tag:blogger.com,1999:blog-2638993969706011706.post6750008996757617995..comments2024-03-28T22:00:35.840-07:00Comments on Playing D&D With Porn Stars: Gigacrawler: SpellsZak Sabbathhttp://www.blogger.com/profile/08812410680077034917noreply@blogger.comBlogger82125tag:blogger.com,1999:blog-2638993969706011706.post-89592506625598151452013-04-04T20:04:05.595-07:002013-04-04T20:04:05.595-07:00Direction
ML 17
Area: Caster
Dur.: Permanent
This...Direction<br />ML 17<br />Area: Caster<br />Dur.: Permanent<br /><br />This rare spell allows the caster to find his way around the Gigastructure indefinitely. He need only name a place, and a voice within his head will dictate the direction he needs to go - in cardinal directions: E, S, N, N, S, W, etc., until he reaches his destination. The problem with this spell is that it does not work: all cardinal directions are randomly generated. With careful research the caster may figure this out beforehand, but generally he must learn it during play.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-31565897940947988162011-04-18T12:32:50.959-07:002011-04-18T12:32:50.959-07:00Form Vacuum:
ML: 16
Area: One mid-size chamber...Form Vacuum: <br /><br />ML: 16 <br /><br />Area: One mid-size chamber. <br /><br />Duration: Permanent: <br /><br />This spell alters the form of the Gigastructure in such a way the room seals, and all air is removed. The caster can choose to allow air back in, and this spell may be triggered at any time (and repeatedly). It is reversible. <br /><br />Capcha: KingsC'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-11490537937327011622011-01-30T12:06:41.342-08:002011-01-30T12:06:41.342-08:00@telecanter
nice@telecanter<br /><br />niceZak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-53400196464014131402011-01-30T10:49:04.214-08:002011-01-30T10:49:04.214-08:00The Three Precepts
Difficulty: 16
Duration: Until ...<b>The Three Precepts<br />Difficulty:</b> 16<br /><b>Duration:</b> Until caster or companion breaks a precept.<br />Caster chooses a precept of speech, of bearing, and of movement. These are rules that, as long as caster and companions follow them, must be followed by foes. Failure to follow a precept will cause a foe to become unable to act for an hour, while shamefully contemplating their failure. Example precepts: never threaten, never cover the head, never run.<br /><br />Failure: Caster and companions <i>must</i> follow the precepts until a foe breaks one at which point they are released, the foe suffering no ill effects in this case.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-28945065482176466202011-01-23T17:23:42.838-08:002011-01-23T17:23:42.838-08:00The primary reason that AIs in the Gigastructure h...The primary reason that AIs in the Gigastructure hate and fear technomages and actively seek to subvert or destroy them:<br /><br />Purge AI (ritual)<br />Diff: Scaled by extent and power of target, from 14 all the way to the sky's the limit. Every 10 min spent performing the ritual lowers the difficulty by 1.<br />Range: Touch (must have access to the original core of the AI whether or not the AI is still present in that core...similar to a lich's phylactery)<br />Special Note: This is not a quick casting combat spell, this is a ritual that takes 10 min+ (DM's choice to heighten drama) to perform, often with the minions of the AI frantically seeking to destroy the caster or disrupt the ritual.<br />Effect: This ritual immediately and irrevocably destroys the target AI and purges it entirely from the Gigastructure. This has potentially far reaching consequences, as there are a number of AIs within the Gigastructure with immense scale and power. An AI knows immediately when a caster begins this ritual and will act with all its capability to prevent completion of the spell.<br />Failure: Every OTHER AI and Machine Spirit within d100 meters of the caster is immediately destroyed, and the target AI is expanded to fill the vacated space, granting it control over all local functions. Needless to say, this will normally prove fatal to the caster.Seanhttps://www.blogger.com/profile/07445856586055333631noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-49305165887502194122011-01-21T09:24:48.459-08:002011-01-21T09:24:48.459-08:00Failure for Dust results in 8d6d10 cubic feet of d...Failure for Dust results in 8d6d10 cubic feet of dust being transported into the area from up to two miles away.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-68834821398709053802011-01-20T21:08:34.352-08:002011-01-20T21:08:34.352-08:00Failure for Ward Against Radiation results in the ...Failure for Ward Against Radiation results in the ward simply being totally ineffective.migellitohttps://www.blogger.com/profile/17106614212764056058noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-17084086757437852872011-01-20T21:05:46.793-08:002011-01-20T21:05:46.793-08:00Ward Against Radiation
Difficulty 17
