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Creation Items Empty Creation Items

Post  Fate Fri Dec 21, 2012 4:46 pm

Creation items are things that were made using the mechanics of the Haven System. There are three varieties of creation items: knickknacks, consumables, and suos. Knickknacks are made using the Tinker ability chain and usually must be worn or manipulated to be used. Often they have multiple uses or the ability to recharge. Consumables are made using the Brewer ability chain and usually must be either eaten or drunk to be used though it is not uncommon for some to be topical. They rarely have more than one use and never have the ability to recharge. Suos are made using the Scribe ability chain and are magic in a physical form. They are always single use items that are destroyed after use.

Characters can only have a limited number of creation items, varying with kind. A character can only have a number of knickknacks equal to their character level plus one, a number of consumables equal to twice their character level plus two, and a number of suos equal to three times their character level plus two. These amounts are tracked separately and count all creation items of that type in your possession, regardless of whether a character is the creator.

A character can only make or use a creation item replicating abilities that they could reasonably use at their level. They don’t necessarily need to meet other requirements for the use of abilities. If the replicated ability requires a basic ability such as a Defense Equipment, Magical Attack, Supportive Power, or Weapon-Based Physical Attack, the effect of the consumable is applied directly to the character. For example, Positive Defense, normally requiring a Defense Equipment, would have its effect applied to the character rather than an Armor. Unless otherwise specified, abilities belonging to the Creation ability series cannot be replicated through creation items.

A creation item must replicate all of the ability's required abilities, unless that ability is a Defense Equipment, Magical Attack, Supportive Power, or Weapon-Based Physical Attack. The creator of an item must be able to normally use the replicated abilities, meeting all ability path and level requirements. Meeting the ability requirements are not necessary if the creator has Intuitive Brewer, Scribe's Intuition, or Tinker's Intuition.

Unless otherwise specified, creation items have the following durations: The default duration of a consumable is a number of cycles equal to the creator’s character level plus the user’s Endurance plus two. The default duration for a suos is a number of cycles equal to the creator’s character level plus a quarter their Magic score, rounded down. The default duration of a single use of a knickknack is a number of cycles equal to the user’s character level plus a quarter their Magic score, rounded down.

Like Granted Abilities, use of an ability through a creation item cannot be used to complete any ability paths nor as the requirement for an ability. Creation items can be targeted by Pick Pocket, but are not automatically returned at the end of combat. Unless otherwise specified, use of a creation item does not count as an activation of an ability, thus allowing abilities that might normally have some inherent conflict to be used at the same time. This does not resolve the restrictions upon what abilities and actions that may be combined in a turn.

Attacks that cancel the activations of abilities of a target would cancel the effect of a creation item as well. If the knickknack in use has been subjected to the ability Locked Power, the effect returns after a number of turns equal to the user’s character level plus two. The user does not have to sacrifice any action for this to occur.

Attacks focusing upon destroying an item are a called shot that takes -10 on the offensive roll. Items are considered to have ten hit points, and they use their user's defensive stats. Items that have been damaged can be repaired through Repair Item as if each point of damage were a use. If an item reaches -10 hit points, it is destroyed and cannot be repaired.

Unless otherwise stated, all knickknacks found in this section are easily accessibly in most cities and can be reasonably gained in those locations. Consumables and Suos replicating abilities that are 5th level or below are common and easily accessible in most cities, and even towns, while those replicating abilities higher than that require seeking out a Brewer or Scribe both skilled enough for to create it and willing to take commissions, usually only available in trade capitols. Storytellers are the final arbitrators of what is or is not available in the locales of their games.

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Post  Fate Fri Dec 21, 2012 4:47 pm

ARMLET OF MERCY
   Description: This is a armlet of gold inset with malachite. Etched into the band is the phrase “magna est misericordia” which means “great is mercy”.
   Requires (For Use): 1st Level
   Requires (For Creation): Augment Defense; Locked Power; Repair Item; Second Wind; Tinker; Tinker’s Knack; Tinker’s Power; Tinker’s Study (Defensive Utilities)
   Usability: 1 use (recharges 1 use at dawn)
   Mechanic: The wearer of this item gains +4 on their Defense rolls and use of the ability Second Wind. A use is considered an activation of the Second Wind ability. Using this item is automatic while worn.

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Post  Fate Fri Dec 21, 2012 4:48 pm

BELT OF HEALING
   Description: This sturdy leather belt is tooled with the holy symbol of Ozain, a World Tree. Occasionally, the tooled sections are stained a dark green.
   Requires (For Use): 1st Level
   Requires (For Creation): Heal Hit Points Alpha; Repair Item; Tinker; Tinker’s Power
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: You may use a charge of this item to use Heal Hit Points Alpha on any target. The number of hit points healed are calculated using your Magic score.

