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Posted: Thu Nov 12, 2009 5:33 pm
This thread is the official guide for the Combat tree.
What is Combat?
Combat is, uh... combat! It's physically fighting an enemy, as opposed to harnassing energy and elements in order to beat it.
How do we learn to fight?
The same way you learn to use magic in this rp - you post in this thread or PM Captain Jessie Hawk stating that you want to learn a fighting skill you have access to. EDIT: Captain Jessie Hawk, the creator of the synonymous character, is unfortunately inactive and therefore I have pretty much taken over his role. Therefore, please PM ME.
Note that for the initial Combat skill pool you just need to state your intention to Level Up. After that, you have a choice of which skills you learn. To advance from Intermediate to Advanced skill pools you must learn two skills from each level of your chosen pool - to complete Advanced you must choose at least one skill from each level of your chosen pool.
How long does it take to learn a skill?
Basic skill pool training time:
Level 1-2: 1 day Level 2-3: 2 days Level 3-4: 4 days Level 4-5: 8 days
= 15 days
Intermediate skill pool training time:
Level 1 skills: 2 days each, x 2 Level 2 skills: 4 days each, x 2 Level 3 skills: 8 days each, x 2
= 28 days
Advanced skill pool training time:
Level 1 skills: 4 days each Level 2 skills: 8 days each Level 3 skills: 16 days each
= 28 days
TOTAL = 71 days/30 = 2.4 months.
How do you use skills during an rp?
Your character doesn't explicitly state the name of the skill he's going to use, but at the same time everyone needs to know what they're up against to avoid confusion. The rule for letting other people know which skill you're using is to insert the name of the skill in emboldened brackets. All offensive skills require a roll by the caster to determine their effectiveness. A detailed explanation of rolling can be found here.
For example:
Kale Sharpfang Rain pounded down on the battlefield. Through the mist and the torrents, a single cry could be heard - a cry that struck fear into the hearts of the enemy forces. "ORAAAA!" This cry echoed from Kale's lips. Sweeping through the downpour, his sword held high, he caught sight of the nearest enemy soldier. He raised his blade high, ready to cut him down. [Cleave]
emo I suck.
These are the available Skill Pools available for Combat.
Top - Bottom: Basic - Advanced

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Posted: Thu Nov 12, 2009 5:35 pm
~~~Table Of Contents~~~
Basic Skills:
[Obase]
Close Combat (Intermediate) and its Advanced specialisations:
[Oclose]
Tactical Combat (Intermediate) and its Advanced specialisations:
[Otact]
Ranged Combat (Intermediate) and its Advanced specialisations:
[Oranged]
FAQs:
[Ofaq]
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[Obase]
Combat Skills
Combat: The discipline of heroes.
Level 1: Strike Level 2: Parry Level 3: Counter Level 4: Disarm Level 5: Travel
Strike - A basic offensive skill; you use your weapon (or kung fu!) to attack an enemy. Note that a physical attack will always depend upon this skill - characters who attempt to attack with a weapon, for example spellcasting specialists, without this skill will never succeed in a roll against a trained combatant. A few silly whacks between two equally untrained persons is fine.
Parry - Parries an attack as long as you're holding a weapon. PLEASE SEE THE FAQS FURTHER DOWN FOR A FULL EXPLANATION.
Counter - This skill can only be used immediately after an opponent's successful attack, including an opponent's parry. It allows you to attack with a +1 roll bonus.
Disarm - Attempts to disarm an opponent. The rolling system is different for this skill - only 5 and 6 constitute a success. All other numbers are failures. In addition, while attempting to Disarm a single opponent the skill user is completely vulnerable to all other attacks.
Travel - You are able to execute a complex movement on the battlefield; for example, a backflip, a cartwheel, jumping on another BOO's back for use as an impromptu mount. This may be enough to propel you out of danger, or send you flying into it faster...
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Posted: Thu Nov 12, 2009 5:36 pm
~~~~~~~~~ [Oclose]
Close Combat: The front line is where all the action is. This skill pool teaches you the basics of close-proximity combat.
