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Fantasy Wizards, Witches and Warlocks (WMCF Sheets)

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Resting Witch Face

breaking the laws of physics medieval style
(feel free to add or take away any sections you wish. I just need a name and general description.)

Name:
Age:
Physical Description:
Biography:
Hobbies:
Strengths:
Weaknesses:

*School of Magic:
**Level 1 Spell:

*(Destruction, Conjuration, Mysticism, Divination, Illusion, Alteration and Enchantment.)
Destruction: Basic attack magic, with more powerful spells causing greater damage. A risky school to learn. (Fireball, Lightning, Light Beam)
Conjuration: The summoning of creatures and otherworldly things, from traps to cursed blades to wisecracking undead. (Summon Skeleton, Abyssal Blade, Pursuing Dreg)
Mysticism: A connection to the Spirit World, allowing for traversal of spirit planes and use of more ethereal magics. (Phantom Form, Detect Life, Ward Ghost)
Divination: A mystic that is in tune with the physical world more than the spiritual, usually talented at scrying and forgotten words. (Clairvoyance, Wandering Eye, Hindsight)
Illusion: Creating things that are not there, ranging from a grand spectacle to a ghastly image, phantom noises and manipulation of the mind. (Rage, Calm, Create Noise)
Alteration: Taking material that is already existing and warping it with the mind, whether it be one's own body or the surrounding environment. (Harden, Floating Stones, Transmute)
Enchantment: Infusing magic into mundane objects, giving them fantastical qualities. An underappreciated school of magic. (Elemental Trap Rune, Buff Weapon, Soul Ward.)

**(Can be anything you want, not just what is listed here. Above is just a summary to help you get a clearer picture. Please keep in mind these are LEVEL ONE.)
 
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Alright, here are some examples of a Level 1 spell for each school of magic.
YOU DON'T HAVE TO PICK ONE OF THESE.​
These are just that, examples. I will let you know if your sheet has been approved for the RP by reacting to your post. Take your time.
Destruction
  • Hotspout
-Short range, constant damage
-Good for crowds, less so for bigger targets.
  • Bolt
-Can be infused with different elemental properties. A good all-round spell.
-Slow charge and limited range.
  • Touch
-Elemental properties like Bolt.
-Very short range, with high damage
-Must be in contact
-Easy to resist or cease contact

Conjuration

  • Familiar
-A predetermined creature bound to your call.
-Larger and more potent creatures take longer to summon.
  • Talking Skull
-More of a utility, providing light and limited guidance
-The skull is sarcastic.
  • Demon Dirk
-Ethereal weapon, good for hard-to-smuggle areas.
-Less damage than a physical dirk, but much lighter.

Mysticism

  • Detect Essence
-Lights up a designated essence in blue.
-Does not work on undead, machines or demons.
  • Aetherwalk
-Become unable to deal or receive physical damage.
-Magic damage soaks right through.
  • Spiritalk
-Converse with the recently deceased or old haunts.
-No guarantee they'll wish to speak or not.

Divination

  • Spelleye
-Effectively duplicates your left eyeball in spirit form.
-Has a range of about 20-30 meters.
-This spirit eye has a single hit point. Uno.
  • Clairvoyance
-Invite a strange voice into your head, telling you where to go.
-Can be interrupted or even hijacked by powerful magic.

  • Detect Lie
-Will let you know definitively if someone is lying or not.
-Does not apply to broad and general statements.

Illusion

  • Afterimage
-Allows a quick blink up to 5 feet, leaving behind a image of you.
-The image lasts 5 seconds.

  • Farvoice
-Move your voice anywhere within 50 feet.
-The farther it goes, the quieter it is.

  • Brave
-Applies boundless courage to any friendly target.
-Boundless meaning stupidly courageous.

Alteration

  • Barkskin
-Creates an armor of bark, adding to physical defense.
-Decreases speed.

  • Telekinesis
-Shape the world around you, up to 20 feet.
-The more you attempt to move, the more stamina and mana required.

  • Transmutation
-Turn something into something else of equal value.
-Ever watched Full Metal Alchemist?

Enchantment

  • Mana Weapon
-Apply energy to your weapon, adding a latent magic damage buff.
-Lasts about 45 seconds and is taxing on mana.

