Orion Nowsli by HostileRecon

Species
Human
Career
Spy
Specializations
Infiltrator/Sharpshooter/Force Sensitive Emergent/Marauder/Enforcer/Martial Artist/Sleeper Agent/Marshal
System
Age of Rebellion

10
Threshold 37
Current 0
Threshold 30
Current 0
Ranged 2
Melee 1

Placeholder Image

Characteristics

6
3
3
4
5
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 4
Charm (Pr) X 2
Coercion (Will) X 5
Computers (Int) X 4
Cool (Pr) X 5
Coordination (Ag) X 3
Deception (Cun) X 4
Discipline (Will) X 5
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 5
Piloting: Planetary (Ag) 1
Piloting: Space (Ag) 0
Resilience (Br) X 4
Skulduggery (Cun) X 5
Stealth (Ag) X 5
Streetwise (Cun) X 5
Survival (Cun) X 0
Vigilance (Will) X 5
Brawl (Br) X 5
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) X 5
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) X 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) X 3
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

Vibro-Daggers (Main-hand)
Range
Engaged
Skill
Melee
Pierce 5, Vicious 3, Accurate 2, Knockdown, Cumbersome 3
Damage
+5 (DA +5)(FS +3)
Critical
1
Crushgaunts
Range
Engaged
Skill
Brawl
Cortosis, Sunder, Vicious 2
Damage
+4 (DA +5)(FS +3)
Critical
2
"Ripper" Powersword
Range
Engaged
Skill
Melee
Cumbersome 3, Pierce 4, Sunder, Knockdown, Vicious 2, Accurate 2
Damage
+3 (+5 DA) (+3 FS)
Critical
1
Scylla Harpoon Launcher
Range
Medium
Skill
Ranged: Light
Ensnare 5, As an action, make an Average (◆◆) Ranged (Light) check to secure hook to an object within medium range., Once secured, the cord may be reeled in as an action., To pull another character aloft, must succeed in an Average (◆◆) Athletics check.
Damage
3
Critical
5
Nightsister Energy Bow
Range
Medium
Skill
Ranged: Heavy
Pierce 4, Unwieldy 3, Vicious 2, Accurate 1
Damage
8
Critical
2
Beskad
Range
Engaged
Skill
Melee
Cortosis, Cumbersome 3, Sunder, Vicious 3, Pierce 2, Accurate 1
Damage
+3 (+5 DA)(+3 FS)
Critical
1
Atlas
Range
Engaged
Skill
Melee
Pierce 5, Knockdown, Disorient 2, Concussive
Damage
+6 (+5 DA)(+3 FS)
Critical
5

0
3345
35245
10/22

Weapons & Armor

Heavy Clothing
Cybernetic Arm (x1) - Brawn, Unobtusive X4
-Atlas: 2/2 HP; ENC 2; Weighted Head - +1 DAM, Concussive
-Fangs (MH): 4/4 HP; ENC 1; Superior (Integral): +1 DAM, 1 Auto ADV, Shadow Sheaths, Custom Grip (+1 Accurate), Augmented Vibro-Motor: Cumbersome 3, DAM +2, Vicious +1
-Ripper Powersword: 4 ENC, 3/3 HP: Balanced Hilt - +2 Accurate, Decrease ENC -1; Mono-Molecular Edge - Crit rating -1, +2 Pierce
-Nightsister Energy Bow: 1/2 HP; ENC 4; TBD; Custom Grip - +1 Accurate
-Beskad: 2/2 HP; ENC 4; Custom grip - Remove 1 Setback, +1 Accurate; Mono-molecular - Decrease Crit by 1, Pierce 2

Personal Gear

Earbud Comlink, Long Range Comlink, Utility Belt, Load-Bearing Gear, Electorbinoculars, Military Backpack
Macro-binoculars
Grapnel-Harpoon Launcher

-Bloody Fist: 2/2 HP; ENC 3; Weighted Head - Concussive 1, +2 Damage (NARRATIVE USE. Still have it but not using it as a weapon anymore.)

