Eberron Powered by FATE Incomplete Draft

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This is a FATE Core fan-supplement.

It is unofficial and I do not claim ownership of the


mechanics of FATE Core or the setting of Eberron.
FATE Core is the property of Evil Hat Productions.
Eberron is the property of Wizards of the Coast.
All mechanics presented within are derived from the FATE System Reference Document
(http://fate-srd.com/). Technically, this includes the Skill Modes and the Knowledge skill, but it
would be disingenuous to not state that they are very much derived from the Skill Modes and
Science skill present in The Atomic Robo RPG, another Evil Hat Production with a setting
licensed from Brian Clevinger and Scott Wegener.
This product should always be distributed for free.
This product was created by Nicholas Arroyo independently. It is not a product of his company,
Friendly Neighborhood Gamer, nor should it ever be sold by his company or any company,
except for the property owners if they ever so desire.
This work is independent of Nicholas Arroyos current employers and no thoughts or opinions
within represent the thoughts or opinions of Nicholas Arroyos employers either past, present, or
future.
This product can be removed upon request from any of the property owners.
Introduction
Back in 2002, Wizards of the Cost ran their Fantasy Setting Search to allow fans of the game to
introduce a new setting to the system. Keith Bakers entry, Eberron burst through the
competition and onto the pages of WotCs newest book: the origin award winning, Eberron
Campaign Setting.
Taking all the traditional elements of D&D and applying a pulpy tone and advancing the
emulated time from medieval Europe to post-WW1 Europe, Eberron stood out from many other
settings with its magi-tech, love of ambiguity and intrigue, and its defiance of genre conventions.
While Third and Fourth Edition have guides for playing in the setting and both do the job, many
have felt that, due to its pulpy tone, the pulpy, generic system, FATE Core, is a good fit for this
setting. Thats what this document hopes to facilitate.
Eberron, Powered By FATE hopes to be a guide on how to use the FATE Core system to run the
setting. FATE, after all, is a toolkit. Having your tools laid out beforehand is just easier. We will
provide options for using alternative systems depending on how you want to emulate the setting.
For example, we have written up a class system to emulate the more traditional D&D system.
We have also included a Skill Mode system for those who prefer classless character generation,
but want to keep some structure and pre-configuration. As well as some other options.
While we will reprint rules text from the FATE SRD, we will not reprint setting information
from the Eberron books.
I hope this guide helps you enjoy your intrigue-laden adventures in a world of doubt and danger!
Skills
Skills sit at the core of FATE Core, pun intended. They establish the abilities of the characters
and when they can perform one of the four actions, the most important mechanic of FATE Core.
Eberron, Powered By FATE uses an altered form of FATEs skill list to better emulate the
setting.
The Skill List of Eberron, Powered By FATE is:
Create an
Skill Overcome Advantage Attack Defend
Athletics X X X
Burglary X X
Contacts X X X
Crafts X X
Deceive X X X
Empathy X X X
Investigate X X
Knowledge X X
Melee X X X X
Notice X X X
Physique X X X
Provoke X X X
Ranged X X X
Rapport X X X
Resources X X
Ride X X X
Stealth X X X
Will X X X
Most of these skills are unchanged from FATE Core, but some have been renamed and one
follows a slightly different set of rules:
Drive has been renamed to Ride.
Fight has been renamed to Melee and Shoot has been changed to Ranged. Despite Fights
name change, it still covers unarmed combat.
Lore has been renamed to Knowledge. It now follows slightly different rules (see below).
Inspired by the Atomic Robo RPG, Knowledge has been altered.
Knowledge covers all fields of lore in the setting.
Whenever you need to know something from one of those fields, you roll knowledge.
When you get an extra skill point and spend them to advance the Knowledge skill, you
must choose what field of Knowledge to advance.
o Easiest to mark off as Knowledge (History), for example.
The fields of Knowledge are: Arcana, Dungeoneering, Geography, History, Local,
Nature, Nobility and Royalty, Religion, and the Planes.
Magic
Magic abounds in the world of Eberron. It is, arguably, one of the highest magic, official settings
for Dungeons and Dragons and uses the arcane arts in rather interesting fashions. Emulating
Magic in FATE Core, however, wont be a perfect one-to-one due to the differences in the
systems core mechanics.
All but two schools of magic will be handled with an altered version of the Stormcaller system
from the Fate System Toolkit. The other two schools, Conjuration and Necromancy, will be
handled with an altered Storm Summoners from the same book.When it comes to the source of
the magic, that isnt modeled through the mechanics of spellcasting itself: regardless of if the
magic is arcane or divine, the magic itself is handled with the same mechanics. As one of the
costs of buying magic is an aspect, the distinction is made there.
