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Bloody Mess

Bloody Mess.jpgPower Level: 10/15 (250/250PP) [254]
Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage)
Unspent Power Points: 0
In Brief: Mutant Pugilist blood controller.
Alternate Identity: Fred 'Freddy' Furlong
Identity: Public
Birthplace: Freedom City
Occupation: Hero for hire (Ex Pugilist)
Affiliations: Bloodhound Investigations Agency, Revenant
Family: Alex Furlong (father), Dasha “Mama” Furlong (mother)

Description:
Age: 30 (DoB: 01/01/1985)
Apparent Age: 28
Gender: Male
Ethnicity: Caucasian
Height: 5’1”
Weight: 140 Kgs
Eyes: Green
Hair: Brown


Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder.

As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask.

 

Power Descriptions:

Fred is a mutant with an unnaturally stocky, resilient and strong body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons.

 

His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror).  

 

History:

Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia.

 

When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever.

 

The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero.

 

Personality & Motivation:

Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames.

 

Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people.

 

Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance.

 

Powers & Tactics:

Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through.

 

If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat.

 

Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable...

 

Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations.

 

Complications:

 

Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. 

 

Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him..

 

Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society.

 

Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame.

 

Illiterate: Fred can’t read or write, although he has learned a crude signature.

 

Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach.

 

Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling...

 

Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp.

 

Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP

Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted]

Dexterity: 16 (+3)

Constitution: 30 (+10)

Intelligence: 8 (-1)

Wisdom: 12 (+1)

Charisma: 12 (+1)

 

Combat: 20 + 20 = 40PP

Initiative: +11

Attack: +10 [+14 in alternate form from size]

Grapple: +20 [+4 in alternate form], up to extra +4 when boosted

Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size]

Knockback: -6 [-1 in alternate form]

 

Saving Throws: 2 + 6 + 5 = 13PP

Toughness: +10 (+10 Con) [+6 in alternate form from size]

Fortitude: +12 (+10 Con, +2)

Reflex: +9 (+3 Dex, +6)

Will: +6 (+1 Wis, +5)

 

Skills: 60R = 15PP

Bluff 4 (+5)

Climb 2 (+10)

Craft [Mechanical] 4 (+3)

Drive 4 (+7)

Gather Information 4 (+5)

Handle Animal 4 (+5)

Intimidate 8 (+9) [+3 total in alternate form from size]

Knowledge [streetwise] 12 (+11)

Notice 4 (+5)

Search 4 (+3)

Sense Motive 4 (+5)

Stealth 4 (+7) [+19 total in alternate form from size]

Swim 2 (+10)

 

Feats: 57PP

All-Out Attack

Challenge: Fast Feint (No -5 penalty for Move Action Feint)

Defensive Attack

Elusive Target

Equipment 5

Fast Overrun

Fearless

Improved Critical 1 [unarmed Attack]

Improved Initiative 2

Improved Overrun

Improved Sunder

Improved Throw

Improved Trip

Interpose

Move By Action

Power Attack

Second Chance (Toughness save vs Unarmed Attacks)

Sidekick 30 The Hound

Takedown Attack 2

Teamwork 3

As enhanced traits

Endurance 1 (Potentially boosted up to Endurance 5)

 

Equipment 5PP = 25EP

Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP]

 

Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP])

 

Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP])

 

 

Powers: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP

 

Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP]

BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound”

AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42}

 

 

Blood drains from body and animates!

Concealment 2 (Normal vision, Flaws: Limited to when immersed in blood-coloured fluid [-2], Permanent [+0]) [1 PP]

Enhanced Reflex 6 (Feats: Evasion 2, Improved Defence 2)
Enhanced Strength 4 [4 PP] (Total STR with Shrinking of 14/18)
Immunity 4 (Critical Hits, All Suffocation) [4 PP]
Insubstantial 1 (Flaws: Permanent) [5 PP]

Shrinking 12 (Diminutive Size, -12 STR, -2 Size Categories Feats: Innate, Normal Movement, Flaws: Permanent) [14PP]
Super Movement 4 (Slithering, Wall Crawling 3) [8 PP]

Drawback (-1 Toughness) [-1 PP]

