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Origins 2003 - GURPS: Alpha Centauri, Tschaikovsky Colony, GM's Reference Materials

Tschaikovsky Colony GURPS Material

Download The Computer Game Version
Planetfall 2168
The saved Alpha Centauri Game This Convention Scenario was based on. Requires both the Firaxis Alpha Centauri, and Alien Crossfire Computer Games.
Pregenerated GURPS Characters
All the player characters for this scenario were generated as 125 point characters under the premise the Scout Teams would be highly trained and motivated.

Maps
Inland Map, Tschaikovsky Continent
Tschaikovsky Inland
Tschaikovsky Inland

Monolith Area Map
Monolith Area Map
Monolith Area Map

Abandoned Settlement Map
Abandoned Settlement Map

Abandoned Settlement Map
Encounter Tables
Encounter Tables
Indigenous Lifeforms
Beach
Beach

Inland
Inland
Storyline, Events & Rumors
The Sea Voyage
The Sea Voyage

Landiing Location
Landing Location

Initial Reconnaissance
Initial Reconnnaisance

The Bodies
The Bodies

The Fungal Tower Forest
The Fungal Tower Forest

Unity Pod Beacon
Unity Pod Beacon

The Unity Pod
The Unity Pod

The Mysterious Faction
The Mysterious Faction

The Usurper Vendetta
The Usurper Vendetta

Colony Pod Deployment
Colony Pod Deployment

Data Angels Faction
Data Angels Faction

Inland Reconnaissance
Inland Reconnaisance

The Monolith
The Monolith

Refugees
Refugees

New Mission
New Mission

University Defense
University Defense

Tschaikovsky Colony Start Map
GURPS: Tschaikovsky Colony Scenario Map
Click to view Closeup!

Alpha Centauri, March 2169 O.E.
Gurps Reference Material
Pre-generated Characters

Dr. Yuri Padov

Doctor Yuri Padov, (m)
Description: University Doctor/Scientist Thrust: 1d-2
Strength: 10
Swing: 1d
Dexterity: 12
Kick: 1d-1
IQ: 16
Punch: 1d-3
HT: 10 Dodge: 4
Movement - Base Speed: 5.5
Move: 4
Swim:default
Advantages, Disadvantages, and Quirks: Scientists Code of Honor, Workaholic, Quirk- Long Hair. Empathy, Strong WIll +2, Sense of Duty, Honesty, Pacifism (Will fight in Self-Defense only. Fanatically Loyal to the University & Science.
Body Protection: None (only clothes...)
Skills: Diagnosis 18, Physician 18, Medical Electronics 17, Leadership 17, Survival 16, Biochemestry 15, Genetics 15, Diplomacy 15,  Psychology 15.
Weapons & Possessions: Hardened Mini-computer, Medical Database, Datalink, Long Range Communicator, Laser Listening Device, Emergency Medkit, Mind Shield (2), Air Mask, Air Tanks, Envirobag, Filtration Canteen, Inertial Compass, Portable Medical Toolkit, Short Range Communicator.
Background Story: Dr. Padov is a well respected leader in the University Faction, He did manage a faux paux of sorts back at University Base and earned a remote assignment as the New Colony Chief Administrator. (+3 Status) Determined to rebuild his slightly soiled reputation, Dr. Padov is motivated to build the best new colony on Planet, in record time. He earns $ 2,340 per month as the Alpha Rover Scout Team Doctor/Xenobiologist. Age: 38, Hieght 6'0", Weight 160 Brown Hair, Brown Eyes.