Dragonmarks will be handled with an altered version of the Six Vizier system from the same
book.
Psionics, while not technically magic, falls under this broad category. It will be emulated by
using an altered version of Fated Mana Points from the same book. While one could say thats
emulating the exact mechanics more than the fiction, I felt that traditional D&D players would
prefer a system that uses Power Points, essentially.
Non-Summoner Spellcasting
The Magic skill is a rather powerful skill and, as such, isnt advanced or purchased normally. As
such, it isnt included on the default skill list.
To obtain the Magic skill:
It costs 1 Refresh and mention it in your Concept Aspect.
o The Concept Aspect must be your school of magic and mention its source
(Arcane or Divine).
o The schools of magic are:
Abjuration, Divination, Enchantment, Evocation, Illusion, Necromancy,
and Transmutation
If you use either suggested alternative character generation systems, the Magic Skill is
acquired at the value given by your class or in your Good(+3) mode, respectively. If you
use the default, Fate Core character generation system, purchase its ranking with skill
points, after paying the previous mentioned costs.
It forbids you from ever benefiting from Weapon and Armor Ratings or Weapon and
Armor stunts.
o If you do not use the Weapon and Armor Ratings rules, increase the Refresh cost
to 2.
Depending of the school of your Magic, the Magic skill has access to different actions.
If you want to take multiple schools, you must do the above steps again for each school.
Each School gives access to a range of uses that the magister can use their skill on. This
manifests as a passive effect and what the related aspect can be invoked or compelled for.
Abjuration
Abjuration spells are protective in nature. They summon barriers, negate abilities, harm
trespassers or, in extreme cases, banish a being that shouldnt be in our plane.
Passive Effect: The Character never gets cold, wet, dirty, or too hot.
Invoke: Endure Any action that requires directly protecting yourself or another.
Compel: Destruction Any action that requires brute force, quick action, or outright destruction
can be compelled to have reduced or minimal effect.
Divination
Divination spells are about finding out lost information, predicting the future, and finding hidden
things.
Passive Effect: The Character can never forget where they put something or the face/name of a
person.
Invoke: Knowledge Any action that requires known information, personal memory, or lost
items.
Compel: Misinformation Any action can be compelled to only confer the barest of information
a hint, at best or information that is mostly true, but is wrong in a key detail.
Enchantment
Enchantment spells are all about influence and altering anothers behavior.
Passive Effect: The Character never looks underdressed or overdressed regardless of what they
are wearing.
Invoke: Charm Any action that requires getting on anothers good side or convincing someone
of something.
Compel: Blunt Enchanting someone isnt subtle when compared to actually convincing
through more mundane means. Someone will notice if someones behavior and opinions
suddenly change out of nowhere, if this is compelled.
Evocation
Evocation spells manipulate the elements or other powerful forces for destructive effect.
Passive Effect: The Character always knows what the weather will be like or when threatening
elements, like fire, are nearby.
Invoke: Destruction Any action that requires liberal use of force to destroy or damage
something.
Compel: Consume Destruction has a way of spreading. Resources, important items, important
people, or other such things can get caught in the blast, if compelled.
Illusion
Illusions are based on deception: sensory deception. They force others to perceive things that
arent there, not perceive things that are there, or remember things that never happened.
Passive Effect: The Characters face and name are hard to remember.
Invoke: Deception Any action that requires misdirection, redirection, or generally tricking
peoples senses.
Compel: Exclusive Not everyone may be fooled by an Illusion, if this is compelled.
Transmutation
Transmutation are about altering the properties of a creature, thing or condition.
Passive Effect: The Character never goes hungry since they can turn minor, unimportant things
into food.
Invoke: Alteration Any action that requires something being different or unique, like trying to
get the skeleton key to work or being a little taller.
Compel: Off-The-Mark You can get close to the desired effect, but fail at a key detail, if
compelled. You may not be as big as you need to or not as small as you hoped, for example.
The Magic Skill
The Magic Skill is all about summoning Arcane and Divine forces to do all sorts of interesting
and powerful things. The user summons theses forces and, with their faith or education, morphs
it to their will. This could take the form of a lightning bolt, an imaginary lake of lava, or a
scyring session.
The exact nature and actions that can be summoned are limited by the school known. If a
character only knows Evocation, they cannot perform Illusions with the skill and vice versa. The
school chosen also affects the actions that the Magic skill can use.