 (1 + 4 + 4 + 5 + 14 + 8 -1 = 35 PP)

 APDamage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting”

 APFatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood”

APDazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP]

 

Whilst the attack is a fort based attack it will have no effect on living things without a significant circulatory / blood system, like Giant Amoeba or Jellyfish. The dazzle effect has the drawback plus it only affects sensory organs with significant blood supply (in humans, it means getting blood in your eyes, ears, and nose to blind, deafen and stop smell). Radio, tactile, and mental senses are unaffected (unless there is a really good justification like a sharks electromagnetic sense organs). Cybernetic replacements like cybernetic eyes would also be unaffected

AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection”

AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP]

 

*Drawback

 

Whilst the attack is a fort based attack it will have no effect on living things without a significant circulatory / blood system, like Giant Amoeba or Jellyfish. The dazzle effect has the drawback plus it only affects sensory organs with significant blood supply (in humans, it means getting blood in your eyes, ears, and nose to blind, deafen and stop smell). Radio, tactile, and mental senses are unaffected (unless there is a really good justification like a sharks electromagnetic sense organs). Cybernetic replacements like cybernetic eyes would also be unaffected

 

 

Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood)

 

 

1st Minute: Strength 30 (+10), Super-Strength 4 (Effective Strength 50), Leaping 6 (x100 distance, or: Running Jump 2000’, Standing Jump 1000’, High Jump 500’), Speed 6 (500mph or 4400’/rnd), Swimming 6 (100mph or 880'/rnd), Endurance 5 (+20 to various)

 

2nd Minute: Strength 29 (+9), Super Strength 3 (Effective Strength 44), Leaping 5 (x50 distance, or: Running Jump 950’, Standing Jump 475’, High Jump 237’), Speed 5 (250mph or 2200’/rnd), Swimming 5 (50mph or 440’/rnd), Endurance 4 (+16 to various)

 

3rd Minute: Strength 28 (+9), Super Strength 3 (Effective Strength 43), Leaping 4 (x25 distance, or: Running Jump 475’, Standing Jump 237’, High Jump 118’), Speed 4 (100mph or 880’/Rnd), Swimming 4 (25 mph or 220’/rnd), Endurance 3 (+12 to various)

 

4th Minute: Strength 27 (+8), Super Strength 2 (Effective Strength 37), Leaping 3 (x10 Distance, or Running Jump 180’, Standing Jump 90’, High Jump 45’), Speed 3 (50mpg or 440’/Rnd), Swimming 3 (10mph or 88’/rnd), Endurance 2 (+8 to various)

 

 

Enhanced Strength 4 (turbo powered blood) 

 

Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood)

 

Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body)

 

Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood”

 

Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs)

 

Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs)

 

Super Senses 5 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP]

 

Bloody Mess can smell and pinpoint any blood as long as it is “in the open”. He could not smell (or thus accurately pinpoint) the blood in a living creature unless they were cut or bleeding for instance (other examples might be detecting blood on fangs or talons of a beast)

 

 

Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP]

 

Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs)

 

 

Drawbacks: -2PP

 

Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP]

 

 

DC Block

ATTACK         RANGE         SAVEE            FFECT

Unarmed        Touch         DC 23* Toughness Damage (Physical)

Blood Control  Perception    DC 25 Fortitude  Damage (Physical)

Blood Thinning Perception    DC 25 Fortitude  Fatigue

Bloody Nose    Perception    DC 23 Fortitude  Dazzle**

*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted.

**Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses).

 

Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points

Edited by Fox
+2pp for September 2023
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The Hound

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Power Level: 7 (150/150PP)

Trade-Offs: +3 Attack / -3 Defence, +3 Defence / -3 Attack

Unspent Power Points: 0

In Brief: Dishevelled gumshoe detective / dog.

Alternate Identity: Harry Hound

Identity: Secret ('The Hound' is known, but not his superpowers)

Birthplace: Freedom City

Occupation: Freelance detective

Affiliations: Bloodhound detective agency

Family: Penny Hound, Sister (Cook)

 

Description:

Age: 48 (DoB: 20/2/1968)

Apparent Age: 48

Gender: Male

Ethnicity: Caucasian

Height: 5’8”

Weight: 60Kgs

Eyes: Brown

Hair: Brown

 

Harry Hound looks like a dishevelled middle aged man. He is in reasonable shape but looks rather sunken in. He tends to wear a crumpled mac, shirt and tie, and sometimes a fedora. He chain smokes and has nicotine stained fingers. In short, he looks thoroughly unprofessional.

