Wow! Amazingly fast! Thank you, Nem! Oh, and I love the OOC title!
We had three people express interest which is enough for me to get things set up.
I suggest we talk here about character ideas.
It is June 1940. I listed a few ideas in the teasers. But really, the sky is wide open.
I have a bunch of pregens, and other tools to make character creation easier. I can also share the player's guide for those who would like to give it a bit of a read, oh and the Resistance guide.
A quick note, this will be cinematic and pulpy. There are plenty of in-game tools for the PCs to control the dice and make things go their way.
If you didn't comment in the Teaser thread, that is just fine. The water is warm... well ok not too warm, but you are welcome!
I'd love to see the full guides, Pande. That often inspires me. Though I have some vague ideas already. I'm hoping Lionhawke plays because I miss playing with them in OCG.
Raider, Criminal, Built Like A Brick Outhouse Stealthy, intimidating boatman with an axe and a demolition kit Gets people in and out, no muss no fuss, let's have a whisky to celebrate, eh?
Oh geez, Pande! I tweaked my post so there's no conflicts there. There was some part of me that thought... hey, Vryx, don't make any assumptions here, and then I was like.. oh, it's a Pande game, I'm sure it's fine. Yikes!
Anyway, sorry about that! I was just trying to keep it moving to the action roll you'd wanted.
Well, I was going to say something on the plane, as that is Lionhawke's pregen. But Dying on The Drop totally fits.
Army Rangers, who are considered elite airborne troops, tend to suffer around 12% casualties on any given jump.
During WWII, the rates were significantly higher. Not only were they more combat-oriented, i.e., hot zones, they had less experience. The rate was around 40%.
So, losing one on this jump completely fit with my idea of how the scene should play out. I just picked the character that wouldn't be duplicated.
Oh and yes, PCs can die, just not quite so casually. This is a horror game after all. <g,d,r>
So, looking at the pre-gen of Agent Rogers, if Isabella is using the same stats, then her target for Insight + Observation is a 14 (with a 4 or less being a crit if "Sight" Focus is relevant). So with her rolls of 13 and 5, she got two Successes and also just missed a crit.
With a target of 1 Success, does this mean that both Isabella and Jean-Jacques now have 1 Momentum in their pool, Pande?
[OOC: Sight is specifically 2nd sight, like seeing supernatural elements. Which doesn't apply at the moment.
Correct any bonus successes offer Momentum. To be used, you just have to declare how many of the current pool you wish to use for additional information or benefits. Consider 2 being added. You guys tell me if any wish to be spent. I won't take them if they aren't useful, but I also won't volunteer things unless the offer is at least made. ]
Each scene one falls off as the transition occurs.
You can spend Momentum to buy an additional 1d20 for a test. You can also buy an additional 1d20 for 2 threat added to the GM pool.
Momentum can be spent for additional damage, effect or some thing else from your tests.
For example if you are doing an Insight + Observation you get the basic information as the roll suggests. You can then spend Momentum to learn a bit more, as if you had multiple successes.
You can use Momentum to establish a fact about a scene called a truth.
The PCs are south of the village and have found that the resistance forces have been eradicated, and all potential hiding places burned to the ground, scorched earth policy.
There are still buildings to the North. and East of the village.
Hey Pande, Wasn't sure where to post these. Maybe Ken and Lionhawke can take the text and make galleries for their folks. Since the pre-gens, you'd said, were made before the rules were fully fleshed out, I did some rebuilds according to the rules to best fit to the pre-gens. Swann and Isabella's pre-gens were both getting jobbed for their Courage. Isabella is positively indominatable! I also realize I missed one rule about adding personal belongings for Jean-Jacques' build so I gave him a leather jacket and a lockpick knife.
