Samurai Girl and Jack's Best Friend

Total Page:16

File Type:pdf, Size:1020Kb

Samurai Girl and Jack's Best Friend masamoto Jack Akiko Swordmaster and founder of Niten Ichi Ryu school The fi rst foreign samurai Samurai girl and Jack’s best friend Fighting Skill 90 Fighting Skill 72 Fighting Skill 74 Strike Force 74 Strike Force 65 Strike Force 50 Zen Strength 55 Zen Strength 55 Zen Strength 63 Secret Technique Flint and Spark Strike 68 Secret Technique Butterfl y Kick 92 Secret Technique Double Flying Kick 76 Weapon Daisho 80 Weapon Shizu Blade 88 Weapon Yumi Bow 70 Bushido 85 Bushido 75 Bushido 70 1 2 3 SENSEI YAMADA Take the Ninja Dragon Eye Challenge! How to Play Any number of people can play. Shuffl e the cards, then deal them out face down. Hold your cards so that you can only see the top card. 1. The youngest player starts 4. If there is a draw then all by choosing a skill and the cards are placed in the reading the score (e.g. middle and the same player Weapon 80). The other chooses again from the players then read out their next card. The winner of scores. that turn takes the cards in 2. The player with the highest the middle as well. score wins and places all 5. The person with all the cards Dokugan Ryu, one-eyed ninja the top cards including at the end is the winner! Master of Zen and Esoteric Arts their own on the bottom of and Jack’s sworn enemy their pile. Fighting Skill 65 3. The winning player then Fighting Skill 85 chooses a skill from the Strike Force 23 next card. Strike Force 69 Zen Strength 100 Out Zen Strength 51 Secret Technique Sohei Battle Cry 80 Now Secret Technique Death Touch 95 Weapon Walking Stick 25 Weapon Shuriken 40 Good Luck Bushido 76 Bushido 0 Young Samurai! 4 5 kazuki Miyuki Yamato Samurai boy and second son Rival samurai student to Jack Ninja girl and friend of Jack of Masamoto Fighting Skill 71 Fighting Skill 79 Fighting Skill 60 Strike Force 65 Strike Force 52 Strike Force 58 Zen Strength 40 Zen Strength 45 Zen Strength 40 Secret Technique Autumn Leaf Strike 74 Secret Technique Demon Horn Fist 65 Secret Technique Chi Sao 71 Weapon Katana 77 Weapon Ninjato 68 Weapon Bo Staff 60 Bushido 25 Bushido 50 Bushido 65 6 7 8 YS_TRUMPCARDS.indd 1 08/08/2011 14:07 www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com YS_TRUMPCARDS.indd 3 28/07/2011 09:42 Yori Riddling monk sayomi Quiet, mouse-like friend of Jack who A devious monk who asks riddles yearns to be a monk and steals your soul The Nightwoman, bandit Fighting Skill 15 Fighting Skill 10 Fighting Skill 74 Strike Force 10 Strike Force 15 Strike Force 55 Zen Strength 83 Zen Strength 79 Zen Strength 39 Secret Technique Kiai-jutsu 79 Secret Technique Riddle 85 Secret Technique Back Kick 55 Weapon Shakujo 30 Weapon His Mind 50 Weapon Naginata 65 Bushido 78 Bushido 21 Bushido 20 9 10 11 Moriko Sensei Kyuzo Rutter Samurai girl from opposing Yagyu Master of Taijutsu, The unique logbook belonging school and friend of Kazuki unarmed combat to Jack’s father Fighting Skill 62 Fighting Skill 86 Fighting Skill 0 Strike Force 48 Strike Force 97 Strike Force 10 Zen Strength 15 Zen Strength 10 Zen Strength 100 Secret Technique Claw Hand 80 Secret Technique Knife Hand Strike 62 Secret Technique Navigation 60 Weapon Yumi Bow 71 Weapon Iron Fist 54 Weapon 5 Bushido 15 Bushido 50 Bushido 90 12 13 14 Two Heavens The Pearl The invincible double sword The priceless black pearl given Now create your own card! samurai technique to Jack by Akiko Fighting Skill 100 Fighting Skill 0 Fighting Skill Strike Force 100 Strike Force 1 Strike Force Zen Strength 80 Zen Strength 50 Zen Strength Secret Technique Autumn Leaf Strike 90 Secret Technique 0 Secret Technique Weapon 95 Weapon 0 Weapon Bushido 90 Bushido 90 Bushido 15 16 17 YS_TRUMPCARDS.indd 2 28/07/2011 09:42 www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com www.youngsamurai.com YS_TRUMPCARDS.indd 3 28/07/2011 09:42.
