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[CA Amendment] Djinn Revision


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Demi-Djinn and Cursed Djinn Revision

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OOC Purpose:

Spoiler

The revision for both Demi-Djinn and Cursed Djinn has been in the works even before the initial lore was accepted. It has been a long-time coming and was agreed by me and all those who worked on it that we'd be adjusting anything that needed to be adjusted since you can't really predict how well a wish-granting CA will work until you work a while with the players. The original post was accepted a little over a year ago and in that time I've discussed both with a handful of players and everyone in the Demi-Djinn community on what should be changed. There is also a substantial rework on Cursed Djinn due to how taxing it is to play on the players with the CA, so some spells are passed over and some mechanics are redone.

We are aware of how long the original lore already as (most of it is just lore fluff) and how this revision and the addition of new spells and mechanics would make it slightly longer, but we believe that Demi-Djinn can't do its job properly - that is, to serve as a wish-granting CA that offers a unique sense of mystique and wonder to those they interact with - unless its length is just a tad broader. 

 


 

Overall Changes to Demi-Djinn and Cursed Djinn

 

Spoiler

- Tier List Changes (Fortune Manipulation and Weaving)

- Changes to the Shackles

- New weakness/additions to physicality of a Djinn

- Spell additions to DD and CD

- Spell amendments

- Added a DC Ritual

- Djinn genus count has been changed.

- When shapeshifted into the form of a mount, a Djinn gains a mount's speed in balance-default combat roleplay.

- Changes to Zakhrifas and the addition of the Semi-Djinn

- Changes to Reincarnation

- Added the clarification that Demi-Djinn cannot be disconnected by anything other than another Demi-Djinn; there is no turning back once they are connected.

 


Demi-Djinn and Cursed Djinn: Amendment to the First Shackle, the Shackle of Murder

Spoiler

Demi-Djinn do not break their creeds if they kill something that holds an altered soul or something that holds no soul at all. (Examples: Azdrazi, Vargs, Frost Witches, etc.)

Old Shackle
- Demi-Djinn cannot kill or harm anything with sentience such as a Descendant unless they pose an undeniable and immediate threat to their own wellbeing, another Djinn, or the recipient of a Contract. The Demi-Djinn also cannot act as an accomplice to such an act.
New Shackle

- Demi-Djinn cannot kill or harm anything with an untainted soul such as a Descendant unless they pose an undeniable and immediate threat to their own wellbeing, another Djinn, or the recipient of a Contract. The Djinn must be aware to their altered soul and cannot act as an accomplice to murder.

 

 


Demi-Djinn and Cursed Djinn: Additions and amendments to Physical/Mental Changes

Spoiler

- Genus Count: A Demi-Djinn in their Second Phase and a Cursed Djinn in their Solar Form holds five units of genus. A Demi-Djinn in their Third Phase would hold seven.

- New weakness to Thanhium: A Demi-Djinn and Cursed Djinn both hold a special weakness towards Thanhium. Should Thanhium impale them and disrupt their bloodstream as Aurum would, they are unable to cast. If they are struck for a second time their bodies would be sucked into the Thanhium causing it to gain a strange new color and shape (at the Djinn's discretion; cannot be used to gain an edge in combat) and the creature may be seen in the reflection of the metal - trapped within (they must follow IRP prisoner rules). If the Thanhium breaks or the wielder of the weapon thrusts/wills them out of the Thanhium, the Djinn will

be set free.

- Affinity to Mana Detection: Djinns are beings of mana. If someone is attempting to detect their mana a Djinn in their Second/Third phase can choose whether or not the viewer can see their bodies coated in such, but won't be able to hide the mana concentrated upon the wrists; i.e. their shackles

- Second Phase/Third Phase addition: Phases do not inherit deformities or detriments. So therefore, if a djinn in their Second Phase loses a limb they will have that limb back in their First Phase, and vice versa. Prosthetics do not inherit between forms.

 


Demi-Djinn: Amendments to Abilities and Boons

Spoiler

Contract Creation

- Becomes a one-emote spell.

Contract Removal

- Becomes a one-emote spell.

