- GuestGuest
Grover's "Natural Solution"
Wed Jul 13, 2016 12:36 am
Natural Solution
Fighting Style: Natural Solution
Weapon Utilization: Natural Solution is a combat style based on using what may very well be laying around while repairing a ship. Mallets, chisels, pliers, rope, rasps, and more can all be turned into trusty, capable weaponry with a measured hand.
Specialization: Mostly melee, Natural Solutions is a defensive style first and foremost. It does have access to some throwing techniques for when a bit of range is needed.
Description: Natural Solutions is an improvised combat technique that relies on the environment. Somewhere between the discipline of martial arts, and the panic of throwing whatever's nearby, Natural Solution seeks to overcome its opposition through unusual tactics and improvisation. As such, it can very well change based on what's around when it's in use. A jungle might see vines and roots come into play, where a warehouse could see crates, ladders, and whatnot. It's limited only by what's nearby, and the user's imagination. Thankfully, there's some consistency that can be afforded by simply carrying a set of tools around.
Techniques
- Light Attacks:
Heavy Stitching
Technique Level: 1
Technique Range: Melee, with a 10m dash
Technique Cooldown: 4 posts
Technique Description: Heavy Stitching uses a sailcloth needle and thick, durable thread to quickly throw a series of stitches into the enemy. In a dash forward and the blink of an eye, the enemy is wrapped up plentiful amounts of the twine, woven through their clothing, and often bound up to the point of immobility. It doesn't hold for long though, as most pirates have blades, or are just plain strong enough to break the thread. However, it's enough to halt an attack, lowering or even nullifying their attack. Both the user and the target's Reflexes are compared, with the attack's damage being reduced by an amount proportional to the difference between those stats. Should the user have higher Reflex, the damage is totally nullified. Being a light attack, Heavy Stitching can only hold a light attack or normal attack at bay.
Alternate Effect: Instead of targeting an enemy, Grover may target the damage sail of a ship. Heavy Stitching can then be used to quickly repair even large tears in the sail.
Broadside Throw
Technique Level: 1
Technique Range: 10m
Technique Cooldown: 5 posts
Technique Description: Broadside Throw is simply a wide-angle throwing of an array of objects large or small, and preferably pointy. It throws those objects in a grapeshot-like pattern, making it harder to dodge and more devastating on a direct hit. But, as with any thrown item, those items aren't coming back, and such a technique gets rid of a whole lot of things in very short order. As such, it's best used when the objects at hand are expendable.
Paying The Hull
Technique Level: 5
Technique Range: Melee
Technique Cooldown: 5 Posts
Technique Description: Paying the Hull is a technique that spreads a thick, sap or tar like substance on the hull of a ship to seal it from leaks. But in combat, that same sticky material is spread along the moving parts of a weapon. The tar prevents the weapon from working until it can be cleaned out, usually through the application of heat and vigorous scrubbing. After three posts, the moving parts can be loosened enough to allow the item to operate as normal. It can also be used to keep objects stuck to people's hands, making them unable to drop said item without significant effort to pry the item loose. Paying the Hull deals no real damage, but can effectively disable weapons.
Alternate Effect: Paying the Hull is quite useful as a shipboard action. Through quick, practiced application, the tar can seal leaks and holes in the hull, preventing the ship from continuing to take on water until more permanent repairs can be made.
- Medium Attacks:
Rising Hoist
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 7 posts
Technique Description: Rising Hoist is an upward strike assisted by the use of a mallet or other blunt weapon. Simple in nature, Rising Hoist lifts the target into the air with sheer force. But the simplest solution is often the most useful, and those struck by Rising hoist not only have a nasty strike to contend with, they also suffer a 25% penalty to their reflex for the next attack that's aimed at them unless they have some way of controlling their movement mid-air. Rising Hoist is perfect for setting up heavy attack from teammates, while allowing the user to get in a bit of damage themselves. However, it's an all-in attack for the user too, giving them a 25% penalty to reflex for the next attack aimed at them.
Halyard Swing
Technique Level: 5
Technique Range: 10m
Technique Cooldown: 7 posts
Technique Description: Using a piece of rope, Halyard Swing is a technique that wraps a target up and allows the user to pull the target about. A captured target can be pulled or swung in virtually any direction, making tactics rather diverse. They could be pitched overboard a ship's railing for example. Or simply whipped full-force into a sturdy, solid object. Like the floor.
