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-- ATMOS --

Imagine a giant gaseous planet twice the volume of Earth but of such light density it could float in the Pacific. This is Atmos, a planet smack dab in the middle of some galaxy - perhaps the Milky Way, perhaps not, perhaps not even in the universe we know - but for the inhabitants of this gaseous giant, there is no universe except for Atmos itself. For them, Sky is Life. Sky is what they breathe, what they fly in, what they float in, what they worship. When Sky runs out and what we call Space begins, the universe ends for Atmosians. The Sky Goddess is even more sacred than the Earth God, but both of them together in an eternal copulation is what produces the brilliant light of the sun, penetrating the swirling, turbulent atmopshere of Atmos.

In general the planet is densest and windiest near the Core and as you go outward along the radius it becomes increasingly calm. There are six generally classified stages of the atmosphere:

* The Core: nobody knows what's inside, nobody has come out alive. Small sphere at the absolute center of Atmos

* The Aeternal Storm - this is the very dangerous sphere that cloaks the Core in a near-black layer of vicious tempests and endless raging cyclones. The top of the Aeternal Storm is marked by a rolling, hissing sea of murky grey cumulonimbus tops, occasionally jettisoning plasmatic jets of vapor

* Lower Aire - this large region is the dense layer directly above the upper horizon of the Aeternal Storm and tends to be filled with thick red-orange dust that casts everything in a hazy dusty light. Sunlight is just barely filtered through the rusty sky. Due to its denser gases compared to the higher Aires, the porous rock that forms Sky Islands tends to settle in the Lower Aire… nearly all sky islands have their bottom tip (or entire body) within the Lower Aire. In the Lower Aire, water is as it is on Earth

* Middle Aire - the largest layer of all. Very variable. In some denser places water acts as it does in the Lower Aire, but in some places water floats and forms globules… a massive superglobule is known as the Ocean. Most life forms developed in the Middle Aire in nebulaic cauldrons of gas and aqua as well as primordial bubbles of magma that eventually became the rocky sky islands

* Upper Aire - the Middle Aire and Upper Aire have a gradual tranisition, but the Upper Aire is generally regarded as being within a beautiful massive azure blue sky and shined upon by terrifically bright sunlight. The highest clouds exist near the upper layer of Middle Aire and in fact the scientific boundary between the two Aires is where clouds clump too much are no longer able to ascend

* The Aetrium - Above the Upper Aire is a mysterious region known as the Aetrium. It's where Sky starts becoming sparse and the air gets harder and harder to breathe. The Aetrium is associated with psychedelic journeys as one runs out of Sky to breathe, mystical experiences and dazzling calm viewpoints of the world below. The Aetrium is characterized by its purplish dark sky speckled with stars ("sky-gems") and far-off galaxies and nebulas and aurora lights dancing at the top of the world. In general Atmos is stormiest at the Core and gets calmer and calmer the farther you go out, so the Aetrium is hauntingly calm and tranquil and quiet

Let's talk about intelligent lifeforms on Atmos. There are three fundamental main races….

** the Tanna (rhymes with Hannah) - these are essentially what we know as humans, and are known also by the term "human" but that's derogatory, used by the other races. However, there are some key biological differences from what we know as humans… for one, the Tanna have very versatile toes and are known to grip things with their feet. They also breathe Sky and need Water to live but not as often as an Earthling. Tanna are light-boned and can jump very high and tend to be lithe and athletic. The Tanna live on top of the sky islands in towering, high-altitude cities that rear to incredible heights, going all the way from the fortress bases in the Lower Aire through complex tower, bridge and platform systems in the Middle Aire up through golden spires and towertops in the Upper Aire

** the Gromules - this is a race related to the Tanna but split off the evolutionary tree a long way back. The Gromules are an underground race of dark-grey-knobbly-skinned big-bobule-nosed hunch-backed lantern-carrying troll-like beings with voracious appetites and mysterious mining rituals. They are said to sing the sky-ore out of the sky islands' innards. The Gromules have a fascination with technology and are eons ahead of the Tanna when it comes to electrical, mechanical and alchemical devices. They dig out intricate ant-like burrows deep into the rock and have an ant-like society ruled by a Queen with various castes for workers, soldiers, miners, gatherers, etc.

