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Cancel Save. Universal Conquest Wiki. The various clans and leaders tried to dictate how the new machinery would be integrated into their society planetwide, without success. The ripples of these early feuds can still be felt thousands of years later. Lanniks have traditionally been ruled by a monarchy, with a High Court sitting directly below the reigning ruler.

As may be expected, the line of rulers is far from unbroken, and the ruling family must constantly fear assassins, terrorists. Although a large majority of the population holds tactics such as hostage taking and bombings to be dishonorable, some Lanniks desire power more to abide by what they view as archaic taboos.

The sudden introduction of advanced technology long ago created an opening for criminal elements. Although they ex pend most or their energy working against each other. Lanniks who travel the rougher portions of the galaxy typically learn to compensate for the advantages others gain from greater height and reach. Lanniks tend to capitalize on their low center of mass. Only experienced fighters know how to deal with an en emy who has moved in too close to strike; many nov ice brawlers learn of this vulnerability in their tech nique for the first time at the hands of a Lannik.

At this point, these institutions are so deeply entrenched that it seems unlikely they will ever be fully uprooted It is unsurprising, then, that many Lanniks who venture into the galaxy do so out of frustration at the state of their tumultuous homeworld. Warriors in Lannik culture tend to adopt a single topknot as a hairstyle. This leads many outsiders, having encountered only the more warlike members of the species. Lanniks tend not to give facial cues or expressions when conversing, and their default stance often makes them appear angry to other species Individuals who befriend Lanniks quickly learn to pay more heed to vocal tone and other cues.

The planet is rich in minerals, ores. The planet is well known for both its deserts and its deeply forested mountainous ter rain, both of which contain an intimidating number of apex predators.

Though Lannik features numerous large cities, on average the development level of these metropolises pales in comparison to that of similarly populated planets across the galaxy. Once again, the constant strife has made progress and organized expansion extremely slow. From a technical stand point. Language: The Lannik language called simply Lannik'J is deliberately spoken in soft tones. This often surprises outsid ers. The Lanniks themselves find Basic to be relatively easy to learn and use.

Lan niks who spend enough time offworld usually overcome this tendency given time, but because it is a lifelong habit, it can be all too easy for them to slip back into this lower register.

Similarly, Lanniks who have been offworld for years know not to be offended by the boisterous chatter of other species.

The ongoing wars and feuds made it extremely difficult to perform any kind of survey of individu als. Eventually, the Jedi found ways to conduct their tests without overly offending the locals, leading to the emergence of several prominent Lannik Jedi over the years.

During the era of the Republic. Jedi Master Even Piell's martial renown. They still may not train Streetwise above rank 2 during character creation. Indomitable: A Lannik removes up to caused by Critical Injuries, the disoriented condition, and fear from all checks he makes. Perfectly at home in cold climates and wild environs, many Whiphids have gained fame as bounty hunt ers. Whiphids are not inherently violent or aggressive; rather, their way of life neces sitates a level of physical prowess.

Physiology: Whiphids loom over most other sentients. Most of a Whiphid's body is covered in long. Whiphid genders are difficult for most outsiders to discern. All Whiphids are powerfully built and possess long. Their hands contain two fingers and a thumb, all of which end in deadly claws. As an ad aptation to their frozen world, Whiphids naturally develop thicker hair and a dense layer of blubber while living in cold temperatures.

Many Whiphids living off-planet therefore ap pear slightly thinner and less shaggy than their homeworld counterparts, although given adequate exposure to a colder climate. Whiphids regain both the fat and hair.

Barring death by illness. Whiphids live up to almost two and a half centuries. Given their considerable lifespans, elder Whiphids are sure to have amassed considerable wis dom and experience from their long years.

Society: Whiphids on their homeworld of Toola Jive in a no. Whiphids are less invested in strict rules of familial or dynastic structure than many other species. These groups wander the planet hunting game during the winter and typically construe more stationary encampments during the summer. The leader of a tribe is referred was a Spearmaster. A tribe on1y lasts as long as it is successful. Groups facing irreconcilable. As such, even a middle-aged Whiphid has likely seen and done as much as a truly ancient human might have over the course of a life time.