Level 1:
Grapple_____Bladed Weapon Proficiency_____Taunt
Level 2:
Endure_____Back Slice_____Break
Level 3:
Fatal Blow_____Recovery_____Sprint
Level 1:
Grapple - You attempt to lock an adversary in combat with you, and you alone. The rolling system is different here - 1-3 constitutes an outright failure, while 4-6 constitutes a success. If you are successful your opponent may not attack anyone other than you for 5 turns, and the same applies for you. If you are attacked by another person while Grappling, you are helpless to defend yourself, and likewise for your opponent. This, however, will not break the effects of Grapple - only Snatch can break it.
Bladed Weapon Proficiency - The combatant gains a +1 bonus to all attack rolls when using a bladed weapon such as a sword or a dagger.
Taunt - Similar to Grapple and with the same rolling system, but less restricting. If successful, you attract the attention of a person and lock in combat with them for a single turn - long enough for your friends to regroup, perhaps? Both Grapple and Taunt can only be interfered with by Snatch.
Level 2:
Endure - A passive skill that makes you more resilient to successful attacks and disarms. Your own discretion is required here - basically, you become a slightly more formidable opponent able to bounce back more easily. This ability's effects are negated by Pierce and all spells from the Ceraunoscopy pool (lightning magic).
Back Slice - You attempt to roll behind an enemy and attack them from behind.
Break - Similar to the mage skill, you are able to physically break down doors, weaken walls etc.
Level 3:
Fatal Blow - An attack with the same rolling system as Grapple and Taunt, which, if successful, stuns an adversary for two turns.
Recovery - A good warrior knows when he's beaten. Resting for five turns will allow you to recover to full health.
Sprint - You put on a surprising turn of speed that allows you to escape a battle quickly or cross a large distance. After Sprinting you will be unable to act for one turn while you catch your breath.
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Warrior: Strength does not come from physical capacity, but from an indomitable will. These skills are all geared towards making you the most formidable fighter on the battlefield.
Level 1:
Whirlwind Attack_____Bullheaded_____Pin
Level 2:
Cleave_____Rage_____Brandish
Level 3:
Berserk_____Pierce_____Reputation
Level 1:
Whirlwind Attack - Some may think that numbers have an advantage. With this skill, they are proven wrong. When surrounded by enemies, Whirlwind Attack allows you to attack each of them at once with a single roll.
Bullheaded - You've learned that silly insults mean nothing. You're immune to the effects of Grapple and Taunt.
Pin - You attempt to incapacitate a person by pinning them to the ground or wall, using the same rolling system as Grapple, Taunt and Fatal Blow. Once there, they are stuck until they make a successful roll or you release them, much like the effects of an Illusion skill.
Level 2:
Cleave - You are able to attack twice on a single roll, either twice on one enemy or once on two.
Rage - For a single turn, you are blinded by adrenalin and can perform one attack that will automatically succeed - no roll is needed.
Brandish - By brandishing your weapon, you intimidate your enemy. A single enemy experiences -1 roll penalty for three turns.
Level 3:
Berserk - Adrenalin flows through your veins. You become one with your weapon, and lash out with the strength of a raging bull. For three turns, all your attacks will automatically succeed, and all attackers face a -2 penalty on rolls against you.
Pierce - You break through any defences, such as Water/Ice shield. This ability negates the effects of Endure. It also cannot be deflected or parried.
Reputation - You are well known as a force to be reckoned with. Up to three enemies experience a -1 penalty on rolls for four turns.
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Assassin: You don't have to be a devil to kill from the shadows. The skills in this pool place emphasis on speed and cunning as opposed to brute strength.
Level 1:
Sneak_____Exotic Weapon Proficiency_____Dodge
Level 2:
Snatch_____Snakeblood_____Slippery Mind
Level 3:
Sneak Attack*_____Sonic Blow_____Soul Crush
Level 1:
Sneak - You are now able to move silently enough to avoid detection, though you cannot attack or interact if you want to keep sneaking. This skill is most effective at night, or if you move beside a wall.
Exotic Weapon Proficiency - The character gains +1 on attack rolls with unusual weapons such as whips, katars, nunchaku and, uh.... keyblades. *phail*
Dodge - A passive skill that allows you to avoid the effects of every fifth attack directed against you.