Recommended publications
  • History of the M Anrikigusari and Masaki-Ryu
    SPIKE and CHAIN Japanese Fighting Arts by Charles V. Gruzanski CHARLES E. TUTTLE CO.: PUBLISHERS Rutland, Vermont & Tokyo, Japan Represen I a I i ves Continental Europe: BoxERBOOKS, INc., Zurich British Isles: PRENTICE-HALL iNTERNATIONAL, INC., London Australasia: PAUL FLESCH & Co., PTY. LTD., Melbourne Canada: m.g. hurtig ltd., Edmonton This book is dedicated to YUMIO NAWA, Master of Masaki-Ryu, Shuriken-Jutsu, Toda-Ryu, Kusarigama-Jutsu, Jutte-Jutsu, and Edomachikata Torinawa-Jutsu. Without his instruction and generosity this work could not have been possible. Published by the Charles E. Tuttle Company, Inc. of Rutland, Vermont & Tokyo, Japan with editorial offices at Suido 1-chome, 2-6, Bunkyo-ku, Tokyo Copyright in Japan, 1968 by Charles E. Tuttle Co., Inc. All rights reserved Library of Congress Catalog Card No. 68-/50/9 First printing, 1968 Neither the author nor the publisher accepts or assumes any responsibility or liability for any personal injuries sustained by anyone as a result of the use or practice of any of the instructions contained in this volume. PRINTED IN JAPAN Table of Contents LIST OF ILLUSTRATIONS . .. II ACKNOWLEDGMENTS ..................................... .... 17 PREFACE ......................................................... 19 INTRODUCTION ......................................... ....... .. 21 THE SAMURAI C REED .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 23 PART I MASAKI-RYU History of the Manrikigusari and Masaki-ryu 27 The Beginning Development of the Art Other Schools of the Manrikigusari Special Characteristics of the Manrikigusari ......... 31 General Features Advantages to Using the Manrikigusari Practice Unique Features Techniques for Using the Manrikigusari ............ 35 Proper Grip Manipulation Kamae (Preparatory Positions) Goho-no-kamae 36 • Jssei-no-kamae 39 • Tenchi-no-kamae 40 • Shumoku-no- kamae 41 • Jppu-no-kamae 42 7 The Transition .
    [Show full text]
  • 11101.0 Money 1102.0 Goods, Services and Equipment 53
    11101.0 MONEY 1102.0 GOODS, SERVICES AND EQUIPMENT Nippon's economy is based on the rice crop. All finances are counted in terms of the "Koku," a measure of rice sufficient to feed While adventuring through Nippon, the characters will find one man for one year (at a subsistence level). This is about 5 bushels themselves in need of various goods, equipment and services from in Western measurement. time to time. The availability of such things will depend on the location. The exact availability and price may be decided arbitrarily Currency is in copper or bronze, silver, and gold. Gold is rarely by the Gamesmaster, or he may use the suggested base prices given seen outside of the coffers of Daimyo, and even they usually conduct here and determine availability and price modification using the their business in silver. Values of this coinage have shifted over the chart below. centuries, and there is no fixed way to set up a "historical" currency in the game. The following system is used to impose a uniform value To use the chart, cross-index the type of location in which the on currency in the campaign: characters find themselves with the class of goods desired. The A copper coin is the basic unit of money. We will refer to coppers, chart will yield two numbers. The first is the percentage chance of or copper pieces, in talking about them. A copper represents the cost finding the desired goods. The second is the percentage of the base of a bowl of rice and a cup of cha (tea), which is viewed as the bare price that is being asked for the goods.
