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Exponential Heroes Rules Manual 2020

This document summarizes revisions made to the rules manual for the DC Heroes roleplaying game. It overviews new additions like Crushing Attacks which allow larger characters to trample smaller ones, and Disarm maneuvers to knock weapons out of opponents' hands. New defense options like Blocking with improvised items are also described. Movement rules are adjusted, clarifying speed calculations and limits to high-speed movement. Damage from exceeding certain speed thresholds in atmospheres is noted.
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100% found this document useful (1 vote)
449 views22 pages

Exponential Heroes Rules Manual 2020

This document summarizes revisions made to the rules manual for the DC Heroes roleplaying game. It overviews new additions like Crushing Attacks which allow larger characters to trample smaller ones, and Disarm maneuvers to knock weapons out of opponents' hands. New defense options like Blocking with improvised items are also described. Movement rules are adjusted, clarifying speed calculations and limits to high-speed movement. Damage from exceeding certain speed thresholds in atmospheres is noted.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE RULES MANUAL!

Revised & Updated 2020 9/5/20, 10=11 AM

THE RULES MANUAL! Revised &


Updated 2020

DC Heroes Revised Part 1

THE RULES MANUAL

This revision is based on the Second Edition Boxed Set. This is because during a
time of great financial hardship, I had to liquidate much of my DC Heroes collection,
including my 3e Rulebook. However, I had held onto my 2e boxed set - bought new from

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Showcase Comics in 1991 - all these years and I wasn't giving it up!

Because it is based on the 2e, some material from 3e is re-presented. I also chose
to present the material in such a way as to line up with how the material in the books of
the 2e is presented. The exception to this is the Roster Book. The Roster Book that is
completed here contains all the listings for gadgets, vehicles, NPCs, animals, monsters,
and structures and furnishings. It does not contain character write-ups. I will be doing
those after I have done all of the core material.

However, I am torn as to proceed with the character write-ups. Should I revise the
write-ups that I have already done here, or should I start from new and go forward?

In any case, this presents part one of the revisions.

And by the way... I have finally bought and read much of the New 52. It's not as bad as I
thought it would be.

ADDING APS OF EFFECTS

Many powers add to a character’s abilities. In the case where more than one
effect adds to a character’s power, they do not stack. Instead, use the higher effect. If the

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two effects are equal in APs, add 1 AP to one effect (effectively doubling it).

Chapter Two: APs and the World

AP EQUATIONS

Distance = Speed + Time


Time = Distance + Speed
Speed = Distance – Time
Throwing Distance = STR - Weight

MOVEMENT

A character’s movement is determined by his DEX or APs of movement power. If he


has APs of a movement power, he moves at that speed and can move for any amount of
time at full speed.

Characters without a movement power have a maximum land movement equal to their
APs of DEX, to a maximum of 4 and a maximum swimming movement equal to their APs
of DEX, to a maximum of 3. A character can move at their top speed for APs of time
equal to their BODY.

A character without a movement power can cover a maximum of 30 miles (15 APs) in an
8 hour day (13 APs). This averages out to a movement of 2. If the character has a
movement or 2 or less, this is reduced to 14 APs.

Pushing Movement without Powers

Speed can be pushed by a character without a movement power, but it can only
be increased by 1. Other RAPs are lost. More commonly, the character pushes the
amount of time he can move. This is resolved as a normal push, but RAPs are added to
the APs of time the character can maintain their top speed.

High Speed Movements

A character moving at 9 APs or more in an atmosphere creates a sonic boom in a


cylindrical area along the character’s path. This acts as APs of Sonic Beam equal to the
character’s movement minus 8.

A character moving at 12 APs or more may travel over water as if it were solid ground or
up walls as if they were horizontal.
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Traveling faster than 15 APs in an atmosphere causes damage due to friction.


Every phase the character moves at 16 APs or more, he and everything he is carrying is
attacked by his APs of speed. The OV/RV of this attack is his BODY. Sealed Systems
and Flame Immunity add to the character’s OV/RV.

Starships often travel at speeds approaching the speed of light. If they travel at
these speeds in an atmosphere they will fly straight out of it. Thus, they cannot exceed 15
APs of speed and remain in an atmosphere.

