Ecalsneerg Posted July 8, 2011 Author Posted July 8, 2011 Catoblepas Moo. Power Level: 6/10 (xPP) Trade-Offs: -3 Attack / +3 Damage, -2 Defense / +2 Toughness Abilities: 7 + 0 + 8 - 8 - 2 - 4 = 1PP Strength 25/17 (+7/+3) Dexterity 10 (+0) Constitution 22/18 (+6/+4) Intelligence 2 (-4) Wisdom 8 (-1) Charisma 6 (-2) Combat: 4 + 8 = 12PP Initiative: +0 Attack: +1, +3 melee [inc. -1 from size] Grapple: +16 Defense: +4 (+4 Base, +1 Dodge Focus, -1 Size), +1 Flat-Footed Knockback: -8 Saving Throws: 2 + 3 + 4 = 9PP Toughness: +8 (+6 Con, +2 Protection) Fortitude: +8 (+6 Con, +2) Reflex: +3 (+0 Dex, +3) Will: +3 (-1 Wis, +4) Skills: 8r = 2PP Notice 8 (+7) Feats: 3PP Attack Focus (melee) 2 Dodge Focus 1 Improved Overrun Powers: 13 + 1 + 30 + 2 + 1 + 3 = 50PP Growth 4 (Extras: Continuous [+1]; Flaws: Permanent [-1]; Power Feats: Innate) [13PP] +8 Strength, +4 Constitution-1 Attack/Defence, +4 Grapple, -4 Stealth, +2 Intimidate, +5 Strength for lifting capacity Immunity 1 (Catoblepas petrification) Paralyze 10 (petrification, Extras: Alternate Save (Fort) [+0], Area - Cone [+1]) [30PP] Protection 2 (tough hide) [2PP] Speed 1 (10MPH) [1PP] Strike 2 (big horns, Feats: Mighty) [3PP] Drawbacks: 8PP Mute (, Frequency: very common, Intensity: moderate) [-4PP] No Hands (, Frequency: very common, Intensity: moderate) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC22 Toughness (staged) Damage Horn Strike Melee DC24 Toughness (staged) Damage Petrification breath Area - 100' Cone DC20 Reflex (area), DC20 Fort (staged) Paralyze Abilities (1) + Combat (12) + Saving Throws (9) + Skills (2) + Feats (4) + Powers (50) - Drawbacks (8) = 70 Power Points Notes: Right, grab a drink for this. Heroes of Might and Magic, as well as Dungeons & Dragons, actually have these monsters... but they call them gorgons. Gorgons are actually the race of snake-headed women who can turn you to stone... but these games call them "medusas". In actual fact. Medusa was one specific gorgon. So I present to you the mythological catoblepas! It's basically a big bull, and thus not very high PL, not very high Intelligent, not very high anything. Hell, it's theorised they just came about because early settlers were afraid of buffalo. Who knows? It's just not a very big threat, only coming to PL6 in defence and melee. Its only real weapon is a potent PL10 Petrification Breath. And I figure... don't buffalo travel in herds? :twisted: Really, that's all they can do. Turn people into stone temporarily, and trample people under their big heavy hooves. Simple. I wouldn't recommend this as a PC, on the grounds that you're essentially a big dumb cow.
Ecalsneerg Posted July 13, 2011 Author Posted July 13, 2011 Genie Magician Comics examples: The Thunderbolt Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Description: You're an ancient being of smokeless fire, created by God as a counterpart to humans and angels. And over those thousands of years, you've learned a trick or two, knowing magic that even the most powerful of mortal spellcasters would struggle to comprehend. But humans have over time become the dominant species on the planet, and you've grown to like them, Allah help you... so you're going to protect them. You're not like one of their genies from Aladdin, you can't grant them wishes, but you can keep them safe. Complications: I'm assuming that this genie does need to speak and gesture to cast his spells. It's just that it's hard to justify that as a pp-saving Drawback when he can just turn to smoke and escape bonds, so this Complication only kicks in if more creative means are used (like a lamp :twisted: ) This build also isn't quite as powerful as an immortal genie could be. Maybe he was sealed away for a long time and is amazed at the wonders of modern life? Abilities: 0 + 2 + 10 + 10 + 10 + 10 = 42PP Strength 10 (+0) Dexterity 12 (+1) Constitution 20 (+5) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +4, +8 w/ magical attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ golden aura Saving Throws: 0 + 2 + 7 = 9PP Toughness: +12 (+5 Con, +7 Protection) [impervious 10 w/ golden aura] Fortitude: +5 (+5 Con, +0) Reflex: +3 (+1 Dex, +2) Will: +12 (+5 Wis, +7) Skills: 32R = 8PP Concentration 10 (+15) Knowledge (Arcane) 10 (+15) Knowledge (Theology & Philosophy) 5 (+10) Language 2 (Arabic, Persian, native: English) Notice 5 (+10) Feats: 5PP Beginner's Luck Jack of all Trades Luck 2 Speed of Thought Powers: 42 + 8 + 7 + 13 + 7 = 77PP Genie Magic Array 19 (38pp, Power Feats: Alternate Power 3) [43PP] (alchemical, magic) BP: Paralyze 12 (flesh to stone, Extras: Alternate Save - Fortitude [+0], Ranged [+1], Power Feats: Accurate 2) [38PP]AP: Blast 12 (choking smog, Extras: Alternate Save - Fortitude [+1]; Power Feats: Accurate 2) [38PP]AP: Create Object 12 (air into solid, Extras: Moveable [+1]; Power Feats: Progression [12 10' cubes], Selective) [38PP]AP: Visual Dazzle 12 (glittering gold dust; Power Feats: Accurate 2) [26PP] and Impervious Toughness 10 (golden aura, Extras: Duration - Sustained [+0]) [10PP] [total 36PP]BP: Transform 12 (any inanimate to any inanimate, can transform 2.5 tons of weight; Extras: Affects Objects Only [+0]; Flaws: Action - Full [-1], Distracting [-1], Power Feats: Accurate 2) [38PP] Flight 4 (100MPH) [8PP] (genie, inherent) Immunity 7 (aging, cold, heat, need for sleep, starvation/thirst, suffocation) [7PP] (genie, inherent) Insubstantial 2 (gaseous form, Extras: Duration - Continuous [+1]; Feats: Innate) [13PP] (genie, inherent) Protection 7 [7PP] (genie, inherent) Drawbacks: 3 + 4 = 7PP Vulnerability (air, Frequency: common, Intensity: moderate [x1.5 DC]) [-3PP] Vulnerability (magic, Frequency: very common, Intensity: moderate [x1.5 DC]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Paralyze Range DC 22 Fortitude (staged) Slowed/Paralyzed Blast Range DC 27 Fortitude (staged) Damage Dazzle Range DC 22 Reflex Blinded, Fort to recover Abilities (42) + Combat (16) + Saving Throws (0) + Skills (8) + Feats (5) + Powers (77) - Drawbacks (7) = 141 Power Points Notes: :arrow: Customisation: :arrow:
Ecalsneerg Posted October 5, 2011 Author Posted October 5, 2011 Scholar Rebuild "My name is Jeni Frey. And I want to go home." Power Level: 10 (152/152PP) Trade-Offs: +0 Attack / +0 Damage, +3 Defense / -3 Toughness (in normal form) Description: Scholar is the last surviving member of the Kaironian race, from a billion years in the future, a million worlds away and a thousand dimensions removed from our own. Stranded alone in the multiverse, she still regrets having to turn her home to glass to prevent Omega gaining a weapon which would allow him to take over every universe at the dawn of its creation. Able to shift into any species she has ever touched, she uses this gift to defend the residents of her new surrogate home, all the while secretly hoping to yet find a way to save her people. Complications: Bizarre Alien Biology: Jeni's biology when not shapeshifted is very different from the human norm despite her external appearance. Her three lungs and hailing from a high-oxygen atmosphere means she is vulnerable (x1.5 DC) to inhaled gas attacks, and the sheer level of iron in her blood makes her set off metal detectors. Funny Little Human Brains: While Jeni tends to like Earth, and its human population, in moments of stress, she is apt to insult the race and their shortcomings. This may undo any hard work she's done ingratiating herself prior to that point. Look At The Ears!: Jeni isn't 100% sure why she didn't die and instead came back in a different body. This is going to take some time to adjust to, exacerbated by her inability to shapeshift into her old body. Never Again: Jeni's hatred for the Terminus exceeds that of most superheroes. If she thinks Omega and his armies are behind an event, she will do anything to bring them down, unless someone succeeds in talking her down. Not Human: While Jeni looks human, can turn human, it's sometimes very apart in her eyes and body language how inhuman she can be, causing uneasiness or even fear. The Last Kaironian: Jeni has a huge case of survivor's guilt, having been partly responsible for making herself the last of her kind. Abilities: 4 + 4 + 8 + 16 + 8 + 4 = 44PP Strength 14 (+2) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 30/26 (+10/+8) Wisdom 18 (+4) Charisma 14 (+2) Combat: 12 + 12 = 24PP Initiative: +8, +10 w/ Enhanced Intelligence Attack: +6, +10 melee Grapple: +12 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +7 (+4 Con, +3 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +9 (+4 Wis, +5) Skills: 40R = 10PP Intimidate 7 (+10) Knowledge (life sciences) 10 (+18, +20 with Enhanced Intelligence, Skill Mastery) Knowledge (physical sciences) 5 (+13, +15 with Enhanced Intelligence, Skill Mastery) Knowledge (technology) 5 (+13, +15 with Enhanced Intelligence, Skill Mastery) Language 1 (English, native: Kairon) Medicine 6 (+10) Sense Motive 6 (+10, Skill Mastery) Feats: 17PP Attack Focus (melee) 4 Dodge Focus 7 Inventor Jack of all Trades Luck Master Plan Skill Mastery (Knowledge [Life Sciences], Knowledge [Physical Sciences], Knowledge [Technology], Sense Motive) Speed of Thought Powers: 8 + 1 + 3 + 7 + 27 = 46PP Tri-Sected Brain Array 3 (6pp, Power Feats: 2 Alternate Power) [8PP] (brain power, intelligence) Base Power: Enhanced Intelligence 4 [4PP] and Quickness 4 (x25 speed, Flaws: Limited to mental actions [-1] [2PP]Alternate Power: Comprehend 3 (speak/understand/read all languages) [6PP]Alternate Power: Strike 2 (analytical strike, Power Feats: Improved Critical 1, Mighty) [4PP] and Super-Senses 2 (Detect Weakness [visual, Analytical]) [2PP] Immunity 2 (aging, need for sleep, Flaws: Limited to half effect [-1]) [1PP] (bizarre alien biology) Protection 3 (durable skeleton and muscle tissue) [3PP] (bizarre alien biology) Regeneration 6 (Resurrection/5 minutes, Power Feats: Reincarnation) [7PP] (bizarre alien biology) Shapeshift 3 (15pp of traits, Extras: Continuous [+1]) [27PP] (mutation) DC Block: ATTACK RANGE SAVE EFFECT Normal unarmed Touch DC 17 Toughness (Staged) Damage Analytical Strike 2 Touch DC 19 Toughness (Staged) Damage, Improved Critical 1 Abilities (44) + Combat (24) + Saving Throws (11) + Skills (10) + Feats (17) + Powers (46) - Drawbacks (0) = 152/152 Power Points
