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Post by Deleted on Jan 4, 2016 20:10:41 GMT -8
TYPE TREES
Navis no longer belong to a single Type, but instead they can divide their talents among any number of them by distributing the 5 Type Points they have upon creation.
All types have two modular effects, meaning you can put points into them at any level and they stack if multiple points are put into them. These are usually Base Stats.
Beyond that, Types have 5 Utility Effects that can only be taken after a certain number of points have been spent in that Tree. To take a Lv3 Utility Effect, for example, you'd have to spend 2 Points somewhere else in that Type Tree first.
You cannot dedicate more than 5 Type Points to a single type.
Attack Type
Modular Effects (These stack and can be taken at any level) * +1 Power * +5 Attack Points on your first turn
Utility Effects (These can only be taken at their designated level)
*Lv1 Utility: Blitzkrieg (Damage dealt from all sources is increased by 10% on your first turn.)
*Lv2 Utility: Erupted Rage (Once per battle, when you fall below 25% of your Max HP, your attacks deal an additional 20% Damage that turn.)
*Lv3 Utility: Reckless (Deal +10% Damage with all sources, but take 10% more damage from all sources as well.)
*Lv4 Utility: Wither (Enemies take 50 Unavoidable Damage every turn during their Defensive Phase.)
*Lv5 Utility: Warrior's Spirit (Spend a Power Up to deal x2 Damage with One Attack. This powerup cannot stack with itself on a single attack.)
Defense Type
Modular Effects (These stack and can be taken at any level) * +10 Armor * +100 Max HP
Utility Effects (These can only be taken at their designated level)
*Lv1 Utility: Bastion (At any time, spend 2 Skill Uses to increase your Armor by 30 for one turn.)
*Lv2 Utility: Last Stand (Once per battle, when you fall below 25% of your Max HP, instantly restore 10% of it.)
*Lv3 Utility: Cautious (Take -10% Damage from all sources, but deal -10% Damage with all sources as well.)
*Lv4 Utility: Bulwark (When using Pass, restore 5% of your Max Hp on your next Supportive Phase.)
*Lv5 Utility: Paladin's Spirit (Spend a Power Up to increase your defenses, taking 70% Damage from all sources for 1 turn. This ability cannot stack with itself.)
Recon Type
Modular Effects (These stack and can be taken at any level) * +2 Attack Point Generation * +1 Initiative
Utility Effects (These can only be taken at their designated level)
*Lv1 Utility: Float Shoes (At any time, spend 2 Skill uses to ignore 1 Turn of positive and negative Panel Effects.)
*Lv2 Utility: Feint (At any time, spend 10 Attack Points to change any "If Hit" interactions on an attack to "If Avoided" for one use. This affects anything that would trigger from the attack landing, aside from the damage dealt.)
*Lv3 Utility: Bluff (At any time, spend 1 Skill Use to change the effects of one of your Shields to a Dodge for one use.)
*Lv4 Utility: Ravager (Your multi-hit attacks ignore 20 Armor with every hit.)
*Lv5 Utility: Rogue's Spirit (Spend a Power Up to dodge all instances of a unique attack this turn.)
Support Type
Modular Effects (These stack and can be taken at any level) * +20 HP Regeneration * +10 Damage to all Indirect Sources of damage (Summoned Allies, Counters, Statuses, Stage)
Utility Effects (These can only be taken at their designated level)
*Lv1 Utility: Resilience (DoTs, Status Reductions, and Disables last 1 less turn against you.)
*Lv2 Utility: Tenacity (Once per battle, when you fall to 0 Skill Uses, immediately gain +1 Skill Use.)
*Lv3 Utility: Cleanse (At any time, spend 2 Skill uses to remove a negative status effect of choice from yourself.)
*Lv4 Utility: Adaption (After suffering from the full duration of a Status Effect, become immune to it for the rest of battle)
*Lv5 Utility: Savior's Spirit (Spend a Power Up to revive a fallen ally with 1 HP)
Intel Type
Modular Effects (These stack and can be taken at any level) * Attack Effects cost -1 Attack Point (to a minimum of 50% of the effect's original cost, rounded down) * Remove One Elemental Weakness
Utility Effects (These can only be taken at their designated level)
*Lv1 Utility: Dual Element (Your attacks can have 2 Elements.)
*Lv2 Utility: Blight (Your DoT Statuses gain +1 Turn to their duration.)
*Lv3 Utility: Cripple (Your Reduction Statuses gain +1 Turn to their duration.)
