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  1. Kaspar Ammon A Lame Horse Healed KASPAR AMMON HUMAN FIGHTER 1 Age 31 Height 6'1" Weight 183 lb. Size Medium Culture Ostinad Horselord Background Marauder VITALS HIT POINTS 13 HIT DICE 1 (1d10+3) ARMOR CLASS 16 SPEED 30 ft. MANEUVER DC 14 PERCEPTION 14 (passive) IMMUNITIES None INSIGHT 12 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 7 (-2) Athletics -2 Strength Save* -1 DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6 Dexterity Save +4 CONSTITUTION 16 (+3) Constitution Save* +5 INTELLIGENCE 8 (-1) Arcana -1, Engineering -1, History -1, Investigation -1, Nature -1, Religion -1 Intelligence Save -1 WISDOM 14 (+2) Animal Handling*+4 (Riding), Culture +2, Insight +2, Medicine +2, Perception* +4 (Farsight), Survival* +4 Wisdom Save +2 CHARISMA 18 (+4) Deception +4, Intimidation* +6, Performance +4, Persuasion +4 Charisma Save +4 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor, medium armor, heavy armor, shields Weapons Simple weapons, martial weapons Tools Brewer's supplies Senses Darkvision (60 ft) Combat Maneuvers Spirited Steed, Razor's Edge, Rapid Current Languages Common, Orcish ARCHTYPE: None No Archetype Yet www.levelup5e.com EQUIPMENT Explorer's Pack (Backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 Supply, and a waterskin with 50 ft of hempen rope on backpack) Saber, dueling dagger, and whip Shortbow with 60 arrows Padded leather and traveler's clothing Brewer's Tools Riding Horse (named Erde) with Saddle and Saddlebags Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: MARAUDER Connection. Konrad Kracht, the leader of his marauder band who showed him the ropes only to cheat him out of a big score, leaving him for dead. Also, Vargra Irontusk, a middle-aged orcish woman who nursed him back to health when her caravan stumbled upon his body. Memento. A cracked hunting horn, broken when it was used to deflect a blow from none other than Konrad Kracht, the same man who'd given it to him in the first place. It saved his life more than once, including the last time. Secret Ways. When you navigate while traveling, pursuers have disadvantage on checks made to track your group. Additionally, you can travel stealthily at a normal pace. DESTINY: RETURN TO GLORY Kaspar was once more than he is now. A member of a band of horse-born raiders from Ostinad, a betrayal a the hands of Konrad Kracht, his once mentor and leader, left him broken but alive. Nursed back to health by Orcish caravanners, he now finds himself attempting to regain what was once lost. SOURCE OF INSPIRATION Memory. Kaspar gains inspiration whenever he scores a critical with an ability check his former self (a level 9 Brute FighterStraight Fighter, Brute Subclass, Stats were Str 20, Dex 16, Con 18, Int 8, Wis 14, Charisma 7 He was proficient in Athletics, Animal Handling, Intimidation, Perception, Survival, and Stealth) had proficiency in, or overcome something that he could not in your past adventures. FULLFILLMENT FEATURE Reborn. Kaspar has either found his stride again, or decided who he once were is not who he will be again. Either way, he is the stuff of legends. He gains a +1 bonus on all attack rolls, ability checks, and saving throws. In addition, he may use Things Remembered twice per long rest without using inspiration. If he reaches a level equal to or surpassing his Former Self, he can use that feature to instead gain a +5 to the roll before he knows the outcome as his excellence shines through INSPIRATION FEATURE Things Remembered. As a reaction, Kaspar may spend his inspiration to use the proficiency bonus and ability score of your former self to make a single attack roll, ability check, or saving throw. Flashes of his old self remain, including both his talents and strength, though he is unable to maintain such strength for long. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 13 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Saber +6 to hit; reach 5 ft; one target; 8 (1d8+4) slashing damage. Defensive (light). This weapon is designed to be used with a light shield. When Kasparmakes an attack with this weapon and is using a light shield hecan use a bonus action to either make an attack with his shield or increase his Armor Class by 1 until the start of her next turn. Finesse. Kaspar may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included). Mounted (1d10). This weapon deals the damage listed in parenthesis when Kaspar is wielding it while mounted. Whip +6 to hit; reach 15 ft; one target; 6 (1d4+4) slashing damage. Finesse. Kaspar may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields. Trip. When used with a combat maneuver that trips a creature or the Knockdown attack, this weapon increases Kaspar's Maneuver DC by 1. If the target is mounted, his Maneuver DC is instead increased by 2. Shortbow +6 to hit; range 80/320 