Magic is really different from the pre-gens. I think they cranked up the Medicine skill of Daphne as a pre-gen to make the healing spells easier but I found no way to use the rules for character building to match it. But Isabella's higher Will than Daphne pretty much makes up for it. Looks like they only gave her one spell when she should have two Flawed too. The "counterspell" and "ritual" are things she can just do not tied to bound spells. So I was able to match the generic "healing" spell to the Celtic Spellbook Bounties of Dagda. Lionhawke should be able to choose two more from these as Flawed versions: Spear of Lug (physical attack - Fighting), Gaze of Balor (mental attack - Persuasion), Gift of Arduinna (speed up allies - Survival), Horn of Neit (ensnaring roots - Survival), Cyclone of Cernunnos (summons a vortex especially dangerous to mythos creatures - Survival), Roots of the Earth (teleport through earth - Survival), Ogham Sign (strong attack vs Mythos creatures - Academia). Lionhawke what are you interested in? Personally, Ogham Sign is great for you with your high Academia and maybe Gaze of Balor. But Roots of the Earth seems great for this mission, perhaps.
Code
Isabella
[b]Nationality:[/b] Austrian
[b]Rank:[/b] Double-Agent
[b]Archetype:[/b] Occultist
[b]Background:[/b] Academic
[b]Characteristic:[/b] Bookworm
[b]Truths:[/b] Austrian, A Brilliant Mind, Fascinated with Forbidden Knowledge, German
[b]Stress:[/b] 11
[b]Courage:[/b] 6
[b]Armour:[/b] 0
[b]Fortune:[/b] 3
[b]Injuries:[/b]
[b]Languages:[/b] German, English, French
[b]Attributes[/b]
[list]
[*]Agility: 7
[*]Brawn: 7
[*]Coordination: 8
[*]Insight: 10
[*]Reason: 10
[*]Will: 9
[/list]
[b]Skills[/b]
Academia: 5 (History, Linguistics, Occultism), Engineering: 1, Medicine: 1, Observation: 3 (Sight), Persuasion: 3, Resilience: 2, Stealth: 1, Survival: 1
[b]Talents[/b]
[list]
[*]Occult Scholar - Spellcaster, Gain Courage equal to Academia skill
[*]Book Smart - Ridiculously well-read. If you spend Momentum to Obtain Information during a scene, can reduce Momentum cost of one bonus d20 purchased later in the scene by 1.
[*]Polymath - Once per scene spend 2 Momentum to gain an additional Focus for scene, skill must be 2 or higher
[/list]
[b]Equipment[/b] - carry unencumbered 1 Major + 3 Minor
[list]
[*]Winchester M12 Shotgun (Major) - Close Quarters, Range Close, Stress 5D +2, Salvo Vicious, Reliable, Inaccurate, Coordination + Fighting
[*]Ritual Tools
[*]Books and Journals
[*]Binoculars
[*]Ammo: Shotgun 3
[*]Access to Library: When there, 10 research resources, each 1 bonus Momentum to buy extra d20s on skill tests.
[/list]
[b]Contacts[/b]
[list]
[*]Academia
[*]Occultism
[/list]
[b]Magic: Dabbler (Will)[/b]
[list]
[*]Power 1D (3D if generating 1 Threat for each effect rolled)
[*]Spell: Bounties of Dagda (Skill: Medicine, Difficulty 2, Cost 4D Drain, Duration Instant) - Remove stress equal to Power from all allies in Close range, for 2 Momentum they also remove a single injury, for 1 Momentum, defeated allies recover immediately, for 2 Momentum range is Medium
[*]Flawed Spell: tbd
[*]Flawed Spell: tbd
[/list]
Code
Captain James Swann
[b]Nationality:[/b] British Caribbean
[b]Rank:[/b] Captain
[b]Archetype:[/b] Commander
[b]Background:[/b] Military Officer
[b]Characteristic:[/b] Veteran of the Great War
[b]Truths:[/b] Caribbean Heritage, A True Leader, Veteran Commando Captain, English
[b]Stress:[/b] 11
[b]Courage:[/b] 2
[b]Armour:[/b] 1
[b]Fortune:[/b] 3
[b]Injuries:[/b]
[b]Languages:[/b] English, French
[b]Attributes[/b]
[list]
[*]Agility: 7
[*]Brawn: 7
[*]Coordination: 9
[*]Insight: 8
[*]Reason: 10
[*]Will: 10
[/list]
[b]Skills[/b]
Academia: 1, Fighting: 4 (Handguns), Persuasion: 2, Resilience: 1, Stealth: 1, Survival: 3 (Urban), Tactics: 4 (Army, Leadership), Vehicles: 1
[b]Talents[/b]
[list]
[*]Born Leader - Spend a Fortune point to give a single ally a Fortune point.