Area of effec...Ward Against Radiation<br />Difficulty 17<br />Area of effect - up to a sphere of which the diameter is 1 meter per point of the caster's WIS.<br />Duration - 10 minutes per caster level.<br />Casting time - 1 round per 2 meter diameter of area protected<br />The caster uses a small quantity of powdered or liquified [or otherwise appliable] lead to lay a border around an area to be protected. The area becomes impervious to ionizing radiation (only - http://en.wikipedia.org/wiki/Ionizing_radiation) in a sphere which does NOT extend through solid objects at the time of casting. The area descried by the perimeter of lead becomes a plane through the center of the spherical area of effect. If wall or floor, for example, impinges on the possible bounds of the sphere, the ward is 'pushed-in' at those points, but will still keep out radiation coming from that direction.<br />If the lead perimeter is significantly disturbed, the duration is reduced by half.migellitohttps://www.blogger.com/profile/17106614212764056058noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-57951533976973274882011-01-20T15:14:57.609-08:002011-01-20T15:14:57.609-08:00Well, this is something I've been trying to fi...Well, this is something I've been trying to find for a while to no avail. Maybe Shadowrun was what included it, or perhaps it's simply something to satisfy my desire to figure out where things go if you use Clean on them. <br /><br />Dust <br /><br />ML: 16 <br /><br />Dust allows the mage to remove up to one cubic foot of dirt, dust, grime, etc. from an area. This can be transferred to any space within 1 mile, including the interior of an enemy.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-9318723571610951012011-01-20T00:45:09.768-08:002011-01-20T00:45:09.768-08:00Misinformation - Difficulty 14, range 1 foot for e...Misinformation - Difficulty 14, range 1 foot for every two pts of the caster's INT. This spell is cast on a computer, computerised device, or recording media (such as holocrystals or dvd-roms.) 1 subject of data is changed to conform to the caster's wishes. Functions of the device or operating system cannot be altered via this spell.<br />Ex: The caster could alter the record of a single hospital patient. Video of a person could be altered to show a different individual. Text in a document could be changed to convey a different intent. The scope of "1 subject of data" should be carefully considered by the caster and adjudicated on an ad hoc basis by the GM.<br /><br />Failure: The target data remains unchanged, but some record of the caster's attempt is created. Perhaps the wallpaper now shows the caster's face, a note is saved in a conspicuous place detailing the attempt, or various other embarrassments or red flags.migellitohttps://www.blogger.com/profile/17106614212764056058noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-10154849886933440802011-01-19T22:50:14.174-08:002011-01-19T22:50:14.174-08:00Skin of the Gigaplex
range:touch
duration:1d6 rou...Skin of the Gigaplex<br /><br />range:touch<br />duration:1d6 rounds<br />ML:17<br /><br />The caster draws properties of the immediate Gigaplex into themselves. This gives the caster +1d6 temporary physique and +2 to 7 armor points depending on the surroundings. They also have the potential to gain other unique traits or temporary abilities depending on what part of the Gigaplex they absorb and this is up to GM discretion. Examples would electrical conductivity(wires), electrical insulation or bounciness(rubber), incendiary(oil or coal), liquid body, various chemical reactions. The caster's skin takes on a new appearance based on what they touched/absorbed and while the caster is drawing this ability from their surroundings the surroundings themselves should remain largely unchanged regardless of mass limitations(magic)<br />Failure means that their surroundings instead draw them in, they disappear from play for the duration their armor should have lasted and take 1d10 damage.Seth S.https://www.blogger.com/profile/15420255267222005027noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-65644926397688273372011-01-19T22:38:02.642-08:002011-01-19T22:38:02.642-08:00Excalibur Stone
range: 10ft
duration: 1d4 rounds
...Excalibur Stone<br /><br />range: 10ft<br />duration: 1d4 rounds<br />ML:19<br /><br />The caster conjures a roughly circular stone about the size of a car tire, within range. When conjured the stone draws to it all weapons that are being wielded within the casters line of sight. A combatant wielding a weapon must make an agility save or become disarmed. Weapons drawn to the stone will become lodged within and require a strength check to be removed. This is easier for the original owner of the weapon by one point but anyone can attempt to draw a weapon from the stone. After the duration of the spell runs up the stone fades away and the weapons will just stay collected where they were on the ground.<br />Failure means no stone is conjured but the weapons are drawn quickly to the caster. They must make an agility save for each weapon or risk getting battered, skewered, etc.Seth S.https://www.blogger.com/profile/15420255267222005027noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-58447782732555055832011-01-19T20:03:03.419-08:002011-01-19T20:03:03.419-08:00Since you liked it, you can use it. I tried to ada...Since you liked it, you can use it. I tried to adapt it to GC, but I don't have time to keep up with this game, so I don't know all the terminology. Sorry. ILooking forward to this though!