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26 *198794* Posts in *18708* Topics by *5988* Members Latest Member: * - |
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27 kuljek |
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28 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=6115>* Most |
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29 online today: *113* - most online ever: *271* (February 22, 2006, |
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30 03:03:12 PM) |
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31 |
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32 + *The Forge <http://www.indie-rpgs.com/forum/index.php>* |
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33 |-+ *Inactive Forums <http://www.indie-rpgs.com/forum/index.php#5>* |
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34 | |-+ *Scattershot <http://www.indie-rpgs.com/forum/index.php?board=22.0>* |
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35 | | |-+ *Part IV: Sorting the Nuts and Bolts |
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36 <http://www.indie-rpgs.com/forum/index.php?topic=1096.0>* « previous |
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37 <http://www.indie-rpgs.com/forum/index.php?topic=1096.0;prev_next=prev> |
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38 next » |
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39 <http://www.indie-rpgs.com/forum/index.php?topic=1096;prev_next=next> |
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40 |
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41 *Pages:* [*1*] Print |
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42 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1096.0> |
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43 |
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44 Author Topic: Part IV: Sorting the Nuts and Bolts (Read 596 times) |
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45 |
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46 *Le Joueur <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73>* |
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47 Member |
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48 |
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49 Posts: 1363 |
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50 |
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51 |
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52 View Profile |
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53 <http://www.indie-rpgs.com/forum/index.php?action=profile;u=73> WWW |
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54 <http://www.scattershotgames.com> |
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55 |
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56 <http://www.indie-rpgs.com/forum/index.php?topic=1096.msg10267#msg10267> |
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57 *Part IV: Sorting the Nuts and Bolts |
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58 <http://www.indie-rpgs.com/forum/index.php?topic=1096.msg10267#msg10267>* |
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59 « * on:* December 28, 2001, 04:03:00 PM » |
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60 |
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61 |
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62 ------------------------------------------------------------------------ |
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63 December 28th, 2001 - |
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64 |
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65 At the behest of my friends here on the Forge, I will present |
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66 Scattershot at the point I have it. Even though this is a |
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67 work-in-progress and much of the terminology is in a state of flux, I am |
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68 not trying to present a diary of the progress. Expect the lead |
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69 component of this thread to undergo changes as Scattershot does. This |
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70 edition was originally put together very early on Friday, December 28th, |
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71 2001. This series of articles will detail strictly the mechanics of |
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72 Scattershot, articles relating to the techniques of 'how to play' will |
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73 have to wait until I have more of them centralized and organized. The |
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74 third major component of the game, the setting and genre material is |
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75 will be addressed once I get a new batch of playtesters. |
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76 |
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77 As promised /now/ we begin to describe the actual nuts and bolts of |
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78 Scattershot's mechanics. Everything in Scattershot's mechanics revolves |
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79 around resolution of actions that participants have their characters |
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80 perform. In fact all other mechanics have been positioned so as to be |
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81 simply another presentation of the resolution mechanic. In order to |
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82 adequately explain all that goes into Scattershot's resolution process, |
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83 first I need to lay out a number of descriptors. |
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84 |
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85 All things performed within Scattershot's resolution mechanic are |
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86 described by Ratings. Mostly numeric, these Ratings are the most |
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87 important part of this mechanic. There are many qualities and |
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88 classifications involved in these Ratings and without describing what |
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89 they are, a user might become confused what they are being asked to do. |
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90 |
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91 First of all, all Ratings in Scattershot break down into three different |
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92 /Types/. |
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93 |
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94 Invoked |
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95 |
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96 When the character performs an act or has one performed on them |
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97 (at either Specific |
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98 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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99 or Mechanical |
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100 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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101 play 'densities') a Rating is used to determine the |
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102 result.[/list:u]Magnitude |
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103 |
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104 The Rating is used to determine how much of something can be |
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105 or is affected. In a fashion likened to Mayfair's DC |
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106 Heroes, Scattershot has a chart of 'amounts' that can be |
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107 affected (we have named this either the Universal |
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108 Equivalency or Universal Effect Chart - also known as the UE |
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109 or 'Huey' Chart). Lifting capability qualifies as one of |
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110 these.[/list:u]Resource |
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111 |
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112 These Ratings are something that 'gets used up' during |
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113 play, either spent or reduced by circumstance. |
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114 Old-fashioned hit points are one example, but so are |
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115 Hero Games' Endurance Batteries.[/list:u]Next we |
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116 separate Ratings based on their /Application/. |
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117 |
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118 Instantaneous |
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119 |
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120 Any conscious action by a player results in this |
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121 kind of Application /for/ the character. |
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122 Examples would be things like sight-based |
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123 Observations, Fencing, Pottery, or any type of |
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124 Detection ability.[/list:u]Reactive |
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125 |
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126 When some other party attempts an act |
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127 /upon/ a character or that might involve |
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128 them (whether they know it or not), this |
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129 is the type of Application used. Examples |
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130 include forms of sensation or magical |