A Whiphid who has journeyed the galaxy for more than a century has likely met members of hun dreds of species. Tribes frequently accept new members. T hough Whiphids are familiar with the technology common across the galaxy at large, those who remain on their home planet are usually satisfied with the older tools and traditions that have served them well through the ages.

Outsiders are often startled to discover Whiphids still using sledges instead of airspeeders and spears instead of blast ers. Historically, Whiphid tribes tend to avoid conflict with each other Indeed. Sometimes, tribes gather around Toola's hot springs to trade. Otherwise, groups generally remain autonomous. While disagreements and even decades-long feuds are not unheard of between individuals, they rarely extend beyond the two Whiphids in question, and only periodically do they boil over into violence more harmful than scuffles or brawls.

T his pattern stems from a combina tion of natural behavior and the expectations enforced by Whiphid elders and Spearmasters. To waste energy fighting private conflicts endangers the tribe, and Toola's harsh en vironment does not permit such selfishness. T hose who fail to adhere to these standards are often shunned. Some of those exiled make their way offworld and become entangled in criminal operations. A standard day on Toola lasts about twenty-three standard hours.

For a majority of the year, the planet rarely exceeds freezing tem peratures, and the very brief summer is the only respite from the constant cold Besides the Whiphids Lhemselves, Toala is home to many other large life forms. Amongst the vast snow-covered expanses lie many hidden hot springs, the locations of which have been care fully mapped by Whiphid tribes. This means that a Whiphid might be capable of of fering advice other party members cannot, not just in the abstract but from firsthand experience deal ing with the problem at hand.

Players who create Whiphid characters should keep the long lifespan of the species in mind when considering the lives that their characters led before the campaign began. Language: T he Whiphid language is fairly straightforward, and it consisted of only around seven or eight thousand words before Whiphids were brought into the galactic fold. To an outsider, it sounds like a combination of feral noises, howls, and barks rather than a sentient language.

However, it has a clear organizational structure and an elegance in its direct nature. Whiphids have little difficulty learning Basic, but their physiology makes it difficult for them to enunci ate many of its words.

For this reason, despite the introduc tion of hundreds of new concepts and ideas by travelers, tt1e Whiphid language has adopted few loan words. Instead, Whiphids usually create new words or compounds of exist ing words to describe novel concepts and technologies.

Perception of the Force: In the days of the Republic, sev eral Whiphids became Jedi Knights Whiphids seemed as likely as members of most other species to display Force sensitive characteristics. However, Whiphid culture had little conscious knowledge of the Force and its mysteries prior to the arrival of the Republic's representatives and the Jedi. For this reason, Whiphid folklore contains few elements that can be definitively linked to the Force. During past days, Whiphids were suitably impressed by the prowess of the legendary Jedi.

In the current dark times, Whiphids practice the use of the Force as rarely as any other species. Given their long lives. T hey still may not train Survival above rank 2 during character creation. Hardy Survivalist: A Whiphid adds automatic ' to Survival checks and can survive for several weeks with out food thanks to reserve blubber. Instead of focusing on standing between friends and foes, the Warleader's skills and talents center on finding key opportunities that can turn a battle and on helping allies use positioning and cover Lo stay alive.

The Armorer brings practical solutions to the problem of defense, leveraging the Guardian career's focus on Intellect to build and customize protective gear that can weather the most brutal assaults. To this end, the Armorer borrows a few talents from the Artisan that let members of this specializa oon use the Force to help forge the toughest armor. The Warden has a suite of additional career skills and new talents that focus on synergy with a high Willpower characteristic.

This spe dalization uses the Coercion skill and martial ability to end 1ghts swiftly and decisively.

Unsurprisingly, Guardians often need certain skills to help keep their allies safe on and off the baltlefield. Though Guardians can fill a wide range of roles based on specializa tion, all characters who select this career have access to six core career skills: Brawl, Cool.

These skills represent the core area of com petency that all Guardians are likely to possess or develop. A Guardian character automatically gains one rank in any three of these skills of his choice without spending starting experience.

Remember that a character cannot have more than two ranks in any one skill at the time of character creation, re gardless of how many opportunities he has to receive free ranks of that skill such as additional career skills and species bonus skills. So goes the logic of Armorers, whose unique combination of aptitudes makes them some of the toughest characters in the galaxy.