[*]Direct - In an action scene, as a major action, select a single ally you can communicate with and they get to immediately attempt a major action. If includes a skill test, you assist with Tactics.
[*]Cool Under Pressure (Survival) - When an ally attempts a Survival skill test, and can communicate with them, can spend 2 Momentum to allow them to use your skill and focus
[/list]
[b]Equipment[/b] - carry unencumbered 1 Major + 3 Minor
[list]
[*]Fighting Knife - Melee, Stress 2D (Piercing 1), Agility + Fighting
[*]Enfield No.2 .38/200 Service Revolver - Handguns, Range Close, Stress 4D, Salvo Vicious, Close Quarters, Reliable, Coordination + Fighting
[*]Sten Mk IIS Suppressed Submachine Gun (Major) - Close Quarters, Range Close, Stress 3D, Salvo Stun, Inaccurate, Subtle, Coordination + Fighting
[*]Ammo Belt
[*]Helmet
[*]Ammo: Revolver 6, Submachine Gun 6
[/list]
OMG I didn't really even look at these pages. Let me take a better read - including your suggestions for magical abilities. It might all fall closer in line with how I was thinking about the character. Thanks!
So, we can let the scene stand as written, but maybe a snap back and higher resolve in the end.
Okay. I've done a real reading of the spells section in the Players Handbook.
Here are my thoughts - pending GM approval:
Much like myself, I can envision the academic nature of Isabella across a broad swath of languages, cultures, mythos, etc. Rather than learn everything in depth, and be stuck with a limited multiverse view, she would pick and chose -- or better yet, just get caught on particular spells from different cultures. [My particular example is that I've trained in six languages, but get stuck on certain words in each language and forget the other equivalents often.]
So, I think she would pull from both the Celtic and Nordic traditions of spells. (It would have been great if there were other cultures present, based upon her background.) This also works if, in addition to the Healing Spell, she gets two (2) more to work from.
Therefore, I think the Ogham Sign would have been learned, because she knows that specific weapons against the Mythological creatures she knows exist. (I even have a short bit created with an earlier adventure with her twin-sister, Elsa.)
Honestly, I am caught between The Gaze of Balor and The Wisdom of Frigg, based upon her work as a spy/double-agent (uses of persuasion and derivations...) However, I think she would have learned The Wisdom of Frigg in order to quickly assess situations and how to act (and save her pretty ass.)
Thoughts?
Oh - a PS: I didn't see anything in her revised character sheet that indicates her background as an Olympic Pentathlete. I'll work that in to the stories - but you can judge the numbers.
Changing Background from Academic to Athlete would mean...
-1 to Coordination -2 to Reason -1 to Will +2 to Agility +2 to Brawn
-2 to Academia -1 to Observation -1 to Persuasion +2 to Athletics +1 to Fighting +1 to Resilience
Lose 3 Courage Lose Will bonus Change of Talent and Focuses Generally would result in a loss of effectiveness of magic using, I think. I'd have to redo it.
ACADEMIC Your life has been spent amongst books and other sources of knowledge. You may have been an expert in a particular academic field, such as a historian or some form of scientist, or you might have spent your time preserving and spreading knowledge, perhaps as a teacher, librarian, or museum curator. ?Attributes: Coordination +2, Insight +1, Reason +2, and Will +1 ?Skills: Academia +2, Observation +1, Persuasion +1 ?Focuses: Choose 1 focus from Academia, and 1 focus from any other skill. ?Talents: Choose 1 talent with the Academia keyword (p.XX). ?Truth: Choose a truth from the list, or create your own relating to your academic background: ?Doctor of (subject) ?Museum Curator ?Professor of (subject) ?Belongings: You have a contact (Academia)
ATHLETE You’re a professional athlete. In spite of trying to maintain a degree of normality, many professional sports are suspended during wartime, with athletes finding other ways to contribute to the war effort. Skilled servicemen were also retained to play in Army versus Navy matches and other similar sporting contests to keep morale high on the home front. ?Attributes: Agility +2, Brawn +2, Coordination +1, Insight +1 ?Skills: Athletics +2, Fighting +1, Resilience +1 ?Focuses: Choose 1 focus from Athletics, and 1 focus from any other skill. ?Talents: Choose 1 talent with the Athletics keyword (p.XX). ?Truth: Choose a truth from the list, or create a truth relating to your sporting career. ?Star Footballer (Soccer) ?Baseball Champion ?Olympic Boxer ?Belongings: Gain either a baseball bat, cricket bat, or other piece of sporting equipment of your choice, which could make an improvised weapon.