*Lv4 Utility: Incapacitate (Your Disabling Statuses can +1 Turn to their duration.)
*Lv5 Utility: Your 5th Point in the Intel Tree can be spent to add +1 Equipment Slot to your Navi
An example of a Navi wanting to go full Attack Type would look like this:
Type: Attack 5 * +1 Power * +1 Power * +1 Power * Wither * Warrior's Spirit
Another example of a Navi wanting to go hybrid Defense and Support:
Type: Defense 3, Support 2 * +100 Max HP * Last Stand * +100 Max HP * Resilience * Tenacity
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Post by Deleted on Jan 4, 2016 20:11:10 GMT -8
ELEMENTS
Elements are mostly flavor. You can belong to any number of them, but you only gain the Special Property of one element. Additionally, Strengths and Weaknesses don't stack exactly as they did before. Now, Weaknesses will always overwrite strengths.
As far as Attacks are concerned, you may create attacks of any element, regardless of the ones you choose to be affiliated to.
Normal
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
Special Property: None
Strengths: None Weaknesses: None
Fire
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
Special Property: Lava Walker (User is immune to the negative effects of Lava Panels)
Strengths: Laser, Wind, Dark, Wood, Fire Weaknesses: Stone, Shadow, Sand, Aqua
Aqua
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
Special Property: Ocean Walker (User is immune to the negative effects of Ocean Panels)
Strengths: Blade, Shadow, Break, Fire, Aqua Weaknesses: Light, Ice, Seeking, Elec
Elec
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
Special Property: Magnet Walker (User is immune to the negative effects of Magnet Panels)
Strengths: Metal, Dark, Ice, Aqua, Elec Weaknesses: Shadow, Sand, Stone, Wood
Wood
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
Special Property: Grass Walker (User gains the positive effects of Grass Panels)
Strengths: Shadow, Sonic, Light, Elec, Wood Weaknesses: Metal, Ice, Blade, Fire
Metal
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
Special Property: Metal Walker (User gains the positive effects of Metal Panels)
Strengths: Sonic, Stone, Blade, Seeking, Metal Weaknesses: Aqua, Laser, Elec, Ice
Stone
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
Special Property: Solitude (Take 50% less damage from attacks originating from non-Navi entities summoned by an opposing Navi)
Strengths: Wind, Elec, Toxic, Blade, Stone Weaknesses: Metal, Sand, Wood, Break
Shadow
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
Special Property: Cunning (If opponent has higher Initiative, normal roll for turn order is used instead. Cannot disable more than one opposing navi's Initiative per battle)
Strengths: Dark, Seeking, Elec, Ice, Shadow Weaknesses: Stone, Fire, Light, Blade
Dark
Not to be confused as a karma state or a type of affinity - dark characters can sometimes find themselves on the opposite side of the karmic spectrum. Those belong to this element represent those capable of harnessing its power without being consumed by it. The attacks belonging to this element are among the strongest, but also very costly.
Special Property: Dark Walker (User is immune to the negative effects of Dark Panels)
Strengths: Sand, Ice, Plasma, Shadow, Dark Weaknesses: Sonic, Elec, Light, Laser
Laser
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
Special Property: Gathering Power (Deal +1% Damage per unspent Power Up you have)
Strengths: Plasma, Metal, Stone, Dark, Laser Weaknesses: Break, Toxic, Elec, Sand
Sonic
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
Special Property: Reverberation (Take 50% less damage from multi-targeting attacks)
Strengths: Aqua, Stone, Shadow, Plasma, Sonic Weaknesses: Toxic, Wood, Dark, Metal
Break
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
Special Property: Unstoppable (Damage cannot be reduced below 20%)
Strengths: Wood, Blade, Metal, Toxic, Break Weaknesses: Seeking, Sonic, Wind, Shadow
Sand
Shape-shifting characters, those with a close affinity to a beach or dessert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
Special Property: Sand Walker (User is immune to the negative effects of Sand Panels)
Strengths: Break, Seeking, Fire, Metal, Sand Weaknesses: Dark, Wind, Plasma, Aqua
Blade
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
Special Property: Unerring (Take 50% damage from counters)
Strengths: Light, Wind, Laser, Wood, Blade Weaknesses: Break, Plasma, Fire, Seeking
Light
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Many darkmongers can still make use of its unique strength and transcending might, just like any other character.
Special Property: Light Walker (User gains the positive effects of Holy Panels)
Strengths: Break, Laser, Fire, Sonic, Light Weaknesses: Plasma, Dark, Shadow, Toxic
Wind
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, though there are always exceptions.