O Divination, Enchantment: By seeing what is lost, turning others to your side, or other
means, you can get through a problem with your spells.

C All Schools: Magic can change the rules of the game, figuratively speaking, and give you
an edge. Making phantom noises to distract guards can help when trying to sneak past them.
Increasing the size of another can certainly help them reach high places or jump long gaps. Walls
of fire do a good job of keeping people and creatures away and making it hard for them to reach
you.

A Evocation: By calling on the elements, you can create powerful and dangerous shows of
force. As a rule of thumb you can make an attack in-zone at no penalty, -1 per zone distance.
These are normal attacks, but may have additional effects based on the Storm used.

D Abjuration, Illusion, Transmutation: By summoning a shield, hiding yourself with fakes,


changing the properties of the surrounding area or other means, you can use magic to protect
yourself or others from an attack.
Abjuration

C
D
Divination

O
C
Enchantment

O
C
Evocation

C
A
Illusion

C
D
Transmutation

C
D
Summoning
Summoning, both Conjuration and Necromancy, are handled using the same system and the
same skill: Summoning.
To obtain the Summoning skill:
It costs 1 refresh.
You need to specify whether you are using Conjuration or Necromancy.
o Effects flavoring of summons, nothing more.
If you are using default character generation, purchase the skill rank as normal.
If you are using the race/class system, use the rank given by the class.
If you are using a skill mode, put it in your Good(+3) mode.
Once you have the Summoning skill, summoning can be summarized as such:
Cast a spell to summon your companion at a difficulty from Average (+1) to Superb (+5)
depending on the number summoned and their collective ranking. Thats the difficulty
you need to reach, and thats the skill it operates at. It will last for one scene.
o You may have a number of summons whose total ranking equals your skill+4 or
lower at one time.
For example, you can summon one Huge creature or five Tiny creatures.
Creatures come in five sizes:
o Tiny (Average(+1), 0 stress, no consequences)
o Small (Fair(+2), 0 stress, 1 mild consequence)
o Normal (Good(+3), 2 stress, 2 mild consequences)
o Large (Great(+4), 3 stress, 1 mild and 1 moderate consequence)
o Huge (Superb(+5), 4 stress, 1 armor, 1 mild and 1 moderate consequence)
The Summoning Skill
The Summoning skill is the art of calling upon creatures to aid you in battle. It uses either the
forces of conjuration to summon living creatures or the dark forces of negative energy to revive
or summon the dead.

O Summoning can also be used to renew the bond of an already-summoned creature without
the time and effort spent on the initial summoning. This simply requires an overcome roll against
the combined rating of the creature(s)see the previous page.
Fail: The creature is immediately released and it will vanish or flee.
Tie: The bond is not renewed, and will expire normally.
Success: Renew the bond for a scene.
Success With Style: Renew the bond for a day.
A Summoning can also dismiss a bound elemental at will, so long as it is within his presence.

C Summoning is a specific sort of advantage creation. Summoning a creature takes your turn,
as normal, but, instead of making an advantage, it creates a creature to follow you for some time.
Roll against a difficulty based on the type of creature(s) being summonedsee the previous
page.
Fail: The creature is summoned, but immediately breaks free. They will flee or return to
their own domain immediately.
Tie: The creature appears, but will only perform a single service for one turn or action.
Success: The creature appears and is bound to your service for a scene.
Success With Style: The creature appears and is bound for a day.

A Summoning may be used as an attack skill against summoned creatures, with damage
serving as progress towards banishment.