** the Sarzava - these are best described as giant intelligent bugs. They have very shiny smooth metallic skin forming powerful, but light, exoskeletons that enable flight. They are bipedal, roughly human in shape but with four arms not two, making them officially insects. Their heads are snakelike and their hands and feet are clawed. They have small antenna protruding from the head and are equipped with a powerful set of wide-wingspan flashy iridescent dragonfly wings that buzz at incredible rates. The Sarzava live much of their lives in the sky and have a mysterious democratic swarm-based society with no centralized leadership. Any single Sarzavi would put its life on the line for its Hive, but some Sarvani are loners and exiles and live a semi-feared, semi-revered life among the Tanna

The conflict opening this story is that of a guerrilla warfare campaign being waged by the Monarchy (that's one of the largest Tanna kingdoms that has control over most of the major trade sky islands with a few notable exceptions) against a multi-race terrorist society known as the Vortex. The Vortex is said to object fundamentally to the principles of the Monarchy - which are utmost servitude to the Sky Goddess and Her Sky God. Every ten years, in a ritual known as the Crowning, these two deities are said to choose the next Monarch (whether it be male or female, there is no sexism) to rule for the decade. The Vortex oppose this ritual due to its randomness (something about the Sun shining on someone) and also other philosophies and practices of the Monarchy.

It is rumored that the Vortex has been receiving supplies & funds from the United Sky Empire, a coalition of small but wealthy Tanna-run city-state sky islands floating in defense clusters near the ecuatorial region of Middle Aire.

The Monarch has elected to put together a special team of operatives to sneak into the USE under the guise of tourism and infiltrate the supply chain, hoping not only to unmask the USE's deal with the terrorists (because that might shift many of the high-morals Grombule burrows' trade from the USE to the Monarchy, which feels itself slipping out of the massive might it once had) but also hoping to follow the supply chain all the way down the Vortex terrorists and infiltrate them as well.

A lot of wealth and prosperity and nobility awaits those who answer the Monarch's call… but in the same vein, a lot of danger and risk lurk just out of sight… this is the only the beginning…

[1] Choose a race from: Tanna, Gromule, Sarzava

[2] If you are Tanna, choose a Lifestyle; if you are Gromule, choose a Caste; if you are Sarzava, you are special (PM me about how to fit in your backstory)

[3] Choose three Skills

Tanna Lifestyles:

* Warrior

* Thief

* Aquamancer

* Sky Merchant

* Druid

* Sky Pirate

* Monk of the Order of Na'tuun

Gromule Castes:

* Emissary

* Miner

* Engineer

* Tunnel Knight

* Alchemist

Skills:

[pick three - Monks and Engineers pick four]

* Trapsetting/Disarming

* Locksmithy/Lockpicking

* Inner Eye (Monk only)

* Conversational Hypnosis (aka very persuasive)

* High Tolerance of Pain

* Disguise Aptitude / Seeing through Disguises

* Lying Aptitude / Seeing through Bluffs

* Magician's Hands / Escape Artistry

* Dual Weapon Wield

* Array Archery

* Basic Medical Training (Healer gets for free)

* Advanced Medical Training (Healer only)

* Basic Martial Arts Training (Monk gets for free)

* Freefall (Monk only)

* Stealthy Strike

* Climbing, Vaulting and Acrobatic Skillset

* Duelist

* Basic Alchemy (Alchemist gets for free)

* Very Basic Aquamancy (Aquamancers get for free)

Free Skills don't take away from the 3 or 4 you get to pick. If you want to know more about a skill, PM me

* Warrior - this is as it sounds. Warriors are experienced with all kinds of weaponry and fighting styles

* Thief - this is also as it sounds. Thieves use trickery, sneakery, lies, setups, deals, connivings, breakins, traps, and tools to get what they want. Morals are always loose and sky-ore is always flowing through their fingers like wet lava