Equipped with a knack for mechanics and a pre ternatural intuition when it comes to machines. Armorers can go toe-to-toe with the greatest threats the galaxy can throw at them. While Protectors draw directly on the Force to avoid harm and Soresu Defenders use lightsabers to deflect incoming strikes, Armorers build a better defense. Armorers gain Knowledge Outer Rim. Me chanics, and Resilience as additional career skills.

These skills help Armorers in getting the tools they need for the job. If lhis is the character's starting specialization, he may choose two of these skills and gain one free rank in each without spending starting experience. Armorers wield a number of tal ents that enhance their own armor and defenses.

They are extremely skilled craftspeople. With sufficient training, Armorers can even imbue their armor with Lhe power of the Force. Thanks to their sturdy defenses. Armorers often favor close-quarters combat. While Armorers are often practical. The most skilled Armorers can even use their innate knowl edge of the Force Lo unlock unseen potential in more mundane items.

This mystical ability, combined with an Armorer's natural resourcefulness. Though they certainly benefit from having a fully stocked machine shop available, Armorers can also do most or their work on the battlefield, scrounging and retrofitting the supplies they need. If a vessel needs repairing behind enemy lines or a hull breach must be sealed during a firefight. Outside of combat. Armorers can be extremely helpful to their allies.

In addition to possessing considerable skill at modifying equipment. While Artisans have the edge in refined skill with technology and deep research into matters involving machines.

Armorers can get the job done. Outer Rimi, Lightsaber, Mechanics, Resilience. Remove per rank of Gearhead from Mechan ics checks. Halve the credit cost to aad mods to attachmen ts.

Perform Saber Throw ac non, make Lightsabcr com bat check as ranged attack at target within medium range, adding Ono greater than Force rating. Must spcnd and succeed to hit target; spend to have weapon return to hand. When consttucLing new items or modifying attach ments, add O or remove per rank of lnvemor. Remove per rank of Gearhead from Meehan ics checks. Halve the credit cosl to add mods to attachments. When constructing new ilems or modifying attach ments.

Always count as hang the right tools for the job when performing Mechan ics checks. May add I additional hard point to a number of items equal to ranks in Tinkerer. Each ,tern may only be modified once.

Once per round. Suf fer I strain every round O remains committed. Suffer 3 strain every round 00 remain committed. But more importantly, they know that they must wield this might to perform a necessary duly. While Guardians of all stripes might be driven by a desire. The job of punishing the wicked is fre quently a thankless one.

Many Wardens see this burden as inevitable; after all. In some ways, this specialization is the mirror image of the Aggressor.

Both wield fear as a weapon. What a Warden lacks in raw toughness as compared to a Protector or Ar morer. To assist in their task of identifying and subduing threats to their allies. If this is the character's starting specialization. While using intimidation as a primary social tool can have consequences for a character's Morality, many unnecessary fights can be avoided if potential foes are too afraid to draw their weapons against a Warden.

In battle. Wardens shine in close quarters. Wardens do what is needed to give their allies the best chance of survival in a harsh galaxy, and if this includes some unsavory tasks. May suffer a number of strain to downgrade difficul ty of Coercion checks, or upgrade difficulty when tar geted by Coercion checkS.

Strain suffered this way cannot ex ceed ranks in Intimidating. When this character inflicts a Critical Injury with a Brawl. Melee, or lighcsa bcr weapon. May decrease difficulty of Discipline checks to avoid f ear by 1 per rank of Confidence. May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Take a Scathing T irade ac tion: make an Average Coercion check. Each ' cause s one enemy in shore range to suffer 1 strain. Spend tJ, to cause 1 affected enemy to suffer 1 additional strain. When an adversary be comes engaged with the character, the character may force the adversary to make a fear check. May spend tJ, tJ, from a Deception or Coercion check to upgrade ability of a single ally's subsequent So cial Interaction check against the target a number of times equal to rankS in Bad Cop.

When an adversary be comes engaged with the character. Until the beginning of character's next turn. The mind can be a deadlier weapon still. The Warleader possesses a number of tricks and abilities that help to carry the day in battle. Unlike Peacekeepers, Warleaders do not focus on inspiring others; while individual Warleaders might indeed be charis matic, their friends trust them with their lives not because of rousing speeches, but because of their reliability in the field.

