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ShineDog
May 21, 2007
It is inevitable!
The scientist hasn't spent a single point in lore though, not one. They are just naturally brilliant at it despite never having had an in character interest or it being anywhere near their character concept.

Action archaeologist has spent quite a lot of xp in it now, but at the end of the day you're better off rolling an extra green than upgrading a green to a yellow.

So yeah, I'll continue to think it's weird to think that my excellent engineer kind of defaults to an expert historian. He's also our default resident expert on all things crime too, despite having been basically locked in a lab doing science for decades.

ShineDog fucked around with this message at 10:26 on Jun 9, 2016

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

ShineDog posted:

Action archaeologist has spent quite a lot of xp in it now, but at the end of the day you're better off rolling an extra green than upgrading a green to a yellow.

This is the flaw of your understanding of the system, because this is incorrect. Statistically the chances of success are about the same, but a yellow also offers the opportunity to roll a Triumph. This is objectively better when you're rolling vs Challenge dice.

The complaint about archaeologist not being better at scholarly stuff is kinda true, but Talents aren't meant to replace skill proficiency, and that spec gets Lore which Engineer does not. You want to be research Indy, get some yellow in Lore.

Fuzz fucked around with this message at 16:54 on Jun 9, 2016

nelson
Apr 12, 2009
College Slice
It so happens that my previous character was an archeologist with 5 int. I also spent most of my gained xp on skills rather than talents. It was pretty ridiculous. I felt like the GM made knowledge rolls more difficult than normal just so there would be some challenge.

On reflection, I don't really recommend archeologist unless you plan to be a melee fighter, otherwise the talent tree isn't so great. The talents from doctor or mechanic are so much better for an INT character.

ShineDog
May 21, 2007
It is inevitable!

Fuzz posted:

This is the flaw of your understanding of the system, because this is incorrect. Statistically the chances of success are about the same, but a yellow also offers the opportunity to roll a Triumph. This is objectively better when you're rolling vs Challenge dice.

Really? Triumphs are narratively lovely but since they don't cancel despair they're still a pretty modest improvement compared to adding a green, regardless of what your opposition is. I'd say the core "did I achieve what I set out to" question is the most important factor in the quality of your dice but maybe I should put more stock in fun narrative.

quote:

The complaint about archaeologist not being better at scholarly stuff is kinda true, but Talents aren't meant to replace skill proficiency, and that spec gets Lore which Engineer does not. You want to be research Indy, get some yellow in Lore.

I understand that the indy character is eventually going to surpass the engineer at lore eventually. I just don't like at a pretty fundamental level how many hats that this character who is supposedly a pretty focused physicist is able to wear. A character who has spent every point he has on thinking about machines and physics knows more about the underworld than our shady criminal, because the shady criminal has other things to spend his xp on than dumping it into underworld or int. Seems weird.

And yeah, there are a variety of rp methods we can use to handle this but it always seems like a bit of a fudge. Character sheet says he's good at topic and I'm making arguments that maybe he's not.


ALSO

For clarities sake : after like, a page of this argument, it's starting to sound like a major issue that makes me hate this game, when it's just one thing I don't like in a game I like quite a lot.

ShineDog fucked around with this message at 18:42 on Jun 9, 2016

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

ShineDog posted:

Really? Triumphs are narratively lovely but since they don't cancel despair they're still a pretty modest improvement compared to adding a green, regardless of what your opposition is. I'd say the core "did I achieve what I set out to" question is the most important factor in the quality of your dice but maybe I should put more stock in fun narrative.

I meant the statistics.

Green dice = D8, 4 sides have a success in them so chance of success is 50%, rolling two of them your chance of at least 1 success is still 50%.

Yellow dice = D12, 8 sides have successes so 75% chance at success, flat.

Your chance of outright failure is slightly higher since you'd need to hit the blank side on both greens, so 1/16 chance vs 1/12, but ehh.

ShineDog
May 21, 2007
It is inevitable!
Ah, I was going from this http://maxmahem.net/wp/star-wars-edge-of-the-empire-die-probabilities/

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Well yeah, I was specifically saying for the scenario of 1P vs adding another A to have 2A. You're generally better off with the proficiency.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Fuzz posted:

This is the flaw of your understanding of the system, because this is incorrect. Statistically the chances of success are about the same, but a yellow also offers the opportunity to roll a Triumph. This is objectively better when you're rolling vs Challenge dice.
No, getting an extra green really is objectively better than upgrading to a yellow, on a raw one-for-one comparison. It's one of the (many) reasons why raw-dumping all your XP into ability scores at character creation is such a no brainer.

