A Game of Kings (ASOIaF/Gamer quest)

to the result of hundreds of years of breeding

You're also kind of partially a product of that too, what with the targ blood. Mind you, the hundreds of years of breeding could also have been seen as massively detrimental to the family branches sometimes. Case in point: Targ madness & Cersei Lannister.

accumulated training resources and decades of work in a reasonable time frame.

It's the gamer, that's literally it's shtick. Gain powers faster than most normal people would.

checks are skill plus stat makes the bonus?

Yup, and it'll be about even, balance-wise. Probably lightly favoring skill. Skill checks will not be a 1:1 transfer.
 
[x] 1 Endurance
[x] 1 Charisma
[x] 1 Willpower

[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X]Try to recall from your memories (dependent stat: intelligence) difficulty: medium
[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill

edited stats
[X] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[X] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
 
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Threadmarked. Also, I might be changing up the stat system to be more useful mechanically.

Which would basically be me dividing everything by five, and making you gain one point per level instead. This would allow it to influence a d100 without getting ridiculous.

Anyone against that idea?
That sounds like it would work just fine.
alternatively, you could just say we get +1 to d100 per 5 points in stat.
I don't think it really meaningfully matters which you use since this uses the system where stat grinding is impossible, stats are acquired via level ups or quest rewards only

oh wait, it would matter for votes, since there is less ambiguity about exact stat distribution like that. so yea, good choice

are we restarting the vote?

[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[x] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
[x] Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers

[x] 1 Intelligence
[x] 1 Perception
[x] 1 Willpower
[x] 1 Charisma
 
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the result of hundreds of years of inbreeding
fixed that for you. also, nobles rarely practiced eugenics for the greatest physical capability and intellect, instead they would do arrange marriages with their cousins for inherited titles.
accumulated training resources and decades of work in a reasonable time frame.
what accumulated resources? either you have the money to hire good teachers or you don't. Even if you do, you are not guaranteed the best teacher, and its not like clans collect secret techniques over the generation. This is ASOIF not naruto
 
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[x] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skil
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers

[x] 1 Intelligence
[x] 1 Perception
[x] 1 Willpower
[x] 1 Charisma
 
[X] Plan Yonatan
[X] Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X] Help you neighbor, Mal, get in some of the hay for his harvest. (Required attribute: Endurance) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to spear skill, +2 coppers
[X] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
[X] A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[X] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[X] The village elder is going fishing, and wants someone to sit with him. (required attribute: wisdom) Difficulty: low Rewards: +200 XP, increased relationship with village, +5 in cooking skill

[X] 1 Endurance
[X] 1 Charisma
[X] 1 Willpower
 
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[x] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skil
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
I appreciate the vote of confidence, I seem to have accidentally put in the same option twice carried over to your vote as well. Sorry about that.
I changed the second one into asking the villagers
 
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[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[X] Help you neighbor, Mal, get in some of the hay for his harvest. (Required attribute: Endurance) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to spear skill, +2 coppers

[x] 1 Endurance
[x] 1 Perception
[x] 1 Willpower
[x] 1 Charisma
 
So while we probably won't be able to get strong enough to stop the rebellion from happening all together, we could probably influence it if we focus on Charisma and Leadership with a sub focus on melee skills and stats. While I'm all for this because fighting would be great experience and high charisma and leadership would be great early game before working on deception.... I wanna work on stealth and possibly Alchemy. So Dex and alchemy, if possible. @Iandude0 would alchemy be a magic skill? Coz I was thinking like poisons and stuff.

All of this would be my plan on how we kill Littlefinger. If we do end up learning alchemy somehow we could probably kill the Boltons if Ned brings them.

Would we be able to influence the character that much? Like if the character doesn't have a reason to poison Balish and Bolton would he do it?

This would help with my long term goals I guess.
 
All of this would be my plan on how we kill Littlefinger. If we do end up learning alchemy somehow we could probably kill the Boltons if Ned brings them.

You know, planning cold-blooded murder is great and all, but you;d need a reason IC to actually try offing people. Just so everyone knows. You could play a totally unhinged person, but that wouldn't be much fun after a while. So:

Would we be able to influence the character that much? Like if the character doesn't have a reason to poison Balish and Bolton would he do it?

No. Not at all. You're character wouldn't be stupid enough to try poisoning a powerful lord without provocation.

would alchemy be a magic skill?

Yes. Alchemy and poisoncraft are two different things. One takes and uses blatantly magical stuff to do things. The other uses more mundane reagents to make the lives others... unpleasant.
 
