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MarioTani

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Everything posted by MarioTani

  1. Re: Creating a notknownsowell spell It's not a matter of power lasting, but of lasting effects^_^ I want him to create flawlessly the spell if he want to use it. To be able to mantain each of them (never tought on both of them!) for 1 / 2 turns, and later be awfully tired for a great lenght of time. The effect should kick in when the power is shut off. He has 26 END. Using a power is 8 End / phase, so he should be able to suppress magic for a couple of phase and later fall tired to the ground, or activate the magical armor for a 3/4 turns with the same sideeffects. The character has SPD 4, so he acts on 3-6-9-12. If he actives it on 9, he can use it 3 phases and arrive at 8 End before the drain carry him to the ground (as I have already said I forgot to double the END drained!) If he use the armore he can use it for a tourgh combat (up to 2 turns if he fight at the best of his capabilities!) (and there I forgot to make NON-Persistent the armor^_^'') Maybe I could go with charges... but he would not be tired for days after that^_^
  2. Re: Creating a notknownsowell spell He should not. I was thinking on once / month not really more often. The whole point was to give him something that If used would make him completely tired. Leaving him out of combat for days, a week was what I was thinking about. The sideeffect has been chosen with that in mind. (but I forgot to double it and counted 2d6 END and not 2d6 CP in END^_^) No he has slightly less, 26 IIRC. But the real point was a crippling limitation^_^ something that would leave him used up for a week after a single utilisation. In other words, the Character has this chance, but he has not to use it. Surely in time he could buy-out some of the SE to represent a better resistance on dealing with the magical energy, but it's a warrior who has got a new toy^_^ that's not is most powerful ability (it's more like an option he has if he really wants to use it^_^)
  3. In the fantasy campaign I GM sometimes I create the PC's Sheets, this usually happens when the PC has to join the other in mid of an adventure or if it has to cover a given role. This time I'm creating a kind of errant knight who has spent much time in a Scandinavian or the like colture, and has come out with two magical powers. He knows how to cast the spell flawlessly every times He wants, but it's tiresome and some more. The character is not able to cast the spells by his own, but knows how to activate the spell in some objects. So he come back to his land with a sword engraved with a Rune of Magical Suppression and the body covered by some tattoos that can be activated to harden his flesh like steel. In order to cast both he has to concentrate for a couple of seconds, make some gestures so the spell starts, moreover he needs to chant a continuos litany to keep it going. Last of all it's tiresome. It's important to note that he never fail to use the power if it has the time and the chance to cast it. I've come up with the following spell designs. Rune Of Dispel 20 Suppress Magic 4d6, +2 All Magical effects simoultaneously, +1 AoE (Radius; *2; Not Selective), Active Points = 80; -1 OAF (Magical Sword Engraved with the rune), -1/2 Gestures to activate, -1/2 Concentration (0 DCV), -1/2 Incantantion (Continuos); -2 Side Effect (Extreme; Always): Drain END 2d6 (Delayed Return Rate= 1/day). Real Points = 13 Magical Tattoos of Defense 21 Armor 7 PD/ED, Active Points = 21; -1/2 Ablative, -1/2 Gestures to activate, -1/2 Concentration (0 DCV), -1/2 Incantantion (Continuos); -2 Side Effect (Extreme; Always): Drain END 2d6 (Delayed Return Rate= 1/day). Real Points = 4 The tattoo is not considered a focus as it cannot be removed short or surgery or something the like. The power as they have been written are good to me, but I was wondering if there was some more linear write-up for them^_^ Thanks
  4. Re: Battletech Mecha First Loves, Favourites, and just plain silly. As I am a Battletech player (pen & paper) still today... First Love: WarHammer! Hey! it's on the cover of the box-set! That's what you bought the game for! Favourites: PHX, surely, but today I got a fancy with BlackJack, or the Spiders. Just Plain SillyCharger, 5 small laser and a kick^_^, the real matter is that the other player would not sit ther waiting for you to come! (but there's some good canon variant out there) Special Tactics: I usually stay with a standard flanking attitude. 1 sniper or 2 cover the ground, 1 strong mech to take the blunt of the enemy, 1 or 2 fast with long range To propose a lance^_^: Dervish/BlackJack, Awesome, Spider/Hussar ahhh I forgot there's a special tactic: came close to kick range (1 hex) then shoot something else^_^. I noticed that usually when you're in close combat with another mech they tend to not consider the mech anymore... "hey we're not the clans! You got a kick on the leg, but it's you friend who got the PPC!":smoke:
  5. Re: Outside the HERO Box I'd go with Damage Classes. 1d6 of killing strike is 3 Damage classes the same as 3d6 of EB and both cost you 15 points. In this way you do not have problems with advantages
  6. hy I was building a magical power to be impervious to magical effects. I mean being totally immune to magical effects. I've come up with this write-up: Desolidification (affected by magic) (40 AP); Only to protect against magical effects (-1) Cannot pass trough solid objects (-1/2) Restrainable (-1/2) concentration (1/2 DCV, -1/4) Gestures (-1/4) 2 continuing charges (20 minutes) (-1/4). RP 11 The special effect is a magical tattoo on the chest that has to be touched to be activated and when activated makes the bearer impervious to magic. Magical effects react like the tattoed man was not there at all so magical alarms would not detect him exactly like a fireball would pass trough him without making contact with him but the powers would be there for all the others, so the magical alarm would be still functioning and the fireball would keep on going in the same direction as if it would have missed the bearer (even if the witnesses would have seen it pass trough the bearer). Obviously the bearer could not interact with anything magical when the power is active. Maybe I could let out Restrainable as it is an actual limtiation only while casting, but it's not the point here, in fact I've noticed that a similar resistance is usually brought (in official suplpements like grimoire and grimoire II) with dispel or power defence. My problem with them is that: 1. Dispel eliminates the power while I need a form of personal immunity to magical effects that stay in place for the rest of the world. 2. FF Armor PowerD. all of them stopthe magical effect while i figure it keeps going exactly like the bearer was not there! some suggestions? alternative write-up? let me hear what you think?
  7. Re: [Would-Be Hero-GM]Lethality 2. I use Hero for Fantasy. The matter here is what you mean to be "gritty/realistic". I usually use an High Fantasy Realistic Setting, there's magic there's a lot of it, but not everyone use it. The "normal" (not mages or magic using) follow normal world law of physiscs and the like. In general the greatest problem that arises is the lifting capacity of the players, as it is easy to have them with 15 -18 strenght. I use logic in that (and some tweaking from FH as for the armor). Travelling: there a complete section in FH that is based on the velocity of the character to make it possible calculating the distance travelled in a given time over a given terrain. Diseases & Infections: in FH are left to the GM (you can find some guideline in HARN MASTER ) Tactical COmbat: There a chapter about it (battles, sieges things like those) but I've never used it so I can't judge them gamewise. 3. SPD in a Fantasy Hero campaign with 150 Starting point (75+75) and NCM it's difficult to arrive at SPD 5 as DEX ususally is lower than 20 so the minimum cost to have SPD 5 is 30 points. (to which you have to add 1 point per point of DEX under 20 and 3 point per point of DEX over 10) To make an example: DEX 15 SPD 5 costs: DEX 15 SPD 35 total 50 DEX 18 SPD 5 costs: DEX 24 SPD 32 total 56 DEX 20 SPD 5 costs DEX 30 SPD 30 total 60 That's a lot of points on a 150 base. It's not impossible, but it's rare.
  8. Re: Flash: Inner ear/ Sense of Gravity/ Sense of Balence It seems to me that the game effects of having been FLASHed at the Sense of Balance, are similar to those of Being Stunned. So I will go with a Drain STUN power with the SFX "You lose Sense of Balance". THe difference with the "FLASH" model is that whit are possible several levels of "Losing Balance" represented by the recovering of the Drained poitns, while the flash as a Game Mechanic more All-or-Nothing oriented. Let me explain with an example If you drain the STUN (or something else for this matter) in the following turns he recovers some of the drained points, gradually "healing" from teh power effects. If you FLAH a Sense there's not a gradual "healing" in every given segment you can use the sense or you cannot. p.s. IIRC if a power that is not bought in increments, like senses, the Character has to recover all the point drained in order to use it. In this case there's not a Gradual HEaling Effect. So the powers share a similar working model.