Ghost Legs

- Remove the redline that fog has to match the skin of the Djinn.

Party Hands

- Change the range of Mirages. If at sixteen blocks or more, the Mirage cannot be seen. If fifteen-zero blocks away, the Mirage is as clear as day, and looks indiscernible from reality.

- When shapeshifted with Party Hands into the form of a mount, the Djinn gains the speed of a mount in balance-default CRP.

- Party Hands' Mirages can enchant an already-existing item to make it warp in appearance or action, although it still needs to retain the same base shape.

Fortune Manipulation

- Changes spell into a Tier 1 spell.

Era Embodiment

-  Spell usage is now once-per 24 hours.

- New effect: Spell usage will not only result in an improvement on muscle memory but the Djinn's mists may also take on an advanced texture and multiple colors should they wish, and they may add harmless aesthetic illusions in the air around them. Reality distorts around the Djinn whilst the spell is active. This effect cannot be used to garner an edge in combat.

Kin-Sense

- Kin-Sense can be used to see if a player is contract-bound to another Djinn.

- Kin-Sense can sense other Zakhrifas in their general vicinity, and if they're being held by a player. (changes serve to make sure a djinn doesnt bind itself to some1 another djinn is bound to).

Weaving

- Changes from a boon to an ability.

- Changes spell into a Tier 1 spell.

Arming

- Similar to enchanting a pre-existing weapon, a Djinn may enchant a pre-existing suit of armor if their contractor is wearing one. (This is implied but not outright stated).

MArt Creation

- 3 week MArt cooldown starts when the MArt app is posted (if the MArt is accepted).

Imaginary Realm

- With the OOC consent of both parties, imaginary realm can be used in combat for aesthetic or IRP flavor, not to gain an edge in combat. OOC consent is not needed for two Djinns, as they can use this spell to practice their imagination and combative skills. The Djinns may choose whether or not they were actually harmed in this bout.
- Redline is added clarifying that Imaginary Realm cannot be used in a DC ritual unless clarified with the OOC consent of both parties. 

 


Demi-Djinn: New Abilities and Boons

Spoiler

Magic Mirror - T1 (Passive)

Once five blocks in range of a mirror or painting, the Djinn may enter them, being free to control what they wish within from the outside or the inside. They can move across adjacent mirrors/paintings if in the same five block radius.

[1 - Connection/Charge/Cast] As the strange figure passes by the mirror, one in the crowd may notice that they lacked a reflection.

- The Djinn will be kicked out of a mirror if it's shattered and a painting if it's burnt, or their form is disrupted within either.

 

(Combat) Greater Shifting - T3

Once per encounter, the Demi-Djinn may find themselves able to turn about their very organs. They can shift their internal organs around their torso, able to make certain parts of their body hollow. 

[1 - Connection/Charge] The Djinn's torso starts to glimmer, multiple lumps shifting across their chest.

[2- Cast] As the lumps start to recede back into their body, the creature uncomfortably straightens their posture, their heart guided down into their stomach.

- Internal organs cannot move back into place until the end of the counter, and cannot move to a location outside of the torso. 

 

Regeneration - T1 (Passive)

To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, as well as regrow limbs and facial features outside of combat. 

[1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

- Regeneration cannot be used in combat, or in the First Phase.
- Cannot be used to heal internal or minor wounds, nor broken bones. They may only heal limbs or facial features if destroyed/non-functional.

 

(Combat) Autopilot - T2 

Possession is an ability not unknown to the Djinn, for they are able to make the bodies of their contractors their temporary home, giving them the abilities of a Djinn. This comes with a cost, as the Djinn is able to have complete control over their bodies, or as much as they allow their contractor to have. Telepathy within this form to the contractor is apparent, and the tell of this ritual being the shackles appearing over their contractor's wrists. The Djinn may choose when to leave their host's body, but only for a limited time.

[1 - Connection/Charge/Cast] Becoming completely transparent, the Djinn phases through the contractor's torso - their shackles soon appearing over their mortal arms. Testing their grasp by clenching the air a few times, a serene crimson mist soon starts to trail off of their hands.