Special Property: Float Shoes (User is immune to the negative effects of Broken Panels)
Strengths: Plasma, Elec, Seeking, Sand, Wind Weaknesses: Laser, Blade, Sonic, Metal
Ice
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
Special Property: Ice Walker (User is immune to the negative effects of Ice Panels)
Strengths: Light, Sand, Aqua, Toxic, Ice Weaknesses: Seeking, Break, Fire, Sonic
Plasma
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
Special Property: Battery (Restore 1% of your Max HP whenever an enemy navi spends a Power Up)
Strengths: Sonic, Fire, Ice, Laser, Plasma Weaknesses: Wind, Toxic, Aqua, Stone
Seeking
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
Special Property: Precision (Your undodgeable attacks cannot be reduced below 30% damage)
Strengths: Toxic, Break, Sand, Light, Seeking Weaknesses: Dark, Wood, Blade, Wind
Toxic
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
Special Property: Poison Walker (User is immune to the negative effects of Poison Panels)
Strengths: Stone, Wood, Aqua, Wind, Toxic Weaknesses: Light, Ice, Laser, Plasma
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Post by Deleted on Jan 4, 2016 20:12:44 GMT -8
SKILL GUIDELINES
For the most part, Skills transition to this system based on the number of uses they have on the main board.
Skills that had 3 Base Uses before cost 1 Skill Use here Skills that had 2 Base Uses before cost 2 Skill Uses here Skills that had 1 Base Use before cost 3 Skill Uses here
Anything beyond that isn't allowed in this system (these were the types of skills that had a 4 Use Cap, such as Full Synchro and Revive. They were also called 'S-Tier Skills').
Most Active Skills can only be used once per turn, but by upgrading them you can increase their per-turn limit.
Passive Skills cost no resource, but are only as strong as a v2 Passive Skill would be on the main board. So things like 20 Armor, 200 Max Hp, and the like.
Passive Skills with triggered effects are still a case by case basis.
Because Base Stats are fragile to balance, any passive skill that amplifies them cannot have drawbacks associated with them in order to amplify their effects. "-100 Max HP || +30 Armor" is not an allowed skill, for instance.
Upgrading Skills
When purchasing a Level Upgrade for a skill, you make the effects of that upgrade immediately. As explained in the Navi Creation Guidelines thread, though, the upgraded version of the skill doesn't take effect in battle until you enable it via a Power Up.
Skill upgrades can be any of the following: * Add +1 Use per turn to Active Skills * Amplify the existing effects of the skill * Add an entirely new or optional effect to the skill
What Skills Cannot Do
Under any circumstances, Skills may not affect any of the following elements:
- Power Ups - Innate Abilities (Natural Avoidances / Take Aim / Pass) - Equipment Slots - Chip Folder Slots - Add Skill Uses - Create Custom Stages, Elements, or Types (but custom mechanics are allowed, so long as they don't interfere with any of the preceding)
List of Basic Skill Effects
Dodge - Costs 1 Skill Use. Dodge 1 Attack. Usable once per turn. (* Generic Upgrades: +1 Use per turn, Dodge another attack, Omni Dodge)
Shield - Costs 1 Skill Use. Block 1 Attack. Usable once per turn. (* Generic Upgrades: Same as Dodge)
Barrier - Costs 1 Skill Use. Has 100 HP. Usable once per turn. Overwrites any existing Auras or Barriers. (* Generic Upgrades: +50 Hp, same as Dodge)
Aura - Costs 2 Skill Uses. Has 80 HP. Usable once per turn. Overwrites any existing Auras or Barriers. (* Generic Upgrades: +20 HP, same as Dodge)
Recovery - Costs 1 Skill Use. Heals 80 HP. (* Generic Upgrades: +40 Healing, Can affect a second target)
Damage - Costs 1 Skill Use. Deal +50 Damage with One Attack. (* Generic Upgrades: +30 Damage, Can affect a second attack, Can affect a second ally)
Armor - Costs 1 Skill Use. Take -50 Damage from One Attack. (* Generic Upgrades: -30 Damage, Can affect a second attack, Can affect a second ally)
Basic Aiming - Costs 10 Attack Points. Add a of choice Undodgeable, Breaks Shields, or Cuts Auras to One Attack for One Use. Usable once per turn. (* Generic Upgrades: +1 Use per turn, affect another attack, affect another ally, add another aimer)