You know, planning cold-blooded murder is great and all, but you;d need a reason IC to actually try offing people. Just so everyone knows. You could play a totally unhinged person, but that wouldn't be much fun after a while. So:



No. Not at all. You're character wouldn't be stupid enough to try poisoning a powerful lord without provocation.



Yes. Alchemy and poisoncraft are two different things. One takes and uses blatantly magical stuff to do things. The other uses more mundane reagents to make the lives others... unpleasant.

While this all makes sense I still feel a bit let down. I understand your reasoning but damn do I wanna poison Balish and Bolton. How much of an in character reason would we need? If Bolton doesn't answer Ned's call to war would that be a reason we could potentially hold on to for if/when we visit the North? Same goes for Balish, he's a minor lord at this point isn't he?
 
While this all makes sense I still feel a bit let down. I understand your reasoning but damn do I wanna poison Balish and Bolton. How much of an in character reason would we need? If Bolton doesn't answer Ned's call to war would that be a reason we could potentially hold on to for if/when we visit the North? Same goes for Balish, he's a minor lord at this point isn't he?
Honestly, I despise this kind of OOC decision making for characters, as its forcing the game to conform to your (the players) wishes instead of actualy playing it.

We are a peasent. We are from the Reach. We have never so much as heard of Lord Bolton, let alone some guy named Baelish, given how far they live from us and how low on the totem poll LF in particular currently is. Trying to find reasons to kill them from the start of the quest is a bit ridicules, given how neither of them is even remotely a concern for our character for the near future, nor would we personaly have any realistic reason for wanting them dead.

Wanting to kill Roose, LF, Walder Frey or any number of canon assholes is just not something that's going to make sense for our PC at all without a ton of stuff happening first that lead to that. Trying to guide the game to that point would be more than a bit awkward and frankly, its been done so many times I could'nt give less of a shit if they get to live for another decade or two.
 
Honestly, I despise this kind of OOC decision making for characters, as its forcing the game to conform to your (the players) wishes instead of actualy playing it.

We are a peasent. We are from the Reach. We have never so much as heard of Lord Bolton, let alone some guy named Baelish, given how far they live from us and how low on the totem poll LF in particular currently is. Trying to find reasons to kill them from the start of the quest is a bit ridicules, given how neither of them is even remotely a concern for our character for the near future, nor would we personaly have any realistic reason for wanting them dead.

Wanting to kill Roose, LF, Walder Frey or any number of canon assholes is just not something that's going to make sense for our PC at all without a ton of stuff happening first that lead to that. Trying to guide the game to that point would be more than a bit awkward and frankly, its been done so many times I could'nt give less of a shit if they get to live for another decade or two.

While I agree with you mostly, the second post was more along asking what type of in character motivation we'd need to kill/poison nobles. Baelish (honestly didn't remember how to spell his name) and Bolton were just the 2 names I could remember disliking.

why would we stop rebellions? rebellions are a great source of quests, killing XP, loot, prestige, and opportunities for upward social mobility

They are also horrible things for the smallfolk in this time period. Considering our origins as being lowborn I figured we'd probably care about how bad a rebellion would impact the general way of life for them. That way in character we'd have a reason to join the rebellion even if it's only to try to advance it along or prevent bullshit happening to the smallfolk.
 
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[x] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
[x] Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers

[x] 1 Intelligence
[x] 1 Perception
[x] 1 Willpower
[x] 1 Charisma

They are also horrible things for the smallfolk in this time period. Considering our origins as being lowborn I figured we'd probably care about how bad a rebellion would impact the general way of life for them. That way in character we'd have a reason to join the rebellion even if it's only to try to advance it along or prevent bullshit happening to the smallfolk.

Actually in very stratified systems like this people who climb the social ladder tend to want to forget their roots as fast as possible not glory in them and work for the common good or something.
 
[X] Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[X] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
[X] A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[X] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[X] Train Jousting skill

[X] Strength 1
[X] Dexterity 1
[X] Endurance 1
[X] Willpower 1
 
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[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[X]Help you neighbor, Mal, get in some of the hay for his harvest. (Required attribute: Endurance) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to spear skill, +2 coppers
[X]Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
[X]The village elder is going fishing, and wants someone to sit with him. (required attribute: wisdom) Difficulty: low Rewards: +200 XP, increased relationship with village, +5 in cooking skill
[x] Someone has stolen from thetown's market! Find the thief. (required attribute: perception)Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill

[X] 1 Intelligence
[X] 1 Endurance
[X] 2 Perception
 
Ooh, just saw this. I wanna see how this goes...

[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[x] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[x] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skil
[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers

[x] 1 Intelligence
[x] 1 Perception
[x] 1 Willpower
[x] 1 Charisma
 
GM NOTE:

System changes inbound!

