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D-Reaper Scout
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Never The End
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OOC Name: NolChannel™
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Post by D-Reaper Scout on Jul 1, 2019 1:42:30 GMT
Works for me!
1/2
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Amelie
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Post by Amelie on Jul 1, 2019 16:32:08 GMT
—The Eager Medic: Given how this passive has two benefits, the drawback should be active at all times. Otherwise, it'd be a tad too strong.
That's all on my side.
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Ophelia
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OOC Name: Tsukistar
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Post by Ophelia on Jul 1, 2019 19:32:39 GMT
:nosanity: Amelie Then the Rookie passive's gonna need to be fixed, too. Would tweaking attack down a hair work for it? ^^;;;
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Amelie
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Post by Amelie on Jul 1, 2019 21:20:31 GMT
Yeah, that'd also work!
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Ophelia
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Post by Ophelia on Jul 1, 2019 21:28:26 GMT
AmelieHow's that look? Not enough? Too much?
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Amelie
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2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Jul 1, 2019 21:41:50 GMT
Good enough!
Approved.
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Ophelia
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OOC Name: Tsukistar
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Post by Ophelia on Jul 23, 2019 15:59:59 GMT
-screeches into the heavens- It's time for movesetting + experimentalness. Pardon me if some of these moves are odd at all XD 1. First of all, a new RAM move. I'd like this added to Spadamon + Himamon, please! [ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown] 2. Secondly, Cassie's Passive - The Eager Medic - has a discrepancy. Could her rookie version be edited to match the champion version, please? 3. Finally, I'd like this moveset (spoilered cause Long) to be added to Ophelia's Ultimate/Panjyamon form, please! [NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Cryokinesis: Ophelia, being an ice-element Digimon, has a certain control over ice; shown primarily in her moveset. On top of this however, she is also able to produce a number of different types of crude ice weapons at will to flavor her attacks, and to shape and manipulate snow and ice to make walls, platforms, or simple tools - though such constructs are usually too fragile for her to gain an advantage in combat.
[PASSIVE] Prominence Native: Having particularly thick and fluffy fur - even by Panjyamon standards - and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to get heal a single negative status effect that may be afflicting her (damage over time, stat reduction, mute, etc.) [2 Turn Cooldown]
[ABILITY] Ice Bucklers: Ophelia forms 1-2 shields made of ice on her arms, which she can choose to use to block an incoming attack. The shields, together, can completely block up to 2 Ultimate-level attacks before shattering, or block 50% of a single Mega attack before shattering instantly. Otherwise, the shields last for 1 turn before melting completely. [3 Turn Cooldown]
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
[ATTACK] Shatterstrike: Enlarging her weapon of choice to an extraordinary size, and swinging it overhead with a ferocious roar, Ophelia brings it down upon the foe with surprising force! With the sheer size and ferocity of the attack, though it deals normal damage, it otherwise breaks thru barrier, reflect, and other effects that would increase the enemy's defense. Unarmed, it otherwise functions the same; though Ophelia instead brings her fists together, and with a roar, smashes them down into the foe. [3 Turn Cooldown]
[ATTACK] Glaciersplitter: Using preferably a heavy or otherwise large weapon, Ophelia swings it down at her foe with great force; the sheer strength of the attack fracturing the ground beneath her and her target, and sending out a 20 meter shock-wave! This is an AOE attack where the closer to the center (the center being the intended target) you are, the harder it will hurt; though the further you are from the center, the less it will hurt. [2 Turn Cooldown]
[ATTACK] Lionbreaker: Using preferably a weapon with a bladed edge, Ophelia stabs or swings the weapon at a limb of her choice - aiming to temporarily hinder the foe. Ophelia can choose to strike at an enemy's claws/arm to reduce their attack by 25% for 2 turns, or to strike at an enemy's legs or wings to reduce their speed by 25% for 2 turns. [2 Turn Cooldown]
[ATTACK] Frozen Dragoon: Ophelia charges at the foe - producing suspended ice platforms underneath her feet to leap off of and maneuver thru the air as necessary - before using the built up inertia to slam into the foe with devastating strength! Though this does not affect her dodge rate, it can be used to flavor her dodge, to re-position herself, or to extend her reach to flying foes as necessary. [2 Turn Cooldown]
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D-Reaper Scout
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Never The End
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OOC Name: NolChannel™
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Post by D-Reaper Scout on Jul 23, 2019 21:42:17 GMT
Frost Veil - This is weird but I need "trap" better defined here. The immunity provided is either very narrow or very broad.
