Difference between revisions of "TheKawaiiEdition/SailorWarriorCharms"

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* <b>Cost: </b>  2 motes / success
 
* <b>Cost: </b>  2 motes / success
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type:  </b>  Subtle[[/Mental]]
+
* <b>Type:  </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Ability: </b>  3
 
* <b>Minimum Ability: </b>  3
 
* <b>Minimum Moe: </b> 3  
 
* <b>Minimum Moe: </b> 3  
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* <b>Cost: </b>  2 motes  
 
* <b>Cost: </b>  2 motes  
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Brawl: </b>  2
 
* <b>Minimum Brawl: </b>  2
 
* <b>Minimum Moe:</b>  2  
 
* <b>Minimum Moe:</b>  2  
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* <b>Cost: </b>  2 motes  
 
* <b>Cost: </b>  2 motes  
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Brawl: </b>  3
 
* <b>Minimum Brawl: </b>  3
 
* <b>Minimum Moe:</b>  2  
 
* <b>Minimum Moe:</b>  2  
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* <b>Cost: </b>  4 motes, 1 WP
 
* <b>Cost: </b>  4 motes, 1 WP
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Moe:</b>  3  
 
* <b>Minimum Moe:</b>  3  
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* <b>Cost: </b>  2 motes  
 
* <b>Cost: </b>  2 motes  
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Moe:</b>  2  
 
* <b>Minimum Moe:</b>  2  
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* <b>Cost: </b>  2 motes, 1 WP  
 
* <b>Cost: </b>  2 motes, 1 WP  
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Brawl: </b>  4
 
* <b>Minimum Moe:</b>  3  
 
* <b>Minimum Moe:</b>  3  
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* <b>Cost: </b>  2 motes
 
* <b>Cost: </b>  2 motes
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]
 
* <b>Minimum Performance: </b>  3
 
* <b>Minimum Performance: </b>  3
 
* <b>Minimum Moe:</b>  2  
 
* <b>Minimum Moe:</b>  2  
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Mount-Bolstering Method
 
Mount-Bolstering Method
* <b>Cost: </b>  1 mote/ +2 L[[/B]]  
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* <b>Cost: </b>  1 mote/ +2 [[LTheKawaiiEdition/SailorWarriorCharms/B]]  
 
* <b>Duration: </b>  one Scene
 
* <b>Duration: </b>  one Scene
 
* <b>Type: </b>  Speech
 
* <b>Type: </b>  Speech
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Ship-Bolstering Method
 
Ship-Bolstering Method
* <b>Cost: </b>  1 mote/ +2 L[[/B]]  
+
* <b>Cost: </b>  1 mote/ +2 [[LTheKawaiiEdition/SailorWarriorCharms/B]]  
 
* <b>Duration: </b>  one Scene
 
* <b>Duration: </b>  one Scene
 
* <b>Type: </b>  Speech
 
* <b>Type: </b>  Speech
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* <b>Cost: </b>  4 motes
 
* <b>Cost: </b>  4 motes
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Subtle[[/Mental]]  
+
* <b>Type: </b>  [[SubtleTheKawaiiEdition/SailorWarriorCharms/Mental]]  
 
* <b>Minimum Sail: </b>  3
 
* <b>Minimum Sail: </b>  3
 
* <b>Minimum Moe:</b>  2  
 
* <b>Minimum Moe:</b>  2  

Revision as of 08:08, 5 April 2010

Sailor Warrior Charms

(Charm Types as per charm guide on main Kawaii Edition Page. The five basic charms of each tree are described below.

Brawl, Performance, Ride, Sail, Survival are the five specialties of the Sailor Warriors.

The Basic Charms

  • Basic (Ability) Prana 1/1
    • Expert (Ability) Method 2/2
      • Companion (Ability) Technique 3/3
      • Specialist (Ability) Technique 3/3
        • Master of (Ability) 4/4

Basic (Ability) Prana

  • Cost: 1 mote / 2 dice
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 1
  • Minimum Moe: 1
  • Prerequisite Charms: None

Add one die for every mote spent to any pool of this Ability, to a maximum of the Magical Girl's Ability. This can be used to build defensive pools with an appropriate combat ability, from a base of zero dice. (IE, it can be used to buy a dodge or parry as appropriate.)

Expert (Ability) Method

  • Cost: 1 mote / 2 dice, +1 / target beyond the first
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic (Ability) Prana

The Magical Girl augments up to her Ability worth of people's pool in an Ability by two dice for every mote spent to a limit of her level in the Ability.

Further boosters cascade off this which increase the size of the group you can affect.

Companion (Ability) Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

Having failed at an action or just unsatisfied with it, the Magical Girl can choose to re-roll her failure in hopes of a better result.