Level 2:
Snatch - You are able to pull a foe away from one attacker and onto you. This skill can even interfere with Grapple and Taunt - it is the only thing that can remove a person from its effects before the turns are up.
Snakeblood - You are impossible to Pin down or Grapple with. You're still open to Taunts, however.
Slippery Mind - The character becomes immune to all mind-altering (Illusion) spells. One of the bonuses of being so crafty!
Level 3:
Sneak Attack - You are able to sneak up behind an enemy and attack them. This skill cannot be countered or parried, but you may be noticed by someone other than your target and therefore you may be caught out.
Sonic Blow - You perform three fast attacks with a single roll.
Soul Crush - Similar to Whirlwind attack, however this has the added bonus of stunning all of those affected by the attack.
* = Dependent on Sneak.
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Posted: Thu Nov 12, 2009 5:37 pm
~~~~~~~~~ [Otact]
Tactical Combat: Are wars won through the might of the army, or the mind of the general? This pool provides you with a number of skills geared towards giving your side the upper hand in a conflict.
Level 1:
Battle Cry_____Defending Aura_____Quick Retreat
Level 2:
Wounds of Glory_____Rally the Troops_____Great Leadership
Level 3:
Emergency Recall_____Plan Ahead_____Whirlwind Attack
Level 1:
Battle Cry - A cry that strikes fear into the hearts of enemies. If two others with this skill join in your cry, five nearby enemies will suffer a -1 penalty on attack rolls.
Defending Aura - For two turns, attack rolls against you will suffer a -1 penalty.
Quick Retreat - Similar to Sprint, but for yourself and up to five friends.
Level 2:
Wounds of Glory - Similar to Recovery, however your tremendous faith in yourself means you take only 3 turns to heal.
Rally the Troops - Up to five friends, but not yourself, experience a +3 benefit to attack rolls for a single turn.
Great Leadership - You are able to break away from combat and advise your friends on strategy without them having to halt their own combat. You cannot, however, break away from the effects of Grapple or Pin, and whether or not your friends listen to you is down to them...
Level 3:
Emergency Recall - All friends are summoned to your side, except those under the effects of Grapple or Taunt or those under mind-affecting Illusions.
Plan Ahead - Similar to Glimpse, you are able to take stock of your enemy and foresee their movements for two turns. All aggressive rolls against the caster take a -2 penalty.
Whirlwind Attack - Some may think that numbers have an advantage. With this skill, they are proven wrong. When surrounded by enemies, Whirlwind Attack allows you to attack each of them at once with a single roll.
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Craftsman: What's a warrior without a weapon? This pool gives you skills that can potentially destroy an enemy by removing their sting, and strengthen your friends by increasing theirs.
Level 1:
Hammer Fall_____Tempered Blade_____Smelting
Level 2:
Hilt Binding*_____Weapon Repair*_____Shatter
Level 3:
Weapon Research_____Crippling Disarm_____Pierce
Level 1:
Hammer Fall - An improved form of Signature Strike which experiences a +1 attack roll and has the added bonus of stunning your target for a turn.
Tempered Blade - A weapon that has been glanced over by you experiences a +2 attack roll for three turns.
Smelting - You are able to use ore to strengthen, fix and enchant weapons.
Level 2:
Hilt Binding - You enchant a weapon to its owner, meaning that it cannot be disarmed from them for a whole battle.
Weapon Repair - You are able to fix a weapon which has been naturally broken or Shattered.
Shatter - You are able to break a weapon you have your hands upon. This includes an enemy's weapon that has been disarmed.
Level 3:
Weapon Research - You gain proficiency with whatever weapon you're using, gaining a +1 to attack rolls on all types of weapon.
Crippling Disarm - You automatically succeed at disarming, and when the character recovers it he/she will experience a -1 penalty to attack rolls.
Pierce - You break through any defences, such as Water/Ice shield. This ability negates the effects of Endure. It also cannot be deflected or parried.
* = Dependent on Smelting
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Weapons Master: Mastering others is strength; mastering yourself is true power. This skill pool gives you unparalelled weapon prowess and the ability to teach and aid others.