MISSION:
Stimpacks - 5
Binders - 4

Coercion Precision Tool: Mask - Supreme Craftsmanship, Safety Features, Lightweight 7

Aratech 74-Z Military Speeder Bike
Aratech R82 Jump Boots: The boots employ a pair of repulsorlift generators and rocket units that allow the user to boost jumps or glide at altitudes of up to thirty-five meters for short distances.

Jump boots allow the user to function as a Silhouette 1, Speed 2, Handling -1, System Strain Threshold 3 vehicle that can only operate in atmosphere, has a maximum altitude of 35 meters, and requires Piloting (Planetary) to operate.

Bottle of Corellian Reserve Whiskey - Whyren's Reserve

Assets & Resources

Duty Value - 2135
Prosthetic Arm *Scylla*: Ion-Shielded, Unobtrusive 5, Inbuilt Weapon - Grapnel Harpoon Launcher, Inbuilt Tools - Skulduggery (Lock Picks), Athletics (Ground Anchors)

Kav-Dann Power Armor: 2 Soak, 2 DEF, 2/6 HP, 2 ENC, +1 Brawn
- Biofeedback System (+4 ST, Innate Talent Rapid Recovery)
- Reflec Adaptive Skin: +2 Boosts to stealth checks
- Portable Plasma Shield: 3/3 DEF, Incidental to take out

Wolf-Man Armor: 2 Soak, 1 Def, 6/6 HP, 3 ENC, Special Embellishment - Stealth, Sealable
- Attachments: Reflec Adaptive Skin (Upgrade stealth by 1, 2 Boosts to Stealth checks), Enhanced Optics Suite (+1 Vigilance Mod), Vacuum Sealed, Biofeedback System (+4 ST, Innate Talent Rapid Recovery)

Urban Gear - +2 Soak, +1 DEF, 2/2 HP, Sealable, Special Embellishment - Coercion, 1 ENC
- Attachments: Custom Fit - Remove 2 Setbacks from Stealth and Athletic checks, Enhanced Optics Suite -1 Vigilance Mod

(Narrative Only) Combat Mask - Face-plate mask used on combat ops.


Contacts:
Chevvie the Chevin - owns a mechanic shop on L-15

Alacost Puño – Commander of the Bloody Fist gang, Human Male
Skaarsgard – Second in Command, Dowutin Male

Boost - Human Male, leader of Wild Boyz
(Bynerria)
Bratt Vaa Sal - Twilek Male, Wild Boyz Chapter President Ondarra

IDs:
Non-Civilian ID (Not Backstopped): Augustus Walker - Private Security Consultant/Hand-to-Hand Combat trainer
Civilian ID (Backstopped): Dradak Morlin - Bynarria

Critical Injuries & Conditions

HEALED CRITS:
Grievous Wound: -1 to Brawn (RIGHT ARM)
Maimed: Lost left arm.
Agonizing Wound: Increase difficulty of Brawn and Agility checks by 1.
Stinger (x2) - 39: Increase difficulty by 1 on next check.
Sudden Jolt: Drop what is in your hand.
Bowled Over: Knocked Prone and Suffer a strain.
Minor Nick - Take 1 Strain.
Bowled Over
Head Ringer
Fearsome Wound - Increase difficulty of PRE and WILL checks by 1
Discouraging Wound - 1D: Flip a destiny point
Head Ringer - 2 Difficulty: Increase INT or CUN difficulty of next check
Overpowered (2d) - Hit again
Knocked Senseless (3d) - Staggered for rest of the encounter
Minor Nick (1d) - Suffer 1 Strain
Hamstrung (2d) - Lose free Maneuver
Slightly Dazed X3 (2d) - Disoriented for the Encounter
Slowed Down (1d) - Go on last initiative slot next turn
Agonizing Wound (2d) - Increase difficulty of all Brawn and Agility checks until end of the encounter.
Stinger (1d) - Increase difficulty of next check by 1.
Crippled 3d - One of the target's limbs (selected by the GM) is crippled until healed or replaced. Increase
difficulty of all checks that require use of that limb by one.
Bowled Over 2d - Knocked prone and take 1 strain
Hamstrung 2d - Target loses free maneuver until the end of the encounter.
Fearsome Wound (2d) - Increase the difficulty of all Presence and Willpower checks by one until the end of the encounter.

