Nikolas Krossley The Quantum Reaper
Posts : 227 Political Power : 1133 Join date : 2011-11-30 Location : Everywhere and Nowhere.
| Subject: Random rules rant. Sun Aug 11, 2013 9:56 pm | |
| INVENTION RULES: Custom rules for Inventions made by a player, for the Bleach Gotei Roleplaying site. These rules should not be assumed to be legal, and until approved by staff, are simply here to express my opinion on how Inventions should and could work on the site. However im sure after reading this you all want to criticize so I welcome it, as stated above my body is ready. BASE CONCEPTS: Inventions, as they must be created should follow a certain process of design and creation in character before they can be used. As such it’s important to know what you want to make, and what you want it to do, this can all be done out of character for design. However Creation must be done in a solo thread unless you are working with a team of inventors to help you design this work of art. Deciding the basis of words required for an Invention is next to impossible as Inventions can do almost anything as long as Science and technology allow it. However as such a rule is important in creation of said Invention rules have to be made, therefore I feel it would be alright to establish a word count equal to the rank of Invention the creation falls at, such as an Intermediate invention would be 3000 words for the design, creation, and assembly of said invention, it should also be subject to a 200 GP cost, this is a onetime cost. The rank required for the invention should be determined by a mod and the invention should go through the approval process before the in character work should begin. This process is normally the first and last steps in an Inventions creation, rules wise it has been addressed first. Inventions fall under two categories, the first is single use Inventions which do a specific thing, and they do this thing to the best of their ability and cannot do anything else. These are easy to make, easy to design and can pretty much do anything as long as it’s the thing they are made to do, like say a bandaid that you made for healing your allies, the design could take 1000 words to make and the device itself would be rapidly creatable because its small. Like say when you peel the tape off the sticky part it absorbs the Reishi in the air causes the bandaid to glow dimly and thus allows you to heal a human OR a spiritual creatures wounds for a stamina cost, and an action. The second category is multiple use devices. These are things that have multiple uses, as such they shouldn’t rely off of stamina, and you could end up using them too much and burn yourself out and not be able to fight back. Instead a device should have a disposable “Charge” that when used, needs to be refilled. Depending on the device, and the way it’s designed Refilling said charge will always take an amount of time, and maybe some stamina depending on the size, some devices could even not actually be refilled for an entire thread to balance out what they can do power wise. Within this category would be things like firearms, like pistols with six rounds of ammunition total however the ammunition can do different things. Making something of this category should have an extra cost associated with how many things it can do and how it functions, along with the explanation of what keeps it running and what its charges are, such as how the pistols “charges” are its ammunition. Reloading the pistol would take an amount of stamina determined by the mod to balance out the item. I would say more 250 more words during the design RP IC phase, and maybe 50 more GP per function of the Device. All in all a Device is harder to approve by nature than a base Invention is. MECHANICS: The way mechanics works differs depending on the Invention/Device you are making. In general an Invention or a Device can do anything and are only limited to your imagination, however mechanics has a very strict set of rules. For Inventions this set of rules stays the same as it is now, using the technique rules for these one use items, as they can only do one thing, and have a stamina cost. Its best to have a Mod ready for Inventions as they get last say on your costs and effects and what your limited too. General limitations to Inventions that should be noteworthy in my opinion, they have a cost depending on the effect and how powerful they are, if you want one capable of hurting people there has to be a cost to do that, free damage should not be a thing. An Example Invention Template: - Quote :
Core Details
>Name of the invention: Self explanatory, the name of the device goes here.
>Relevant Skill(s) & Ranks: This is the skill that the item uses; this rank is from the inventor not the user.
>Stat(s) Involved: Normally there will be few stats involved in Invention use, if there is it’s from the user.
>Invention Flavor Description: The description of the Invention when it’s not in use and on your person, try to be descriptive about it, describe where you keep it, what it looks like when it’s on a table maybe.
What it does
>Flavor Description of Effect: What happens when you use the Invention, does it glow? Does it explode? Try to be descriptive with this as well, as it can help people reading it understand what your main intention with it is.
>Effect Mechanics: The actual mechanics behind the Invention down to what it does as a science, this determines its stamina cost according to Technique rules.
>Duration: If the invention has a duration it goes here.
>Limitations: If it has a limitation, like how many you can carry on you, or if it only works once, that stuff would go here, assume if it has some limitations the cost would be less.