* Aquamancer - in Atmos, Water is extremely important. Not to mention it sometimes floats depending on the density, but it has amazing properties that only the greatest physicists - such as the Aquamancers - know how to manipulate. Your path as an Aquamancer can begin out of your natural innate abilities (rare) or your long studies at the Academy of Aquamancy (more likely) or both

* Sky Merchant - the sky merchants are a powerful class of traders, exporters and shippers that often own skyships (or whole fleets). They have a complex tradition-based sky route trafficking system and guard their routes carefully

* Druid - a natural wizard that uses the power of Atmos in all its universal balances to call forth anything from the wrath of Nature (to call destruction on foes) to the bountiful protection of its bosom (to draw forth powers of healing)

* Sky Pirate - exactly what it sounds: a no-good rabble-rousing island-pilf'rin golden-toothed hook-handed yarrr-voiced swashbucklin' buccaneer slicing through trade routes and dealing on the blacker of markets

* Monk of the Order of Na'tuun - a very seclusive, peaceful but inwardly powerful organization that strives for the goal of collective enlightenment. They are neutral on almost all matters

* Emissary - the Gromules are wildly misunderstood, unfortunately. Emissaries are direct noble carriers of the Queen's word. Emissaries often accompany bands of Tanna, helping to ease the culture gap between societies

* Miner - this caste is more than it seems. Miners are a collective union, a vast psychospiritual shared mentality. Way back in the early days of Gromule excavation, digging out the sky islands was a dangerous thing. You never know when you'd dig yourself out of the bottom of the earth or whether you'd run into a nasty network of wyrm burrows or even worse, incur a cave-in of epic proportions. Over time, Miners developed long-term through-rock and through-air methods of communication that developed over thousands of years into almost seamless unconscious continual chatter on all levels between Miners within or on the same Sky Island. Often Miners are called "Minders" by the Tanna because, in addition to burrow excavation for the Queen, they create a rapid network of mental messaging and information dissemination

* Engineer - Gromules are fastenated with mechanics and electrics and hell, even optics and acoustics. Gromule Engineers are the best of the best and always have either a blueprint ready - or a MacGyver-ian solution for some problem

* Tunnel Knight - these esteemed Gromules have been tasked to guard the intricate tunnel systems of their society, defending key focal points. Some Tunnel Knights scout in the worlds above to keep up on modern information flow and get any wind of Tanna activities. Tunnel Knights are known for their vicious loyalty

* Alchemist - Alchemists understand the basic nature of the chemistry of Atmos, the universe and life itself. The things they can make using basic elements are astounding. Many alchemists also have potions that let them blend in with other races, appearing as Tanna or even Sarzava

Most classes (Lifestyles/Castes) have guilds associated with them. Guilds often have the same pattern, such as the Royal Adventurers' Guild: (which accepts everyone loyal to the Monarch)

Neophyte -> Page (one-on-one service to a Monarchist Adventurer) -> Journeyman/woman -> Monarchist Adventurer

Similarly, the Order of Na'tuun (monks only, and is based in an ancient monestary on Na'tuun, the oldest of all sky islands) has a path diagram like this:

Trainee -> Apprentice (to a Master) -> Wanderer -> Master

The ascension rules, of course, are different. For the RAG, you have to complete a certain number of missions and badges to return from your Journey and become knighted as a Monarchist Adventurer. For the Order of Na'tuun, you just *know* when you have reached the state of enlightenment necessary to return to Na'tuun to be a Master.

Another famous guild is the Academy of Aquamancy, which is based in Mara'ak, a strange cluster of human existence built atop a particular thick section of water tension above the Ocean.

The Sky Merchants, of course, belong to the Merchants' Guild, which is in constant disagreement with the Craftsmen Guild (that of the common laborer as well as the occasional Gromule Engineer or Alchemist).

Druids and Sky Pirates prescribe to no formal organizations.

Most Sarzavi are loyal to their Hive but sometimes join Tanna organizations as special mercenary escorts and things like that.

Many Gromules form "banners" which are just groups of Gromules from similar sky islands (or similar vectors - a vector being a large area of sky that may contain several sky.i's) that support each other in a sometimes racist world

When you PM your character to me, include your race, lifestyle/caste, skills and unique backstory… and why your character has accepted the Monarch's call to arms. Unless you are an Aquamancer or Monk, I probably wouldn't join any organizations/guilds yet. Anyway, I will give you the go ahead to post it publically.