D Summoned may be used to defend against attacks by summoned creatures. This defense
may be enhanced by staying within a circle, with the value ranging from +1 to a hastily drawn
circle of dirt or salt to +4 for a mathematically perfect circle of precious metal covered in ancient
runes of power
Dragonmarks
Despite its names, only the lesser races, as the dragons would call them, are blessed with the
Dragonmarks. The humanoid races of the world who are born with these twelve marks can call
upon them to enhance a particular ability within that marks domain.
To take a Dragonmark:
Reduce your Refresh by 1.
Pick the particular Dragonmark and take the aspect Mark of [Type]
o Or include it in another aspect.
Describe where the physical mark is on your body
When you use a skill associated with that mark, your efforts are magical, more like deeds
out of legend than mundane efforts. This does not translate into a bonus, but it just means
a generally more awesome outcome, depending on the situation.
o Detection: Notice, Empathy
o Finding:
o Handling:
o Healing:
o Hospitality:
o Making:
o Passage:
o Scribing:
o Sentinel:
o Shadow:
o Storm:
o Warding:
Psionics
Psionics is not a magic, but follows a similar principal: with the powers of the mind, you can
bend the world and perform the fantastical.
To handle the power of Psionics:
You must buy Power Points by reducing your Refresh at 2:1 rate and mention your
psionic nature in an aspect.
o In other words, you get two Power Points per Refresh reduced.
o Power Points refresh like Fate Points.
If you reduce Refresh by 2, you have four Power Points. Whenever Fate
Points refresh, you also reset to four Power Points, for example.
For every Refresh that is reduced, you get one Power.
o Powers are like stunts.
o Powers will ask for Power Points to activate.
Often, this will allow for control on the intensity of the effect.
Whenever one of your aspects is compelled, you may choose to get two Power Points
instead of one Fate Point.
The List of Powers are:
Ephemeral Weapon: You form a weapon of Weapon:X until the end of the scene where
X equals the number of Power Points used to summon it (max: 4).
Equipment
Eberron may be set further in time, but armor and weapon mastery are still very much in need.
While there may be a strenuous peace between the nations, the world is far from peaceful.
Fate Core isnt a game for long item lists, but it does have a few methods to reward good use of
equipment: Weapon and Armor Ratings. There are handled as stunts you can purchase and
doesnt, necessarily, handle the equipment itself. In other words, you have Heavy Armor
Mastery, you get Armor:2 in Heavy Armor because you are skilled in it. Heavy Armor doesnt
give this benefit, or any benefit, to someone without this stunt. Also, you are assumed to have
Heavy Armor starting off if you have this stunt.
The available Weapon Stunts are:
Light Melee Weapon Mastery: When you are using a light melee weapon, you have
Weapon:1 and +2 to attack with melee when the enemy is unaware of your presence.
Light Ranged Weapon Mastery: When you are using a light ranged weapon, you have
Weapon:1: and +2 to attack with ranged when you are in the same zone.
Heavy Melee Weapon Mastery: When you are using a heavy melee weapon, you have
Weapon:2.
Heavy Ranged Weapon Mastery: When you are using a heavy ranged weapon, you
have Weapon:2.
The available Armor Stunts are:
Light Armor Mastery: When you are wearing light armor, you have Armor:1 and +2 to
overcome with athletics when jumping, swimming, or climbing.
Heavy Armor Mastery: When you are wearing heavy armor, you have Armor:2.
Character Generation
You cant play a roleplaying game without characters and people will have different feelings on
how to handle. As this was a D&D setting originally, some would likely prefer a class system for
the game. Others might like more freeform character generation, but would prefer pushing the
genre conventions with character generation.
Of course, you could use standard character generation and that would be fine. Just bear in mind
that we suggest a different skill list as well as other extras for the game if you go with that
option.
D&D Race/Class System
Our emulation of Dungeons and Dragons race/class system uses the race and profession rules in
the FATE System Toolkit.
Aspects are categorized as follows when using this system:
Concept Aspect
Race Aspect
Class Aspect
Free Aspect
Trouble Aspect
Races in FATE:
Provide a list of aspects:
o Choose one, but not more than two.
o You can make your own, if you want to.
A racial skill:
o Slot your racial skill into whatever free slot you wish that is provided by your
class.
o It comes with a list of backgrounds: choose one.
o You can take additional flavors as stunts
RACE: CHANGELING
ASPECTS
A Face For Every Occasion, Fluid Identity, Parasitic Culture, Unjustly Hated By All,
