650 lines
18 KiB
Plaintext
650 lines
18 KiB
Plaintext
A DIAMOND IN THE ROUGH
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A Rifts adventure by Matt Tilove
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The players can be anywhere within the Zone. They should have
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access to some kind of spacecraft, but this is not necessary.
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The adventure is ideal for mid-level characters, from 3rd-6th
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level.
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Read this aloud to the players:
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You wake up to the buzzing sound of an incoming message. Its
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an odd message, indeed. All it says is Please report to Docking
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Bay 6 of the CAN Republic immediately. REWARD!!!
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The CAN Republic is not exactly known for hiring freebooters.
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(Or any outsiders, for that matter.) What could they want with
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you?
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If the players accept the offer, read this:
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After docking at the moon, you are escorted through the winding
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passageways into the deepest depths of the moon colony. You
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dont know where youre going, but you pass several security
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checkpoints and numerous signs proclaiming Authorized Personnel
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Only, Security level 9 clearance required and similar.
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Soon, you are lead to a large, military-looking office and told
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to wait for the General.
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Before long, a man in a CAN Army uniform enters and sits behind
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a large desk. Looking authentically worried, he says, We seem
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to be having a small problem with, um, outsiders. A group of
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filthy terrorists are sabotaging our Earth Containment System.
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The reward for bringing them in, dead or alive, is 1,750,000 IOU.
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If the players accept (With that kind of money, who wouldnt?)
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They will be given a packet containing information on the
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terrorists and sent on their way, with their ship rearmed,
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re-supplied, and refueled.
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The Packet is a rectangular cloth bag about 8 1/2 by 11 by 3.
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It contains pictures of the group members (not good ones), the
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stats on their ship, and some basic info on the group in
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general. According to the packet there are 8 terrorists,
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including a dragon and two demons (actually, the demons are
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practitioners of magic). They are based on the medium shuttle
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Heart of Gold, and their port of call is the Outcast Station.
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They use hit-and-run tactics and have already destroyed 25% of
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the Earth Containment System.
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A thorough search of the packet will reveal a small, circular
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electronic device sewn into the cloth. A successful roll on the
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radio: basic skill will show that this is an electronic homing
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beacon. Another will show that it was built by professionals
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with advanced equipment, like the Freedom Station or CAN
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Republic.
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The beacon was, in fact, installed by the moon colony so that,
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should their enemy be located, they could send their own army to
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destroy them.
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At any given time, 1d4 members of the so-called terrorist
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group will be on the moon surface or in the CAN Republic, while
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the rest are in the shuttle, either trying to disable CAN killer
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satellites or refueling at the outcast station.
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They are fully aware that there are freebooters looking for
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them, but they dont really care.
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There are three ways the pcs can locate their quarry. One,
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they can hang out at the Outcast Station and wait for the Heart
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of Gold to dock, but this could take several months. Two, they
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can stay in Earth orbit around large groups of CAN killer
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satellites, and within 1d6 weeks the Heart of Gold will arrive.
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The best way is to go to the Outcast Stations pirate section and
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spread rumors that there is a reward for the location of the
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Heart of Gold group. In 2d4 hours, they will be contacted by
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Jackie Phoenix, a mutant pirate and the original owner of the
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Heart of Gold. He reveals that he has a tracking beacon in the
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ship, and will locate it in 1d4 hours. When he does find it, he
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will want his money immediately and might even leave without it
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if there is a delay. He wants nothing to do with anyone
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involved in the conflict.
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The so-called Terrorists are actually secret, sanctioned
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operatives of the NGR military!! They discovered humans in orbit
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by exploring a dimensional rift, and have been in space ever
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since.
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They are in the command of General Harry Webster, a 15th level
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Power Armor Commando who has become disillusioned with the NGRs
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teachings of human supremacy and stands against magic.
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Therefore, General Webster has taken to forming an elite platoon
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of D-Bees, psychics, mercenaries, creatures of magic, and other
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beings of good alignments despised by the NGR. The Terrorists
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are a group of such soldiers.
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The Terrorists are trying to weaken the Earth Containment
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System enough that the NGR can place its own spacecraft in orbit
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and gain all the benefits of space superiority. Also, Webster
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hopes to demonstrate to the people in orbit that Earth has
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established civilization once again.