>Cooldown (if any): This is where the cool down would go if you can’t use the Invention repeatedly because it over heats or another such reason, naturally assume the higher the cooldown the lower the stamina cost.
>Stamina Cost: The stamina or Energy cost of the invention, which would go here, energy, would be for things like guns that only have the effect of shooting things. Stamina would be something you have to power yourself, some things like bandaids don’t even have stamina costs they just perform miracles for free if they can get approved. Seriously its science it can do almost anything.
How it works: Core Concept: The core concept of the invention, what was your purpose for inventing it, what did you want to accomplish with this Invention. Any core thoughts or additional info you want to give the Mods to help you make it the way you want it to work, or at least as close as you can to work mechanically. Remember mods are the ones who get final say on the Invention and whether you can use it or not, so letting them into the core process allows more room for them to give you suggestions to try and keep the base goal which you want.
Devices work a bit differently compared to Inventions, because of their one key difference, multiple effects and uses. Because of this it’s more efficient to say they work more like temporary skills which use costs “Charges” and as more and more “Charges” of the Device use the ranks in this “Skill” drop and the uses become less and less well useful until its reloaded. Unlike inventions Devices at first don’t have a stamina cost as they degrade with each use, however upon needing to reload these “Charges” costs quite a bit of stamina to balance the use of the Device. Again this requires a Mods final say, having one help you design this is probably the easiest way to go around it. Remember the cost of building a Device is higher than an Invention, it should also be noted the Limitations on Devices in general. Such as, upon depletion of their charges they cannot be used and do nothing more then be fancy paper weights unless recharged, they can be damaged and broken, treat a Device’s base defense unless otherwise stated at 10 and for every wound rank subtract 2 “Ranks” in the skill like effect of a device, upon hitting 0 ranks this way the device can no longer be used for the rest of the topic it’s in even if refilled, also unlike Inventions, Devices cannot be used to directly attack an enemy they must have a supporting or boosting effect on the user. I suggest making these when your Opt-In, rather than Opt-Out, or specifically asking a Mod to help you with these. A Example Device Template: - Quote :
Core Details:
Name of the Device: This is where you would put the name of the Device.
Device Flavor Description: This is where you would put the description of the Device, what it looks like when it’s not in use. Where is it on the human body, what does it look like when its put down on a table, try to be descriptive so people know accurately what it looks like, and what it’s made out of.
What it does: Flavor Description of Effect: This is where you would summarize what it does when activated or used, also what it can do per charge level, which works like a temporary skill rank with the Device. This is also where you should state how many charges it has, how many it loses per use of the Device and how it holds it charges, and how it recharges them.
Maximum Charge: This is the maximum amount of charge in the device, I would go with 60, and what it looks like when it’s fully charged compared to when it’s empty. Remember to be descriptive; try to come up with ways to make it so your enemy doesn’t know your device is empty unless they’re really perceptive.
Effect Mechanics: This is where you would put the five charge levels and their numerical equivalents with the device along with what charge level abilities it has if any at that level, this is for the numbers guys, remember to balance it using the Techniques tables is my suggestion, or have a Mod help you out. Include effects, duration, a cool down, limitations, and the energy costs involved with these abilities, a mechanical limitation of Devices that is interesting is they have no associated skill rank to rely on, as they technically count as their own skill. To provide buffs each Charge level is the associated rank of the skill it uses.
Cranking Along: Your Device is running dry, time to fill her up. The number equivalent for this I would use is 10. The only ability you got left is its most basic ability, and even then you’re going to run out in a few uses anyway, max buff at this rank is +10.
Almost Empty: You’re getting empty or your slow on the refill, this tends to be around 20. Because you’re almost empty you can only use this ranks ability which may just empty the Device completely for a useful ability, or the ability below it, max buff at this rank is +20.
Halfway Charged: Device is around half way full, which depending on your numbers may be 30. Because of this it can only use the associated function at this rank, and below this rank for their charge costs, max buff at this rank is +30.
Close to the top: Normally around 40 charges, your almost full, or lost a bit of charge in the Device, as such it loses its ability of a rank higher than it, however can use any abilities it may have below this one and at this one’s rank for the costs listed, max buff at this rank is +40.