 

He does not (normally) wear a costume. He can, of course, preserve his secret I.D to a degree by his dog form. Whilst Harry is known as "The Hound", his ability to change into a dog and his canine powers are a secret.

 

Power Descriptions:

Harry has the power to transform into a rather large cross-breed dog, which has the same characteristic dishevelled look, all matted hair. In either form, Harry can talk as a human, or bark like a dog (although as a human his barks come with an accent, and as a dog his speech is rather gruff). In either form he is able to mentally control dogs by touching them (normally scratching or patting them in a friendly way)

 

History:

Harry’s abilities, although he doesn’t know it, are a result of a magical enchantment (or curse) many years ago. The men of his family are able to shape change into dogs. He found this out in his late teens, and it came in handy when he joined the police force (initially as a dog handler!). However, Harry is a coward, dishevelled, and often late. Desipte his fine mind and skills, he was eventually kicked out of the police force for tardiness. At this point he set up his own private agency.

 

Harry needed some muscle, and that’s when he heard of Bloody Mess a.k.a. Fred Furlong. They might be chalk and cheese in many ways, but they were both street guys, and soon struck up a friendship.

 

Personality & Motivation:

Harry is a curious man, always one to stick his nose in to a dirty or suspicious circumstance. When danger comes knocking, however, Harry is a bit of a coward, and will tend to run or talk his way out of a problem. He has set up his detective agency as a way to make money, which it doesn’t do a hell of a lot of, as Fred takes on charity cases. Harry is less inclined to do so himself, but deep down he probably would.

 

He is not a particularly cultured man, and comes across as cynical. Whilst he can actually communicate with dogs, he doesn’t particularly like them.

 

Powers & Tactics:

Harry uses his powers to augment his natural detective skills. By adopting the form of a dog he can spy on people, or track them. If push comes to shove, he is a good fighter, in either form (although his dog form is slightly stronger). He has always been a bit of coward, so one of his preferred moves is to push people over and run away. He has got pretty good at this. In general he fights like he talks, dirty and sneaky.

 

In either dog or human form, Harry can speak human languages or bark/woof like a dog (speaking to canines). 

 

Abilities: 2 + 4 + 4 + 6 + 6 + 4 = 26PP

Strength: 12 (+1)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 16 (+3)

Wisdom: 16 (+3)

Charisma: 14 (+2)

 

Combat: 20 + 20 = 40PP

Initiative: +6

Attack: +10 Melee, +10 Ranged

Grapple: +11

Defense: +10, +5 Flat-Footed

Knockback: -2

 

Saving Throws: 3 + 6 + 2 = 11PP

Toughness: +4 (+2 Con, +2 Defensive Roll)

Fortitude: +5 (+2 Con, +3)

Reflex: +8 (+2 Dex, +6)

Will: +5 (+3 Wis, +2)

 

Skills: 120R = 30PP

Bluff 8 (+10)

Craft [Mechanical] 2 (+5)

Diplomacy 4 (+6)

Disable Device 2 (+5)

Disguise 4 (+6) (+26 for Dog form) SM

Drive 4 (+6) SM

Gather Information 8 (+10) SM

Handle Animal 8 (+10)

Investigate 12 (+15)

Knowledge (Behaviour Sciences) 4 (+7)

Knowledge (Civics) 4 (+7)

Knowledge (Current Events) 4 (+7)

Knowledge (Streetwise) 8 (+11)

Languages 2 (English [Native], Italian, Spanish)

Medicine 4 (+7) SM

Notice 8 (+11)

Perform (Comedy) 4 (+6)

Search 12 (+15)

Sense Motive 12 (+15) Second Chance

Stealth 4 (+6)

Swim 2 (+3)

 