I was going to say: So much for the concept of the scholar-athlete!
I agree that there should be some sort of compromise.
Or, is there a concept that X is what a common person can do (for example played high school sports but never went further); and then X+X is an average college athlete that goes on to be a different career; to then X+X+X would be a pro athlete specialist?
I think Isabella would be the example of doing college level athletics but went on to specialize in another career - academic of history and literature, which led to occult studies....and eventually a side gig as a double-agent.
The Broken Truck, you can use the end of the other thread to inform yourself. Though I assume the Captain would follow the lead that the French Resistance operative offered.
I will try to keep things active, but as a heads up I am having surgery on my dominant hand next Wednesday. I expect I will be slower about typing, for some strange reason.
I suffer from a genetic gift from my mother Dupuytren's contracture. It causes both of my pinkies to curl inward. My right hand has become so annoying that I can't put on gloves, and though I work around it, it gets in the way of typing, which I do all day long. So going to get it fixed. Being the disease has no cure, it will return. The question is how fast. We will see.
With the idea that Ken is out of the loop for who knows how long, do we want to continue with two and NPCs? I am ok either way, just letting you two decide.
Pande, we never updated Isabella's character sheet when Lionhawke chose Isabella's spells.
Flawed Spell: The Ogham Sign (Skill: Academia, Difficulty 3, Cost 5 Drain Piercing 1, Duration Instant) - Inflicts a single supernatural creature in Medium range, Power +2 mental stress with Drain and Piercing 2 effects, even if immune to mental attacks. If suffers injury, loses benefits of Invulnerable for scene. If defeated, it vanishes, banished. Flawed Spell: Wisdom of Frigg (Skill: Observation, Difficulty 1, Cost 3 Drain Stun, Duration Instant) - The spellcaster chooses a single creature within Medium range. Spellcaster gains 3 bonus Momentum that can only be spent to learn information about the creature or create a truth reflecting its weakness.
Because they are Flawed versions, I did not list the extra stuff you can get by spending additional Momentum because you can't for Flawed spells. You also gain an automatic Complication in addition to rolling any 20s. And you can't spend Momentum for extra d20s, you can only gain by generating Threat.
Ok, so only buy d20s by accepting Threat. To my mind both spells require seeing a target, which means lifting the trap door. Do you two agree with that assessment?
Yes, that was one reason I wanted to get that update in here, to understand exactly what the spells do. I acknowledge that I'm definitely the rulesiest rules guy in the campaign though.
Oh sorry, I read it as: "Don't open the trap door yet, let me cast this spell." But I reread it and it's not exactly that way. But I did want to update the rules on the spells.
Should I go ahead and make a post about popping out, Pande?
Lionhawke, don't roll yet until we know what we're facing because this spell will knock you out a little and also will add complications.
For Wisdom of Frigg, it would be Will + Observation as your target number.
Just to follow up, spellcasting is more complicated than I'd originally thought.
Isabella has to have a "mantle" like a magic wand, a totem, something significant to her.
And in order to cast a "battlefield spell" it had to be prepped and put in the mantle ahead of time otherwise it needs a long ritual. A spellcaster can only prep a number of spells in the mantle according to their power rating. A tradition or research spellcaster starts with 2 plus bonus dice based on Insight or Reason. Dabblers, like Isabella, start with a base 1 plus bonus dice according to Will (so that's a +1).
So, this is important because it means that she would only have two of her three spells in the mantle. She can cast them as many times as she wants but she'd have to pick.
She might rather have the unflawed healing spell and the powerful Ogham Sign that gets to use her very high Academics skill to roll against but is also riskier, being difficulty 3, a roll of 18-20 makes a complication, in addition to the one she gets automatically from it being flawed.
And dabblers, when casting, can boost their power base from 1 to 3 by making some risky challenge dice, possibly generating a lot of Threat.