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131 resistence.[/list:u]Residual |
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132 |
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133 There are two kinds of Residual |
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134 Applications, on-the-spot and |
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135 preemptive. A preemptive Residual |
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136 Application happens when something |
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137 that is resolved has 'lingering' |
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138 effects. This might be how hard a |
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139 code is to break (which is created |
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140 when the code is invented); it could |
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141 also be how good a work of art is. |
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142 When an on-the-spot Residual |
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143 Application is required, it is |
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144 created right then, but treated as |
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145 though it had been continuously in |
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146 effect prior to when it was needed. |
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147 This could be a 'how well did I do |
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148 at the ball' savoir-faire result or |
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149 how well something was jury-rigged. |
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150 (Residual Applications form a |
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151 cornerstone to how the Scattershot |
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152 mechanic is used, but I'll get to |
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153 that later.)[/list:u]The next topic |
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154 is the /Kinds/ of Ratings there are |
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155 in Scattershot. I'll take them out |
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156 of order to make their structure and |
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157 relationships clearer. |
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158 |
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159 Preternatural or Supernatural Abilities |
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160 |
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161 This includes all manner of |
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162 superpowers and magical |
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163 effects. If you are doing it |
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164 with something other than your |
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165 hands or physical tools, it's |
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166 probably one of these. Every |
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167 use of a Rating in Scattershot |
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168 actually involves two Ratings |
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169 (but in some they can be |
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170 somewhat hidden). The first |
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171 is some measure or limit on |
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172 how much can be affected. |
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173 This 'quantity' (this is in |
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174 quotes because sometimes the |
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175 'quantity' can be a distance |
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176 or a philosophical property or |
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177 otherwise) is indexed on the |
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178 UE Chart often using a |
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179 Statistic (more on these |
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180 later) for both superpowers |
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181 and magic (and most of the |
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182 rest of these abilities too). |
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183 |
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184 The second Rating is the |
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185 number that the dice are |
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186 actually used with. This is a |
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187 Rating of efficacy that the |
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188 character can perform the |
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189 appropriate action with. When |
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190 the dice are compared to this |
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191 Rating, the /quality/ of the |
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192 success (or failure) is |
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193 determined. That's the basic |
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194 structure of all Scattershot's |
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195 resolutions. Know the amount |
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196 affected, randomly check |
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197 against the character's |
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198 efficacy, and determine the |
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199 result. |
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200 |
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201 In the case of a superhero, |
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202 except in special |
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203 circumstances, all their |
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204 powers will be based on a |
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205 single Statistic, likewise |
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206 with a mage or psychic. When |
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207 these kinds of abilities are |
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208 Reactive they include things |
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209 like 'active' defenses. In |
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210 Residual Application these are |
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211 things like force fields, |
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212 memory wipes, illusions and |
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213 the like.[/list:u]Skills |
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214 |
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215 These include primarily |
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216 things a character has |
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217 learned or is talented |
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218 with. Things that can |
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219 be done in the 'mundane' |
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220 fashion are considered |
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221 skills. The major thing |
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222 that separates skills |
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223 from the above abilities |
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224 is that skills use |
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225 static limits of what |
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226 can be affected. For |
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227 example, a psychic might |
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228 be able to lift a car |
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229 with telekinesis only |
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230 when something boosts |
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231 their power level, but |
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232 an auto mechanic is able |
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233 to repair a single car |
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234 in about 3 hours. |
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235 Modifiers alter this, |
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236 but not the same way as |
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237 a magician is slave to |
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238 the amount of |
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239 'available' magic. Each |
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240 skill lists its base |
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241 parameters (and all of |
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242 them happen to be based |
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243 on 5 templates that are |
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244 offered later to create |
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245 additional material). |
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246 (An example of a Skill |
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247 used Reactively would be |
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248 a counterfieter |
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249 recognizing a forgery |
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250 that, itself, is a |
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251 Residual Application of |
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252 the skill used of the |