ACTIVE CRITS:
NONE

Talents

Name Rank Book & Page Description
Grit (14) AoR pg. 148 +1 Strain threshold
Dodge (2) AoR pg. 146 When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge.
Frenzied Attack (5) AoR pg. 147 When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.
Soft Spot AoR pg. 156 After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
Defensive Stance (3) AoR pg. 146 Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way.
Stunning Blow (Improved) AoR pg. 157 When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak. When dealing strain damage, may spend Triumphs to stagger the opponent for 1 round per Triumph spent.
True Aim (2) AoR pg. 158 Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.
Sniper Shot (2) AoR pg. 156 Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range).
Expert Tracker AoR pg. 146 Remove Setback per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This does not decrease with additional ranks of Expert Tracker.
Lethal Blows (5) AoR pg. 151 The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents.
Deadly Accuracy (Melee), (Brawl) AoR pg. 145 Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice.
Dedication (Brawn) X3, (Willpower) X2, (Cunning) X1 AoR pg. 145 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Toughened (12) AoR pg. 158 The character increases his wound threshold by two per rank of Toughened.
Jump Up AoR pg. 150 Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Sixth Sense (Battle Scar) AoR pg. 156 The character gains + 1 ranged defense.
Uncanny Senses (2) AoR pg. 149 The character adds 1 boost per rank of Uncanny Senses to his Perception checks.
Indistinguishable AoR pg. 158 The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable.
Sleight of Mind AoR pg. 156 The character adds 1 Boost per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers.
Uncanny Reactions (2) AoR pg. 149 The character adds 1 Boost per rank of Uncanny Reactions to Vigilance checks.
Knockdown AoR pg. 150 After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger.
Touch of Fate AoR pg. 158 Once per game session, the character may add 2 Boosts to any one skill check.
Balance AoR pg. 143 When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He recovers additional strain equal to the Light Side rolled.
Force Rating AoR pg. 147 Increase Force Rating by 1.
Natural Brawler AoR pg. 153 Once per game session, may re-roll any one Brawl or Melee check.
Feral Strength (3) EotE pg. 135 Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills ..
Heroic Fortitude EotE pg. 137 The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility related checks until the end of the encounter. He still suffers from the injury itself.
Enduring (2) EotE pg. 135 Soak +1
Insight AoR pg. 149 Perception and Discipline become career skills.
Durable (Battle Scar) (Enforcer Tree) (Marshal)(4) EotE pg. 135 Can reduce the result of a critical injury suffered by 10.
Fearsome (2) DC pg. 32 When an enemy becomes engaged with the character, they may force the enemy to make a fear check, difficulty based on ranks of Fearsome.
Street Smarts (3) AoR pg. 157 The character removes 1 Setback per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Intimidating (3) AoR pg. 150 When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
Talk the Talk DC pg. 33 When making a Knowledge skill check, the character may spend one Destiny point to substitute Knowledge (Underworld) or Streetwise for the required skill. Any information gathered by a subsequent success on this check may be embellished by the GM to represent the criminal or underworld origin.
Natural Enforcer AoR pg. 153 Once per game session, the character may re-roll any one Coercion or Streetwise check.
Loom DC pg. 32 When an ally makes engaged with you makes a successful Charm, Deception, or Negotiation check, the character adds a number of ADV to the check per ranks of Coercion the character has.
Iron Body (2) ND pg. 34 Remove 1 Setback per rank of Iron Body from Coordination and Resilience checks. Reduce critical rating of unarmed attacks by 1 (minimum of 1).
Parry (2) ND pg. 35 When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Precision Strike (Improved) (Supreme) ND pg. 35 When the character inflicts a Critical Injury with a brawl, melee, or lightsaber weapon, may suffer 1 strain to change it to any Easy critical result. Once per round may suffer 2 strain to change it to any Average critical result with a brawl or melee attack. Once per session with an unarmed attack may suffer 3 strain to change it to any Hard critical result.
Sense Danger AoR pg. 155 Once per session, may remove 2 setbacks from a check.
Unarmed Parry ND pg. 36 May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).
Martial Grace ND pg. 35 Suffer 2 strain to add damage equal to Coordination to a Brawl check.
Overbalance ND pg. 35 When an enemy engaged with this character makes a combat check, after the attack is resolved, may spend a despair or 3 threat to stagger the attacker until the end of the attacker's next turn.
Second Wind AoR pg. 155 Once per encounter may take a Second Wind incidental to recover an amount of strain equal to ranks.
Grapple DC pg. 34 Once per round, the character may perform the Grapple maneuver. Until the beginning of your next turn, enemies must spend 2 maneuvers instead of one maneuver to move from engaged to short of the character.
Codebreaker (2) AoR pg. 144 Remove 1 Setback per rank of Codebreaker from his attempts to break codes or decrypt communications. In addition, this character reduces the difficulty of Computer or Intellect checks made to break codes or decrypt communications by one.
Well Rounded AoR pg. 159 Choose any 2 skills: Vigilance and Core Worlds. They permanently become career skills.
Bypass Security AoR pg. 144 Remove a Setback per rank of Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door.
Creative Killer AoR pg. 145 Reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).
Convincing Demeanor (2) AoR pg. 145 Remove Setbacks per rank from Deception and Skulduggery checks.
Good Cop FH pg. 33 The character may spend 2 ADV from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Bad Cop FH pg. 32 The character may spend 2 ADV from a Deception or Coercion check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Quickdraw AoR pg. 154 Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Unrelenting Skeptic (Improved) FH pg. 33 When targeted by a Deception check, the character automatically adds Failures to the check equal to his ranks in Vigilance. When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add a Despair to the pool results.
Hard Headed (2) AoR pg. 148 On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing actions when staggered). He makes a Daunting Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy.
Natural Rogue AoR pg. 153 Once per game session, the character may re-roll any one Skulduggery or Stealth check.
Master of Shadows AoR pg. 151 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy.
Hard Headed (Improved) AoR pg. 148 The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold. On his next turn after being incapacitated, he may make a Formidable Discipline check as his Hard Headed action (this action can specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy.

