Im not closing Explorer for awhile unless it doesn't get any members.
In a world where magic has been brought to incredible levels, You are a mage, out to pursue your goals, whether its to further your study of spells, out for conquest, or whatever. While magic is incredible, there is a strong population of non magical folks.
To join
Name:
Age:
Sex:
50 points
HP:
MP:
9 points
Str:
Spd:
Dex:
25 points
Int:
Res:
Focus:
Will:
Mana:
Magic Schools: 12 points, 0-10
Spells: Max of Mana + Magic school rating in each type. You can learn spells later, up to your max.
Equipment: 1000gp
-Explaination below-
Stats: Split 50 between.
HP: How much damage you can take before dying.
MP: How much energy you have to cast spells.
Split 9 between
Str: Ability to deal damage with physical weapons.
Dex: Ability to hit opponent in combat, and dodge.
Spd: How quick you are in combat.
Split 25 between
Int: High causes better effects with magic.
Res: High Res lowers spell effects against you.
Focus: High Focus lowers mp cost, and control multiple spell effects.
Will: High will makes your spells more accurate.
Mana: Mana allows you to learn spells faster and easier.
Magical Schools: There are 10 types of magics in mage, called schools. Each school has three stats, listed as 1-5 (very low to very high). The stats are Mana, which represents a general mp cost, Power, which represents the magnitude of the effects it can have, and Versitality, which represents the range of powers it has. The schools are not 100% equal. A few choice schools have a number beyond the standard 1-5. You generally want a low mana score, while a high Power and Vers are better.
You have a rating in each school to determine your level of knowledge of each school, from 0-10. 0 means you're completely untrained in the school and you cannot cast any skills of it. 1 means you know maybe a couple basic spells in it, not more than minor cantrips (weak spells that have little effect and are typically used by apprentices), 4 means you are well trained in it, and 7 is the minimum to be able to teach to an apprentice, 10 means you are a complete master. You can split up to 12 points, each point is one level.
-Solar Magic: The sun burns brightly, and so the mages draw the power of combat from the sun. Solar magic is the magic of combat. All offensive and defensive magic are considered Solar magic.
Mana: 3
Powr: 5
Vers: 2
-Lunar Magic: The moon goes through many changes over the month, and so the power of change draws from the moon. Lunar magic covers all transformations, either of you, of other people or of objects.
Mana: 4
Powr: 4
Vers: 4
-Dawn Magic: As the sun rises, and the day begins anew, energy is refreshed, and so the magic of Life is called Dawn Magic.
Mana: 3
Powr: 5
Vers: 2
-Dusk Magic: As the sun sets, the day ends. Dusk magic is the magic of death, symbolizing the end of the day. Anything involving the dead, spirits or the undead is considered Dusk magic. Necromancy is the other name for Dusk magic.
Mana: 4
Powr: 5
Vers: 3
-Night Magic: Drawing power from the darkness, Night magic covers Illusionary and Stealth magic.
Mana: 1
Powr: 1
Vers: 5
-Sky Magic: Drawing power from the Sky above, Sky magic represents Time and Space.
Mana: 5
Powr: 5
Vers: 5
-Spirit Magic: Drawing power from the energy released by the souls of everything on earth, Spirit magic is able to be manipulated as you wish.
Mana: 6
Powr: 5
Vers: 6
-Heaven Magic: The gods gave life to the world, and so using their magic you can have the power of creation, conjuration and summoning. While named after a holy place, Heaven magic can have evil uses, demons may be summoned with this too. Heaven magic is sort of dangerous in the fact that the creatures summoned are not under your 100% control unless summoned in a summoning circle using blessed powder. They can be influenced by you, but evil and animalistic creatures will be subject to temptation, hatred and instincts.
Mana: 5
Powr: 5
Vers: 5
-Hell Magic: The evil gods manipulate the weak willed. Using their power you have the power of enchantment of the mind, body and of objects.
Mana: 3
Powr: 4
Vers: 4
-Elemental Magic: Fire, Water (Including ice), Air (Including weather) and Earth are the central forces behind the world. Any magic controlling these forces are called Elemental magic. They do not have to be combat related in any way, although Solar magic is a common mix with Elemental magic.
