Transport

 

 

Prefabricated Selections

Name

Crew

Pass

Cargo

M.V.

Top Speed

AC

Hard

HP

Size

Cost

Mobile Armor

1

0

100

2

150

+18 Armor

15

55

L

400

Econo-Auto-Cycle

1

0

0

4

150

+5 Armor

5

15

M

25

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

*M.V. – Maneuverability rating.

 

Mobile Armor

Weight: 436 lbs. (350 Chassis + 15 Engine + 21 Armor + 50 Basic Cannon)

Engine: High Small 600 lbs. load (15 lbs.)

Armor:  Mithral (+5 AC, +5 Hardness, +5 HP)

Armament: Basic Cannon, 4d10, DC 1, 160 arc, 70 ft. range, 5 shot capacity, 50 lbs.

Locomotion: Wheels

HP: 35 Chassis + 5 Armor

Cost: 520.5 (300 Chassis + 120 Engine + 10.5 Armor + 90 Basic Cannon)

The mobile armor is little more than a three-wheel enclosed bike with only basic structural armor and a single primary gun.  The whole unit is fairly simple to use and cheap.  While the primary gun has very limited shots the extra cargo room (a space behind the driver seat) is usually used to carry additional shots.  Moving another set of shots from cargo to the gunning area is a full round action.

 

Econo-Auto-Cycle

Weight:  47 lbs. (40 Chassis + 7 Engine)

Engine: Hobby Engine 140 lbs. load (7 lbs.)

Locomotion: Wheels

HP: 12 Chassis

Cost: 25 (20 Chassis, 5 Engine)

Based on the design of a traditional manually-powered bicycle the auto-cycle takes the next logical step.  Adding a bit more structural strength and a cheap engine, the auto-cycle is the single pilot powered vehicle of choice for those looking to get around fast on a budget.  Having only two wheels and a decent top speed makes the auto-cycle a little hard to handle when the going gets tough and so is best suited to use on well maintained roadways.  Most often used by long distance commuters the lack of cargo room of any sort is seen as a setback but a small ten-pound capacity cargo case can be mounted for an extra cost of 3 wafers.

 

Chassis

 

            The basic meaning of chassis is a framework that supports an object.  In the case of vehicles this more specifically means the minimum running gear, such as engine, suspension, driveshaft and frame.  When dealing with modular structures with interchangeability this encompassing definition is not as useful and so focuses more on the frame itself rather than what lays beneath it.

            The chassis determines a vehicles size, ruggedness, features and general purpose.  To make a vehicle a minimum of an engine and locomotion method must be added.  From these three basics the potential features of the vehicle arise as well as the range of possible extras.  This being the case, the chassis is the most logical place to start when considering vehicle design.

 

Chassis

Name

Crew

Pass

Cargo

Weight

M.V.

AC

Hard.

HP

Cost

Auto-Cycle

1

0

0

40 lbs.

4

+5 Armor

5

15

20

Ebony-Cycle

1

0

0

200 lbs

4

+7 Armor

7

40

45

Auto- Tricycle

1

0

100

350 lbs.

2

+8 Armor

10

50

300

Metro Buggy

1

2

200

800 lbs.

2

+11 Armor

10

75

500

Caravan

1

2

3,500

2,200 lbs.

4

+11 Armor

10

105

900

Battle Wagon

4

0

300

30 tons

5

+20 Armor

20

240

19,000

*M.V. – Maneuverability rating

 

Auto-Cycle

Features: Mithral construction (low weight)

Based on the design of a traditional manually-powered bicycle the auto-cycle takes the next logical step.  Featuring a bit more structural strength and a weight manageable by even a hobby engine the auto-cycle is the single pilot powered vehicle of choice for those looking to get around fast on a budget.  Built to be inexpensive and light rather than rugged.

 

Auto-Tricycle

This three-wheel vehicle offers more stability and cargo room than the smaller auto-cycle.  Built with the shopping commuter in mind this sturdy device is perfect for those looking for a reliable ride with room for every-day hauling or an uncomfortable passenger or two.

 

Battle Wagon

Just what exactly a “battle wagon” is or should be is not very well defined.  In general a battle wagon is a large armored vehicle that is well enough armed to defend itself.  Battle wagons are employed in a variety of tasks and are modified and focused to better suit those tasks.  Most often battle wagons are used as reasonably swift and armored transportation for individuals important enough to warrant the cost of such a device with the combat capability only serving when trouble arises.