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If the terrorists are found they will first try to get the PCs
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to come over to their side. Since most freebooters dont like
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the CAN Republic, this should not be too hard. If doing the
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right thing doesnt appeal to the player characters, the
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terrorists will point out that there is water in abundance down
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on earth, and they can make the pcs rich beyond their wildest
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dreams. (They will; they are honest folks.) If the pcs join
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them, together they will destroy the ECS and be the all around
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good-guys from the NGRs point of view.
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If they decide to try to fight the terrorists, there will be a
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large scale battle. The terrorists will try to bring this
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battle to mars or the asteroid belt, where they have the
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advantage of gravity. If they are loosing, they will escape
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through a rift rather than fight to the death. They will
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reappear later, better armed and with reinforcements. The can
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pop up again and again, taunting the pcs well into the campaign.
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An excellent ongoing villain.
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Non-player characters
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Lieutenant Jotek La
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The unofficial leader of the Heart of Gold group, Jotek is
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committed to his task almost to the point of obsession. He is
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one of the kindest people currently in orbit, but will not
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hesitate to kill for the good of the people on earth. Being a
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True Atlantian, Jotek feels responsible for draining the earth
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of its magic thousands of years ago, and therefore responsible
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for the fact that humans were unprepared for the Coming of the
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Rifts. He wants nothing more than the people of space to assist
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in stomping out the monsters on earth.
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Name: Jotek La
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Alignment: Unprincipled
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Hit Points:18 SDC: 62
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Weight: 180 lbs Height: 7 ft.
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Age:35, looks 16 PPE: 200
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Attributes: IQ:25 ME:25 MA:20 PS:20 PP:14 PE:13 PB 29 Spd: 21
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Desposition: Stern, but nice. an excellent tactition. Hates
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vampires. Insanity: phobia (Temporal Raiders)
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Experience Level: 5th level temporal wizard
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Species: True Atlantian (human)
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Magic Knowledge: All magic powers of the True Atlantians, plus
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those of the Temporal Wizard. Complete understanding of
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tattoo magic, and spells.
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Combat: HTH: Expert
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Attacks per melee: 3
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WPs: Energy Pistol, Energy Rifle, Blunt
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Weapons: Usually a Wilks 457 laser rifle (3d6 MD or 1d6*10 for
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three blasts) and a Wilks 320 laser pistol (1d6 MD). Access to
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most Triax weapons.
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Body Armor: Huntsman, 40 MDC, plus a vacum suit.
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Skills of note: Math:Basic, Lore:Demons&Monsters, Literacy,
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Escape, Paramedic, Compuer Operation
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Spells: See Invisible, Sense Magic, Befuddle, Chameleon, Detect
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Concealment, Fear, Armor of Ithan, Telekenesis, Fools Gold,
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Shadow Meld, Escape, Appirition, Telleport:lesser, Time Slip,
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Tongues, Stone to flesh, Familiar Link, Anti-Magic Cloud, Time
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Hole, Summon Lesser Being, Close Rift, Dimensional Portal, and
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Teleport: Superior
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Temporal Spells (From the pages of Rifts: England): See
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Demensional Anomoly, Demen. Pocket, D-Phase, 4th Dem,
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Transformation, Time Maelstrom, Time Warp:Send, S-Dep, D-Shift
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2 Dementions, Id Self, Time Warp: Fast Forward, Temp Time
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Hole, Remote Viewing
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Captain Samtek
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Although superior to Jotek La in rank, Samtek acknowledges Joes
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superior fighting mind and therefore acts as second in command.
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He has a good heart, but doesnt like to deal with people. Most
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consider him mean, but he secretly donates to charities and
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helps the downtrodden. Not a good fighter, but uses his spells
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often and well. Likes to absorb an enemys PPE when he kills
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them. His teammates try to keep him out of hand to hand combat,
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because he tends to kill once he starts fighting. (Never starts
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a fight himself.)
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Name: Samtek Sam Kman
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Alignment: Unprincipled
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Hit Points: 14 SDC: 20
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Weight: 145 Height: 6ft. 1 in.