Mana: 2
Powr: 3
Vers: 3
Spells: You can have up to your Knowledge + Mana spells (unless knowledge is 0, then mana doesn't matter) within each category, however you do NOT have to take all of the spells upfront. You can find spellbooks as wizards are a big part of the world in this.
Equipment: You start off with 1000gp
Weapons: New Mages typically are not well trained in weapons.
-Iron Dagger (10gp, Deals Str + 2-5 damage, can be thrown, 4% block)
-Iron Short Sword (25gp, Deals Str + 7-12 damage, 10% block)
-QuarterStaff (30gp, Deals Str + 3-8 damage, +3 Int, -1mp cost, 8% block)
-Chestnut Rod (30gp, Deals Str + 1-6 damage, +2 Int, -2mp cost, 6% block)
-Wood Wand (25gp, Deals Str + 1-2 damage, +1 Int, -3mpcost, 1% block)
Clothing
-Padded Clothing (5gp, Blocks 1 phys. dmg)
-Apprentice Robes (25gp, Blocks 3 mag. dmg, +5mp)
-Travelling Cloak (20gp, Blocks 2 phys. dmg, +5hp)
-Leather Armor (40gp, Blocks 7 phys. dmg)
Accessories: Accessories are equippable items that increases stats, and sometimes given an effect.
-Str Gloves (+2 Str) 100gp
-Dex Bracers (+2 Dex) 100gp
-Speed Boots (+2 Spd) 100gp
-Int Necklace (+2 Int) 100gp
-Res Pendant (+2 res) 100gp
-Focus Amulet (+2 focus) 100gp
-Will Braclet (+2 Will) 100gp
-Mana Ring (+2 Mana) 100gp
Spell components: Spell components are items that are used to enhance a spell when casting. You can choose to use them, or not, as you cast the spell. Some are destroyed when used, others can be equipped.
-Casting Wand: (400gp) A casting wand is not like the wand weapon, its much more potent. It can hold one spell. When a spell is cast on it, its charged up for 50CP. You can cast the spell at +50% effectiveness, no mp cost and +15% accuracy. It drains MP cost/2 CP per use. (i.e a 6mp spell cast on the wand costs 3CP every time you use it, meaning you could use it up to 16 times)
-Rabbit's foot: (150gp, 5 uses) A rabbit's foot is lucky, and increases a spell chance of success by 25%.
-Mana Powder: (200gp, 5 uses) Sprinkling this powder as you cast it cuts a spell's mp cost by 20%. If you dump the bag as you cast it, the spell is entirely free.
-Focus Orb: (50gp) Focus Orb can contain a spell within it. When shattered, the orb releases the spell as you direct it, magnified to twice its normal power.
-Blessed Powder: (200gp, 3 uses) Used exclusively for heaven spells, it can be used to draw up a summoning circle. Summoning circles will contain the creatures summoned and force them to your will.
Potions
-H. Potion (Heals 25hp) 50gp
-M. Potion (Heals 25mp) 50gp
-Antidote (Heals poisons) 50gp
-Wk. Invis Potion (Causes invisibility for up to 5 rounds/minutes) 30gp
-Return Potion (2 uses, First use causes your body to "memorize" its current location. Second use causes your body to be teleported back there) 70gp
-Wk. Life Potion (Gives you 25 temporary hp, which are lost when you take damage instead of your actual hp. All temporary hp are gone after 1 day) 125gp
-Wk. Mana Potion (Gives you 25 temporary mp, which can be spent instead of your actual mp. All temporary mp are gone after 1 day) 125gp
Spellbooks: Spellbooks do not count towards your Mana + M. School spell max. You can make them up, or you can request spells from me.
-Appr. Solar Spellbook (+3 solar spells) 200gp
-Appr. Lunar Spellbook (+3 lunar spells) 200gp
-Appr. Dawn Spellbook (+3 dawn spells) 200gp
-Appr. Dusk Spellbook (+3 dusk spells) 200gp
-Appr. Night Spellbook (+3 night spells) 200gp
-Appr. Sky Spellbook (+3 sky spells) 200gp
-Appr. Spirit Spellbook (+3 spirit spells) 200gp
-Appr. Heaven Spellbook (+3 heaven spells) 200gp
-Appr. Hell Spellbook (+3 hell spells) 200gp
-Appr. Elemental Spellbook (+3 elemental spells) 200gp
Magic Items: Most magical Items have Charge points, or CP. These are sort of a mp for items. Unless recharged, they don't come back, ever. You can use as many charges you wish in any given round, and you can use your mp instead of CP, however 1CP is typically = to 2MP when doing so. Some items have Regenerating Charge points (RCP). They come back at midnight (unless stated otherwise).