            The shape, armor, armament and basic design of a battle wagon is something that is highly customizable with funding a defining limit.  While the chassis of a battle wagon is often the most expensive consideration everything from the engine to armament is almost a non-issue by comparison.

 

Caravan

Equipped with an enclosed cargo hold and a comparatively small passenger cab, the caravan is designed with only cargo space in mind.  The caravan is popular with both civilians and merchants who need to move large volumes of cargo that most vehicles cannot handle.  The cab is large and may be set up to serve as living quarters for one to two people.  Those in the cab are granted both the armor bonus and three-quarters cover, while those in the cargo area receive both the armor and full cover.

 

Ebony-Cycle

This cycle model is the original before efforts were taken to reduce weight and cost to reach a larger market.  The ebony-cycle is the auto-cycles twin except that its construction is of adamant and no effort has been made to trim material from the frame.  Dark, sleek and heavy the ebony-cycle is only valued for its looks and durability.  Riders expecting or looking for combat often choose this model over its more economical sibling.

 

Metro-Buggy

Options: Transparent enclosure 50 wafers.

The metro-buggy is a very standard and stable four-wheel device with a focus on comfort and cargo capacity for the city dweller.  The Metro-Buggy is semi to fully-enclosed allowing passengers to cruise without discomfort.  The enclosed nature of the buggy permits the passengers to enjoy the chassis Armor Bonus and cover should the need arise.  The uses of transparent materials allow the enclosure to be maintained while the vehicle is in motion in models that feature them otherwise a topless model is needed.

 

Engines

 

Engines, Steam

Powerful, reliable and everlasting, traditional steam engines are the main alternative to muscle power.  Using a system of various grades of perpetually heated metal and cooled crystal to produce a perpetual engine this innovation has ensured the age of steam has been a long one.  The various grades of steam engine are governed by the purity and potency of the heating and cooling materials.  When damaged these engines leak steam and once repaired only need to be topped up with water or a similar fluid.

 

Low-Grade Steam Engines

Engine

Type

Size

Weight

Hard.

Hp

Max Load

Max Speed

Cost

Hobby

Steam

Small

7

3

3

140

150

5

Minor Small

Steam

Small

15

5

6

300

150

15

Minor Medium

Steam

Small

50

8

15

1,000

150

50

Minor Large

Steam

Small

100

10

25

2,000

150

100

Huge

Steam

Large

1 ton

20

350

20 tons

150

2,000

 

Mid-Grade Steam Engines

Engine

Type

Size

Weight

Hard.

Hp

Max Load

Max Speed

Cost

Medium Small

Steam

Small

15 lbs.

5

6

450

400

40

Medium

Steam

Small

50

8

15

1,500

400

135

Medium Large

Steam

Small

100

10

25

3,000

400

270

Medium Huge

Steam

Large

1 ton

20

350

30 tons

400

5,400

 

High-Grade Steam Engines

Engine

Type

Size

Weight

Hard.

Hp

Max Load

Max Speed

Cost

High Small

Steam

Small

15 lbs.

5

6

600

900

90

High Medium

Steam

Small

50

8

15

2,000

900

300

High Large

Steam

Small

100

10

25

4,000

900

600

High Huge

Steam

Large

1 ton

20

350

40 tons

900

12,000

 

 

Locomotion

Vehicles are meant to move around and the locomotion method is how it is achieved.  The form chosen is based usually on expected tasks as well as cost.  The likely terrain the vehicle can be expected to encounter is perhaps the most important consideration as a poor choice can cripple a vehicle or leave it stranded in impassible terrain.

 

Locomotion Methods

Type

Speed

M.V.

Hp

Cost

 

Tread

2/3

+4

50% Chassis

10% of Chassis

 

Wheel

No change

+0

15% Chassis

No change

 

Casters

2/3

-5

20% Chassis

+15 % of Chassis

 

M.V. This value is added to the drivers’ pilot skill checks.

 

Tread: Treads are a durable belt that runs the length of the vehicle that allows it to traverse almost any terrain without additional speed or movement penalties.  Anything over a 40 degree angle is impassible.  Treads have the same Hardness and Armor Class as the chassis plus any bonuses from extra armor which is also applied to their Hit Points.