Warleaders might not protect their allies by deftly deflect ing blaster shots with a lightsaber or heroically taking blows meant for them. Warleaders acquire Leadership. If this is the character's starting speciali1ation. Whether througt1 formal military training. PCs who take on this specialization are well-equipped lo handle matters of strategy and tactics. Warleaders often have an intuitive grasp of the field of combat thanks to their connection to the Force.

Cover is an especially valuable resource for Warleaders. They can use il not only to grant their comrades additional de fensive benefits. Even if one PC is nominally in charge. When battle breaks out. Outside of battle. Regardless of the situation. When tnis character or an ally in short range takes cover. Character and allies in short range may spend tJ on railed combat checks once per round to inflicL I strain per rank of Sup pressing Fire on the target.

Once per session, may intro duce a -racr into the narra tive as 1f a Destiny Point had been spent. Character and allies in short range may spend tJ on failed combat checks once per round to inflict 1 strain per rank of Sup pressing Fire on the target. Take the Coordinated As sault maneuver: a number 01 engaged allies equal to Leadership ranks add tJ to combat checks until begin ing of next cum.

Range in creases per rank of Coordi nated Assault. This character and allies within short range add tJ to combat checks while benefiting from cover. Perform the Forewarning action. All allies within me dium range increase de tense by character's Force rating until they act in the encounter. Every entry includes the information re au ed for gameplay.

Activation: Active lncidenLal. If he does. Upgrade the ability a number of times equal to the character's ranks n Bad Cop. A single check may only benefit from one use of Bad Cop. Activation: Active Incidental. When targeted by a combat check made by an enemy within medium range.

A character who has purchaseo this talent automatically gains 1 Conflict at the beginning of each session. When he does this. If he does so. The range of lhis maneuver increases by one range band per additional rank of Coordinated Assault. In addition. Until the beginning of the character's next turn. When making a Coercion check.

When a roe within short range makes a Fear check. The character adds O to all Ranged Light combat checks unless the target is immune to Force powers. Me lee. Activation: Passive Ranked: Yes Trees: Warleader When the character or an ally within short range takes cover, hat character increases his soak by one per rank of Prime Positions against ranged attacks until he leaves that cover. While the character is benefiting from an Aim maneuver.

The character may take the Reinforce Item maneuver. The character suffers 3 strain at the beginning of each of his turns in which he keeps these dice committed. For each. Each character can only acti vate this effect once per round. He chooses one piece of equipment and increases its number of hard points by one.

He can only do this once per piece of equipment. If he loses a modi fied piece of equipment. A Guardian's motivation should connect to both the PC's past and future. IL raises questions about how Lhe characLer came to be this way, and offers insight into the PC's goals for the future. Well-developed characLers with dis tinct Motivations are usually more fun to roleplay Lhan aim less ones.

At the same time. For example. In addition to these. Naturally, characters or other Careers are also welcome to choose an Oath i' one fits particularly wen. Any being can be motivated by a belief or desire. A Guardian with an Oath always acts with this promise in mind.

In rare cases. Players can choose the Motivations that fit their charac ters during character creation. Love: Whether rn a rornanlic. Above all else. Whet11er or not this pf'rson reciprocates the charalrc s feehnf'. Homeland: The character swore to protect a certain place or its people at any cost Such a vow might be tu a single family in that place or to a communi-y at ,arge Perhaps tt1e character left on a journey to find a way to save thrs place from a looming threat.

This home remains foremost rn the characters thoughts. Departed: The character has lost someone, or perhaps one too man someones. Regardless of the specifics of their lives and deaths. Species: The character has sworn to further the success of a given species among the many strange and mundane. Sl-1,Q sentient beings 1n the galaxy. The character might believe ,n a future of this species ascendency, or mrghl simply wish to see ir protected from external threats.

Whatever the case. The character will not rest in ire defense of this coscn cornoan1on. The Republic: The Republic may be long dead rn terms of its meaningful influence on the galaxy. Seeing the Empire for the illegitimate usurpation that it is. Artistic Legacy: Somewhere out ttierc ,s an art. While the art vary from a form of swordsmanship Lo a mode of thought to an actual.