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Age: 21 PPE: 95
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Attributes: IQ:22, ME:18, MA:12, PS:12, PP:18, PE:12, PB:11,
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Spd:13
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Desposition: Gruff and underspoken. Doesnt talk much, and
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when he does he doesnt bother with adjectives. Ferocious in
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battle, but not very good. Nearly gets killed at least once a
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month.
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Experience Level: 2nd level Ley Line Walker
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Species: Human
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Magic Knowledge: All normal Ley Line Walker Abilities
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Combat: HTH:Basic
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Attacks per Melee:2
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WPs: Energy rifle & Energy Pistol
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Weapons: Hand axe, Uzi with silver bullets (2d6 SDC), C-12
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Rifle (2d6/4d6 MD, 6d6 SDC), And a TX-30 Pulse Rifle (2d6 MD
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or 6d6 MD for 3 pulse blasts)
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Body Armor: Huntsman, 40 MDC, plus a vacum suit
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Skills of note: Climbing, Lore:Demon, Math:Basic,
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Language:Euro&Spanish, Biology, Computer operation,
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Literacy:American, Prowl, Radio:Basic, Pilot Robots&Power
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Armor, First Aid
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Spells: Cloud of smoke, See the invisible, Sense Evil,
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Befuddle, Concealment, Levitation, Energy Bolt,
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Paralisis:Lesser, Telekenesis, Fools gold, Fire bolt, Shadow
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Meld, Fear
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Seargent Nazernine
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The resident anti-fighter of the Heart of Gold group, Nazernine
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is always looking for alteretives to violence. Always an ugly
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girl, she turned into a tomboy early in her life. Although this
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was only a phase, she excells in a male-dominated profession.
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Although she dissaproves of fighting, she will die to save the
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rest of the group (if they let her).
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Name: Nazernine
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Alignment: Scruplous
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Hit Points:14 SDC:66
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Weight: 150 Height: 6 ft 5 in
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Age: 23 PPE: 31
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Attributes: IQ:14, ME:15, MA:4, PS:29, PP:14, PE:18, PB:4,
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Spd:15
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Desposition: Freiendly and outgoing, but, although truthful,
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nobody trusts her at first. Everyone she meets immidiately
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dislikes her, however kind she is. Because if this, she
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turned to fighting.
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Experience Level: 4th level cyber-knight
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Species:Human
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Magic Knowledge: None, other than lore.
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Psionics: Major psionic. 30 ISP, Empathy, Sixth Sense, Telepethy
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Combat:HTH:Expert plus Robot combat:Basic, and Power
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Armor:Basic and Elite (Titan Power Armor)
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Attacks per melee:4
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WPs: Archery, Sword, Energy Pistol, Heavy Energy.
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Weapons: Hatchet, knife, Psi-Sword (3d6 MD), JA-9 (2d6 md),
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C-18 (1d6 MD) and an Impaler rune sword (IQ 18, scrupolous,
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1d6*10 MD) Usually uses X-535 Hunter with TX-41 Rifle: 3d6 or
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1d6*10 MDC
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Body Armor: Coalition Heavy: 80 MDC, and cyber-armor: 50 MDC,
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AR16
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Skills of note: Literacy, Drgonese, Euro, Lore: Demon,
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Paramedic, Climbing, Body Building, Gymnastics, Prowl, Escape,
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Pick Locks, Disguise, Sniper
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Sergent Hawker Jameson
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Never really a fighter, Hawker joined the Heart of Gold group
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when they befrended him in the North American wilderness. When
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outside his bot and armor, Hawker uses his frightening (to most)
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powers to intimidate others without a fight. He is best friends
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with Nazernine.
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Name: Hawker Jameson
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Alignment: Scrupolous
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Hit Points: 16 SDC:19 MDC: 120, but only when transformed into
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a stone giant
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Weight: 155 Height: 5 ft 9 in.
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Age: 19 PPE 24
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Attributes: IQ:11, ME:12, MA:7, PS:12, PP:10, PE:12, PB:10,
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Spd:12
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Disposition: Freindly, but likes animals more than people.
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Always nervous and figity, because, as an Earth Child, he is
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out of his element in space. Like to act macho, but only
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around people he doesn;t know well. Doesnt mind fighting, but
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will try to avoid it.