Level 1:
I Feel Your Pain_____Exotic Weapon Proficiency_____Dual Weapon Proficiency
Level 2:
Ranged Weapon Proficiency_____Instructor_____Reputation
Level 3:
Martyr's Reckoning_____Blade Master Proficiency_____Guardian
Level 1:
I Feel Your Pain - For a single turn, the caster will absorb damage taken by all friends in the area. The Ultimate Sacrifice, hm? No, not quite. 4laugh
Exotic Weapon Proficiency - The character gains +1 on attack rolls with unusual weapons such as whips, katars, nunchaku and, uh.... keyblades. *phail*
Dual Weapon Proficiency - The character gains +1 on attack rolls while using both a ranged weapon and a close-combat weapon.
Level 2:
Ranged Weapon Proficiency - The character gains +1 on attack rolls while using a ranged weapon.
Instructor - The character is able to train another, slashing a day off their current skill being trained or their next one if they aren't training anything. This skill only works once per character you train, so be careful when a person asks you to use it on them because you'll never be able to help them out again.
Reputation - You are well known as a force to be reckoned with. Up to three enemies experience a -1 penalty on rolls for four turns. This skill stacks on top of Battle Cry.
Level 3:
Martyr's Reckoning - You sacrifice your own energy in order to hit with 100% success minus rolling for three turns.
Blade Master Proficiency - When attacking with a bladed weapon you experience +3 to attack rolls. You're a true master of the blade!
Guardian - Like I Feel Your Pain, however this skill works on a single character and will last for three turns.
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Posted: Thu Nov 12, 2009 5:39 pm
~~~~~~~~~ [Oranged]
Ranged Combat: Cannon fodder, you are not. This pool teaches you the basics of ranged combat.
Level 1:
Owl's Eye_____Arrow Crafting_____Vulture's Eye
Level 2:
Ranged Proficiency_____True Sight_____Arrow Volley
Level 3:
Camoflague_____Dual Shot_____Run With The Wind
Level 1:
Owl's Eye - Rangers have better eyesight than most - they're able to see over a longer distance and better than average at night.
Arrow Crafting - You are able to craft arrows from wood and stone.
Vulture's Eye - You are able to fire arrows from an immense distance with greater success rate. +2 on attack rolls when over 100 metres from your target.
Level 2:
Ranged Proficiency - This skill gives you +1 to attack rolls when using a ranged weapon.
True Sight - Just like the Divination spell, you are immune to the mind-altering effects of Illusion spells. This is due to the heightened state of concentration you need to remain in to be an effective archer.
Arrow Volley - You fire arrows at up to five enemies, or five arrows at one enemy.
Level 3:
Camoflague - You are able to blend in more efficiently to your surroundings, producing an effect similar to the Sneak skill.
Dual Shot - Fires two arrows simultaneously, both dependent on a single roll. Double the damage!
Run With The Wind - Similar to Catch the Wind, but with the tiring effects of Sprint. In addition, any magic used against you during this skill's use will refresh you so that no fatigue is experienced.
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Dualist: Two weapons are better than one... This pool contains a mixture of ranged and close combat skills, enabling you to make the best of any combat situation.
Level 1:
Point Blank Shot_____Dual Weapon Proficiency
Level 2:
Cleave_____Back Slice_____Arrow Vulcan
Level 3:
Dodge_____Best Of Both Worlds
Level 1:
Point Blank Shot - You are now able to shoot from immediately in front of an enemy with no penalties to your concentration.
Dual Weapon Proficiency - The character gains +1 on attack rolls while using both a ranged weapon and a close-combat weapon.
Level 2:
Cleave - You are able to attack twice on a single roll, either twice on one enemy or once on two.
Back Slice - You attempt to roll behind an enemy and attack them from behind.
Arrow Vulcan - You hurl a projectile at the enemy as oppose to firing it. At very close range, you may jam it directly into them.
Level 3:
Dodge - A passive skill that allows you to avoid the effects of every fifth attack directed against you.
Best of Both Worlds - You fire a volley of arrows and immediately strike out at the enemy with your close-range weapon. The enemy is able to defend against the arrows, but not against the strike.
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Sniper: Out of sight, out of mind - until your arrow pierces their armour, that is. This skill pool teaches you to be the most deadly and effective ranged combatant you can be.
