Powered Armour

Powered armour is servo-aided and computer-enhanced body armour. Typically powered armour is sealed, carries its power plant and fully integrates with its accessories. Powered armour enhances the wearer’s attributes by electronically amplifying the persona’s natural abilities. Powered armour becomes an anatomical extension of the persona, fully integrating her with the armour and its artifacts.

Powered Armour Suit

Armour Rating

750

Restrictiveness

15

Wate

300% (210kg)

EXPS

1000

Value

10000000 + accessories

Powered joints amplify the force and speed of regular body movements. The suit adds speed and strength to the persona. The wearer can earn other attribute bonuses as additional systems improve the armour. Note that these increases are only in effect when the powered armour is being worn and operational.

Physical Strength Adjustment

PSTR + 4-10 (2d4+2)

In armour PSTR = 12 + (2d4+2) = 12 + 8 = 20

Base Dexterity Attribute Adjustment

DEX + 1-6 (1d6)

In armour DEX = 12 + 1d6 = 12 + 4 = 16

Drawing of rat inside robot head with controls and levers.

No one knows you’re a rat.

Suit Accessories

Suit accessories are systems integrated into the entire suit. These total suit accessories are composed of protective coverings, specialized computers, or unique servo mechanisms. Some of these abilities are standard for all armour (air conditioning and armour hardening). There are also some random suit accessories. Each suit gets 0 to 3 (d4-1) rolls on the Random Suit Accessories Table.

Suit Accessory List
  • Air-conditioned

  • Armour hardened

  • 0-3 (1d4-1) special suit accessories

Random Suit Accessories

Cool accessories integrated into the whole suit of powered armour.

Die Roll (1d100)

Accessory

01-07

Air Conditioned

08-14

Alarm

15-21

Anti-Personnel

22-33

Compucammo

34-36

Armour Hardened

37-41

Hover

42

Internal System

43-58

Jump

59-65

Preprogrammed

66-72

Radar

73-79

Radiation Hardened

80-86

Biologic Hardened

87-93

ZOG Maneuvers

94-00

Ref’s Own Table

Die Roll

Accessory

Air Conditioned

Every suit comes with air conditioning. Waltz into lethal mechanized combat within the confines of luxuriously air-conditioned powered armour. Air conditioning is more like the life support of a space vehicle than a comfort tool. Air Con also keeps the wearer from overheating due to the armour’s internal heat generation. Additional air condition units layer over each other improving comfort and safety.

Alarm

The alarm system will alert the wearer of ambush or sneak attacks, especially while sleeping. The alarm system has an AWE of 30 and a 25 hex radius. It will alert the wearer to any ambushes that it detects.

Anti-Personnel

Anti-personnel prevents costly suits of powered armour from being overwhelmed by hordes of expendable fodder. The anti-personnel system blasts a two hex radius with an excruciatingly painful dose of electricity, flame, flash, shrapnel, or sound. Anything holding onto the powered armour must make a save versus mental attack or let go of the suit. The anti-personnel system will also inflict 2 to 12 (2d6) hit points of damage to everything within range. The intensity of the painful repulsion attack is equal to the damage inflicted (2-12). The wearer can use the anti-personnel defence every other unit of combat.

Compucammo

Trillions of optical sensors and multi-coloured emitters cover the powered suit and allow for classic sciency fiction situational camouflage. When in the camouflage mode, the sensors inform the light emitters, via an integrating computer, of the most beneficial shade of camouflage. In rare cases, compucammo can disguise itself amongst smells or vibrations. Compucammo assists the wearer in carrying out ambushes and is of no use during combat. For no practical reason at all, compucammo may change colour to reflect the wearer’s mood.

Compucammo Charisma Bonus

CHA + 1-3 (1d3)

Wearer CHA = 12 + 1d4 = 12 + 2 = 14

Armour Hardened

Hardening is simply an improvement of the toughness of the suit’s alloy-ceramic hull. Each armour hardening increases the suit’s armour rating by 1d100. Armour hardenings are cumulative.

Hover

Limited antigrav (or rockets) allows the armour to coast down from any height safely. Hovering is not flying, but it allows for limited control. The wearer can guide her 200 kilograms plus suit the best landing site. The persona can use any attack while hovering.