Alternate Effect: Turns out, throwing people about with a rope can be beneficial to allies too. Pulling them out of the way of an attack, or saving a Devil Fruit user from falling overboard is just as valuable as throwing around a bad guy. Used on an ally, they gain 50% of the user's Reflex as a bonus to their Reflex, but only in regards to dealing with that single attack.
Special Note: Permission must be granted OOCly for Halyard Swing to be used on an ally, so as to avoid trolling.
- Heavy Attacks:
Trunnel Breach
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 10 posts
Technique Description: Trunnel Breach is a very simple overhand attack, using both arms to bring down a mallet or other blunt object onto a target. While lacking subtlety, it doesn't lack for effect, bringing heavy damage down on a target, even when they are defending. Targets struck by Trunnel Breach are unable to effectively defend themselves for a short time after the strike, reducing their defense by 25% until the end of the user's next turn. The attack overextends the user though, causing them to lose 25% reflex until the end of their next turn.
Jury Rigging
Technique Level: 10
Technique Range: Melee
Technique Cooldown: 15 posts
Technique Description: Jury Rigging uses hand to hand combat to stun a target with a series of quick, precise strikes. They are then launched into the air with a quick throw. While the target is in the air, limbs spread wide, the user will then throw a series of chisels, pliers, or other sharp, pointy objects at the target. On impact, they will pin the target to a surface, leaving them immobilized for one final dropkick. Immobilization only occurs if the projectile portion hits, and only lasts so long as the thrown objects are firmly in place. A display of strength, or help from an ally, can dislodge the pinning devices.
Alternate Effect: Jury Rigging can be used to patch large holes in hulls, either with the victim's body, or with panels of wood or steel large enough to cover the breach. Used this way, Jury Rigging is an improvised repair job that works long enough for actual repairs to be made.
- AOE Attacks:
Reckless Tarring
Technique Level: 1
Technique Range: Point Blank AoE
Technique Radius: 2.5m
Technique Cooldown: 20 posts
Technique Description: Reckless Tarring throws tar, sap, or glue in every direction, splattering everyone in range. While not at all damaging, the sticky substance inhibits the movement of those affected, lowering their Reflex by 20% for 5 posts while everything is still sticky. It's also a pain in the rear to clean up. The user is also affected, finding their boots just as glued down as everyone else's, and in the direct middle no less.
- Castor O. Nox
[tracker=/t980-castor-o-nox#4771]
Name : Castor O. Nox
Epithet : Sanpaku | The Azure Pheasant | Duke Of Lvneel | Saint Nox
Age : 25
Height : 5'9"
Weight : 175lbs
Species/Tribe : Three-Eye Tribesman
Faction : Pirate
World Position : Blockbuster
Alliance : -
Crew : Nox Pirates
Ship : The Wailing Calamity
Crew Role : Captain | Navigator | Book Collector | Pride Sin
Devil Fruit : Goro Goro no Mi
Bounty : [ber=r] 620,000,000
Quality Score : S
EXP Bonus : +0.20 (To all allies)
Income Bonus : +0.42 (Turf); +0.10 (Blockbuster); +0.20 (To all allies)
Shop Discount : -20%
Crew Pool : [bel=u] 96,000,000
Balance : [bel] 2,470,815,020
[[baneoftheweak]][[riseandshine]][[dreamsneverdie]]
[[bookworm]][[untouchable]][[childofdestiny]]
[[punchoutguru]][[berryprinter]]
Turf : [turf="/t296-turf-details-lvneel#1110"]Lvneel[/turf] [turf="/t309-turf-details-st-poplar#1124"]St. Poplar[/turf]
Posts : 795
Re: Grover's "Natural Solution"
Wed Jul 13, 2016 4:23 pm
Grover Aurum wrote:Natural Solution
Fighting Style: Natural Solution
Weapon Utilization: Natural Solution is a combat style based on using what may very well be laying around while repairing a ship. Mallets, chisels, pliers, rope, rasps, and more can all be turned into trusty, capable weaponry with a measured hand.
Specialization: Mostly melee, Natural Solutions is a defensive style first and foremost. It does have access to some throwing techniques for when a bit of range is needed.