Level 1:
Deflect Arrows_____Hunter's Reflexes_____Flaming Arrow
Level 2:
Point Blank Shot_____Poison Arrow
Level 3:
Eagle Eye_____Seeking Missile
Level 1:
Deflect Arrows - You're such an expert with arrows that they are no longer able to hit you. Crossbow bolts and bullets are not affected by this skill.
Hunter's Reflexes - For two turns, you will outright block an attack no matter the success of its roll.
Flaming Arrow - You fire a flaming arrow, causing burns and chaos if anything other than your target is ignited...
Level 2:
Point Blank Shot - You are now able to shoot from immediately in front of an enemy with no penalties to your concentration.
Poison Arrow - You fire an arrow tipped with poison. If successful, your enemy is poisoned and must be healed by a Spiritualist or drink a potion created by one.
Level 3:
Eagle Eye - A passive skill that means every fifth attack of yours succeeds automatically without a roll. This skill is superceded by a shielding/deflect spell or Dodge, and of course Deflect Arrows.
Seeking Missile - For a single shot, your arrows cannot be blocked or dodged. This skill may only be used once every five turns.
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Posted: Thu Nov 12, 2009 5:41 pm
~~~~~~~~~ [Ofaq]
Q: The Parry skill - it's very basic, but how does it work?
A: When someone attacks you, or a mage casts Ice Spear, you have the opportunity to Parry them. Parry gives you the ability to negate the effectiveness of their initial roll by up to three points. What you do is - say they've rolled a six. You'd be done for, right? Well, not necessarily. If you attempt to Parry in your reaction post, you must then do a roll yourself. If you get 1-2, one point will be taken off the attacker's initial roll. If you get 3-4, two points will be taken off. If you get 5-6, three points will be taken off. So that means, in our example where the attacker rolled a 6, they'd then be left with a 3 instead - a much less effective attack. Once you've rolled on your parry, it's down to them to react to their decreased attack.
Q: You refer to "turns" a lot in terms of how long a skill can last for... what constitutes a "turn"?
A: A turn is basically a single post of yours. You post, you've taken a turn. You wait until someone replies, and then post again - that's another turn. It's pretty simple.
So let's say a skill lasts three turns. For three of your posts, that skill is active. Once you've posted a third time, it ends. Let's say a passive skill BECOMES active every five turns - basically you can use it once, but then can't use it again for another three turns, because the pattern goes * 2 3 4 *, with * representing a turn in which the skill is used. This is applicable with a skill such as Dodge. If you don't use it on the fifth turn, you're then free to use it whenever.
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Wait, wait, wait... Is my spear a blade or a ranged weapon?! Can you give us a classification of weapons, please?
Certainly!
IMPORTANT NOTE: Blunt weapons such as quarterstaffs and clubs (if a club has blades or spikes, it falls under Exotic) do not have a proficiency. Hand to hand combat falls under Exotic. Also note that not having a proficiency doesn't mean you can't use a weapon; just that a proficiency means you can use that weapon better than normal.
Bladed Weapons: These are weapons used to stab, rend or slash a foe using a piece of sharpened metal.
* Daggers (not the throwing kind!)
* Swords (incl. rapiers, greatswords, bastards, short, long, gunblades, scimitars, katanas... and any other type of sword-like object you can think of; for example, a very long piece of broken glass.)
* Axes (except the throwing kind)
* Sickles/Scythes
Exotic Weapons: These are weapons which are complex, multi-purposed or require more skill than normal.
* Spears and tridents
* Kukris and Katars (although a type of blade, they require a specific style of combat unlike regular daggers)
* DOUBLE-ENDED axe, sword or scythe (see note on katars and kukris)
* Hand to hand combat
* Whips, and any similar weapon
* Nunchuks, and any similar weapon
* Flails, morning stars, spiked maces etc.
Ranged: Weapons which can be used from a distance.
Note that although spears can be thrown, they don't count here. Why? Well, if it bothers you that much you can deny yourself a bonus when throwing your spear!
* Bows (long, short or anything inbetween)
* Crossbows
* Guns
* Throwing daggers or axes
* Shuriken/darts/any misc. throwing object.