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Experience Level: 3rd Level Earth Child
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Species: Earth Child
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Natural Porwers: All the normal for the Earth Child, See
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Rifts:England
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Magic Knowledge: none
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Psionics: Major psionic, ISP:36, Alter Aura, Deth Trance,
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Ectoplasm, Mind Block, Nightvision, Resist Fatigue, Resist
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Hunger, Telekenesis.
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Combat: HTH:Expert plus Robot Combat:Basic
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Attacks per melee: 2
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WPs: Blunt, Archery, Energy Pistol, Energy Rifle, Heavy Energy,
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Knife
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Weapons: Knife, Staff, NG Plasma Ejector (6d6MD) , Wilks 320
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(1d6MDC).Usually uses X-535 Hunter with TX-41 Rifle: 3d6 or
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1d6*10 MDC
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Body Armor: T-10 body armor: 100 MDC
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Skills of Note: Math:Basic, American, Euro, Dragonese,
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Literacy:American, Prowl, Paremedic, Pick Pockets, Palming.
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Special Agent Aklabar
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Special Agent is the term the NGR applies to secret police,
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military assasins, and other unmentionables. General Webster
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gave this rank to Aklabar because it accounted for his absence
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(actually, he was hiding in the bomb sheleter) during the
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monthly inspections of the military base. Aklabar latched onto
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the group when he was 3 months old, because the were the first
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creatures he met who didnt attack him on sight. He is a
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bloodthirsty fighter, but has slowly become a better person
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through his associations with the group.
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Name: Aklabar
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Alignment: anarchist with leanings towards good.
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MDC:450
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Weight:varies Height:varies
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Age: 1 year PPE:60
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Attributes: IQ:17, ME:10, MA:18, PS:21, PP:12 PE:10: PB:17,
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Spd:10
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Desposition: Threatening and macho. He likes to scare people
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more than fighting him. Actually, hes a nice guy, but wants to
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live up to the dragon engima. Extemely loyal to his friends,
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basically limited to the Heart of Gold group
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Experience Level: 2nd level, jet black, horned dragon
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Species: Great Horned Dragon Hatchling
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Natural Powers: all the usual for the Horned Dragon
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Magic Knowledge: Full understanding of magic, but knows no
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spells.
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Psionics: Master psionic. ISP 100, Psichic Diagnosis, Psichic
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Surgery, Clairvoience, Empathy, Mind Block, See Aura, Summ.
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Inner Strength, Telekenesis
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Combat: HTH:Basic
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Attacks per melee: 3
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Weapons: Kittani Plasma Axe (3d6 MD), Fire Breath: (2d6 MD),
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TX-500 rail gun (6d6 MD)
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Skills of note: Dragonese, American, Math:Basic, Prowl,
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Demolitions, Dem. Desposal.
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Private Hobbes Cammain
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Together with Kenny Zarvish, Hobbes is the newest member of the
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group. They joined after their town (of witch they were the
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protectors) was destroyed by the Mechanoids. The two have been
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members of the group ever since. Hobbes is a Gung-ho fighter,
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as is characteristic of GB pilots, but never underestimates his
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enemy. If the pcs fight the Heart of Gold group in graviy,
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Hobbes will be their most powerful enemy.
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Name: Hobbes Cammain
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Alignment: Scruplous
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Hit Points: 15 SDC: 40
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Weight: 135 Height: 6 ft
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Age:21 PPE 10
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Attributes: IQ:17, ME:13, MA:20, PS:21, PP:14, PE:19, Spd:18
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Disposition: Gung-ho fighter. Freindly, but distrustful. Always
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ready for a challange. If the Heart of Gold cant get to a
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gravitational field for a fight, he will ignore his teammates
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requests to wait and jump out of the airlock in his Glitter
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Boy, which he will hurridly attach by tether to the ship.
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Experience Level: First Level Glitter Boy
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Species: Human
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Magic Knowledge: none
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Combat: HTH: expert plus Robot Combat:Basic & Elite (Glitter
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Boy power armor)
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Attacks per melee: 4 plus robot combat
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WPs: Energy Pistol, Energy Rifle, and Heavy energy
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Weapons: TX-43 (2d6/4d6 MD) and earth- style Glitter Boy with
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Boom Gun (3d6*10 MD)
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Body armor: T-10 (100 MDC) and Glitter Boy: 770 MDC
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Skills of note: Literacy(american), Euro, climbing, pilot
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robots & power armor, computer oporation, prowl
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Private Kenny Zarvish
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Kenny is a quiet, underspoken man in his mid twenties. His
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closest friend is Hobbes Cammain, but Kenny is detached even
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when dealing with him. Kenny spends all of his free time
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tinkering with his Glitter Boy, which, by now, looks like
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something from a rift. Kenny will act like he doesnt care about
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anything, but he will fight to the death to protect something he
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believes in.