Players:

Host: Unreality

1) pablos4pandas

2) Framm

3) Gmaster479

4) Medji

5) sayalzah

6) Music

I don't know if you guys have played a "roleplay" before - this is not like that. This is more like Dungeons and Dragons. As the Host/DM, I control everything except you. I am the world, the universe… all you control is what your character says, thinks and does, how they act and react to the world… I control shopkeepers, enemies, the weather, gods, bacterial reproduction, and everything else.

I know that such a playstyle is better suited for face-to-face communication but I think it's worth a shot here. Oh, here's the combat system:

Every attack has three statistics:

APS - attacks per second - the number of strikes you attempt per second

AR - attack ranking (%) - the percentage chance of each strike hitting

DPH - damage per hit - the amount of damage dealt per successful strike

if you attack over a period of, say, 1 second, you do APS attacks, each one getting an AR/100 chance of success. Each successful attack deals DPH damage to the target, whatever that target may be.

Damage is often about getting past armor

Armor has a single stat:

D - defense - the maximum cap of damage that the armor can stop

for example, Alpha is attacking Delta.

Alpha has an attack: APS 5, AR 50%, DPH 7

Delta has armor: D 6

Alpha attacks over a second and attempts 5 hits but only makes 3, doing a total of 21 damage. The armor absorbs 6 and so Delta takes 15 in direct damage.

These are all based on stats of equipment… but if Delta is skilled, Delta can roll off some of the damage with evasion. Evasion is a fraction you want to get as LOW as possible because it's how much of the damage you actually take.

So if Delta has 1/3 evasion (pretty low, which is good for Delta), Delta only takes 5 damage to his personal body.

Depending on where Alpha aimed (we're assuming TORSO), that's almost enough to kill Delta.

HEAD - 3 hit points

TORSO - 6 hit points

ARMS and LEGS - 10 hit points each

With 1 hp left on the TORSO, Delta is seriously wounded. He will probably die from blood loss unless he gets some help. Most of this is subjective.

If HEAD or TORSO get to 0 hit points, you DIE! If ARMS or LEGS get to 0 hit points, you LOSE THE LIMB! Watch out.

Helmets protect the HEAD and usually have very high D.

Armor protects the TORSO and is pretty decent.

There isn't much to protect the ARMS and LEGS, but evasion tends to get a boost for those because you have quicker control over where they are.

~ Equipment costs money. In general Gromule equipment, potions, items, etc are of the highest quality and best make. Tanna stuff tends to be commercialized crap. Sarzava and monks tend to use their natural weaponry…

~ Some skills affect combat, allowing you to do things… Harder, Better, Faster, Stronger or new things altogether. For example, Sneak Attack lets you come up from behind and do a once-off attack that disregards evasion (provided the enemy doesn't know you're coming)

Anyway, the lesson to be learned is that COMBAT IS REALLY DANGEROUS. You can die and/or lose limbs easily if you just start whacking around with a sword. Not everything you'll meet is perfectly matched for your level… you should seek alternative ways around a situation

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"Ah, rejectin' us, are yeh?" the second Tannan roars with laughter, and turns away, decidedly unhelpful.

The other one looks at Zara inquisitively, looks at the ship, then looks back to Zara. "You know, I could hook you up if you need some, you know, supplies."

Yara narrows his eyes. "What kind of supplies?"

The deckhand shrugs. "You need anything, Na'tuunie?"

Yara ignores the derogatory comment and asks again: "What are you selling? I need something very specific. Something that rises with dawn and sets with dusk."

The deckhand brightens up and hands him a rolled up a slip of paper (extracted from within the folds of his robe). He turns to Zara and says "You can try Triple, but everyone there's out to rip you off. There's a tavern called The Overhang. It's on the opposite side of Venarto from Triple, as far as you can get. It's a little on the pricey side but it's got great views of the void. That's where the real smart locals hang out and the merchants that stop by for refueling." He indicates the fleet of Sky Merchant ships behind him. Zara recognizes some of their league logos and scows without realizing it.