    [Show full text]
  • Oriental Adventures Weapon Compendium
    Oriental Weapon Compendium JRR/Rev.A Type: Piercing (P), Slashing (S), Bludgeoning (B) Sourcebooks: Rokugan Campaign Setting (RCS), Complete Exotic Arms Guide (CEA), Oriental Adventures (OA), Way of the Ninja (WotN) Monk weapon: monks fight with their unarmed combat base attack bonus, number of attacks per round and modifiers Ninja weapon: ninjas are proficient in its use Cost Damage Critical Range Weight Type Short Description Monk Ninja Sourcebooks (M) (ft.) (lb.) RCS CEA OA WotN Simple Weapons - Melee Light Aiguchi 2 gp 1d4 19-20/x2 - 1 P Knife with no guard, easy to conceal x Jitte 10 sp 1d4 x2 - 2 B Short blunt knife with single prong (+2 to disarm) x x x x Kama 6 sp 1d6 x2 - 2 S Curve blade with short handle x x x Nunchaku 6 sp 1d6 x3 - 2 B Two short sticks bound by chain x x x Sai 10 sp 1d4 x2 - 2 B Short blunt knife with two prongs (+4 to disarm) x x x x Shobo 6 sp * * - 1/2 B Short iron cylinder with ring used as knuckles (+2 unarmed damage) x x Tanto 3 gp 1d4 19-20/x2 - 1 P Basic knife xxx One-handed Jo - 1d6 x3 - 2 B Small version of quarterstaff xx Nage-yari 3 gp 1d6 x2 20 3 P Short spear or javelin xx Tonfa 10 sp 1d6 x2 - 2 B Short square wooden pole with handle x x x Two-handed Bo - 1d6/1d6 x2 - 4 B Simple quarterstaff xxx Kumade 5 gp 1d6 x3 - 5 P Rake, long handle with barbed end (reach, +2 to climb) x Yari 5 gp 1d8 x3 - 5 P Simple spear (reach, can be readied) x x Martial Weapons - Melee Light Flute knife 6 sp 1d4 x2 10 1 P Short staff or flute with thin dagger inside (+1 dam.
    [Show full text]
  • Mughals at War: Babur, Akbar and the Indian Military Revolution, 1500 - 1605
    Mughals at War: Babur, Akbar and the Indian Military Revolution, 1500 - 1605 A Dissertation Presented in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in the Graduate School of The Ohio State University By Andrew de la Garza Graduate Program in History The Ohio State University 2010 Dissertation Committee: John F. Guilmartin, Advisor; Stephen Dale; Jennifer Siegel Copyright by Andrew de la Garza 2010 Abstract This doctoral dissertation, Mughals at War: Babur, Akbar and the Indian Military Revolution, examines the transformation of warfare in South Asia during the foundation and consolidation of the Mughal Empire. It emphasizes the practical specifics of how the Imperial army waged war and prepared for war—technology, tactics, operations, training and logistics. These are topics poorly covered in the existing Mughal historiography, which primarily addresses military affairs through their background and context— cultural, political and economic. I argue that events in India during this period in many ways paralleled the early stages of the ongoing “Military Revolution” in early modern Europe. The Mughals effectively combined the martial implements and practices of Europe, Central Asia and India into a model that was well suited for the unique demands and challenges of their setting. ii Dedication This document is dedicated to John Nira. iii Acknowledgments I would like to thank my advisor, Professor John F. Guilmartin and the other members of my committee, Professors Stephen Dale and Jennifer Siegel, for their invaluable advice and assistance. I am also grateful to the many other colleagues, both faculty and graduate students, who helped me in so many ways during this long, challenging process.