Ecalsneerg Posted November 20, 2011 Author Posted November 20, 2011 Conquest If conquest does not bind posterity, so neither can compact bind it. - Charlotte Smith Power Level: 13 (262PP) Trade-Offs: +3 Attack / -3 Damage (unarmed), -2 Attack / +2 Damage (chains), -2 Defense / +2 Toughness Abilities: 20 + 10 + 20 + 10 + 10 + 10 = 80PP Strength 30 (+10) Dexterity 20 (+5) Constitution 30 (+10) Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20 (+5) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +10, +11 ranged, +16 unarmed Grapple: +20, +26 with Super-Strength Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -5, -14 with chains Saving Throws: 2 + 4 + 7 = 13PP Toughness: +15 (+10 Con, +5 chains [impervious 13]) Fortitude: +12 (+10 Con, +2) Reflex: +9 (+5 Dex, +4) Will: +12 (+5 Wis, +7) Skills: 52R = 13PP Intimidate 15 (+20) Knowledge (Arcane Lore) 5 (+10) Knowledge (Theology & Philosophy) 10 (+15) Notice 10 (+15) Sense Motive 12 (+17) Feats: 14PP All-out Attack Attack Focus (Ranged) 1 Attack Specialisation (Unarmed) 3 Distract (Intimidate) Dodge Focus 4 Improved Disarm Improved Ranged Disarm Startle Powers: 6 + 58 + 15 + 8 + 17 + 2 = 106PP Comprehend 3 (herald of the apocalypse, all languages [speak/read/understand]) [6PP] (divine) Device 14 (The Chains of Conquest, Hard to Lose, 70 device points, Power Feats: Indestructible, Restricted 1 [Will +10 or more]) [58PP] The Power of Conquest Array 23 (46DP array, Power Feats: Alternate Power 2) [48PP] (binding, divine) Base Power: Blast 5 (lashing chains, Power Feats: Mighty 10) [20DP] linked to Trip 13 (Extras: Knockback [+1], Opposed By Strength [+0]) [26DP] [total 46DP] Alternate Power: Snare 15 (shackles of conquest, Extras: Regenerating [+1], Power Feats: Tether) [46DP] Alternate Power: Mind Control 15 (shackle the body, chain the mind, Extras: Conscious [+1], Effortless [+1], Flaws: Range - Ranged [-1]) [45DP] Protection 5 (armoured by chains, Extras: Impervious 13) [18DP] (binding, divine) Shield 4 (swat from the air) [4PP] (binding, divine) Force of Nature Array 6.5 (13PP array, Power Feats: Alternate Power 2) [15PP] (divine) Base Power: Emotion Control 13 (look upon me and despair; only allows inspiration of despair, hate and fear, Extras: Area - Perception [visual] [+1], Flaws: Range - Touch [-2]) [13PP] Alternate Power: Super-Strength 6 ("I crush worlds", Heavy load: 50 tons, Power Feats: Thunderclap) [13PP] Alternate Power: Super-Movement 3 (dimensional travel 3 [any dimension], Extras: Portal [+2]) [12PP] Flight 4 (white horse, 100 MPH) [8PP] (divine, horse???) Immunity 16 (Emotion Control, fear effects, life support, Power Feats: Innate) [17PP] (divine) Regeneration 2 (inherent part of the universe, Resurrection 2/day) [2PP] (divine) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage Chain Blast Range DC 30 Toughness (Staged) Damage, linked Trip 13 vs Strength Chain Snare Range DC 25 Reflex (Staged) Entangled/Bound Chain Control Touch DC 25 Will (Staged) Despair/Fear/Hate, Perception Area Abilities (80) + Combat (36) + Saving Throws (13) + Skills (13) + Feats (14) + Powers (106) - Drawbacks (0) = 262 Power Points Notes: Atop a white horse, the four Riders are led by Conquest. Clad in robes of dark midnight, stained even darker by the blood of a million opressed souls, he rides with a shining crown of white gold atop his head. His weapons are the chains of the oppressor, the shackles of the imprisoned. Conquest's chains are controlled by his will, and cannot be broken for more than a handful of seconds at a time. They writhe and twist about him, striking down attacks and foes with equal ease, twisting and coiling to restrain victims physically, or worse... subjugating them mentally. Conquest rides, and empires are brought beneath his heel. Conquest is the Horseman most marginalised by popular culture, in part because, well... he's a lot like War. This Conquest represents subjugation, oppression, and beating down the masses. Thus, he wields a mighty chain, which he uses to whip his foes, to shackle them, and ultimately to lord it over them. Which is why the Bible portrays him as wearing a crown. (Why can you use Strength to break free of his Indestructible chain's Snare? Regenerating Snare means it just reforms when you do it.) His chains are wrapped around him and can only be taken when he is rendered helpless (no small task), and commanded by his formidable will. Note that while nominally a close range weapon, the chains shrink and grow to such an extent that they're not even using Elongation anymore, they're just shooting back and forth like a projectile weapon. So they're Ranged. Also, notably, all the powers within his Chains have the binding descriptor, not just Snare. Lady Liberty and people with similar freedom-based powers can Nullify his attacks. And his protective powers. Also note that even when his array is tied up chaining down people, or using mind control, he can still do other thinfs with his standard action, like make everyone who can see him fall down and cry, or punching things. I'm just going to go with his 'horse' being a manifestation of his infernal power, so his big white horse is just part of his movement powers. And probably very likely one of the descriptors for his unarmed strike, so he can be busy hogtying one PC while his horse rides over another.