Advanced Aiming - Costs 1 Skill Use. Add an Effect or specified Omni Aimer to One Attack for One Use. Usable once per turn. (* Generic Upgrades: +1 Use per turn, affect another attack, affect another ally, add another effect)
Status Heal - Costs 1 Skill Use. Remove 1 Status Effect. (* Generic Upgrades: Affect another status, affect another ally)
Attack Points - Costs 1 Skill Use. +10 Attack Points this turn. Usable once per turn. (* Generic Upgrades: +1 Use per turn, +5 AP per use)
Basic Summon - Costs 1 Skill Use. Summons a 100 HP Object that can neither Attack nor Intercept, but it may have 1 Passive Effect attached to it (case by case approval; something like "+20 Armor while the Object exists" is fine. Drawbacks can be added to these to make them stronger, but not at the cost of its own HP). Usable once per turn. (* Generic Upgrades: +50 Object HP, Amplify Passive Effect, +1 Use per turn)
Intercepting Summon - Costs 2 Skill Uses. Otherwise the same as a Basic Summon except that it can intercept once per turn and does not have an innate passive effect. (* Generic Upgrades: Can intercept an additional time per turn, same as Basic Summon)
Attacking Summon - Costs 2 Skill Uses. Otherwise the same as a Basic Summon except that it can attack and does not have an innate passive effect. (Objects have 5 Attack Points and can either A: use the owner's attacks that it can afford or B: use its own attack, created upon making this skill). (* Generic Upgrades: +5 AP, Can create another unique attack for the object, same as Basic Summon)
Counter - Passive. Retaliate with 40 unavoidable damage whenever struck by an attack. No limit to uses per turn, but drains 5 Attack Points from the user every time it is triggered. Can be toggled off at will. (* Generic Upgrades: +20 Damage, Add another defensive condition, reduce Attack Point cost by 1 to a minimum of 0)
Max HP - Passive. +200 Max Hp. (* Generic Upgrades: +200 more HP. Note that any changes made to Max HP mid-battle will not affect a Navi's Current HP.)
Armor - Passive. +20 Armor. (* Generic Upgrades: +20 more Armor)
Power - Passive. +2 Power. (* Generic Upgrades: +2 more Power)
Attack Points - Passive. +5 Attack Point Generation. (* Generic Upgrades: +5 more APG)
Regeneration - Passive. Regenerate 20 HP per turn. (* Generic Upgrades: +20 more Regen. Note that %-Regen skills are not allowed in this system.)
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Post by Deleted on Jan 4, 2016 20:13:10 GMT -8
ATTACK GUIDELINES
Attacks work much differently than on the main board. It may seem confusing at first, but in the end you should see that they're far more flexible than in the past.
Attacks cost Attack Points in order to use. At minimum, an attack must cost 5 Attack Points to be created. This is to prevent anyone from being pelted by forty 1AP Attacks.
With no effects, Attacks deal damage equal to: (Your Navi's Power) * (Attack Point Cost)
So if you have 10 Power and create and attack that costs 10 Attack Points, that attack will deal 100 Damage. This is the standard for what a "Basic Attack" would look like.
Effects also cost Attack Points to add to an attack. Most effects can fall under one of several categories: - Aiming - Damage Over Time - Reduction - Force Action - Disable - Self Buff
Anything else is considered to be "Custom" and will be approved on a case-by-case basis.
Aiming Effects
Anything intended to overcome a defensive option fits under the Aiming Category -- this includes what the Main Board calls "Augmenting Effects".
The generic Aiming Effects and their costs are as follows:
Undodgeable - Costs 5 AP. Lv2 Required. Dodges cannot be used against this attack.
Breaks Shields - Costs 5 AP. Lv2 Required. Shields cannot be used against this attack.
Cuts Auras - Costs 5 AP. Lv2 Required. Barriers and Auras cannot be used against this attack.
Ignores Armor - Costs 5 AP. Lv2 Required. Self Explanatory. Percentile damage reduction is not affect by this effect.
Cannot be Countered - Costs 5 AP. Self explanatory effect.
Cannot Be Intercepted - Costs 5 AP. Self explanatory effect.
Can be aimed at 1 additional target - Costs 5 AP. Self explanatory effect. Neither of the targets may intercept this attack for each other. Can hit an additional target per 5 AP added to the cost.
Hits All - Costs 15 AP. Lv3 Required. Self Explanatory. Targets may not intercept this attack for each other.