Internal System

An internalized system is less like an accessory and more like an entirely different roleplaying game. The internal system takes all the attributes of the powered armour and surgically inserts them within the persona’s body. The persona externally appears to be like any other persona. The similarities end as soon as she starts shooting lazers from her fingers and launching grenades from 'where ever.' Internalizing a suit of powered armour can only work if the referee permits this within her milieu and story. Many accessories are not possible when the suit converts from an exoskeleton to an internal system.

Jump

Biomechanical computers combined with limited antigrav and leg servos allow the wearer to make massive jumps. The persona’s jump distance is five times further than her usual Jump. The player uses her persona’s armour-adjusted PSTR to calculate the extended jump. The jumps will take 0 to 3 units to complete, covering the desired distance while flying through the air. During the jump, the armour wearer will be able to use all weapons and devices at her disposal.

Preprogrammed

With preprogramming, the suit’s servo system links directly to the wearer’s cerebellum. This highly invasive connection allows the wearer to turn skills into automated neural programs. These neural programs override the wearer’s motor control system and turn her complex maneuvers into reflexes. The preprogrammed skills must be entirely motor in execution. Skills like hand-to-hand combat would be learnable, but find shelter would not. The wearer can store one preprogrammed skill per four points of intelligence.

Radar

Radar allows for long-range (500 hex radius) sweeps to identify ground terrain and large bodies in motion. The info appears in a cinematic heads-up display like any good sciency fiction plot enhancing radar. The wearer can turn the radar on and off. Radar may also make the persona very detectable. Standing within two hexes of active radar is a 1 to 6 intensity radiation attack.

Radiation Hardened

Densely packed waveform absorbing coatings add protection from radiation exposures. The radiation hardening doubles the wearer’s CON vs killing radiation. If the player wins a saving roll, the radiation does not affect her persona. If the suit is radiation-hardened more than once or twice, the wearer’s CON will be tripled and quadrupled against radiation attacks.

Biologic Hardened

Biologic hardening protects the wearer from non-combat environmental conditions. This hardening protects against toxic, infectious, and extreme environments. The wearer is unaffected by poison gases and biological attacks. This hardening does not protect against radiation or exatmo environments. This powered armour has a mini airlock that allows small items to transfer into the powered armour’s protective environment.

Zero-G Maneuvers

Zog maneuver allows the persona to move about as if normal in the wateless three-dimensional terrain of zero gravity.

Head

Head accessories are baked-in parts of powered armour’s helmet. Any guns built into the helmet will fire from it, and communicators will be accessed directly by the persona. There are standard equipment (communicators and visual aids) and random accessories for the helmet.

Head Accessories List
  • One communication

  • One visual aid

  • 0-3 (1d4-1) Random Accessories

Head Random Accessory

Items found attached to the powered armour’s helmet.

Die Roll (1d100)

Accessory

01-15

Communication

16-20

Aerosol

21-26

Grenade

27-37

Gun

38-50

Image Intensifier

51-61

Medical System

62-72

Miscellaneous Equipment

73-85

Scope

86-99

Visual Aid

00

Ref’s Own Table

Die Roll

Accessory

Communication

Head communications have a range of 10 kilometres and can only with other powered armour radios. The wearer cannot use head communications to jam signals or conduct any electronic countermeasures. Multiple communication systems represent redundancy and range extension. If this is a random accessory jump to Communicators.

Aerosol

An aerosol attack can be spray from the powered armour’s helmet. There will be 1-12 (1d12) aerosol charges available. To determine the aerosol type jump to Aerosols.

Grenade

The grenade can launch from the helmet of the powered armour. Launched grenades are a Type C attack, with a range three times the grenade’s thrown range. There will be 1-6 (1d6) grenades launchable from the head. To determine the grenade type jump to Grenades.

Gun

A helmet-mounted pistol is under the control of the wearer. If the gun has ammunition, it will have triple the regular magazine capacity. Battery-powered weapons have an unlimited power supply from the armour’s power plant. To determine the pistol type jump to Guns.

Image Intensifier

The image intensifier enhances the wearer’s external image. The image intensifier is an external speaker system that synchronizes with the flexible helmet mouldings. A crystal clear synthesized voice, digital overlays, and computerized body language produce an amplified image. This unique powered armour feature is usually in suits of armour used by commanders. This system benefits the persona’s CHA attribute by increasing it by 1-6 points.