Ecalsneerg Posted January 30, 2013 Author Posted January 30, 2013 War If we don't end war, war will end us. - H. G. Wells Power Level: 14 (311PP!!!) Trade-Offs: +1 Attack / -1 Damage, -1 Defense / +1 Toughness Abilities: 20 + 5 + 20 + 5 + 5 + 10 = 65PP Strength 30 (+10) Dexterity 15 (+2) Constitution 30 (+10) Intelligence 15 (+2) Wisdom 15 (+2) Charisma 20 (+5) Combat: 20 + 16 = 36PP Initiative: +10 Attack: +10, +15 melee Grapple: +35, +41 w/ Super-Strength Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -14 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +15 (+10 Con, +5 Protection) [impervious 13] Fortitude: +14 (+10 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +10 (+2 Wis, +8) Skills: 64R = 16PP Intimidate 17 (+22) Knowledge (Arcane Lore) 3 (+5) Knowledge (Tactics) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Notice 8 (+10) Sense Motive 13 (+15) Feats: 26PP Accurate Attack All-out Attack Assessment Attack Focus (melee) 5 Blind-Fight Fast Overrun Defensive Attack Distract (Intimidate) Improved Disarm Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Master Plan 2 Move-by Action Power Attack Takedown Attack 2 Startle Uncanny Dodge (mental) Powers: 6 + 40 + 25 + 15 + 8 + 27 + 2 + 28 = 151PP Comprehend 3 (herald of the apocalypse, all languages [speak/read/understand]) [6PP] (divine) Damage 10 (wreathed in flame, Extras: Action - Reaction [+3]) [40PP] (divine, fire) Device 6 (Armour of War, Hard to Lose, 30 dp, Power Feats: Indestructible) [25PP] (divine) Immunity 10 (Helmet of War; Mental effects, Drawbacks: Weak Point [critical hit destroys helmet]) [9DP] Protection 5 (impervious armour, Extras: Impervious 13) [18DP] Regeneration 3 (bruised 3/no action) [3DP] Force of Nature Array 6.5 (13PP array, Power Feats: Alternate Power 2) [15PP] (divine) Base Power: Emotion Control 13 (look upon me and despair; only allows inspiration of despair, hate and fear, Extras: Area - Perception [visual] [+1], Flaws: Range - Touch [-2]) [13PP] Alternate Power: Super-Strength 6 ("I crush worlds", Heavy load: 50 tons, Power Feats: Thunderclap) [13PP] Alternate Power: Super-Movement 3 (dimensional travel 3 [any dimension], Extras: Portal [+2]) [12PP] Flight 4 (red horse, 100 MPH) [8PP] (divine, horse???) Immunity 26 (Emotion Control, fear effects, fire damage, life support, Power Feats: Innate) [27PP] (divine) Regeneration 2 (inherent part of the universe, Resurrection 2/day) [2PP] (divine) Weapons of War Array 13 (26PP array, Power Feats: Alternate Power 2) [28PP] (divine) Base Power: Drain Toughness 15 (cleaving strike, Extras: Affects Objects Only [+0]) [15PP] Linked to Strike 3 (Power Feats: Affects Incorporeal, Extended Reach 2, Improved Critical 2, Mighty, Variable Descriptor 1 [any archaic melee weapon[, Variable Descriptor 1 [flaming]) [10PP] [total 26PP] Alternate Power: Strike 3 (flurry of blades, Extras: Autofire [15], Power Feats: Affects Incorporeal, Extended Reach 2, Improved Critical 2, Mighty, Split Attack 1, Variable Descriptor 1 [any archaic melee weapon[, Variable Descriptor 1 [flaming]) [25PP] Alternate Power: Emotion Control 13 ("at the sound of my horn, men shall turn to beasts", only alows inspiration of rage, Extras: Area - Perception [auditory] [+1], Contagious [+1], Flaws: Limited - rage [-1], Range - Touch [-2]) [13PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness (Staged) Damage Emotion Control Perception DC 23 Will (Staged) Despair/fear/rage Drain Toughness Touch DC 23 Fortitude (staged) Drain Toughness Strike Touch DC 28 Toughness (staged) Damage Abilities (65) + Combat (36) + Saving Throws (17) + Skills (16) + Feats (26) + Powers (151) - Drawbacks (0) = 311 Power Points Notes: Following Conquest in a blaze of fire and rage is War. He comes atop a red horse wreathed in fire and made of molten magma. In each hand he bears a weapon, at once the most finely crafted and most savage ever forged of its kind. He incites men into homicidal rage by blowing on the horn of some terrible animal, causing them to fall upon one another as if beasts. All the while, he rides by his foes, scything them down with his unmatched martial prowess, laying armies to ruin, and removing those brave and heroic few who could hope to actually fight the Horsemen. War is an odd duck among the Horsemen. PL-wise, he's stronger than Famine or Conquest in terms of raw combat caps, and he costs a load of pp. But his abilities which do not revolve around slaughter and fighting suffer accordingly. He's just not as able to incite fear or despair, he's lacking in utility effects beyond Emotion Control... in short, he's a thug. A thug with an apocalyptic level of power. Although, unlike many brawny thugs, he's War. He couldn't do complex calculus, but an ornate battle plan? Well within his power. War can wield any weapons he likes, and he can be disarmed of them. It's just they fade into nothingness without him willing them to exist, and he immediately just conjures another weapon. He's got Weapon Summoning, without using the Weapon Summoning or Creation powers. I deliberately didn't make War the strongest Horseman, in fact, he's pretty "average" and not as strong as a Powerhouse or Paragon. His might comes from his combat feats and master level Attack bonus. I elected not to have his Drain affect non-objects, because otherwise he's nigh-unstoppable in a fight. And PCs should be able to at least try and slug it out with War in a one-on-one fight. Of special note, his armour may be Indestructible, but there is one weak point... the helmet isn't. (Why doesn't War have the Rage feat? Well, the Rage feat is for bouts of fury which end. If you want him to go truly berserk, he's got All-out Power Attack open to him. And it will probably slaughter anything it hits.) * Emotion Control (Rage) is from p118 of the Paragons setting book: The subject becomes furious, this may manifest as arguing with the nearest person, or cursing the object of the subject’s attention (could be a person, building, object, etc). Subjects already in combat take an aggressive stance (see M&M, page 159). Rage will not cause a person to do something they strongly oppose, like harm a baby. If the save fails by 5 or more, the target will attack the nearest person or object.