Fully Charged: The Device is fully charged, which is normally around 60 charges, and capable of doing all its uses for the costs listed, this should include what function is usable at this rank, and its cost, normally being a really strong effect for a very, very high cost, sometimes even all of the charges, max buff at this rank is +50.
Ability Descriptions: This is where you would put the abilities unlocked through the levels in spoilers, along with all their details, descriptions, costs, effects, cooldowns, and so on. This is an important area for mechanics, and one should review the way skills work, and how they provide free tech’s and use that as a basis for how to make these.
- Spoiler:
Refill Costs: Here is where you would summarize what you need to do, what you need to reload the device, including the stamina costs. Remember to attempt to balance out what you want stamina wise, Mods have final say in this cost according to the effect like normal.
How it works:
Core Concept: The core concept of the Device, what was your purpose for inventing it, what did you want to accomplish with this Device. Any core thoughts or additional info you want to give the Mods to help you make it the way you want it to work, or at least as close as you can to work mechanically. Remember mods are the ones who get final say on the Invention, and whether you can use it or not, so letting them into the core process allows more room for them to give you suggestions to try and keep the base goal which you want. Seriously communication helps you develop what you want easier, or at least find a way to compromise within the rules.
Final Notes and Examples: Now I know you probably have good reasons why we can’t have this system on this site, such as Devices would be too broken, or I did nothing rules wise except use things already established so why do this when you can already do this with invention. The reason I made this is because nowhere is it clearly stated in a rule like fashion what you can and cannot do with the Invention skill, and me as a curious person wanted to see how far I could push it. However upon my discovery that Inventions use stamina, and there were no such things as Invention rules, or Devices, I decided to write this up. The reason its setup the way it is, is because I wanted something familiar to the players to work with that wouldn’t be too much of a stretch. The invention system using the Technique rules didn’t need to change, however I wanted to invent things that didn’t make any sense Technique rule wise, and its why for that reason I’ve included some ideas of things I personally want to make. Now I know the Invention skill is rarely taken, but I feel that’s probably because no one has an interest in it, due to the fact that there’s no rules or templates or descriptions what you can do with the skill. I’m hoping that if these do get approved or modified for actual game play on this site that will solve the issue and people will actually be interested in taking this skill for the actual utility uses it has. Now I know someone is going to direct me to the skills page with the Invention skill on it saying to use these rules, You know the ones I’m talking about.I’m actually okay with that if you do, but I just want you to know they are extremely vague on what you can do and have direct quotes to kido. If you really want me to make Kido cannon’s as an invention I’m okay with this, I have no problems with the current Invention rules, as you can tell I still have them in my idea of what they should look like. However I feel they are so vague and unhelpful with this skill and its full potential that they need a rework, or a change, or just general rules that are a bit more helpful with what to do with this skill should be made and posted somewhere. Hopefully even if these themselves don’t get approved, even if I feel they are balanced, and pretty much publishable and done right now, it will get the general idea that we need rules in a clear and presented format for inventors, or people who want to be inventors. This is just a suggestion; I’m open to comments and reasons why we shouldn’t rework the invention system, or why this wouldn’t work. Can we at least keep it from getting hilariously off track and turning into a smash and burn fest? As of right now the Invention rules basically work as techniques without a stamina cost as they are treated as Items. Sense you’re not powering the item it doesn’t have a stamina cost, agreeable, however they are treated as Techniques, Techniques have costs. The system now is contradictory and confusing, and should at least be cleared up, or reworked. However as only certain items wouldn’t have a cost, like say a Reishi band aid capable of healing mortal and spirit which is just one use slap and go, I feel there should be an energy cost to all Inventions capable of causing damage to the enemy, whether that’s stamina or something else is up to the mods. Devices to be balanced cannot have an offensive purpose in my mind, which is alright with me, we have Inventions for that, and Devices that do damage would go against me saying free damage shouldn’t be a thing. Anyway enough ranting time for the examples that I prepared using this idea, so you could see what I want to make and why it wouldn’t work. First example: Guns: Original rules, as far as I know because they are VAUGE. - Spoiler:
>Name: 9 MM Pistol.
>Level(s) of release the tech is available at: Sealed+
>Relevant Skill(s) & Ranks:Invention[basic] >Stat(s) Involved: Speed.