ft; one target; 7 (1d6+4) piercing damage. Two-handed. Kaspar must use two hands to wield this weapon. Dueling Dagger (offhand) +6 to hit; reach 5 ft; one target; 6 (1d4+4) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in his main hand that does not have the heavy property, Kaspar can use his bonus action to make an attack with this weapon (see Two-Weapon Fighting). Finesse. Kaspar may choose to use his Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying. When Kaspar is wielding this weapon and he is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned . FEATS & FEATURES Fast Learner. With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). Kaspar gained proficiency in one additional skill of his choice. In addition, he requires half as much time as normal to train himself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. Kaspar's survival instinct is remarkably strong. When he makes an ability check, attack roll, or saving throw, he can choose to gain an expertise die on that roll. Once he uses this trait, he cannot use it again until he finish a short or long rest. Spirited Soul (Striding Soul). Riding horseback is in Kaspar's very soul. If he learns combat maneuvers, he may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for him to activate Spirited Steed combat maneuvers (minimum 1 exertion point). Fighting Style (Two-Weapon Fighting). When Kaspar engages in two-weapon fighting, he can add his ability modifier to the damage of the off-hand attack. EXPLORATION Desperate Dash. When Kaspar takes the Dash action, his movement this turn does not provoke opportunity attacks. During this movement, he gains an expertise die on Athletics checks made to jump, and Dexterity saving throws. Once he uses this trait, he cannot use it again until he finishes a short rest. Marathon Runner. The first time between each long rest Kaspar would gain a level of fatigue, he does not gain that level of fatigue. He still suffers a level of fatigue from finishing a long rest without any Supply. Sojourner’s Fortitude. Kaspar gains an expertise die on saving throws made to resist fatigue for marching longer than 8 hours. Clearsight Sentinel (Soldiering Knack). Kaspar gains darkvision. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. In addition, he does not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation). SOCIAL Rider’s Bond. Once Kaspar has spent a week with a creature trained to be a mount, at the end of a long rest he may forge a special bond with it. This bond lasts until his mount dies or he uses this trait on a different creature. While he has this special bond, he knows what direction his mount is as long as he is on the same plane, his mount has advantage on saving throws against fear, at the end of each short rest his mount heals an additional 2d8 hit points, and as long as it is not fatigued at the end of a long rest his mount regains all of its hit dice. Combat Maneuvers Maneuver Level 1 | Maneuver Save DC 14 | Exertion Pool 4 Mounted Charge (1 Point) 1st degree Spirited Steed. Kaspar charges his foe using his mount’s strength and swiftness to add power to his attack. When he activates this maneuver, he takes the Attack action and makes a weapon attack, as well as any additional attacks granted by Extra Attack. He must be mounted to use this maneuver. He moves up to his mount’s Speed in a straight line. If at the end of his movement there is a creature within his reach, the first attack he makes against it as part of this maneuver has advantage. He can’t take the Dash action and use this maneuver on the same turn. Speed Over Strength (1 Point) 1st degree Rapid Current. With practiced agility Kaspar weaves around an opponent wielding a more cumbersome weapon, quickly darting in to strike with a lighter armament. When a creature attacks him with a melee weapon that has the heavy property, or a Large-sized or larger creature attacks him with a natural weapon, he can use his reaction to make a melee weapon attack against it using a weapon that has the dual-wielding or finesse property. Perceptive Stance (1 Point) 1st degree Razor's Edge (stance). Nothing within Kaspar's sight is of minor significance and he takes in your surroundings with great care even as arrows fly and blades clash upon shields. His passive Perception score increases by 3. In addition, he gains an expertise die on Perception checks. APPEARANCE Pending BACKSTORY Pending ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
  2. KASPAR AMMON HUMAN FIGHTER 1 AC: 16 | HP: 13/13 | Maneuver DC: 14 | Passive Perception/Insight: 14/12 Exertion Pool: 4/4 | Inspiration: 1/1 "Speech" Thoughts Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  3. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None With a flourish, Farvad swung low and spun as a dervish, lashing out with a spinning leg and attempting to hook the woman who had attempted to strike him. He spun back up, poising himself to continue the dancing moves should she try to rise. It was a silent flourish, attempting as he was to weave a show with the flashing maneuvers. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Trip vs Woman Action 2: Ready action to Trip should she try to get up Action 3:           