This looks fine otherwise!
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Ophelia
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OOC Name: Tsukistar
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Post by Ophelia on Jul 24, 2019 0:10:05 GMT
D-Reaper Scout I intended for her to be essentially protected from environmental effects - including Stealth Rock-esque effects - though I suppose I don't know the best way to word it in a way that makes sense in my brain.
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D-Reaper Scout
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Never The End
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OOC Name: NolChannel™
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Post by D-Reaper Scout on Jul 24, 2019 22:05:25 GMT
Eh, fair enough. 1/2
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Amelie
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2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Jul 26, 2019 2:08:37 GMT
—Panjyamon Tempo: The stack value should be reduced to 6%.
That's everything on my side!
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Ophelia
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OOC Name: Tsukistar
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Post by Ophelia on Jul 26, 2019 3:08:58 GMT
AmelieI edited Tempo + changed the wording of Frost Veil so that it makes a little more sense. As a heads up though, Ophelia's Spadamon/Rookie form, Himamon/Champion form, and Gatomon/Armor Champion form all use Tempo as well :V
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Jul 26, 2019 3:36:13 GMT
Approved.
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Ophelia
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OOC Name: Tsukistar
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Post by Ophelia on Aug 13, 2019 5:06:12 GMT
This uh... This is going to be a good handful of edits. Please forgive me and thank you for your patience, o' brave staff member :nosanity: 1. First things first, gonna jot out this moveset for Ophelia's Armor Ultimate/Mihiramon form! (Spoilered cause long-) [NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Nightlight: Ophelia is able to create and dismiss harmless orbs of light, that tend to range in size from a golfball to a baseball or tennisball. These orbs follow her will, can float and follow after her or a nearby individual, or remain hovering in place - producing a warm, golden light that illuminates the immediate surroundings. They cannot stray too far from her, however - any orbs further than 30 feet from her wink out automatically.
[PASSIVE] Treasure Rod: At will, Ophelia is able to extend and turn her tail into the Treasure Rod that is signature to most - if not all - Mihiramon. Whilst using this in combat, though it counts as a melee attack for the purpose of Tempo, it otherwise does not trigger effects from enemies based upon contact or being struck by a melee attack; due to the long reach and nature of the Treasure Rod. She, additionally, is able to transform the final section at the end of the Treasure Rod into different melee weapons for flavor.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Shining Willpower: Ophelia's sheer willpower manifests in a beam of holy light that shines downward on herself, or an ally of her choice - energizing and healing them a small amount, and healing a single debuff of her choice. [3 Turn Cooldown]
[ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown]
[ABILITY; RAM] Wargongs of Fury: Using her Treasure Rod, Ophelia begins to strike at her own pauldrons at a frenzied beat like they were gongs - creating a cacophonous din that rings out over the battlefield. Pumping up 3 digimon (herself and/or allies) who can hear her, they begin to move and act with the beat of her own strikes, increasing their attack by 30% for 2 turns. However, over the course of these 2 turns, the use of her Treasure Rod passive is disabled - though the effect can be ended early to regain use. [3 Turn Cooldown]
[ABILITY] Shining Shield: Ophelia produces a buckler-like shield over her front pauldrons, made from holy light. It can block up to 2 Ultimate level moves before shattering, or 50% of a single Mega move. It otherwise lasts for 1 turn before fading away. [3 Turn Cooldown]
[ATTACK] Hunter's Tail: Giving a sharp and barbed point to the end of her tail, Ophelia extends her Treasure Rod and shoots it forward to impale an enemy - before swinging it to slam a foe into a nearby surface, or pulling them in to close quarters. It is an accurate move that does devastating damage to flying or otherwise airborne foes - but it cannot be used while Treasure Rod is disabled. [2 Turn Cooldown]