Wanderer Without A True Home
RACIAL SKILL (CHANGELING)
You may use your changeling skill to blend into the crowd, take on the appearance of another,
or make another trust you as one of their own. In addition, you may choose one of the
following flavors; you may choose another as a stunt:
Master Manipulator: Choose Contacts or Resources. You can use the Changeling skill in
place of that skill when you use anothers form.
On-The-Run Since Birth: You can use the Changeling skill in place of Knowledge (Local)
and Knowledge (History).
RACE: DEVAS
ASPECTS
Allies Of The Lost Coutals, Ancient And Proud Warriors Of Light, Faint Memories Of
Lives Past, Reborn Again And Again Into The World, Without Home Or Country
RACIAL SKILL (DEVAS)
You may use your Deva skill to understand the mysteries of positive energy and Siberys, to
sense and seek out evil forces, or remember and/or interact with relics of the past. In addition,
you may choose one of the following flavors; you may choose another as a stunt:
Redeemed Rashaka: You may use your Deva skill to understand Khyber and the mysteries of
negative energy.
Warrior of Light: You may use your Deva skill in place of your Will skill to determine your
mental stress.
RACE: DRAGONBORN
ASPECTS
Dweller Of The Jungle, Followers Of The Dragons, Remnants Of A Fallen Colony,
Scholars Of The Draconic Prophecy, Warlike And Vicious
RACIAL SKILL (DRAGONBORN)
You may use your Dragonborn skill to perform feats of brute force, interact and know of the
dragons and their culture, or shrug off pain. In addition, you may choose one of the following
flavors; you may choose another as a stunt:
Fire Within: Choose one to be the element of your breathe: Acid, Cold, Fire, Lightning, or
Poison. You may use your Dragonborn skill instead of the Ranged skill when attacking with
your elemental breathe.
Image Of Their Emissaries: You may use your Dragonborn skill to fly.
RACE: DWARF
ASPECTS
From A Frozen Land, (S)He Who Holds The Kingdoms Purse, Inheritors Of Ancient
Grudges And Distrust, Loyal To Clan And Family, Miners By Trade And Lineage
RACIAL SKILL (DWARF)
You may use your Dwarf skill to know of the workings of the underground, broker deals,
especially financial ones, or tough it through rough weather. In addition, you may choose one
of the following flavors; you may choose another as a stunt:
Frostfell Descendant: You may use your Dwarf skill in place of your Physique skill for
determining physical stress boxes.
New Rich: You may use your Dwarf skill in place of your Resource skill when drumming up
monetary resources.
RACE: ELADRIN
ASPECTS
Bitter About Exile, Born In The Feywilds, From The Day Of Mourning, Newcomers From
A Strange World, Uncomfortable About The Horrors Of War
RACIAL SKILL (ELADRIN)
You may use your Eladrin skill to know of the feywilds and the mystical, charm through
beauty, or move with grace and speed. In addition, you may choose one of the following
flavors; you may choose another as a stunt:
Move Through Worlds: You may, once per session, teleport to a nearby location.
Never Blind: You may use your Eladrin skill in place of your Notice skill when deep in trance
(sleeping).
RACE: ELF
ASPECTS
Descended From The Giants Slaves, Embodiment Of Those Before, Guided By The
Ancestors, Intimately Familiar With Undeath, Lusting For Battle
RACIAL SKILL (ELF)
You may use your Elf skill to confer on the wisdom of your ancestors, to know of the
mysteries of positive energy and undeath, or move gracefully. In addition, you may choose
one of the following flavors; you may choose another as a stunt:
As My Ancestor Would: Once per session, you can use your Elf skill in the place of any skill.
Trained In The Old Ways: Choose Melee or Ranged. You may use your Elf skill in place of
this skill.
RACE: GNOME
ASPECTS
Topple Governments With The Truth, Fascinated By Deception, From A Strange Land,
Happiest When Unearthing Secrets, Innately Magical And Devious
RACIAL SKILL (GNOME)
You may use your Gnome skill to search for secrets, fool others with a charming ruse, or hide
in plain sight. In addition, you may choose one of the following flavors; you may choose
another as a stunt:
Forked Tongue: +2 to create a Deceive advantage against someone who has believed one of
your lies already during this session.
See Through People: You may use your Gnome skill instead of Empathy when you intend to
fool or manipulate someone.
RACE: HALF-ELF
ASPECTS
Between Two Worlds, Elf At Heart, Human At Heart, Melting Pot Of Culture And Genetics,
Native Khovair
RACIAL SKILL (HALF-ELF)
Instead of having their own racial skill, Half-Elves choose either to have the Elf or Human
racial skills. They have the access to the flavors of the chosen race. This decision should be
based on which culture the Half-Elf feels closest to.
RACE:
ASPECTS