We can assume that she has something that she has prepared. Isabella knew that she would be facing the Black Sun and likely would have set the workings in place. Just describe whatever the mantle item is in play. (I am willing to be flexible for this scene, and she can decide in play. There is no need to hamstring anyone at this stage. We are about to have the BIG scene.)
Yes, that is precisely how I read things! I will double-check, but it looks like you covered everything.
Let me write a post with the popping up to peek.
Last edited by Pandemonium; Fri 16/02/2421:03 UTC.
Boy these characters are complicated! Not sure if I get this right.
And, just as a reminder: The Effect dice work like 1 and 2 are a 1 or 2 as normal, 3 and 4 are a blank, 5 and 6 are a 1 plus Effect.
Swann: Because his Enfield Service Revolver is reliable, I think he shoots first as there's little chance of a complication. Maybe best to aim at the Black Sun leader. Coordination + Fighting is a 13 and he crits on a 4 or less. He should use a salvo so he does 4D Vicious (which turns those 5 and 6 rolls into 2 damage). He can also use the Aim minor action before the shooting to be able to reroll one of the d20s, I think?
Walker: She also has a reliable Enfield Service Revolver. And when she takes the Aim action because she is a Sharpshooter, in addition to the reroll, she gets a free extra d20 and adds Piercing to the attack. She could also grab two Momentum from the pool to also add Piercing, which would make her shot a Piercing 2. Her target is also a 13.
Nilsson: Probably most effective for him to cast Hammer of Thor. His roll to succeed is Insight + Fighting (11). The basic result is on a single target he gets to do power (currently 2D) + 4D with the Area effect. Which means for every effect he rolls, he can do the same damage to another target Close to the first one. The cost is 3D Drain, Piercing 1. So for each effect rolled he takes a fatigue (which lowers his total stress) and also adds Piercing which would mean the damage rolled in the 3D to himself ignores up to that amount of his 2 Courage. He also has some interesting options. He could use Mystical Power to bump his base power to 4D, making it 8D on the damage. But if he does then all his allies each take 1 mental stress for each Effect he rolls on the cost. That kind of seems worth the risk. He also could use A Price to Pay if his spell roll is successful. Doing so gives him two Momentum to spend on the spell effect. Which is nice because he could add Vicious or Stun to the attack for two Momentum. For one Momentum he could change Area to Piercing 2 but I think the nice cluster of bad guys means he wants Area. A Price to Pay adds 2D to the spell cost which is bad for everyone and it's Physical instead of Mental stress which he's less resistant to. He also has the Momentum pool he could spend which is ... 6? Might be worth spending at least one so he has 3 d20s because we don't want this to fail with the high cost to pay. My thought is follow with him and see how many bad guys he can get with this: Mystical Power and Hammer of Thor.
Crook: Can he be sent to bite a rope to free a prisoner?
Gregg: He's not a bad shot (11) but he's the worst of the NPCs and uses machine guns which you can't Aim. He does have a pistol that if he Aims it, gains Intense which adds another Injury if he inflicts an Injury, which... all of this is really complicated hahaha. But maybe it's more reliable for him to go free a prisoner.
Jean-Jacques, probably best to run in with his axe if the big worm thing is around? Or free a prisoner? I don't know. I just spent like 90 minutes trying to understand the rules.
I have to sit down with the rules and go over the numbers. Thank you for doing this! It will help me take a clearer look at things. That is exactly why I wanted to run this game.
A point, though, is that since the trap door is in an alcove, the PC/NPCs can sneak up into that alcove and set this scene up the way you have expressed. A meta-comment: the Black Sun operatives are busy with the ritual, so there is a very low risk of doing so.
Maybe, but my plan was more like it seems like there is extreme urgency to act immediately. If it were possible instead to use some Stealth and free the villagers enough to get them out of harm's way when the firing started that would be even better. I think Lionhawke would like to do that based on their earlier post. Momentum can be spent for extra actions, right?
Wow. A lot of math here in the face of some ugly looking creatures.