Vadya Ilov
Vadya Ilov (m)
Description: University Media Representative
Thrust: 1d-1
Strength: 12
Swing: 1d+2
Dexterity: 13
Kick: 1d
IQ: 12
Punch: 1d-3
HT: 12
Dodge: 5
Movement - Base Speed: 6.25
Move: 5
Swim: 14
Advantages, Disadvantages, and Quirks: Alcoholic, Overconfident, Truthfulness, Quirk - Long Hair, Duty to University, Danger Sense, Admin Rank I - Research Assistant, Comfortably Wealthy.
Body Protection: Body PD: 2, DR: 16. Feet PD: 2, DR: 16, no other armor.
Skills: Laser Pistol 15,  Scrounging 14, Carousing 14, Photography & Video Production 13, Physician 12, Diplomacy 12, Survival 12, Electronics 12, Psychology 11.
Weapons & Possessions: Laser Pistol, Medium Monocrys Armor Vest, Compact Personal Data Assistant, 100 Media Disks, Short Range Communicator, Digital Motion Camera, 3 "B" Cells for Camera, News Camera, Audio Recorder, 2x "C" Cells for pistol, Air Mask, Air Tanks x2, Envirobag, Filtration Canteen, Inertia Compass, Bottle of Vodka x4, Monocrys Armor Boots.
Background Story: Ilya was employed by the University as a Video Journalist to document and report on the founding of Tschaikovsky Colony for $ 620 per month. He joined the Rover crew to live life on the frontier. He has +1 Status as Dr. Padov's assistant. Hieght 5'11", Weight 160, Brown Hair, Brown Eyes.

Sargeant First Class Konstantin
Sargeant First Class Konstantin
Description: University Soldier (Scout), Scout Team Leader
Thrust: 1d-1
Strength: 12
Swing: 1d+2
Dexterity: 12
Kick: 1d
IQ: 13
Punch: 1d-3
HT: 13
Dodge: 4
Movement - Base Speed: 6.25
Move: 4
Swim:default
Advantages, Disadvantages, and Quirks: Military Rank, Alertness +2, Quirk - Long Hair & Beard, Quirk - Limp (minor), Warriors Code of Honor, Workaholic, Impulsive, Honesty.
Body Protection: Head Synthmetal Helmet PD 4/2 DR 18/10, Body PD4 DR40, Arms, Legs & Hands PD2, DR12. Feet PD3, DR15. (Synthmetal Armor)
Skills:Tactics 18, Leadership 16, Military 15, Communication Ops 15, Laser Rifle, Laser Pistol, & Surival 14. Armoury 13, Sensor Ops 13, Electronics 12, Savior Faire 9, Scrounging 9, Gunnery 7
Weapons & Possessions: Synthmetal Armor, Laser Rifle, Laser Pistol, Short Range Communicator, Airmask, Air Tanks x2, Envirobag, Filtration Canteen, Intertial Compass, 10 Yards of Bi-Phase Rope, Flashlight, 1 Weeks Rations, 2 Power cells of both the pistol & laser rifle.
Background Story: Konstantin is a career soldier, and enjoys living on the frontier of humanity. He is not fond of the politics in the University terrirtorial holdings, and aspires to be a leader. As a Scout team leader he is realizing his true potential which is considerable. Wounded twice and decorated on other expeditions, Konstantin is one of the Unity old-timers, who often as not, ends up running the show  while out in the wilderness.  Age: 74 Hieght: 5'9" Weight: 160, with black hair and brown eyes.  Konstantin earns $700 a month as the scout team leader.

Sargeant Yemenov , Male
Scout / Gunner - Unavailable

Corporal Yergi, Female
Scout / Sensor Ops - Unavailable

Corporal Zhudkov
Corporal Zhudkov (m)
Description: University Soldier/ Scout
Thrust: 1d+1
Strength: 16
Swing: 2d+2
Dexterity: 11
Kick: 1d+2
IQ: 13
Punch: 1d-1
HT: 11
Dodge: 3
Movement - Base Speed: 5.5
Move: 3
Swim:default
Advantages, Disadvantages, and Quirks: Warriors Code of Honor, Fanaticism, Workaholic, Quirk - Long Hair & Beard, Combat Reflexes.
Body Protection: Head Synthmetal Helmet PD 4/2 DR 18/10, Body PD4 DR40, Arms, Legs & Hands PD2, DR12. Feet PD3, DR15. (Synthmetal Armor)
Skills: Survival 14, Laser Rifle 13, Comm Ops 12,  Sensor Ops 11, Leadership 11, Scrounging 10, Savior Faire (Military) 10, Gunnery 9, Armoury 9, Electronics 9, Driving 8, Mechanic 8, Tactics 7.
Weapons & Possessions: Laser Rifle, Synthmetal Armor, Short Range Communicator, Airmask, Airtanks x2, Envirobag, Filtration Canteen, Inertial Compass, 10 Yards of Bi-Phase Rope, Flashlight, 1 Weeks Rations, Laser Rifle Power Cells x2.
Background Story: Corporal Zhudkov was picked to be on the scout team for his unusual strength. He is good natured and fanatically loyal to the University, so much so, that it interferes with his competence at times. Age: 24, Hieght 6'0", Weight; 180, Hair: Black, Eyes: Brown. He earns $420 a month as a scout.


