Channeling Mysterious Spirits – The Discordant Powers and the Seven Deadly Sins Part II – Pride/Cruelty, Sloth, Deception, Envy/Treachery, and Chance.

And for today (and Halloween) it’s the second half of the Seven Deadly Sins and Discordant Powers – a set of spirits/forces which can be channeled by Bokors / Binders and Equestarian Dragons. As usual, these spirits / forces build on the basic Bokor package.

If you haven’t looked at Part I (Gluttony, Lust, Greed, and Wrath) it’s over HERE.

Pride / Cruelty:

Pride and Cruelty are two faces of a single thing – placing oneself above others and believing that that self-appointed placement gives you the right to use, abuse, and torment those “beneath you”, displaying your “superiority” for your own amusement. Classically, Pride was often considered the fundamental sin, the gateway through which corruption entered the soul. It was the updated version of Hubris – taking credit for the gifts that god had given, as Satan had tried to do at the beginning. And given how little of life was under human control at the time… there was some truth to that. One might more or less rightfully take credit for working hard with what you had, but birth rank, inheritance, health, strength, dexterity, and many other factors depended a great deal on your heritage and circumstance.

D20 kind of limits the possibilities here. The d20 system doesn’t really acknowledge “pain” (or hunger, or thirst, or much of any other bodily need), damage, injury, and illness are totally abstract, and attitude problems are pretty common for adventurers even when they aren’t simply murder hobos (homeless wanderers with little personality or motivation other than greed who kill everything and everyone who gets in their way and then loot the corpses). That really takes a lot of the point out of classical cruelty. Egotism? These characters battle dragons and rule nations. Gluttony already covered dark arts and “perfection” (using Luck to “take 20”). Actual personal godhood is a bit much for a spirit to bestow. Something could be done with Augmented Bonus – perhaps using Double Enthusiast, Specialized and Corrupted for increased Effect (only for Augmented Bonus, 6 floating CP, five or six times) to justify incredible pride by simply getting a bunch of statistical bonuses, but that’s boring. Innate Enchantment could stack up a whole slew of minor enhancements, but that’s both boring and involves massive checking for stacking issues each and every time.

No, in this case we’ll lean towards Hubris – setting yourself above the very gods.

  • 2d6 (8) Mana with Reality Editing, Specialized and Corrupted for Increased Effect (each mana spent counts as three) / only for Reality Editing, blatantly calls on unholy and blasphemous forces (12 CP). There are few things more arrogant than to simply bend reality to your will.
    • Note that those channeling Pride usually like to pretend that they’re using their personal power, rather than just bending reality. It’s cheaper too; bringing that sixty-ton stone idol to life as an oversided Stone Golem and sending it out to crush your foes is a Grandiose (4 Mana) Edit, picking it up and hurling it down the steps is pretty Major (3 Mana) Edit – but making a mighty effort and toppling it down the temple steps in an avalanche of rubble that sweeps away your foes? That’s actually somewhat plausible, and so counts as a mere Notable (2 Mana) Edit. Go ahead, when the very gods have stacked the deck against you… demonstrate that the will of the gods themselves is no match for your defiance!
  • Rite of Chi with +12 Bonus Uses, Specialized and Corrupted / only to restore Mana for Reality Editing, user must demonstrate his or her superiority, be a sneering bastard, or indulge in a cruel and vicious act to activate it (8 CP).
  • Dark Words: Innate Enchantment, Spell Level One x Caster Level One x 1800 GP (Unlimited-Use Command Word Activated). Doom, Wrack (like Doom, but the target becomes Sickened, Fortitude Negates), Thorn (like Doom, but target takes 1 Damage per Round and a -2 penalty on attack rolls, skill checks, and ability checks as magical needles agonizingly stab into his or her joints, Reflex Negates). Total: 5400 GP (6 CP).
    • Yes, this lets someone channeling Pride be an obnoxious bastard for free all the time. What did you expect?
  • Opportunist: The channeler may use the powers of Pride once per round as a free action (6 CP).
  • Privilege: The channeler is always treated as at least minor nobility, everywhere that he or she may go (3 CP).
  • Disadvantage: Someone channeling Pride can never admit to being in the wrong or apologize. He or she will, at most, offer justifications (no matter how insane) for his or her actions.