  • Poltergeist
-Enchant a mundane object to move at your will.
-Faster speeds and larger objects obviously take more mana.

  • Siphon
-Drain the magic from an enchanted object into your mana pool.
-More powerful enchantments will be unaffected.
 
Name: Kamden Eastone;

Age: 25;

Physical Description: A man with a steely look and downturned nose. Short, sharp hair with brown colouration. Broad shoulders, upright posture, physically fit. Arms that are neither thick nor slender, somewhere in-between. Around 5'9" (179 cm), 154.23 lbs (70 kg). A sizable surface of his left knee is covered in scar tissue from an injury. His hands are dotted by various cuts that have healed, these seem to be caused by work rather than deliberate harm. Almond-shaped, chestnut brown to greenish eyes. Has an unkempt beard.
Art by AdyXXK
fff1bebd9b8b031ad1cc16364de2292a.jpg

Biography: Born homeless and alone, Kamden Eastone could never fathom a fulfilling life. Days would pass without so much as a morsel; at the time, he supposed that it wasn't that different for other people but still felt cheated out of a life that he should have gotten. To survive, he could no longer sit idly on the streets, begging. His first career was fishing through the pockets of strangers, hoping to snatch up coin or purse. There is no argument, he was certainly talented at this sort of thing. He promoted himself to burglar at the age of seventeen, quite a bold move for the teen.

During what was to be a routine burglary, Kamden found himself in the wrong house... At the wrong Time. Suddenly, he found himself trapped! His limbs refused to move, indeed, they were even reversing in motion as an inexplicable azure aura enveloped him. It turns out that he had made the unwise decision of pilfering property owned by a time sorcerer. However, luck smiled upon the youth. Instead of turning him into dust or chronologically freezing him for eternity. The sorcerer recognized his innate ability for time manipulation and took him under his wing.

Imagine his surprise when he spent his first five years, studying the delicate intricacies of the chronal tapestry. Well, better this than living on the streets. As much as he wanted to spend more time investigating timey-wimey things, it would be short-lived as the anti-mage rhetoric finally caught up to them. He was separated then chased for months on end. Kamden was eventually caught, and for his inspired resistance, his knee was broken beyond repair. Now he finds himself on a carriage to be paraded about or a fate worse than death.

Hobbies: Sewing, lockpicking, and "collecting" artefacts.

Strengths: Quick on his feet, light sleeper, physically healthy, and deft hands.
Weaknesses: Shorted sighted (in terms of planning), and has an injured knee which slows him down.

School of Chronomancy: The school of arcane arts that is devoted to the study, experimentation, and manipulation of Time. From changing aspects of the corporeal world with time to harnessing Time itself.

Level 1 Spell: Chronokinetic Bullet — By channelling chronal energies, the spellcaster transforms a sample of potential energy into a directed kinetic bolt that delivers harm to a distant object. The further it travels, the more destructive force is accumulated. Being capable of killing a man at around 150 to 200 meters (0.09 to 0.12 miles).
 
Name:
Edward the Pottinger, or, Edward Pottinger

Age:
20

Physical Description:
She stands at around 5’4” and weighs around 38 kg. She’s very skinny and you can see her ribs. Very pale with short black hair (the same colour as her eyes), though it’s speckled with white from stress. Her gaunt face seems to always have red splotches on it from the cold and her eyes are downtrodden with black -almost purple- circles under them.

Biography:
She was born in a small village to apothecary parents. They were not the richest family around and there were the hard times, when her parents would forgo supper to ensure that their children would eat, but nothing too uncommonly awful. Her Awakening changed everything. Her father had died earlier that year when she first began to Dreamspeak; he’d passed from ash-sickness. Her struggling family began to rely on her power to put food on the table - her dreams would tell her when the guards would be patrolling the forest (for it to be safe to poach), what exact sickness her neighbours would have and when, where the plants to cure them were located, and even how best to win in a game of jack.

The years went by. Some of her neighbours grew to learn of her power and although she could not read their dreams, some faint latent magic allowed her to analyze them quite effectively. With this and her added potency to help her now widowed mother's apothecary, the family went on by comfortably. Of course, nothing was without sacrifice. To effectively Dreamspeak, long gone were her restful nights. In between gathering herbs and meditating in the morning and talking all night, she spent most of her life drained of all energy. She got her regular sleep whenever she could and learned how to take quick naps in between clientele. As well as her exhaustion, some villagers began to grow wary of her and her family... which undoubtedly led to the Arrest.

