Generic (Totally orginal) Fantasy roleplay!

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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
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This is exactly like a video game.

Rules were asked for and obtained.

@Neo

I'm still looking over Jester's thing.

It's like a bard/thief/monk/medium
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
That's what I was going for actually.

Also, who asked for said rules?
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

GreenDay
This post was updated on .
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OK, this is mine so far.

Ranger

Animal Companions:
1st Level: Black Mamba
5th Level: Gains Falcon
10th Level: Gains Jaguar (ridable)
15th Level: Gains Hawk
20th Level: Gains Boa Constrictor

1: Eagles Eye: Fire arrows with near perfect aim for 1 minute, amount of minutes increases with each level until 10th.
2: Silver Fury: Move extremely quickly and nimbly,  and gain amazing speed when attacking with hunting knives. Lasts for 5 minutes, increasing to 10 at 4th Level, and 15 at 8th Level.
3: Plant Snare: Command the forces of Nature to entrap your enemy with vines and plants, amount of enemies entrapped increases with each level until 5th. Only lasts for 5 minutes, increasing to 10 at 6th Level.
4: Vine Tentacles: Control vines to do your whim, starts with 2 vines, increases by 2 vines with each level until 8th.
5: Animal Form: Change your shape into an animal for various uses, change lasts for 10 minutes or until dismissed.
6: Bestial Fury: My Animal Companions become enraged and all physical parameters become enhanced. Can only be used 3 times per day.
7: Tree Walking: By phasing into a tree, I can remain inside for 1 minute, or I can teleport to another tree and walk out of that one. Can only be used 3 times per day.
8: Flare: Fire a medium bolt of fire that can harm enemies, burn something, or be used as a signal. Can travel 100 yards, and can be used 5 times a day.
9: Polymorph: Change others into animals. Can be used in a 10 yard radius, or be cast on a subject. You can turn them into the animal of your desire, or allow them to choose. Affects you as well. Lasts for 10 minutes, or until dismissed by you. Can be used 3 times a day.
10: Rain Of Arrows: Fire several arrows at once, in a large volley. Can only be used in conjunction with Silver Fury.
11: Scrying: Observe another being. Requires a natural pool of water.
12: Summon Animal: Summon the desired animal to assist you. Must have something the animal likes, or something related to it, like a piece of fur. Starts with normal animals, advances to magical animals at 15th Level, Elementals at 19th Level, and even Inter-Planear creatures at 20th.
13: Control Weather: Control the weather around you. Can create average storms at first, advancing to disastrous weather at 17th Level. Can only be used 3 times a day, then 5 at 16th Level.
14: Animal Merging: Assume bestial traits, while retaining your normal form. Requires desired animal to be within sight. Can only be done 5 times a day.
15: Trick Shot: Know exactly how to shoot an arrow for it to do a certain thing, like bounce off a tree, hit a lever, fall down, and sever a rope. Is a passive ability that activates along with Eagle Eye.
16: Trap Mastery: You can make extremely intricate traps with varying effects.
17: Dexterity Mastery: You can substitute Dexterity for another Attribute involving something physical. Can be used 7 times a day.
18: Tree Allies: Turn anything made of wood into a large Treant. Requires a wooden object, and can only be used 5 times a day. Treants remain for 1 hour or until dismissed.
19: Earthquake: Create a powerful tremor to split the ground. Can only be done once a day.
20: Nature's Reverence: When in a forested area or a place with sufficient plants, all attributes are increased by 1 level, and all senses heightened. Passive. Nature watches over you and protects you.All plant abilities are increased when under this effect. When in times of dire need, all plants around you will come to your aid, once per day. Grants extreme survival skills when under this effect.

Wanted: Healing, Utilities, Misc.
You aren't symmetrical. You. Aren't. Symmetrical.
YOU! AREN'T! SYMMETRICAL!?!?!?!?!?!
DDDDDDDDIIIIIIIIIIIIIIIEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Generic (Totally orginal) Fantasy roleplay!

neogenetica
In reply to this post by Zaleramancer
First of all in light of Jesters thing( Whether it is approved of or limited) I request a class change to being a soul master. Secondly, do I list twenty skills( Which will be specific) or a lesser number?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
Why don't you just combine alchemy and soul master? to make the Alchemic soul bender.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by jester_of_god
jester_of_god wrote
I'm thinking along the lines of this.