  4. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 Well, that wasn't working... as the night wore on, Ottokar could not help but think he truly was out of place. Such nicieties were beyond him... there was one, though, who may at least listen... well, two, perhaps, but the noble woman seemed to have stepped up to the imposing barbarian, leaving one other options for the duergar. His surface kin had spoken up, and perhaps driven by a sense of pride he felt a desire to outdo them... "Not many folks here seem to really have much spirit," he said, stepping up to the halfling, "Perhaps legends will be told of things to come, yes. As for me, it's another day. I already fought my way here, see... came from across the Hold of Belkzen! Crawling with orcs, that place is... but with my own two hands I fought here, and down the rivers... survived that, the River Kingdoms... the Stolen Lands? I'll steal them, alright... and I suppose my cousin here will be there too." The duergar flexed somewhat as he spoke of his deeds... leaving out some of the more unsavory portions he thought might not be so good for sensitive ears. Best to focus on the fights, less the pillaging... Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action:  Move:  Manipulate:       
  5. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 The pale elf was beyond him, and the rest... well, of the rest, maybe one seemed maybe worth talking to in any way he knew how to. He made his way over to the armored woman, looking at her gear with the appraising gaze of a warrior. He nodded appreciatively. "S'good set of armor," he said, gesturing to the gear, "You wear it well, hard to do that. Nice to see capable folks around. Seem the sort that folks heading into danger would need by their side. Need folks like us, yeah?" Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action:  Move:  Manipulate:       
  6. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None This was turning out to be quite the problem, and one that was not unheard of yet also not welcome in the least. Without their esteemed leader, the Circus seemed to be muddling along, and more thing after thing cropped up. Farvad could not even think about the other issues, however, with this one in front of him. He once again found himself drawing his blade and moving, attempting to twirl past the drunkards before lashing out to hook the blade as he passed them and pull one off their feet. Mechanics Main Hand: Empty Off Hand: Empty Action 1: Draw Weapon Action 2: Tumble Through to Stride through one of them (Acrobatics vs Reflex DC) Action 3: Trip          
  7. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None Gamblers, trouble-makers... Farvad had seen their kind before. This show was becoming quite the spectacle for reasons entirely outside their acts, but such was the nature of things Farvad had learned in his time among the Menagerie. This would need to be dealt with, and while leaving it up to the charming members of the crew might be preferable, Farvad felt it better to attempt a more... dramatic method. He moved on them, taking a deep breath as he tapped into the showmanship he'd learned. He swaggered as he approached, letting his steps flow as the curved pala twirled in his hands. Yet as he moved on them he did not go to strike nor even speak, but rather... he twirled, flitting about in a show of acrobatics and skill, tumbling past. His blade always remained down and away, and yet present, as deadly as the snakes or flames of any performer... and that is what he attempted to make it, a part of the show as he danced circles around these hooligans and show just how out of place they were... Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:           
  8. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 The duergar paused for a moment, regarding the barbarous woman and her eying of the woman he'd entered with. Honestly, he hadn't given a great deal of thought to her himself; Anya Surtova was a noble of some sort, and had the bearing of a soldier if not entirely the build he expected, yet she seemed competent enough, for a non-duergar. Amiri's interest, though, was worthwhile to pursue, whatever its cause (and Ottokar couldn't begin to comprehend that; even after the time on the surface he did not understand many of the dwellers ways.)  "She's an interesting one," he said simply, nodding at Anya, "Competent seeming, to be sure. Part of the crew I've been, uh, assigned to, so to speak. If you'll excuse me." He quaffed the remainder of his drink, something rather fruity and enjoyable, and set down the glass. That was one things far superior on the surface; the alcohol of the Darklands was hardly worth admiring, but the surface had a wonderful variety to it. He nodded at Amiri and then excused himself, passing by the orderly woman as he did. "The large human, Amiri, has an interest in you. Might be worthy of a chat, yes?" he said quietly, "Not my place or crowd much, beggin' pardon, but I recognize a fixer when I see one. She and I, we're muscle. Best have all the muscle we can where we're going, yeah?" He waited for her reply before moving on, unsure of who else was even worth speaking with. The others had made contact with most, but few he'd bother to speak with. The dwarf, Harrim, was right out; he already found himself distastefully paired with another of his surface dwelling kin, and that was enough to both rub him wrong and likely get him slain if he wasn't already an exile... much would need to be achieved to avoid that stain. Success was, after all, the ultimate vindication. There was the little one... the girl little one, not the annoying one that reminded him of a far too haughty Svirfneblin, but also the elf woman. Very much unlike the drow he was familiar with. She was a curious one indeed, and he wondered if he had much of anything of common ground with her, intriguing though she was. Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action:  Move:  Manipulate:       
  9. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None Hardly one for social situations, Farvad instead found himself examining a snake. He wasn't particularly fond of those either, but it beat social situations... he wasn't a deeply knowledgeable man in regards to animals, but keleshites often had to learn to handle horses and other creatures, and some things were universal... "Ah! Is Pox! Goblin Pox," he said with a tone that seemed far in excess of the pronouncement, "They will be fine, will pass in a few days, but... I do not know how to treat it." Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:           
  10. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 "So, there I was, surrounded by orcs..." Ottokar chose little more than to continue his enjoyable dalliance with the fellow warrior, though in truth he knew he should likely be seeking to forge other bonds. Simply put, though, he found himself rather out of place except there; recounting tales (only slightly embellished, of course,) of his passage through the Hold of Belkzen was far more enjoyable, playing up his hurling of orcs left and right... in truth, that journey had been far more physically taxing than martially engaged, as it had taken much climbing and swimming and all the like before he reached a place he could secure passage on... "Whatever comes of this quest, I hope at least to make a name for myself with whatever beasts there are... a dragon, maybe! What a story that would make... Ottokar Dragonbreaker..." Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action:  Move:  Manipulate:       
  11. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None No stranger to death, the sheer shock of the moment seemed to cut through Farvad; one moment he was finishing up some ropework, the next he was looking at the contorted form of a man he deeply respected, both as a person and a talent. The cause was impossible to know, yet such pain seemed impossible to be natural. However, such a mystery was something that could not he handled now, for the reasons the Professor laid out so very clearly... "We need this too much," he thought direly, "Would that wicked cat do such a thing? And how?" Mistress Dusklight was an evil old crone, to be sure... yet that too was beyond the moment. He looked at the others, taking in the moment. On them, then... "Fire first, the sisters... then the animals, then Mordiane... end with the aerialists and acrobats, yes?" he said, half a question, half a declaration. There was a logic too it, a lead up, a build up, or so he thought. Perhaps it was his own biases to put the aerialists as the finale but... Would the others agree? He hoped so... and he hoped he had it right. He'd seen the circus run, he'd watched the old cat and his new ringmaster, but had he truly understood? It was not a job he wanted, he was glad to share it with to others but... But the show must go on. Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:           