Ecalsneerg Posted January 30, 2013 Author Posted January 30, 2013 The Four Horsemen In Play They are unstoppable. First comes Conquest, subjugating the weak to his will, enslaving armies to his will rather than the futility of resistance. Then comes War. Those who can still fight are torn to shreds, his might shattering them, taking down those bold champions who would stop the Horsemen. Famine follows, knowing that all men need. Need food. Need outlets for their vices. Need hope. And he uses that need to crush them, by taking those things from them. They will welcome Death. They will run to him, and ask for Oblivion. And Death is generous. The Four Horsemen were rumoured to once be archangels. But when they fell, they didn't descend into Hell like Lucifer and his ilk. Instead, they just... went sideways. No one knows how, or if they do, refuse to speak of such blasphemy. But they were changed. Dewinged, they took to riding atop great horses. Without angelic powers, they instead wield great forces of destruction and dismay, nothing short of godlike. They are so far removed from what they once were, that they no longer have, need or understand emotion. They have no hopes, dreams or ambitions. They just are. Sealed away long ago, they wait patiently for the day the seal on their prison cells are broken, and they can ride forth once again... General notes on play: The Four Horsemen, while diverse in their overall approaches and powersets, share a few common powers. First, they can speak all languages. And with it, can terrify, demoralise and dismiss any living being. Although, in general, as cosmic embodiments, they're not too chatty. Their second shared ability is their Force of Nature array. This lets them be the unstoppable force they are. Every Horsemen can inspire in all that can view them feelings of despair and fear, breaking wills before them as they ride. This is important, as for all their vast destructive potential, this will be their first resort. Additionally, they can open portals to any dimension. In practice, they're not really going to ride outside this Earth and its associated planes. Our Earth, our Heaven and Hell, these are their areas of concern, not those of parallel Earths. They're also all super-strong, but being able to lift a bus over their head is the least important of their powers. Their horses aren't flesh and blood beasts, they are manifestations of their power, conjured and dismissed out of thin air. Thus, they're Flight, not Minions or Sidekicks. Their attacks are also therefore just the Horseman using an unarmed assault. The Horsemen were sealed away for a reason: they're immortal. If killed, they'll get back up soon. If blasted into atoms, they'll reform. They can't be permanently killed, which is why they were sealed away. As long as tyrants conquer, as long as soldiers make war, as long as want and need rule people's lives, as long as there is death, the Horsemen cannot ever die. Additionally, they don't need respite from hostile conditions, don't breathe, and are impervious to mortal concerns like toxins or diseases. But above all else, they don't have emotion. They can't comprehend it. While they revel in fear and despair, while War drives men to rage and Conquest makes them hate one another, they don't understand. They do these things because that is what they are. You cannot appeal to sympathy or empathy, because they cannot possess them. Their entire being is what they are. Conquest has no mercy, War cannot calm himself, Famine takes what men want without wanting anything itself, and Death ignores your pleas, for you are mortal. You must die. That is a fact. Conquest The first Horseman, Conquest is arguably the weakest. He is not as martially powerful as War, lacks the versatility of Famine's powers, and, well... none of them can measure up to Death. But he does have a couple of nasty tricks the others don't. Firstly, he doesn't need his Array to kick ass. War's weapons are part of his power, but Conquest is a master of the iron fist, of subjugation by punching foes down into the dirt where they belong. Which means he can sustain a Mind Control effect with his chains, and then go around beating the hell out of people by trampling them down with his horse. He also alone gets to sow hatred. And that means he is one of the hardest to bring opposition against, as superheroes are used to overcoming fear, and inspiring hope to overcome despair, but they're not so resistant to being driven apart by interpersonal conflicts. Personality-wise, he is arrogant. Oh so very arrogant. As the Master of Tyranny, the world literally does revolve around him in his eyes, and the notion of anyone not serving him is completely and utterly alien. Given a chance, he will enlist slaves as his forces, and use his Mind Control to find himself a powerful champion to lead them. He knows that his brothers are more powerful, and to even the score, will use his abilities to remove that disadvantage. War The second Horsemen is, well... a badass. He rides about pulling swords and axes and hammers from the air, driving men into frenzied rages where they attack each other and all the while he's on fire and covered in golden plate mail. He's also one of the best melee fighters in the multiverse, and his combination of brute force, diverse weaponry, and sheer straight-up ability to tar apart armour and sunder weapons means that it's hard to come armed. And even if you do, hitting him is likely to get you burned. A less direct assault means... well, taking inspiration from the Juggernaut, his helmet protects his mind from intrusion. Which is a shame, as he's the least mentally resilient, being pretty much a frothing berserker. It'd be a pity were anyone to smash his helmet, which doesn't hare his armour's indestructibility... War doesn't have so much of a personality. He's all about blood and skulls. The only moments of lucidity likely to come from him are when he formulates a battle plan (allowing him to kill people), or is challenged to single combat (allowing him to enjoy killing people in the noblest of sports). His very influence can make men turn upon one another. If that fails, and they're too busy running to bask in his glory, he'll just sound his horn and drive them to insane fury anyway. Truly, for all his ferocity in a melee, War's greatest advantage as a Horsemen is that you can't just fight him... in his presence, you fight everyone. Famine Death