    [Show full text]
  • Samurai Vs Ninja
    In feudal Japan (1185-1868), two kinds of fighters roamed the island nation— the NOBLE SAMURAI and the SNEAKY NINJA. Which would win in a one-on-one battle? LET’S FIND OUT! MAIN WEAPONS— PROTECTIVE ONE LONG SWORD HELMET (KATANA) AND ONE (KABUTO) SHORT SWORD (WAKIZASHI) LONG BOW (YUMI) SAMURAI were well-educated, upper-class warriors closely tied to the nobility. To set a MASK (MENGU) TO good example for the lower classes, these FRIGHTEN ENEMIES men followed a code called bushido, which emphasized loyalty and honor. Samurai helped establish Japanese traditions such as the tea ceremony, single-color ink paint- ing, rock gardens, and poetry. When fight- ing, a samurai had to follow certain rules: He had to select one opponent, announce ARMOR (GUSOKU) his challenge aloud, and then list his fam- FOR PROTECTION AND TO IDENTIFY ily history—all before he could attack! CLAN AFFILIATION SAMURAI s V NINJA SAMURAI s V NINJA DARTS AND STAR- SHAPED DISKS (SHURIKEN) FOR IRON DEVICE NINJA followed only one rule—keep THROWING (SHUKO) their existence secret. These men and FOR CLIMB- ING WALLS women often worked as assassins or spies and were unashamed to resort to SHARPENED METAL sneak attacks, backstabs, and poison. WAR FAN (TESSEN) Most ninja came from the lower classes, FOR BOTH ATTACK AND DEFENSE practicing skills such as stick fighting, knife throwing, and how to disguise themselves. Because they were so mys- ROPE AND GRAPPLING HOOK (KAGINAWA) terious, some people believed that ninja could walk on water, turn themselves SMOKE BOMBS invisible, or control the elements.
    [Show full text]
  • The Socio-Historical Evolution of Japanese Swordsmanship and Its Correlation with Cultural Nationalism
    The Cultural Politics of Proprietorship: The Socio-historical Evolution of Japanese Swordsmanship and its Correlation with Cultural Nationalism Alexander C. Bennett Ph.D. Dissertation (Senior Supervisor – Dr. Kenneth Henshall) University of Canterbury School of Languages, Cultures and Linguistics (JAPA) 2012 i ii COPYRIGHT Alexander C. Bennett 2012 iii iv Acknowledgements Although I started writing this thesis six years ago, I have been involved in kendō itself for over two decades. Guidance from the many wonderful teachers and friends I have met on this journey provided me with the knowledge to undertake the project. There are far too many people to name here, but I would like to especially thank the following people and organisations for their assistance and support. First, Professor Kenneth Henshall has been an incredibly patient supervisor, and has always given me wonderful advice enabling me to overcome many hurdles along the way. I feel greatly honoured to have had such an illustrious scholar as him for my supervisor. Professor Edwina Palmer was also involved at the start of my studies, but has since taken up a position outside the University of Canterbury. Her comments were invaluable in the completion of my earlier chapters. I am also indebted to Dr. Chigusa Kimura-Steven, and the other staff members in the School of Languages, Cultures and Linguistics (Japanese) at the University of Canterbury. I would also like to thank the Nippon Budokan and the All Japan Kendo Federation for their on-going support and willingness to provide me with many of the documents quoted in this thesis. I have also had considerable help from Professor Uozumi Takashi at the International Budo University, Professor Nakajima Takeshi of Kokushikan University, and numerous tantalising conversations about the state of kendō today with Professor Sakudō Masao and Professor Kanzaki Hiroshi at the Osaka University for Sport and Health Science.
    [Show full text]
  • 1 This Is a Quick Tweaking of Minisix to Emulate the Old Fantasy Games Unlimited RPG, Bushido. Like Many an Old-School RPG, Bush
    1 This is a quick tweaking of MiniSix to emulate the old Fantasy Games Unlimited RPG, Bushido. Like many an old-school RPG, Bushido is class-based, and to a certain extent these classes have been preserved by way of Perks & Complications. With that being said, the strength of MiniSix (and other non- class-based games, old and new) is that it doesn’t pigeonhole you. So if you want to play a courtly Samurai who doesn’t fight well, or a Yakuza who dabbles in magic (this may be a bit dangerous, but that's because of the place that d6 Bushido happens in, not because of class-based mechanics), or any other “non-standard” character type, go for it. This is the perfect system to try. Note that this system is not necessarily useful only in historical Japan. It is intended to be used in a mythical Japan, and as such is quite useful for playing other settings like Rokugan from Legend of the Five Rings. Typically used Special/Optional Rules from Md6 > Attributes may be purchased up to 5D, but all pips/dice over 4D cost double. More to keep the feel of what it is to be human in an inherently inhuman world with monsters and other magical creatures, though it is easily discarded—or the attribute cap changed—if a group wants more outright heroic- feeling character-building options. > A modified version of Traditional Open d6 Might Damage (½ Might or Lifting—whichever is higher— after ignoring pips; even-numbered Might/Lifting scores result in half-die plus one pip; no lower than 1D Might Damage).