Description: Natural Solutions is an improvised combat technique that relies on the environment. Somewhere between the discipline of martial arts, and the panic of throwing whatever's nearby, Natural Solution seeks to overcome its opposition through unusual tactics and improvisation. As such, it can very well change based on what's around when it's in use. A jungle might see vines and roots come into play, where a warehouse could see crates, ladders, and whatnot. It's limited only by what's nearby, and the user's imagination. Thankfully, there's some consistency that can be afforded by simply carrying a set of tools around.
Techniques
- Light Attacks:
Your missing a Light attack. 2 at the start and 1 at level 5. Note: Gray's suggestion was you could keep the percentages outline in the main application and just take the same amount of debuff in return once it isn't a 100% percentile. So bear this in mind if your heart is set to the numbers outlined.
Heavy Stitching
Technique Level: 1
Technique Range: Melee, with a 10m dash
Technique Cooldown: 4 posts
Technique Description: Heavy Stitching uses a sailcloth needle and thick, durable thread to quickly throw a series of stitches into the enemy. In a dash forward and the blink of an eye, the enemy is wrapped up plentiful amounts of the twine, woven through their clothing, and often bound up to the point of immobility. It doesn't hold for long though, as most pirates have blades, or are just plain strong enough to break the thread. However, it's enough to halt an attack, lowering the target's Reflex by 50% for purposes of a single Reflex vs Reflex check. However, Heavy Stitching does no damage on its own.
Alternate Effect: Instead of targeting an enemy, Grover may target the damage sail of a ship. Heavy Stitching can then be used to quickly repair even large tears in the sail.
This is fine, however, you'll need a debuff towards yourself. I say maybe a hit towards attack stat due to tired fingers or maybe even defense due to your hand being filled.
Paying The Hull
Technique Level: 5
Technique Range: Melee
Technique Cooldown: 5 Posts
Technique Description: Paying the Hull is a technique that spreads a thick, sap or tar like substance on the hull of a ship to seal it from leaks. But in combat, that same sticky material is spread along the moving parts of a weapon. The tar prevents the weapon from working until it can be cleaned out, usually through the application of heat and vigorous scrubbing. It can also be used to keep objects stuck to people's hands, making them unable to drop said item without significant effort to pry the item loose. Paying the Hull deals no real damage, but can effectively disable weapons.
Alternate Effect: Paying the Hull is quite useful as a shipboard action. Through quick, practiced application, the tar can seak leaks and holes in the hull, preventing the ship from continuing to take on water until more premanent repairs can be made.
My only problem with this skill is the durability of the sap's sticky nature, i'd say after about three posts, it starts to loose it's stickiness.
- Medium Attacks:
Rising Hoist
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 7 posts
Technique Description: Rising Hoist is an upward strike assisted by the use of a mallet or other blunt weapon. Simple in nature, Rising Hoist lifts the target into the air with sheer force. But the simplest solution is often the most useful, and those struck by Rising hoist not only have a nasty strike to contend with, they also suffer a 100% penalty to their reflex for the next attack that's aimed at them unless they have some way of controlling their movement mid-air. Rising Hoist is perfect for setting up heavy attack from teammates, while allowing the user to get in a bit of damage themselves.
100% Reflex Penalty to the next attack, denied. Don't get me wrong, I like the idea of the skill so, how about the struck suffers grogginess from the strike, and suffers a 25% De-buff to his reflex stat for the next two posts. Also, this puts a drain on yourself, causing a 25% De-buff to your Attacking power for the next one post.
Halyard Swing
Technique Level: 5
Technique Range: 10m
Technique Cooldown: 6 posts
Technique Description: Using a piece of rope, Halyard Swng is a technique that wraps the target up and allows the user to pull the target about. A captured target can be pulled or swung in virtually any direction, making tactics rather diverse. They could be pitched overboard a ship's railing for example. Or simply whipped full-force into a sturdy, solid object. Like the floor.
Alternate Effect: Turns out, throwing people about with a rope can be beneficial to allies too. Pulling them out of the way of an attack, or saving a Devil Fruit user from falling overboard is just as valuable as throwing around a bad guy. Used on an ally, they gain 100% of the user's Reflex as a bonus to their Reflex, but only in regards to dealing with that single attack.