Mik Hael.

Class: Jester:


 Jesters are roaming vagabonds often described as Jacks of all trades and masters of none.Their abilities themselves are a mix between magicians, thieves, minstrels, and fighters. Jester's carry with them an aura of lighthearted trickery, but have been known to hide an almost innate wisdom of the workings of the world. They prefer hand to hand combat, but have been known to don light weight weaponry and armor when the Occasion calls for it.
You really love the Jester motif for some reason. So far so good.

With the use of Mystical abilities you accumulate mental and or physical stress, as well as the increase of your insanity stat. The insanity stat will decrease over time, but if it reaches the maxium you will loose consciousness. Maximum insanity increases per level.
Excellent, Excellent. We can work out how much the max per level later.

Level 1: Spiritual perception: Able to perceive and interact with spiritual beings and aura's.  As well as the ability manipulate their own aura in order to increase, Their defense and the strength of physical attacks. Increases upon each level.
Early problems. Saddening.  For one, this is very close to the Medium's starting ability, Only more powerful.

While I don't mind strength/defense passive boosts, I won't allow them together AND with a third ability on the first level.

Level 2: Unnatural enlightenment: Physical parameters are enhanced,along with the development of a natural resistance to most poisons, and enchantments. You no longer need food or water, Functioning by absorbing the ambient energy around you. Increases per level.
 

Ok... This is fairly Ok. Maybe not exactly thematically fitting, but Ok in power.

Level 3: illusions and elements: The ability to summon minor illusions and manipulate the elements at the strength of an amateur elementalist. Strength of illusions and elemental manipulation increases every other level
Ehhh... I'm not certain what minor is to you. This ability should not allow you to gain an equal proficiency to someone who should be good at it.  I.E An elemental mage of a similar level should be more powerful than you.

Also, I wont allow something as broad as "Elemental Manipulation" Even for someone specialized in that. While I would encourage bundling, I'm not letting anyone get two potent abilities at the same time.

Level 4: Warping: Short range teleportation: The ability to warp from one location to another. Maxium distance five feet.  If warping to maximun distance you will experience a fieling of extreme inertia and vertigo for several seconds. Maximum distance increases, and feeling of inertia decreases per level.
This is fine.

Level 5: Phasing The ability to become temprorily incorporeal for a short amount of time. During which you become invisible and are able to pass through non magical object and barriers. Maximum time two seconds. time increases every other level.
This is fine. But, possibly not thematically fitting.

Level 6: Minor shape shifting: The ability to shapeshift and produce minor changes in other objects and people through touch. The ability to shape shift increases upon each level.
Would you be able to change from a human into something else? Or is this more of disguise-thing?

Disguises are fine. Human into bear is not for your class.

Level 7: Fighting acrobatics: Develops a fighting style which can only be described as a double jointed monky learning Kung Fu.
Kung-Fu is more of a monk's shtick. Why not just take a level in that?

Level 8: Gift of Gab: The ability to speak, read, and understand almost all languages. As well as the ability to Talk your way out of or into almost anything. Persuasive abilities increase upon each level.
Charismatic persausion is more of bard/minstrels thing.  The speak/read/understand should only affect languages you should be able to speak. No understanding how animals talk- or dead people.

Persuasion can be a usable aspect of it. The other may be passive.

Level 9: Minor theivery: Develops the basic skills of a Theif, such as lock picking, And general sneakiness. Abilities increase every other level.
Why steal a thief's shtick? However, unless someone else makes a thief, You can do this.

Level 10: Matter manipulation. Can create or destroy small amounts of non living matter. Can use this ability to create carbon copies of certain items.  Amount increases every other level.
And we have reached insanity. Besides being to board, This has huge potential for abuse. No. Just no, Jester.

Level 11: General Knowledge: You remember almost everything you see and hear and can recall it at a moments notice.
Perfect memory? This can slide.