- Autopilot cannot be used for more than six OOC hours.
- Requires IC consent.

- If the contractor is stabbed with Aurum or Thanhium, harmed with Malflame, the Djinn's Zakhrifa is broken or used to seal them away, the Djinn will be forced from their contractor's body.

 

(Noncombat) Crafting Cauldron - T2

The Djinn may persist as an alchemist's assistant, turning themselves into a cauldron-like container of their make filled with a steaming bubbling liquid. Anything thrown inside, ingredient or no, will be melded together and making something the alchemist wishes. The alchemist may skip any processing through this, although the Djinn may trick them by having the product spawn into something malformed or as something else entirely.

[1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

- The cauldron cannot be used in combat.
- Cannot be used for the Djinn to memorize an alchemist's recipes, but if the alchemist knows the recipe, the Djinn should as well.

- The cauldron cannot absorb sentient living things such as other players but it can absorb things required for the crafting.

 

(Combat) Brass Knuckles - T2

Two pounds worth of brass alloy may be cast over a specific place on the Djinn's body for the rest of a single encounter. They may concentrate more energy into it to turn it into steel, although it will diminish the spell's longevity.

[1 - Connection/Charge Focussing their energy into their hand, a sienna-colored glow starts to spawn what seems to be patches of liquid alloy.

[2- Cast] The liquid hardens into brass encompassing the Djinn's entire fist.

- Hardening brass to steel with an additional emote causes the spell to only last for three additional emotes before deactivating.

 

Looming Shadow - T1 (Passive)

The Djinn may shapeshift their shadow at will, perhaps instinctually even. Its influences reaches outside of its own realm, being able to do things such as open doors or snuff out a candle's flame.

[1 - Connection/Charge/Cast] The figure's shadow shifts into something like that of a great beast, a large humanoid with the head of a snake as it peers closer into the eyes of their future contractor.

- Cannot be used for anything other than aesthetic.

 

(Noncombat) Rivers of Wind - T2

When in time of crisis, a Demi-Djinn may have the body of a sickly individual transported to a locational nexus rich in a certain elemental source, where they utilize this portion of naturally occurring matter in tandem with their own radiant essence to purify and restore vitality in wayward souls. This manifests most especially in the cleansing winds and shimmering waters - curing respiratory and cardiovascular diseases respectively, as well as other maladies of magical conception.

[1 - Connection/Charge] Laying the man down by the river, the Djinn casts its hand aloft towards the clear and calm waters - glimmers channelling about the surface of the pond as an orb of liquid came about their palm.

[2- Cast] This water is pressed against the man's chest, and soon the water would seep inside, healing and soothing his ailment.

- Cannot be used in combat.
- Can only be used in thematically appropriate areas (gusty/winds mountains, or river/lakes).


 

(Noncombat) Dream Catcher - T4

A Djinn can travel into the psyche of their contractor to heal any mental scars. This realm is formulated by the contractor themselves, and if the Djinn wishes - they can bring the contractor into their own psyche to peruse any memories or trauma they might've had locked away. The contractor enters a deep state of sleep while this happens if they're brought into their psyche with the Djinn, and the contractor may also ask for the Djinn to remove memories that are painful, or adjust memories within the contractor's psyche to create or change events that never happened.

[1 - Connection/Charge/Cast] The creature's spirit channels itself inbetween the contractor's eyes, their mist-like form being sucked into their temples. Soon, the spirit delved deep into their psyche - reappearing in a manifestation of their own inner-thoughts. 

- Requires IC consent to use, and OOC consent to adjust/remove memories.
- Cannot be used in combat.

 

(Noncombat) Blades of Blood - T4

If a Djinn thinks of someone's bloodline of noble or worthy blood, they may enchant a weapon with the effect that is heavier and/or unbalanced in the hands of someone that is not blood-related to the contractor - whereas someone who is related to them may wield the sword properly. Once enchanted, the weapon may be imbued with some harmless aesthetic or the family crest of the contractor. The weapon's new-found heaviness cannot be used to garner an edge in combat. 
The Djinn may enchant magical weapons as well, but if the weapon is mundane they may add another optional effect. Only someone who is blood-related to the contractor may draw the [mundane] weapon from whatever it is sheathed into. Whether that be a traditional scabbard, or a large rock. The [mundane] weapon would find itself being incredibly heavy, to the point where multiple men must carry it in order to lift it.