Well, technically this could be used to defend or engage in an attack so becareful with the wording, it can do both, just state so. Next, I wouldn't say 100% reflex again, is too much, what'd say is, you can contribute, 25% of your own Reflex to your Allies Reflex to either aid or escape treacherous situations. I can even go as high as 50% under the condition the count down is bumped to 7. Also, don't have to mention it here but OCly, you can make note make sure you have allies permission to fling them all over the place.
- Heavy Attacks:
Trunnel Breach
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 10 posts
Technique Description: Trunnel Breach is a very simple overhand attack, using both arms to bring down a mallet or other blunt object onto a target. While lacking subtlety, it doesn't lack for effect, bringing heavy damage down on a target, even when they are defending. Targets struck by Trunnel Breach are unable to effectively defend themselves for a short time after the strike, reducing their defense by 25% for the next attack that hits them.
Again, add in some kind of debuff for yourself, like 25% Def decrease for two posts or on the next attack.
Jury Rigging
Technique Level: 10
Technique Range: Melee
Technique Cooldown: 15 posts
Technique Description: Jury Rigging uses hand to hand combat to stun a target with a series of quick, precise strikes. They are then launched into the air with a quick throw. While the target is in the air, limbs spread wide, the user will then throw a series of chisels, pliers, or other sharp, pointy objects at the target. On impact, they will pin the target to a surface, leaving them immobilized for one final dropkick.
Alternate Effect: Jury Rigging can be used to patch large holes in hulls, either with the victim's body, or with panels of wood or steel large enough to cover the breach. Used this way, Jury Rigging is an improvised repair job that works long enough for actual repairs to be made.
Note: This immobilization would only apply if the afflicted is trapped by the sharp objects they are pinned down by. Meaning, they won't be immobile if they can avoid this aspect of the technique, otherwise, this is fine.
- AOE Attacks:
Reckless Tarring
Technique Level: 1
Technique Range: Point Blank AoE
Technique Radius: 2.5m
Technique Cooldown: 20 posts
Technique Description: Reckless Tarring throws tar, sap, or glue in every direction, splattering everyone in range except the user. While not at all damaging, the sticky substance inhibits the movement of those affected, lowering their Reflex by 20% for 5 posts while everything is still sticky. It's also a pain in the rear to clean up.
20% is cool, just know this will affect allies as well. You need a debuff, I recommend defense because disbursing sap all willy nilly doesn't leave you the most protected or maybe attack cuz sticky fingers might pull your punches, balls in your court though. (I recommend some boots that can navigate through the sap btw, hint hint). but it can be any stat, more of a suggestion.
________________________________________________________
- GuestGuest
Re: Grover's "Natural Solution"
Wed Jul 13, 2016 8:29 pm
All edits made.
Heavy Stitching was turned from a stat-effect to attack prevention akin to a block.
Broadside Throw (the second level 1 light attack) was added, and shouldn't be much of a problem for balance, being a generic shotgun-esque array of thrown objects.
Paying the Hull is now a three turn effect, as suggested.
Rising Hoist is an even 25% trade of Reflexes in regards to the next attack for both user and victim.
Halyward Swing is now a 7 turn cooldown for that 50% reflex addition. It also mentions the OOC permission to affect allies.
Trunnel Breach now exchanges 25% Defense for 25% Reflex, reflecting a high-risk maneuver, and putting it in proper equal number balance.
Jury Rigging now mentions conditions for avoiding and escaping the immobilization.
Finally, Reckless Tarring is now truly reckless, as now the user is affected too.
Everything should be much more in line. And I thank you for your patience as I get more used to the combat system here.
Heavy Stitching was turned from a stat-effect to attack prevention akin to a block.
Broadside Throw (the second level 1 light attack) was added, and shouldn't be much of a problem for balance, being a generic shotgun-esque array of thrown objects.
Paying the Hull is now a three turn effect, as suggested.
Rising Hoist is an even 25% trade of Reflexes in regards to the next attack for both user and victim.
Halyward Swing is now a 7 turn cooldown for that 50% reflex addition. It also mentions the OOC permission to affect allies.
Trunnel Breach now exchanges 25% Defense for 25% Reflex, reflecting a high-risk maneuver, and putting it in proper equal number balance.