Image Intensifier Charisma Bonus

CHA + 1-6 (1d6)

Wearer CHA = 9 + 1d6 = 9 +5 = 14

Medical System

The helmet medical system is a medical accessory that prioritizes the brain within the skull within the helmet. Optimized blood supply and cranial concussion protection keep the wearer’s grey matter safe. This medical system increases the wearer’s constitution by 1-3 points. This constitution increase does not increase the persona’s hit points.

Medical System Constitution Bonus

CON + 1-3 (1d3)

Wearer CON = 15 + 1d3 = 15 + 3 = 18

Miscellaneous Equipment

Miscellaneous equipment is the most diverse random accessory found in the powered armour’s helmet. The only limitation is that the miscellaneous artifact is less than 10 kgs in wate. To determine the light piece of miscellaneous equipment jump to Miscellaneous Equipment.

Scope

The helmet has an integrated computer scope. If the powered armour has a helmet pistol, the scope will is automatically for that weapon. To determine the type of scope jump over to Scopes.

Visual Aid

Vizauds (visual-auditory enhancers) are bespoke to powered armour. These devices enhance hearing, sight, touch and sense of smell. Multiple vizauds and systems represent redundancy and additional increases in awareness. Each vizaud that the powered armour has installed increases the persona’s AWE by 1-3 points. If this vizaud is a random accessory, jump to Visual Aids.

Visual Aid Awareness Bonus

AWE + 1-3 (1d3)

Wearer AWE = 15 + 1d3 = 15 + 3 = 18

Arms

Arm accessories can be on the hand, arm or shoulder. Each arm has 1-3 (1d3) accessory points where the persona can mount accessories. Accessory points can be left unfilled during powered armour generation.

Arm Accessory List
  • 1-3 accessory points per arm

  • 30% chance of random accessory per accessory point

Upper Limb Random Accessory Table

Accessories attached to the limbs of powered armour.

Die Roll (1d100)

Accessory

01-12

Communication

13-32

Detector

33-38

Aerosol

39-42

Grenade

43-56

Gun

57-66

Medical Equipment

67-78

Miscellaneous Equipment

79-90

Peripheral Point

91-99

Visual Aid

00

Ref’s Own Table

Die Roll

Accessory

Communication

Upper limb communicators have a range of 10 kilometres These communicators cannot jam signals or conduct any electronic countermeasures. Multiple communication systems represent redundancy and range extension. If this is a random accessory jump to Communicators.

Detector

These instruments may have read-outs on the arm or inside the helmet. Multiple detectors will increase range and offer redundancy. Generate the random detector by jumping to Detectors.

Aerosol

There will be 1-12 (1d12) aerosol charges sprayable from powered armour’s limb. To determine the aerosol type jump to Aerosols.

Grenade

There will be 1-6 (1d6) grenades launchable from the limb. Launched grenades attack as type C weapons, with the range five times that of a thrown grenade. To determine the grenade type jump to Grenades.

Gun

This gun fires from the powered armour’s arm. If the gun has ammunition, it will have five times the regular magazine capacity. Energy weapons have an unlimited power supply from the armour’s power plant. To determine the pistol type jump to Guns.

Miscellaneous Equipment

Miscellaneous equipment is the most diverse accessory found in the powered armour’s arm. The only limitation is that the miscellaneous artifact is reusable and less than 20 kgs in wate. While hilarious, a single-use fire log would not be an appropriate limb accessory. To determine the miscellaneous equipment jump to Miscellaneous Equipment.

Accessory Point

The suit of powered armour has a bonus additional accessory point in its arm. The person could fill the empty accessory point with a future artifact. The accessory point is not a pocket, and nothing can be stored within it. The wate of the equipment inserted cannot exceed 20 kgs.

Veterinarian Equipment

This powered armour has a built-in veterinary artifact built into its arm. Veterinarian equipment is rolled in Vet Equipment. The artifact must be reusable (not a disposable vedi-kit), and it must have a wate less than 20 kgs.

Visual Aid

Vizauds (visual-auditory enhancers) are bespoke to powered armour. These devices enhance hearing, sight, touch and sense of smell. A vizaud affixed to the hand would allow the wearer to look around corners. Multiple vizauds and systems represent redundancy and additional increases in awareness. Each vizaud that the powered armour has installed increases the persona’s AWE by 1-3 points. If this vizaud is a random accessory, jump to Visual Aids.