Paladins. They ransacked her village one day, taking all magically inclined peoples with them to gods-knew-where. Her brother, Edward, had covered for her that day claiming that it was he that was the so called "Dreamseer" that they were looking for. Both he and her mother were taken and she never saw them since. She did not practise her magic for months thereafter and used up what was left of the coin to be an effective hermit. When the coin ran dry, hunger forced her to re-open her illicit shop. Her brother had sacrificed himself for her power, after all, had he not? Would it not be an insult to his memory to stop? At least, this is how she rationalized it to herself. She took on his name as well, so he could live on in some way, any way. This lasted for a few months before the Paladins came back and this time - for her.

Hobbies:
Sleeping. Real, pure sleeping without any dreams to plague her.

Strengths:
Her own form of stoicism. Her emotions are locked deep within her. This lets her think things through with a certain "objective" lens. If something needs to be done, she will do it. She holds no grudges.

Solving riddles / puzzles. As her dreams rarely speak in direct terms (some don't even speak at all), she has some experience in seeing the truth behind tricks.

Fearless. After a lifetime of facing her literal nightmares (not all dreams are pleasant), she has little to no fear (or at least, won't let herself be taken over by fear). If you need someone to cross a shaky bridge over a river first, she'll do it with no complaints.

She knows which plants are edible or good for natural cures due to her previous work in an apothecary.

Weaknesses:
Physical and mental exhaustion. She uses up most of energy to stay awake and when dreaming, to remember what her dreams tell her. Paradoxically, this can cause her to be forgetful.

Illiterate. She was never taught how to read or write.

Physically weak. She can't run long distances, sprint fast, or swing weapons for a long period of time. Forget asking her to carry heavy packs.

Uneducated. She won't know common history, arithmetics, or religion. This makes it harder for her to blend in with the more sophisticated crowd.

*School of Magic: Mysticism
**Level 1 Spell: Dreamspeak - Her dreams may speak to her to offer advice and knowledge concerning her current situation. That is, if they wish. She has no control of the dreams. She will not automatically remember their words once she wakes up; she must focus on trying to retain these memories. Meditation helps her in this regard.
 
Name:
Alianore Blackburn

Age:
19

Physical Description:
Alianore stands with a physically imposing frame of 6 feet of solid muscle. She possesses an unkempt and wild mane of deep auburn hair, often worn down with small braided strands within. Eyes the color of a forest, green and brown all at once, sit thin and piercing above a strong and wide nose and ever smirking mouth. Alianore has a face that errs more toward a masculine appearance with a squared jaw and chiseled chin. She has a scar from an accident with a play sword when she was young that runs diagonally just below her bottom lip to the end of her chin. A brand in the shape of a fancifully designed B is scorched into the back of her left shoulder, a memory of the family she belonged to.

Biography:
Alianore Blackburn was born into a family of blacksmiths and other creatives by trade and grew up in a mining village for most of her life. Her family was large and made up a rather sizeable percentage of the village. Her youth was vibrant and filled with love from every which direction. They say it takes a village to raise and child up right and that had been nothing but true for Ali. Her Awakening was a confusing and unknown quantity for the people of her home, but they all did their best to try and help her learn what she could about her abilities.

Still, even with her magic, she was not enough to save her home and family. Bandits raided her village just a month after her seventeenth summer. They took everything they could get their grimy hands on and killed anyone they found. The rest was burnt to the ground. Alianore had been forced into a cave just at the edge of town by her parents, along with two other children near her age, and was told not to move. They spent hours in that cave until the sun rose above the horizon and the sounds of roaring fire and screaming people had been drowned out by deafening silence. When they finally exited, everything and everyone she'd ever known was gone. She had nothing, not even her parents bodies to bury.

The three of them managed to make their way to a more populated town close by where Alianore found herself a job in a tavern. Her companions went their separate ways but she stayed, finding the atmosphere of the tavern comforting and having no clue what else she'd be good at. Everything seemed to be fine again until they came. Once again, she was ripped away from another home, only this time by Paladins at work for the monarchy and this fate seemed worse to her than burning alive alongside her loved ones. It was now that she found herself wishing that she had burned.