Sloth goes beyond simple laziness. It is a lack of interest, it is despair, and it is what we would now classify as clinical depression – the belief that all that awaits you in life is misery and that nothing is worth attempting. It is a lack of feeling and empathy, it is the refusal of joy and grace. It is turning away from life and the divine to embrace the void.

Unfortunately, unlike most of the other Deadly Sins or Discordant Powers… The standard notion of Sloth does anything BUT drive you to action. That’s spectacularly uninteresting in terms of the game. On the other hand, the desire to embrace the void is something that I can work with.

To a channeler of Sloth… reality is pain. All of life and consciousness is but the drawn-out scream of the universe uselessly protesting it’s inevitable slide down the entropic slope into the endless, futile, void. That Void is the only true surcease, the only true panacea. To help others pass into the void is the only true kindness.

  • Channeling: 1 + (3 x Cha Mod) uses, Specialized / only for Conversion (9 CP).
  • Conversion to a set of four sixth level spells (9 CP):
    • Entropic Caress (as per Bestow Greater Curse).
    • Entropic Cone (Short Range Cone effect, otherwise as per Bestow Curse).
    • Inevitable Night: As per Call The Void, but affects up to (Level) creatures of the user’s choice who are within short range of the user each round.
    • Welcoming Void (as per Disintegrate).
  • Access to an Occult Skill (Dream-Binding, 3 CP).
  • Augmented Bonus, Adds (Cha Mod) to (Int Mod) when calculating first level skill points, Specialized for Increased Effect / the skill points go exclusively into Dream-Binding (6 CP).
  • This gives the channeler an effective Dream-Binding Skill Bonus of (Cha Mod x 9) – in effect allowing him to pull three items, each with an effective value of up to (Cha Mod x Cha Mod x 900 GP) back from the edge of the void to use during each summoning. Sadly, only permanent items are eligible.
  • “It really doesn’t matter” Damage Reduction 8, Specialized and Corrupted / Physical Damage Only, can be negated by hitting the user with “good hope” or similar morale-boosting effects (8 CP).
  • Disadvantage: Those channeling Sloth simply do not care. They receive no save against effects that produce morale penalties.

Sloth… is sort of a casual, generic, impersonal evil. It isn’t that it CARES, it’s just vaguely of the opinion that both you and the universe would be better off if you were ground down into a fine powder and annihilated – and if there’s nothing more interesting (not that ANYTHING is very interesting) going on it might as well take care of that. Someone channeling Sloth will kill a small child just as casually as you might straighten up a crooked picture and for much the same reason; it’s untidy, it’s vaguely annoying, and it’s very little trouble to fix that situation.


Deception is – to no one’s surprise – one of the most subtle sins or “Discordant Powers”, and creeps in everywhere – from the stealthy tendrils of falsehood that slip in when one exasperatedly fails to correct some minor misapprehension to the grand deceptions that send myriads off to die. Perhaps worse… the bitter venom of falsity can spread itself, reaching out across time and space through the veins and arteries of news, rumor, and gossip to infect, to fester, and to corrupt persons far beyond the original deceivers reach. There is a REASON why so many dark and malevolent powers have borne the title of “Lord of Lies”.

The Serpents Tongue:

  • Augmented Bonus, Adds (Cha Mod) to (Int Mod) when calculating first level skill points, Specialized for Reduced Cost / the skill points go exclusively into Bluff (3 CP).
  • Mystic Artist, Specialized for Increased Effect (Double skill level for acquiring abilities) / the user can only purchase Manipulation abilities, and Corrupted for Modified Effect (Greater Summoning is replaced by Deceive Reality – a version of Bestow Greater Curse with Medium Range and Puppet Master is replaced by LieSmith – the ability to spread rumors, slanders, and baseless accusations which will rapidly spread through the target population, gaining a great deal of credence as they go) / only usable for malevolent purposes (6 CP).
  • +4 Bonus Uses of Mystic Artist, above (6 CP).

With this combination you gain you gain Fascinate and Hold Audience at (Cha Mod +1), Suggestion, Emotional Auras, and Freedom at (+2), Mass Suggestion at (+3), Deceive Reality at (+4), Alter Attitudes at (+5), and Liesmith at (+6 or more).