  9. Re: Why Are You Hitting Yourself? I've never build something like this, so I do not know if this could work... Why not modeling it with a EB, limited with "up to the damage done" and some bonus to Block and the following hit with a manuever "must folow block" Some problems i see: - the counter is not automatic - The SFX of the effect is not matched (maybe it can be done with a variable SFX) - Counter damage does not happen in the same time
  10. Re: Help with a spell to remove wings I go with the SFX lot. After all she has Flight, and the SFX of flight is that she has wings, so to fly the wings are there, the wings are not Relevant for game mechanics unless she has some disadvantage linked to them as an Distinctive Feature. I would let the player select even a disadvantage like: Dist. Feature (WINGS) Concealable (with a spell che can use) 10 if the spell is really easy it's only a 5 points disad.
  11. Re: Storn's Fantasy Art, Comics and Doodles Let me say that your art is Marvelous! I'd like to check the webcomic too but I get a 404 error:(
  12. Re: Eosin's Weapons List The illustration are amazing, and the writeups seem itneresting. I've only a problem about them: Resistant PIercing. I've never heard of it . What is? where I can find the rules about it? thanks in advance for the eventual help
  13. Re: Side Effect: Temporary Elimination of a MP slot As written in the previous post, I believe it's a 1/2 limitation. I've resoned in this way. There are similarities between Activation Roll and RSR, in particular AR has two options, BurnOut and Jammed. It seems to me that I need something like a RSR with the option Jammed. As Jammed is worth 1/2 limitation more than AR, and its game effect it's just the one I want, I've decided to go with: Limited power (Disabled on a failed RSR) -1/2 . It seems fair to me.
  14. Re: Side Effect: Temporary Elimination of a MP slot Just a clarification post: Lord Liaden - I've ruled it as a 1/2 limitation based on a similar reasoning. Dust Raven - My point was not on "how to limit a MP" but more in the direction: If I read the rules correctly, I should use Side-Effect, and in order to disable the slot I need a 200 AP power (classified as an Extreme Side Effect a -1 limitation). The real matter it's that if the side-effect was a real power, it would have been limited maybe even heavily, after all it can only be used on a single combination Power-special Effect and only when it failed the RSR.
  15. Today I was trying to create a mage that uses the "souls" of objects and dead people, to animate some other objects in order to get some powers.trying to create a mage that use the "souls" of objects and dead people, to animate some other objects in order to get some powers. For you who knows the comic, this is heavily inspired by the manga: Shaman King In the end I've decided to go with a Multipower, it's something like: Huyl Weber's Souls'es Conjuring Multipower 60 AP Limitations: RSR -1/2 Incantantion -1/4, Focus (OIF, Difficult to replace) -3/4, ET (Phase) -1/2, Concentration -1/4, LockOut -1/2 More than this there should be a side-effect that prevent from using anyone slot if the RSR roll is failed, something that i think is not more than a side-effect (to be generous). But... To use Side-Effect the key is the Active point in the Side effect so I've to make up the cost of the drain. To drain a 60 Point Slot you need a 20d6 Drain with the standard effect rule, this sums to a 200 AP power that end up in a Extreme Side Effect. I'm GMing so I could easily rule that this is a limitation not worth more than 1/2 (depending on the redundancy of the slot in the multipower), but I prefer not doing it. Moreover it seems to me that there's something strange about it. 200 AP are usable for: Drain Body: 30 Pt (this leaves you dead if your CON is 15 or less) EB: 40d Normal Damage (this leaves you dead as well standard effect 120 STUN 40 BODY) HKA: 13d6 +1 Killing Damake (as Above for the damage) EB: 20d6 AOE (this kills a lot of people in a 11" radius 22 meters that is more than two basketball playfields) It just seems too much to me... way too much I could build it with suppress: Suppress a given Slot 20d6 Standard Effect, Red END 0 (disabled only for a couple of hours) +1/2. AP = 150 slightly better but I would not let a player have this kind of Red END limitation on a suppress, as it's clearly something worth more (from a turn to a couple of hours there are 5 Time slots or a 1 1/4 advantage by itself if used on a Adjustment Power) and moreover ac ouple of hours are usually more than you need to have your enemy without powers. So it seems to me that or I'm missing something on the way this side-effect has to be build or the side-effect limitation is overpriced... On the other side: - The price of drain is well balanced as whown by the above examples. - I've used the Side-effect limitation before And have not had this kind of problem