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Post  Fate Fri Dec 21, 2012 4:48 pm

BOOTS OF MOVEMENT
   Description: These boots are rather nondescript, but exceedingly comfy.
   Requires (For Use): 1st Level
   Requires (For Creation): Locked Power; Repair Item; Speed Demon; Tinker; Tinker’s Power; Tinker’s Study (Movement Utilities)
   Usability: Automatic
   Mechanic: The wearer of this item is considered to have the ability Speed Demon an additional time. Using this item is automatic.

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Post  Fate Fri Dec 21, 2012 4:48 pm

BRACELETS OF FRIENDSHIP
   Description: These bracelets come in sets of five. Each set is unique, but they are usually leather straps etched with runes. They facilitate communication among a team of adventurers.
   Requires (For Use): 1st Level
   Requires (For Creation): Deep Telepathy; Improved Tinker’s Power; Telepathy; Tinker; Tinker’s Power
   Usability: 18 uses per bracelet (recharges 2 uses every dawn)
   Mechanic: A wearer may use Telepathy to communicate with another wearer of a bracelet from the same set. A use is considered to be a single conversation. A use is only taken from the bracelet that initializes the conversation. Using this item takes an action from all parties involved in a conversation.

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Post  Fate Fri Dec 21, 2012 4:48 pm

CHOKER OF MENDING
   Description: This choker of dark leather is internally lined with rabbit fur dyed a dark green.
   Requires (For Use): 1st Level
   Requires (For Creation): Fast Healer; Locked Power; Repair Item; Tinker; Tinker’s Power; Tinker’s Study (Defensive Utilities)
   Usability: Automatic
   Mechanic: The wearer of this item is considered to have the ability Fast Healer an additional time. Using this item is automatic.

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Post  Fate Fri Dec 21, 2012 4:49 pm

CLOAK OF COLD
   Description: This thick cloak is a perfect white with a swirling pattern of pale blue dyed onto the wool. These cloaks come in a wide variety of sizes, from small enough to fit a gnome to large enough to fit a grown human male.
   Requires (For Use): 1st Level
   Requires (For Creation): Ice Walk; Repair Item; Tinker; Tinker’s Study (Movement Modes); Tinker’s Power
   Usability: Automatic
   Mechanic: The wearer of this item is granted use of the ability Ice Walk. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 4:50 pm

COLLAR OF CLAWS
   Description: This slim collar of black leather has a small silver bell attached to its front. It’s a fine accessory for the fashion-forward cat lovers.
   Requires (For Use): 1st Level
   Requires (For Creation): Improved Tinker's Knack; Repair Item; Tinker; Tinker’s Intuition; Tinker’s Knack; Tinker’s Power; Tinker’s Study (Physical Utilities); Weapon Maker
   Usability: 20 Uses (recharges 1 use at dawn)
   Mechanic: This item grants use of the abilities Claws, Metal Plating, and Poisoned Weapon (Claws). A use is considered to be an offensive roll. This ability functions as Claws for which Poisoned Weapon has been taken.

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Post  Fate Fri Dec 21, 2012 4:50 pm

CURSED WATER
   Description: This vial holds a fluid ounce of what looks like fluid shadow. It is water that has been blessed in the name of a deity focused upon destruction, death, or darkness. It started out as simple water, but due to the Dark energy that it bears, it can be harmful.
   Requires (For Use):
   Requires (For Creation): Brewer; Negative Alignment (Any)
   Usability: Action (Drink); Attack action (Throw)
   Mechanic: When drunk, this potion allows the imbiber to gain the bonus from Negative Alignment to all Magical Attacks and Supportive Powers used in a turn for a number of cycles equal to the creator’s character level plus the user’s Endurance plus two. Unless otherwise stated, it is assumed that this potion was created by a first level character. Additionally, the imbiber does one hit point worth of damage. By imbibing this potion, the imbiber waives their defensive roll.

If thrown at a character of the racial type Angel or Fey, or has the weakness Creature of Light, the target must make a Defense roll against the user’s Attack roll or take 10 points of damage to their hit point total. This defensive roll cannot be changed from being a Defense roll. Additionally, the affected target takes one point of hit point damage per cycle until all damage is healed or a number of cycles equal to the creator’s character level plus the user’s Endurance plus two have passed. Against targets of other racial types and without the weakness Creature of Light, this potion does nothing.

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Post  Fate Fri Dec 21, 2012 4:51 pm

EAR CUFF OF TELEPORTATION
   Description: This little piece of metal wraps around the wearer’s ear lobe. It is surprisingly comfortable to wear.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Teleport; Tinker; Tinker’s Power; Tinker’s Study (Movement Modes)
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: The wearer of this item may use the ability Teleport a number of times equal to the number of uses the item has. A use is considered to be any move action spent using Teleport.