Gluttony grants personal power. Lust grants powerful agents. Greed grants items, or the equivalent. Wrath destroys everything nearby. Pride twists the world to demonstrate personal superiority. Sloth brings the final silence. But Deception… Deception shatters the bonds of faith, of friendship, and of alliance. It breaks down the trust which is the foundation of society. The other Sins and Discordant Powers may inflict horrors on those in the immediate vicinity and taint areas – but only Deception will leave a trail of cities in chaos, countries at war, and once-friends and allies at each others throats – and the Serpents Tongue, the terrible power of subtly twisted words lies at the core of that power. You do not need powerful magic, or combat prowess, or great authority, or an army, to destroy.

  • Witchcraft III (6 CP):
  • The Adamant Will, Specialized and Corrupted for Increased Effect / only to resist or present false results to mind-reading, detection, and “truth” effects at no cost. There is no simple and reliable way to determine if the user is lying or twisting the truth.
  • Shadowweave, Specialized and Corrupted for Increased Effect / May spend two power to create a Major Image effect.
  • Glamour, Specialized and Corrupted for Increased Effect: Only to imbue papers and related items with an aura of authenticity and authority. The user may spend one power to gain a +20 bonus on a Forgery check and a second to reduce the time required to a single action.
  • Glamour, Specialized and Corrupted for Increased Effect: You may spend two power to create a Glibness effect.
  • Master of the Sabbat: Corrupted for Increased Effect (Can lay curses without the Elfshot ability), Specialized for Reduced Cost / Only works for laying curses, user must gather at least seven foul and suspicious ingredients (things like graveyard mold, toxic fungi, the tongue of a hanged man, blood from a virgin child, whatever) and brew them together to create the curse and apply the mixture to the target to complete it. All in all, you can generate a level 3 Curse for 12 Power, level 4 curses for 24, level 5 for 48, 6 for 96, 7 for 192, 8 for 384, and 9 for 768 (and so on if even greater curses are allowed). Fortunately, you do have up to 28 days to provide the required Power total (4 CP). Equivalents of the various “Curse Terrain” Pathfinder spells are favorites.
  • False Flesh: Apparition, Corrupted for Increased Effect, Specialized for Reduced Cost: the user must design a single, specific, psychic construct, specify its general appearance, and can only summon it around himself or herself, but it automatically has the Class-C “Enveloping” ability (3 CP).
  • Shaping, Corrupted and Specialized for increased (level one and possibly weak level two) effects/can only produce the effects for which the user has the appropriate foci ready, can only support a limited number (seven and three) of minor charms and more notable talismans at one time, charms and talismans are modestly expensive (and thus limited by wealth and lifestyle) and take some time to attune for use (6 CP).
  • Specific Knowledge: How to create foci for Black Magic Charms and Talismans (1 CP). Charms and Talismans – including those of black magic – are discussed in The Practical Enchanter.
  • Disadvantage: Deceivers cannot help but spread misinformation, gossip, misery, and deceptions, slowly twisting any realm they visit towards darkness.

Envy and Treachery

Envy… is not so much wanting something for yourself. It is the little whispering voice that says “Why should they have what I do not?”. It is a jealous desire to deprive others of happiness in an attempt to fill your own misery and emptiness. When active it directs it’s greatest malice at those about you – your family, friends, and neighbors whom you can easily reach – and becomes Treachery. The desire to betray and to thus share your misery.

Treachery is perhaps the most feared of the Sins and Discordant Powers. Wrath? Greed? Lust? For all the evil that such powers can unleash, they are but natural, necessary, things expressed without Temperance. But to betray… to betray is always personal. To betray you must first gain trust – and then shatter that precious gift. No simple failure of control will easily lead to the outer darkness; but to truly embody Treachery… you must cast out the light from your heart.

Surprisingly enough though… Treachery is one of the least interesting sins. It takes real talent to Deceive well, skill, wealth, and fame or power to make the most of Lust, a willingness to abuse yourself and wealth to make the most of Gluttony, and so on… but for Treachery all you need to do is go behind the backs of people who (foolishly) trusted you and attempt to screw them over. Half your coworkers in any office job are usually doing THAT.