If we assume that the triumph face is equal to 1 success and two advantage (so the "triumph" part of it is worth two advantage) a yellow die is worth about one-and-a-third green dice (5/6 of an advantage and 5/6 of a triumph per face vs 5/8 and 5/8). Two advantage is obviously a silly low value for a triumph, but even if we up the value of the triumph face to being worth something like two successes and four advantage, or start working out the value of peak successes vs marginal successes, you're not going to get a yellow die being worth more than about 1.5 green dice. With those numbers, getting an extra green die is worth about the same as upgrading two green dice to two yellow dice. Sure Triumphs are way more fun and get you stuff that all the successes and advantages in the world can't, but there's no realistic way to stretch the raw numbers to make 1 yellow = 2 green.

This is great if you've got 1 agility but want to shoot good, because after you upgrade that first die to yellow you're now buying greens at a bargain prices, but it can be a bit weird when the guy with four int and two ranks in Underworld succeeds at less Hutt checks than the Int 5 hermit, even taking into account the thief's ~1 in 6 chance of knowing something really, really interesting.

All that said:

ShineDog posted:

The scientist hasn't spent a single point in lore though, not one. They are just naturally brilliant at it despite never having had an in character interest or it being anywhere near their character concept.
Dump black dice on them. He has no training in Archaeology, every time he's trying something he's pretty much having to work it out from base principles. His Researcher skills will soak these "I don't know what I'm doing" dice but not the "I'm cold and hungry and they're all smudgy" dice, while the Archaeologist would have a full set of Researcher armour to soak up these minor issues. Talk about this with genius dude beforehand, explain the in-game (You don't know anything about this stuff!) and out of game (You're unintentionally messing with the Archaeologist's niche!) reasons for it. If they're at all reasonable they'll understand. If you're worried that this is going outside the rules, upgrade the difficulty with your force points instead ("Archaeologists gotta Archaeology. You go against the genre, the genre bites back.").

ShineDog posted:

So yeah, I'll continue to think it's weird to think that my excellent engineer kind of defaults to an expert historian. He's also our default resident expert on all things crime too, despite having been basically locked in a lab doing science for decades.
5 int is genius level. He's basically Albert Hawking-Curie. It's not odd that they'll be way quicker on the uptake than lesser mortals. It's only a problem here because one of those lesser mortals is supposed to be an expert on the subject, and is finding their "fancy degree" and "extensive field experience" outclassed by genius dude's "let me think about this for a second". This will stop being the case once Archaeologist hits four dice/three yellow even without talking things out and hucking black dice at them.

Also, keep in mind that 5 int costs a lot of starter XP. That's a minimum of 90XP. Given what their other stats must look like I doubt they're ever being called upon to carry any of the physical or social challenges, whereas your less specialised characters are probably helping out a lot more.

e: As a rule I generally suggest players cap their starting ability scores at 4 to avoid all this, unless it's a wookie looking to take 5 strength because come on, wookie.

Splicer fucked around with this message at 19:46 on Jun 9, 2016

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.

Fuzz posted:

I meant the statistics.

Green dice = D8, 4 sides have a success in them so chance of success is 50%, rolling two of them your chance of at least 1 success is still 50%.

What?

ShineDog
May 21, 2007
It is inevitable!
Yeah, I'm probably overthinking it, since it probably will rarely come up. When it does I'll roll with a "why would you know about this" and see him do some somersaults and see from there.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

I was phone posting from memory, guess my numbers were off. I meant purely from a getting 1 success, flat. Factoring in advantages or sides with double success, the math is way more complex, but if you just want to roll a success, period, assuming my memory of the sides is correct that math is still correct. Only practical in play if you're trying to just get a success, like maybe with an initiative roll or something.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
Why, though?
Dude is a pure genius. His natural advantage will vanish soon enough, especially in the face of black dices.

Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.

Fuzz posted:

I was phone posting from memory, guess my numbers were off. I meant purely from a getting 1 success, flat. Factoring in advantages or sides with double success, the math is way more complex, but if you just want to roll a success, period, assuming my memory of the sides is correct that math is still correct. Only practical in play if you're trying to just get a success, like maybe with an initiative roll or something.

If the chance of getting at least one success on one green die is 50% (which it is), the chance of getting at least one success on two dice is 75%.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Jeb Bush 2012 posted:

If the chance of getting at least one success on one green die is 50% (which it is), the chance of getting at least one success on two dice is 75%.