Ecalsneerg Posted July 18, 2014 Author Posted July 18, 2014 Dr Ursus"Oh, I'm sorry, didn't mean to alarm you, it's just, Doc Stratos is attacking this freeway. RAAAAAAARGH!!!"Power Level: 10 (150/150PP)Trade-Offs: NoneAbilities: 12 + 4 + 6 + 10 + 2 + 0 = 34PPStrength 30/22 (+10/+6)Dexterity 14 (+2)Constitution 20/16 (+5/+3)Intelligence 20 (+5)Wisdom 12 (+1)Charisma 10 (+0)Combat: 12 + 12 = 24PPInitiative: +2Attack: +5, +10 melee [includes -1 penalty from Growth]Grapple: +23Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-FootedKnockback: -8 including sizeSaving Throws: 6 + 4 + 6 = 16PPToughness: +10/+8 (+5 Con, +3 Protection, +2 Defensive Roll)Fortitude: +11 (+5 Con, +6)Reflex: +6 (+2 Dex, +4)Will: +7 (+1 Wis, +6)Skills: 116R = 29PPCraft [Chemical] 10 (+15)Craft [Electrical] 10 (+15)Craft [Mechanical] 15 (+20, Skill Mastery)Handle Animal 10 (+10)Intimidate 13 (+13, +15 from size, Skill Mastery)Knowledge [Life Sciences] 15 (+20, Skill Mastery)Knowledge [Physical Sciences] 10 (+15)Knowledge [Technology] 15 (+20, Skill Mastery)Notice 9 (+10)Survival 9 (+10)Feats: 18PPAll-out AttackAnimal EmpathyAttack Focus [melee] 5Defensive Roll 1Dodge Focus 5InventorMaster PlanPower AttackSkill Mastery (Craft [mechanical], Intimidate, Knowledge [life sciences], Knowledge [technology])StartlePowers: 1 + 13 + 3 + 1 + 5 = 23PPFeature 1 (insulating fur) [1PP] (bear)Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] (bear)Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 1.5 tons]Protection 3 (tough hide) [3PP] (bear)Speed 1 (10 MPH, or 105' per round) [1PP] (bear)Super-Senses 5 (bear senses; low light vision, scent [Accurate, Acute, Tracking olfactory sense]) [5PP] (bear)DC Block:Abilities (34) + Combat (24) + Saving Throws (16) + Skills (29) + Feats (18) + Powers (23) - Drawbacks (0) = 145/150 Power Points
Ecalsneerg Posted October 31, 2014 Author Posted October 31, 2014 GalvanicPower Level: 11 (180/180PP)Trade-Offs: -4 Attack / +4 Damage (melee); +1 Attack / -1 Damage (ranged); -5 Defense / +5 Toughness Abilities: 4 + 0 + 6 + 8 + 2 + 2 = 22PP Strength 14/36 (+2/+13) Dexterity 10 (+0) Constitution 16/38 (+3/+14) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 12 (+1)Combat: 12 + 8 = 20PP Initiative: +4 Attack: +6, +7 melee, +12 Electrical Control Grapple: +9, +21 with powers, up to +28 with full Super-Strength Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -1/-7/-8, -13 vs energy attacksSaving Throws: 1 + 5 + 6 = 12PP Toughness: +3/+14/+16 (+3/+14 Con, +2 Force Field), Impervious 10 vs energy attacks Fortitude: +4/+15 (+3/+14 Con, +1) Reflex: +5 (+0 Dex, +5) Will: +7 (+1 Wis, +6)Skills: 40R = 10PP Computers 6 (+10) Concentration 7 (+8) Knowledge ("Earth" sciences) 11 (+15) Knowledge (Physical sciences) 6 (+10) Language 2 (Galstandard, Lor, default: Tempestan) Notice 4 (+5) Sense Motive 4 (+5) Feats: 8PP All-out Attack Attack Focus (melee) 1 Dodge Focus 2 Improved Grapple Improved Initiative Luck 1 Power Attack Powers: 27 + 22 + 22 + 2 + 17 + 8 + 10 + 3 = 111PP Blast 10 (Electrical Control, Power Feats: Accurate 3, Alternate Power 4) [27pp] (alien, electric)Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 2 (up to Flight 10 [10,000 MPH]) [4PP] and Super-Movement 2 (Space Travel 2 [interstellar]) [4PP] [total 23PP] (alien, electric, electromagnetic form)Alternate Power: Damage 2 (electric aura, Feats: Mighty) [3PP] and Damage 5 (Extras: Reaction (to melee attacks against her) [+3]) [total 23PP] (alien, electric)Alternate Power: Blast 11 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [22PP] (alien, electric)Alternate Power: Dazzle 11 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [22PP] (alien, electric)Enhanced Strength 22 [22PP] (genetic, mutant)Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant)Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant)Base power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant)Dynamic Alternate Power: Super-Strength 7 (total of 8, heavy load: 471 tons) [14PP] (genetic, mutant) Force Field 2 Linked to Impervious Toughness 10 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) (Power Feats: Alternate Power 1) [8PP] (alien, electric, force field)Alternate Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field) Immunity 10 (electrical effects) [10PP] (alien) Super-Strength 1 (Heavy load: 3.7 tons, Power Feats: Shockwave) [3PP] (genetic, mutant)Drawbacks: 3PP Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP) Abilities (22) + Combat (20) + Saving Throws (12) + Skills (10) + Feats (8) + Powers (111) - Drawbacks (3) = 180/180 Power Points A couple of design notes. No, she does not have any Galactic Lore. While Tempest is known to the Lor, people from it have left to join Lor organisations or become mercenaries, even in Galactic Freedom it's still not the most politically alive or technologically advanced planet, so I figured in the modern day, it's still a little backwater. She's still competent, intelligent and skilled in her field, but so was farmboy Clark "Smallville" Kent. She also can't speak to Terrans. Just sayin'. I also omitted Sensory Shield since her Fort is so high, and she's immune to lightning Dazzling her anyway! Stuff like thunder deafening her, eh, I figure it's either part of a lightning-descriptor Visual Dazzle, so she's immune, or she passes the Fort save. It is a minor, minor concern is what I'm saying, and if it comes up it might not end up coming up!