Even worse, when it comes to d20, basic Treachery is really pretty pointless. Like it or not, the characters are generally the functional equivalent of a small army. They may go back on deals, or backstab their patron – but they tend to define “subtle” as “single target spells and the Barbarian not using rage”. When it comes to NPC’s betraying each other the details are going to be up to the game master’s plot and don’t need game statistics. When it comes to NPC’s betraying PC’s… well, many PC’s don’t really trust anybody anyway, will automatically assume that they’re going to be betrayed if there is the slightest sign of it, and – if there isn’t – the players will get pretty cross about it, which is no good for the game.

Like it or not, the only form of treachery that will both work and be any fun when it comes to player characters is the flamboyantly treacherous kind – the sort of “treachery” you get from a villain who twirls his fu-manchu mustache, strokes his villainous goatee, and tells one and all that they would be fools to trust him and that he is a master of poisons – and then offers them tea and snacks.

And as long as they are useful to him… drinking the tea and eating the snacks will be entirely safe. Betraying people at random simply isn’t conducive to future operations.

The Dark Chancellor

  • Access to an Occult Skill (Foresight, 3 CP).
  • Augmented Bonus, Adds (Cha Mod) to (Int Mod) when calculating first level skill points, Specialized for Reduced Cost / the skill points go exclusively into Foresight, providing an effective base of (4 x Cha Mod + Int Mod -3) in the skill (3 CP).
  • Witchcraft III (6 CP).
    • Hyloka, Specialized and Corrupted for Increased Effect / the user is immune to poisons. This is a constant effect with no cost.
    • Witchfire, Specialized and Corrupted for Increased Effect / the user may spend 3 power to make an immediate Craft / Alchemy check.
    • Glamour, Specialized and Corrupted for Increased Effect / Aura of Honesty. The user may (in fact must) be an blatantly obvious villain, but no one with a base Will save below +6 will recognize this and he or she may spend 2 power actively to get a +10 Sacred (OK, Unholy) bonus to Diplomacy and Bluff for the next hour – as long as he or she makes it obvious that they cannot be trusted. After all, “only a fundamentally honest man would tell people the limits of his trustworthiness up front!”.
    • The Inner Eye, Specialized and Corrupted for Increased Effect / the user may spend 2 Power to make a Gather Information check with a +10 bonus as a Standard Action.
  • 2d6 (8) Mana with Reality Editing, Specialized and Corrupted for Increased Effect (each Mana point spent counts as three) / only for use with Reality Editing, only for a specific set of edits (12 CP):
    • Quickly Producing poisons (1), drugs (2), “scrolls” of dark magic (1 for spell levels 1-2, 2 for 3-4, and 3 for 5-6. Uncopyable, but always usable by the summoner), suitable bribes (3), or various potions (2) – all of which must be used fairly quickly or they will lose their power.
    • Ritually Summoning dark spirits, undead, and demonic aides – although such entities will never have s CR of more than one-half the user’s level or serve for more than twenty-four hours unless the Mana used to summon them is left committed to them (usually 1/2/3 for minor/notable/major creatures).
  • Rite of Chi with +2 Bonus Uses, Specialized and Corrupted / only to recharge the Reality Editing pool above, requires at least ten minutes of meditation and/or relative inactivity per die (3 CP).
  • Double Enthusiast, Specialized for Increased Effect (four floating CP) and Corrupted for Reduced Cost (4 CP). Points may only be used in conjunction with Create Relic, below, all relics created are products of dark magic, are limited to two points, must be approved by the game master, and carry at least one three-point disadvantage – although this does add to their point totals.
  • Create Relic, Specialized and Corrupted/only for use with points from Double Enthusiast (above), all relics created are products of dark magic, are limited to two points, must be approved by the game master, and carry at least one three-point disadvantage – although this does add to their point totals (2 CP)
  • Specific Knowledge: Handbook of Poisons (1 CP).
  • +3 Specialty in Craft: Alchemy (see Haagenti, the Five Alchemical Catalysts, 1 CP).
  • Disadvantage: The channeler must be flamboyantly and blatantly criminal and untrustworthy, even if few others will ever notice this (-3 CP).