-Warding Staff (20CP, Places a barrier that can't be broken easily. Barrier lasts 1 day per CP) 300gp
-Psi Staff (15CP, A staff that attacks the mind of the target. Deals 5-20 damage per CP) 350gp
-Rod of Curing (35CP, heals 20 damage per CP) 300gp
-Rod of Cancellation (25CP, Nullifies one spell for 1CP, or creates a 10' antimagic barrier for 10 rounds for 5CP) 400gp
-Light Wand (75CP) Lights 10' for one hour for 1CP. Can expend another 1CP to increase by 10' or hour. Can dispel/resummon light up to that duration at will) 150gp
-Illusion Wand (50CP, Creates a small illusion for up to 5 rounds, for 1CP. Can increase to med (+1CP), large (+3CP), increase duration (1CP per 5 rounds, or add any sense for 2CP) 250gp
-Invisibility Ring (15RCP, Allows you to become invisible for 2 minutes per CP spent) 150gp
-Regeneration Ring (Heals 5hp or mp per hour) 200gp
-Ion Stone (50RCP, A floating stone that imitates your magic. Ion Stone cannot recieve the bonuses of Spell components) 750gp
-Recharger Bead (Comes with 20RCP. Gives CP to another rod, staff or wand.) 300gp
[ November 13, 2004, 09:49 PM: Message edited by: Marth ]
Mage
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Name: Rhian Emberlynn
Age: 22
Sex: Female
50 points
HP: 20
MP: 30
9 points
Str:2
Spd: 4
Dex: 3
25 points
Int: 5
Res: 2
Focus: 10
Will:3
Mana: 5
Magic Schools: 12 points, 0-10
Solar:2
Lunar:0
Dawn:2
Dusk:0
Night:1
Sky:1
Spirit:0
Heaven:4
Hell:2
Element:0
Spells: Max of Mana + Magic school rating in each type. You can learn spells later, up to your max.
7 Solar, 7 Dawn, 6 Night, 6 Sky, 9 Heaven, 7 Hell.
Solar 1: Energy Pulse- Deals low magical damage to opponent each turn after cast for several turns.
Solar 2: Barrier- Makes a strong barrier that blocks attacks.
Solar 3: Wide Cover- Shields a large area from a single attack. Can be cast when attacked.
Solar 4: Ray- Attacks with a quick ray of energy.
Dawn 1: Cure- Heals status to allies.
Dawn 2: Revive- Brings an ally back to life with some HP.
Dawn 3: Restore- Heals a large sum of health to an ally/self, or a lower sum of health to all allies +self.
Night 1: Shroud- Makes self temporarily invisible.
Night 2: Copy- Scans someone and then makes a near perfect copy of their appearance.
Night 3: Alter Voice- ...Guess.
Night 4: Stop Sound- Negates all sound within a small area around Rhian.
Sky 1: Blink- Stops time for just a few seconds to dodge an attack, greatly raises evade against an attack.
Sky 2: Gravity: High- Increases gravity in an area greatly, making it hard to move and pushing you to the ground.
Sky 3: Teleport- Bends time and space to move from one area to another. Not very accurate/specific(Can only send to towns or areas, not specific rooms or other things.)
Heaven 1: Fairy Crystal- Summons a crystal, rumored to have a small fairy intrapped in it. Mimics spells of Rhian, only weaker, and can also be sacrificed to drop the MP cost of a spell.
Heaven 2: Amethyst Dream- Summons a crystal that can copy Night, and Hell Spells. Dulls senses of enemies within area.
Heaven 3: Saphire Guard- Summons a crystal with the soul of a valiant guard. Can use and copy Solar magic(based on defense). And can be sacrificed to provide a barrier that blocks several attacks.