Hello people, this is your friendly GM here coming to tell you all that I've been thinking about the ideas I proposed about stats and other such mechanics, and have decided to change things around a bit. Your current stats will be divided by 5, and you will only gain one point in a stat per level.

Now I know all of you may be somewhat unhappy or confused with this, but I have done it simply for two reason: it's easier for me to keep track of, and makes the number mean more.

For example, 1 in a stat will translate to a +1 on the d100.

This is helped by the fact that levels aren't going to be very hard to get, and skills will mod everything too.

For all the frustration I've caused you all with this shift, you will get an extra stat point to spend wherever you like.

Have fun with that! Sorry for the inconvenience.


Edit: With the new changes, I am restarting the vote from this point.
Well, I know you said that Jaime is around level 40 and Dayne around level 70 but, you know, I was wonderign if I could see their stat layout?

Just so I could get an idea of what the stats of some of the best warriors around look like.

[x] 1 Endurance
[x] 1 Perception
[x] 1 Charisma
[x] 1 Willpower

[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X]Try to recall from your memories (dependent stat: intelligence) difficulty: medium
[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[X] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[X] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
 
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[X] Try to recall from your memories (dependent stat: intelligence) difficulty: medium
[X] A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[X] Someone has stolen from the town's market! Find the thief. (required attribute: Perception)Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[X] The village elder is going fishing, and wants someone to sit with him. (required attribute: wisdom) Difficulty: low Rewards: +200 XP, increased relationship with village, +5 in cooking skill
[X] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
[X] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumbler's, increased relationship if met.

[x] 1 Charisma
[x] 1 Perception
[x] 1 Wisdom
[x] 1 Intelligence
 
[x] 1 Endurance
[x] 1 Perception
[x] 1 Charisma
[x] 1 Willpower

[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
[X]Try to recall from your memories (dependent stat: intelligence) difficulty: medium
[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
[X] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
[X] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met
 
Vote closed. Rolls will happen soon. If you want to get in on that, the link will be here.

Roleplaying Dice Roller · Rolz

Vote Tally : A Game of Kings (ASOIaF/Gamer quest) | Page 9 | Sufficient Velocity
##### NetTally 1.4.2

[x] Someone has stolen from the town's market! Find the thief. (required attribute: perception) Difficulty: medium Rewards: +400 XP, ???, +5 in deception skill
No. of Votes: 12

[x] 1 Charisma
No. of Votes: 10

[x] 1 Willpower
No. of Votes: 10

[X]Ask the villagers if they know (dependent stat: charisma) difficulty: medium
No. of Votes: 9

[X] One of you neighbor's horses has gotten loose again. Help him calm it down before anyone get hurt. (required attribute: dexterity) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to the riding skill, +2 coppers
No. of Votes: 9

[X]A hedge knight's horse has broken a shoe. Go to the blacksmith to get a replacement shoe for him. (Required attribute: Charisma) Difficulty: medium Rewards: +400 XP, meet the hedge knight, +5 to jousting skill, ???
No. of Votes: 8

[X] The tumbler troupe in town needs someone to sub in for a missing role. (required attribute: charisma) Difficulty: low Rewards: +300 XP, meet the tumlblers, increased relationship if met.
No. of Votes: 8

[x] Help the village elder collect firewood for his family. (Required attribute: Strength) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to axe skill, +3 coppers
No. of Votes: 8

[x] 1 Perception
No. of Votes: 8

[x] 1 Endurance
No. of Votes: 7

[x] 1 Intelligence
No. of Votes: 6

[x] A tumbler's fair is in town! Go check the people out, and help one of the performers find their missing child. (required attribute: Perception) Difficulty: low Rewards: +200 XP, meet the tumblers, +5 to tumbling skill, +3 coppers
No. of Votes: 5

[X]Try to recall from your memories (dependent stat: intelligence) difficulty: medium
No. of Votes: 4

[X] Help you neighbor, Mal, get in some of the hay for his harvest. (Required attribute: Endurance) Difficulty: low Rewards: +200 XP, increased relationship with the village, +5 to spear skill, +2 coppers
No. of Votes: 3

[X] The village elder is going fishing, and wants someone to sit with him. (required attribute: wisdom) Difficulty: low Rewards: +200 XP, increased relationship with village, +5 in cooking skill
No. of Votes: 3

[X] Plan Yonatan
No. of Votes: 1

[X] Train Jousting skill
No. of Votes: 1

[X] Strength 1
No. of Votes: 1

[X] Dexterity 1
No. of Votes: 1

[X] 2 Perception
No. of Votes: 1

[x] 1 Wisdom
No. of Votes: 1


Total No. of Voters: 12
 
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