[1 - Connection/Charge/Cast] The Djinn casts its fog about the silver blade, the steel guard shifting like liquid to reveal the contractor's family crest, a quick glimmer casting over the reforged blade, which fashioned a scarlet ruby upon its pommel.

- The products of Blades of Blood are player-signed.

 

(Combat) Playing Field - T4

A spell that offers for the Djinn to create beasts (player-ran event creatures) from its smog that the Djinn puppeteers, basically an easy way to link Djinns to player events. They may also control the beast to be intentionally felled by the contractor to cause their grandeur to skyrocket amongst their peers and brothers-in-arms.

[1 - Connection/Charge/Cast] The creature's spirit channels forth a portal of fog - a giant troll shooting down from such, the beast stomping its way towards the contractor's party, unbeknownst to those involved.

- Can only be used if under a contract, cannot be used randomly.
- Cannot be used in PK events, or to PK players.

- Cannot be used to intentionally kill people.
- Cannot be used in the middle of normal combative situations or raids for the sake of helping the Demi-Djinn or the contractor, only for the pure sake of doing player-ran events.

- If a player emotes their own death outside of the Djinn's control, it's not their burden to bare.

 


Demi-Djinn: Disconnection Ritual

Spoiler

The Disconnection Ritual of the Demi-Djinn is passed along with the knowledge to teach other Djinns, so teachers also know how to disconnect Djinn. This is the only known way of disconnecting a Djinn, as only a creature of their likeness may take away their powers - and even then it is not a complete disconnection(a redline will be added to support this).

Only a Demi-Djinn in their Third Phase may cast the disconnection ritual. No consent of any kind is required.

 

To DC Djinns you must first go to the creature and subdue them; either they will it or they must be subdued. Only other Djinns may participate in the force attempting to subdue to disconnect the spirit in question. The Djinn that can DC them next has to use their own Zakhrifa to capture the Djinn in a process of two emotes. For a max of 1 OOC hour the Djinn remains in the Zakhrifa, or until it is opened. When they emerge, they will have reverted to their First Phase, and their memories have been altered. The disconnected will have lost their memories of a Djinn's weakness, abilities, and their own forms - and the true identities of other Djinns. They however inherit the memories of the contracts and experiences they had as a Djinn, but can't remember the faces and names of those involved - including the aliases they used as a Djinn. Any Disconnected Djinn must have their disconnection outlined on their CA.

The Disconnected have not lost their entire CA, they have merely forgotten how to use their abilities so they cannot transform out of the First Phase, forced into their mortal coil until they die of old age. When this happens, they reincarnate like a normal Djinn, forced into a cycle of mortal reincarnation for eternity - their future incarnations plagued with the dreams of their forlorn past. 

The Djinn that has disconnected the CA may reconnect them by unsealing their shackles from their Zakhrifa. Once they are put on once more, the Disconnected will become a Blessed Djinn and revert back to the Tier they were previously in. This process can be repeated.

 


Demi-Djinn: Reincarnation Amendment

Spoiler

- Reincarnation can now be forced by a Djinn in their Third Phase. If a Demi-Jinn is killed whilst in their Third Phase, they may choose to reincarnate. In their next incarnation, they bare birthmarks or scars in the places of their past fatal injuries. These aesthetic marks cannot be used to metagame the reincarnation process. 

- The Reincarnation process can now be talked about freely amongst Djinns, but only if they are in their Third Phase (where they would be aware of such).

- For flavor, if someone were to look into a reincarnated Djinn's soul they'd see the souls of the reincarnated, the current incarnation, and of course the Wiseman's essence melded into one amalgamation. 

 


Cursed Djinn: The Lunar and Solar Phases

Spoiler

While the Cursed Djinn's Third Phase has been turned into a Vice of Ifrit, they are given their own First and Second Phase called the Lunar and Solar Phases.