Encounter Tables

Alpha Centauri Encounter Tables
Roll 3d6 1x per day, and if your roll is 15 or greater, roll again on the following table to discern the nature of the encounter.
3d6  roll
Planet Ocean
Planet
3
Isle of the Deep / Sea Lurk
Mind Worms / Locust of Chiron
4
Isle of the Deep
Mindworms
5
Weather Change
Xenofungus
6
Nautilus Pirates Faction Usurpers (Aliens)
7
Consciousness Faction Consciousness Faction
8
Usurpers (Aliens) Nautilus Pirates Faction
9
Unusual Sea Event
Xenofungus
10
Weather Change
Weather Change
11
Nautilus Pirates Faction Usurpers (Aliens)
12
Consciousness Faction Consciouness Faction
13
Unusual Sea Terrain
Xenofungus
14
Weather Change
Unusual Terrain
15
Nautilus Pirates Faction
Usurpers (Aliens)
16
Consciousness Faction
Indigenous Species
17
Weather Change
Unity Supply Pod
18
Indigenous Species
Usurpers (Aliens)


Indigenous Lifeforms

Beach

Beach

Type: Amphibian Gatherer - Octozene
NA:1
Str:
11
Size: 1,000 Lbs.  12' Long, 3' Diameter
Dex:
10
This eight armed amphibian gathers dead and live prey using its' claw tipped appendages to shred victims into bite sized morsels.
IQ:
1
HT:
19
Speed:
7.25
Move: 7
Weapons: Claws 1d-2 (x8)
Dodge:
3
Parry: 5
Block: 5

Head
Body
 Arms / Claws
PD
1
1
1 / 1
DR
4
2
0 / 5

Beach

Type: Herbivore/Grazer - Xenohardi
NA: 1
Str:
9
Size: 85,000 lbs. 124' long, 16' in diameter.
Dex:
9
This giant worm with teeth feeds on xenofungus
IQ:
2
HT:
40
Speed:
10
Move: 8
Weapons: cut bite 1d-2
Dodge:
4
Parry: -
Block: -

Head
Body / Arms / Hands
Legs / Feet
PD
0
0/-/-
-/-
DR
0
2/-/-
-/-


Beach

Type: Carnovore/Chaser - Xenophants NA: 2d6
Str:
18
Size: 25,000 Lbs
Dex:
6
These Elephant sized predators run down their victims and trampler them, after which they suck all the fluids and nutrients out of the husk leaving dessicated skin over bones.
IQ:
3
HT:
41
Speed:
11
Move: 9
Weapons: Hooves
Dodge:
5
Parry: -
Block: 4

Head
Body
 Legs / Hooves
PD
1
1
1 / 2
DR
0
4
4 / 8


Beach

Type: Amphibian/Grazer - Sea Lurch NA: 1d6
Str:
9
Size: 125,000 Lbs. 150' long, 30' in diameter
Dex:
9
Like its' land locked cousin the serpentine Sea Lurch feeds on other dead flora and fauna in the ocean. It may attack with  calcium tipped horns.
IQ:
2
HT:
91
Speed:
8
Move: 8
Weapons: Horns 1d-2 Impaling (x2)
Dodge:
4
Parry: -
Block: 6

Head
Body
 Tail
PD
0
0
0
DR
4
8
8


Beach

Type: Intimidator / Lurch NA: 1
Str:
12
Size: 90,000 Lbs. 70' long, 25' in diameter.
Dex:
9
This whale sized giant slug feeds on other dead flora and fauna, scaring off any other predators by spitting calcified deposits.1/2 D range: 40 yards
IQ:
2
HT:
76
Speed:
4
Move: 4
Weapons: Rockspit 1d+2 crush
Dodge:
0
Parry: 0
Block: 0