Level 12: Copy cat: An enhancement of the previous level. IF you've seen it, and have the physical, spiritual, or mental capabilities to do it, you can.
So you would be able to watch a master fighter use a sword and duplicate it. Or watch any other class do anything and copy that.

Not happening Jester.

Level 13: Instrumental mastery: Play any instrument with almost master ability.
This is fine, I guess. Seems bardic, but that's fitting.

Level 14: Fool's wisdom: Develope an unearthly wisdom at the further cost of your sanity.
Wisdom enchantment at the cost of max insanity? Explain this further.

Level 15: Soul manipulator: Can manipulate spirits, and being able to read and alter the souls and minds of others., as well as the ability to shift your body into an astral stae. ability increases per level.
This is pretty much Shadow's whole class.  And it's to broad for one ability.

Level 16: Spacial manipulation: Minor telekinesis. Increases upon each level
Just Telekinesis? Considering it says spacial.

Unlike the other ones, I may allow minor TK. Mostly because this is a higher level ability.  So long as you don't start flying around mentally lifting boulders- I'm good.

Level 17: Insanities rampage: The ability to transfer your accumulated insanity into another person or object, as well as the ability to cure the minds of others by temporarily taking it upon yourself.
With this, you could just dump your insanity somewhere and use your abilities as many times as you liked.

Can't let you do that Jester.

Level 18: Authorities glare: The ability to impose your will upon animals, people and monsters.
Mind control? Over so many things? If you were using a telepathic/psychic theme I might allow it..

But as it stands, No. Unless it was balanced by needing a Wis Vs Wis check and only worked for one command.

Level 19: Jester's rampage: The ability to allow the insanity to consume you for a short period of time, in exchange for a large burst of power. After this occurs you loose consciousness for a time dependent on how long you've spent in this state.
This is acceptable.

Level 20: Jack of all trades: Master level Jeser: And acces to various techniques, including Jester's Carnival.
I know nothing about those techniques.

However, because it's the last one at level twenty, I may allow it.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by jester_of_god
Someone assumed there would be rules and everyone else liked the idea.

“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by GreenDay
I like you now.

You're doing it right.

Neo, If you want.

Though.. Shadow's class may conflict with Soul Master abit.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by Zaleramancer
With the people involved, believe me, you WANT rules.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by GreenDay
Looks good.

I don't have power to approve it, but I have a feeling you're heading in the right direction...
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by neogenetica
All 20 skills entailed.

Did you see my Phasma Geist character's powers?
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

neogenetica
In reply to this post by Zaleramancer
I'm probably going with it. I was going to do alchemist and have a soul alchemy skill that would allow for alchemy on the soul but Soul Master would be able to change the soul already. Mine is more of a manipulation and utilization thing that only has some perception to function at a decent level.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic (Totally orginal) Fantasy roleplay!

Marvelous Miscreant
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I'll get my skills up soon. I'm still working on them.
Praise the Sun
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Re: Generic (Totally orginal) Fantasy roleplay!

neogenetica
In reply to this post by Celadon's Penultimate
I saw. But mine will be more headed towards manipulation for battle purposes. The class lacks the ability to let spirits act through them as well as some of the other skills. Sorry if it sounds similar but don't worry, I'll make it different.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic (Totally orginal) Fantasy roleplay!

Celadon's Penultimate
Administrator
In reply to this post by neogenetica
Change the SOUL?

That's like level 25 out of 20!

And I has a feelin' Phasma and Casper won't like you much...
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic (Totally orginal) Fantasy roleplay!

Zaleramancer
Administrator
In reply to this post by Marvelous Miscreant
Ok.

Though.

Fair warning..

I will be just as hard on everyone else as I was on Jester.


So, please remember, Make you abilities like the Spells/Maneuvers/Attacks you would see in a MMO/Table Top/Video Game.

“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic (Totally orginal) Fantasy roleplay!

GreenDay
In reply to this post by Zaleramancer
YAY!!! Zale likes me
You aren't symmetrical. You. Aren't. Symmetrical.
YOU! AREN'T! SYMMETRICAL!?!?!?!?!?!
DDDDDDDDIIIIIIIIIIIIIIIEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Generic (Totally orginal) Fantasy roleplay!