>Flavor Description: a simple black 9 millimeter pistol capable of pumping things full of hot lead, useful against people trying to attack you on the street, has a simple clip of 8 bullets, which needs to be reloaded after use. >Effect: a single attack at 50 attack per bullet with a base speed of 60, if fired rapidly at the enemy the damage stacks.
>Casting Time: None, however each attack uses an action.
>Duration: None, instant.
>Limitations: 8 bullets, also each bullet fired in one action has its damage reduced by 10 for each bullet up to a minimum of 20. (So 1 round would be 50, 2 rounds would be 40+50, 3 rounds would be 30+40+50, 4 rounds would be 20+30+40+50, 5 rounds would be 10+20+30+40+50, 6 would be 10+10+20+30+40+50) Each damage value can be blocked separately if the target is faster than the bullets base speed.
>Cooldown (if any): After 8 rounds are fired from the gun it takes 1 action to reload the gun.
Now I know this hasn’t hit a mod yet, and thus probably shouldn’t be approved ever, but I feel that it could possibly make my point. Damage shouldn’t be free for one, and this only has a cost of an action to reload, you could spend an action to overwhelm your enemy with bullets then reload in one round. This is hilariously not fair, and thus probably wouldn’t get approved. However this is following the rules as I know them, and could theoretically work as an Invention.
Guns: My rules. - Spoiler:
Core Details >Name of the invention: 9MM pistol.
>Relevant Skill(s) & Ranks: Invention [Basic]
>Stat(s) Involved: None.
>Invention Flavor Description: This is a 9 millimeter black handgun, normally worn in a holster on the owner’s hip or ankle, or even under their arm concealed. It weighs about 3 pounds, and is made from metal alloys, and comes with a clip for 8 bullets of the owner’s preference.
What it does >Flavor Description of Effect: Naturally it’s a gun, when you point the deadly end at someone you want to murder, and pull the trigger, it releases the hammer in the gun which hits the back of a bullet which ignites gunpowder which then rapidly propels a piece of death infused bullet at the target. Hopefully it actually kills them, if not it will most likely just piss them off.
>Effect Mechanics: a single attack for each round, of which there are eight total. The base damage of the gun is 50 Str, and the bullet moves at 60 speed. If fired rapidly at the enemy the damage stacks.
>Duration: Instant.
>Limitations: Limitations is there are 8 bullets; also each bullet fired in one action has its damage reduced by 10 for each bullet up to a minimum of 20. (So 1 round would be 50, 2 rounds would be 40+50, 3 rounds would be 30+40+50, 4 rounds would be 20+30+40+50, 5 rounds would be 10+20+30+40+50, 6 would be 10+10+20+30+40+50) Each bullet can be blocked separately at their new reduced values for damage.
>Cooldown (if any): it takes an action to reload the gun.
>Stamina Cost: Due to the recoil firing the gun more than once takes +1 stamina more than the last one fired, starting at 3. (2nd bullet = 3 stamina, 3rd = 4, 4th = 5 etc.) Reloading takes 5 stamina as you have to first eject the clip and then hopefully if you still have a spare already filled place it into the gun and cock the firearm.
How it works: Core Concept: This is my way of making it, which honestly for how broken this thing was before; the damage is DEFINITLY not free, and probably a lot more likely to get approved. I’m going to state again this is how I know the rules work, as they were explained to me as stamina less techniques.