Hobbies:
- Storytelling; Alianore has the strong and vivid imagination of a youth still in their childhood and loves to wield it to entertain. She can weave tales at the drop of a hat and enjoys nothing more than making folks smile with them.

- Whittling; Although she never got the training to become a blacksmith like the rest of her family before her, they did instill within her a desire to create that found its outlet in wood carving.

Strengths:
+ Physical strength; A youth spent hauling ores and other various equipment back and forth gave her strength, and some might say even the look, of an ox.

+ Optimistic; Alianore is still present youthful outlook on life makes it incredibly hard to bring down her spirits.

+ Loyal; Easy to befriend and even easier to please, Alianore is loyal to a fault and does not take friendship lightly.

Weaknesses:
- Loud; Everything about Alianore is loud and obvious, she wears her heart on her sleeve and is extremely easy to read. It's also not very good that you can hear her walking from a mile away.

- Reckless; Alianore has always erred on the side of act before you think and this can get her in trouble more often than not.

- Weak eyesight; Alianore has always had trouble seeing well very far, a trait that her entire family held, and can only see anything clearly at closer distances.

School of Magic:

Alteration

Level 1 Spell:
Rumbling Charge; Embodies and imbues herself the force of a landslide, shooting forward 15 feet in a straight line and causing blunt force damage to whatever she comes in contact with. Can't stop once the spell has been cast and will hit anything in her path.
 
Name: Ten Xi

Age: 25

Physical Description: A tall, skinny man who is the embodiment of slender with straight black hair that reaches just past his shoulders, Ten sports a different hairstyle every day. Ten has a narrow face with sharp features and perched on his nose are a pair of large, round glasses that accentuate his dark brown eyes. He has pale skin, with generally no remarkable features except a scarred over tattoo on the back of his neck, a mark of his village, usually hidden by his hair, that was scarred over by the village council members to signify Ten’s exile.

Biography: When Ten’s magic awakened, he sought to keep it quiet, as he lived in a community alongside many people who were deeply religious and had a general mistrust of anything other than the divine. As soon as the Awakening happened, there were whispers in his village of it being wicked and evil. As time passed, Ten did little with the magic that he gained, hoping to keep it a secret, though he did tinker with the idea of an enchantment that stops people, thinking it would be invaluable should he have to flee his home. This little tinkering, however, proved to be Ten’s downfall, as his best friend discovered his magical runic writings hidden away, accusing him of being a heretic and bringing him before the village council. The council reprimanded him, deciding to outcast him, which (unfortunately for Ten) coincided with the rounds of a certain convoy headed to the Capitol.

Hobbies:

-Puzzles: Ten greatly enjoys solving puzzles of any kind, and longs to find a puzzle that will take him a long time to solve and challenge his brain. As he has traveled throughout his years, Ten has collected a few of his favorite puzzles, which he keeps with him.

-Cooking: As a child, Ten’s grandmother, who raised him, taught him to cook, which he has continued doing throughout his life as it brings him great joy.


Strengths:

-Adaptability: Ten never quite fit in with the morals and ideals of those in his village, but he was able to adapt and be a well-respected member for many years. In general, Ten adapts well to different situations and has a certain ability to make himself at home anywhere he goes

-Intellect: Being someone who specializes in enchantment, the magic does not come easily, and is like a language of its own. Ten is an intellectual and finds that the problem solving skills and mental manipulation of ideas come easy to him, especially when it comes to magic, though he is pretty talented in this regard in general.

-Unassuming: Along with adaptability, Ten’s demeanor and behavior (which even manifested into a more passive magic specialization!) lend him to doing well at flying under the radar. Especially because of his magic type, Ten could easily pass as a normal person, and probably would have for a long time if his best friend hadn’t ratted him out. Everywhere he goes, Ten finds that he is not the center of attention.


Weaknesses:

-Strength: As someone who has never known toil in his life, with genetics that don’t lend themselves to building muscle, Ten finds himself frequently at odds with challenges that require physical strength.

-Skittish: Hence the enchantment that allows Ten to run away (or so he planned), Ten finds it hard to stick around in hairy situations and is generally uneasy if things are going sideways. If things are bad enough, Ten generally tries to run away from his problems.

