Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Nunkuruji

Pages: [1] 2 3
1
Homebrew and House Rules (D&D) / Athasian Maho-Tsukai
« on: August 03, 2020, 05:07:00 PM »
Maho-Tsukai adapted to Dark Sun, resolving Shadowlands Taint to Defiler Taint, without the necessity of running a full blow tainted campaign.

https://docs.google.com/document/d/1XLGNu7PzhJGaBSDkrqAPvl2_XwGrByzp469o6iVE_o8/edit?usp=sharing

@nijineko

2
D&D 5e / Anyone run 5e Ravenloft - Curse of Strahd - tips?
« on: August 26, 2017, 08:56:55 PM »
Planning on running Ravenloft as part of an ongoing campaign, modifying some small bits of the story for appropriate continuity.

For anyone's who's run the 5e version, any tips or pitfalls to avoid as a DM?

3
General D&D Discussion / 7th Saga as a PvP campaign
« on: May 15, 2017, 05:32:16 PM »
I've often pondered running a PvP campaign for my players, and I've thought back that running SNES 7th Saga's scenario would be interesting.


The aging King Lemele trains 7 apprentices to retrieve 7 powerful runes, declaring the champion as the next king.

The characters are fairly archetypical, and have their own ideals. For the most part they can be mapped to D&D races, classes, alignments.

Wilme the alien: "I can't imagine the power I might have when I get the Runes."
Lux the tetsujin: "During this journey, I wish to find who built us Tetsujins and for what purpose."
Olvan the dwarf: "I'll be young again when I have the power of the Runes."
Kamil the human: "I'm the best suited for the mission: I'll prove it when I find the Runes."
Lejes the demon: "When I get the Runes, I'll be more powerful than King Lemele."
Valsu the human: "My goal is to find the Runes and drive all evil forces out of the world. I'm wondering why Lejes is involved with this mission."
Esuna the elf: "I can take care of myself." (She doesn't say much indeed.)


In the video game, the player needs to team up with another character in order to succeed at some combat challenges.
It also provides unique options for some characters, in terms of social interaction and access to areas of the game.
There are opportunities to acquire some runes through standard dungeoning, and others through social & problem solving.
And most important, each character wants the runes for themselves, with inevitable betrayal.

There are some mechanics to hash out, but I think the scenario could be run pretty well with table & errant participants using daily turns w/fixed options tied to skill checks.

I'll probably shape up a few details I have in mind and update.

4
D&D 5e / Unconventional Pact Weapon
« on: March 04, 2016, 06:06:17 PM »
Warlock//Paladin character now has the cursed Demon Armor. Mostly ok with it, but would like for it to be their Pact Weapon, as it is somewhat in itself a weapon - the bladed unarmed attacks.

Any thoughts on allowing this breaking anything?

5
Homebrew and House Rules (D&D) / 5e New Monsters
« on: August 16, 2015, 01:51:45 PM »
Full monster stat blocks I've developed, ported, or advanced. Typically will update following their use in my campaign.

https://docs.google.com/document/d/1GHDNhgw81HPfuPIegml_d7azlKDkruUixFgRNQEYZzY/edit?usp=sharing

7
Reference for my players, and anyone else who is interested.


E6
Gestalt Rules in use
http://www.minmaxboards.com/index.php?topic=14676


Monk 1: Martial Arts: A Monk's Unarmed Strikes are considered Finesse & Light for the purposes of Sneak Attack & other such effects.
Reason: Bullet 1 & 3 already grant what is essentially Finesse & Light without stating so. It is agreeable that a Monk/Rogue may use Sneak Attack with Unarmed Strikes


New Invocation
Spell Blade
Prerequisite: 5th, Pact of the Blade feature
When you make a melee weapon attack with your Pact Weapon, if it strikes the enemy you may spend your bonus action to cast a cantrip with a casting time of 1 action or less, targeting only the enemy struck by your Pact Weapon. The spell originates from the weapon; saving throws are made as normal; a ranged spell attack becomes a melee spell attack.
(Works with Thirsting Blade/Extra Attack)
Reason: Pact of the Blade is considered a weak option other than in extremely low magic item campaigns. This is intended to equalize the opportunity cost for an archetype that is likely focused on melee damage.