Ecalsneerg Posted November 19, 2014 Author Posted November 19, 2014 Geckoman Rebuild Power Level: 13/15 (241/250PP) [includes Equipment 30 from Bronze and Silver veteran rewards] Trade-Offs: +4 Defence / -4 Toughness Abilities: 8 + 14 + 8 + 6 - 2 + 10 = 44PP Strength 18 (+4) Dexterity 24/28 (+7/+9) Constitution 18/22 (+4/+6) Intelligence 16 (+3) Wisdom 8 (-1) Charisma 20 (+5)Combat: 20 + 20 = 40PP Initiative: +11/+13 Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs Grapple: +21/+23 Defense: +15/+17 (+10 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +5 Flat-Footed Knockback: -3/-4, -2/-3 FFSaving Throws: 5 + 6 + 8 = 19PP Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection) Fortitude: +9/+11 (+4/+6 Con, +5) Reflex: +13/+15 (+7/+9 Dex, +6), Evasion 2 Will: +7 (-1 Wis, +8)Skills: 180R = 45PP Acrobatics 6 (+13/+15, Skill Mastery) Bluff 18 (+23, Skill Mastery) Climb 1 (+5) Computers 7 (+10) Craft (Electronic) 7 (+10) Diplomacy 10 (+15) Disable Device 12 (+15) Disguise 5 (+10) Drive 6 (+13/+15) Escape Artist 6 (+13/+15) Gather Information 15 (+20, Skill Mastery) Investigate 13 (+15) Knowledge (Behavioral Sciences) 7 (+10) Knowledge (Pop Culture) 2 (+5) Knowledge (Technology) 7 (+10) Language 2 (English [Native], French, Spanish) Notice 11 (+10) Pilot 16 (+23/+25, Skill Mastery) Search 12 (+15) Stealth 6 (+13/+15) Survival 11 (+10)Feats: 45PP Attack Focus (melee) 4 Attack Specialisation (unarmed) 1 Attack Specialisation (Geckorangs) 2 Beginner's Luck Challenge 2 (Fast Taunt, Improved Feint) Connected Defensive Attack Defensive Roll 1 Dodge Focus 5 [7 with Enhanced Dexterity] Elusive Target Equipment 0 + 19 [Veteran reward] Evasion 1 [2 with Enhanced Dexterity] Fearless Grappling Finesse Improved Initiative 1 Improved Throw Improved Trip Interpose Jack of all Trades Luck 3 Move-By Action Power Attack Quick Draw Set-Up Sneak Attack 1 Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot) Takedown Attack 2 Taunt Teamwork 2 Ultimate Effort 2 (Bluff, Pilot) Uncanny Dodge (olfactory) Well-Informed 5 ep contributed to http://www.freedomplaybypost.com/viewtopic.php?f=41&t=6638&p=150318#p150318 Mundane equipment: Cell phone, commlink, digital audio recorder, flash goggles, flash-light, lock release gun, mini-tracer, multi-tool (2ep)The Pitchoo [or Ptychozoon] (71 ep) Size: Huge, Strength: 45, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12 [impervious 5]Features: Auto-pilot, Computer, Navigation System, Remote ControlPowers: Blast 10 (electrical blasts; PFs: Accurate AP: Blast 7 (Extras: Area - Shapeable), AP: Obscure 7 (Visual + Olfactory Senses, 500ft radius, Extras: Independent, Total Fade, Flaws: Range [Touch])),Communication 5 (5 miles), Concealment 2 (radar), Immunity 9 (life suppport), Super-Senses 3 (radar; Accurate Radio sense) AP: The Skink Cycle (50ep)Size: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, SmokescreenPowers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Morph 4 (normal motorcycle), Super-Movement 2 (Wall-crawling 2 [full speed]), Super-Senses 3 (radar; Accurate Radio sense) AP: Geckomobile (62ep)Size: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12 [impervious 5]Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, SmokescreenPowers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Communication 5 (5 miles), Morph 4 (normal sedan), Super-Senses 3 (radar; Accurate Radio sense), Super-Movement 2 (Wall-crawling 2 [full speed]), Super-Senses 3 (radar; Accurate Radio sense)The Arborealair, 15epSituated by the Wading river, and in Wharton State Forest, the Arborealair is an underground cave accessible two ways: by underwater cave, or climbing an ancient tree and sliding down the middle of it. It has enough space for guests to sleep, a computer room, and even a hangar.Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop Powers: 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP Device 3 (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological)Flashy Gadgets Array 5.5 (11pp of traits, Power Feats: Alternate Power 4) [15PP]BP: Blast 2 (Geckorangs, Power Feats: Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning)AP: Strike 2 (staff, Power Feats: Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], Power Complication: can be disarmed) [6PP] (bludgeoning+[electrical])AP: Obscure 5 (visual, 250', Extras: Independent [+0]) [10PP]AP: Concealment 5 (chameleonic field inducer, radar and all visual, Extras: Affects Others [+1], Flaws: Blending [-1], Power Feats: Close Range) [11PP]AP: Super-Movement 2 (slow fall, swinging) [4PP]Enhanced Constitution 4 [4PP] (genetic, mutation)Enhanced Dexterity 4 (Power Feats: Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation)Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] (genetic, mutation)Protection 1 [1PP] (genetic, mutation, regeneration)Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Power Feats: Regrowth) [13pp] (genetic, mutation, regeneration)Speed 1 (10 MPH) [1pp] (genetic, mutation)Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic)Super-Senses 2 (Infravision, Low-Light Vision) [2pp] (genetic, mutation)Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp] (genetic, mutation)Abilities (44) + Combat (40) + Saving Throws (18) + Skills (45) + Feats (45) + Powers (49) - Drawbacks (0) = 241/250 Power Points
Ecalsneerg Posted February 1, 2017 Author Posted February 1, 2017 Galvanic PL 15 build Power Level: 15 (250/250 PP)Trade-Offs: -5 Attack / +5 Damage (melee); -5 Defense / +5 ToughnessUnspent Power Points: 0 Abilities: 4 + 0 + 6 + 6 + 2 + 4 = 22PPStrength 14/50 (+2/+20)Dexterity 10 (+0)Constitution 16/40 (+3/+15)Intelligence 16 (+3)Wisdom 14 (+2)Charisma 12 (+1) Combat: 14 + 8 = 22PPInitiative: +4Attack: +7, +10 melee, +15 Electrical ControlGrapple: +12, +31 with powers, up to +38 with full Super-StrengthDefense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedKnockback: -1/-10, [-16 vs energy attacks] Saving Throws: 3 + 7 + 9 = 19PPToughness: +3/+20 (+3/+15 Con, +5 Protection), [Impervious 12 vs energy attacks]Fortitude: +6/+18 (+3/+15 Con, +3)Reflex: +7 (+0 Dex, +7)Will: +11 (+2 Wis, +9) Skills: 56R = 14PPComputers 7 (+10)Concentration 8 (+10) Diplomacy 9 (+10)Knowledge ("Earth" Sciences) 12 (+15) Knowledge (Galactic Lore) 2 (+5)Knowledge (Physical Sciences) 7 (+10) Knowledge (Technology) 1 (+4)Language 2 (Galstandard, Lor, default: Tempestan)Sense Motive 8 (+10) Feats: 16PP All-out Attack Attack Focus (melee) 3 Dodge Focus 6 Environmental Adaptation (Zero-G) Improved Grapple Improved Initiative Luck 2 Power Attack Powers: 37 + 16 + 24 + 36 + 2 + 7 + 16 + 10 + 5 + 4 + 3 = 160PPElectrical Control Array 17 (34pp array, Power Feats: Alternate Power 3) [37pp] (alien, electric) Base Power: Blast 15 (Electrical Control, Power Feats: Accurate 4) [34pp] (alien, electric)Alternate Power: Damage 8 (Extras: Reaction (to melee attacks against her) [+3]) [32PP] (alien, electric)Alternate Power: Blast 15 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full [-1], Power Feats: Progression 4 [100' increments, 1500' radius total]) [34PP] (alien, electric)Alternate Power: Dazzle 15 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1], Power Feats: Progression 4 [250' increments, 3750' total]) [34PP] (alien, electric) Electromagnetic Aura Array 7.5 (15pp array, Power Feats: Alternate Power 1) [16pp] (alien, electric) Base Power: Insubstantial 3 (electrical form) [15PP] (alien, electric) Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] and Flight 4 (electromagnetic propulsion, up to Flight 5/13 [250 MPH/100,000 MPH] [8PP] [total 14PP] Enhanced Constitution 24 (superhuman endurance) [24PP] (genetic, mutant) Enhanced Strength 36 [36PP] (genetic, mutant)Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant) Immunity 7 (all environmental effects, suffocation) [7PP] (genetic, mutation) Paragon Powers Reserve 8 (16pp reserve, Flight and Super-Strength) [16pp] (genetic, mutant) Flight +8 (up to 9, 5000 MPH) Super-Strength +8 (total of 9, heavy load: 6,400 tons) [14PP] (genetic, mutant) Immunity 10 (electrical effects) [10PP] (alien) Protection 5 [5PP] (genetic, mutant) Super-Movement 2 (space travel [interstellar]) [4PP] (genetic, mutant) Super-Strength 1 (Heavy load: 24 tons, Power Feats: Shockwave) [3PP] (genetic, mutant)Drawbacks: 3PPPower Loss (Electrical Control array and Electromagnetic Array, when wet, Common, Moderate, -3PP) DC Block: ATTACK RANGE DC EFFECT Unarmed Touch DC34 Toughness (staged) Damage (Physical) Arc Lightning Touch Cone DC25 Reflex/Fortitude Visual Dazzle, Reflex is for Area, Fort for recovery Electric aura Reaction Touch DC23 Toughness (staged) Damage (Electricity) Shockwave Touch Cone DC25 Reflex/DC 28 Tough Damage, Reflex is for Area Blast Ranged DC30 Toughness (staged) Damage (Electricity) Ball Lightning Ranged Burst DC30 Toughness (staged) Damage (Electricity) Abilities (22) + Combat (22) + Saving Throws (19) + Skills (14) + Feats (16) + Powers (160) - Drawbacks (3) = 250/250 Power Points
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