-Lack of loyalty: In general, a life of blending in and keeping the status quo has made Ten into a person who isn’t very loyal to anyone or anything. He finds that “switching sides” tends to be the most viable strategy for survival, and his loyalty to his best friend showed him that loyalty wasn’t a trait worth having, nor was it a trait he should expect from others, resulting in a stronger conviction that loyalty is worthless.


School of Magic: Enchantment
Level 1 Spell: Halt

Ten etches a rune into an object, enchanting it with magic, causing it to “freeze” (like a short paralysis) anyone who touches it in place for a short period of time.
 
Green


Age: 24
Physical Description: A short, energetic lady with short brown hair and deep green eyes. Her hair is rough-cut to the same length all around, aside from her bangs, which are cut a little bit shorter. She jumps around with energy all throughout the day, no matter how sleep-deprived she gets, and has a happy resting expression. She has smooth skin and gentle features, which make her look fairly young.
Biography: Green was born off in the woods, in seclusion. Her father was a travelling scholar who settled down after an extensive journey throughout the world, along with his wife, whom he found and wasn't able to get rid of. Green read books and played with her parents all throughout her childhood. Eventually, they brought her over to a city and entrusted her to someone, so that she could be educated. She read and read and read, and did tons of tests and exams. However, she felt lonely at that time in her life, since she was kept in a room all day. She asked the person who brought her the books why she couldn't see her parents anymore, but was never given an answer. She just obediently kept reading, since at least she knew how to do that.

But eventually, something scary happened. The building she was in erupted in flames. She was hastily brought out of the structure through some sort of tunnel, and she wandered around with the fellow who had been bringing her the books, but he ended up getting shot by an arrow. Green ran for her life, but smacked her head against a tree branch and doesn't remember what happened after that.

Eventually, she woke up in a cave with a bunch of animals. She didn't know why, but they seemed to like her, and helped her keep on going. She went through several years of struggling to survive out in the wilderness with said friendly animals. She gradually learned how to take care of herself, and even learned how to hunt to help out with feeding the group. One day, while she was out on a hunt, one of the friendly animals was gored by a predator. She and the rest of the hunting party barely managed to kill the thing, but there was no saving the injured one. She cried and cried, and hugged it and begged it to live, but nothing worked. As its life faded, she felt something weird - something like a closeness with the creature, as well as a really uncomfortable sort of 'shifting'. Once it ended, she opened her eyes only to discover that she was now one of them! She freaked out and panicked, fainting from surprise and the exhaustion of the fight.

When she woke up, she wondered if it was just a weird dream. She was back in the cave with the other friendly animals, and she felt like she was normal again. But she felt the 'presence' of her lost friend in the back of her mind. When she tried to embrace that feeling, she felt the shifting start again, and before she knew it, she took its form. After several weeks of practicing, she eventually got used to the ability. It only lasted for a while, and was exhausting, but she was able to take on the form of her dead friend. She grieved her loss along with the others, but eventually, they went back to their lives.

As the years rolled by, she grew used to her life with the animals. As such, it came as a shock to her once she started to see other people in the area. At first, she was worried about them, since they were outfitted for battle. But eventually, she mustered the nerve to greet them. Looking like the wild lady that she was, she expected a poor reaction, but they were fairly friendly. Apparently, they were hunters from a nearby village. They encouraged her to go back with them, and she happily agreed, since it had been a long time since she last saw people.

Once she arrived at the village, she exchanged greetings with everyone and looked giddy. Seeing all the interesting activities going on in the village made her excited. she went around asking everyone what they did for a living, and they told her how their jobs worked. Eventually, they asked her what she did for a living, and she told them! She talked about the animals that she was living with, about how they hunted together, and about how much she cherished them. She recounted the sad story of how one of them died, and about what happened to her afterwards. However, once she mentioned her ability, they froze, and their expressions started to change. She was forcibly detained. They tried to torture the information about the location of the other animals out of her, but she stubbornly refused. Eventually, the paladins showed up. From there, her life was dreary.