The Lunar Phase is their mortal form which has become inherently sickly at the player's discretion, and the Solar Phase holds the same appearance and lore as the current iteration of the Cursed Djinn (the ashen spirit with wrathful cracks in its body).

 


Cursed Djinn: Inherited Spells

Spoiler

Due to their being a lackluster amount of spells in the Cursed Djinn's arsenal, the following spells will be added to the Cursed Djinn from the Demi-Djinn lore with there being minor aesthetic changes:
- The Wiseman's Form: Holy Manifestation 

The manifestation has become small and barely comes out of their ring, and the smoke is black fog with a crimson lightning coursing through its form.
- Eyes of the Wiseman
- Cloud Walker

- Chameleon Cloak

Instead of manipulating tattoos, they may control the cracks in their body and offer painless brands instead of tattoos to their contractors.
- Party Hands

Anything they summon is dreadful and dark in design, they cannot summon mirages or shapeshift.
- Lesser transmogrification
- Fortune Manipulation
- Regeneration
- Autopilot
- Looming Shadow (Renamed to Shadows of a Vice)

The Cursed Djinn's shadow is able to interact with the environment the same way a Demi-Djinn's does, but it may only turn into their Vice of Ifrit and nothing else.

- Imaginary Realm

- MArt Creation

- Sands of Time (Renamed/turned into Age of Ashes)

A Demi-Djinn's sand principle turns into a Cursed Djinn's ash.

 


Cursed Djinn: New Spells

Spoiler

(Noncombat) Age of Ashes

While a Cursed Djinn is nearby a collection of ash, whether this be a small bowl of such or the remains of a fire, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Cursed Djinn can only be cast in a 4x4x4 block.

On top of this, the Accursed may repair any non-organic object so long as it fits within that same radius as well as if they have enough ash in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.

[1 - Connection/Charge/Cast] The Cursed Djinn slightly waved their hand towards the used pyre, as they spoke, the ash soon taking the shape of a small log cabin, this miniature home not lacking in any detail.

- The ash can only be manipulated if it is mundane ash - anything that isn’t your average collection of ash or anything magical would not be able to be manipulated by the Accursed. This means that other powders cannot be used.

- Age of Ashes is mainly meant to be used as a flavorful way to tell a story or display something, therefore the ashes they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form. 

- This spell's charging emotes can be used in tandem with shapeshifting emotes.

- Enchanted items and constructs that are beyond their understanding cannot be repaired.

- Wounds cannot be healed within Age of Ashes, since organic matter cannot be repaired with ashes.

 

(Noncombat) Elemental Wrath

A contractor may request for a region to be enveloped in a certain type of weather. However, this will usually be overdone, and may cause more harm than good. For example, asking for rain for crops, may lead to devastating floods, or asking for heat, may lead to a forest fire due to the swathe of warmth.

[1 - Connection/Charge/Cast] The Cursed Djinn brought their thin hands out of their robes, the smoldering flames in their skin growing hotter as the air in front of them began to crackle with crimson lightning.

[2- Charge] The lightning spawned forth a dark cloud that seemed small at first, being weaved into a larger shape by the creature's hands.

[3 -Charge] The shackled creature sends the cloud up into the air, its booming lightning sending red pulses of light throughout the sky.

[4- Cast] The gigantic cloud soon becomes a raging storm, spawning a wave of rainwater over the drought-ridden land.

- Requires PRO/RO permission beforehand and can be discussed with them to make Elemental Wrath last longer than an OOC week.

- Requires an ST to emote.

- A post on the forums must be made by the Djinn once this is done, detailing the weather-change and how long it lasts. It cannot last for more than one OOC week.

 

(Combat) Flames of Ifrit

From the sinful cracks in their once-holy body may come a rusted weapon that has the hardness of steel, weapons of flame the Accused may craft from within their shattered form.

[1 - Connection/Charge] The Cursed Djinn reaches a hand towards their bare shoulder, where the flames within began to protrude out, taking the shape of a smouldering handle.