Specialist (Ability) Technique

The Magical Girl can convert specialty dice on a roll with the relevant Ability to successes at a cost of 2 motes per auto-success.


Master of (Ability)

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 4
  • Minimum Moe: 4
  • Prerequisite Charms: Companion (Ability) Technique

The Magical Girl can reroll any check in this ability once, for the duration of a scene. She must take the second result if she chooses to reroll.


Magical Girl Brawl Cascade

  • Basic Brawl Prana 1/1
    • Expert Brawl Method 2/2
      • Companion Brawl Technique 3/3
      • Specialist Brawl Technique 3/3
        • Master of Brawl 4/4
    • Brutal Grasp 2/2
      • Ever-Tightening Vortex Assault 3/3
    • Flowing Water Defense 4/2
      • Form of Water 4/3
    • Groin Kick 3/2
      • Crippling Strike 4/3
      • Dirty Fighting Stance 4/2
      • Undertow 4/2
      • Wrist-Breaking Strike
    • Tangling Waves 3/2


Brutal Grasp

When initiating a clinch, you inflict lethal damage with your clinch and add any extra successes to the damage inflicted.


Ever-Tightening Vortex Assault

  • Cost: 5 motes
  • Duration: Until Clinch is Broken
  • Type: Simple
  • Minimum Brawl: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Brutal Grasp

The Sailor Warrior makes a clinch attack; if she succeeds, it does Lethal damage, and each round it is maintained, it does an additional 1 Lethal damage, until the Clinch is broken.


Flowing Water Defense

  • Cost: 4 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Brawl: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Brawl Prana

Like Water, you learn to flow with an impact, springing back into shape in its wake. When struck, roll Dex + Brawl. Against Bashing damage, every success negates one wound; every two successes negates one lethal wound. It does nothing to stop aggravated damage, and cannot stop charm-enhanced damage or sorcery.

Form of Water

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Reflexive
  • Minimum Brawl: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Flowing Water Defense

The Magical Girl turns into water and flows out of any bonds, grapples, clinches, holds, etc. This automatically escapes any mundane ones and allows a full dice pool escape action against sorcery and charms, if any such is possible normally.


Groin Kick

Fighting dirty is the Sailor Warrior Way. This isn't the Olympic Games. The Magical Girl's unarmed blow strikes her foe in the groin. If the blow hits, the foe must beat her post-parry/dodge attack successes on a Stamina + Resistance roll, or else suffer a -1 die penalty for each point of Brawl she has, which lasts until the start of her next turn.


Crippling Strike

When Groin kicks won't do, it's time to move up to something incapacitating. The Magical Girl choses a limb, then attacks at +2 difficulty. If she hits anyway, her victim rolls Stamina + Resistance with a difficulty of her Brawl. If he fails, the chosen limb cannot be used until healed; it is broken. If he succeeds, he suffers a -2 die penalty the rest of the fight from the injury to it.

Dirty Fighting Stance

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Brawl: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Groin Kick

The Sailor Warrior fights dirty, aiming for eyes, ears, kidneys, etc. All his blows inflict Lethal damage, and his foe must roll Stamina + Resistance with a difficulty of the damage inflicted by the blow. If he fails, he suffers a -1 die pain penalty which lasts the rest of the scene. This is cumulative from each blow. Dirty Fighting Stance also allows you to parry lethal damage blows with your Brawl skill.

Undertow

Fighting fair is for suckers; you reach out and trip your foe; if you inflict at least one wound from the blow, your foe also falls down. If your foe is within your Moe in feet of a precipice, he falls in.


Wrist-Breaking Strike

You strike at a foe's wrist and hand; treat as an attempt to disarm. on a successful disarm, your foe must roll Stamina + Resistance with a difficulty equal to your successes on the disarm. If they fail, you break their hand and wrist, inflicting a penalty equal to your Brawl + Moe to any die pools which require the use of that hand.

Tangling Waves

  • Cost: 3 motes
  • Duration: Instant
  • Type: Extra Actions
  • Minimum Brawl: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Brawl Prana

The Magical Girl lashes out like waves hitting the shore, and attacks two foes, pulling both into a clinch. (Roll once, each defends seperately.) If you grab only one, you do normally clinching damage and should probably cry at the waste of your Essence. But if you grab both, each round you maintain this charm and the clinch, each inflicts Clinching damage on each other when you inflict clinching damage on them (you are smacking them into each other. Clinching damage = Strength +2 Bashing)). Each suffers a +2 difficulty to escape the clinch, and if they choose to do damage, they also damage the other person in the clinch.