New Race
Anthropomorphic Bear
Ability Score Increase: Your Strength and Constitution scores increase by 1. Your Strength, Constitution or Wisdom score increases by 1.
Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.
Age. As human.
Alignment. Any.
Size. Medium.
Speed. Your base walking speed is 30 feet. You gain a climb speed of 30 ft.
Tough Hide: Your tough hide grants you a +1 bonus to Armor Class
Bite. You are never unarmed. You are proficient with your bite, which is a melee weapon that deals 1d6 piercing damage.
Claws. You are never unarmed. You are proficient with your claws, which are a melee weapon that deals 2d4 slashing damage.
Languages. You can speak, read, and write Common and Sylvan.
Reason: One of the players wishes to play as a bear.


In Progress
Whether any natural attacks should be considered Light for the purposes of allowing Two-Weapon fighting, and/or considered Heavy for the purpose of Great Weapon Master.
Reason: Players using natural attacks should not find them to be grossly inferior to manufactured weapon options.
Awaiting MM errata/clarification before making a decision.



8
D&D 5e / Core Templates
« on: July 13, 2015, 10:46:01 AM »
MMI is rather lacking on templates, and seems to defer to: DMG Creating a Monster.
More or less this is just a consistent reference list of qualities to modify as per familiar 3.5e templates.

https://docs.google.com/document/d/1VdnCsiiCHxfhuQFt6mfHzvfGZEujrWU3nENmdcn4Umw/edit

Fiendish Wolves and Celestial Badgers for everyone!

9
Homebrew and House Rules (D&D) / [5e] Warlock Invocation: Spell Blade
« on: June 24, 2015, 11:13:25 AM »
Pact Weapon is perhaps considered the weakest Warlock option, or at the very least, not very interesting. So, consider this new Invocation.


Invocation
Spell Blade
Prerequisite: 5th, Pact of the Blade feature
You can use your action to make a Spell Blade attack. Make a single melee weapon attack with your Pact Weapon, if it strikes the enemy, you may spend your bonus action to cast a cantrip with a casting time of 1 action or less, targeting only the enemy struck by your Pact Weapon. The spell originates from the tip of the weapon; saving throws and attack rolls for the spell are made as normal.
(Doesn't work with Thirsting Blade/Extra Attack)

or

Invocation
Spell Blade
Prerequisite: 5th, Pact of the Blade feature
When you make a melee weapon attack with your Pact Weapon, if it strikes the enemy, you may spend your bonus action to cast a cantrip with a casting time of 1 action or less, targeting only the enemy struck by your Pact Weapon. The spell originates from the tip of the weapon; saving throws and attack rolls for the spell are made as normal.
(Works with Thirsting Blade/Extra Attack)

or

Invocation
Spell Blade
Prerequisite: 5th, Pact of the Blade feature
Once per round prior to making a melee weapon attack roll with your Pact Weapon, you may declare this a Spell Blade attack.  If it strikes the enemy, you may spend your bonus action to cast a cantrip with a casting time of 1 action or less, targeting only the enemy struck by your Pact Weapon. The spell originates from the tip of the weapon; saving throws and attack rolls for the spell are made as normal.
(Works with Thirsting Blade/Extra Attack, but only 1 chance to apply)



MAD, requires Str|Dex and Cha
Consumes bonus action, removing opportunity of dual wield attack, or other tactical option
As per cantrip, scales reasonably with character level
Consumes opportunity cost of acquiring other Invocation
Flexibility tied to opportunity cost of cantrip selections
Trigger conditional based on success of original attack roll(s)
Requires War Caster to make the most of weapon choice, somatic spell options
Cantrip must target the enemy attacked


Fully Invested (@12th) may be: Spell Blade, Thirsting Blade, Lifedrinker, Agonizing Blast, Repelling Blast
2x (XdY weapon damage + Str|Dex + Cha/necrotic) + on-hit bonus action attack rolls for EB XdY +Cha/force, 10ft knockback


By the numbers class comparison
Warlock (@12th) Spell Blade, Thirsting Blade, Lifedrinker, Agonizing Blast, Repelling Blast
2x (XdY weapon damage + Str|Dex + Cha/necrotic) + on-hit bonus action attack rolls for EB 3d10 +Cha/force, 10ft knockback