    [Show full text]
  • Bushido-Breaker-Rules.Pdf
    1 1 2 3 4 5 6 VS. @ = 7 Action Cards Breakdown 8 All actions are completed orthogonally or at your location. Ninja Samurai Kunai (1 use): kill a Katana (1 use): counter targeted samurai at the Kunai and kill the ninja at same location. the same location. Blocks Shuriken if your samurai is the target it was meant for, but doesn’t notice or kill the ninja. Sabotage Alarm Check Alarm (infinite (infinite uses): flip location uses): notice the ninja’s card over. This alarm is attempt to Sabotage now disabled. Alarm in your location. Move (infinite uses): move Check Exits (infinite uses): to adjacent location. Can notice the ninja leaving only be used 2 turns in a your location. Ninja must row. reveal where he moves. Shuriken (1 use): kill the Yumi (1 use): counter and targeted samurai at an kill the ninja who attempts adjacent location. to use Shuriken against you. Hide (infinite uses): remain Search Room (infinite uses): in your location. Can only notice ninja’s attempt to be used 2 turns in a row. Hide in your location. Smoke Bomb (1 use): use Move (infinite uses): after your action if you move samurai to adjacent will otherwise be killed or location. Move also captured. dodges Shuriken. 9 Special Cards Breakdown Move Diagonally is the only special that is done diagonally. Ninja Samurai Shurikens (1 use): throw Reinforcements (1 use): a Shuriken at 2 adjacent place 2 addition samurai locations. Can be anywhere except Shogun’s countered by Yumi from Chamber. This card is only either target or dodged if possible when there are 4 your target moves.
    [Show full text]
  • Daisho Reference Sheet V2
    Turn Sequence Figures with shuriken may make multiple attacks in 1. Initiative the same Shooting phase by splitting their SV (3.3.6). Roll 1d10 and add Leadership. Re-roll ties. Highest score acts first in each following phase. 4. Fighting 2. Movement Opponent must be in base to base contact. A human figure can normally move 6 + Speed Roll 1d10 + FV + Weapon + other modifiers inches. If it runs it can move a further 3”. Common Fighting Modifiers Modifier Figures in Heavy Armour lose their Speed bonus. If you outnumber an opponent +1 Figures in Medium or Heavy Armour cannot Run. Mobbing: each additional fighter +1 Any figure already engaged in a Fight cannot move Target is currently Knocked Down +2 other than to Disengage (3.2.4). Samurai cannot benefit from either the A figure may be moved in any direction and may outnumbering or mobbing bonus; other castes can. turn as much as it likes. It cannot move through a Note: Any figure may make multiple attacks in the space occupied by an enemy figure. same Fighting phase by splitting its FV (3.4.2). Its movement may be slowed by the terrain Disarm attacks (3.4.5) (movement reduction = terrain type in inches). A figure can make a Disarm attack if has the Disarm Difficult terrain (4.1.1) Skill or a Disarming weapon; if it has both it gains Type Examples +1 to the attack roll. The defender also makes an 1 Open woodland, orchards, fences, low attack roll. The Disarm succeeds if the attacker’s walls, wooden buildings, streams, tall roll equals or exceeds the defender’s.
    [Show full text]
  • Shuriken.Pdf
    Introduction to shuriken, and a short History of the Art There are two basic types of shuriken, bo shuriken, or long thin blades, and hira shuriken (also called shaken), or flat, star-shaped or lozenge-shaped blades. The basic method of throwing of the shuriken varies little between schools, the main differences being the shape of the blades and their use. Origins The earliest mention of throwing blades comes from Ganritsu Ryu, founded by Matsubayashi Henyasai, a professional swordsman in service of the 18th lord of Matsuhiro in Kanei, around 1624. This school gave rise to Katono, or Izu Ryu, founded by a samurai of Sendai, called Fujita Hirohide of Katono, also known as Katono Izu, who was a student of Mastubayashi. He pioneered the use of a throwing needle, about 10cm in length and weighing about 20gm, several of which he wore in his hair. The needle was held between the middle and forefinger, and thrown like a modern dart into the eyes of an attacker. It was said that he could throw two needles at a time at a picture of a horse, hitting each hoof in turn. Enmei Ryu The famous swordsman Miyamoto Musashi was reportedly the founder of this school, which involves throwing a 40cm blade, probably a tanto, or knife. There is a story of a duel between Musashi and Shishido, an expert of the kusari-gama, a sickle and chain developed specifically to defeat the samurai's sword. As Shishido pulled out his chain, Musashi threw a dagger and struck him in the chest, killing him.