Magical Girl Performance Cascade

  • Basic Performance Prana 1/1
    • Expert Performance Method 2/2
      • Companion Performance Technique 3/3
      • Musical Unity 3/2
      • Specialist Performance Technique 3/3
        • Master of Performance 4/4
    • Attention-Grabbing Performance 3/2
      • Supremely Dramatic Speech 4/3
    • Dual-Layered Performance 3/2
    • Emotion-Laden Performance 3/2
      • Emotion-Inspiring Performance 4/3
    • Mask of the Actor 3/2
      • Alternate Persona 4/3


Musical Unity

  • Cost: 2 motes + 1 mote / person
  • Duration: One Scene
  • Type: Speech
  • Minimum Performance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Expert Performance Method

Individual drops of water may be different sizes, but once they join, you can't see the boundaries between them any longer. You can unite one person for every mote spent into a performance group, to a limit of your Performance + Moe. Everyone rolls for any performance checks, but everyone uses the best roll out of the group to determine their success.


Attention-Grabbing Performance

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Performance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Performance Prana

The Magical Girl goes into a performance routine which draws people's attention. All those who can witness her performance, unless she exempts them or they have Moe superior to hers, suffer a penalty to all Perception checks equal to her Performance, unless the check relates to observing her.


Supremely Dramatic Speech

  • Cost: 6 motes, 1 WP
  • Duration: For Performance
  • Type: Speech
  • Minimum Performance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Attention-Grabbing Performance

So long as the Magical Girl continues to pontificate, all around her must stand and listen to her if they have Moe inferior to hers. She rolls Charisma + Performance; they must either equal her successes with a willpower check or else burn a WP every turn to do anything but listen, dodge, or parry. She can exempt her allies from the effect.


Dual-Layered Performance

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Performance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Performance Prana

The Magical Girl delivers a performance which works on two levels at once. Most observers will see only the surface level, but her chosen targets will recieve a different message or moral.

Emotion-Laden Performance

The Magical Girl chooses a virtue and delivers a performance which is laden with that virtue and its associated emotions. She may add one of her Virtues to her die pool for the roll, without needing to burn a willpower.


Emotion-Inspiring Performance

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Performance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Emotion-Laden Performance

Pick an emotion; roll Charisma + Performance. You inspire that emotion in everyone whose Moe is equal to or less than your number of successes (and whose Moe is less than yours). All your targets must roll temperance with a penalty equal to your Moe. Those who fail will be gripped by the emotion, acting according to their own nature.


Mask of the Actor

  • Cost: 2 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Performance: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Performance Prana

You are good at hiding your true emotions behind a performance. Roll Manipulation + Performance and add your successes to the difficulty of an attempt to determine your true feelings and desires and nature.


Alternate Persona

  • Cost: 5 motes, 1 WP
  • Duration: Indefinite
  • Type: Speech
  • Minimum Performance: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Mask of the Actor

You become a skilled impersonator, able to easily project other personas. The difficulty of any attempt to see through your acting is increased by your Performance. This charm also disguises you to resemble your chosen target.


Magical Girl Ride Cascade

  • Basic Ride Prana 1/1
    • Expert Ride Method 2/2
      • Companion Ride Technique 3/3
      • Specialist Ride Technique 3/3
        • Master of Ride 4/4
    • Mount-Bolstering Method 3/2
      • Battle-Readying Prana 4/3
    • Sea Horse Technique 3/2
    • Steady Steed 3/2
    • Swift-Taming Method 3/2
    • Water Hugs the Shore 2/2


Mount-Bolstering Method

A thin layer of ice armor forms around your steed, providing +2 Lethal and Bashing soak for every mote spent, to a limit of your Ride in number of motes.


Battle-Readying Prana

  • Cost: 5 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Ride: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Mount-Bolstering Method

Your mount's blood speeds up and ice extensions form around its natural weaponry. While the charm lasts, your mount adds your Moe to all damage it inflicts, it has one extra pip each of Strength, Stamina, and Dexterity. It moves at 150% its normal base move.

Steady Steed

  • Cost: 3 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Ride: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Ride Prana

Nothing panics your horse; it automatically makes all valor checks necessary for the duration of the scene, regardless of what happens.


Sea Horse Technique

  • Cost: 4 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Ride: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Ride Prana

You infuse your mount with the essence of Elemental Water. This enables it to swim freely and breathe underwater while the charm lasts.


Swift-Taming Method

  • Cost: 3 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Ride: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Ride Prana

You may freely ride the target mount, even if it was previously hostile to you or eats humans for a living. Only works on steeds of equal or lesser Moe.


Water Hugs the Shore

  • Cost: 3 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Ride: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Ride Prana

Like water hugging the shore, you stick to your mount, guiding it with subtle shifts of your body. This provides several benefits. Your arms are free to do other things, from casting spells to shooting a bow, with no penalty. Secondly, you may make your Ride rolls reflexively, without having to use an action, when it becomes necessary. Finally, you are hard to dismount; the difficulty of anything trying to knock you off your mount rises by your Ride.