  16. Re: hit location OK, so it seem to me or the 13 location happen too often in the game? In spite of statistical rules I Mastered an encoutner between 4 PC and 12 NPC and almost every one has been hitted twice or trice in the 13 location! The first ten or similar were funny after those quite unpleasant
  17. Re: Things I'd like to see more of in fantasy gaming uhmm maybe I'm not being able to explain myself:( The players know what their character can do (they have to create the spells) just they do not know what other spellcaster can do, and how they can attain it, as they are all different magic schools. I'm with you on this:) just to state it clearly: The player knows what magical effect his character can produce, but does not know what other charactare can do. The character has not the ability to understand what other mages are accomplishing as i see the waves been modelled, but if the two schools are not very similar (something rare tha can sometimes happen) they do not know what the ritual is for. so the character can sense the weaving, but cannot understand why someone is weaving magic. he can sense someone tapping the mana near him, can even understand that the major aspecting is Fire and the minor is Gate, but cannot guess what is being casted. so the caster can be tring to cast: Girt's Escape, a form of teleportation Kiwel's farstrike, a form of gate to let your weapons fly trough to reach at teh opponent from unexpected sides Fyunh's demonic summoning, the summoning of a creature from the depts of hell Gorm's Fireball, a fireball that strikes opening a portal to the plane of fire for a brief moment and the things get more complicated if a spell use more than a Major or minor aspect. In this way spells are mysterious but nonn hindering the game (or so I believe)
  18. Inspired the thread of Sbarron Things I'd like to see more of in fantasy gaming http://www.herogames.com/forums/showthread.php?t=23938 I was thinking to ask how much you liked the magic system to be able to adapt to PCs. In the system I'm using now, I have made only few limitations: 1) Only Elves can use VPP, and they HAVE TO use them 2) Every Spell has to be limited with RSR 3) Every spell has to be attached to an element (there are five of them: Fire, Water, Air, Earth, Light) or more than one (a principal and some complementary) 4) The spell has to belong to a school of magic and the character can only learn the spells of school of magic he knows (but the player can create their personal school of magic) there are no other rule limitation I can figure out. I've chosen to follow this way, for two reasons: 1. There's much less works for me to do 2. Every Player can have the character he wants So I feel my system is rather flexible. Some game systems, p.e. DnD, prefer a different approach creating a vast spell list. And it's not a matter of System as even generic system like GURPS have a pre-defined magic system, obviously you can throw away that system and build you own, if you wanna, but this is not the point;). In FH speaks about "No / Limited Independent Spell Cration" and "Open Spell Creation", and I definitely prefer to use the latter one, but there are examples when the setting require the magic system to be rigid. Some example could be inspired by novels. 1) Harry Potter. In this setting every student hcan learn the same spells, so an Harry Potter Campaign require the master to previously develop the spells the students can learn. This example is clearly a "No Indipendent Spell Creation" (FH. 243) 2) WoT, there is not much research of new spell in the WoT setting, even if every sister has some minor trick she has developed by herself (the magic pool to track you of Elaine(?), for example). This seem to me a case of Limited Indipendent Spell Creation (FH.243) They are limitations built in the magic system, and so every PC has to confront with them, every student can learn only those spells, every Aes Sedai can learn only those waves and personalize them in some minor aspect; but there could be occasion in which the setting is not limited, but the single way of casting it is. One example could be some specific Divine Magic, where the priests have access only to some rituals, and this would a limitation of the first tipe, or maybe they can make only some minor change to the way a spell works. Moreover with a "closed" system the Players have not to know the Write-up of the spells their mages use, and this is useful to create and atmosphere of mistery around the spells and the magic system. So which approach do you prefer? and Why?