Rogue (@12th)
TWF 2x(1dY weapon damage) + Str|Dex + on-hit 6d6 SA

Warlock (@6th) Spell Blade, Thirsting Blade, Agonizing Blast
2x (XdY weapon damage + Str|Dex) + on-hit bonus action attack rolls for EB 2d10 +Cha/force

Rogue (@6th)
TWF 2x(1dY weapon damage) + Str|Dex + on-hit 3d6 SA

Both spend Action + Bonus Action
Both have 2 opportunities for on-hit bonus
Warlock is commited to spending bonus action for bonus damage, Rogue may forgo 2nd hit if first successfully delivers SA for tactical option
Warlock has the opportunity for 2 hander dice, Rogue is limited to TWF rules
Warlock has higher ceiling for damage dependent on MAD stats and success of EB attack rolls or other saving throw
Rogue is dependent on SA condition
Warlock has damage type versatility


Thirsting Blade/Extra Attack action compatible or not? Too powerful?
Good, but too good to be at-will?


Compare vs. Eldritch Knight War Magic
Action is casting spell
Bonus action is 1 weapon attack - melee or ranged, and is guaranteed whether the cantrip succeeds or not
Cantrip could be any
Attack target could be any
At-will
Improves to any spell cast at 18th, late game

10
D&D 5e / Unearthed Arcana: Waterborne Adventures
« on: May 06, 2015, 10:49:34 AM »
https://dnd.wizards.com/articles/features/unearthed-arcana-waterborne-adventures

New Race: Minotaur
This is pretty nice for melee damage focused character. The bonus action horn attack doesn't require a free hand, as with dual wielding. So one can use a 2hand weapon and still get a bonus action attack.
Shoving as a bonus action seems really good, with shove being either a push or to prone.
It also perhaps lends some clarification by example to resolving natural attacks for PC lycanthropes, where some RAW seems to be missing.
As always, Insignia of Claws (HotDQ) to make that natural attack magical.


Fighting Style: Mariner
Not the worst thing if you aren't planning to wear Heavy Armor.

Rogue Archetype: Swashbuckler
Fancy Footwork & Toujours l'Audace make for great spring attacking against unengaged targets. Gives reasonable options for rogues in parties who know they will or won't have a partner in melee.
Rogue Swashbuckler 9 / Fighter 11 could be a thing.

Sorcerous Origin: Storm
Bonus spells are always nice.
Several of the features only affect near targets, which isn't necessarily where you want to be in combat as a sorcerer.




12
D&D 5e / 5e A Familiar Handbook
« on: February 03, 2015, 11:06:40 PM »
https://docs.google.com/document/d/1bJ7sEa2X-mTcXJ2fDQRDGx3dgoRgY7VOJZtsIMv0ppM/edit


An attempt at a handbook for familiars.
Base familiars, Warlock & Variant options, as well as some Variants that may be available with a flexible DM given some comments in the Mage NPC entry.
A few strategies for how to leverage them are included. Looking for other clever suggestions.

13
D&D 5e / 5e Templates for Players
« on: January 31, 2015, 10:36:16 PM »
I took some notes on templates that *could* be available to players.
I haven't dug particularly deep to really make it a full blown handbook, but comparing the different Lycanthrope options was at least interesting.
Perhaps some may find use.

https://docs.google.com/document/d/1bd9GvXR2NMichLirJQGuRWhnaU1Q4vYsWTkpgar_mNc/edit

14
D&D 5e / 5e Spell Index
« on: January 13, 2015, 10:13:32 AM »
This was created by one of my players. Thought maybe a few folks might find it useful.
Will be enhancing it a bit after more source books with spells are released.

https://docs.google.com/spreadsheets/d/10DJTMXDvqLeggkIzTbsSbfts9or_b9gHSbD-FTajSTc/edit?usp=sharing

15
D&D 5e / 5e Magic Item Index & Rating
« on: January 09, 2015, 11:26:20 AM »
I put this together primarily as a means to familiarize myself with the magic items in 5th edition, and something that might be useful to my players down the road, or at the very least be useful to others here to strip as an index.