Force Powers

Force Rating
2
Power
Sense
Description
The Force user can sense the Force interacting with the world around him.
The user may spend Light Side to sense all living things within short range (including sentient and non-sentient beings).
The user may spend Light Side to sense the current emotional state of one living target with whom he is engaged .
Upgrade Effect
Control: Sense Thoughts Effect: Spend Light Side. The Force user senses the current thoughts of one living target with whom he is engaged.
Range (3) Spend Light Side to increase power's range by a number of range bands equal to range upgrades purchased.
Control: Upgrade Difficulty Ongoing effect: Commit Force Die. Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance power check as part of the pool.
The user may spend Light Side to gain Success or ADV (user's choice) on the check
Upgrade Effect
Control: Piloting - Planetary Enhance can be used with the Piloting - Planetary skill.
Control: Force Leap Horizontal Take a Force Leap action: make a Enhance power check. The user may spend Light Side to jump horizontally to any location in short range.
Control: Force Leap Maneuver The Force User can now perform Force Leap as a maneuver.
Range May spend Light Side to increase the power's range by a number of range bands equal to ranks in Range upgrade.
Control: Force Leap Vertical Take a Force Leap action: make an Enhance power check. The user may spend Light Side to jump vertically to any location in short range.
Control: Brawl Enhance can be used with the Brawl Skill.
Control: Coordination Enhance can be used with the Coordination skill.
Control: Resilience Enhance can be used with the Resilience skill.

Background

The Searching Insurgent - After losing his family when Imperial forces took over the family farm to help feed their troops, Orion started trying to find ways to oppose the Empire in anyway he could.