Visual Aid Awareness Bonus

AWE + 1-3 (1d3)

Wearer AWE = 11 + 1d3 = 11 + 3 = 14

Torso

Torso accessories are part of the body portion of the armour. The A torso computer may have its access via a keyboard on the chest. The powered armour torso includes one ventral (front) and dorsal (back) surface.

A medium-sized anthro persona cannot have more than four accessory points on either the front or back of the powered armour torso. Extremely large personas, like an alien, may have more than two torso surfaces. For example, there could be right and left flanks in addition to dorsal and ventral surfaces.

Torso Accessory List
  • 2 storage compartments

  • 2-8 accessory points

  • 15% chance of random accessory per accessory point

Torso Random Accessory

Accessories built into the chest plate of the powered armour.

Die Roll (1d100)

Accessory

01-02

Artillery

03-05

Bomb

06-13

Communication

14-21

Computer Equipment

22-34

Computer System

35-47

Gun

48-56

Medical Equipment

57-68

Medical System

69-76

Miscellaneous Equipment

77-84

Peripheral Point

85-92

Storage

93-99

Visual Aid

00

Ref’s Own Table

Die Roll

Accessory

Artillery

This mechano-trooper has an artillery piece built into the torso of her powered armour. An artillery piece occupies four accessory points and can be the only accessory on either the ventral or dorsal surface. If the torso has less than four accessory points, the artillery piece will be the only accessory on the torso. No suit of powered armour can support more than one artillery piece. Firing the artillery cannot harm the wearer of the powered armour. To generate the artillery piece jump to Artillery.

Bomb

This mechano-trooper has an artillery piece built into the torso of her powered armour. No suit of powered armour can support more than one bomb. There is a 50% chance that a generic missile will deliver the bomb with a 100 km range. If there is no missile to launch the bomb, it is a self-destruct for the powered armour. If the bomb does not have a missile, the persona gets a 1-3 (1d3) increase to their mental strength. To generate the bomb type jump to Bombs.

Walking Bomb Mental Strength Bonus

MSTR + 1-3 (1d3)

Wearer MSTR = 8 + 1d3 = 8 + 2 = 10

Communication

The communicator in the torso is a comprehensive comms device. The torso communicator has a range of 500 kilometres, encrypted channels, and three additional particular use channels. There is one data channel that can communicate computer/robot/AI data. There is one line of site lazer channel that interlopers must physically intercept as well as decrypt. There is one jamming signal that can keep other communicators from working. A suit of powered armour can only have one comprehensive comms device. For further communication acccessories jump to Communicators.

Computer Equipment

Computer equipment is built into and powered by the powered armour. The persona must interact with computer equipment via the suit itself. For example, there may be a keyboard or a video screen. The computer can be anything from a vocation computer to an evil autonomous intelligence. To generate the computer equipment jump to Computers.

Computer System

The computer system integrates fully with the powered armour wearer. The computer system enhances the wearer’s memory and cognition. The computer is not an independent entity but an extension of the persona’s intelligence. A computer system increases the persona’s intelligence by 1-3 points. Increasing the persona’s intelligence with a computer system does not affect the persona’s mental strength. A persona will never voluntarily exit a suit with a computer system.

Computer System Intelligence Bonus

INT + 1-4 (1d4)

Wearer INT = 16 + 1d4 = 16 + 2 = 18

Gun

There is a rifle built into the powered armour’s torso. The rifle can be baked into the torso or on an articulated rifle mount. The rifle can fire in direction regardless of the wearer’s direction of travel. If the gun has ammunition, it will have ten times the regular magazine capacity. Energy weapons have an unlimited power supply from the armour’s power plant. To determine the rifle type jump to Guns.

Medical System

The torso medical system is a medical accessory that prioritizes the cardiorespiratory organs of the wearer. Optimized blood supply and thoracic concussion protection keep the wearer’s viscera safe. This medical system increases the wearer’s constitution by 1-6 points. This constitution increase does not increase the persona’s hit points.

Medical System Constitution Bonus

CON + 1-6 (1d6)

Wearer CON = 15 + 1d6 = 15 + 3 = 18

Miscellaneous Equipment

Miscellaneous equipment is the most diverse accessory found on the powered armour. The only limitation is that the miscellaneous artifact is not disposable. There is no wate restriction on miscellaneous equipment on the torso of powered armour. To determine the miscellaneous equipment jump to Miscellaneous Equipment.