The default campaign setting and DMG state a few things, which I paraphrase
- Most powerful high rarity magic items are left over from older civilizations
- High rarity magic items are not readily available at a magic mart
- High rarity magic items may show up at auction in larger cities with a significant adventurer population
- Acquiring even common magic items might require more than just coin
- As a downtime activity, with a formula and prerequisite spell, a player may craft a magic item

Cost & Time to Create
- Common 100gp 4 days
- Uncommon 500gp 20 days
- Rare 5000gp 200 days

My ranking evaluation makes certain assumptions and takes into consideration the following:
- A campaign that will last from 1 to 20
- A campaign that will last 1 years length or more, which makes Rare a consideration for crafting
- DM is favorable regarding crafting and formulas during downtime
- Only uncommon, common, rare are evaluated due to time to craft, while higher rarities are not rated as they are most likely to fall solely to the DMs discretion
- Multiple Items of the Same Kind - sanity is used as per the DMG. Multiple rings, yes. Multiple shoes, no.
- 3 Attunement slots. Does the item require attunement. How does it compete in that body slot.
- Universality. Is the item useful to the majority of the party, should new items be acquired, and are traded within to optimize.
- Class bias. If the item is not universal, how important is it to specific classes.
- Longevity. Does the item remain useful at higher levels.


The ranking was done fairly hastily, I'm not particularly interested in discussing / debating over it.
However, if there are mistakes in the index, I would appreciate the correction.

Anyone is more than welcome to strip it for indexing, re-evaluate it as a whole, or use it for any other project.


https://docs.google.com/spreadsheets/d/1NewTrvY7TLc1n1fO3S1Ur6J62GHUh0lxhSih_r20KZk/edit?usp=sharing

16
D&D 5e / Templates
« on: October 06, 2014, 10:56:13 PM »
Templates

Dracolich


Shadow Dragon Template


Half Dragon

Gains: Senses, Resistance, Language, Breath Weapon
Type does not change

I find it funny that the fluff indicates they can't have offspring other than via magic, yet we have the Sorcerer class with draconic lineage. Don't recall if previous editions had this fluff.


There's no immediate downside to not being a Half-Dragon


Lycanthrope

Gains: Floor of a physical stat is set to X based on animal, and +1 AC in hybrid or animal form.

Only downside is perhaps the full moon, though the Wereboar entry leaves one to believe the curse can be controlled.


Vampire

Gains: Floor of physical scores set to 18, damage resistances, darkvision, traits, actions. Undead and alignment LE.

Assuming one gets past being a spawn, and is already of evil tenadancy, its interesting in that theres no crippling LA.


17
D&D 5e / 5e AC and Attack scaling
« on: September 21, 2014, 10:29:59 PM »
A quick run through the PHB,  HotDQ Supplement, DM Basic Rules 0.1 8/12

Items
Magic Armor +3
Bracers of Defense: +2 to AC while no armor & shield
Shield: +3
Ring of Protection: +1 AC


Enemy AC Ranges
Highest ACs in MM: Practical: 22AC, Tarrasque: 25AC
Highest at low levels: 18 AC, Animated Armor


Various AC options

Barbarian Unarmored Defense (10 + 5 Dex mod + 5 Con mod + 2 Bracers of Defense)
23 AC

Barbarian 20th Unarmored Defense (10 + 5 Dex mod + 7 Con mod + 2 Bracers of Defense), Primal Champion
25 AC

Barbarian 20th Unarmored Defense (10 + 5 Dex mod + 7 Con mod + 2 Shield), Primal Champion
25 AC

Monk Unarmored Defense (10 + 5 Dex Mod + Wis Mod + 2 Bracers of Defense)
22 AC

Studded Leather (12 + 5 dex + 2 shield)
19 AC

Half Plate (15 +3 dex + 2 Shield), Medium Armor Master
20 AC

Full Plate (18 + 2 Shield)
20 AC

Sorcerer (Draconic Resilience) (13 + 5 Dex + 2 Bracers of Defense)
20 AC

Mage Armor (13 + 5 Dex + 2 Bracers of Defense)
20 AC


Bonuses to Stack

Fighter, Ranger, Paladin
Fighting Style: Defense +1

Dual Wielder
+1 AC

Ring of Protection
+1 AC

Enhancement Bonus on Shield
+3

Enhancement Bonus on Armor
+3

Max vanilla PHB/DMG Equipped AC is probably
Barbarian 20th Unarmored Defense (10 + 5 Dex mod + 7 Con mod + 5 Shield(+3) + 1 Ring of Protection), Primal Champion
28 AC