So yeah there’s my Invention example, im now going to do my device example, as Devices don’t exist I can’t actually GIVE YOU a way to make this using the old system as the way it would have to be made makes zero sense. Device Example: 3DMG, the thing I actually want to make in BG, along with a few other things that could allow for further IC development for either me, other current players, or give new players an interesting new power. - Spoiler:
Core Details: Name of the Device: Three Dimensional Mobility Gear, AKA: 3DMG. Device Flavor Description: The 3DMG is a large collection of tools and items to help its user combat enemies using high-speed close ranged combat. The primary part of the 3DMG is the pressure vent worn mounted to the back of the wearer, its small and rotates neatly with the hips, and made of steel. It’s connected to the wearer via a hip harness, which has two grappling line launchers on either side of the user’s hips; these normally are mounted with large harpoon like spikes that impale the general area they hit however can be fitted with other things. On the back of the Grappling line launchers are two automated wenches which are coiled with steel cord which is used to pull the user along towards the targeted area via the pressurized air propelled by the vent on their back and the pulling momentum due to them. To hold the gas canisters two large “sheathes” are strapped to the wearer’s legs via the harness, they container less weigh less than 3 pounds, yet are large and bulky. The two gas canisters are slid into areas designed for them above these “sheathes”. These “Sheaths” are then filled with six secured blades that lack hilts, 3 on each leg, these blades are made from Quincy designed steel and can hold a Reishi edge, allowing for combat with spiritual enemies as well as mortal ones. To control this entire system, such as fire the grappling cords, and activate the gas connected to the entire mechanism are two triggers mounted on modified sword hilts. These sword hilts are attached via wire and cable to the mechanism and are bladeless, however upon pressing the bladeless hilt to one of the blades in the sheath the blade locks into the built in mechanism on the hilt, and with a pull arms the wielder with a sword. - Spoiler:
What it does: Flavor Description of Effect: Using the two winched cords like grappling hooks the user shoots a surface that is heavy enough to not be pulled by the users mass and then pulls them towards that surface at a high speed. The entire item is manipulated via lower body movements and as such it takes intense training and skill to learn how to use this device. On the users back is a high pressurized vent system which takes the heated gas pumps it through a motor and propels it out the vent into the air behind the user, propelling them at a high speed. They can use this speed to change their momentum thus changing the direction they are going in. The user can use this speed to help with damage due to momentum, and even dodge at high speeds. In addition to this, mounted to the legs of the user are two large sheaths each one holding three blades for a total of six. These blades connect to the hilt mechanism that activates the whole rig and works as melee weapons for combat. These blades are designed by Quincy to harm spiritual opponents and as such hold Reishi as they swing through the air, allowing them to cut through mortal and spirit alike. Maximum Charge: The device runs off of steam and high air pressure propelled out of the small high-powered vent on the wearers back. As such it relies on Gas for power, it uses two canisters of Gas, and they are steel containers that are 3 inches thick and about 2 feet long. They each hold 50 Charges of Gas to power the 3DMG, making its maximum 100. Effect Mechanics: This is where you would put the five charge levels and their numerical equivalents with the device along with what charge level abilities it has if any at that level, this is for the numbers guys, remember to balance it using the Techniques tables is my suggestion, or have a Mod help you out. Include effects, duration, a cool down, limitations, and the energy costs involved with these abilities. Cranking Along: Device’s gas is at 20, as such it is only able to provide its weakest ability. It is no longer able to release the high pressure gas out the back, reducing the effects by a massive amount. However it is still able to fire the cords and pull the user around. Allows the user to use the ability Pull to move around quickly. Almost Empty: The Device’s gas is now at 40. It still has enough power to run at a good capacity with its abilities, however is nowhere near as useful as it was. It’s still able to use the high pressure out of the vent, and both cords however no longer goes at the possible speeds it used to be able to go to conserve power. The user gains the ability Limited Mobility for enhanced movement. Halfway Charged: The canisters are a little above half way full now or half empty depending on the type of person you are. Sitting at 60 gas, they can activate the vent at max pressure now, and even provide the full speed buff from back of the rig, and the two cord wench’s at max speed. The user now has Mobility for the full movement capabilities of the 3DMG Close to the top: Resting at 80 gas in both canisters, the 3DMG is capable of its full mobility using the wench’s on the cords and the air vent on the users back. The user is now able to use Rotation as an ability mid mobility or pull ability to launch a rapid moving attack at all targets around it. Fully Charged: Topped at 100 gas and seemingly fresh right off the workbench. This gives the user full high speed combat boosting capabilities of the 3DMG. However this isn’t manifested in an offensive ability rather a high cost defensive ability know as Perfect RotationAbility Descriptions: - Spoiler:
Pull Costs 5 fuel Flavor Description: Firing a single cord and latching onto a surface, and activating the wench with a trigger pull on the hilt pulls the user at the surface. Mechanical Effect: +10 speed in a single straight direction. Duration: Instant. Limitations: must have a solid surface rooted down it can use to pull the user. Cooldown (if any): None conserving power.
Limited Mobility Costs 5 fuel, 1 Action. Flavor Description: Jumping into the air and firing both cables at a distant target, then activating the wench and gas vent at the same time it pulls the user quickly towards the target surface. Mechanical Effect: Provides a + 20 speed boost in a straight line. Duration: Instant. Limitations: must have a solid surface rooted down so it can pull the user. Cooldown (if any): 1 round to withdraw the cables back into the mechanism.