Marvelous Miscreant
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In reply to this post by Zaleramancer
Understood. I tend to weaken myself in RPs to provide a challenge anyways.
Praise the Sun
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Re: Generic (Totally orginal) Fantasy roleplay!

neogenetica
In reply to this post by Celadon's Penultimate
It would start out minor and go up in level. What? Did you think I was going to randomly start changing peoples souls into those of fallen angels?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic (Totally orginal) Fantasy roleplay!

jester_of_god
This post was updated on .
In reply to this post by Zaleramancer
Zaleramancer wrote
jester_of_god wrote
I'm thinking along the lines of this.


Mik Hael.

Class: Jester:


 Jesters are roaming vagabonds often described as Jacks of all trades and masters of none.Their abilities themselves are a mix between magicians, thieves, minstrels, and fighters. Jester's carry with them an aura of lighthearted trickery, but have been known to hide an almost innate wisdom of the workings of the world. They prefer hand to hand combat, but have been known to don light weight weaponry and armor when the Occasion calls for it.
You really love the Jester motif for some reason. So far so good.

Eh, what can I say, It fits.

With the use of Mystical abilities you accumulate mental and or physical stress, as well as the increase of your insanity stat. The insanity stat will decrease over time, but if it reaches the maxium you will loose consciousness. Maximum insanity increases per level.
Excellent, Excellent. We can work out how much the max per level later.

good to know
Level 1: Spiritual perception: Able to perceive and interact with spiritual beings and aura's.  As well as the ability manipulate their own aura in order to increase, Their defense and the strength of physical attacks. Increases upon each level.
Early problems. Saddening.  For one, this is very close to the Medium's starting ability, Only more powerful.
While I don't mind strength/defense passive boosts, I won't allow them together AND with a third ability on the first level.

...Okay I can tweak it a bit, I suppose. I was planning on actually just to the point where I could actually punch, or get punched by a spirit, and the aura enhancement on this level only would be the equivalent of brass knucles, or guantlets only with no weight....Also what would be the third ability, the perception and interaction would usually count as one.

Level 2: Unnatural enlightenment: Physical parameters are enhanced,along with the development of a natural resistance to most poisons, and enchantments. You no longer need food or water, Functioning by absorbing the ambient energy around you. Increases per level.
 

Ok... This is fairly Ok. Maybe not exactly thematically fitting, but Ok in power.

When you're on the road without food or water in sight for months at a time it comes in handy.
Level 3: illusions and elements: The ability to summon minor illusions and manipulate the elements at the strength of an amateur elementalist. Strength of illusions and elemental manipulation increases every other level
Ehhh... I'm not certain what minor is to you. This ability should not allow you to gain an equal proficiency to someone who should be good at it.  I.E An elemental mage of a similar level should be more powerful than you.


Also, I wont allow something as broad as "Elemental Manipulation" Even for someone specialized in that. While I would encourage bundling, I'm not letting anyone get two potent abilities at the same time.

At this level minor illsusions would be somewher near small objects and flashes of light. Elemental manipulation is small short range fire balls, and slight wind and water manipulation. No earth at that point, or later for that matter.

Level 4: Warping: Short range teleportation: The ability to warp from one location to another. Maxium distance five feet.  If warping to maximun distance you will experience a fieling of extreme inertia and vertigo for several seconds. Maximum distance increases, and feeling of inertia decreases per level.
This is fine.

...Honestly I'm surprised.
Level 5: Phasing The ability to become temprorily incorporeal for a short amount of time. During which you become invisible and are able to pass through non magical object and barriers. Maximum time two seconds. time increases every other level.
This is fine. But, possibly not thematically fitting.

It fits with the entire spiritualist motif.

Level 6: Minor shape shifting: The ability to shapeshift and produce minor changes in other objects and people through touch. The ability to shape shift increases upon each level.
Would you be able to change from a human into something else? Or is this more of disguise-thing?

Disguises are fine. Human into bear is not for your class.