Chapter Three: Combat

NEW ATTACK MANEUVERS

Crushing Attack

A Crushing Attack is an attempt to roll over, trample, or stomp a smaller


defender or obstacle. To use this, the attacker must be riding an animal, driving a vehicle,
or be significantly larger than the defender.

A Crushing Attack is a normal physical attack with the OV/RV equal to the

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target’s DEX/BODY. The AV equal to the attacker’s Animal Handling (Riding or Drive
Team), Vehicles, or DEX if large. The EV is the animal's or large attacker’s STR, or, if a
vehicle, the vehicle’s APs of weight.

To a target, the Crush Attack is very obvious, so he gets a +2 CS to his OV to avoid it.
However, once it hits, the Crush Attack is very dangerous to a target, causing his RV to
suffer a -3 CS penalty. Damage caused by a Crush Attack to a target is automatically
considered Killing Combat. A Crushing Attack never causes Knockback.

If the Crushing Attack is made against an obstacle, then no OV or RV penalties


apply. Instead, the attack damages the obstacle, flattening it. Once enough RAPs are
gathered to exceed the obstacle’s BODY, it is crushed and the attacker can move forward
unimpeded. Until then, the attacker is stuck crushing the obstacle. While stuck, the
attacker is vulnerable to attack. His OV is reduced -2 CS against all attacks until he is
unstuck.

Disarm

A Disarm is a variation on a Take Away, but in this case, the attacker is merely trying to
knock the weapon or gadget away from the defender’s grasp.

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A Disarm is a normal dice action using the attacker’s DEX/STR as the AV/EV
and the defender’s DEX/STR as the OV/RV though the defender automatically receives a
special +2 CS to his OV. If the Disarm attempt earns one or more RAPs, the defender
automatically drops any one item in his possession. The attacker must specify which item
he is trying to knock away from the defender before rolling the dice, if there is more than
one possibility. A CS gained on the roll knocks the item a distance away, just like a
normal Knockback. In this way, the item can be damaged. Otherwise, it falls undamaged
to the ground at the feet of the defender, requiring him to expend an automatic action to
retrieve it. If the defender is disarmed before his turn, any actions he had planned with his
item are lost.

A Disarm never causes any damage to the defender. Whether an item can or
cannot be dropped depends on whether or not it can be Taken Away.

Smash

Smash Attacks are a form of Sweep Attack employing improvised physical objects such
as light poles, dumpsters, cars, or boulders to attack a single opponent. The attacker’s
STR must be at least 2 APs higher than the weight of the object in order to heft it and use
it like a weapon.

Smash Attacks are rather uncoordinated, giving the attacker a +2 CS to OV.


However, the attack gains a -2 CS to RV due to the impact of the item.

Objects can be thrown as well, but when used in this fashion, have an EV equal
to their APs of weight and do not gain the CS bonus to RV.

If the RAPs of damage are greater than the BODY of the object used in the attack, the
object is destroyed. The attacks count as using melee weapons, so they count as killing
combat.

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Steal

A Steal is a variation on a Take Away, but in this case, the attacker is trying to steal an
object from off the body of the target.

A Steal is a normal dice action using the attacker’s APs of Pickpocket as the
AV/EV and the defender’s INT as the OV/RV. If the Steal attempt earns one or more
RAPs, the attacker steals the desired item from the defender and he doesn’t notice.

Trick Shots

Trick Shots can be used by ranged weapons to defeat armor by targeting vulnerable
areas. If successful, the attack causes harm to the wearer, ignoring the armor. The OV
CS for this varies according to the armor worn. Melee weapons cannot use this option.

Vest, breastplate +1

Jacket, leather shirt +2

Long coat, chain mail +3

Full body, full plate +4

Power Armor +5

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NEW DEFENSE MANEUVERS

A character does not need to declare the use of a defensive maneuver. As long as he has
the appropriate actions remaining, he may swap his action for it.

Block (revision)

This maneuver is revised to simplify the use of shields and magic bracelets. Items
designed for Blocking use the revised Reflection/Deflection power instead of this
maneuver.

A Block is now defined as a maneuver using an improvised item. It is also used to resolve
ducking behind cover.