You're right, I should probably stop trying to do math in my head when fasting. :negative:

Vanguard Warden
Apr 5, 2009

I am holding a live frag grenade.
Looking at a talent list, I'm kind of surprised that there hasn't been a "Master Scholar" equivalent yet. There's a pile of other talents with a similar naming scheme that reduce the difficulty of a given type of check (which is very high value, unless my judgement is off), but nothing for any Knowledge checks. Maybe it'll be in an Engineer sourcebook.

ShineDog
May 21, 2007
It is inevitable!
I don't really get utility belt. Spend a fate point to declare you've got some useful common item. But that's the kind of thing you'd spend a fate point on anyway.

Similarly museum piece and a few others that let you make hard skill checks to learn some information, like it's a special privaledge and not just what you would be doing anyway.

Major Isoor
Mar 23, 2011

ShineDog posted:

I don't really get utility belt. Spend a fate point to declare you've got some useful common item. But that's the kind of thing you'd spend a fate point on anyway.

Similarly museum piece and a few others that let you make hard skill checks to learn some information, like it's a special privaledge and not just what you would be doing anyway.

If I recall correctly, isn't using a fate point to find an item limited to being used "within reason"? (i.e. you can't find a handheld fusion cutter in the middle of a barren area or the void of space, even by using a fate/destiny point) So I'd imagine the utility belt can effectively give you the aforementioned common item in any scenario, rather than just being in situations where you could plausibly stumble upon one.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
Museum-Worthy does 2 things: It lets you use education instead of lore, so you don't necessarily need to double dip into both skills if you don't want to-Notice that education is usually 'general knowledge/current events in the skill description, while lore is about ancient myths and relics. It also gives more information per success rolled, while extra successes on knowledge skills usually just mean you recall it -faster-.

(It's still a bad talent because an archaeologist is way more likely to have a maxed lore than maxed education.)

unseenlibrarian fucked around with this message at 06:29 on Jun 10, 2016

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

One of my players is super stoked about the sniper rifle in Savage Spirits that collapses.

I love the musket style slugthrower

Admiral Joeslop
Jul 8, 2010




Adventure idea: PCs are on a backwater water planet in the biggest town around. Said town has a problem with "werewolves" which are a local legend that has been told for generations.

Blasters don't seem to hurt them, only these silver bullets and a slug thrower that the elders keep locked up.

The PCs, not being backwater yokels, discover that the silver bullets are actually made from a highly radioactive material. The villagers are resistant to radiation since they've basically been living above a crashed ship for centuries, a ship that is still leaking radiation and is now getting close to exploding. The bullets have been made by melting down scrap they find scattered around.

Goals: Figure out what the hell the werewolves are, kill or pacify them, and either convince they villagers to leave or figure out a way down to the ship to shut down the reactor.

ShineDog
May 21, 2007
It is inevitable!
Yeah, sounds fine. One of the strengths of star war us you can drop near anything into it and it'll be ok.

So long as the monster costume has a big rubber head.

The Malthusian
Oct 30, 2012

Serious question: Is radiation even a thing in Star Wars though?

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

The Malthusian posted:

Serious question: Is radiation even a thing in Star Wars though?

It is, it's just that everything has shielding and the tech for it is so drat old that it's super reliable.

ShineDog
May 21, 2007
It is inevitable!
Radiation exists but it exists in that pulp movie sense that it is just something that makes people into monsters and the science should be aggressively wrong

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



The Malthusian posted:

Serious question: Is radiation even a thing in Star Wars though?

I assume Han wasn't making up the very concept of radiation on the fly when he was fast talking that dude over the Death Star intercom.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler
Question about minions. I have the EotE beginner box. Does the Stormtrooper Squad make one attack or three?

The Malthusian
Oct 30, 2012

Otisburg posted:

I assume Han wasn't making up the very concept of radiation on the fly when he was fast talking that dude over the Death Star intercom.

Well, the comms operator clearly doesn't believe his poo poo, so--maybe?

ShineDog
May 21, 2007
It is inevitable!

LongDarkNight posted:

Question about minions. I have the EotE beginner box. Does the Stormtrooper Squad make one attack or three?

Generally one, and minion skills work differently where you increase the skill rank of the check once for each minion past the first so long add they have the relevant group skill. (Note that group skills for minions don't have ranks the way players do. They only get ranks by numbers)

So a stormtrooper is ag3 and has the group skill ranged heavy. A trooper on his own rolls 3 green dice. 3 troopers would roll 2 yellow one green as they are now skill rank 2 in ranged heavy.

You can split em up if you want though if you want the group to attack multiple targets.