Anything other than human, or at least humanoid would take about a dozen more levels after this.

Level 7: Fighting acrobatics: Develops a fighting style which can only be described as a double jointed monky learning Kung Fu.
Kung-Fu is more of a monk's shtick. Why not just take a level in that?

Because it doesn't fit semanticaly and honestly from the stat grouping you made I woudn't have enough raw power to excell in kung fu.

Level 8: Gift of Gab: The ability to speak, read, and understand almost all languages. As well as the ability to Talk your way out of or into almost anything. Persuasive abilities increase upon each level.
Charismatic persausion is more of bard/minstrels thing.  The speak/read/understand should only affect languages you should be able to speak. No understanding how animals talk- or dead people. Dead people, is already from the first level. ANd animals no, not unless they already have an actual language of their own.

Persuasion can be a usable aspect of it. The other may be passive.

Level 9: Minor theivery: Develops the basic skills of a Theif, such as lock picking, And general sneakiness. Abilities increase every other level.
Why steal a thief's shtick? However, unless someone else makes a thief, You can do this.

Because it's usefull, and would help in conjuction with the other skills.

Level 10: Matter manipulation. Can create or destroy small amounts of non living matter. Can use this ability to create carbon copies of certain items.  Amount increases every other level.
And we have reached insanity. Besides being to board, This has huge potential for abuse. No. Just no, Jester.

I disagree. at this level you could only make soething the size of a small dagger, nad at the highest, a broad sword.

Level 11: General Knowledge: You remember almost everything you see and hear and can recall it at a moments notice.
Perfect memory? This can slide.

Good to know
Level 12: Copy cat: An enhancement of the previous level. IF you've seen it, and have the physical, spiritual, or mental capabilities to do it, you can.
So you would be able to watch a master fighter use a sword and duplicate it. Or watch any other class do anything and copy that.

Not happening Jester.


No read the last part. A master fighter would have way too much power, I couldn't copy his skills because I wouldn't have the physical parameter's needed.
Level 13: Instrumental mastery: Play any instrument with almost master ability.
This is fine, I guess. Seems bardic, but that's fitting.

Level 14: Fool's wisdom: Develope an unearthly wisdom at the further cost of your sanity.
Wisdom enchantment at the cost of max insanity? Explain this further.

It's basically a major wisdom increase at which point you basically loose most of your sense of reason.

Level 15: Soul manipulator: Can manipulate spirits, and being able to read and alter the souls and minds of others., as well as the ability to shift your body into an astral stae. ability increases per level.
This is pretty much Shadow's whole class.  And it's to broad for one ability.

Broadness again huh. Well like I was saying this would only be at the level of an amatuer one of shadows class.

Level 16: Spacial manipulation: Minor telekinesis. Increases upon each level
Just Telekinesis? Considering it says spacial.


Unlike the other ones, I may allow minor TK. Mostly because this is a higher level ability.  So long as you don't start flying around mentally lifting boulders- I'm good.


....I could make it more powerful if you want then.

Level 17: Insanities rampage: The ability to transfer your accumulated insanity into another person or object, as well as the ability to cure the minds of others by temporarily taking it upon yourself.
With this, you could just dump your insanity somewhere and use your abilities as many times as you liked.

Can't let you do that Jester.

Doing this would also create an intense stress both mentally and physically of maybe twenty or thirty so points. it would only be used to prevent  unconsciousness 

Level 18: Authorities glare: The ability to impose your will upon animals, people and monsters.
Mind control? Over so many things? If you were using a telepathic/psychic theme I might allow it..

But as it stands, No. Unless it was balanced by needing a Wis Vs Wis check and only worked for one command.

good enough, that's what I was going to go for anyway.
Level 19: Jester's rampage: The ability to allow the insanity to consume you for a short period of time, in exchange for a large burst of power. After this occurs you loose consciousness for a time dependent on how long you've spent in this state.
This is acceptable.

...Interesting.
Level 20: Jack of all trades: Master level Jeser: And acces to various techniques, including Jester's Carnival.
I know nothing about those techniques.

However, because it's the last one at level twenty, I may allow it.
Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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