<br /><br />CREATE FAMILIAR<br /><br />ML 15<br />Duration: Up to 1 day/level of caster<br /><br />The chaotic forces a mage channels when casting spells make his body more pliable to his whims. When he casts this spell, various parts of his insides are sculpted by chaos into a small creature that separates from the body by budding or exiting it (your campaign’s tone can decide where). The caster may choose to donate a spell slot and spell that will “go” with the familiar and can be cast by it at his level.<br /><br />The familiar will have the general shape and texture of one of the animal/organ pairs on the table below. This does not mean the mage is without any of the organ used–some of it has just been borrowed. The familiar has eyes, ears, mouth and so forth.<br /><br />The creature has 1d3+1 physique, which are subtracted from the caster’s total. Its saving throws are at the caster’s level. It can understand any orders given and knows the locations, people and things the caster has knowledge of. It can speak any language the caster knows and can read. It cannot communicate with the caster from afar, as more standard familiars can.<br /><br />As mentioned above, the familiar can cast one spell if the caster gives up the ability to cast that spell while it resides in the familiar. Once it has cast its spell, it can learn another spell of equal or lower magic level in that spot. It can manipulate small objects and “carry” up to five pounds. It can write and imbibe potions. While it is away, the DM is in control of its actions and fate, although it will under no circumstances betray or abandon its master. When its mission is accomplished, or when the spell duration is almost up, it will rejoin the caster, who will get his physique back, and remember everything the familiar experienced as if it happened to him.<br /><br />If the familiar is killed, the physique the mage invested in it is lost. The spell (if uncast) can be recovered by the caster if he can find and eat the familiar’s corpse. If the familiar is unable to make it back to the caster in time, or is abandoned, it will stalk the caster and attempt to kill him. If it succeeds, or the caster dies for other reasons before it returns, the familiar will then eat the corpse and grow a full body (with its own twisted mind).<br /><br />If the spell is cast again before the first spell ends, or if the familiar is lost, then the same familiar cannot be made.<br /><br />Creature/Source Organs (roll 1d6)<br /><br />Frog-like – kidney<br />Snake-like – intestine<br />Spider-like – arteries, veins and part of the heart<br />Bat-like – fatty tissue wings and muscle body<br />Lungfish-like – lung<br />Crab-like – boneSantahttps://www.blogger.com/profile/01977863395278912279noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-84196280977337820622011-01-16T23:46:16.001-08:002011-01-16T23:46:16.001-08:00EXPECTORATION
Range: 30'
Duration: 1 or more ...EXPECTORATION<br /><br />Range: 30'<br />Duration: 1 or more rounds<br />ML: 15<br /><br />The caster and target makes an opposed Willpower v. Physique roll. The target immediately begins to produce alarming amounts of saliva, forcing them to slobber and spit uncontrollably for 1 round + 1 per point of success (minimum duration 1 round). This is not only disgusting, but also forces a -2 penalty to Agility and Charisma, deals 1d2 Physique damage from dehydration, and in all produces a gallon's worth of saliva (which, in humans at least, consists of 98% water). This spell does not function on creatures or robots that do not salivate.<br /><br />Failure: Spell functions normally but afterwards the caster is dehydrated and must drink water or begin to suffer dehydration effects as if they had not drunk water the previous day.<br /><br />WHITE NOISE<br /><br />Range: 60'<br />Radius: 5'<br />Duration: 1d6 rounds<br />ML: 14<br /><br />Metallic components in the spell's radius immediately begin to vibrate at high frequencies, producing a hideous shrieking static noise. This effect is so loud that it can be heard from a distance of up to a mile. Creatures that can hear and hearing devices within 20' of the spell must succeed on a Physique check or be deafened from tinnitus for 1d6 rounds after the white noise ends. <br /><br />Some cyborg creatures and robots maintain that there is an order in the noise, a message to be understood, and that the white noise this spell creates is a magnification of the unending and beneficent electronic pulse of the Gigaplex itself, which speaks constantly a speech of blessing to its infinite inhabitants. These pseudo-religious inorganics seek out casters of the white noise, hoping to be blessed with a chance to hear it personally.<br /><br />Failure: The spell does not function. For one day, the caster cannot speak normally, emitting only a dry static from their mouth or speaker-piece.<br /><br />GAMMA VISION<br /><br />Effect: All within vision up to 40 feet<br />ML: 21<br /><br />This powerful spell doses all within view of the caster with an instant blast of gamma radiation. To organic creatures, this deals 3d6 Physique damage and causes radiation sickness, which saps 1 Agility and Physique from the target each subsequent day, unless they are treated with anti-radiation spells or medicine. Note also that this spell sterilizes the area, makes contaminated water drinkable, medical equipment usable, etc etc. Gamma radiation may be useful in other ways with more complex devices, equipment, and scientific experiments: leave it to a clever character with an appropriate Tech Level to figure out those uses.