  19. Re: Things I'd like to see more of in fantasy gaming Interesting Topic^_^ I'd really like starting PCs to not have much knowledge of the outside world. It's not a matter for me, as my players _are_ LAZY! They will not study the setting and are happy with the information I give em. so they do not know the world! And this happen in spitoe fo me using always the same world, and only because usually the next campaign is in a different territory than the previous. Surely this effect will end soon, but for now there's no need of corrections for me. As a general rule, I believe that the player should have the same informations their character could get, so I've two different sets of races'es descriptions. But they have to play and so they need to know the rules if they want to create their PC. Moreover I usually let them decide where to play in the setting and so they should at least have some knowledge of what there is and where it is. The keyword is "Some" too much and you spoil the fun too less and they are not satisfied with their chioces. PCs shouldn't have a perfect knowledge about the magic system The way magic wirks it's a general rule that almost every player knows. This is not the same to say that they know what can be accomplished with the rules. There's not something like a "Spell List", and after the last setting revision (a couple of month ago, maybe less) there not a "Magic List". In practice now they know HOW TO create a spell, HOW TO play a mage. But nothing assures you that anyone use the magic in the same way. It's much more frequent the opposite, and this happens as with the new rules every PC has to create a school of magic his mage has followed. They should delineate: 1) Elements used 2) Theme of the school 3) Theacher 4) Way of casting 5) Some samples of spell, some with low AP some with high AP So they describe in game terms (and with a little of background) the school of magic their character has learned, and define it, but nothing stops someone to create some really different school, and so they really do not know what could be. So to speak the Magical Energy, it's similar to elettricity. You know it's there and have some comprehension of how it works, but it can let you accomplish many different chores with different devices, and the same task could be accomplished in different way if it's done using devices built on differing principles.
  20. Re: Is 5th Edition Revised going to be worth it? S. Long has said that he will not make rule change in 5er, but he will merge Fred with faq and the Genre by Genre guidelines, if I remember well. Some change will be made to the explanation of the rule to make them clearer, following the revision for SK, IIRC. I was in doubt myself, has there are many other books I want^_^and money is never enough , but one of my players is going to buy it, and so when it comes out I will decide if order one more for me or buy some other book.
  21. Hy! I wanted an opinion on htis build^_^ I was trying to model a magical sword, used by a clan of LizardMan, and that ìs in the hands of an NPC. The sword takes its name from the clan, but it has not snake related powers. It's a Bastard sword, tha make the wielder extremely strong, for some times, but this comes at the cost of the phiysical energy of the wielder that if use it for a combat too long risks its life. You could almost say that the magic in the sword sucks it's wielder magic to continue working if it cannot use the sorrounding magic, moreover, teh wielder it's not usually able to notice the effect as he's enraged by the flow of the combat. THe sword it's exptremely unwieldy, for its great weight, the mgical edge easily cut trough armor. I've Build It in the following way: Blade Of The Snake: Sword, Bastard: HKA 2d6+1 35, Red END (0 END) +1/2, AP +1/2, Active Points 70; Side Effect (always while using the blade (Enraged; Go 14-; Recover 8-)) -2, STR Min 13 -1/2 NOTE (1), OAF -1, Real Weapon -1/4 NOTE (2); Limitations = -3.75; Real Cost = 14 PLUS Snake Skin: Succor 5d6 25, Red END (1/2 END) +1/4, Uncontrolled +1/2, 4 Char SImultenously (STR, CON, END, STUN) +1, Active Points 69; OAF -1, Limited Power (Half power, works only with END reserve) -1 NOTE (3), Self Only -1/2, Linked (Blade Wielded) -1/2, Side Effect (Specific Act: Every Phase sword used and spell cannot ber casted the wielder suffer 7 STUN and 3 BODY) -1/4; Limitations = -3.25; Real Cost = 16 PLUS END Reserve (60 END; 4 REC), Active Points 10; OAF -1, Linked (Blade WIelded) -1/2 NOTE (4) Limited Power ( Lose One third of effectiveness: Usable only for Snake Skin) -1/2M; REC: Slow Recovery 1 Day; Limitations = -2 NOTE (5); Real Cost = 3 NOTE (6) TOTAL COST= 33 PT Notes (0) = I'm the GM so there are no problem on changing it^_^ (1) = I've used the Bastard, Sword Template, but I'm not sure this is a real advantage when snakle skin kick in it's not influent... the only function it has it's to limit the DC the blade does. (2) = I mean that it must be tended like a real weapon, that it must be treated with car as there nothing magical to make it indestructible, only the edge has not to be worked on. In spite of this I'm still unsure about it. (3) = It's a Campaing limitation. In this campaign everyone can used or a END reserve or END to power spells, the End