Hobbies: Green loves reading, especially storybooks. She enjoys hunting and gathering, although she prefers gathering. She also enjoys playing with animals.
Strengths: Green is very agile and strong, and is good at moving quickly on unconventional surfaces and obstacles. She's lived in the wild for years, so she knows a ton about animals and plants and weather and shelter and what not. She is very self-sufficient, and knows how to make a lot of useful stuff, like her own clothing. She's also exceptionally curious, and has a talent for learning things quickly.
Weaknesses: Green is way too naiive. She doesn't know how society or people work. She's prone to impulsive and thoughtless actions. She's very self-centered, although not intentionally so.

School of Magic: Transmutation
Friend Form(1st Level): Green is able to supernaturally shift her body to take the form of creatures that she is deeply familiar with. The transformation is physiological in nature, and can be either partial or complete. A partial transformation results in changes to some, but not all, of her body. Partial transformations are much faster and cost much less energy than a complete transformation. A complete transformation results in a complete change of her body into the form of one of the available creatures, or a 'mixture' of available creatures. She cannot move in a coordinated manner during the transformation, and it takes more time since rapid transformation can result in disruptions of her body's physiological processes, which is harmful. Mana is used to maintain the transformation, so a continuous upkeep cost is required while transformed. If the user becomes exhausted, faints, or runs out of mana, or if the user intentionally undoes the transformation, it reverts spontaneously at around the same speed it onset through. While transformed, Green's mind is retained completely, but her cognitive abilities may be limited by the neurological structures of the creature she transforms into, if she undergoes a complete transformation. If a transformed part of her body is injured superficially, the injury is 'undone' when the transformation is reverted. However, substantial or internal injuries cannot be repaired in this manner, due to limitations in the power of the spell.

1: ?????
I'll fill in the details if the ability is approved, lol.
 
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Name: Wolfgang Ragnachar
Age: 18
Physical Description:
A pale but high-spirited youth with delicate features, owlish amber eyes, and a inquisitive disposition. Standing at leisurely 5'9 and wearing plain, unassuming clothes, appropriate for his status. He is enthusiastically animated when he speaks, untamed curiosity fueling his endless wonderings and giving him often a dreamy countenance. His hair, blonde as the sun, is touched by streaks of cedar coloring as his youthful wisps wane. His face and shoulders are sun-touched and the skin of his hands is marred by scarring custom to manual labor. Vigorously youthful in appearance, keenly thoughtful in repose, sorely lacking in self-restraint. His body is covered in religious scripture tattooed in careful geometrically-aligned placement from the front of his neck to the soles of his feet.

Biography:
Raised in a holy confine in a graceful lakeside conurbation called Yenica, Wolfgang was surrounded by clergymen, priests, and subjects of righteous divinity. He was an astute student, an ardent disciple, and a zealous zealot. But his unbound spirit of uniquely was not satiated by the teachings of the clergy. He wanted to know what the learned knew, the scholars, the mathematicians, the alchemists, the mages. That, and his affinity for magic left him greatly troubled. He knew he would never learn to master his abilities if he remained in his hometown. And so, shortly after turning sixteen, he packed his worldly belongings, thanked his upbringers, and departed to explore the untamed wilderness in search for a teacher.

He knew many troubles and avoided many plights. He would, following his departure, learn of great violence, labor, and hardships he had never experienced as an alter boy. His eyes were gradually opened to the cruelty of the world, the chaotic wastes, the plagues, the lawlessness. It was only by his own abilities he was able to avoid death on many accounts. He began to commit treacherous acts himself-- theft, dishonesty, cruelty, cynicism. And yet, he retained his child-like curiosity and retained his desire to master magic, despite all accounts of it being condemned and hated.

He was never cautious about concealing his abilities. Which landed him in some serious trouble once he reached the wastes. Armored men began to chase him, relentlessly, running him from the valley to the mountains, and then further. But he was still only a youth, and an arrogant one at that, and could only prevent his inevitable capture for so long.

Hobbies: Reading, practicing his spells, exploring his surroundings,

Strengths: Resilience, optimism, confidence, self-assurance, boldness, intuitiveness

Weaknesses: Arrogance, inexperience, physical strength

School of Magic: Elemental
Level 1 Spell: Summon Minor Wind
- Summon a strong current of wind able to momentarily knock or lift a creature under 150lbs.
- Radius of 5x5 feet when cast in a direction, force dwindles with distance, close-ranged
- Can be used to deflect standard projectiles
- Cannot be sustained for longer than three seconds
- Five second cool-down
- Upward wind force may be used to break fall
 
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