ShineDog fucked around with this message at 00:06 on Jun 11, 2016

Admiral Joeslop
Jul 8, 2010




The Malthusian posted:

Serious question: Is radiation even a thing in Star Wars though?

http://starwars.wikia.com/wiki/Radiation/Legends

quote:

During the Invasion of Naboo and the subsequent Clone Wars, radiation launchers were used by the battle droid forces of the CIS. They were known to have devastating effects.

The Sisko
Jan 9, 2009

"Whenever there's injustice, wrongs to be righted, innocents to be defended, The Sisko will be there, delivering ass-whooppings."
Haven't posted here in a while and thought it might be fun. A while back I was GMing for my little bro in F&D and it was quite a blast and it was fun to give him NPC's as other party members (whomever gave that advice ; thank you). Had some great little moments , my personal favor was when he kicked an Inquisitor in the nuts to knock him out and then promptly stole his ship and left him stranded on desert planet. I will say now that I have gotten a bit of GM experience in this system that I really like it alot. It pretty intuitve and I personally like how easy it is to improvise with this system . Recently one of his friends wanted in on the fun and I had just bought EOTE it felt only natural to try my hand at more hard edged adventure. I decided to set the campaign on Nar Shaddaa , my little brother plays a Dashade bounty hunter , while his friend is playing a Lando-esque smuggler.

This brings me to my current predicament :

In their most recent escapades they come across a slicer from a Big Corporation on Nar Shaddaa who is on the run from some shady thugs of the local Hutt. That's about all the thought I've put into the campaign as of right now and the extent of what they know as players. What directions could I take this campaign and what ways I could make this really engaging for my players? What kind of larger stories could I tell? Just need a little inspiration.

Thanks in advance for any feedback.

nelson
Apr 12, 2009
College Slice

The Sisko posted:

In their most recent escapades they come across a slicer from a Big Corporation on Nar Shaddaa who is on the run from some shady thugs of the local Hutt. That's about all the thought I've put into the campaign as of right now and the extent of what they know as players. What directions could I take this campaign and what ways I could make this really engaging for my players? What kind of larger stories could I tell? Just need a little inspiration.

Hmm, this feels like a good setup for a heist story. :yarr: The slicer knows where the McGuffin is, but he is a bit inept at actual infiltration and extraction, which is why the goons are chasing him. He needs accomplices to actually get it for him. Maybe he'll double cross them after it's all over or maybe he'll become a permanent member of the crew. The McGuffin itself may lead to other adventures depending on what it is.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



I wonder how you could go about doing Payday levels of heists. Maybe not necessarily in how much money you're getting away with, but the general complexity and complete chaos going on during one of those heists. Maybe change things up a bit so you're not just waiting a set number of rounds for a drill to finish opening up a vault door while endless waves of mooks suicide charge you.

nelson
Apr 12, 2009
College Slice

HOOLY BOOLY posted:

I wonder how you could go about doing Payday levels of heists. Maybe not necessarily in how much money you're getting away with, but the general complexity and complete chaos going on during one of those heists. Maybe change things up a bit so you're not just waiting a set number of rounds for a drill to finish opening up a vault door while endless waves of mooks suicide charge you.

Oh yeah, it's all about the setup.The Jewel of Yavin is a pretty good heist type adventure for anyone who's interested in one.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

The Sisko posted:

Haven't posted here in a while and thought it might be fun. A while back I was GMing for my little bro in F&D and it was quite a blast and it was fun to give him NPC's as other party members (whomever gave that advice ; thank you). Had some great little moments , my personal favor was when he kicked an Inquisitor in the nuts to knock him out and then promptly stole his ship and left him stranded on desert planet. I will say now that I have gotten a bit of GM experience in this system that I really like it alot. It pretty intuitve and I personally like how easy it is to improvise with this system . Recently one of his friends wanted in on the fun and I had just bought EOTE it felt only natural to try my hand at more hard edged adventure. I decided to set the campaign on Nar Shaddaa , my little brother plays a Dashade bounty hunter , while his friend is playing a Lando-esque smuggler.

This brings me to my current predicament :

In their most recent escapades they come across a slicer from a Big Corporation on Nar Shaddaa who is on the run from some shady thugs of the local Hutt. That's about all the thought I've put into the campaign as of right now and the extent of what they know as players. What directions could I take this campaign and what ways I could make this really engaging for my players? What kind of larger stories could I tell? Just need a little inspiration.

Thanks in advance for any feedback.
Grab a canned Shadowrun adventure, flavour to taste.