Heaven 4: Ruby Warrior- Summons a crystal with the soul of a brave warrior. Can project a spirit of a warrior and use powerful physical attacks. When destroyed it weakens the one who destroyed it.
Heaven 5: Emerald Angel- Summons a crystal with the spirit of an angel. Can copy Dawn and Sky Spells. Can be sacrificed to provide several positive effects to an ally.
Heaven 6: Diamond Guardian- Summons a crystal containing a powerful force of magic. Powers up all magical abilities to those it's loyal to and can copy spirit magic or mimic other magic types with spirit magic.
Hell 1: Puppeteer- Uses a string of magic to control a targets actions. Needs to stay within range of target to keep control.
Hell 2: Mind Sap- Drains thoughts of a target to make them forget. Must be very close to see those thoughts.
Hell 3: Drain- Saps Strength and Health of a target and adds it to Rhian.
Hell 4: (mis)Guide- Target is flooded with images and false thoughts of what is right. Used to manipulate target into obeying orders.
Hell 5: Minion- When a creature is summoned this spell may be activated. Makes the summon loyal, but also slightly weaker. Doesn't work very well on summoned creatures by an enemy, and not at all on creatures summoned in a summoning circle.
Equipment: 0gp
Wood Wand
Apprentice Cloak
Blessed Powder
Ion Stone
[ November 10, 2004, 11:00 PM: Message edited by: KirbyBoy2000 ]
Age: 22
Sex: Female
50 points
HP: 20
MP: 30
9 points
Str:2
Spd: 4
Dex: 3
25 points
Int: 5
Res: 2
Focus: 10
Will:3
Mana: 5
Magic Schools: 12 points, 0-10
Solar:2
Lunar:0
Dawn:2
Dusk:0
Night:1
Sky:1
Spirit:0
Heaven:4
Hell:2
Element:0
Spells: Max of Mana + Magic school rating in each type. You can learn spells later, up to your max.
7 Solar, 7 Dawn, 6 Night, 6 Sky, 9 Heaven, 7 Hell.
Solar 1: Energy Pulse- Deals low magical damage to opponent each turn after cast for several turns.
Solar 2: Barrier- Makes a strong barrier that blocks attacks.
Solar 3: Wide Cover- Shields a large area from a single attack. Can be cast when attacked.
Solar 4: Ray- Attacks with a quick ray of energy.
Dawn 1: Cure- Heals status to allies.
Dawn 2: Revive- Brings an ally back to life with some HP.
Dawn 3: Restore- Heals a large sum of health to an ally/self, or a lower sum of health to all allies +self.
Night 1: Shroud- Makes self temporarily invisible.
Night 2: Copy- Scans someone and then makes a near perfect copy of their appearance.
Night 3: Alter Voice- ...Guess.
Night 4: Stop Sound- Negates all sound within a small area around Rhian.
Sky 1: Blink- Stops time for just a few seconds to dodge an attack, greatly raises evade against an attack.
Sky 2: Gravity: High- Increases gravity in an area greatly, making it hard to move and pushing you to the ground.
Sky 3: Teleport- Bends time and space to move from one area to another. Not very accurate/specific(Can only send to towns or areas, not specific rooms or other things.)
Heaven 1: Fairy Crystal- Summons a crystal, rumored to have a small fairy intrapped in it. Mimics spells of Rhian, only weaker, and can also be sacrificed to drop the MP cost of a spell.
Heaven 2: Amethyst Dream- Summons a crystal that can copy Night, and Hell Spells. Dulls senses of enemies within area.
Heaven 3: Saphire Guard- Summons a crystal with the soul of a valiant guard. Can use and copy Solar magic(based on defense). And can be sacrificed to provide a barrier that blocks several attacks.
Heaven 4: Ruby Warrior- Summons a crystal with the soul of a brave warrior. Can project a spirit of a warrior and use powerful physical attacks. When destroyed it weakens the one who destroyed it.
Heaven 5: Emerald Angel- Summons a crystal with the spirit of an angel. Can copy Dawn and Sky Spells. Can be sacrificed to provide several positive effects to an ally.
Heaven 6: Diamond Guardian- Summons a crystal containing a powerful force of magic. Powers up all magical abilities to those it's loyal to and can copy spirit magic or mimic other magic types with spirit magic.