An attacker can always choose to attack a blocking item, even one designed to block like
a shield. The OV/RV of this attempt is the blocker’s DEX/blocking item’s BODY. RAPs are
damage to the item. At 0 APs of BODY, the item can no longer be used as cover.

Counter

A Counter is a variation of a Block, but instead of using a physical object, the defender

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uses a ranged attack power. Doing this, the defender is attempting to weaken or deflect
an incoming attack.

A Counter is a dice action and in order to perform a Counter, the character must
have some ranged power of the same category as the incoming attack (physical vs.
physical, mental vs. mental, or mystical vs. mystical). The AV/EV of a Counter attempt is
equal to the defender’s APs of power. The OV/RV is equal to the APs of power of the
incoming attack. RAPs resulting from the Counter are subtracted from the EV of the
attack. If the EV is reduced to zero, then the attack fails. However, as long as the EV is
above zero, the attack continues normally, but with a reduced EV.

If the original Counter dice action fails, the attack is resolved normally and the
defender automatically suffers a -2 CS to his OV against it.

A defender cannot Counter more than one attack per phase.

Intervene

An Intervene is an attempt by the defender to interpose himself between an incoming


blow and another person. It is a variation of a Block. If the Intervene maneuver succeeds,
the defender takes the damage instead of the other person.

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An Intervene is a dice action and in order to perform one, the defender must be
able to move himself between the other person and the incoming attack. The AV/EV of an
Intervene attempt is equal to the defender’s DEX or Movement power. The OV/RV is
equal to the AV of the incoming attack. If the Intervene dice action earns one or more
RAPs, it succeeds, and the attack is then resolved normally, using the defender’s BODY
as the RV and an OV of 0 (since the defender is trying to get hit).

Any RAPs caused by the attack are inflicted upon the defender’s Current BODY
Condition instead of the other person’s.

If the original Intervene dice action fails, the attack is resolved normally and the
defender automatically suffers a -1 CS to his OV against it.

A defender cannot Intervene more than once per phase. Only physical attacks
may be Intervened.

An Intervene is a particularly heroic and dangerous action and a character


should gain a few extra HPs at the end of the session.

PERCEPTION CHECKS AND KNOWLEDGE CHECKS

Perception checks are expanded to include not only searching, listening, and
watching for things, but also to recall relevant facts about things and subjects. Used in
the second fashion, they are called Knowledge Checks.

Detective (Observation) can substitute for the AV/EV of perception checks to search,
listen, and spot, generally. Spy (Photo Interpretation) can substitute for Perception checks
made against photographs, videos, and recordings.

A number of advantages allow the character to make Perception or Knowledge checks in


specific situations. Most skills do, as well- see the Skills section in Book 2. In all of these
cases, the basic resolution remains unchanged.

Knowledge checks made for specific subskill (like Identify Gadget or Artifact) reveal 1 fact
per RAP. Generalized Knowledge checks (such as checks made simply using a skill like
Handle Animal or an advantage like Scholar) should offer more general information, as
shown below.

A character who spends at least 1 hour (10 APs) in a library gains a -2 CS bonus to his
OV/RV. A character who spends the same amount of time researching on the internet

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gains so much disinformation that he suffers a +1 CS penalty to his OV/RV unless he is
researching pop culture- then he gains a -3 CS bonus.

Perception and Knowledge Check Results

RAPs Information Perceived


N Nothing Perceived or Recalled
A quick glance, a shadow moving, a faint sound or smell. A simple or obvious fact
1
known by high school kids and celebrities; possibly even a popular misconception
RAP
rather than a true fact.
A recognizable shape or movement with direction at a certain distance from the
1/2
perceiving character. Facts and information known to a well informed individual
RV
like a high school teacher or college professor.
A definite object or event, clearly heard conversation, distinct smell. Facts and
Full
information known to a scholar in the field, someone with firsthand knowledge or
RV
experience, or an enthusiastic genius.
Over Details about the object or event. Detailed knowledge that is generally obscure or
RV suppressed.

SPECIAL COMBAT SITUATION: SPACE

A character in space without a space ship has a number of challenges.