<br /><br />Failure: The spell backfires, affecting the caster and all within forty feet. Besides normal effects, the caster is permanently blinded and is likely to develop cancer in the future.Nate L.https://www.blogger.com/profile/02173472885140308661noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-89652380315016249432011-01-15T14:29:36.707-08:002011-01-15T14:29:36.707-08:00Yargh! Failure for Sigil Magic: The symbol is misa...Yargh! Failure for Sigil Magic: The symbol is misapplied. Effects are random and at GM's discretion.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-31885555996593718722011-01-14T15:20:55.637-08:002011-01-14T15:20:55.637-08:00Dub Vox
Range: 40' in a 10' cone
Duration...Dub Vox<br /><br />Range: 40' in a 10' cone<br />Duration: 4 rounds<br />ML: 15<br /><br />Caster speaks a single word and the echoing sound travels outwards in the direction he faces at a speed of 10' per round. In the second round it causes 1d4 damage to anyone at 20' distance, in the third round 1d6 to anyone at 30' and in the fourth 1d8 to anyone at 40'. If the sound hits a 10'x10'(or greater) inorganic surface at any point in the 4 rounds it will rebound back on the caster.<br /><br />Failure: For 1d4 hours Caster:<br />roll 1d4<br />1 - is mute<br />2 - has his voice delayed by one round.<br />3 - speaks in reverse<br />4 - speaks in a loud voice (even when whispering) that carries 1d10x100'Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-3437677076324179372011-01-14T13:27:42.434-08:002011-01-14T13:27:42.434-08:00Poltergeist.
Range: 120 feet
Target: One dwelling...Poltergeist.<br /><br />Range: 120 feet<br />Target: One dwelling or 1500 square feet, whichever is smaller.<br />Duration: 1 month, or more.<br />Casting time: 1 hour.<br />ML: 17<br /><br />You summon a poltergeist, which with plague a home. It will spoil food, throw knives, made the walls bleed, etc. Anyone living in the dwelling where the poltergeist haunts will loose one Physique a day as though starving, on account of diminished sleep, extraordinary stress, necromantic auras & the like. A successful Willpower check will negate this for one day.<br /><br />Failure: the Poltergeist haunts YOU, to the same effect.mordicaihttps://www.blogger.com/profile/05713766652793265867noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-9570827594373210792011-01-14T12:59:21.203-08:002011-01-14T12:59:21.203-08:00Oops. Failure: One of your lungs explodes. Require...Oops. Failure: One of your lungs explodes. Requires you to give up the location if you took the "Odd Internal Structure" alteration.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-91210048287538327752011-01-14T12:57:54.154-08:002011-01-14T12:57:54.154-08:00Scream of The Fear-keeper
Magic Level: 18
Rang...Scream of The Fear-keeper <br /><br />Magic Level: 18 <br /><br />Range: 200'<br /><br />Requires lungs or equivalent structures. You scream dealing damage equal to physique plus willpower on a successful to hit roll (Armor modifies as normal). Everyone but the caster within the area must make a willpower roll against the amount of damage they took, or be paralyzed with fear for 5 turns. During that time you may use any martial arts moves and/or weapons that could be used within that time period without making a to hit roll against the paralyzed targets.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-11829506982840468092011-01-14T12:15:59.291-08:002011-01-14T12:15:59.291-08:00Sigil Magic:
Magic Level: Variable
Range: Vari...Sigil Magic: <br /><br />Magic Level: Variable <br /><br />Range: Variable <br /><br />Special: Sigils remain usable over multiple castings.<br /><br />Learning this spell shows only that the character has learned that certain symbols can affect reality. The player must then draw symbols, and come up with effects for them. The GM then assigns them a magic level, based on how strongly the affect the world. <br /><br />Example Sigil: <br /><br />Fasten: <br /><br />Shape: A vertical bar with a dot at each end. <br /><br />When painted or otherwise applied to a door, window, button, etc. it will not open for anyone except the caster and those he or she designates. If the object to which it has been applied is melted, shattered, removed from its hinges, or otherwise destroyed the symbol will cease to have an effect on that object.C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-90394106538937943522011-01-14T12:05:51.029-08:002011-01-14T12:05:51.029-08:00the GM or payer doesn't take the damage, of co...the GM or payer doesn't take the damage, of course, the target does. The gm or player still has to answer, though.Zak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-2878162762561433612011-01-14T11:16:43.866-08:002011-01-14T11:16:43.866-08:00Terrible Communion
Difficulty level: 15