reserve are cheap but must be slow to recover. I believe the power lose half effectiveness, and the sideeffect kick in too. Considering this, I've priced it at -1 (4) = The end reserve it's there but cannot be accessed without wielding the blade. (5) = I?m not sure of the way to counting on the Slow Recovery, I Mean that the END reserve refill one point after 6 Hours. I could use two approaches a. 1 point every 6 hours -> 1 AP 1 RP b. 4 point every day pro-reated -> 4 AP 1 RP I've Choasen the second one, the power it's only a little more difficult to dispel as it has 10 AP and not 7 AP. (6) = Calculated like: END + REC = (6 / 3) + (4 / 4) = 3. I point it out here as I'm not too sure about it. The functioning. I wanted a blade that casted succor every round for a long time, giving a great power to the wielder for some times, after that It's dangerous to continue. The character it's a lizard man and has the following relevant chars: STR from 23 to 53 CON from 13 to 28 END from 32 to 92 STUN from 36 to 66 As the Totals on END and STUN suggest My idea it's to make the character practically untireable an unstannable. On the tiring factor: Every Sword Slash it's going to cost 5 From the normal strenght up to 11, so the character cannot fight long without recovering, the recover it's 8 and so he is going to spend 25 END every TURN (post-12 recovery already factored in) a Typical slash, carried on in offensive strike make the character deal: 2d6+1 AP + 8 DCs from strenght + 2 DCs from Martial Arts butthe power tops at 14 AP and they can be easily reached as 8 DC => 5 DCs AP to which I add the 2 DCs from martial arts. So the character rolls 4 1/2 K THe power s are to last up to 20 Phases (the Char has SPD 3) and so it can last a good fight. After that the power stops and the character lose 7 STUN and 3 (standard effect on a EB od 2d6+1) so he is not going to last too much. The slow recovery is there to keep the character to go in a fight every day and it's combined to an enraged to not make the character lull^__^ Let me know what you think of the build and if there are some better way to represent this.
  22. Re: Thrown Weapons Hy I Believe that if you've paid point for the weapon and have not taken the indipendent limitation the PC will soon find a similar one or defeating an easy foe or maybe at a good discount for the penalty I would use the rules on FREd 253, or FREd 293 as per the case
  23. Re: Limitation for Spell Casting with Armor and Helms uhmmm... I've not this kind of problem in my setting, but If I would have to create a Magic system with that kind of limitation I could do one of three things The first one would be to rule that thing as a campagin base rule balanced by power frameworks, that is the mage cannot wear metal armor but can buy the spells in a power framework (MP I would Rule) The second Would be to let the mage limit the spells, I would use a Limited Power Limitation, with a value based on how combat centered is the campaign. In a typical Hack And Slash campaign it could be even a full -2, but I would differentiate between the kind of spell. Healing would not get more than a -1/4 lim (for the occasional way you have to heal someone in combat) and only if it cannot be used at range, a full -2 for a HtH Combat spell obviously. Obviously if the caster have easily access to armor or other power to "defend" himself, I would give a lesser valued limitation. as a third way I would not full fordib the use of magic, I would let the mage buy his powers is steps, the first unlimited, the second maybe more END Costing, the Third as End consuming as the second, but unusable in Armor, in this case the "Only When Not In Armor" limitation for me could not be valued more than a -1/2
  24. Re: Spell: Traveling to the Dreamland The problenm there its that the Dream Land, it's a dimension not in the mind of the character, but overlaying to the real world, with some physical rules of its own. So I built it with XDM as it seemed the most obvious thing to do. Later I was thinking of other ways to build the same effect, and have tought of Mind Control or Images. Mind Control: The problem here is that I do not want just a 1 Roll Power, I wanted to create a spell that made the PC travel to the DreamLand (that it's reality different but still real) Images: It's better as they can even see the DreamLand as an Illusion, something that change the way they perceive the world around them, but with this approach I've some diffficulties, for example let us say that the PCs are 4 and they are spleeping all in the same room, now the spel is cast only on one of them. In my intention in this situation the PC would find himself in the DreamLand, alone, the object would be there, but not the other PCs. They do not _seem_ to be absent, they _are_ not there at all. If He walks on one of them... they are not there and so nothing happens, there's no interaction with the normal world. Telepathy: More or less the same situation, as the spell could be cast on more than one subject, and so they would all end up in the DreamLand, free to interact one another, and eventual wounds would be there even when they wake up (can be the cause of the wake up, making the projection coming back in the normal world)
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