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Post  Fate Fri Dec 21, 2012 4:51 pm

ELEMENTAL RIBBON
   Description: These ribbons vary with the element with which they empower the wearer. Each ribbon is made of fine spider silk harvested from special colonies. It is the nature of these items to only be able to channel one element. A ribbon is as wide as a typical sword blade and long enough to wrap around a grown human male’s arm several times before knotting.
   Requires (For Use):
   Requires (For Creation): Elemental Alignment (Any); Locked Power; Repair Item; Tinker; Tinker’s Power
   Usability: Automatic
   Mechanic: The wearer of this item gains use the ability Elemental Alignment for the Damage-Dealing ability of the wearer’s choice. The energy type for said Elemental Alignment is chosen by the creator and cannot be changed once the item is made. Using this item is automatic.

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Post  Fate Fri Dec 21, 2012 4:51 pm

ELEMENTAL WATER
   Description: This vial holds a fluid ounce of what looks like fluid of what energy type for which it was made. It is water that has been charged with an energy type or blessed in the name of a deity of that energy. It started out as simple water, but due to the elemental energy that it bears, it can be harmful.
   Requires (For Use):
   Requires (For Creation): Brewer; Elemental Alignment (Any)
   Usability: Action (Drink); Attack action (Throw)
   Mechanic: When drunk, this potion allows the imbiber to gain the bonus from Elemental Alignment (type specified during creation) to all Magical Attacks used in a turn for a number of cycles equal to the creator’s character level plus the user’s Endurance plus two. Unless otherwise stated, it is assumed that this potion was created by a first level character. Additionally, all Magical Attacks used during its duration are considered to be of the specified energy type in addition to any other subcategories it may have, including those granted by Elemental Alignment.

If thrown at a character that has the weakness Energy Vulnerability of the energy type specified upon creation, the target must make a Defense roll against the user’s Attack roll or take 10 points of damage to their hit point total. This defensive roll cannot be changed from being a Defense roll. Additionally, the affected target takes one point of hit point damage per cycle until all damage is healed or a number of cycles equal to the creator’s character level plus the user’s Endurance plus two have passed. Against targets of without the weakness, this potion does nothing.

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Post  Fate Fri Dec 21, 2012 4:54 pm

GLOVES OF HEALING TOUCH
   Description: These fingerless gloves are made of rich emerald silk. Black thread was used to embroider triskeles along the hem that touches the wrist.
   Requires (For Use): 5th Level
   Requires (For Creation): Enhance Healing; Locked Power; Repair Item; Tinker; Tinker’s Power
   Usability: Automatic
   Mechanic: The wearer of these gloves gains +4 with all Magical Healing abilities. This bonus is used however it is most effective. Using these gloves is automatic.

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Post  Fate Fri Dec 21, 2012 4:55 pm

HOLY WATER
   Description: This vial holds a fluid ounce of what looks like fluid light. It is water that has been blessed in the name of a deity focused upon creation, nature, or light. It started out as simple water, but due to the Light energy that it bears, it can be harmful.
   Requires (For Use):
   Requires (For Creation): Brewer; Positive Alignment (Any)
   Usability: Action (Drink); Attack action (Throw)
   Mechanic: When drunk, this potion allows the imbiber to gain the bonus from Positive Alignment to all Magical Attacks and Supportive Powers used in a turn for a number of cycles equal to the creator’s character level plus the user’s Endurance plus two. Unless otherwise stated, it is assumed that this potion was created by a first level character. Additionally, the imbiber heals one hit point.

If thrown at a character of the racial type Demon or Undead, or has the weakness Creature of Darkness, the target must make a Defense roll against the user’s Attack roll or take 10 points of damage to their hit point total. This defensive roll cannot be changed from being a Defense roll. Additionally, the affected target takes one point of hit point damage per cycle until all damage is healed or a number of cycles equal to the creator’s character level plus the user’s Endurance plus two have passed. Against targets of other racial types and without the weakness Creature of Darkness, this potion does nothing.

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Post  Fate Fri Dec 21, 2012 4:55 pm

RING OF CHANGE
   Description: This rather plain tin ring does not advertise its power in any way except for a cryptic message on the inside of the band that reads “the only constant”.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Shapeshift; Tinker; Tinker’s Power;
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: This item grants the wearer use of the ability Shapeshift. Using this item takes an action. A use is considered to be single activation of this ability.

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Post  Fate Fri Dec 21, 2012 4:55 pm

RING OF INVISIBILITY
   Description: This gold band is studded with fiery diamonds. It seems to shimmer in and out of your perception as you hold it.
   Requires (For Use): 1st Level
   Requires (For Creation): Invisibility; Repair Item; Tinker; Tinker’s Power;
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: This item grants the wearer use of the ability Invisibility. Using this item takes an action. A use is considered to be single activation of this ability.