Wheels: Simple and speedy, wheels are very effective on reasonably level ground.  Speed penalties of 50% or more are incurred in uneven surface conditions and as much as 75% in sand.  Wheels have the same Hardness and Armor Class as the chassis.

Casters: Caster is a term used to refer to a spherical wheel.  While possessing about the same surface negotiation capacity of wheels, casters allow the pilot to move in any direction or even change current heading quickly.  Casters have the same Hardness and Armor Class as the chassis.

 

 

Weapons

Weapon

Crit

Range Increment

Rate of Fire

Reload DC

AC

Hard

HP

Arc

Size

Weight

Cost

Cannon, Aurora

20

120

Single

NA

+12

11

16

360

Huge

48 lbs

1,400

Cannon, Basic

20

70 feet

Single

1

+8

10

11

160

Large

50 lbs

120

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Cannon, Major

20

100 feet

Single

3

+17

15

23

360

Huge

400 lbs.

600

Cannon, Motor

20

40 ft.

Auto

1

+10

12

14

160

Huge

100 lb.

 

Longarm, Great

20

100 ft.

Auto

1

+9

10

10

160

Large

43 lb.

 

Projector

-

40 feet

Single

2

+6

9

7

160

Large

130 lb.

185

 

Cannon, Aurora: Employing the same principles of the hand-sized aurora series the cannon simply takes things to a larger scale.  Drawing power from an external pack the cannon can sustain a single shot per round rate-of-fire for as long as the pack can maintain.  The standard aurora cannon pack can maintain power indefinitely dealing 8d8 fire damage (4,800 wafer cost).

Cannon, Basic: The basic cannon both looks and functions like a hand-cannon that is too large to be used without some form of mounting.  Much like the smaller hand-cannon, the basic cannon is built to employ a large variety of heavy bludgeoning ammunition called basic shot.  The internal compartments can hold five shots when fully loaded permitting five shots before the cannon must be reloaded.  The basic cannon can be carried and setup with portable mounting as a form of light artillery.  [Sub-weapon]

Cannon, Major: Major cannon are the first in the line of overly large ranged weapons too large to be used without mounting and assistance.  Cannons of this size and larger are built to either be stationary or mounted on a large vehicle and maneuvered or aimed with mechanical assistance.  The major cannon is meant for serious combat and so was built to contain ten shots when fully loaded.

Cannon, Motor: This device sports a number of high-speed rubber wheels that grab onto ammunition and accelerate them.  The result is a fast moving object with decent accuracy fired without the use of chemical propellant.  Motor cannons are set up as an array that fire several shots at once and bombard an area.  The target and everything in a five-foot radius have independent attack rolls made on with successful hits resulting in 5d8 damage.  Motor cannons are popular weapons due to the simplicity of the ammunition and the lack of any propellant use.  The drawback is that the ammunition far outweighs the actual cannon in terms of mass and can be hindering.

Longarm, Great: Maintaining the design of sleek projectiles and accuracy this is the next step in longarms.  This version is simply too large to be used by hand and so is either used as a vehicular weapon or mounted on a sturdy foundation.  Supporting auto-fire and granting a +6 equipment bonus to hit ensure that this addition to the longarm class retains the ranged weapon of choice position.  The internal mechanisms allow the great longarm to hold three bullets when fully loaded. [Sub-weapon]

Projector: The projector is very limited in range and so is only employed in cases where there is close combat expected.  While of short range the projector can be versatile as it can spray just about any fluid that it is loaded with.  Most often the projector is used to spray water as a non-lethal measure or flame to attack wide areas around the projector.  Typically, a projector drum is depleted after thirty uses or thirty rounds of sustained use. [Sub-weapon]

 

Ammunition

Ammo

Damage

Reload DC

Crit

Damage Type

Weight

Cost

Bullet, Grand

6d8

1

19-20

Piercing

6 lb.

50

Bullet, Great

4d8

1

19-20

Piercing

1.5 lb.

15

Projector Drum

1d6

0

20

Subdual

100 lb.

5

Projector Fuel

6d8

2

-

Fire

100 lb.

55

Slug, Motor

5d8

0

20

Bludgeoning

500 lb.