Head
Body
Tail
PD
0
0
0
DR
4
8
8


Beach

Type: Herbivorous Grazer - Crooves NA: 3d6x10
Str:
16
Size: 500 Lbs. 9' long and 6' high
Dex:
14
Crooves are reddish-brown giant Gazelle like creatures that graze on the local flora, but will not eat any xenofungus.
IQ:
1
HT:
12
Speed:
6.5
Move: 6
Weapons: Hooves 1d-1 Trampling
Dodge:
3
Parry: -
Block: -

Head
Body
 Legs / Hooves
PD
1
2
2 / 3
DR
0
2
2 / 6


Inland

Clear

Type: Flying Intimidator - Vultures NA: 2d6
Str:
6
Size: 25lb with feathered wings.
Dex:
10
These Terran imports escaped from planetfall into the wild of planet without any natural enemies. They are fearless and will circle dead animals or carrion at a distance approaching ever closer. They will not normally attack living creatures.
IQ:
4
HT:
7
Speed:
16 / 4.25
Move: 16 / 4
Weapons: claws 1d-1 cutting damage
Dodge:
8 / 4
Parry: -
Block: -

Head
Body
 Wings / Tail
PD
0
0
0/0
DR
0
0
0/0


Inland

Type: Herbovore Grazer - Moats NA: 2d6
Str:
10
Size: 225 Lbs.
Dex:
11
These dinosuar type two-legged reptilians have two smaller foreclaws and typically forage on smaller trees. They cannot eat plants from Earth so are found in remote or wilderness areas of Planet. Up to 8' tall.
IQ:
2
HT:
8
Speed:
4.75
Move: 4
Weapons: Claws 1d-4 cutting
Dodge:
4
Parry: -
Block: -

Head
Body
 Legs / Claws
PD
0
0
0/1
DR
0
0
0/1


Inland

Type: Herbivore Grazer - Tinydeer NA: 1d6
Str:
6
Size: small 25 lb.
Dex:
10
These are small four-legged mammals that feed on xenofungus. They will not generally attack but have been known to defend themselves with a fleeing kick.
IQ:
5
HT:
9
Speed:
4.75
Move: 4
Weapons: Hooves 1d-4 Kick
Dodge:
4
Parry: -
Block: -

Head
Body
 Legs / Hooves
PD
0
0
0/1
DR
0
0
0/1


Inland

Type: Herbivorous Grazer - Biceratops
NA: 4d6
Str:
14
Size: 50 lbs. Small.
Dex:
8
These tiny thick skinned mammals are often described as miniature red triceratops, except they have only two horns on their head. They typically forage on xenofungus, are territtorial and aggressive around their herd and will charge intruders.
IQ:
4
HT:
6
Speed:
3.5
Move: 6
Weapons: Horns x2 1d Impaling (each)
Dodge:
3
Parry: 3
Block: 3

Head
Body
 Legs / Horns
PD
1
1
1/4
DR
1
1
1/2


Inland

Type: Flying Carnivore - Piercer NA: 1
Str:
12
Size: 800 Lbs. Very Large
Dex:
14
This very large flyer hunts by spearing it's prey. They are unable to distinguish between humans and local fauna so swooping silent deadly attacks are common. Piercers find humand inedible and will spit them out.
IQ:
4
HT:
14
Speed:
7
Move: 7
Weapons: Horns x2 1d+1 Impaling Damage
Dodge:
3
Parry: 2
Block: 0

Head
Body
Wings / Legs / Tail
PD
0
0
0/0/0
DR
0
1
0/0/0


Inland

Type: Carnovore/Hunter - X'ree NA: 1-2
Str:
11
Size: 25 Lb. Small.
Dex:
8
X'ree are pets of the Usurpers, genetically bred carnivores with the capacities of enhanced smell, and no need to sleep. They are released into the wilds to be hunted later by the Usurpers. They are small hunch-backed bipedal reptilian creatures that prefer fresh meat, and can eat any type of Fauna from Planet or Earth. They are semi-intelligent and excellent trackers. Enhanced Smell: 16. Spot/Sight: 14: Hearing: 16. Tracking: 14. Hunting 14. Their hides can be used as PD2 armor with careful preservation.
IQ:
9
HT:
7
Speed:
3.75
Move: 4
Weapons: Claws x2 1d+1 Cutting damage
Dodge:
3
Parry: 3
Block: 3

Head
Body/Foreclaws
 Legs / Rearclaws
PD
2
2/2
2/2
DR
1
1/1
1/1


Storyline Facts, Events & Rumors

The Sea Voyage
The Sea Voyage should be rather uneventful unless the encounter tables below are used. In the actual computer game, a Data Angel foil contacted the University and opened diplomatic relations with a technology trade, as well as an exchange of maps. .