    [Show full text]
  • Daishō Reference Sheet V1
    Daishō Reference Sheet v1 Turn Sequence Armour 1. Initiative Armour Rating Roll 1d10 and add Leadership. Re-roll ties. None (ordinary clothes) 7 Light armour 8 2. Movement Light armour & jingasa 9 Figures in Heavy Armour lose their Speed bonus. Partial ninja chainmail 9 Figures in Medium or Heavy Armour cannot Run. Light armour & kabuto 10 Any figure already engaged in a Fight cannot move Full ninja chainmail 10 other than to Disengage (3.2.4). Medium armour 11 A figure may be moved in any direction. Medium armour & jingasa 12 Its movement may be slowed by the terrain (4.1). Medium armour & kabuto 13 Heavy armour (o-yoroi) 14 3.Shooting Heavy armour & kabuto 15 Roll 1d10 + SV + Weapon + other modifiers. Common Shooting Modifiers Modifier Attack Karma Target moved 3” or more this turn -2 Shooting Weapons Bonus Range Modifier Target has run this turn -3 Imp. thrown weapon +0 3” +1 Shooter moved 3” or more this turn -4 Dagger (aiguchi, tantō) +1 6” -1 Shooting at a target that is in a Fight -4 Throwing stars +1 6” -1 Volley fire: each additional shooter +1 (shuriken) adds Javelin (yari-nage) +2 9” -1 Target is in Difficult terrain (type -1/-2/-3 Short bow (han-kyu) +2 12” -1 1/2/3) Long bow (dai-kyu) +3 16” -1 Target is currently Knocked Down +2 Arquebus (teppô) +3 20” -2 Pistol +2 6” -2 4. Fighting Roll 1d10 + FV + Weapon + other modifiers. Attack Karma Fighting Weapons Bonus Modifier Common Fighting Modifiers Modifier Unarmed – unskilled +0 +1 If you outnumber an opponent +1 Martial Artist – Basic +1 +0 Mobbing: each additional fighter adds +1 Martial Artist – Intermediate +2 +0 Martial Artist – Advanced +3 +0 Fumble Improvised weapon +0 +1 If the d10 roll for the attack is a natural 1, the attacker Improvised weapon, large +0 +0 automatically misses and this is a potential Fumble.
    [Show full text]
  • NARUTO JUMPCHAIN by Nanon
    NARUTO JUMPCHAIN by NAnon Welcome to the world of Naruto. It’s a pretty nice place, though now that it’s been recovering from having a what basically amounts to a world war what the locals call “Fourth Great Ninja War” or something a few years ago. Some tensions might be on the rise again with what changing leaders and so on. Anyway, here’s 600 CP to pick some stuff up. Have fun. WIP 2 Backgrounds First you should probably roll your age with 1d8+10 if you want to, or you can pay up 50 CP to choose your age and gender. If you start in a village, you will be registered as a Genin of that village. If you don’t start in a village, you may try and join one but don’t expect them to trust you. Drop-In (Free): Pretty self-explanatory. No extra memories, no friends, no family, no experience, no nothing but yourself. You start with an apartment, a week’s worth of food and four sets of local clothing. You are considered a member of the village you start in. Clan-born (200 CP): At least one of your parents belonged to a clan, which bloodline you might have inherited. You start with an apartment where you and your family live, four sets of local clothing and two sets of clan-specific clothing. You are considered a member of the village you start in, though expect torabura if they discover that you belong to a clan from another village. Ninja family (100 CP): Born to an ordinary family of ninjas Normal family (50 CP): Born to an ordinary family of civilians Location You can roll 1d8 for your starting location, or choose it for 50 CP.
    [Show full text]