10

Shot, Basic

3d10+10

1

20

Bludgeoning

3 lb.

15

Shot, Basic Buster

4d10+10

3

20

Piercing

10 lb.

70

Shot, Basic Deterioration

75 Fort 25

9

20

Disintegration

5 lb.

1,100

Shot, Major

6d10+30

3

20

Bludgeoning

7 lb.

40

Shot, Major Buster

8d10+35

7

20

Piercing

20 lb.

170

Shot, Major Deterioration

150 Fort 29

15

20

Disintegration

11 lb.

2,350

 

Bullet, Grand: The gleam caressing these ebony objects upon opening their case still inspires awe to veterans.  Larger than should be permitted it is well obvious these bullets are not meant for any hand weapon but for mounted devices and are indeed made for the great longarm.

Bullet, Great: These large, sleek bullets are made from a sizable amount of mithral and propellant enough to launch it to comparable ranges of its smaller cousins.  Largely inexpensive but reaching artillery grade the great bullet is used with the great longarm class.

Projector Drum: This form of ammunition is hardly even worthy of the term.  This is basically an empty container, such as one that once held projector fuel, which has been filled with water and connected to a projector.  If employed against a single target a ranged touch attack is made dealing d6 subdual damage to the target.  Targets of large size or less are pushed away to the full 40 foot range of the projector.  If used as a fan the projector affects a 160 degree arc in front of it up to a range of 20 feet.  All targets within this area are thoroughly soaked if they fail a Reflex save DC 19, those that pass are merely wet.  These drums can be refilled easily and reloaded without danger exceeding leaking water around the projector.

Projector Fuel: The fuel in the projector drum can be used in one of two ways; a steady and direct stream or a wide fan.  If used as a stream a ranged touch attack is used and deals 6d8 damage fire damage.  The fuel continues to burn on the target for two more rounds decreasing in damage by 2d8 each round (4d8, 2d8).  The fan method has a range of only 20 feet but affects a 160 degree arc in front of it.  All those in the area take 4d8 fire damage which allows a Reflex saving throw vs. DC 19 for half damage.  Those who do not make this save take another 2d8 fire damage the next round.  The fuel drum is large and takes up either 100 pounds of cargo space or the space of one passenger.  Replacing a spent fuel drum is dangerous and if the reloading check fails the fuel spills into the immediate area creating a flammable hazard.

Slug, Motor: Each slug is a 5 pound metal ball.  These slugs are normally used as ammunition for motor cannons and fired in a volley pulverizing an area.

Shot, Basic: Composed primarily of mithral the basic shot is both inexpensive and light.  The simple economy value of basic shot has made it the default ammunition of the basic cannons.  While lacking the raw power of any other sort of shot the innate ghost touch property ensures basic shot will always have its place reserved.

Shot, Basic Buster: Designed to strike hard and deep, the basic buster shot is composed of a heavy, sharp adamant slug.  While dealing significant harm to targets the buster shot also reduces any Armor Bonus the target may have by one for every ten damaged caused.  Such armor loss remains until it is repaired or healed in the case of living targets.

Shot, Basic Deterioration: This is simply a larger deterioration round made for use by mounted cannons.  Lack of necessary refinement in technique has lead to a decrease in size to yield ratio but the results are acceptable enough to warrant the production of deterioration shot for specialized use.  The loading and use of deterioration shot is tricky and dangerous, a failed reload check causes the shot to destabilize and irradiate the immediate area dealing 8 damage in a five-food radius as if by a disintegrate effect, Fort save DC 13 for half damage.

Shot, Major: The larger size, weight and different shape of the major shot as compared to the basic shot account for the differences in raw power.  The lighter weight and ease of use of major shot make it one of the most popular shot for the major cannon for both battle and training exercise.  Made primarily of mithral just as its smaller cousins the major shot possesses the ghost touch property.

Shot, Major Buster: The purpose behind the design of the major buster shot was to permit effective damage against structures.  In this regard it has been quite the success but has also found use against numerous vehicles and armored creatures.  Major buster shot is an almost excessively massive slug shaped to bring most of that mass behind a sharp point.  Targets struck by major buster shot have their Armor Bonus to Armor Class reduced by 1 point for every 10 damage dealt.  This penalty remains until the armor is repaired damage is healed in the case of living creatures.