Accessory Point

The suit of powered armour has a bonus additional accessory point on its torso. The persona could fill the empty accessory point with a future artifact. The accessory point is not a pocket and cannot store anything. The wate of the equipment inserted cannot exceed 50 kgs.

Storage

Storage is an additional locked climate-controlled storage compartment. The capacity of the compartment is equivalent to twice the wearer’s wate allowance. Items kept in storage have no bearing on the wearer’s encumbrance. Encumbrance

Veterinarian Equipment

This powered armour has a built-in veterinary artifact built into its torso. Veterinarian equipment is rolled in Vet Equipment. The artifact must be reusable (not a disposable vedi-kit), and it must have a wate greater than 25 kgs.

Visual Aid

Vizauds (visual-auditory enhancers) are bespoke to powered armour. These devices enhance hearing, sight, touch and sense of smell. A dorsally located vizaud could allow the wearer to look backwards. Multiple vizauds and systems represent redundancy and additional increases in awareness. Each vizaud that the powered armour has installed increases the persona’s AWE by 1-3 points. If this vizaud is a random accessory, jump to Visual Aids.

Visual Aid Awareness Bonus

AWE + 1-3 (1d3)

Wearer AWE = 4+ 1d3 = 4 + 2 = 6

Legs

Lower limb accessories are on the thigh, calf or foot.

Leg Accessory List
  • 2 accessory points per limb

  • 2 storage compartments

  • 20% chance of a random accessory per accessory point

Lower Limb Accessories

Accessories built into the legs of the powered armour.

Die Roll (1d100)

Accessory

01-14

Detector

15-22

Aerosol

23-28

Grenade

29-39

Gun

40-46

Motorized

47-56

Peripheral Point

57-70

Scope

71-84

Storage

85-98

Visual Aid

99-00

Ref’s Own Table.

Die Roll

Accessory

Detector

The detector may have read-outs on the armour’s foot or inside the helmet. Multiple detectors will increase range and offer redundancy. Generate the random detector by jumping to Detectors.

Aerosol

There will be 1-12 (1d12) aerosol charges sprayable from powered armour’s leg. To determine the aerosol type jump to Aerosols.

Grenade

There will be 1-6 (1d6) grenades launchable from the leg. Launched grenades attack as type C weapons, with the range seven times that of a thrown grenade. Often players will have the grenade launch be a kicking action. To determine the grenade type jump to Grenades.

Gun

This gun fires from the powered armour’s leg. If the gun has ammunition, it will have five times the regular magazine capacity. Energy weapons have an unlimited power supply from the armour’s power plant. To determine the gun type jump to Guns.

Motorized

This leg accessory allows the suit of powered armour to move at incredible speed by diverting resources to the legs. The persona can only move when the motorized movement is activated. A suit of powered armour can only have one motorized movement system installed. Motorized movement allows the exoskeleton to run away at triple Movement Rate rate and not less than 15 hexes per unit.

Accessory Point

The suit of powered armour has a bonus additional accessory point in its leg. The person could fill the empty accessory point with a future artifact. The accessory point is not a pocket, and nothing can be stored within it. The wate of the equipment inserted cannot exceed 30 kgs.

Scope

The leg has an integrated computer scope. If the powered armour has a leg gun, the scope will is automatically for that weapon. To determine the type of scope jump over to Scopes.

Storage

Storage is an additional locked climate-controlled storage compartment. The capacity of the compartment is equivalent to half the wearer’s wate allowance. Items kept in storage have no bearing on the wearer’s encumbrance. Encumbrance

Visual Aid

Vizauds (visual-auditory enhancers) are bespoke to powered armour. These devices enhance hearing, sight, touch and sense of smell. Multiple vizauds and systems represent redundancy and additional increases in awareness. Each vizaud that the powered armour has installed increases the persona’s AWE by 1-3 points. If this vizaud is a random accessory, jump to Visual Aids.

Visual Aid Awareness Bonus

AWE + 1-3 (1d3)

Wearer AWE = 15 + 1d3 = 15 + 3 = 18

Further Issues

Straggly bits of info about powered armour.