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253 original |
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254 forger.)[/list:u]Statistics |
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255 |
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256 There are 6 Stats |
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257 in Scattershot |
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258 Strength, Agility, |
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259 Hit Points, |
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260 Reaction, |
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261 Observation, and |
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262 Power |
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263 (surprisingly it |
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264 /can/ be |
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265 pronounced; |
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266 SAHROP). Stats |
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267 are Ratings that |
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268 are |
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269 'self-referent,' |
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270 this means that |
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271 when a roll is |
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272 needed, the amount |
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273 effected is also |
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274 indexed with the |
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275 same Stat. |
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276 Strength and |
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277 Power are |
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278 primarily |
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279 Magnitudes. |
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280 Agility, |
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281 Reaction, and |
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282 Observation are |
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283 usually Invoked. |
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284 This leaves Hit |
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285 Points (and in |
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286 some genres, |
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287 Power) as mostly |
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288 Resources. (Power |
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289 is used as a |
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290 Reactive, Invoked |
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291 ability when |
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292 preternatural |
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293 characters act |
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294 upon 'natural' |
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295 characters. A |
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296 high Agility can |
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297 afford a small |
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298 Residual bonus on |
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299 skills listing its |
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300 effect.) I can go |
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301 into the unusual |
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302 interpretations of |
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303 these seemingly |
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304 classic Stats if |
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305 requested, but I |
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306 will leave that |
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307 until |
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308 later.[/list:u]Advantages |
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309 (and Disadvantages) |
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310 |
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311 These are |
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312 the only |
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313 Ratings that |
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314 do not occur |
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315 as numerical |
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316 (especially |
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317 in the Basic |
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318 mechanics |
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319 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>). |
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320 Their |
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321 primary use |
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322 is in |
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323 General Play |
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324 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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325 but they |
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326 function as |
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327 Residual |
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328 Applications |
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329 when used in |
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330 either |
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331 Specific or |
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332 Mechanical |
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333 play |
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334 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>. |
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335 Since they |
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336 rarely |
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337 benefit any |
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338 other roll |
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339 more than 1 |
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340 point, the |
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341 horrors of |
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342 'currency |
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343 issues'¹ |
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344 never |
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345 arise.[/list:u]Like |
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346 Advantages |
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347 and |
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348 Disadvantages, |
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349 bonuses and |
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350 penalties |
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351 are treated |
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352 as Residual |
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353 Ratings. |
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354 This |
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355 becomes very |
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356 important in |
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357 certain |
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358 situations |
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359 in |
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360 Scattershot |
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361 and as far |
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362 as I know |
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363 may be an |
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364 original way |
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365 of looking |
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366 how these work. |
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367 |
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368 There are a |
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369 few other |
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370 variations |
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371 worthy of |
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372 note in |
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373 Scattershot. |
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374 The |
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375 Durations of |
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376 ability |
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377 usage are |
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378 also very |
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379 important in |
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380 deciding how |
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381 an ability |
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382 affects |
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383 play. There |
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384 are three |
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385 Durations |
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386 noted in |
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387 Scattershot. |
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388 |
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389 Immediate |
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390 |
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391 These |
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392 are |
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393 acts |
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394 that |
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395 only |
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396 take a |
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397 single |