Attack Bonus soft cap

Proficiency +6
Magic Weapon +3
Ability Modifier +5 / Belt of Giant Strength +9
Fighting Style: Archery +2

Melee: +14 (15 - 35)
Archery: +16 (17 - 37)


Temporary Bonuses to AC

Class
Bardic Inspiration: Die: 1d6 - 1d12, reaction
Fighter Maneuver: Evasive Footwork: Superiority Die: 1d8 - 1d12, movement
Ranger Defensive Tactics: Multiattack Defense: +4 against subsequent attacks
Wild Magic Surge 51-52, +2

Feat
Defensive Duelist: +Proficient Bonus to AC, reaction

Combat
Half Cover: +2
3/4 Cover: +5

Spell
Barkskin: Floor of 16 AC, buff
Haste: +2 AC, buff
Shield: +5 AC, reaction
Shield of Faith: +2 AC, buff
Warding Bond: +1 AC, buff



Temporary Bonuses to Attack

Class
Bardic Inspiration: Die: 1d6 - 1d12, reaction
Cleric Channel Divinity: Guided Strike: +10
Cleric Channel Divinity: War God's Blessing: +10
Fighter Maneuver: Precision Attack: Superiority Die: 1d8 - 1d12
Paladin Channel Divity Sacred Weapon: Cha to attack
Ranger Foe Flayer: Wis to attack
Sorcerer: Wild Magic: Bend Luck: +1d4

Feat
Charger: +5

Spells
Alter Self: Natural Weapons: +1
Bless: 1d4, buff
Divine Favor: 1d4, bonus, buff
Elemental Weapon: +1, buff
Magic Weapon: +1-3, bonus, buff

18
D&D 5e / 5e Notes on E4/E6/E8/E10
« on: September 17, 2014, 10:58:44 PM »
Looking around briefly at folks pondering E6 for 5e. Most nod to the bounded accuracy in 5e that is similar to playing E6. What’s perhaps more interesting and relevant now that there is bounded accuracy, is where to stop based on World Building. That is, how is the world shaped by the existence or lack of powerful magic, as per Tippyverse.

To build a stable society, basic needs need to be met: food, water, shelter, sleep, security

DMG isn’t until November, so I’m first going to have to make some assumptions.
Able to craft continual/unlimited use items


E4:
Food and Water can be created or cleansed. Poison & Disease can be survived. Eternal light can keep the darkness at bay. Magic Weapons can slay dangerous foes. Mental manipulation of others. Objects can be made invisible.

Magic seems to be able to provide for basic needs, but traditional resource acquisition is still necessary for protection. Mining, lumbering, transportation are necessary mundane industries.

Human societies can easily adopt a Full Metal Alchemist-esque state sponsored (military) research society where humans tend to take either the Ritual Caster or Magic Initiate feat as their human bonus feat.

Again, given feat options such as Ritual Caster or Magic Initiate, and that Paladins and Rangers get spells a lot earlier, stats perhaps dominate capability more than class.


E6:
Animate Dead enables free/expendable basic labor. Combat resurrection. Flight. Long range communication. Universal communication.

No real game changers in terms of macro society.

Classes gain a significant jump in destructive power as soon as they hit 5th. Extra attack for mundanes. Cantrip die bump. Casters go from base 6d6 single target Scorching Ray to base 8d6 fireball area attack. Flight, as always, solves a lot of adventuring obstacles. These thing start to really separate classes from one another.


E8:
Fabricate is huge. Crafting time is 5g of progress per day. Thus crafting 1500g plate takes 300 days. Fabricate can do this in 10 minutes if the caster is proficient in the craft. Proper use of DIvination can help ensure the safety and security of a society.

Casters gain some great spells that exercise control over the battlefield. In my opinion, this spell tier alone is far greater than any of the mundanes class features or archetype options acquired.


E10:
Wall of Stone, rapid construction. Teleportation Circle allows for easy trade and travel between great distances. Given that it takes a year to establish, it won’t lead to blitz attacks, unless constructed in secret with patience. Raise Dead. Limited cohorts through Planar Binding, Dominate, Animate Object, Geas, not quite as potent as 3.5e. Animate Object probably useful for large scale labor, where beasts of burden are not appropriate.