Life Itself: The character believes that all l,fe is sacred. These abilities are special, elite talents for only ex perienced characters of the specified career They are feats only possible through skill and ability gained over a long and successful career.

These four nodes match up with the four talents on the bot tom row or a talent tree. Each node can either be active. This takes ,ip the entire hrst row o :he signature ability tree ard s purchased with experience points.

The experience cost of each signature ab hty is listed in its box. JS c form of the signature ability, he can further customize the ability by purchas rg up grades. The experience cost of each upgrade is listed ,n its oox. Once a signature ability has been attached lo a tree. To attach a s1gna,ure ability to one of his talent trees. If he succeeds. For the duration or the duel. Whenever the character suffers a Critical Injury while Fated Duel is active. This signature abil ty allows a Guardian to force a single foe into a duel.

Guardians can use this signature ability to give ales a chance to recover and regroup. Characters who have mastered this signature ability can provide substantial boons to their allies while they fight the duel. Such duels have been the finest moments of many Guardians. While the narrative influence they allow the players is a good thing in moderation and indeed. Usually, though, the GM should come up with something to occupy the other PCs.

This could be a par allel crisis to address. For instance. Reduce the strain cost become the target of an attatk wlth Unmatched Heroism by 1. The act of sheltering allies is frequently a literal one for Guardians. This signature ability allows Guardians to in ,ercept attacks meant for friends. Some Guardians can even capitalize on being hit. Armed w1Lh this signature ability.

For the next 2 01 nds. Any upgrades that ap pear in Unmatched Heroism's tree multiple times have their effects stack. Destiny Upgrade: To activate Unmatched Heroism. Endurance Upgrade: Reduce the strain cost to become ihe target of an attack with Unmatched Heroism by 1 lo a min mum of 0 per Endurance Upgrade.

Frequency Upgrade: Unmatched Heroism can be used twice per game session instead ot once. Increase Range Upgrade: Increases the maximum range a which allies can be affected to medium range. The user may spend to add automatic Y to Force power checks made against him or any ally within short range until Lhe end of his next turn.

Spend lo add additional automatic Y equal to Strengll1 ul rades pur chased to hostile Force power checks. Spend to increase pow er's range by a number of range bands equal to Range upgrades purchased. Ongoing effect: Commit O to sustain ongoing effects of the power on each affec ted target while wit,in range. Commit one or more O When an opponent targets the user with a Force power. Spend to increase pow e s ranee by a number or range bands equal to Range upgrades purchased.

Spend to add additional automatic Y equal to Strength upgrades pur :ased to hostile Force power checks. Discipline check targeting another Force user within orr range. Whenever a Force user tareets a character affected by Suppress with a hostile Force power, if r.

Control Upgrade: Whenever an enemy targets a character affected by Suppress with a hostile Force power, if tt1at en emy used any to generate on Lhe check, the enemy suffers strain equal to the user's ranks of Discipline. Force talents. The user may not activate this multiple times. Duration Upgrade: The power gains the ongoing effect: Commit O after successfully activaling the basic power. This power remains in errect on each affected target as long as J1e target slays within range of the power.

If the target moves oeyond the range of the power. Range Upgrade: Spend to increase tt1e maximum range at which the Force user can affect targets with this power by a number of range bands equal to Range upgrades pur chased The user may activate this mulliple times. The user makes an a Suppress power check and rolls -n opposed Discipline vs. Discipline check as part of the OI. If the user spends and succeeds on the opposed ,sc1pline check. Strength Upgrade: Spend to add additional automatic T equal to the number of Slrength upgrades purchased to hostile Force power checks targeting characters affected by Suppress.

Use of such items is of obvious benefit when a Force sensitive pre fers to remain inconspicuous. In this New Order. Despite such practical concerns. Some of these rare items are exam ples of their predecessors' ingenuity. They provide a bridge to the past that many Force sensitives are unwilling-or un able-to set aside. In other cases, these sorts of devices are indispensable. In order to defend the weak from oppression. The weapon of choice of a Jedi Knight was the lightsaber. From specialized blasters recreated by antiquarians to traditional blades and shields common on less technologically advanced worlds.