Feats: 24PP

Animal Empathy

Contacts

Defensive Attack

Defensive Roll 1

Evasion 2

Improved Defense 2

Improved Initiative 1

Improved Throw

Improved Trip

Jack of All Trades

Prone Fighting

Redirect

Second Chance (Sense Motive)

Set Up

Skill Mastery (Bluff, Disguise, Gather Information, Stealth)

Sneak Attack 1

Teamwork 3

Taunt

Uncanny Dodge (Hearing)

Well Informed

 

Powers: 6 + 2 + 10 + 1 = 19PP

 

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]

 

Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP]

 

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP]

 

Super Senses 1 (Scent) [1PP]

 

Metamorph Form (Dog)

 

Summary of changes: +2 STR [2 PP], No disable device, drive, craft skills [-2 PP], Stealth +4 Ranks [1 PP], Ultra Hearing and Tracking Supersenses [2 PP], Temporary Disability: No Hands [-3 PP]


Abilities: 4 + 4 + 4 + 6 + 6 + 4 = 28PP
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)

Combat: 20 + 20 = 40PP
Initiative: +6
Attack: +10 Melee, +10 Ranged
Grapple: +11
Defense: +10, +5 Flat-Footed
Knockback: -2

 

Saving Throws: 3 + 6 + 2 = 11PP
Toughness: +4 (+2 Con, +2 Defensive Roll)
Fortitude: +5 (+2 Con, +3)
Reflex: +8 (+2 Dex, +6)
Will: +5 (+3 Wis, +2)

Skills: 116R = 29PP
Bluff 8 (+10)
Diplomacy 4 (+6)
Disguise 4 (+6) (+26 for Dog form) SM
Gather Information 8 (+10) SM
Handle Animal 8 (+10)
Investigate 12 (+15)
Knowledge (Behaviour Sciences) 4 (+7)
Knowledge (Civics) 4 (+7)
Knowledge (Current Events) 4 (+7)
Knowledge (Streetwise) 8 (+11)
Languages 2 (English [Native], Italian, Spanish)
Medicine 4 (+7) SM
Notice 8 (+11)
Perform (Comedy) 4 (+6)
Search 12 (+15)
Sense Motive 12 (+15) Second Chance
Stealth 8 (+10)
Swim 2 (+3)

Feats: 24PP
Animal Empathy
Contacts
Defensive Attack
Defensive Roll 1
Evasion 2
Improved Defense 2
Improved Initiative 1
Improved Throw
Improved Trip
Jack of All Trades
Prone Fighting
Redirect
Second Chance (Sense Motive)
Set Up
Skill Mastery (Bluff, Disguise, Gather Information, Stealth)
Sneak Attack 1
Teamwork 3
Taunt
Uncanny Dodge (Hearing)
Well Informed

Powers: 6 + 2 + 10 + 3 = 21PP

Animal Control 5 (Extras: Duration (Continuous), Sensory Link Flaws: Limited (to Canines), Range 2 (Touch) Feats: Mental Link) [6PP]

Comprehend 2 (Speak to and understand animals, Flaws: Limited to Canines ) [2PP]

Morph 4 (One form (Dog) Extras: Duration (Continuous) Feats: Covers Scent, Metamorph ) [10PP]

Super Senses 1 (Scent, Tracking [Olfactory], Ultra-Hearing) [3PP]

Temporary Disability (No Hands) [-3 PP]
 

 

Drawbacks: 0PP

 

DC Block:

ATTACK            RANGE        SAVE            EFFECT

Unarmed           Touch        DC 16 Toughness Damage (Physical)

Dog Control       Touch        DC 15 Will      Mind Control

[unarmed Attack is DC 17 in metamorph form. Also +2 DC from sneak attacks in either form]

 

Totals: Abilities (26) + Combat (40) + Saving Throws (11) + Skills (30) + Feats (24) + Powers (19) - Drawbacks (0) = 150/150 Power Points

Edited by Supercape
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Probably not, as it would be heard by anybody with the super sense ultra-hearing. The limitation is that you can't communicate words or the like, its just a digital thing (the whistle is blown, or it is not). Of course, I suppose you could communicate via morse code etc, but thats slow and tedious and pretty much negates the whole benefit of communication!

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