[ATTACK] Purging Fury: A blindingly-bright golden sheen covers Ophelia's claws and/or tail, as she strikes the foe with a powerful and holy fury that deals extra damage to Virus or Dark-element digimon. [2 Turn Cooldown]
[ATTACK] Golden Zenith: Charging a single claw or the end of her tail with an excess of holy energy, Ophelia slams it into the foe - resulting in a blinding explosion of holy energy in a 30 feet radius! Those closest to the center (the center being the intended target) take heavy damage and risk being launched into the air, whereas those closer to the edge of the AOE take less damage. [2 Turn Cooldown] 2. Next, I'm gonna tweak Ophelia's Armor Champion/Gatomon moveset a bit. This form has yet to be used in combat, though I'd like to reword the moves Bright Blade and Purge Strike flavor-wise (no mechanical change), and I'd like to also change Inspiring Vigor so it increases Speed instead of Attack. The moves, as a result, read as follows: [ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown] [ATTACK] Bright Blade: Ophelia charges her weapon or claws with holy light, giving it a gold sheen, and strikes at the enemy! [ATTACK] Purge Strike: A powerfully charged move, holy light forms around the weapon or her claws - glowing a blindingly-bright gold - and grows in size. Using this, she strikes at the enemy viciously - dealing increased damage against Virus and/or Dark type digimon. [2 Turn Cooldown] 3. Finally, Have a new Merc! Digimon Name: Laertes, 'Lae' Default Form: Strabimon Gender: Male Alignment: Lawful Good Skills/Talents: - Laertes, much like his two sisters, has good survivalist skills - though he is especially good at tracking down other digimon or food, as well as keeping an eye out for danger, compared to his two siblings. - Of the three, he is the calmest and most logical - being the brains of the trio. He is also good at picking up new skills, though has a bit of trouble with technology from time to time. - Of the three, he is also the swiftest on his feet; though he doesn't have the same feline balance that Ophelia does. - Though he is best at hiding amongst the snow that he's used to, Laertes is good at blending in and hiding in plain sight. - When logic fails, Laertes isn't afraid to trust his gut instincts to survive - and they haven't failed him yet. Personality: Where Ophelia is the brawn of the trio, and Cassie is the heart of the trio, Laertes is the brains. Clever, practical, and quiet - Laertes is not the type of digimon that you notice straight away, nor the type of digimon to approach others unless something about them or what they say interests him in the first place. He prefers simply observing, if he can help it - keeping an eye out for the things that Ophelia or Cassie might overlook, in their haste. He, additionally, tends to think before acting - even in combat, he watches and attacks from afar as he deliberates upon his next move; even if his predatory instincts sometimes like to come to the surface in such situations. Even then though, he treats a fight less like combat, and more like a chess match. He doesn't enjoy surprises, though - feeling the most relaxed when there's a routine or order to things. He likes it when his things are sorted, he likes it when he has an idea of what to do in response to a situation, he likes it when he can otherwise predict how a day might go. Surprises tend to shake him up, and tend to leave him stressed; even if he is able to typically quickly adjust and adapt to them once he has a chance to gauge the new situation, or once he lets his instincts take the wheels. Even if he seems to be the quiet and stoic brainiac of the three, though, he does prove to be just as family-oriented as his siblings; valuing the bond he holds with his siblings, and trying to look out for them where he can. He simply tends to express it when it's just the three of them, or otherwise expresses it in subtle ways when others are around; regarding these feelings as personal and private. Digimon who manage to get him to open up, too, will get to see a more deliberate and affectionate side to him - his gestures of affection being thought out and just as loving in nature as Cassie's and Ophelia's might be. Laertes' Holosuit Faceclaim: Slayers • Zelgadis Graywords • Laertes Personal History: Just like his two siblings, Laertes was born up in the furthest reaches of the Terabyte Mountains; his father being a Panjyamon named Callus, and his mother a Blizzarmon named Gertrude. He was raised by his parents to learn how to hunt, fend for himself, and to otherwise look after himself - and learned all of his fighting from his father's up close and personal