Landing Location
Dr. Padov will need to determine a suitable location for landing both the Alpha Scout Rover Team, as well as the colony pod, preferably, but not necessarily in that order. as well.

Initial Reconnnaisance
On first hitting the coast, a sensor sweep will reveal low beach and open plains with some Xenofungus patches. The soil here is rich in useful minerals and nutrients, but not saturated.  Anyone attempting a sensor sweep and scoring a critical success or three or more lower than the required Sensor operations roll will also pick up the Unity Pod Beacon signal (See more on this below). Inland a mountain range is evident, but the players should really have no additional details on what is inland without actually deploying the Alpha Scout Rovers.

The Fungal Tower Forest
This is a forest that is approximately eight to ten  Kilometers wide, and maybe twenty Kilometers long stretching inland from the coast where ever the players happen to make landfall.  The average Fungal Tower probably stands 20-30 meters high, with some reaching 60, 80, or very rarely 100 m tall. They are of various hues of red to yellow. The towers are soft and spongy, slimy, and somewhat slippery, with great fans instead of branches like trees have. A Fungal Fan is often easily able to accomodate the weight of the entire scout party.

Unity Pod Beacon
A crashed Unity Pod is located approximately 35-45 Km inland. It still broadcasts a faint  signal that can easily be located with any major land-based sensor sweep. The Signal is broadcast for one hour each day sometime during the mid-morning. The remainder of the day, the beacon is recharging using an archaic solar powered battery pack.

The Unity Pod
The Unity Pod crash landed sixty-nine years ago. It re-entered the atmosphere at a high angle of descent and crash landed nosing into Planet at an approximate thirty degree angle. The pod is 60 Meters long, and maybe 10 Meters in diameter, with the entire front half buried into Planet. There is XenoFungus growing underneath of, and all around the Pod, but not inside the Pod (Which is still sealed.)

The Pod has a hexagonal column shape, and has two airlock doors, one on each end. The Airlock doors on the earthbound end have been crushed and irretrievablly destroyed in the crash landing. There is also a set of non-functional very large cargo doors centered on one side of the Unity Pod. The doors must be repaired, and power must be routed to the Unity Pod to effectively open the main cargo doors of the pod. The Airlock electronics on the high side of the Pod is also non-functional, and was significantly damaged, however a manual override (Wheel type) exists to open the airlock doors. Due to the number of years that has passed since the pod crash landed, a successful strength check is required to successfully open the Airlock. On the inside of the Pod, the cargo containers, and equipment that located in the cargo bay has been pushed into the airlock by the force of the crash impact, and the inner airlock doors are buckled open and bent  towards the outer airlock doors. About half of the containers, equipment, cases, and loose items were crushed during the impact. There is plenty of usuable material in a sealed Unity Pod though. Consult the following table to determine the nature of the contents of the Unity Supply Pod:

Unity Pod Contents
Dice Roll 3d6
Pod Contents Description
3
Alien Artifact
4
Siesmic Anamoly / Earthquake Generated
5
Volcanic Anamoly  / Volcanic Eruption Generated
6
Agricultural Terraforming
7-9
Monolith
10
Unity Scout Chopper
11
Unity Hydrofoil
12
Unity Scout Rover
13
Unity Mining Laser
14
Battle Ogre Mk I
15
Battle Ogre Mk II
16
Battle Ogre Mk III
17
A new Technology from the Alpha Centauri Tech Tree
18
Equipment & Supplies to complete a Base or Facility


The Bodies
The decomposing bodies belong to people from a Data Angel scout team. The Data Angels were attacked by mind worms and annihilated. There may be additional equipment such as Scout Rovers and Sandcrawlers left near the bodies in relatively good condition as well. In addition to having Synthmetal armor and weapons, the Datajack scouts have sophisticated computers, communications, and navigational gear. Their computers receive a bonus to all jamming attempts, or other attempts at  hacking, however if the University team does succeed in breaking into the navigational computers on board any vehicle or into the personal computer of any dead Datajack, they will obtain the Tschaikovsky inland map along with the Monolith map, and log information on the DataJack Scout team progression down the River Valley. They will also obtain broadcast frequencies, codes, and protocols that will enable them to contact the DataJack faction.