Orion grew up on a farm in the Ukio system, far away from Lantilles, with his father, mother, and older brother Cade. Orion showed an early aptitude for working with computers so his family worked hard to send him to school, especially his brother. Cade took up working at the local space port as a dock hand and occasional pilot. It wasn't much but it helped send Orion to school. While away, the Empire sent an officer to try and buy the farm from his parents. They refused as they wouldn't be able to support themselves otherwise. Unfortunately, the Empire didn't like that answer and took it anyways. Killing his parents in the process. Several of the workers at the dockyard helped smuggle Cade off planet when they heard the news after the rest of the family had been branded as traitors to the Empire. Orion was found by some of Cade's friends and smuggled off planet in a similar manner. It took a long time for him to make his way to Lantilles but once there, he found a way to fight back against the Empire.
Orion doesn't know who ordered the death of his parents, but he hopes to find out someday.

Motivation

**MOTIVATION**
```People Are Counting on Me: Orion works not only for personal gain, but also for the interests of a group of people threatened by the Empire. Therefore, he acts with those people in mind. Drawing power from thoughts of those in need, he can do what no one else can. He finds the strength to carry on, because giving up would fail so many others as well.```

Duties

**DUTY**
```Internal Security: Deceivers know their own kind. Orion focuses on protecting the Alliance from moles, double agents, and traitors. He also helps maintain safety by ensuring that strongholds, outposts, and safe houses remain undetected by the Empire. This sometimes includes ensuring supply lines for these locations are maintained and kept secret.```



Value - 2135

Description

"Anatomy of a Defector: Identifying prominent factors that lead to traitorous behavior." - On datapad from Imperial Colonel on Gizer.

Fox Fire - Team that ties up loose ends for Val Callat.
Master Tosak (Dowutin) - Val Callat Lt.

Fya Rorra - Bynerria University President

Ajax Wilker - The Baron, Val's Lt.

Owner of Lancer-class Pursuit Craft 'Reunion'
http://swsheets.com/v/o5dqnzhos-reunion

Owner of Consular-class Light Assault Cruiser 'Cerberus'
http://swsheets.com/v/2n4aklqy8-cerberus

ISB Agent in Charge of Utyer - Delyn Dehn

New gang working for the Pala and Das families on Bynerria. Kyuzukuza families.

Other Notes

D-FUND: 68000 (102000)


Recreation Hours: 393
- Trading in 120 hours for 25 Duty
- Trading in 240 hours for 25 XP
Hours Total: 213
- Trading in 192 Hours for 20 XP
New Hours Total: 289
- Trading 240 hours for 25 XP
New Total: 289
- Trading 240 hours for 25 XP
New Total: 267
- Trading 240 hours for 25 XP
New Total: 147 Hours
-Trading 96 hours for 10 XP
New Total: 339 Hours
- Trading 240 Hours for 25 XP
New Total: 265 Hours
- Trading 48 Hours for 5XP
New Total: 169
CR 1: Strength Enhancing System and Custom Fit armor mods
CR 2: Cybernetic Arm Materials and Aratech 74-Z Military Speeder Bike
CR 3: Cybernetic Arm Materials and Aratech R82 Jump Boots
CR 4: Kav-Dann Power Armor and Optical Camouflage System
CR 5: Assassin Droid and Cybernetic Eyes
CR 6: Lancer Pursuit Craft and Consular-class Light Assault Cruiser
CR 7: Advanced Targeting Array and Sensor Bafflers
CR 8: Nightshadow Coating and Pseudo-Cloaking Device
CR 9: Cybernetic Appendage Brawn and Cybernetic Appendage Brawn
CR 10: Reflec Adaptive Skin and Magna Guard
CR 11: Magna Guard and Magna Guard
CR 12: Magna Guard and Fogger Smoker Generator (Aquila)
CR 13: RS01 "Ripper" Powersword and Mono-Molecular Edge
CR 14: Balanced Hilt and Crushgaunts
CR 15: Nightsister Energy Bow and Reflec Adaptive Skin
CR 16: HoloNet Pirate Array and Slicing Computer
CR 17: TBD and TBD
CR 18: TBD and TBD
CR 19: TBD and TBD
CR 20: TBD and TBD
CR 21: TBD and TBD

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