmm, charisma is a funny thing that way. I would suggest a bigger bump in those charisma based deception skills, so at the end they come out higher than someone of another race.

Bluff and Disguise would be +4 to make up for their low charisma, considering these skills are what they are supposed to be good at anyway. If this feels unbalancing, you could take some of the other items off the list, or perhaps give them a racial penalty to diplomacy checks.

it leaves up the question of whether Darloks still recieve a charisma penalty when in disguise...
 

daimou

First Post
I think that maybe the Silicoids should also be immune to poison. I mean think about it, they got no penalties to toxic or radiated planets, on the other hand to do that the Silicoids should have a +1 ECL.
 

Spiff

First Post
I was a bit reluctant to give the silicoid natural armor.

I really wanted to give them some sort of poison resistance/bonus, but to do that would upgrade them too significantly. I suppose I can eschew that Toughness resistance for a +2 or +4 racial bonus to Fort saves against poison.
 



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