"I'm Parecci, by the way," the guy says suddenly, his facial expression changing a little, sticking out his hand to shake while his friend lights a cigarette and looks on the scene with distaste.

"We're looking for someone that calls himself Phoenix," Yara tells Parecci. Both deckhand suddenly change their posture.

"He's involved with a small smuggling ring out in Triple," says Perecci. "But they had a falling out two days ago. The barkeep of The Overhang has been sheltering Phoenix since. That b*stard's sure got himself into a rut..."

Just then Sarcas comes out of the belowdecks with a bag of potatoes in his arms, one of many in the food stores. You've got a shocked look on your face that says it all: there are no potatoes in this bag. Only a dead body. You went down to start up a stew for when the crew gets back, and instead found a dead body aboard.

The body rolls out. It's Ranus Torcumb...

By the way, Parecci and his friend didn't see any of that, they departed toward the aquavator that goes up and down between the Venarto surface and the bridge. Apparently they decided to grab a bite to eat at The Overhang too.

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[Just a note: bodies are never buried in Atmos. There simply isn't enough space. Most people are cremated with their ashes thrown the winds. The really rich ones request their ashes to be deposited in depth charges right into the Core itself. Some cultures put their dead onto "funeral rafts" made of porous logs and filled with gases, then set on fire to both cremate the person and release the gases, sending the raft up into the sky. In Venarto it's customary to put grapes and olives into the dead person's mouth and then burn them]

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As Raif's eyes lit up at the thought of the tavern, he was thinking "Bless Parecci for the unsolicited information", he noticed Sarcas bringing up the sack of potatoes with a deathly pallor. As the crew saw Ranus's limp body roll out of the bag, Raif felt the ground below him give way. As he dropped to his knees, he was disconsolate, but his face showed nothing. Expressionless, he walked to the corpse and started wrestling with the cold body of Ranus. When Raif was done, Ranus looked at peace. As if his death were painless. He turned to the crew - the body still on the deck and with a voice that betrayed his emotions, he bellowed, "Nobody touches Ranus". Turning to Zara, he said in a controlled voice, "Ranus was a very important person in my life and you know that. It is important to me to cremate him at the earliest. I am ashamed that my lust for revenge precedes my respect for his dignity. I would like to perform an autopsy on Ranus before we cremate him and I request your co-operation."

Edit: Having trouble with deciding on the tense I should use

Edited by kingofpain
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Raif does a quick check and sees that Ranus is somewhat bloated. With a flick of a dagger, Ranus seems to deflate with a trickle of water, but much of the bloating remains, his eyes vacant and ghostly, staring infinitely beyond into some great void of nonexistence.

Raif closes the eyes sadly. Freedom Commander Ranus Torcumb of the Fourth Star is dead.

After cremating the body according to Mawanism, the religious sect that Torcumb subscribed to, Raif goes to the others with the results: "He was drowned."

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I carry the body into my quarters, sterilize my dagger and conduct an autopsy as best as I can. After 30mins, I return to the deck with the body wrapped in the sheets of my bed and addressing the crew, I say "Ranus trusted you to run this ship and that means you have my trust. Here's what I found ..."

Perhaps unreality can fill in the rest for me...

I propose that we all use first person speech and use different colors for each character. We'll reserve black for non-character speak. What do you all think? Zara's got blue and I pick green :)

Edited by kingofpain
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Zara's mind reeled with questions, "How had this happened? Who had done this?" After all, dead drowned bodies don't just put themselves in potato sacks...

On the outside she maintained her clam, accepting composure, if only for the morale of her crew. She had everything to prove to them, and she would be damned if they thought for one second she was weak and a unfit Captain.

Zara addressed her crew:

"This day is filled with sorrow, but I know for a fact he wouldn't have wanted our mission to be interrupted for long. We must continue. This gives us more incentive to succeed, for if we fall, nobody will know his fate. We must go on!"