Magical Girl Sail Cascade

  • Basic Sail Prana 1/1
    • Expert Sail Method 2/2
      • Companion Sail Technique 3/3
      • Specialist Sail Technique 3/3
        • Master of Sail 4/4
    • Current-Conjuring Method 3/2
      • Swift-Sailing Technique 4/3
    • Ship-Bolstering Method 3/2
    • Ship-Patching Method 3/2
    • Starless Navigation Method 3/2
    • Swamp Foe 3/2

Current-Conjuring Method

  • Cost: 5 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Sail: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Ride Prana

The Magical Girl invokes her power over waves and currents; then she rolls Wits + Sail. Each success increases sailing speed by 20%.


Swift-Sailing Technique

  • Cost: 10 motes, 1 WP
  • Duration: one Day
  • Type: Speech
  • Minimum Sail: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Current-Conjuring Method

Now the master of Oceanic movement, the Magical Girl compels the waters to cooperate in speeding her path. Multiply the travel speed of the boat by your Moe.


Ship-Bolstering Method

A thin layer of ice armor forms around your Boat, providing +2 Lethal and Bashing soak for every mote spent, to a limit of your Sail in number of motes.


Ship-Patching Method

  • Cost: 1 mote / wound
  • Duration: One Scene
  • Type: Speech
  • Minimum Sail: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Sail Prana

The Magical Girl can instantly patch damage to her ship by replacing damaged timbers with ice. This heals one wound per mote spent to a limit of Sail + Moe. However, the ice melts at the end of the scene, so you must repair it for real quickly. This can also be used to replace or fix damaged sails.

Higher level versions of this charm can permanently fix ships.


Starless Navigation Technique

Instinct and a mystic link to the sea enables the Magical Girl to navigate without stars, landmarks, the sun, etc. This charm removes all environmental penalties on a Sail check which involves navigation.


Swamp Foe

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Sail: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Sail Prana

The Magical Girl curses a hostile ship as it is making a Sail check. Roll Wits + Sail, increasing the difficulty of its action by the number of successes.


Magical Girl Survival Cascade

  • Basic Survival Prana 1/1
    • Expert Survival Method 2/2
      • Companion Survival Technique 3/3
      • Specialist Survival Technique 3/3
        • Master of Survival 4/4
    • Bath-Hating Cat Method 4/2
    • Cunning Scavenger Prana 4/3
    • Forest Fire Snuffing Technique 4/3
    • Obscuring Mist 3/2
    • Water-Purifying Method 3/2
    • Water-Summoning Method 3/2
    • Water-Walking Method 4/3


Bath-Hating Cat Method

  • Cost: 4 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Survival: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Survival Prana

Many animals hate getting wet; you can drive off a hostile animal by dousing him with water with this charm. Roll your Manipulation + Survival with a difficulty of the target's Valor. If you succeed, the animal flees.

Cunning Scavenger Prana

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Survival: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Survival Prana

There is always food to be found in the wilderness; plant-life needs water, and by finding the water, you will find the edible plants. Roll Perception + Survival; each success scrounges up enough food for one person for one day.

Forest Fire Snuffing Technique

  • Cost: 10 motes, 1 WP
  • Duration: Instant
  • Type: Speech
  • Minimum Survival: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Survival Prana

Few things are worse than being caught in an out of control forest fire. This charm calls down rain which swiftly snuffs the fire for a radius of 50 * Moe yards around the Magical Girl.


Obscuring Mist

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Survival: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Survival Prana

The Magical Girl invokes local water sources and calls up a mist which shrouds a radius of 10*Moe yards around her. It keeps conditions comfortably cool, though wet within it, warding off extremes of heat and cold. It also obscures sight, providing bonus dice to stealth attempts equal to the Magical Girl's Moe and increasing the difficulty to hit anyone inside it with Missiles by her Moe as well.


Water-Purifying Method

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Survival: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Survival Prana

The Magical Girl focuses her will to purify water of diseases, parasites, and contaminants. Roll Perception + Survival; each success purifies one gallon of water.


Water-Summoning Method

  • Cost: 2 motes/person
  • Duration: Instant
  • Type: Speech
  • Minimum Survival: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Survival Prana

There is always water below the surface, if you dig deep enough. The Magical Girl invokes her bond to water and draws to the surface enough water for one person for one day for every 2 motes she spends, to a limit of her Survival.


Water-Walking Method

  • Cost: 2 motes/target
  • Duration: One Scene
  • Type: Speech
  • Minimum Survival: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Survival Prana

Like water insects, the Magical Girl and her chosen allies (she can affect up to her Survival worth of targets) can now walk upon the surface of any water without sinking in.



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