[2 -Cast] Taking hold of such a handle brought it color and texture, a rusted shortsword soon being drawn from within the Accursed's body, embers dancing about the air in front of them. 

- Only one weapon can be made once per encounter and it must be mundane.

- The weapon cannot be used to melt other weapons but the heat is powerful enough to cause third-degree burns on prolonged exposure with flesh (three emotes of uninterrupted contact).

 

(Noncombat) Beastial Mark

Through a contractor's desire for a certain ability, the Cursed Djinn may curse and trick the mortal into the form of an animal for a limited amount of time by marking them with their fog. Should the mortal wish to jump higher for example, the creature may turn them into an animal of similar make, such as a frog that may retain any defining features or clothing the mortal used to bare.

[1 - Connection/Charge] The Cursed Djinn reaches a hand towards their bare shoulder, where the flames within began to protrude out, taking the shape of a smouldering handle.

[2 -Cast] Taking hold of such a handle brought it color and texture, a rusted shortsword soon being drawn from within the Accursed's body, embers dancing about the air in front of them. 

- Only creatures with a soul, altered or not, may be turned into animals.

- The animal cannot be one used in combat such as a dragon or a hippo, it must be a creature smaller than the size of the contractor's original size. Their new form cannot be used to garner an edge in combat (such as a frog's tongue or a kangaroo's kick).

- The Mark can be de-spelled with holy magic or automatically by the Accursed themselves with a set condition that they set on their brand (such as committing a good deed).

- Requires the contractor to have asked the Accursed for a specific ability or for higher power and boons.

- The contractor can only stay in the form of an animal for either a minimum of two OOC days or one OOC week (based on their preference). They still hold the ability to speak in their new prison. 

- Should the transformed player wish it, they may keep themselves in the form of an animal until they fulfill the Cursed Djinn's terms.

 

 (Noncombat) Imaginary Realm

A Cursed Djinn retains their ability to perform illusions upon mortals in a collected, non-combative environment. Such may be done for the purpose of making an individual believe in their omnipotence, perhaps nudging them to pick a particular wish they seek to enact, or for some other, often harmless, purpose. This is the most freeform of all the Djinn’s abilities, for they hold the capability to create illusions with little error or fallacy, allowing them great creative potential which they may use to entice individuals.

 [1 - Connection] The broken Djinn clapped their heads together, a burst of purple smoke wafting throughout the room. There, their rusted shackles did emit a dim violet glow.

[2 - Charge/Cast] The initial glow had quietly faded as a steady stream of fog rained down from their braces. And so, with a sudden repulse, a second burst of smoke coated the room - the Cursed Djinn now prepared to unleash their own theatrics.

Spoiler

- If given OOC consent from all players involved, there can be no emote-count for illusions.

- Sentient life cannot be manipulated within the Imaginary Realm, but the Cursed Djinn may manipulate their own forms.

- Illusions cannot manipulate anything such as a person’s emotions, or their ability to feel pain. They can however persuade the five senses (touch, smell, sight, hearing, taste).

- Illusions cannot be used in combat. If combat ensues while the illusion is present, it will fade.

- While the Illusion may be made to appear indistinguishable from reality, an individual within the illusion would still be able to know they were within an illusion should anything unrealistic occur.

- The Imaginary Realm will fade after the meeting between a contractor has concluded.

 

 

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nub wae

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On 7/20/2022 at 5:58 AM, Xx_BloodStalk_xX said:

 


Cursed Djinn: New Spells

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Flames of Ifrit | Two Emote Spell 
The Accursed may make weapons of flame from the cracks in their body, which turn into rusted weapons that have the hardness of steel. Only one weapon can be made once per encounter and it must be mundane. It cannot be used to melt other weapons but the heat is slight and only enough to cause third degree burns on prolonged exposure (three emotes of constant contact).

 

 

If the heat is slight, did you happen to mean first degree burns? Third degree burns are the worst that burns can be. 

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15 hours ago, Toodles78 said:

If the heat is slight, did you happen to mean first degree burns? Third degree burns are the worst that burns can be. 

Typo due to me revising the spell without re-reading it, I'll fix it now ty

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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