It’s boring, but if you really want classic simple-and-functional treachery instead, take…

  • Traceless Treachery (6 CP): When you send vital information to the enemy, open the gates to assassins in the night, or slip poison into a child’s supper… no evidence can be found, and no one will ever be able to prove that it was you.
  • Double Damage, when striking from behind or in treacherous attack (6 CP).
  • Cloaking (6 CP): Any form of magical or psychic detection will not reveal the user’s treachery.
  • Presence (Charm Person) (6 CP). Anyone who comes near a channeler of Treachery will find themselves trusting and liking them, regardless of how irrational that may be. (Alternatively, the user may radiate a mono-suggestion – “you want to take whatever bribe I’m offering” – but that overlaps with the Witchcraft functions below).
  • Witchcraft III (6 CP).
    • Glamour, Specialized and Corrupted for Increased Effect / the user may spend 1 Power to generate a Suggestion Effect.
    • Dreamfaring, Specialized and Corrupted for Increased Effect / the user may store his or her gear in his or her dreams – duplicating the effect of a Handy Haversack without cost or the Call Item psionic power by expending power.
    • The Inner Eye, Specialized and Corrupted for Increased Effect / the user may spend 2 Power to make a Gather Information check with a +10 bonus as a Standard Action.
    • Hyloka, Specialized and Corrupted for Increased Effect / the user is immune to poisons. This is a constant effect with no cost.
  • Grant of Aid with +6 Bonus Uses, Specialized and Corrupted / can only be recovered when the user commits some major act of treachery (5 CP).
  • Disadvantage: Those channeling Treachery are unable to stop scheming to advance themselves at the expense of others. While useful companions may be bypassed in the interests of using them in the future, everyone else they interact with for long is likely to suffer.



Chance – or Chaos – differs from the other Discordant Powers. It isn’t really regarded as a “Sin”. It’s a FEAR. Civilization, and even simple survival are, ultimately, utterly dependent on the patterns of nature. Did the caribou take a different route in their migration? Did the rains not come and the crops fail? Did the river flood and sweep away your village in the night? Any little disruption of the pattern may spell doom. All of civilization… represents little more than a long struggle against the vagaries of chance.

And always… a fault in a dam, a wave from the depths, a shaking of the earth, Mrs. O’Leary’s cow, or any other chance bit of bad luck that you weren’t prepared for (and no one can prepare for EVERYTHING) – may being it all tumbling down.

Even those who channel chaos do not wish to be consumed by it. They too are seeking some measure of control – to harness and ride what they see as an unstoppable tide, the deep currents of chaos that life and civilization rides atop of like a raft of soap-bubbles drifting on an ocean. Beautiful perhaps, and seemingly stable – but ultimately effervescent and doomed.

And there is more than a bit of uncomfortable truth to that vision.

Those who channel chaos really have only two abilities – to twist what is happening NOW and to shift the probabilities of the future.

A Fortunate Twist:

  • 2d6 (8) Mana with Reality Editing, Specialized for Increased Effect (each points spent counts as two, points may be spent at any time without requiring an action, the user is automatically aware of what events are reasonably likely and their costs (IE: the user may consult the game master at any time) / only for Reality Editing, only to affect the environment, only for triggering reasonably likely events or affecting the outcome of events that occur naturally (12 CP).

For example… if a roof is caving in, manipulating who it hits is a minor (1 Mana) edit. Causing an old, unmaintained, roof to cave in where you need it right NOW is a notable (2 Mana) edit. Causing a solid roof to cave in is a major (4 Mana) edit IF the game master thinks it’s likely enough to allow at all. Steering a lightning bolt from a storm? 1 Mana. Having a gust blow down a house? 2 Mana. Steering the storm to destroy the business district? 4 Mana IF possible at all (and it probably won’t be). Need a sudden gust of wind to deflect an incoming flight of arrows? 1 Mana if there is already wind to work with, 2 if there isn’t – because there always could easily be a little wind.

  • 2d6 (8) Mana with Unskilled Magic, Specialized and Corrupted for Increased Effect (Effects cost only one point per level with the side effects subsumed into the effect, the Caster Level is equal to the User’s Level. Maximum level of effect = (User’s Base Will Save Bonus) or (Wis/3), whichever is less) / only for Destiny Magic (12 CP).
  • Rite of Chi with +6 Bonus Uses, Specialized and Corrupted / Onlyto recharge the fate-twisting pools above, recharges a maximum of one die per minute, user must behave in a throughly chaotic manner (5 CP).