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Name: Kenny Zarvish
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Alignment: Unprincipled
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Hit Points: 23 SDC: 32
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Weight: 160 Height: 6 ft 2 in
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Age: 24 PPE: 20
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Attributes: IQ:14, ME:20, MA:9, PS:13, PP:15, PE:10, Spd:21
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Disposition: Quiet and distrustful. Seems like a anti-fighter
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at first, but he actually loves to kill. He is ashamed of
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this, which is why he is hesitent to get into any kind of a
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conflict. A valuble ally.
|
||
|
||
Experience level: First Level Glitter Boy
|
||
|
||
Species: Human
|
||
|
||
Magic Knowledge: none
|
||
|
||
Combat: HTH: expert plus Robot Combat:Basic & Elite (Glitter
|
||
Boy power armor)
|
||
|
||
Attacks per melee: 4 plus robot combat
|
||
|
||
WPs: Energy Rifle, Energy Pistol, Heavy Energy, Blunt
|
||
|
||
Weapons: JA-9 (2d6 MD) and a modified earth-style Glitter Boy.
|
||
|
||
GB Modifications: Added NG-202 Rail gun (1d4*10 MD) mounted
|
||
over left shoulder. JA-11 rifle mounted under boom gun (2d6,
|
||
3d6, or 4d6 MD). These modifications make the GB -1 one to
|
||
strike, parry, and dodge in earth gravity, but no penalty in
|
||
space or low-gravity environments.
|
||
|
||
Body armor: T-10 (100 MDC) and Glitter Boy: 770 MDC
|
||
|
||
Skills of note: American, Euro, Basic Electronics, Radio:Basic,
|
||
Weapon Systems, Paramedic, literacy ( American)
|
||
|
||
|
||
|
||
Jim Microwave
|
||
|
||
Not an official member of the group, Jim found the soldiers
|
||
just as they arrived in space a few months ago. He sympathized
|
||
with the NGRs point of view and has been the Heart of Gold pilot
|
||
ever since.
|
||
|
||
|
||
|
||
Alignment: Unprincipled
|
||
|
||
Attributes: Average
|
||
|
||
Age: 20 Sex: Male
|
||
|
||
Level of experience: 2nd
|
||
|
||
Disposition: Trusting, Friendly, and confident. Likes to fly.
|
||
|
||
Occupation: Freelance Pilot
|
||
|
||
Home Station: Yuro Station
|
||
|
||
Weight: 120 Height: 5 ft
|
||
|
||
Hit Points: 30 SDC: 42
|
||
|
||
Species: Human
|
||
|
||
Random Mutations: Plastic Bones, Body Freeze
|
||
|
||
Skills of note: Pilot:Basic, Pilot:Advanced, EVA, Ship to ship
|
||
combat
|
||
|
||
Combat: Basic
|
||
|
||
Attacks Per Melee: 3
|
||
|
||
|
||
|
||
|
||
|
||
The Starship Heart of Gold
|
||
|
||
More of a flying garage for the groups bots than a true
|
||
shuttle, the Heart of Gold is not really suited for combat.
|
||
|
||
|
||
|
||
Design: Medium Shuttle
|
||
|
||
Built By: Laika Station
|
||
|
||
Purpose: Destroying the Earth Containment System
|
||
|
||
Length: 60 meters
|
||
|
||
Mass: 100 tons
|
||
|
||
Drive type: ion
|
||
|
||
Fuel: standard
|
||
|
||
Range: 600,000 miles
|
||
|
||
Acceleration: 3 G
|
||
|
||
Speed class: 33
|
||
|
||
MDC: 90
|
||
|
||
Max Crew: 10
|
||
|
||
Recycling: Type 2
|
||
|
||
Weapons: ion cannon (5d6 or 1d6*10 MD)
|
||
|
||
|