· A character suffers a +3 CS penalty to all OVs. If he has some means of self


propulsion (a movement power that works in space, flight suit, jet pack, etc), this drops to
+3 CS. If he has the Starships skill or Vehicles (Space Craft) he is experienced at moving
around in space and this penalty is lowered to +1 CS.

· A character with Flight can move normally in space. All others must push off of
something, eyeballing their trajectory. This is a Perception check with an OV/RV of 8. If

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the character has the Starships skill or Vehicles (Space Craft) he is experienced at
moving around in space and this OV/RV is lowered to 6. He moves at a speed equal to
his STR. A failed roll means that he has gone off course.

· Characters and objects moving in space will keep moving unless stopped. For
characters, this means that they must catch themselves on something or collide into it as
a Charge Attack. For objects it means that their range is effectively infinite. Add the APs
in excess of the range of a weapon to the OV to his a target.

· Explosive weapons will propel a character who is not secured as if he had pushed
off (see above). He will move at a speed equal to the weapon’s APs of attack power.

· Many powers may not function due to the lack of air or the extreme cold. Notably,
powers that rely on air or water. The GM should use discretion and common sense for
others.

· A character without a space suit or Sealed Systems will not survive long in space.
Not only is there no air to breath, leading to “drowning,” but that’s not the real problem.
Space is close to -450 degrees Fahrenheit. A character’s insides are so warm in relation
to this, that his blood will boil as it loses its heat. Death occurs in a number of phases
equal to the character’s BODY.

Gravitational Effects

All planets have their own unique mass and size, which result in a different degree of
gravity on each world. Some worlds have a gravity that is very close to Earth’s, while
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others possess a gravity that is substantially greater or smaller. The table below
summarizes the known gravitational information about many planets, real and imaginary.
Note that natives of the planets suffer no ill effects from the gravity of their home world

· Name: The name of the world.

· OV CS Increase: The OV column shifts increasing the difficulty of any Physical


Action Checks due to any gravity differences from Earth’s. After approximately sixty hours
(17 APs time), characters adjust to the gravitational differences. If the planet has a
particularly heavy or low gravity, the GM may rule that this adjustment period will take a
somewhat longer or shorter amount of time.

· Lift/Jump APs: Any increase or decrease in APs that a Character can lift due to
gravity. This also affects Jumping and other Automatic Actions involving strength. The
modifier is in effect as long as a Character is on the planet.

The Solar System

Name OV CS Increase Lift/Jump APs

Callisto (Heavily cratered moon of Jupiter) 2 +2

Ceres (Largest asteroid in the Asteroid Belt) 0 0

Europa (Frozen water moon of Jupiter) 2 +2

Ganymede (Largest moon of Jupiter) 2 +2

Io (Volcanic moon of Jupiter) 2 +2

Jupiter 3 -1

Mars 1 +1

Mercury 1 +1

Moon 2 +2

Neptune 1 0
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Pluto 3 +3

Saturn 0 0

Sol (the sun) 6 -7

Titan (Saturn’s largest moon) 0 +1

Uranus 0 0

Venus 0 0

Other Worlds

Name OV CS Increase Lift/Jump APs

Arrakis (Dune, Desert Planet) 1 0

Aurora (Spacer homeworld) 0 +1

Caladan (ancestral world pf House Atreides) 0 0

Chapterhouse (Bene Gesserit world) 0 0

Giedi Prime (ancestral world of House Harkonnen) 0 0

Kaitain (capital of the Known Universe) 0 0

Mongo (world of Flash Gordon’s adventures) 0 0

Salusa Secundus (Imperial prison planet) 1 -1

Terminus (Foundation world) 0 0

Trantor (capital world of the Galactic Empire) 0 0

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DC Worlds

OV CS Lift/Jump
Name
Increase APs

Bismoll (Matter-Eater Lad’s homeworld) 0 0

Braal (homeworld of Cosmic Boy’s parents) 0 0

Cairn (Garryn Bek’s homeworld) 0 0

Cargg (Triplicate Girl’s homeworld) 0 0

Colu (Brainiac’s homeworld) 0 0

Daxam (Mon El’s homeworld) 5 -2

Dhor (Kanjar Ro’s homeworld) 0 0

Dominion (homeworld of the Dominators) 0 0

Durla (Chameleon Boy’s homeworld) 3 0

H’lven (Ch’p’s homeworld) 3 -1

Imsk (Shrinking Violet’s homeworld) 0 +1

Kalanor (Despero’s homeworkd) 1 +1

Karna (homeworld of the Gordanians) 0 0

Kathoon (Nightgirl’s homeworld) 1 -1

Khundia (homeworld of the Khunds) 5 +1

Korugar (Sinestro’s homeworld) 0 0

Krypton 6 -2
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Labyrinth(prison world of the Science Police) 0 0