UnOmniDodgeable - Costs 15 AP. Lv3 Required. Omni Dodges cannot be used against this attack.
Breaks Unbreakable Shields - Costs 15 AP. Lv3 Required. Unbreakable Shields cannot be used against this attack.
Cuts Uncuttable Auras - Costs 15 AP. Lv3 Required. Uncuttable Barriers and Auras cannot be used against this attack.
Damage Over Time
Plain status effects like Poison and Burn don't exist anymore, but you can still create your own and call them whatever you want (much like what people were already doing with Bleed).
The formula for Damage over time is:
Spend 5 AP to deal 25 Damage per turn for 2 Turns
Every 5 AP added to the cost will increase the damage per turn by 25 or increase the duration by 1 turn.
Damage over time is not reduced by any form of damage mitigation and, once inflicted, cannot be avoided.
Reductions
Status Reductions cost 5 AP per increment of the value they reduce or per turn added to their duration. By default, they last 2 Turns.
Status Reduction increments are as follows:
10 Armor Reduction 10 Damage Reduction (minimum: 0) 5 Attack Point Reduction (minimum: 0)
Others are case-by-case basis.
Status Reductions cannot affect Skill Uses or Power ups.
Forced Actions
Effects that cause the enemy to behave a certain way are approved on a case-by-case basis, but generally cost around 10 Attack Points.
Examples would be: Forcing the target to use a Dodge at some point during their turn, Forcing the target to attack at a particular target at some point during their turn (including themselves at a higher cost), or Forcing the target to use a Skill/Attack/Ability of your choice at some point during their turn.
If a navi is forced to use an attack or skill that they are otherwise unable to use (for example, if they were forced to use an attack that costs more Attack Points than they have), they will use that action as if they were able to. In the case of insufficient resources, the ability in question would still be used and the resource in question would be fully consumed. In other cases, such as Disables that prevent the use of the ability in question, the Forced Action would simply overwrite the Disable.
If the Forced Action would delete the Navi, they are instead left with only 1 HP.
Disables
The most powerful kind of effects will negate an enemy's ability to perform a certain action and cost at least 20 Attack Points, but are also primarily case-by-case.
Examples would be: Victim cannot use Dodges for one turn, victim cannot use Take Aim for one turn, or Victim cannot use a Skill/Attack/Ability of your choice for one turn.
Self Buffs
The inverse of Status Reductions is to benefit the attacker when an attack lands. Self Buff abilities can only be aimed at enemy targets unless the user is under an effect that forces them to attack themselves, or unless the attack specifically states that it can be aimed at themselves or allies (but these are weaker to compensate).
All self buffs are case-by-case, much like the rest of the Attack Effects here, but general rules to follow will still be provided.
Self Buffs aimed at enemy targets can cost as little as 5 AP depending on their effects in duration, using the following as examples:
+10 Armor for 1 Turn (beginning on your next Defensive Phase) +10 Damage for 1 Turn (beginning on your next Offensive Phase) +25 HP if successful (beginning on your next Supportive Phase)
Self Buffs that can be aimed at ally targets can have the same effects but cost 10 AP instead.
Enemy-Targeted Self Buffs with Hits All will trigger once per enemy struck and only affect the user. Ally-Targeted Self Buffs with Hits All will affect all allies.
Hybrid Attacks
A more powerful version of the Self-Buff genre are attacks that cost Skill Uses as well as Attack Points. If the effects gained from an attack are deemed powerful enough, this stipulation will be added to them (and also in the case of other categories, like immensely powerful Disables).
An example would be having an attack that also created a 1 HP Barrier around the user upon hitting the target. In this example, the Attack would cost 1 Skill Use in addition to its regular cost.
Attacks cannot have such effects until raised to at least Lv3.
Upgrading Attacks
When purchasing a Level Upgrade for an attack, you make the effects of that upgrade immediately. As explained in the Navi Creation Guidelines thread, though, the upgraded version of the attack doesn't take effect in battle until you enable it via a Power Up.
Attack upgrades can be any of the following: * Add +50 Damage to that attack for the rest of battle * Reduce that Attack's Cost by 5 AP (to a minimum of 5) * Add a new effect to the attack (costing up to 5 AP. If the effect costs more than 5 AP, the difference is added to the Attack's Cost upon Level-Up)
What Attacks Cannot Do
Under any circumstances, Attacks may not directly affect any of the following elements:
- Power Ups - Skill Uses - "Avoid Separately" - "Auto Attack" - "Unavoidable" - Cannot add or refund Attack Points
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