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398 action |
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399 by a |
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400 character, |
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401 like |
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402 firing |
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403 an |
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404 arrow |
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405 at a |
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406 target.[/list:u]Involved |
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407 |
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408 These |
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409 activities |
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410 take |
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411 more |
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412 than |
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413 one |
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414 time |
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415 unit |
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416 in |
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417 Scattershot, |
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418 in |
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419 Mechanical |
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420 play |
|
421 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>, |
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422 the |
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423 exact |
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424 amount |
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425 of |
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426 time |
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427 can |
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428 be |
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429 very |
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430 important. |
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431 Sometimes |
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432 Involved |
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433 actions |
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434 are |
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435 considered |
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436 a |
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437 series |
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438 of |
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439 sequencial |
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440 actions, |
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441 such |
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442 as |
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443 taking |
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444 part |
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445 in |
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446 an |
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447 archery |
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448 tournament |
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449 (which |
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450 is |
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451 a |
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452 different |
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453 skill |
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454 than |
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455 normal |
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456 archery) |
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457 or |
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458 tracking |
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459 wild |
|
460 game. |
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461 This |
|
462 awareness |
|
463 of |
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464 Duration |
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465 is |
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466 directly |
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467 linked |
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468 to |
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469 one |
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470 of |
|
471 Scattershot |
|
472 combat's |
|
473 more |
|
474 interesting |
|
475 features |
|
476 (but |
|
477 I'll |
|
478 save |
|
479 that |
|
480 for |
|
481 later).[/list:u]Scenic |
|
482 (I |
|
483 really |
|
484 need |
|
485 a |
|
486 different |
|
487 word |
|
488 here) |
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489 |
|
490 These |
|
491 activities |
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492 basically |
|
493 take |
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494 an |
|
495 entire |
|
496 scene |
|
497 unto |
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498 themselves |
|
499 to |
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500 play |
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501 out. |
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502 Only |
|
503 on |
|
504 rare |
|
505 occasion |
|
506 will |
|
507 a |
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508 Scenic |
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509 Duration |
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510 skill |
|
511 usage |
|
512 be |
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513 'played |
|
514 out.' |
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515 They |
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516 are |
|
517 usually |
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518 handled |
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519 during |
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520 naturally |
|
521 occuring |
|
522 breaks |
|
523 in |
|
524 play, |
|
525 like |
|
526 'between' |
|
527 scenes. |
|
528 A |
|
529 couple |
|
530 of |
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531 examples |
|
532 include |
|
533 hunting |
|
534 and |
|
535 foraging. |
|
536 Usage |
|
537 of |
|
538 a |
|
539 Scenic |
|
540 Duration |
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541 ability |
|
542 usually |
|
543 only |
|
544 occurs |
|
545 during |
|
546 General |
|
547 play |
|
548 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>.[/list:u]One |
|
549 of |
|
550 the |
|
551 special |
|
552 mechanics |
|
553 in |
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554 Scattershot |
|
555 involves |
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556 using |
|
557 a |
|
558 skill |
|
559 (or |
|
560 other |
|
561 ability) |
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562 at |
|
563 a |
|
564 Duration |
|
565 they |
|
566 are |
|
567 not |
|
568 associated |
|
569 with. |
|
570 Using |
|
571 'strategy' |
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572 (managing |
|
573 a |
|
574 whole |
|
575 battle) |
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576 in |
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577 place |
|
578 of |
|
579 'tactics' |
|
580 (taking |
|
581 advantage |
|
582 of |
|
583 the |
|
584 situations |
|
585 of |
|
586 a |
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587 fight) |
|
588 is |
|
589 one |
|
590 example, |
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591 another |
|
592 would |
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593 be |
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594 using |
|
595 to |
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596 'charm' |
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597 in |
|
598 a |
|
599 scene |
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600 in |
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601 place |
|
602 of |
|
603 'savoir-faire.' |
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604 (This |
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605 'defaulting' |
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606 is |
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607 actually |
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608 based |
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609 on |
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610 how |
|
611 Scattershot |
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612 handles |
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613 the |
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614 bonuses |
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615 and |
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616 penalties |
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617 for |
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618 taking |
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619 more |
|
620 or |
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621 less |
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622 time |
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623 to |
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624 do |
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625 something.) |
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626 |
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627 Another |
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628 variation |
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629 noted |
|
630 in |
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631 Scattershot |
|
632 is |
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633 the |
|
634 value |
|
635 of |
|
636 the |
|
637 Scope |
|
638 of |
|
639 what |
|
640 is |
|
641 being |
|
642 resolved. |
|
643 This |
|
644 not |
|
645 only |
|
646 includes |
|
647 things |
|
648 involved |
|
649 with |
|
650 concepts |
|
651 like |
|
652 the |
|
653 Scope |
|
654 of |
|
655 a |
|
656 subject |
|
657 being |
|
658 affected, |
|
659 but |
|
660 also |
|
661 the |
|
662 scope |
|
663 of |
|
664 those |
|
665 performing |
|
666 the |
|
667 act. |