style alongside Cassie, while Ophelia learned from their mother. However, where Cassie picked up on having a kind and loving heart from Callus, Laertes looked more to his mother's stoic and practical nature; picking up more on that, even if he did pick up some of Callus' kinder and gentler nature. She, too, helped him become more in-key with his wilder instincts; instincts that were a bit more predatorial and vicious than Ophelia's or Cassie's instincts, given his nature as a Strabimon. He would learn from these instincts as well, though - letting them shape parts of his fighting style that he'd pick up from Callus. Of the three, though, he was the last to leave the den. The routine and monotony of the den was comforting to him, and if he was honest... The world beyond seemed a bit scary to him. It was something different, very different from the world that he was used to as a wild digimon - yet... With time, he would grow to miss his two siblings. And with time, he would soon decide to leave the den as well, to follow after his two siblings on whatever adventures they'd drag him off on; as his love would, inevitably, win out over any anxieties or worries he'd hold at the idea of leaving the safety of home, the safety of the den, the safety of his parents' territory. DIGIMON'S INITIAL EVOLUTION LINE FreshSpecies: YukimiBotamon Appearance: Attribute: Free Family/ies: N/A Type: Slime Digivolves To: Wanyamon In-TrainingSpecies: Wanyamon Appearance: Attribute: Free Family/ies: N/A Type: Lesser Digivolves From: YukimiBotamon Digivolves To: Strabimon RookieSpecies: Strabimon Appearance: Attribute: Variable Family/ies: Nature Spirits Type: Beast Man Fighting Style: Laertes is best suited for assisting in combat from the sidelines with quick and accurate hits, as opposed to Ophelia's close and personal style. He'll attack from afar with Aurora Nail or Aurora Cross, building up accuracy with Prey, and hide to avoid retaliation with Trick of the Light Abilities: [NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals. [NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat. [NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter. [PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks. [ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown] [ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack. [ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown] Digivolves From: Wanyamon Digivolves To: Gaolongmon ChampionSpecies: Gaolongmon Appearance: (Click for Source; Credits go to Garmmy!) Attribute: Data Family/ies: Nature Spirits Type: Beast Fighting Style: As Laertes digivolves and grows, so does the Combat Instinct that is natural to Strabimon such as himself; this instinct giving him strong predatory instincts that tend to thrill in combat. Though he prefers to keep attacking from afar much like before, Laertes may also dart in to draw blood with Bloodletting, and can use Lightracer to get out of harms way as necessary. Abilities: [NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals. [NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat. [NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter. [PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks. [ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown] [ABILITY] Lightracer: In reaction to an incoming attack, Laertes briefly increases his speed to the point of moving nearly at the speed of light itself - re-positioning himself to a spot within sight in the vicinity. This otherwise functions as a dodge or teleport move, and he returns to his normal speed by the end of his turn/after dodging the attack, whichever is more appropriate. Though this move can be used outside of combat as well, it is extremely exhausting and wears heavily on his body if he uses it for longer than short bursts without any break. [3 Turn Cooldown] [ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack. [ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown] [ATTACK] Bloodletting: Darting in close and weaving around the foe's guard, Laertes bites or claws at the foe to leave a deep gouge either as he passes, or before backing away. This is a low-damage attack; however, it pierces through defenses, and leaves the enemy bleeding for 2 turns for a decent bit of additional damage. [3 Turn Cooldown] Digivolves From: Strabimon Digivolves To: Houndlongmon
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D-Reaper Scout
In-Training
Never The End
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OOC Name: NolChannel™
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Post by D-Reaper Scout on Aug 19, 2019 22:13:20 GMT
1/2
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