Shot, Major Deterioration:  This shot is the largest incarnation of the deterioration shot available.  The potency of major deterioration shot is quite clear but the yield ratio is still rather poor.  Attempts to formulate larger versions have failed as the shots had a larger than acceptable tendency to detonate prematurely in the cannon itself while loading.  Failed loading of this shot leads to irradiation of the area dealing 12 damage to a seven-foot radius as if by a disintegration effect, Fort save DC 14 for half damage.

Buster Shot: A specialty shot used to assist in breaching armored targets.  On a successful hit the target has its Armor Bonus to its AC reduced by one for every ten damage caused.  The armor reduction remains until repaired.

 

Armor

 

Armor

Type

AC

Hard

HP

M.V.

Weight

Cost

Adamant

+8

+7

25% of Chassis

-4

25% Chassis

Lbs. X 1 wafers

Mithral

+5

+5

15% of Chassis

-1

6% Chassis

Lbs. X 3 sticks

Xerty

+14

+11

35% of Chassis

-8

75% Chassis

Lbs. X 6.5 wafers

*There are 2000 pounds in a short ton.

M.V.: Penalty applied to drivers Pilot skill.

Only covers sides and top.

Installing armor Craft (mechanical) DC20, Removal Craft (mechanical) OR Repair DC20

 

Related Skills: Pilot Land-based (Divide maneuver difficulty by skill rank to find the amount of Dex bonus added to the vehicle Armor Class,

 

Gunner (Dex; Armor Check Penalty)

This skill covers both the ability to use mounted weapon and handle ammunition for loading.  While both these actions can be done with little training the penalties for mistakes can be brutal and so proficient gunners are much preferred for the use of the larger mounted weapons and the loading of the more volatile ammunitions.

            Check: Add the Reload DC’s of both the weapon and the ammunition to 10 to find the DC of reloading any particular weapon.  Failure usually denotes that the ammunition has become stuck in the weapon or dropped, both requiring one full round to either remove or retrieve.  Note, some ammunition has a unique effect for failure which is covered in the ammunition descriptive text.

            The amount of time it takes to reload a weapon is found by adding the Reload DC of both the weapon and ammunition and dividing it by your skill rank modified by Dexterity.  Any result of less than one is counted as one round.

            Try Again: Barring special circumstances trying again is possible.

            Special: When firing mounted weapons you divide your Gunner skill rank by the weapons Reload DC and use the result as the limit of Wisdom modifier you can apply to your attack rolls.  This is applied in cases where the weapon is targeted by assistance (such as mechanical assistance) rather than your own motor control as is quite common with large cannons.

 

Pilot Land-Based (Dex; Armor Check Penalty)

You are skilled in the use of Tricrokran vehicles that employ the standard piloting layout.  More specialized vehicles, such as industrial work-vehicles, apply a -5 penalty if you are unfamiliar.

            Check: Piloting under normal conditions requires no check and may even be done untrained if one knows what all the controls do.  Checks are made under circumstances in which your ability to maintain your control is hampered.  Bad road conditions, being rammed or shot at are examples of challenges to your control.  You may also use a check to try and shake a pursuer or perform some level of stunt.

 

Task

Check DC

Duck and Cover

15

Evasive Maneuvers

15

Shake Pursuit

Skill Challenge

Stunt Driving

10+

Remain Seated

5+

 

            Duck and Cover: In some situations it is beneficial to be able to use your own vehicle for cover if under attack.  While this is not often difficult to manage in larger vehicles it might otherwise hamper your ability to drive.  A successful duck and cover will permit you to drop down and hang along one side of your cycle, or slide down in your seat as far as you can while still keeping your eyes in front of you in a buggy.  If successful, you manage to maintain cover without incurring penalties to your pilot skill checks for that round.

            Evasive Maneuvers: You can try to get your vehicle to perform actions it was not built for.  Examples of this are causing a cycle to jump or leap over obstacles or gaps and drive a metro-buggy along only two wheels on either side.  These maneuvers can be used to navigate obstacles or shake pursuit.