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Post  Fate Fri Dec 21, 2012 4:56 pm

RING OF SILENCE
   Description: There’s a bluish tinge to the silver of this band. It goes well with the adamantine inlay that resembles the crests of waves.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Silence; Tinker; Tinker’s Power;
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: This item grants the wearer use of the ability Silence. Using this item takes an action. A use is considered to be single activation of this ability.

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Post  Fate Fri Dec 21, 2012 4:56 pm

RING OF STEALTH
   Description: The metal of this ring is impossible to tell due to the fact that the metal has been blackened.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Stealth; Tinker; Tinker’s Power;
   Usability: 20 uses (recharges 1 use at dawn)
   Mechanic: This item grants the wearer use of the ability Stealth. Using this item takes an action. A use is considered to be single activation of this ability.

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Post  Fate Fri Dec 21, 2012 4:57 pm

RUNIC TALISMAN
   Description: These talismans are a specialty of the Viroa. They come in a wide variety of metals, but most often are either gold or copper. Typically, they have the viroani rune for protection, but occasionally a dwarf may use their immanent magic to change to the rune for ally, or rarely the one for child. Those ones are never for sale and may only be gained directly from a high-ranked dwarf.
   Requires (For Use): 1st Level
   Requires (For Creation): Locked Power; Metal Talisman (Any); Repair Item; Tinker; Tinker’s Power; Viroani Secret
   Usability: Automatic
   Mechanic: The wearer of this item gains use of the ability Metal Talisman. The metal of the talisman is chosen by the creator and cannot be changed after the item’s creation. Use of this item stacks with abilities gained through ability slots and the use of consumables or suos. Using this item is automatic.

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Last edited by Fate on Fri Dec 21, 2012 5:02 pm; edited 1 time in total

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Post  Fate Fri Dec 21, 2012 4:57 pm

SASH OF AIR
   Description: This wide sash is a sunshine yellow with a swirling pattern of white dyed onto the cloth. It is long enough to wrap several times around a fully grown man’s waist.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Tinker; Tinker’s Study (Movement Modes); Tinker’s Power; Wind Walk
   Usability: Automatic
   Mechanic: The wearer of this item is granted use of the ability Wind Walk. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 4:57 pm

SASH OF EARTH
   Description: This wide sash is a deep brown with a swirling pattern of grass green dyed onto the cloth. It is long enough to wrap several times around a fully grown man’s waist.
   Requires (For Use): 1st Level
   Requires (For Creation): Burrow; Repair Item; Tinker; Tinker’s Study (Movement Modes); Tinker’s Power
   Usability: Automatic
   Mechanic: The wearer of this item is granted use of the ability Burrow. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 4:58 pm

SASH OF WATER
   Description: This wide sash is a capri with a swirling pattern of teal dyed onto the cloth. It is long enough to wrap several times around a fully grown man’s waist.
   Requires (For Use): 1st Level
   Requires (For Creation): Repair Item; Swim; Tinker; Tinker’s Study (Movement Modes); Tinker’s Power
   Usability: Automatic
   Mechanic: The wearer of this item is granted use of the ability Swim. Using this ability is automatic.

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Post  Fate Fri Dec 21, 2012 5:00 pm

SILVESTRI AMULET
   Description: This pendant is a simple metal (usually silver) circle etched with a bird of prey on both sides. A command word that differs from tribe to tribe causes the wearer to sprout wings. These amulets were created originally by the elves of the Adroanzi Forest for their archers. Very few of these talismans make it out of elven hands.
   Requires (For Use): 3rd Level
   Requires (For Creation): Flight; Tinker; Tinker’s Study (Movement Modes); Tinker’s Power
   Usability: 1 Use (Recharges at Dawn)
   Mechanic: The user of this item can activate this ability once per day. Upon activation, the user gains two limbs (wings) that are capable of flight. The effect lasts until canceled, the limbs are destroyed, or a number of hours equal to the user’s level have passed. Activating this ability takes an action and a keyword decided by the item’s creator at the time of creation.

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Post  Fate Fri Dec 21, 2012 5:00 pm

SNIPER’S MONOCLE
   Description: This rather plain monocle has a reddish sheen to this rim.
   Requires (For Use): 1st Level
   Requires (For Creation): Locked Power; Repair Item; Sniper’s Eye; Tinker; Tinker’s Power; Tinker’s Study (Physical Utilities)
   Usability: Automatic
   Mechanic: The wearer of this item is treated as having Sniper’s Eye an additional time. Using this ability is automatic.

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