Mobility Costs 10 fuel Flavor Description: Using the max pressure capable of the rig, using the cords to pull the user in the direction they want to go, or even what they want to go around. The user can use the vent at this level to control their momentum, to go fast in the direction where they want too; controlling which direction they want to go with clever ingenuity, this speed gives an attacker a boost in harming an enemy in the way or near their destination. Mechanical Effect: + 30 Speed to the user, +10 to melee weapon damage due to speed and momentum towards the target. Duration: Instant. Limitations: must have a solid surface rooted down it can use to pull the user. Cooldown (if any): None, full power.
Rotation Costs 5 fuel, and 1 Action. Flavor Description: using the built up momentum mid mobility or pull ability the user is able to spin while withdrawing the cables using the momentum to accelerate their body and thus their weapon movement speed in a 1 meter radius, or 3 feet all the way around the user in 360 degrees striking anything here. Mechanical Effect: AOE effect at base strength Duration: Instant. Limitations: must be using Pull, or any Mobility Ability. Cooldown (if any): 1 round.
Perfect Rotation Costs 20 fuel and 2 actions. Flavor Description: shooting one cord into a surface above the user, and pulling themselves skyward, then launching the other cord into a different surface mid flip and pulling to that one instead while bursting hard with the vent allows the user to rotate 360 degrees in the air several times the speed and pressure is so fast it’s not even used to attack as it’s the only stationary ability 3DMG users have, it’s used to block. The speed is so intense at close range that it creates a wall of air pressure that acts like a cushion for attacks. Mechanical Effect: +50 to melee striking for the purpose of blocking, -20 de-buff in attack strength due to the air pressure acting like a cushion slowing the enemies attack strength. Duration: Instant. Limitations: must have a solid surface rooted down it can use to pull the user. Cooldown (if any): 3 rounds.
Refill Costs: Due to the large bulkiness of the canisters the object is unable to normally be refilled while on the field, however if more than one 3DMG user is on the field the users can share fuel between each other if they have 2 full Rounds to transfer fuel between each other, this divides the fuel from the person giving perfectly in half, and gives the other half to the receiver. How it works: Core Concept: The core concept of this is to provide mobility in urban combat, and provide a way without running on air as some weaker people cannot, to fight giant enemies. As such I decided to use the 3DMG as an idea for a Invention, but sense inventions give you one Technique and there are no rules for if you want your Invention to do multiple things, which is entirely possible, I decided to write this...mess of what it is. So yup.
Closing Statements: Well I’m getting tired of writing stuff in something that’s just going to be a rant about something I don’t like. Truthfully the freedom provided with the Invention “Guidelines” is too much to be contained with the “Technique” limitations. For a higher cost you could have something capable of pulling off multiple uses, or a single specific use at a stronger rate than an invention. At this point I think I’ve repeated myself like three maybe four times. Lemme do it one more time to be clearer. The only known rules without looking at other Inventors stuff (Which there isn’t much of), is the universal skill page, which explains NOTHING about how to make inventions, what inventions should do, base costs for inventions, examples of inventions. There’s just THIS IS WHAT AN INVENTOR CAN DO, HAVE FUN. And I respect what you guys do have, and I’m happy it’s an option, however there needs to be more work on it done. A lot of work has been done to a lot of areas of the site and that’s neat and cool, but someone needs to spend some quality time with Invention, because it’s not only unloved, but hypocritical with its costs and description, as well as severely limited with what it can do now. With a few more clear concise changes to the description, maybe a page describing in depth what inventions can do, how they should be made, what their limitations are, it can move on. However sticking to it the way it is just asking for people to continue to ignore it, and not use it. I’m not sure if it’s true, but as multiple people have told me multiple times, I am the only active human inventor. This is both highly prosperous and highly dangerous, as I have no one else like me to base it off at the moment, and get to do the wonderful job of stepping on all the glass and learning what I can and can’t do with this skill. After awhile of reading all this crap you probably think im bitching about how the system is, however I’m not. I’d love to learn the current mechanics system so I can understand inventing as it is now, however in my eyes I see the system as a bit better with this one idea of Devices added to the invention skill. I don’t even care if a mechanics admin comes in, and modifies the Devices idea to be more unique, interesting, and rule following. | |
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