Divine Intervention comes online. So if spell lists aren’t explicitly capped, large impact spells like Earthquake, Gate and True Resurrection are possible effects, at an average of once per quarter.

Mundanes continue to fall behind in their ability to impact and influence  the world around them on an important scale. Presumably the concentration system keeps casters from becoming self-buffing combat monsters.


E14:
Planar Travel



Reference

World Building Spells
0th - Mending, Spare the Dying
1st: Create Water, Goodberry
2nd Continual Flame, Lesser Restoration, Suggestion, Magic Weapon, Invisibility.
3rd Animate Dead, Create Food & Water, Fly, Revivify, Sending
4th Fabricate (otherwise craft takes 5g/day increment progress), Divination
5th Wall of Stone, Planar Binding, Teleportation Circle, Geas, Dominate, Animate Object, Raise Dead
6th Planar Ally, Heal(disease)
7th Plane Shift
8th
9th

Rituals
Rituals that Exist
alarm (1st)
commune (5th)
commune with nature (5th)
comprehend languages (1st)
contact other plane (5th)
detect magic (1st)
detect poison and disease (1st)
divination (4th)
dwawmij's instans summons (6th)
feign death (3rd)
find familiar (1st)
forbiddance (6th)
gentle repose (2nd)
identify (1st)
Illusory Script (1st)
Leomund's Tiny Hut (3rd)
Locate animals or plants (2nd)
Magic Mouth (2nd)
Meld into stone (3rd)
Phantom steed (3rd)
Purify Food and Drink (1st)
Rary's Telepathic Bond (5th)
Silence (2nd)
Speak with animals (1st)
Tenser's Floating disk (1st)
Unseen Servant (1st)
Water Breathing (3rd)
Water Walk (3rd)

Feats
Magic Initiate (2 cantrips, 1 1st level spell: 1/long rest)
Ritual Caster (Cast any rituals from ritual book, unlimited, 10 minute cast time)

Spell Damage Transition
@4th Scorching Ray 3x2d6
@4th Inflict 4d10
@5th Fireball 8d6
@5th Cantrips 1dX->2dX

Relevant Class Features
@5th Barbarian/Fighter/Monk/Paladin/Ranger Extra Attack
@5th Ranger/Paladin 2nd level spells
@6th Archetype feature


Another rundown
http://www.reddit.com/r/rpg/comments/2fvpw8/e6_in_dd_5e/

19
D&D 5e / 5e Feats that increase ability scores
« on: September 17, 2014, 10:45:33 PM »
Feats that increase ability scores (by +1)


---Strength---
Athlete
Heavily Armored
Heavy Armor Master
Lightly Armored
Moderately Armored
Resilient
Tavern Brawler
Weapon Master

---Dexterity---
Athlete
Lightly Armored
Moderately Armored
Resilient
Weapon Master

---Constitution---
Durable
Resilient
Tavern Brawler

---Intelligence---
Keen Mind
Linguist
Observant
Resilient

---Wisdom---
Observant
Resilient

---Charisma---
Actor
Resilient

20
D&D 5e / 5e Gestalt Rules
« on: September 17, 2014, 10:33:38 PM »
Not that Gestalt is all that complex, but here's an adaptation.


---Prerequisite Ability Scores---
Gestalt characters must meet the multiclass ability score prerequisites of both classes.

---Hit Dice---
Choose the larger hit die

---Proficiencies---
Gain armor proficiencies of both classes
Gain weapon proficiencies of both classes
Gain saving throw proficiency of both classes
Gain skill proficiency options of both classes
Proficiency Bonus remains the same progression

---Class Features---
A gestalt character gains the class features of both classes
Extra Attack from more than one class do not add together.
Channel Divinity gained from both sides of progression combine their number of uses, and may use effects of both classes.
Unarmored Defense may be acquired from both sides of progression, but only the benefit of one version is gained at a time.
Gestalt characters with more than one spellcasting class combine their number of spell slots from each side of progression, and may cast spells of either class using their spell slots just as per multiclass characters can. Each side follows multiclass spell slot progression as normal.

---Background & Equipment---
Single Background
Suggested to not use starting equipment, but rather starting wealth: either greater wealth of the two classes, or combined wealth of the two classes.


Sane? Miss anything?

Pages: [1] 2 3