The Sisko
Jan 9, 2009

"Whenever there's injustice, wrongs to be righted, innocents to be defended, The Sisko will be there, delivering ass-whooppings."

nelson posted:

Hmm, this feels like a good setup for a heist story. :yarr: The slicer knows where the McGuffin is, but he is a bit inept at actual infiltration and extraction, which is why the goons are chasing him. He needs accomplices to actually get it for him. Maybe he'll double cross them after it's all over or maybe he'll become a permanent member of the crew. The McGuffin itself may lead to other adventures depending on what it is.

Thanks for the feedback. I think that's exactly the direction I'll take the campaign. Now that I think about I'll frame it so that the slicer was a lower level IT guy of the corporation who discovered that the local hutt was using the corporation to launder and help with his criminal enterprise and the slicer knows where he's keeping his ill gotten gains. The Heist could help get one of the players obligations (debt) down significantly so that will definitely be an incentive. I think the rest of the campaign will have to depend on how the players choose to act.

Splicer posted:

Grab a canned Shadowrun adventure, flavour to taste.

Funnily enough one of my old friends used to run shadowrun games a few years back. I'll see if he has any of his adventure that I can borrow.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Go Johnny Mnemonic.

Slicer has vital data stored in his neural implant, and whoever he stole it from (the Empire? Corporate Sector? A Hutt? Czerka?) wants it back/wants to keep it from falling into the wrong hands.

Cue lots of chases by Bounty Hunters, sneaking past checkpoints, maybe infiltrating some sort of fancy event to turn over the data to the buyer, only to discover it was all a setup and a trap, all they were really trying to do was test their security and now that you know the holes, you need to be eliminated.

Admiral Joeslop
Jul 8, 2010




Finally finished up Long Arm of the Hutt after starting in December and struggling to get sessions in due to scheduling and life.

-The Droid bought some climbing gear from Vorn then stunned him in the back and stole two thermal detonators. Vorn is not a happy man.

-Droid and Mandalorian climbed the bluffs behind the palace, stunned the guy on the laser cannon, and snuck into the computer room.

-After a few botched computer checks, the Trandoshan set off the explosives planted in the barracks and started sniping the guards who ran out of the palace.

-Things happen, the Bothan runs around behind and climbs up the landing bay to the computer room so someone competent can try and find information. She eventually finds enough to incriminate Teemo but as she's copying the last bit of info, she notices an Imperial ship landing at the bay.

-She tells the Droid, he walks out with a thermal detonator in his hands and finds a woman in dark clothes and a robe, followed by another Droid with a datapad that looks very similar to his own unique design.

-Inquisitor lady tosses the detonator off the cliff and the Droid enables the restraining bolt built into the PC. She strolls inside while the Droid runs diagnostics.

-The Trandoshan and Mandalorian avoid the woman like the plague and go back to fighting Teemo's goons, including Trex who now has a bionic but still healing arm and a Rival upgrade.

-The Inquisitor finds the Bothan in the server room, pulls out a green lightsaber, and basically tells her its time to die. The Bothan's uncle, a Jedi that had been in hiding and recently slain by the Inquisitor, spoke to her and basically helped guide her into realizing her Force abilities.

-The Bothan pulls her Uncle's Lightsaber from the Inquisitors hand and charges her. At this point she hits and rolls a natural loving 100 on a Triumph crit, chopping the Inquisitor's non-lightsaber hand off. This was entirely unexpected and 100% amazing.

The Inquisitor flees, not expecting anything like this, right past the Droid PC who has managed to internally disable his restraining bolt and shut down the other Droid. The PC sees her run towards the ship, and he chucks the second thermal detonator into the ship after she's in it, with a 1 minute timer.

-More combat happens, Trex jumps into the gladiator pit to escape because he's outgunned, and Teemo gives up. The Mandalorian chases Trex from another direction and, for some reason, moves closer to the landing bay.

-The thermal detonator explodes and takes out the landing boy and a large chunk of the palace on that side, knocking two PCs out and burying the Mandalorian in rubble.

-The Trandoshan robs Teemo at gunpoint because of course he does.

Everyone is happy except maybe the Mandalorian who ran into an explosion.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



So I downloaded that popular character builder, and directing me to a page number in a million different books for every single option so I know what I'm looking at isn't exactly the best user experience. I guess having it be better featured would be :filez: ?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Otisburg posted:

So I downloaded that popular character builder, and directing me to a page number in a million different books for every single option so I know what I'm looking at isn't exactly the best user experience. I guess having it be better featured would be :filez: ?

Shoot me an email at my username@mail.com

I can provide some advice as to that regard

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alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Otisburg posted:

So I downloaded that popular character builder, and directing me to a page number in a million different books for every single option so I know what I'm looking at isn't exactly the best user experience. I guess having it be better featured would be :filez: ?

There are data packs that you can install that are :filez:

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