Medicus One (30th Century medical world) 0 0

Mogo the Green Lantern 0 0

Naltor (Dream Girl’s homeworld) 0 0

Oa, Base of the Green Lantern Corps 0 0

Orando (Princess Projectra’s homeworld) 0 0

Protean Planet (homeworld of Proty) 0 +3

Rann (world of Adam Strange’s adventures) 0 +1

Rimbor (Ultra Boy’s homeworld) 0 0

Shanghalla (30th Century cemetery world) 3 +4

Slyggia (Salaak’s homeworld) 3 -1

Somahtur (Infectious Lass’ homeworld) 0 0

Starhaven (Dawnstar’s homeworld) 0 0

Takron-Galtos (30th Century maximum security prison


0 -1
world)

Talok VIII (Lyrissa Mallor’s homeworld) 0 0

Tamaran (Starfire’s homeworld) 1 0

Thanagar (Hawkman’s homeworld) 0 0

Throneworld of Prince Gavyn (Starman) 0 0


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Trom (Element Lad’s homeworld) 0 0

Ungara (Abin Sur’s homeworld) 0 0

Venegar (Emerald Empress’ homeworld) 0 0

Ventura (30th century casino world) 1 -1

War World 1 -1

Winath (Lightning Lad’s homeworld) 0 0

Zerox the Sorcerer’s World 0 0

Marvel Worlds

Name OV CS Increase Lift/Jump APs

Chandilar (Shi’ar throneworld) 2 -3

Ego the Living Planet 0 0

Galador (baseworld of the Spaceknights) 0 0

Hala (Central world of the Kree Empire) 2 -2

Krelar (Second Kree homeworld) 2 -2

Rigel (Rigellian homeworld) 0 0

Sakaar (Hulk World) 1 -1

Skrullos (Skull homeworld) 0 0

Tarnax IV (Skrull throneworld) 0 0

Wraithworld (homeworld of the Dire Wraiths) 1 0


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Xandar (baseworld of the Nova Corps) 0 0

Zenn-La (Silver Surfer’s homeworld) 0 0

Star Trek Worlds

Name OV CS Increase Lift/Jump APs

Andor 0 0

Bajor 0 0

Benzar 0 0

Betazed 0 0

Bolarus IX 0 0

Cardassia Prime 0 0

Delta 0 0

Denobula 0 0

Ferengar 0 0

Kzin 0 0

Orion 0 0

Qo’noS (Kling) 1 -1

Remus 1 -1

Risa 0 0

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Romulus 0 0

Rura Penthe 1 -1

Shore Leave Planet 0 0

Tellar 0 0

Vulcan 1 -1

Star Wars Worlds

Name OV CS Increase Lift/Jump APs

Bespin 0 0

Coruscant 0 0

Dagobah 0 0

Forest Moon of Endor 0 0

Geonosis 0 0

Hoth 0 0

Kamino 0 0

Kashykk 1 -1

Mustafar 0 0

Naboo 0 0

Tatooine 0 0

Utapau 0 0

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Yavin 4 0 0

Chapter Four: Character Interaction

TAUNT MANEUVER

A Taunt is an attempt to anger or goad the defender into hasty actions. Spider-Man is
taunting when he insults Doctor Octopus’ intellect in order to get Doc Ock to follow him
away from the crowded mall. So is the Flash when he laughs at Gorilla Grodd’s
foolishness in order to get the psychic ape to spill the beans on his master plan.

Taunts work like the other three maneuvers already described (The Rules Manual, pgs.
30) except that the INFLs of the involved characters are compared. Taunt may be used in
conjunction with all three types of character interaction and resisted by INFL or APs of
Charisma skill.

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Next Week... Gadgetry!

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