Jury Rigging now mentions conditions for avoiding and escaping the immobilization.
Finally, Reckless Tarring is now truly reckless, as now the user is affected too.
Everything should be much more in line. And I thank you for your patience as I get more used to the combat system here.
- Castor O. Nox
[tracker=/t980-castor-o-nox#4771]
Name : Castor O. Nox
Epithet : Sanpaku | The Azure Pheasant | Duke Of Lvneel | Saint Nox
Age : 25
Height : 5'9"
Weight : 175lbs
Species/Tribe : Three-Eye Tribesman
Faction : Pirate
World Position : Blockbuster
Alliance : -
Crew : Nox Pirates
Ship : The Wailing Calamity
Crew Role : Captain | Navigator | Book Collector | Pride Sin
Devil Fruit : Goro Goro no Mi
Bounty : [ber=r] 620,000,000
Quality Score : S
EXP Bonus : +0.20 (To all allies)
Income Bonus : +0.42 (Turf); +0.10 (Blockbuster); +0.20 (To all allies)
Shop Discount : -20%
Crew Pool : [bel=u] 96,000,000
Balance : [bel] 2,470,815,020
[[baneoftheweak]][[riseandshine]][[dreamsneverdie]]
[[bookworm]][[untouchable]][[childofdestiny]]
[[punchoutguru]][[berryprinter]]
Turf : [turf="/t296-turf-details-lvneel#1110"]Lvneel[/turf] [turf="/t309-turf-details-st-poplar#1124"]St. Poplar[/turf]
Posts : 795
Re: Grover's "Natural Solution"
Wed Jul 13, 2016 10:19 pm
Grover Aurum wrote:Natural Solution
Fighting Style: Natural Solution
Weapon Utilization: Natural Solution is a combat style based on using what may very well be laying around while repairing a ship. Mallets, chisels, pliers, rope, rasps, and more can all be turned into trusty, capable weaponry with a measured hand.
Specialization: Mostly melee, Natural Solutions is a defensive style first and foremost. It does have access to some throwing techniques for when a bit of range is needed.
Description: Natural Solutions is an improvised combat technique that relies on the environment. Somewhere between the discipline of martial arts, and the panic of throwing whatever's nearby, Natural Solution seeks to overcome its opposition through unusual tactics and improvisation. As such, it can very well change based on what's around when it's in use. A jungle might see vines and roots come into play, where a warehouse could see crates, ladders, and whatnot. It's limited only by what's nearby, and the user's imagination. Thankfully, there's some consistency that can be afforded by simply carrying a set of tools around.
Techniques
- Light Attacks:
Heavy Stitching
Technique Level: 1
Technique Range: Melee, with a 10m dash
Technique Cooldown: 4 posts
Technique Description: Heavy Stitching uses a sailcloth needle and thick, durable thread to quickly throw a series of stitches into the enemy. In a dash forward and the blink of an eye, the enemy is wrapped up plentiful amounts of the twine, woven through their clothing, and often bound up to the point of immobility. It doesn't hold for long though, as most pirates have blades, or are just plain strong enough to break the thread. However, it's enough to halt an attack, lowering or even nullifying their attack. Both the user and the target's Reflexes are compared, with the attack's damage being reduced by an amount proportional to the difference between those stats. Should the user have higher Reflex, the damage is totally nullified. Being a light attack, Heavy Stitching can only hold a light attack or normal attack at bay.
Alternate Effect: Instead of targeting an enemy, Grover may target the damage sail of a ship. Heavy Stitching can then be used to quickly repair even large tears in the sail.
Broadside Throw
Technique Level: 1
Technique Range: 10m
Technique Cooldown: 5 posts
Technique Description: Broadside Throw is simply a wide-angle throwing of an array of objects large or small, and preferably pointy. It throws those objects in a grapeshot-like pattern, making it harder to dodge and more devastating on a direct hit. But, as with any thrown item, those items aren't coming back, and such a technique gets rid of a whole lot of things in very short order. As such, it's best used when the objects at hand are expendable.