Tales of the Jedi Knights are replete with lightsaber duels. Though blasters and their ilk were often considered to be clumsy weapons lacking in precision when compared to lightsabers. Some Jedi of old even used them on occasion. In this era. While it possesses many of the same fea tures as the DLT, the DLS- 1 2's barrel has been shortened to reduce its bulk. Obviously, the shorter barrel results in reduced range. Designed during the last few months of the Clone Wars. Republic and.

Though as large as a typical heavy blaster. Given its size, the weapon is an intimidating sight in the hands of a trained professional. Primarily used by law enforcement organizations requir ing an effective, non-leLhal alternative to traditional blaster weapons, the K is generally seen only in the Core Worlds. The weapon has only recently seen use in the Outer Rim, and it is generally harder Lo find the farther one gets from the galactic center. Despite its relative obscurity, the K continues to gain high marks for effectiveness and reliability.

Dur ing the Clone Wars, it was a preferred weapon of the Royal Naboo Security Forces, and it remains a popular choice for private security groups, bodyguards. Its under-barrel dart launcher can be configured to ,aunch solid projectiles of various sorts; one particularly com mon choice is a grappling hook attached to a cable.

As an action, a character may make an Average Ranged Light check to secure the grappling hook to an object within medium range. On success, as an action, he 11ay reel in the cord, pulling himself to the object [or, if the object is unsecured and lighter than he is, pulling it to him. A character may use the grappling hook to pull another character aloft with him; if he does, he must make an Aver Athletics check to avoid losing his grip on either age his partner or the gun.

One such ancient culture used blasters with Force-attuned triggers. The best preserved relics were non-functional when discovered at so-called "Site" on the third moon of Filata, but not all members of the expedition were content Lo study this history purely in the abstract. Sokiro Terebin, an artifi cer and antiquarian of the Jedi Order who lived just prior to the Clone Wars, constructed a number of replicas as museum pieces, and her notes and blueprints were recorded in vari ous archives.

Though fully functional as weapons [in the hands of Force sensitives, anyway , these armaments were largely viewed as historical curiosities during the days of the Republic and were rarely if ever used Since the rise of the Empire, these pieces and the blueprints to build them have disap peared onto the black market, where they command a rea sonably high price as contraband items related to the Jedi.

The Site- 45 replica blaster pistol automatically features the Force-attuned resonator weapon attachment see page The lightsaber is most often identified as the Jedi's weapon of choice. Prior to the rise of the Empire. Those who acquire hghcsabers rarely use them for fear of Imperial scrutiny. Even more than -s. As a result many Force sensitives resort to other. The galaxy is a large place, and countless variations on hand to-hand weapons are available.

Such weapons also include physical shields and their variants. While cumbersome. Other low-tech weapons. Appearing to be rtlle more than a high-tech gauntlet. Electronets were once preferred by the Republic Scout Service when capturing newly discovered animals on alien worlds.

They have since become popular with bounty hunt ers and law enforcers the galaxy over. Constructed or du racord with interwoven stun threads or beads, electronecs. They are also capable of being loaded into net guns for ranged applications.

Tra ditional activation of an electronet is accomplished with a handheld transmitter to avoid unintentionally stunning the user. Given the nature of Lhe energy shield. Though an ac tive energy buckler projects of a relatively nondescript cir cular energy field, the projector disks themselves are often decoraLed to appear as mundane jewelry.

None of the other steamers were able to serve his projects. The Pereire, of the French Transatlantic Company, whose admirable steamers are equal to any in speed and comfort, did not leave until the 14th; the Hamburg boats did not go directly to Liverpool or London, but to Havre; and the additional trip from Havre to Southampton would render Phileas Fogg's last efforts of no avail.

Fantasy Flight Games had their own attempt at producing a Star Wars roleplaying game, it's actually pretty good. Not to be confused with the D6 system with the same name made by West End Games. A very unique form of roleplaying game though, in that it relies less on raw statistical power and more on speciality dice sold by FFG.

However, unlike the Warhammer 40, roleplaying games produced by Fantasy Flight, they all use exactly the same format and rulesets and are completely compatible with one another with only minor differences in the reason for why they adventure, though all of the mechanics can be used simultaneously. With the dismissal of FFG's entire RPG team in January of and only one compilation book forthcoming, the system may be dead, though FFG has stated they are going to continue working on all of their rpg lines then walked it back and said they're going to discontinue everything.

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