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Sarcas looks deeply into Ranus's eyes. He seems to form words with his lips, but no sound comes out of them. Finally, he gives up. Not even he can convince the dead to walk once more. "This is all my fault", he whispers with haunted eyes. "I should have never forced him to let me come. I fear that certain side effects of the hypnosis dulled his reactions. If it was indeed an assassin, then if not for me, he might have lived." He takes a deep breath in. "I would like to come with you, Captain, to the tavern. You might find that myself and my...ability may come in handy"

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I bet you think it was me, just because I asked if we could kill each other.

Why didn't NT, as the head of the Night watchmen, see the murderer? Either he was sleeping:P, the murderer was already in the cabins(as in one of us), or he himself was the murderer.

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I bet you think it was me, just because I asked if we could kill each other.

Why didn't NT, as the head of the Night watchmen, see the murderer? Either he was sleeping:P, the murderer was already in the cabins(as in one of us), or he himself was the murderer.

Just forget about the Suspicions for now. We will most likely learn more soon. For now we need to focus on the mission.

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Leaving Ranus's body belowdecks to be guarded by Mmarf, Caecilius and Yara (seeing as Sarcas talked himself into going ashore with the crew), the aquavator shot down toward the surface of Venarto. Zara, Sarcas, Sazzvin, Raif, Nameless Thief and Tonrana are on their way down.

You guys walk out of the base onto an elevated stone walkway that flows directly above a small river. Venarto is in the Lower Aire where these kind of rivers, called flowoffs, are common. You guys follow the progress of the flowoff all the way to the edge of Venarto where it tumbles off a stone lip into the swirling red clouds below. You are really at the edge now. It's look like into the eye of Jupiter - you can see a dusty whorl of billowing red clouds and orange streaks of gaseous deposits floating and flying amid the complex wind patterns.

The stone pathway takes a sharp turn to the left and follows the edge for a little bit before winding down a rocky slope that angles right up to the very edge of Venarto's existence. Here, the flowoff has become a babbling brook dispersed over the rocky slope and is flowing like a sheet off the edge of the sky island. According to earlier estimates by the ship navigator, Mmarf Arrtos, the flowoff goes straight into the Aeternal Storm seeing as there is nothing directly below Venarto to stop the ray of rainfall.

Right on the edge of this infinite waterfall, clinging halfway over solid rock and halfway over empty space, is the tavern known as The Overhang. Here is where the sky island is at its widest equator, and beneath this point it starts curving inward toward its root.

The Overhang has a few small landing jetties for personal aircraft, otherwise it's just a tavern.

You guys enter… immediately you recognize Parecci and his buddy in one corner of the bar, looking around with dark eyes. By a tall masonic fireplace you see a loner sitting at a table wreathed in a brown travelling cloak. His face is covered with scrubble like a dark moss. He's staring despondently into a tankard of ale. You recognize the faded thread pattern of a phoenix on his shoulder, one of the last things Ranus Torcumb asked you to look out for before he died.

Phoenix sees your reflection in the surface of his drink and turns around abruptly to get a good look at you guys.

"Well, come on, sit down, I'll buy you a drink!" he hisses, and tells a waitress to bring out 6 mugs. "From whence have you come?"

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[i just got a good idea... does anyone here have AIM? It would be a perfect way to handle rapid back-and-forth exchanges or actual conversations, or just some activities in general... anything done officially with me on AIM would then just be posted as a transcript here to the forum (unless it was private knowledge to a specific set of characters). Please PM me to say either your AIM screename or that you have no AIM / don't want to use it for this purpose, though it'd be convenient. I won't post them on the thread nor will I post my own on the thread, but I will PM your AIM to everyone involved in this game]

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[i just got a good idea... does anyone here have AIM? It would be a perfect way to handle rapid back-and-forth exchanges or actual conversations, or just some activities in general... anything done officially with me on AIM would then just be posted as a transcript here to the forum (unless it was private knowledge to a specific set of characters). Please PM me to say either your AIM screename or that you have no AIM / don't want to use it for this purpose, though it'd be convenient. I won't post them on the thread nor will I post my own on the thread, but I will PM your AIM to everyone involved in this game]

i have gmail and facebook

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