Paying The Hull
Technique Level: 5
Technique Range: Melee
Technique Cooldown: 5 Posts
Technique Description: Paying the Hull is a technique that spreads a thick, sap or tar like substance on the hull of a ship to seal it from leaks. But in combat, that same sticky material is spread along the moving parts of a weapon. The tar prevents the weapon from working until it can be cleaned out, usually through the application of heat and vigorous scrubbing. After three posts, the moving parts can be loosened enough to allow the item to operate as normal. It can also be used to keep objects stuck to people's hands, making them unable to drop said item without significant effort to pry the item loose. Paying the Hull deals no real damage, but can effectively disable weapons.
Alternate Effect: Paying the Hull is quite useful as a shipboard action. Through quick, practiced application, the tar can seal leaks and holes in the hull, preventing the ship from continuing to take on water until more permanent repairs can be made.
- Medium Attacks:
Rising Hoist
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 7 posts
Technique Description: Rising Hoist is an upward strike assisted by the use of a mallet or other blunt weapon. Simple in nature, Rising Hoist lifts the target into the air with sheer force. But the simplest solution is often the most useful, and those struck by Rising hoist not only have a nasty strike to contend with, they also suffer a 25% penalty to their reflex for the next attack that's aimed at them unless they have some way of controlling their movement mid-air. Rising Hoist is perfect for setting up heavy attack from teammates, while allowing the user to get in a bit of damage themselves. However, it's an all-in attack for the user too, giving them a 25% penalty to reflex for the next attack aimed at them.
Halyard Swing
Technique Level: 5
Technique Range: 10m
Technique Cooldown: 7 posts
Technique Description: Using a piece of rope, Halyard Swing is a technique that wraps a target up and allows the user to pull the target about. A captured target can be pulled or swung in virtually any direction, making tactics rather diverse. They could be pitched overboard a ship's railing for example. Or simply whipped full-force into a sturdy, solid object. Like the floor.
Alternate Effect: Turns out, throwing people about with a rope can be beneficial to allies too. Pulling them out of the way of an attack, or saving a Devil Fruit user from falling overboard is just as valuable as throwing around a bad guy. Used on an ally, they gain 50% of the user's Reflex as a bonus to their Reflex, but only in regards to dealing with that single attack.
Special Note: Permission must be granted OOCly for Halyard Swing to be used on an ally, so as to avoid trolling.
- Heavy Attacks:
Trunnel Breach
Technique Level: 1
Technique Range: Melee
Technique Cooldown: 10 posts
Technique Description: Trunnel Breach is a very simple overhand attack, using both arms to bring down a mallet or other blunt object onto a target. While lacking subtlety, it doesn't lack for effect, bringing heavy damage down on a target, even when they are defending. Targets struck by Trunnel Breach are unable to effectively defend themselves for a short time after the strike, reducing their defense by 25% until the end of the user's next turn. The attack overextends the user though, causing them to lose 25% reflex until the end of their next turn.
Jury Rigging
Technique Level: 10
Technique Range: Melee
Technique Cooldown: 15 posts
Technique Description: Jury Rigging uses hand to hand combat to stun a target with a series of quick, precise strikes. They are then launched into the air with a quick throw. While the target is in the air, limbs spread wide, the user will then throw a series of chisels, pliers, or other sharp, pointy objects at the target. On impact, they will pin the target to a surface, leaving them immobilized for one final dropkick. Immobilization only occurs if the projectile portion hits, and only lasts so long as the thrown objects are firmly in place. A display of strength, or help from an ally, can dislodge the pinning devices.
Alternate Effect: Jury Rigging can be used to patch large holes in hulls, either with the victim's body, or with panels of wood or steel large enough to cover the breach. Used this way, Jury Rigging is an improvised repair job that works long enough for actual repairs to be made.
- AOE Attacks:
Reckless Tarring
Technique Level: 1
Technique Range: Point Blank AoE
Technique Radius: 2.5m
Technique Cooldown: 20 posts
Technique Description: Reckless Tarring throws tar, sap, or glue in every direction, splattering everyone in range. While not at all damaging, the sticky substance inhibits the movement of those affected, lowering their Reflex by 20% for 5 posts while everything is still sticky. It's also a pain in the rear to clean up. The user is also affected, finding their boots just as glued down as everyone else's, and in the direct middle no less.
Everything is Gucci. Amazing application, it's different and has all the elements of a supporting yet, self defensive skill-set.
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