Range: 30...Terrible Communion<br /><br />Difficulty level: 15<br />Range: 30 feet<br /><br />The player playing the caster prepares several questions before casting this spell, like Alpha 60 in that Godard movie, like:<br /><br />What is your name?<br />Where were you born?<br />How old are you?<br />What make is your car?<br />What do you love above all?<br />What are you doing in Alphaville?<br />You have come from the Outlands. What were your feelings when you passed through galactic space?<br />What is the privilege of the dead?<br />Do you know what illuminates the night?<br />What is your religion?<br />Do you make any distinction between the mysterious priniciples of knowledge and those of love?<br /><br />Etc.<br /><br />Casting this spell on any intelligent creature automatically places the target into mental communication with some powerful extradimensional deity. The deity asks a number of these questions equal to the number of success points the caster had on his/her roll vs. the spells difficulty.<br /><br />The GM or player handling the target creature must answer the questions immediately and takes one point of physique damage for each second of delay as a result of the deity punishing his/her hesitation and ignorance.<br /><br />Failure indicates the effect happens to the caster. For this reason, the GM should have a number of questions prepared as soon as a PC receives this spell.Zak Sabbathhttps://www.blogger.com/profile/08812410680077034917noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-35222684556289000682011-01-14T09:57:34.543-08:002011-01-14T09:57:34.543-08:00Mind probe
Magic level: 17
The caster attempts t...Mind probe<br /><br />Magic level: 17<br /><br />The caster attempts to assault the targets psyche, damaging its brain and possibly gaining some of the targets knowledge. The caster makes a willpower roll against the targets willpower. The target takes 1 damage for each point of success, and the casters head is filled with an assortment of images, voices and feelings conveying what was going on in the targets head at the time of casting. For each point of damage dealt the caster gains one skill. These are determined randomly from the targets skills. If the spell deals more damage than the target has skills, any overflow is lost. These skills remain in the targets mind until the next time he sleeps or loses conciousness some other way.<br /><br />Failure: For each point of failure the caster takes one point of damage and loses one randomly determined skill until the next time he sleeps.Jasper Geinhttps://www.blogger.com/profile/00407878883405300225noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-27317593048523633152011-01-14T08:32:46.400-08:002011-01-14T08:32:46.400-08:00Oops, sorry about that
Failure for Ptolemy's ...Oops, sorry about that<br /><br />Failure for Ptolemy's Quick Read means the caster can no longer comprehend in anyway the information they were trying to memorize. Even if it just looked like a collection of symbols to them they can't seem to understand what they symbols even look like. There is also a 20% chance that the caster forgets something, what this is exactly should be decided between the caster and the GM and should scale in accordance with how bad the failure was. Skills, kung fu moves, important setting information, are all fair game but it could easily be something just gonzo like you don't know what red is, or how to make the 'p' sound.<br />Whatever memory is lost in this way will appear in the source of information the player was trying to memorize, but of course they can't understand it.Seth S.https://www.blogger.com/profile/15420255267222005027noreply@blogger.comtag:blogger.com,1999:blog-2638993969706011706.post-2901763498626529592011-01-14T07:42:41.864-08:002011-01-14T07:42:41.864-08:00Death throes
Casting time: 1 day
Duration: perman...Death throes<br /><br />Casting time: 1 day<br />Duration: permanent<br />Magic level: 12<br /><br />The caster inscribes complicated runes upon the skin of a newly deceased corpse. The runes must cover the entire body, and requires special inks prepared from pigments mixed with the casters blood. A proper tattoing kit grants +2 to activate the spell. Upon completion, the corpse goes into a state of permanent, perpetual death throes, letting it move in a twitching manner. The corpse is alive for all intents and purpouses, but with intelligence and charisma reduced to 1, tech and magic level reduced to 0 and halved agility. It is immune to poisons and diseases. The corpse obeys simple commands made by the caster (come here, stay, attack, follow me) and attacks anyone who attacks the caster unless commanded not to. It stays alive permanently, but unless properly preserved it begins to rot, losing one point of physique each day. It cannot regain lost physique in any way.<br /><br />Failure: The tattooing process is botched and requires much more blood than planned. The caster can elect to take damage equal to the amount by which the spell was failed to finish the spell as normal. If he doesn't, the corpse comes alive as usual but with agility, willpower and physique reduced to 1, and refuses to obey any commands. (the spell can then be retried as normal)Jasper Geinhttps://www.blogger.com/profile/00407878883405300225noreply@blogger.com