Hell 1: Puppeteer- Uses a string of magic to control a targets actions. Needs to stay within range of target to keep control.
Hell 2: Mind Sap- Drains thoughts of a target to make them forget. Must be very close to see those thoughts.
Hell 3: Drain- Saps Strength and Health of a target and adds it to Rhian.
Hell 4: (mis)Guide- Target is flooded with images and false thoughts of what is right. Used to manipulate target into obeying orders.
Hell 5: Minion- When a creature is summoned this spell may be activated. Makes the summon loyal, but also slightly weaker. Doesn't work very well on summoned creatures by an enemy, and not at all on creatures summoned in a summoning circle.
Equipment: 0gp
Wood Wand
Apprentice Cloak
Blessed Powder
Ion Stone
[ November 10, 2004, 11:00 PM: Message edited by: KirbyBoy2000 ]
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Name: Santhreas Ghiran
Age: 25
Sex: Male
HP: 20
MP: 30
Str: 1
Spd: 5
Dex: 4
Int: 6
Res: 5
Focus: 8
Will: 3
Mana: 3
Magical Schools:
Solar: 2
Lunar: 0
Dawn: 2
Dusk: 2
Night: 0
Sky: 0
Spirit: 0
Heaven: 1
Hell: 0
Elemental: 5
Spells:
(Solar) Ancient Earth: Deals a moderate amount of earth damage.
(Solar) First Fire: Deals a moderate amount of fire damage.
(Solar) Frozen Era: Deals a moderate amount of ice damage.
(Solar) Winds of Change: Deals a moderate amount of water damage.
(Solar) Future Force: Deals a high amount of non-elemental damage.
(Dawn) Reverse Erosion: Lasts for several rounds; heals some HP every round.
(Dawn) Cauterize Wound: Heals a small amount of damage.
(Dawn) Holy Spring: Heals all status effects.
(Dawn) Distant Zephyr: Heals for a medium amount of damage after two turns have passed from casting. Caster may take other actions during effect.
(Dawn) Restoration: Heals a large amount of damage.
(Dusk) Entomb: Auto-kills all undead; may kill one enemy; permanently grounds all flying enemies.
(Dusk) Combustion en Masse: Chance to kill all opponents; higher chance vs. water/ice creatures.
(Dusk) Covenant Broken: Chance to kill all enemies; even if it fails, still deals high water damage and stuns.
(Dusk) Shrieking Apocalypse: Chance to kill all enemies; even if it fails, may daze, stun, paralyze, or altogether blow them away from battle.
(Dusk) Impossible Truth: Kills one enemy. When that enemy dies, all other enemies take 2-5 random status effects as well as small non-elemental damage.
(Heaven) Summon Earth Elemental: Summons an earth elemental for several rounds in the form of a golem. It takes half damage from magic attacks.
(Heaven) Summon Fire Elemental: Summons a fire elemental for several rounds in the form of a flaming demon. Whenever it takes physical damage, damage is also dealt to the one who attacked the demon.
(Heaven) Summon Water Elemental: Summons a water elemental for several rounds in the form of a creature made solely of water, called a Liquid. It is immune to status effects.
(Heaven) Summon Air Elemental: Summons an air elemental for several rounds in the form of a small tornado. It takes no damage from physical attacks.
(Elemental) Geogenesis: Creates earth in any shape desired; can be used to span chasms, make instant walls, cover passages or tracks, etc.
(Elemental) Tremor Split: Rends the ground asunder. (Er...) Creates a chasm in the earth, into which things can fall, or to retreat behind, or entrap people. Stuff like that. If someone has fallen in, increases the chance of Entomb working.
(Elemental) Pyrogenesis: Sets something on fire as long as the caster can see it. Deals a small amount of fire damage in battle.
(Elemental) Fuel Jack: Causes a fire to go out almost immediately.
(Elemental) Hydrogenesis: Creates a certain amount of water.
(Elemental) Control Water: Controls the movements of a certain amount of water.
(Elemental) Aerogenesis: Changes the weather of the surrounding area to anything desired (climate permitting-- no snowstorms in a volcano.)
(Elemental) Heaven's Cord: Increases, slows, or stops the wind in the area.