Twisting Fate:

Destiny Magic manipulates the probabilities of the future. The level of destiny magic spells depends on two basic factors: the level of effect you want and how much you want the spell to consider your desires. This can be very, VERY, dangerous. For some samples:

  • “We will have good luck in this battle”. This one is safe enough; you and your friends get some luck bonuses. You can simply use some of the appropriate spells.
  • “She will look over this way and notice me”. Also pretty safe unless you’re a wanted criminal, or a werewolf who will start her screaming or some such. People look around and notice things all the time. There probably won’t even be a save.
  • “They will drop the charges and let me out of jail in the morning”. Less safe, but unlikely to get you really hurt. One character tried this with a low-level spell; the locals concluded that he was mad – or “god-touched” – and shipped him off to an asylum where the monks would listen to his ravings in search of prophecy. This was awkward, but he WAS out of jail with the charges dropped.
  • “A diversion will come up during the trip that will give me a chance to escape”. This turned out a lot better; a diversion wasn’t unlikely and the destiny mage made it a higher level spell to avoid the diversion turning out to be a major monster attack or something and wound up with a few falling rocks, one of which knocked the transport wagon open. He then made his escape under his own power.
    • He didn’t even consider trying “The Daimyo will pass by along the way, recognize me as foreign but not mad, and give me an excellent job!”. THAT would call for a very high level spell indeed unless events along those lines were already in the works.
  • Thus “You will soon be badly injured” is pretty easy. “You will be hit by a runaway cart tomorrow and badly injured” is harder, but still plausible. “You will be hit and badly injured tomorrow by a runaway cart driven by your drunken son who will be crippled in the accident” is WAY up there, and may well be effectively impossible – if, say, the kid is currently several hundred miles away. Trying to force an event that unlikely into existence is also likely to have all kinds of unlikely side effects which may well endanger the caster and his or her party. Worse, it usually allows a save.
  • For an example from the more disastrous side… The party was hunting a colossal river serpent. They obtained flying steeds and attacked it at long range. The serpent promptly dove to the bottom of the river and burrowed into the mud where they could not reach it. One of the characters then tried to use first level Destiny Magic to make the serpent to come back up and fight. What was easiest? A lure. Where was he? Hovering directly over the river where the serpent was. He’d used a spell of such low level that it didn’t consider anything but what he’d asked for. Ergo… a biting bug bit his steed in a sensitive spot, he got bucked off, he landed in the river, and the serpent came back up to eat him – instigating the desired fight, but at close range rather than the desired sniping contest. He asked for a specific, and not unreasonable, event – but lacked the power to constrain his spell to more acceptable methods. A slightly higher level spell might have brought a cow by to drink and had it fall in.
  • If you try to directly affect someone else… they get a save. So “May your bowstring break!” is simple, and not implausible (bowstrings do break) – but it allows a save, and if the save is made normal probabilities continue in their course. Of course, twisting destiny to tell an Orphan that “you will soon be adopted by a fine set of parents!” is not too likely to provoke a save, even if the easiest way to arrange that does affect the kid. He or she won’t WANT to resist that destiny.


The deadly sins provide a great deal of power for little more than behaving very badly indeed. Sadly, that is – perhaps – appropriate enough. Chance is an interesting choice for a player character though.


5 Responses

  1. An excellent take on bringing the classical vices (plus a little extra) into d20! What few other versions of these I’ve seen tend to mangle them in pursuit of “game balance” or reduce them to some rather dull spell-like abilities.

    One thing I did want to mention was that it might be worth linking to the entry for the Call the Void spell, mentioned in Sloth’s Inevitable Night power. I saw that and initially wasn’t sure what it was, since it seems to come from a rather obscure Pathfinder sourcebook.

  2. […] of the Norns: Adept (Wisdom-Based Death Rune Magic and Destiny Rune Magic, both Mastery and Casting in Each, 6 CP). +4 in each Adept Skill (8 CP). Valkyrja can, of course, […]

  3. […] The Discordant Powers Details: Part I (Gluttony, Lust, Greed, and Wrath) and Part II (Pride/Cruelty, Sloth, Deception, Envy/Treachery, and Chance). […]

  4. […] a further discussion of Destiny Magic over HERE – but for player characters it is best to stick with vague, short-term, stuff like “we […]

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