The Mysterious Faction
The Mysterious Faction is none other than the Nautilus Pirates, a Faction that lives primarily on the oceans of planet. The Nautilus Colony Pod crash landed on the Oceans of Planet, and this faction concentrated on developing sea technology. They are on unfriendly terms with any other faction, and will often broadcast false signals, alarms, or radio calls to lure other unsuspecting factions into a trap or ambush where they will capture equipment and convert it for their use. Prisoners of the Nautilus faction are returned to one of their Sea Cities to serve as slave labor.  Often the Nautilus Pirates will jam communications to create confusion, and take advantage of other factions whenever possible as well.

The Usurper Vendetta
Several days after the Alpha Squadron Scout Team arrives on Tschaikovsky, a live broadcast  will arrive from the University Territory announcing that the University is under attack from the Usurpers.  As the situation unfolds, it becomes evident that the University is at a disadvantage.  University Base will be overrun and annihilated in a matter of days, and the Cosmodrome Launch Center will be besieged. The University will form an Alliance with the Consciousness Faction. The Monolith South of the Garland crater near the border will prove a key to the University defenses. Naturally the mission of establishing a new colony on Tschaikovsky will become a high priority especially in light of the situation that the Usurper Aliens have the capability of possibly destroying the University as a faction, and a request will go out from the University to expedite the establishment of Tschaikovsky Colony.

Colony Pod Deployment
The Pod is an enormous affair, that moves slowly over any type of terrain. It must be deployed in a location that is free of Xenofungus, and in an optimal position to take advantage of any available natural resources in the vicinity of the Deployment location. This is the primary mission of the Scout team when the game begins, to find a suitable location on the new continent to establish the new colony. Dr. Padov's personal mission is to oversee the establishment of the colony with all the details that engenders.

Data Angels Faction
The Data Angels faction are interested in setting up diplomatic relations with the University.  Upon contact they will exchange map exploration information as well as offer, and ask for new technology. They will offer a trade agreement as well, and offer to assist with the establishment of the new University colony. There is Data Angel Scout Team in the Seas near Tschaikovsky on hydrofoils, and they have recently lost contact with an inland scout team and are offering a reward for any information leading to locating the lost  Data Angel scout team.

Inland Reconnaisance
The landing area is primarily rocky plains with occassional patches of Xenofungus. It has a standard content of minerals or resources meaning there are no enhanced resources. Approximately 50 Km Inland there is a range of mountains, and what is beyond the mountains are detailed in the Tschaikovsky inland map. Inland there is an active volcano, a monolith, and large areas of xenofungus infestation.

The Monolith
Inland on Tchaikovsky there is a Monolith. It will provide bonuses to any repair skills of any unit in the immediate vicinity of the monolith (within 1 Km) as well as speed up the healing of wounded or hurt individuals significantly.
The Data Angels were the first to discover the monolith, but have no claim to it as it is outside of their territory. A Monolith map is included for reference.

Refugees
After University Base is captured, a large number of refugees will be generated that are fleeing from the continued Usurper attacks. The University council will contact the Tschaikovsky Colony Team and request they absorb the refugees into the new colony. The foils that are on station with the Alpha Rover Team and Tschaikovsky colony deployment  will be recalled to the University mainland to be used as transports, and to be re-allocated for University defense. The colony is really on their own, after this, as the University has no resources to spare to help the colony development effort.

New Mission
When it becomes evident the Vendetta is not going well for the University, The University will contact Dr. Padov with instructions for him to dispatch the Scout team to actively seek out and make contact other factions with the express purpose of establishing diplomatic relations, and a mutual defense treaty. At this point, the University is in dire need of equipment, trained military troops, and any other available resources.

University Defense Mission
Once the colony has it's basic defenses up, and after the Usurper Vendetta begins, The Alpha Rover Scout Squadron can be recalled anytime for defense of the University Homeland. Travel time to the University Mainland for just the Alpha Rover Scouts onboard hydrofoils is 2-3 days.


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Origins 2003 Report: Alpha Centauri


Copyright 2003, 2004 © all rights reserved. Dirk T. Collins

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