  12. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 As they shared the moment, Ottokar felt that common surge of the commiserating. Though the details were scant and covered by her bravado and crude jokes, the duergar understood all too well the lament of a lost home. Whatever the conditions there, he could understand it... and how it was hidden behind crassness and jokes. For his part, he simply leaned into it, enjoying the moment... "...and so I have the fools head in a lock an' another hand holding the rudder..." He shifted the tales, moving into stories and comparisons of physical prowess, remarking on the impressiveness of her blade, speaking of his own exploits on the rivers and the depths, the fights and brawls from shore to tavern to field, and the feats of strength worthy of retelling... with only a hint of exaggeration. Mechanics Main Hand: Empty Off Hand: Empty Action: Using Athletics to try to sway Amiri Bonus Action:  Move:  Manipulate:       
  13. Farvad al-Mehri (Human (Keleshite) | Swashbuckler (Gynmnast) 1 | Neutral Good) AC: 18 |  HP: 20/20 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6 | Hero Points: 1/1 | Conditions: None "I am unsure of the rest but I was not, how to say, allowed to say no," Farvard said with a pained grimace, "Mistress Dusklight purchased a debt I held." He paused and then shook his head, moving to begin stretching. His movements were precise, flowing from one to the next, low dips and bends that seemed excessive to most, "Her circus, her rules... but they were bad, and many fled them. Now we are here. As he says, big day, first show." Mechanics Main Hand: Empty Off Hand: Empty Action 1:  Action 2:  Action 3:           
  14. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 As both the man named Sellemius and the Aldori woman, a supposed 'swordlord' by her name and the words of the noble woman, made their speeches and introductions the full scope of what he'd been impressed into dawned on him. The implication and rumor had swirled, and he was no fool, so he'd gathered much from those, but the direct words were remarkable... and promised much danger. It was not hard to believe that such land existed; the Darkland was rife with such spaces and it was confined in many ways the surface was not. He'd passed through the Hold of Belkzen on his way here, and heard of other such places besides. Even the River Kingdoms were wild and untamed, in many ways. Yet for land to remain unclaimed so close at hand implied things about it that were worrisome. To send out so many in hopes that some might succeed and claim not merely land but a title to go with it... that was quite the promise. It was rightful too... bring order, and claimed the spoils. Yet such things were done by hard men and women, and as he looked about he saw many soft, like that gnome and halfling, and doubted at once their place. Others seem fit for battle, after a fashion, but only one stood out to him as one truly fit for such a task... even heeding his own earlier words about appearances and deception, he let the others go about their little mixers. "The rights sort here could be vital to any chance... the sort of thing the captains never thought through..." For the reaver, there was but one person worth speaking to. At least, at first, that was... "Mix of soft and hard in here," he said, striding up to the tall and powerfully built woman with the sword seemingly as big as she was. He gave her an appraising glance, his hard features and seemingly natural glower despite the jovial tone managing hopefully to make it seem merely analytic rather than lecherous, "Some folks seem like they've never been outside city walls, others look like they know how to hold their own in a fight... but you, you seem about the only one who knows what its like to survive, am I right? They might kill something but they don't know how to use it, to survive on it. Folks like you and I do the hard work here, I think. The sort that keep folks alive and things on track, you know?" Mechanics Main Hand: Empty Off Hand: Empty Action: Using Survival to try to sway Amiri Bonus Action:  Move:  Manipulate:       
  15. Ottokar Pridebrand - Duergar Fighter 1   AC: 16 | HP: 13/13 | Initiative: +1 | Passive Perception: 13 "That, sure," Ottokar said after a moment, almost despite himself, "And it looks good for others. It's power. Like a fat merchant showing off how much he doesn't have to work anymore. Or a man wearing a sword to show he is willing to kill to defend himself, though a lot of those don't know how to use the stuff they've got." The line wasn't meant to be caustic, and Ottokar checked himself slightly, "Lot of folks don't know how to use the stuff they've got, and a lot of folks don't look like they can use the stuff they've got, though... always gotta be careful bout appearances." It was the most he'd said in quite awhile beyond a simple yes or no to various authorities. Whatever and whoever the kid (or at least he thought it was a kid, but then again... looks being deceiving, who knew?) was, they'd be working together. Best make that work... and wise them up to the ways of things.   Mechanics Main Hand: Empty Off Hand: Empty Action:  Bonus Action:  Move:  Manipulate:       
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