So. I've indicated in several posts the amulet that has an attachment to her twin sister, Elsa Schneider. That would be Isabella's mantle - as per the rules. {Note: I've envisioned in my writing that the amulet, of which is an artifact from their father's collection, was first used for a healing spell on Elsa when they were younger and that a lifeshard of both women is present within it. Hence, why Isabella seems to talk to it as if it were Elsa.}
I agree that this would be where she would have stored battlefield spells to be called forth in preparation of this mission. As per previous writings, the healing spell and the banishment spell would be the strongest and most logical to have -- if I only get two. Frigga's Wisdom (and why this keeps autocorrecting to Fridge is hilarious!) would be a recent development based upon her new role as a double-agent. As such, she would only trust the results some of the time and might not have stored it. Though she would have a copy in her little spell book, which I reasserted she had under her jacket.
If I understand you correctly, the spells can be brought forth unlimited times until she loses consciousness or sleeps. Great!
Within the rules, and some logic, I think her setting up the Sign of Ogham escape in the tunnel would be a bit of battlefield spell casting with ritualistic elements, that act as the trap; i.e., the ritual bound the space to be activated.
So, for the action - I think it's obvious that they need to disrupt the proceedings and she would target the big baddie even without using the Wisdom spell.
BTW who is going to cut the villagers down so we can get them out?
Momentum is a powerful resource that lends itself to many uses:
Buying D20s – before rolling for a Skill Test, a player may spend Momentum to add more dice to their pool to a maximum of 5d20
Create a Truth – a player may spend 2 Momentum to establish a new Truth in the scene or remove a negative Truth currently in play. The Truth created has to be related to the skill test passed and should logically follow from those actions
Obtain Information – the player may ask the gamemaster a single question that they must answer truthfully per momentum point spent. Again this question has to be related to the skill test attempted.
Reduce Time – Momentum can be spent to reduce the amount of time taken by a task.
While not directly creating additional actions, certainly using this creatively, free a villager stealthfully, 1 per momentum spent. Take less time to free a villager...
Note though if there is some sort of spiritual component to the ongoing ritual, they might notice less power, ie a villager has escaped....
My thoughts are these: It is a trap door, one to two people can stick their heads up at once. So not all of the NPCs can act at once, unless they climb out and prepare.
One round or two for prep isn't a huge deal given the scope of what is going on, but it is up to you as the pcs acting in this situation. So I don't know where that threshold lies.
Jean-Jacques and Walker are the stealthiest. Maybe they go first and try to free prisoners and get them to cover behind the pillars? Maybe best to do the two farthest ones who would be most in the line of fire from the others?
Gregg and Swann could then lay down fire while Nilsson and Isabella do their magic things? And the dog runs in to back up Walker and Jean-Jacques as they protect the other villagers?
Okay. Stealthy to get the team up there and everyone in place. Then we spring into action!
Isabella is expecting this to be an initial battle - with others still to follow -- and their escape traps the best way to take out the remaining Black Suns.
But she'll spend momentum as needed to turn their tide.
Isabella initial actions Lionhawke rolled 1d20,1d20 and got 4, 16
I did re-roll because I thought it split into single numbers vs. a total.
Correct it is an individual d20 each time. You start with 2 but can buy up to 3 more depending. Though for spells you give the DM Threat for each extra die. That means you empower the villains too.
I'm going to be totally unavailable weekdays from Wednesday through next week. Might have a little time on weekend but might be scrambling to catch up real life.
Things are a little more challenging here as well. Sorry that I simply don't have the bandwidth. Seems a lot of folks having a rough time right now. Big hugs of support for all!
let me know when you are ready to start back up. major part of the crisis is over and stable. just on to the stages of it all. thanks for your patience.
Since it is just the three of us, let us allow Vryx to get done with his business trip and get back to things. Probably another week if my timeline estimate is close.
Glad things are more stable. Life can be messy sometimes.
I was awaiting your return. Since you are back and available, I have posted to the game thread requesting a roll. Feel free to comment as you will there or here if you wish to suggest courses of action and or additional dice thoughts.
That was the simple, though mangled version of the quick-start adventure.
We could do another if you two want to? We could try and recruit more, though odds are against people joining if they didn't want to get in on the ground floor.
Shall we retire this game and see what else might float up in the gaming queue?
I agree. It was fun to write with you both, but I need to get back to the San Francisco story. I do have an interesting epilogue for this I might send you all. But happy to close and archive it.
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