            Stunt Driving: This encompasses a variety of techniques that involve the use of balance, piloting with legs or feet and other improvised means.  Stunt driving can allow you to continue to pilot a cycle with your knees or by balance if standing up on the seat, or larger vehicles in similar ways.  This can permit you to remain in some level of control and use both your hands for other tasks.  Being forced to make a skill check while stunt driving applies a -5 to your skill check and can cause you to lose control of the vehicle in spectacular ways should you fail.

            Remain Seated: You can attempt to remain in your seat when you would normally be knocked or thrown from your seat.  To qualify to remain seated, you must actually be firmly in your seat.  Damage taken while trying to remain seated is applied as a penalty to your skill roll and any Strength challenges used to remove you permit you to add your skill rank to your roll.

            Try Again: Most situations prevent a retry.

            Special: You may take 10 but not 20. 

            When making or being forced to make a check you use a move equivalent action.

            If any locomotion device (e.g. tires) is reduced to 50% Hit Points or less you suffer a -5 to your skill checks.

 

Repair (Int; Trained Only)

            You can repair or attempt to jury-rig a damaged mechanical object.

            Check: Repair checks are made to bring a damaged mechanical weapon, tool, vehicle or similar objects back into a fully functional state.  Basic repairs involving component replacement or correcting minor problems have a DC of 10 to 15 and can be completed in a matter of minutes.  More extensive damage may require funding and more time as well as a higher DC.

            Proper tools are important and the kinds needed are dictated by the task.  In some situations a repair can be made without conventional tools but may impose a penalty to the check of -2 or more.

            Jury-Rig: These sorts of repairs are temporary at best and allow a device to function only under the lowest levels of stress and usually with reduced efficacy.  Jury-rig repairs make the task simpler and can reduce the repair check by 5 or more but any damage done will cause the device to break down again.  Jury-rigged devices that are subsequently damaged and break down again may increase any future repair or jury-rig DC or even make any repair impossible.

            Try Again: Some situations will not permit a second repair check due to the device being damaged to the point whole components need to be replaced or even damaging the device beyond repair.

            Special: You may take 10 on a repair check but not 20.

 

Battle Wagon Commander

[Spot, Knowledge (Tactics), Listen, Survival]

Most battle-wagon designs are heavily enclosed for protective reasons.  Neither the pilot nor the gunner can see much more than a 160 degree arc in front of them and so their perception of terrain and targets is less than optimal.  The Battle Wagon Commander is an optional but valued position as an individual that positions themselves to better survey the area and communicate important information to both gunners and pilots.

            The battle wagon commander is usually situated half in and out of a battle wagon access hatch or even fully out on the hull.  From their position the commander shouts out short phrases or code words for the gunner and pilot to point out matters of importance like targets or less rugged paths through terrain.  This positioning normally opens up the commander to some level of attack as they are not fully protected by the battle wagon.

            The battle wagon commander relies on their perception to spot important features and at least a little on their own defensive measures to avoid attack while venerable.  Important skills are ones such as Spot and in some cases Listen if the battle wagon engine does not drown out all sounds.  A little armor and quick feet can go a distance to keeping a commander safe while doing his job.  The Survival skill can help plot a smooth course in wild terrain while Knowledge (Tactics) can play an important role in battle.

            The nature of the job often means that moving freely about on the hull is preferable to taking cover in an access hatch.  Using the hatch to duck for cover means that until the commander surfaces again he is not able to do his job.  A battle wagon without a commander is at a serious disadvantage but even so a live commander is better than a dead one.  Those familiar with combat with a battle wagon understand the commander is the most vulnerable portion of the unit and may selectively target this weak point.  Direct or harassing fire can decrease a commander’s effectiveness, cause them to dive for cover or kill them.  Measures to provide transparent armor around the access hatch have had some success but are vulnerable themselves to being dirtied by very simple means to render them useless.

 

[Basic Cannon Tripod Mounting]

 

[Chassis, Engine, Primary Gun, Secondary Gun, Mobility (wheels, treads, etc.), Armor, Cargo]

 

[Engine: Basic level weight that does not affect speed, everything past that decreases top speed.]

 

Gunner (divide the reload difficulty of gun + ammunition to determine number of rounds to reload, divide gun difficulty by gunner skill to find the amount of Dex bonus added to guns to hit roll).  Firing a cannon and piloting at the same time will incur a -2 penalty to either check until one full round has passed in which both tasks are not taken.

 

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