Addressing the Dressing

Powered armour should fit into the referee’s milieu and story. The armour may be the pinnacle accomplishment of an institutional medico-military laboratory run by a government or corporation. The armour may be standard issue general motorized infantry gear.

The persona may have always had the armour on, not remembering life without it. The powered armour may be patiently waiting for someone to step into its savage but convenient auto dresser. The powered armour may require multiple life-threatening neurosurgical interventions spread over numerous missions.

Undressing powered armour is a difficult task as well. The persona is shedding several hundred kilograms of metal, removing direct neural links, and faces a body atrophied by servo dependence. Some powered armour accessory prevents the persona from ever wanting to leave their combat cacoon.

When fully powered, the exoskeleton has a restrictiveness of one (unrestricted). When unpowered, the wearer is trapped in a tight-fitting coffin.

Drawing of a beluga whale wearing space armour and holding a rifle.

In space, no one can hear you squeal

Strange Persona Shapes

The powered armour in this section is for medium-sized anthros with two arms and two legs. Many personas do not meet these anthropocentric criteria.

Aliens

A 6-tonne alien suited in powered armour would be a formidable opponent indeed. If the referee is willing to follow this crazy path, she must keep in mind that a campaign could easily be imbalanced by such a powerful opponent or ally.

Alien species that are at the tool use level of creator can have powered armour. The shape of the powered armour would match the shape of the alien inside. If the alien shape indicates, they may have more than two arms to armour up. If the alien is gigantic, they may have two flanks and ventral and dorsal torso parts.

Robots

The powered armour would be an outer layer of the robot. All the enhancements that any persona would benefit from would aid the robot as well. Any robot peripherals or systems have to adapt to an empty accessory point. A robot may shed its powered armour layer like any other persona.

Mutants

Strangely shaped mutants are extremely unlikely to have a powered armour that fits them. Mutants are unique anomalies, unlike aliens, which are part of an entire species.

Combat Multitasking

Combat is made more complex by powered armour. The player can deploy every combat accessory in every unit of combat. The persona that she can fire all her weapons, check her radar, and launch a nuclear device in two seconds. This multitasking only applies to combat weapons built into the powered armour. Multitasking does not apply to vocation skills, vet equipment, detectors, or specialized comms.

Powering Powered Armour

Powered armour will not suddenly run out of power. There will be lots of indicators and indications that the suit is running low. Having personas with powered armour constantly seeking power can be a challenging limitation to the powerful artifact. Powered armour has a power plant similar to that of robots. The Robot Power Plant Table is listed here for convenience.

Robotic Power Cell Type

Determine power cell type for this robot.

Power Cell Type

Die Roll (1d100)

Basic

01-10

Gas

11-20

Liquid

21-30

Solid

31-40

Plasmoid

41-50

Dynamo

Recharging

51-55

Gravitational

56-65

Solar

66-75

Magnetic

Continuous

76-88

Broadcast

89-98

Nuclear

99

Psionic (footnote)

00

Ref’s Own Table

Die Roll

Power Cell Type

A psionic powered robot would kill nearby organic personas. This fuel type is a campaign choice.

When the exoskeleton is powered up, there is no noticeable restrictiveness. When the exoskeleton is powered down, the persona is trapped in a shapely coffin.

Accessory Value

The base value of a suit of powered armour is 10000000 eps (ten million). The value increases with the addition of accessories. Accessory artifacts are worth ten times their typical values (due to defence contract budgeting). The value of these accessory artifacts increases the value of the powered armour. The value of armour-specific accessories also increases the value of the powered armour. The value of these accessories is listed below.

Value of Powered Armour

One humanoid tank for sale. This list is not exhaustive.

Accessory

Value

Air Conditioning

1000000

Alarm

500000

Anti-Personnel

750000

Artillery

10 times Artillery value

Bomb/Grenade/Aerosol

Double value of accessory

Compucammo

2000000

Computer System

2000000 per point of INT

Gun

5 times GUN value

Hover

2500000

Image Intensifier

100000 per point of CHA

Internal

100 times suit value

Jump

100000 per hex range

Medical System

1000000 per point of CON

Preprogramming

Double suit value

Radar

200000

Radiation Hardening

150000

Biologic Hardening

500000

Storage

42 per unit

Visual Aid

500000 per point of AWE

ZOG

1000000

Accessory

Value