Dual Proficiency
This proficiency gives you a bonus when using both a ranged weapon and a bladed/exotic weapon. For example, your character likes to combine the use of throwing daggers and a kukri. Awesome for them!
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Q: What do you mean by "rolling"? How do skills that give you roll bonuses work?
A: An explanation of rolling can be found here. You state your bonus immediately after stating the skill you're using - if the bonus lasts for multiple turns you must state them both every time. Basically, a bonus has the potential to bump you up from say, 1 (unsuccessful) to 3 (moderate success).
Q: Can you link me to the thread I need to post in in order to level up/learn a skill?
A: The thread you need to post in for Combat skills is called the Training Grounds, and it can be found here.
NOTES ON SONIC BLOW AND CLEAVE:
You do not attack three times in one post. You post, roll once and then your attack in your NEXT post is also dependent on the original roll. So basically it's taking a chance - if you get a good roll you're set. If not...
Notes on skills dependent on other skills:
Skills that other skills are dependent on - like Smelting and Deluge and Circle of Salt - don't actually do much by themselevs. They require further skills - such as Shield of Water/Ice and Hilt Binding - for anything much to happen. And so there is in fact a certain amount of skill tree within skill tree here. o3o
Notes on Dual Weapon proficiency:
To be a dual weapon user obviously implies that you are proficient in both long and short range weapons. However, it does not imply that both need to be used at the same time or that you can have one sitting in a case back at HQ. For this particular proficiency to be used one needs to have BOTH a long-range and short-range weapon READY TO BE USED in a single battle. Only then can you reap the benefits of the whole +1 to your roll!
Notes on Active and Passive Skills:
An active skill is a skill you use directly when it is needed:
[Cleave]
A passive skill is a skill which is continuously working all the time, though you can feel free to state its effect when it comes into play.
[Endure]
You can only use one active skill per turn. Passive skills, however, stack on top of each other AND on top of your single active skill. This can be very useful. For example:
[Dodge] [Signature Strike]
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Posted: Wed Mar 03, 2010 7:25 pm
BATTLE TIPS!
Nii Amikasame ((Thought I'd give a few pointers, seeing as I have a bit of experience.
First piece of advice I'd like to give is to keep a separate tab open for the Skill Guide. I say this because most people would assume that all skills follow the "1-2 fail, 3-4 partial, 5-6 success" framework, but this is not always the case. Keeping a guide open for quick reference helps a lot in this regard.
Adding to what Lorika said, it would be advisable for everyone to get used to rolling and posting at the same time. Some of you edit your posts after rolling, which isn't really necessary, not to mention it causes a lot of problems for characters with skills to counter the one made by the opponent.
A prime example of this would be the Parry skill which gives the user a chance to lessen the effect of a successful attack. How would the user be able to make a proper Parry post if the opponent says that the attack had already connected? Remember that it is up to your opponent to dictate the effectiveness of your attack based on the roll you made, so editing isn't really necessary; just keep your post open-ended:
Open-ended pt. 1 Without another second to waste she charged in, thrusting the wooden trident towards Harata. She'd answered her question. [Signature Strike]
Notice how it was never mentioned if the attack connected or not? That leaves the opponent with enough flexibility to decide whether they take the hit or counter with something else. For the sake of discussion, let's assume Signature Strike rolled a 6, and the opponent decided to counter the attack with Parry:
Open-ended pt. 2 Anticipating the attack, Harata raised her weapon in attempt to block it. [Parry]
Again, note how it wasn't mentioned whether the block was successful or not. That's because there's still a possibility that the Parry would have no effect. With Parry, if you roll for 1-2 it will take down 1 point out of your opponent's preceding roll; which means Signature Strike that was once 6 gets bumped down to 5, which is still a success.
So remember, open-endedness is key unless your skill is a guaranteed hit.
Also, I understand that people edit because they want a specific end-result. In which case you could simply hint the desired result in your post for your opponent to pick up on:
Hinting Grabbing her weapon's handle firmly she made an attempt to spin it around. Had her intention been met with success the Duremite would find her boken several feet away, far out of reach. [Disarm]
Aaand that's all I can think of at the moment. I hope this helps, and have fun fighting!))
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