|
668 |
|
669 Individual |
|
670 |
|
671 Most |
|
672 activities |
|
673 are |
|
674 resolved |
|
675 on |
|
676 this |
|
677 level. |
|
678 One |
|
679 individual |
|
680 acts |
|
681 upon |
|
682 another |
|
683 or |
|
684 a |
|
685 small |
|
686 group |
|
687 (what |
|
688 they |
|
689 act |
|
690 upon |
|
691 is |
|
692 alternatively |
|
693 limited |
|
694 by |
|
695 the |
|
696 UE |
|
697 Chart). |
|
698 This |
|
699 works |
|
700 on |
|
701 every |
|
702 'density' |
|
703 of |
|
704 play |
|
705 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
|
706 quite |
|
707 easily.[/list:u]Squad |
|
708 (another |
|
709 term |
|
710 that |
|
711 needs |
|
712 a |
|
713 changing) |
|
714 |
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715 This |
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716 scope |
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717 is |
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718 especially |
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719 relevant |
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720 when |
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721 addressing |
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722 the |
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723 components |
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724 of |
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725 a |
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726 scene |
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727 individually |
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728 would |
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729 take |
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730 altogether |
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731 too |
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732 long, |
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733 destroying |
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734 'flow |
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735 of |
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736 play.' |
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737 One |
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738 of |
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739 the |
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740 techniques |
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741 of |
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742 Scattershot |
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743 combat |
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744 involves |
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745 shifting |
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746 up |
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747 to |
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748 this |
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749 level |
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750 under |
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751 certain |
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752 circumstances.[/list:u]Mob |
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753 (and |
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754 so |
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755 on) |
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756 |
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757 Other |
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758 Scopes |
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759 obviously |
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760 exist, |
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761 but |
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762 are |
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763 almost |
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764 always |
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765 handled |
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766 in |
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767 General |
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768 play |
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769 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0> |
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770 (though |
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771 sometimes |
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772 it |
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773 can |
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774 creep |
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775 down |
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776 to |
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777 Specific |
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778 play |
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779 <http://www.indie-rpgs.com/forum/viewtopic.php?topic=1087&forum=2&0>) |
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780 and |
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781 Scenic |
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782 Duration |
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783 (wars |
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784 can |
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785 be |
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786 handled |
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787 this |
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788 way).[/list:u]When |
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789 you |
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790 take |
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791 the |
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792 Types |
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793 and |
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794 Applications |
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795 of |
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796 a |
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797 Rating |
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798 into |
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799 account, |
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800 the |
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801 Kind, |
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802 Duration, |
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803 and |
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804 Scope |
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805 of |
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806 how |
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807 it |
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808 works, |
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809 you |
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810 begin |
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811 to |
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812 see |
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813 how |
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814 Scattershot |
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815 makes |
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816 use |
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817 of |
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818 the |
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819 Ratings |
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820 involved |
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821 |
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822 Next |
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823 time, |
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824 peeling |
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825 away |
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826 the |
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827 layers |
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828 of |
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829 the |
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830 mechanics. |
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831 |
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832 Fang |
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833 Langford |
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834 |
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835 Logged |
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836 |
|
837 ------------------------------------------------------------------------ |
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838 Fang Langford is formerly the creator of the Scattershot Role-Playing |
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839 Game System. This project has been permanently suspended. If you have |
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840 any questions regarding the implementation of it or anything else, he |
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841 can be reached at ripjack@mad.scientist.com |
|
842 <mailto:ripjack@mad.scientist.com> |
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843 |
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844 *Pages:* [*1*] Print |
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845 <http://www.indie-rpgs.com/forum/index.php?action=printpage;topic=1096.0> |
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846 |
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847 « previous |
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848 <http://www.indie-rpgs.com/forum/index.php?topic=1096.0;prev_next=prev> |
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849 next » |
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850 <http://www.indie-rpgs.com/forum/index.php?topic=1096;prev_next=next> |
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851 |
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852 Jump to: |
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853 |
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854 |
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