RACIAL SKILL ()
Classes in FATE:
A collection of skills arranged in the pyramid.
o Some are purposely left free.
A series of aspects.
o Choose one, but not more than two.
A series of class only stunts.
o If youre not that class, you cant take those stunts.
CLASS: ARTIFICER
ASPECTS

SKILLS
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
STUNTS
CLASS:
ASPECTS

SKILLS
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
STUNTS
Skill Modes
While many will want the more traditional D&D race/class system, some might prefer a more
classless freeform system that is more like the normal character generation system. However,
they might still want some structure to help reinforce Eberrons genre and pulp.
Skill modes are a collection of skills that are purchased together at the same rank.
They are grouped based on a share theme.
Every player characters chooses three of the four modes for their character.
o These modes are assigned as Good (+3), Fair (+2), and Average (+1)
o Every skill is, initially, ranked at the same value as their mode.
o Skills that are the same rank as their mode are considered Trained.
o Skills that are one rank higher than their mode are considered Focused.
o Skills that are two ranks higher than their mode are considered Specialized.
o You can never have a skill ranked two higher than its mode.
Every mode has an aspect tied to it.
Skills may appear in multiple modes.
o If a skill appears in two modes, it is Focused in the higher of the two modes.
o If a skill appears in three modes, it is Specialized in the highest mode.
Extra stress boxes are acquired differently with skill modes
o When deciding if you qualify for extra stress boxes, look at the rank of the mode
that holds the relevant skill, not the skills individual rank.
o In addition to Physique and Will, Athletics and Provoke also provide extra stress
boxes when using this chargen method.
o Unlike normal, Average (+1) modes do not provide extra stress boxes.
When advancing, you still spend skill points on the individual skills, never the mode
itself.
Skill Improvement Skill Point Cost
Focus a Trained skill 1
Specialize a Focused skill 2
Specialize a Trained skill 3
Race and class are more fluid in this system. You can say you are any race or class. You
must mention your race in your concept aspect.
Aspects using skill modes are categorized as follows:
Concept Aspect
Mode Aspect
Mode Aspect
Mode Aspect
Trouble Aspect
Eberron, Powered By FATE has four modes, inspired by Evil Hat Productions Atomic Robo.
These modes are: Action, Banter, Knowledge, and Intrigue.
Action: Athletics, Melee, Notice, Physique, Provoke, Ranged, Ride
Banter: Contacts, Deceive, Empathy, Provoke, Rapport, Resources, Will
Knowledge: Craft, Knowledge, Notice, Will
Intrigue: Burglary, Contacts, Deceive, Investigate, Notice, Resources, Stealth
Action Banter Knowledge Intrigue Summary
Athletics Action
Burglary Intrigue
Contacts Contacts Banter, Intrigue
Craft Knowledge
Deceive Deceive Banter, Intrigue
Empathy Banter
Investigate Intrigue
Knowledge Knowledge
Melee Action
Notice Notice Notice Action, Knowledge, Intrigue
Physique Action
Provoke Provoke Action, Banter
Ranged Action
Rapport Banter
Resources Resources Banter, Intrigue
Ride Action
Stealth Intrigue
Will Will Banter, Knowledge
After choosing your modes:
After choosing your modes, choose one improvement from the list:
o Specialize one trained skill.
o Focus one trained skill and specialize one focused skill.
o Focus three trained skills.
If you use the Knowledge mode, get the above and all of the following:
o Specialize one trained skill.
o Focus one trained skill.
o Specialize one focused skill.

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