*For all Dusk magic spells, those immune to insta-kills take high earth, fire, water, air, or non-elemental damage, respectively
**For all Elemental spells except Fuel Jack, MP cost depends on magnitude of spell-- it can be chosen
Equipment:
Wood Wand, Travelling Cloak, Focus Amulet, Return Potion, Invisibility Ring, Casting Wand, Regeneration Ring
Gold: 55
[ November 13, 2004, 10:11 PM: Message edited by: Prince Toad ]
Age: 25
Sex: Male
HP: 20
MP: 30
Str: 1
Spd: 5
Dex: 4
Int: 6
Res: 5
Focus: 8
Will: 3
Mana: 3
Magical Schools:
Solar: 2
Lunar: 0
Dawn: 2
Dusk: 2
Night: 0
Sky: 0
Spirit: 0
Heaven: 1
Hell: 0
Elemental: 5
Spells:
(Solar) Ancient Earth: Deals a moderate amount of earth damage.
(Solar) First Fire: Deals a moderate amount of fire damage.
(Solar) Frozen Era: Deals a moderate amount of ice damage.
(Solar) Winds of Change: Deals a moderate amount of water damage.
(Solar) Future Force: Deals a high amount of non-elemental damage.
(Dawn) Reverse Erosion: Lasts for several rounds; heals some HP every round.
(Dawn) Cauterize Wound: Heals a small amount of damage.
(Dawn) Holy Spring: Heals all status effects.
(Dawn) Distant Zephyr: Heals for a medium amount of damage after two turns have passed from casting. Caster may take other actions during effect.
(Dawn) Restoration: Heals a large amount of damage.
(Dusk) Entomb: Auto-kills all undead; may kill one enemy; permanently grounds all flying enemies.
(Dusk) Combustion en Masse: Chance to kill all opponents; higher chance vs. water/ice creatures.
(Dusk) Covenant Broken: Chance to kill all enemies; even if it fails, still deals high water damage and stuns.
(Dusk) Shrieking Apocalypse: Chance to kill all enemies; even if it fails, may daze, stun, paralyze, or altogether blow them away from battle.
(Dusk) Impossible Truth: Kills one enemy. When that enemy dies, all other enemies take 2-5 random status effects as well as small non-elemental damage.
(Heaven) Summon Earth Elemental: Summons an earth elemental for several rounds in the form of a golem. It takes half damage from magic attacks.
(Heaven) Summon Fire Elemental: Summons a fire elemental for several rounds in the form of a flaming demon. Whenever it takes physical damage, damage is also dealt to the one who attacked the demon.
(Heaven) Summon Water Elemental: Summons a water elemental for several rounds in the form of a creature made solely of water, called a Liquid. It is immune to status effects.
(Heaven) Summon Air Elemental: Summons an air elemental for several rounds in the form of a small tornado. It takes no damage from physical attacks.
(Elemental) Geogenesis: Creates earth in any shape desired; can be used to span chasms, make instant walls, cover passages or tracks, etc.
(Elemental) Tremor Split: Rends the ground asunder. (Er...) Creates a chasm in the earth, into which things can fall, or to retreat behind, or entrap people. Stuff like that. If someone has fallen in, increases the chance of Entomb working.
(Elemental) Pyrogenesis: Sets something on fire as long as the caster can see it. Deals a small amount of fire damage in battle.
(Elemental) Fuel Jack: Causes a fire to go out almost immediately.
(Elemental) Hydrogenesis: Creates a certain amount of water.
(Elemental) Control Water: Controls the movements of a certain amount of water.
(Elemental) Aerogenesis: Changes the weather of the surrounding area to anything desired (climate permitting-- no snowstorms in a volcano.)
(Elemental) Heaven's Cord: Increases, slows, or stops the wind in the area.
*For all Dusk magic spells, those immune to insta-kills take high earth, fire, water, air, or non-elemental damage, respectively
**For all Elemental spells except Fuel Jack, MP cost depends on magnitude of spell-- it can be chosen
Equipment:
Wood Wand, Travelling Cloak, Focus Amulet, Return Potion, Invisibility Ring, Casting Wand, Regeneration Ring
Gold: 55
[ November 13, 2004, 10:11 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact: