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Exaccus

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  1. Moon-Moth >Tales of the praetorians >edge of the black >Ghost in the machine Black knight >American vikings Ulysses >Reclaiming the land >Incursion: Spirit of the blitz >Dining Out
  2. Moon-Moth had not managed to speak to Tatiana before getting drunk out of his delicious pumpkin, just from this first statement however he quickly arrived to the assumption that she was keen of mind and veritably a tactical genius, which for lanternians had the low low entry level of leading a hunter gatherer team to the surface and returning with nobody injured. "A sound plan, I seconds it." as he rubs the back of his head, behind his large eyes in an attempt to relieve himself of the headache besetting him like a pack of enraged sicklers "I Swears, Never again alcohol." he mumbles. "I am not knowing much of your particular talents friends, but I am feeling confident in whatever role i am assigned, partialy because If needed i can teleports and join another team with minimal effort, provided we remain on the same planet...or its satellite should it has one." he says with the slightest hint of pride mentioning what was the greatest thaumaturgic achievement of his entire people.
  3. Haunted Tank Power Level: 10; Power Points Spent: 150/150 STR: +15 (40), DEX: +0 (10), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +2 (14) Tough: +15, Fort: Immune, Ref: +5, Will: +8 Skills: Bluff 8 (+10), Diplomacy 8 (+10), Intimidate 8 (+14), Notice 8 (+10), Sense Motive 8 (+10) Feats: Challenge - Improved Demoralize, Dodge Focus 2, Fast Overrun, Fearless, Improved Overrun, Leadership, Move-by Action, Skill Mastery (Intimidate, Notice, Sense Motive, Bluff), Startle Powers: Blast 10 (DC 25; Burst Area (50 ft. radius - General); Distracting; Progression, Increase Range 3 (max range x10, 10000 feet)) Growth 8 (+16 STR, +8 CON, +2 size categories; Permanent; Innate) Immunity to Fortitude Saves Speed 4 (Speed: 100 mph, 880 ft./rnd) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +30) Attacks: Blast 10 (DC 25), Unarmed Attack, +5 (DC 30) Defense: +5 (Flat-footed: +2), Size: Huge, Knockback: -15 Initiative: +0 Drawbacks: Disability, very common, major, No Fine Manipulation, Vulnerable, very common, major, Divine Languages: Native Language Totals: Abilities 12 + Skills 10 (40 ranks) + Feats 10 + Powers 82 + Combat 24 + Saves 22 - Drawbacks 10 = 150 Notes: Haunted tank!
  4. Moon-moth found himself rather enjoying this little outing, the planet had a serenity to it, not the kind of silence and stillness of lanterns once great Lunar monasteries had, It was more like the ticking of some kinetic wound timepiece as the flora and fauna went about their lives, giving a sense that life would go on uninterrupted no matter what might befall him personally; In ages past he would've liked to spend a great deal of time simply exploring; However with everything that had befell the universe and indeed his fellow praetorians that was a luxury he had to forsake. Myoth rolled his head exasperatedly at the bravado of the miner before him, his large, violet eyes being stationary in their sockets he had to improvise on the nuances of body language to get himself across. "Maybes you not counting so good, friend." Myoth pipes up and deciding now is as good a time as any to practise what he'd learned from observing kharag's interactions with others. "I am counting 6 nothings...which is still nothing." he chirps as a little bit of excitement leaks into his voice even as his chest puffs up a little bit. "You be wise for not antagonize honest persons around us."
  5. Archon Power Level: 10; Power Points Spent: 150/150 STR: +11 (32), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +7 (24) Tough: +10, Fort: +8, Ref: +8, Will: +10 Skills: Diplomacy 8 (+15), Intimidate 8 (+15), Knowledge (theology & philosophy) 8 (+8), Notice 8 (+10), Perform (singing) 8 (+15), Sense Motive 8 (+10) Feats: Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Teamwork 2, Inspire 5 (+5), Interpose, Leadership, Move-by Action Powers: Comprehend 3 (languages - read all, languages - understand all, languages - you're understood) Flight 7 (Speed: 1000 mph, 8800 ft./rnd; Power Loss (Wings are bound), Power Loss (Underwater)) Immunity 12 (aging, disease, enviromental conditions (all), poison, sleep, starvation & thirst, suffocation (all)) Protection 5 (+5 Toughness) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +16) Attacks: Unarmed Attack, +9 (DC 26) Defense: +10 (Flat-footed: +3), Knockback: -5 Initiative: +2 Drawbacks: Vulnerable, very common, minor, Divine, Vulnerable, very common, minor, Magic Languages: Celestial Totals: Abilities 54 + Skills 12 (48 ranks) + Feats 16 + Powers 35 + Combat 22 + Saves 17 - Drawbacks 6 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Heres an angel like being, maybe he's a nephilim or a human, his vulnerability to magic and divine descriptors (to represent he can be bound and his lesser nature to a deity or one of their chosen heavens orderly armies would never fight amongst themselves......right?) he's essentially a paragon who is more face than Pectorals though he's not a slouch he's not extremely super strong. He's a competent Hand to hand fighter with his unarmed specialization (or he hits caps anyway) which gives you a nice Attack bonus to throw some weapons in if you should choose, maybe he's given them, maybe he finds them, maybe he's a amnesiac angel who forgot how to summon them in the first place (its selective like that in comic books.) or had them withdrawn as penance for something, maybe even coming to earth and interfering, maybe not a thing his boss is fond of. All in all he's a flying melee man at the moment. potentially more use in a fight between equals than than the still rather fun to play goonpocolypse paragon. Id be tempted to give him a sword and some armour if i chose to raise him in PL at all and then invest in an array of angelic powers, potentially focused around fire.
  6. Knowing very little about battle and wars Moon-Moth elects to remain quiet at this time, that his story and he's sticking with it, He's not at all hung over from his massive (for a lanternian) and rapid intake of alchahol at all and he certainly didn't trim his mane because it had caught fire. Going into battle for the first time was a sobering thought all the same for the otherwise peaceful lanternian, but that was his job now he supposed, to uphold the law and order in the empire he'd personally pushed to be a part of no less. "We's suspectings..." he begins before finding himself needing to swallow some biles "pardons me...We's suspectings they have little reasons to stand and fight us, now we've located them theys better off outrunnings us in a larger and faster spaceyship." he adds "mayhaps we should sneaks in and deal with their getaway vehicle before we strikes."
  7. Buffy Power Level: 10; Power Points Spent: 150/150 STR: +8 (26), DEX: +4 (18), CON: +8 (26), INT: +1 (12), WIS: +2 (14), CHA: +4 (18) Tough: +10, Fort: +8, Ref: +8, Will: +10 Skills: Bluff 8 (+12), Concentration 8 (+10), Disable Device 4 (+5), Intimidate 8 (+12), Investigate 4 (+5), Knowledge (arcane Lore) 4 (+5), Knowledge (theology & philosophy) 4 (+5), Medicine 4 (+6), Notice 8 (+10), Sense Motive 4 (+6), Stealth 8 (+12) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 4, Attack Specialization (Unarmed Attack), Challenge - Improved Taunt, Distract (Bluff), Dodge Focus 4, Fearless, Hide in Plain Sight, Improved Disarm 2, Improved Grab, Improved Grapple, Improved Initiative 2, Improved Pin, Improved Trip, Move-by Action, Power Attack, Seize Initiative, Startle, Takedown Attack 2, Taunt Powers:Leaping 2 (Jumping distance: x5)Protection 2 (+2 Toughness)Speed 2 (Speed: 25 mph, 220 ft./rnd)Super-Strength 4 (+20 STR carry capacity, heavy load: 7.4 tons; +4 STR to some checks) Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +18/+22) Attacks: Unarmed Attack, +12 (DC 23) Defense: +10 (Flat-footed: +3), Knockback: -5 Initiative: +12 Languages: Native Language Totals: Abilities 54 + Skills 16 (64 ranks) + Feats 30 + Powers 14 + Combat 24 + Saves 12 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.comMutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: heres a buffy build, not sure how well it measures up to the series's buffy but Edited to remove contacts, a feat she's not suited to using due to not having diplomacy trained (yet!)
  8. Morte Power Level: 10; Power Points Spent: 150/150 STR: -5 (1), DEX: +0 (10), CON: +0 (-), INT: +2 (14), WIS: +3 (16), CHA: +5 (20) Tough: +5, Fort: Immune, Ref: +6, Will: +8 Skills: Bluff 12 (+17), Diplomacy 8 (+13), Gather Information 4 (+9), Language 4 (+4), Notice 8 (+11), Sense Motive 8 (+11), Stealth 8 (+20) Feats: Assessment, Attack Focus (melee) 5, Challenge - Improved Taunt, Dodge Focus 5, Hide in Plain Sight, Power Attack, Takedown Attack 2, Taunt Powers: Bite (Damage 5) (DC 20; Autofire 3 (interval 1, max +10)) . . Emotion Control 10 (Alternate; DC 20) Flight 2 (Speed: 25 mph, 220 ft./rnd) Immunity to Fortitude Saves Shrinking 12 (-12 STR, -3 size categories; Normal Movement [1 rank only], Normal Toughness [1 rank only]; Permanent; Innate) Attack Bonus: +10 (Ranged: +10, Melee: +15, Grapple: -6) Attacks: Bite (Damage 5), +15 (DC Staged/Tou ), Emotion Control 10 (DC Staged/Will 20), Unarmed Attack, +15 (DC 10) Defense: +15 (Flat-footed: +5), Size: Diminutive, Knockback: +1 Initiative: +0 Languages: Native Language Totals: Abilities 10 + Skills 13 (52 ranks) + Feats 17 + Powers 70 + Combat 24 + Saves 16 + Drawbacks 0 = 150 Validation: Hero: You can still learn one or more languages. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: with compliments to raveled for his pointing out another skull i could've done. Morte, as from planescape: Torment, He flies, he bites, he taunts like a champ, tried to give the feel of him being a fighter with takedown attack and a huge attack bonus and autofire 3 on the bite, emotion control i used as a lazymans option for the more powerful tauntings, don't want them to run, make them fear whats behind them, etc.
  9. Mystery Skull Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +0 (10), CON: +0 (-), INT: +0 (10), WIS: +2 (14), CHA: +8 (26) Tough: +10, Fort: Immune, Ref: +8, Will: +10 Skills: Bluff 4 (+12), Computers 4 (+4), Diplomacy 8 (+16), Intimidate 4 (+12), Notice 4 (+6), Perform (singing) 8 (+16), Sense Motive 4 (+6), Stealth 4 (+4) Feats: Dodge Focus 5, Equipment 3, Uncanny Dodge (Auditory) Powers: Array 15 (default power: move object) . . Blast 11 (Array; DC 26; Accurate 2 (+4), Indirect 3 (any point, any direction), Subtle (subtle), Variable Descriptor 2 (Magic)) . . Blast 15 (Array; DC 30) . . Damage 10 (Array; DC 25; Cone Area (100 ft. cone - General), Selective Attack) . . Illusion 8 (Array; affects: all sense types, DC 18; Distracting; Progression, Area 6 (500 ft. radius)) . . Move Object 10 (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50-1250 ft. radius - General); Range (touch); Affects Insubstantial 2 (full power), Precise, Progression, Increase Area 4 (area x25), Selective, Subtle 2 (unnoticable)) Flight 1 (Speed: 10 mph, 88 ft./rnd) Immunity to Fortitude Saves Morph 1 (morph: single appearance - Mystery Skull Form, +5 Disguise) Protection 5 (+5 Toughness) Regeneration 6 (recovery bonus 5 (+5 to recover), resurrection 1 (1 week); Persistent, Regrowth) Equipment: Haunted Mansion Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5) Attacks: Blast 11, +9 (DC 26), Blast 15, +5 (DC 30), Damage 10 (DC Staged/Tou ), Unarmed Attack, +5 (DC 15) Defense: +10 (Flat-footed: +3), Knockback: -5 Initiative: +0 Languages: Native Language Totals: Abilities 10 + Skills 10 (40 ranks) + Feats 9 + Powers 80 + Combat 20 + Saves 21 + Drawbacks 0 = 150 -------------------- Haunted Mansion Power Level: 10; Equipment Points Spent: 15 Toughness: +15 Features: Concealed 2, Defense System, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing 2 Size: Huge Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 10 + Powers 0 + Combat 3 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.. Notes: Based on lewis from the animated Mystery skulls video, this character is a bit of a mashup between a revenant and a ghost, hence his coporeal nature, gave him some standard ghostly powers and mansion that exists in its own special place, accessable by anyone who knows when and where to look for the openings or has the means to make one themself, I would treat the mansion as an entity in and of itself a living but disintrested party that cleans and restocks its supplies as needed. Who was he when he was a live? Who knows! Maybe not even him. death is traumatic after all (and his skills are a bit low for my liking.) but he was probably the faceman amongst his friends and has only gotten more charismatic with the strange powers and appearance now at his disposal, at first distracting himself with trivial pursuits, learing how to sing and such, then later venturing out into the world proper with the intent to recover his past or reclaim his future, he turned to heroism for many potential reasons, to stave of ennui, escape despair, find pathos or maybe he was murdered or a victim of crime and is instinctively enraged by similar people. the potential for complications is equaly immense, maybe he meets someone he remembers, maybe someone he doesn't remember recognizes him, maybe he's prone to bouts of apathy and ponderousness as he is relatively unaffected by and steadily growing detached from the world of the living something he has to fight off as readily as any agents sent to hasten him to his final destination, or even a lesser man given a chance to redeem himself from a far less pleasant fate. or in the more traditional revenant way, wronged terribly and out for revenge against someone he doesn't even remember. ultimately he should be played as a hero, regret and mistakes are a part of life and can readily be carried over into undeath. anger is after all not in and of itself evil and vengence need not be killing those who wronged him so much as poetic or ironic justice.
  10. Nah, Capes moving house, I'm lingering a bit myself, but such is the benefit of PbP, time matters not.
  11. Volcanic Hero Power Level: 10; Power Points Spent: 150/150 STR: +7 (24), DEX: +0 (10), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +2 (14) Tough: +10, Fort: +8, Ref: +5, Will: +8 Skills: Diplomacy 8 (+10), Gather Information 8 (+10), Intimidate 8 (+10), Knowledge (earth sciences) 8 (+8), Knowledge (theology & philosophy) 4 (+4), Language 4 (+4), Notice 8 (+10), Search 4 (+4), Sense Motive 8 (+10) Feats: Assessment, Attack Focus (melee) 4, Dodge Focus 4, Improved Grab, Improved Pin, Skill Mastery (Knowledge: Earth Sciences, Diplomacy, Intimidate, Notice) Powers: Burrowing 4 (Speed: 10 mph, 88 ft./rnd) Elongation 4 (Elongation: 50 ft., range incr 40 ft., +4 Escape & Grapple) Energy Aura 3 (energy type: heat, DC 18) Environmental Control 6 (heat (extreme), light, Radius: 250 ft.; Range (touch)) Immunity 11 (damage type: FIre, disease, environmental condition: Hot, environmental condition: Cold, poison, suffocation (all)) Insubstantial 1 (Fluid) Protection 5 (+5 Toughness) Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +17/+21) Attacks: Energy Aura 3, +10 (DC 18), Unarmed Attack, +10 (DC 22) Defense: +10 (Flat-footed: +3), Knockback: -5 Initiative: +0 Languages: English, Greek, Hawaiian, Italian, Japanese Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 12 + Powers 53 + Combat 24 + Saves 14 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
  12. Black Knight >Icy Dead People >Badly Soiled Ulysses >Incursion:Spirit of the blitz >Dirty Rotten Scoundrel
  13. Herald Power Level: 10; Power Points Spent: 150/150 STR: +0 (10), DEX: +0 (10), CON: +0 (-), INT: +2 (14), WIS: +2 (14), CHA: +0 (10) Tough: +15, Fort: Immune, Ref: +5, Will: +8 Skills: Concentration 4 (+6), Diplomacy 12 (+12), Gather Information 8 (+8), Intimidate 12 (+12), Investigate 4 (+6), Knowledge (Galactic Lore) 12 (+14), Medicine 4 (+6), Notice 12 (+14), Sense Motive 12 (+14) Feats: Accurate Attack, All-Out Attack, Dodge Focus 2, Fearless, Power Attack Powers: Array 20 (default power: blast) . . Blast 15 (Default; DC 30; Penetrating [5 ranks only]; Indirect 3 (any point, any direction), Variable Descriptor 2 (Broad group - Cosmic)) . . Healing 10 (Array; DC 20; Affects Objects, Total; Action (full); Persistent, Regrowth) . . Transform 15 (Array; affects: broad > broad, Transforms: 50000 lbs., DC 25; Duration (continuous); Action (full), Distracting, Range (touch), Unreliable (5 Uses an hour.)) Comprehend 2 (languages - understand all, languages - you're understood) Device 3 (Hard to lose) . . Flight 11 (Speed: 25000 mph, 220000 ft./rnd; Platform) . . Space Travel 2 (Speed: Interstellar) Immunity 30 (fortitude saves) Protection 15 (+15 Toughness) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5) Attacks: Blast 15, +5 (DC 30), Transform 15, +5 (DC Fort 25), Unarmed Attack, +5 (DC 15) Defense: +5 (Flat-footed: +2), Knockback: -7 Initiative: +0 Drawbacks: Weakness, uncommon, major, Seperation from board +1 Languages: Native Language Totals: Abilities -2 + Skills 20 (80 ranks) + Feats 6 + Powers 103 + Combat 16 + Saves 11 - Drawbacks 4 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: using fortitude Immunity to cover his no doubt massive immunities, this Silver surfer Expy has gone for a few very powerful effects in his array, namely the three things specificly granted in the TV series, "Cosmic bolts of awesome power, Heal others as well as yourself (though he counts as an object rather than a person), Transmute the elements." He's a little light on ability scores at the moment, but thats mostly because i never really saw him doing anything beyond the physical norm in the show you could treat it as the process which granted him his powers (or indeed the being.) has remade him on a level and his ability scores are representative of a undeveloped but swiftly learning being; maybe his emerging concience drove him to break ties with his employer or leave them on better terms to spend a eternity wandering the cosmos in a great pilgrimage.
  14. Detective Chimp: Simian Supreme Power Level: 10; Power Points Spent: 150/150 STR: +5 (20), DEX: +0 (10), CON: +5 (20), INT: +6 (22), WIS: +2 (14), CHA: +0 (10) Tough: +7/+15, Fort: +5, Ref: +5, Will: +8 Skills: Concentration 8 (+10), Diplomacy 8 (+8), Gather Information 10 (+10), Investigate 4 (+10), Knowledge (arcane Lore) 6 (+12/+20), Knowledge (behavioral science) 2 (+8), Knowledge (life sciences) 2 (+8), Notice 8 (+10), Sense Motive 8 (+10), Stealth 4 (+8) Feats: Accurate Attack, All-Out Attack, Assessment, Benefit 2 (Wealth), Connected, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery (Gather Information, Investigate, Diplomacy, Sense Motive) Powers: Comprehend 4 (animals - speak to, animals - understand, languages - understand all, languages - you're understood) Device 11 (Hard to lose) . . Array 17 (default power: blast) . . . . Blast 15 (Default; DC 30; Affects Insubstantial 2 (full power), Variable Descriptor 2 (Broad group - Magic)) . . . . Damage 10 (Array; DC 25; Shapeable Area (10-500 cubes of 125 cu. ft. (5x5x5) - General), Penetrating [5 ranks only]; Affects Insubstantial 2 (full power), Progression, Increase Area 5 (area x50)) . . . . Move Object 15 (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Affects Insubstantial 2 (full power), Precise, Subtle (subtle)) . . . . Snare 15 (Array; DC 25; Affects Insubstantial 2 (full power), Obscure Sense 2) . . . . Teleport 6 (Array; 600 ft. as move action, 20 miles as full action; Accurate, Portal; Change Velocity, Easy, Progression, Mass 2 (carry 500 lbs)) . . Enhanced Trait 3 (Traits: Knowledge (arcane Lore) +8 (+20), Feats: Ritualist) . . Flight 1 (Speed: 10 mph, 88 ft./rnd) . . Force Field 8 (+8 Toughness) . . Super-Senses 4 (accurate: Detect Magic, detect magic) Protection 2 (+2 Toughness) Shrinking 4 (-1 size category, 3/4 movement speed; Normal Strength, Normal Toughness [1 rank only]; Permanent; Innate) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +5) Attacks: Blast 15, +5 (DC 30), Damage 10 (DC Staged/Tou ), Snare 15, +5 (DC Ref/Staged 25), Unarmed Attack, +5 (DC 20) Defense: +5 (Flat-footed: +3), Size: Small, Knockback: -6 Initiative: +0 Languages: English Totals: Abilities 36 + Skills 15 (60 ranks) + Feats 8 + Powers 64 + Combat 16 + Saves 11 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Monkey magic indeed, this simian supreme could use the Mask of the modrossus as it is a good In universe expy for the helm of fate, i believe it is in eldrich's possesion though not usage.
  15. Hummingbee Power Level: 10; Power Points Spent: 150/150 STR: -5 (14/1), DEX: +2 (14), CON: +2 (14), INT: +4 (18), WIS: +2 (14), CHA: +0 (10) Tough: +5, Fort: +8, Ref: +8, Will: +8 Skills: Computers 4 (+8), Concentration 8 (+10), Craft (chemical) 8 (+12), Disable Device 8 (+12), Escape Artist 4 (+6), Knowledge (life sciences) 8 (+12), Knowledge (physical sciences) 8 (+12), Language 4 (+4), Medicine 8 (+10), Notice 8 (+10), Sense Motive 8 (+10), Stealth 8 (+30) Feats: Evasion 2, Hide in Plain Sight, Inventor, Power Attack, Skill Mastery (Craft: Chemical, Medicine, Knowledge: Life sciences, Stealth) Powers: Accupressure (Damage 5) (DC 20) Flight 10 (Speed: 10000 mph, 88000 ft./rnd) Protection 3 (+3 Toughness) Quickness 15 (Perform routine tasks at 100000x speed) Shrinking 20 (-20 STR, -5 size categories; Normal Movement [1 rank only], Normal Toughness [1 rank only]) Super-Senses 4 (precognition) Attack Bonus: +15 (Ranged: +15, Melee: +15, Grapple: -22) Attacks: Accupressure (Damage 5), +15 (DC Staged/Tou ), Unarmed Attack, +15 (DC 10) Defense: +15 (Flat-footed: +8), Size: Medium/Miniscule, Knockback: +3 Initiative: +2 Languages: English, German, Japanese, Native Language, Russian Totals: Abilities 24 + Skills 21 (84 ranks) + Feats 6 + Powers 69 + Combat 12 + Saves 18 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved.
  16. Tonbo Power Level: 10; Power Points Spent: 150/150 STR: +3 (16), DEX: +2 (14), CON: +3 (16), INT: +7 (24), WIS: +2 (14), CHA: +3 (16) Tough: +3/+10, Fort: +8, Ref: +8, Will: +8 Skills: Concentration 4 (+6), Craft (artistic) 8 (+15), Craft (chemical) 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Diplomacy 4 (+7), Intimidate 4 (+7), Investigate 4 (+11), Knowledge (physical sciences) 8 (+15), Knowledge (tactics) 8 (+15), Knowledge (technology) 8 (+15), Knowledge (theology & philosophy) 8 (+15), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, Attack Specialization 5 (Damage 5), Benefit 2 (Status), Benefit 2 (Wealth), Dodge Focus 5, Inventor, Power Attack, Uncanny Dodge (Auditory) Powers: Device 9 (Hard to lose) . . Damage 5 (DC 20; Autofire 3 (interval 1, max +10)) . . . . Blast 15 (Alternate; DC 30; Distracting; Indirect 3 (any point, any direction), Variable Descriptor 2 (Broad group - Technology)) . . Flight 4 (Speed: 100 mph, 880 ft./rnd) . . Immunity 9 (disease, enviromental conditions (all), poison, suffocation (all)) . . Protection 7 (+7 Toughness) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8) Attacks: Blast 15, +5 (DC 30), Damage 5, +15 (DC Staged/Tou ), Unarmed Attack, +5 (DC 18) Defense: +10 (Flat-footed: +3), Knockback: -5 Initiative: +2 Drawbacks: Normal Identity, common, Don The Armour, Vulnerable, common, moderate, Electricity Languages: Arabic, English, Greek, Japanese, Russian Totals: Abilities 40 + Skills 26 (104 ranks) + Feats 18 + Powers 36 + Combat 20 + Saves 17 - Drawbacks 7 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Note: Dragonfly totem who wears power armour rather than developing physical characteristics, like some of spiderman's enemies, intended to be a modern day samurai potential complications galore, oath of loyalty to the emperor (or lack thereof if she's a Ronin.), code of conduct and heavy expectations.
  17. -REDACTED- Gonna take another less rushed crack at squirrel girl
  18. Janus Hightower Power Level: 10; Power Points Spent: 150/150 STR: +8 (26), DEX: +0 (10), CON: +5 (20), INT: +0 (10), WIS: +2 (14), CHA: +6 (22) Tough: +5/+10, Fort: +8, Ref: +5, Will: +10 Skills: Bluff 8 (+14), Diplomacy 8 (+14), Gamble 8 (+10), Gather Information 8 (+14), Intimidate 8 (+16), Knowledge (business) 8 (+8), Knowledge (civics) 8 (+8), Knowledge (streetwise) 8 (+8), Knowledge (tactics) 8 (+8), Language 4 (+4), Notice 8 (+10), Sense Motive 8 (+10) Feats: Accurate Attack, Attack Focus (melee) 3, Attack Specialization (Unarmed Attack), Benefit 3 (Status), Benefit 3 (Wealth), Connected, Contacts, Dodge Focus 3, Fearless, Improved Critical 2 (Strike 2), Improved Grab, Improved Grapple, Improved Pin, Improved Trip, Move-by Action, Power Attack, Stunning Attack, Takedown Attack Powers: Cane (Device 1) (Easy to lose) . . Strike 2 (DC 25, Feats: Improved Critical 2 (Strike 2); Mighty) Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate) Morph 2 (morph: single appearance, +10 Disguise) Nanoweave Kevlar Armor (Device 1) (Hard to lose) . . Protection 5 (+5 Toughness) Speed 2 (Speed: 25 mph, 220 ft./rnd) Attack Bonus: +7 (Ranged: +7, Melee: +10, Grapple: +23) Attacks: Strike 2, +10 (DC 25), Unarmed Attack, +12 (DC 23) Defense: +10 (Flat-footed: +4), Size: Large, Knockback: -9 Initiative: +0 Languages: Chinese (Mandarin), English, Romanian, Russian, Spanish Totals: Abilities 30 + Skills 23 (92 ranks) + Feats 25 + Powers 24 + Combat 32 + Saves 16 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: A reformed kingpin of crime, using an expensive biotech process to give himself a "new face" to escape the infamy his true one holds Janus has set himself to bringing down his former associates, a man with a taste for the finer things in life he has since turned several of his cover facilities into legitimate businesses. What is there to say, the man is a miniature powerhouse who enjoys using his wits, wealth and physical strength in equal measure to take his chosen foes apart on all levels, at strength 26 he's above Peak human so you might want to make him something other than a ordinary human (there is nothing meek about this mortal eitherway.) a minor mutation or indeed some strange technology he's sampled personaly back in his darker days. So, why'd he turn from his life of crime? Could be many reasons, Maybe he was betrayed and came to realize the life he built himself had brought him wealth but not happiness, maybe he's disgusted by the less savoury crimes his former comrades used to commit, Maybe he found love and seeks to shield them from the wickedness of his past? maybe some combination, betrayed by underlings when he shows "weakness" in falling in love, he now takes steps to protect them and make peace with his past, he's made himself from nothing before, he can do so again. whatever the case, he knows well enough he can't walk away from this deadly game just yet; He needs to win it first.
  19. Secret Symbiot Power Level: 10; Power Points Spent: 150/150 STR: +10 (14/30), DEX: +2 (14), CON: +6 (12/22), INT: +2 (14), WIS: +2 (14), CHA: +2 (14) Tough: +6/+11, Fort: +8, Ref: +5, Will: +8 Skills: Bluff 8 (+10), Computers 8 (+10), Diplomacy 4 (+6), Disable Device 8 (+10), Gather Information 8 (+10), Intimidate 4 (+6), Investigate 8 (+10), Knowledge (tactics) 4 (+6), Knowledge (technology) 4 (+6), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Search 8 (+10), Sense Motive 8 (+10), Stealth 8 (+10) Feats: Contacts, Dodge Focus 2, Hide in Plain Sight, Improved Critical 2 (Natural weapons (Damage 3)), Improved Grapple, Skill Mastery (Bluff, Diplomacy, Computers, Knowledge Technology) Powers: Symbiote (Device 17) (Hard to lose, Only you can use) . . Enhanced Constitution 10 (+10 CON) . . Enhanced Strength 10 (+10 STR) . . Immunity 7 (enviromental conditions (all), suffocation (all)) . . Protection 5 (+5 Toughness) . . Shapeshift 6 . . . . Alien Apex Predator (Power Setting) (Powers: Additional Limbs 3, Elongation 2, Enhanced Strength 6, Enhanced Trait 4, Natural weapons (Damage 3), Speed 2, Super-Movement 3) . . . . . . Additional Limbs 3 (5 extra limbs; +3 to Grapple when not using Imp. Grapple, Feats: Improved Grapple) . . . . . . Elongation 2 (Elongation: 10 ft., range incr 20 ft., +2 Escape & Grapple) . . . . . . Enhanced Strength 6 (+6 STR) . . . . . . Enhanced Trait 4 (Traits: Defense Bonus +2 (+9)) . . . . . . Natural weapons (Damage 3) (DC 28, Feats: Improved Critical 2 (Natural weapons (Damage 3)); Mighty (+10 to damage), Variable Descriptor (Narrow group - bludegoning, Slashing Or piercing)) . . . . . . Speed 2 (Speed: 25 mph, 220 ft./rnd) . . . . . . Super-Movement 3 (wall-crawling 3 (full speed, sticky)) . . Super-Senses 5 (accurate: Scent, analytical: Scent, danger sense: Scent, scent) Power Settings: Alien Apex Predator (Power Setting) (Powers: Additional Limbs 3, Elongation 2, Enhanced Strength 6, Enhanced Trait 4, Natural weapons (Damage 3), Speed 2, Super-Movement 3) Giant Form (Power Setting) (Powers: Growth 8, Super-Strength 2) Attack Bonus: +7 (Ranged: +7, Melee: +7, Grapple: +17/+19) Attacks: Natural weapons (Damage 3), +7 (DC Staged/Tou ), Unarmed Attack, +7 (DC 25) Defense: +7/+9 (Flat-footed: +4), Knockback: -5 Initiative: +2 Drawbacks: Vulnerable, common, moderate, Fire, Vulnerable, common, moderate, Sonics Languages: Chinese (Mandarin), English, German, Korean, Russian Totals: Abilities 22 + Skills 24 (96 ranks) + Feats 5 + Powers 70 + Combat 24 + Saves 11 - Drawbacks 6 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Note: All the talk about venom in the chat inspired this build, not sure how kosher it is but i think i got most of his stuff down in the suit and its two preset configurations. Without the symbiote she's pretty much a bystander, Not sure how without it she is without the normal identity flaw; but the intent is that she's got the symbiote on her person all the time and its a reaction to hook up to it, that it is a removable device is to show they can currently be seperated with comparatively little effort. For this one i'd be tempted to keep them at PL10 and render the symbiote a container, gaining a complication that removal past that point is traumatic and potentially fatal for the symbiote or its host. maybe push into PL12 once the human mind's limitations are transcended by the dual core proccessor mind they've got going on. (id honestly have the more alien forms crop up when the symbiote is the driving force or vice versa and keep the more basic ones, like growth to the human as suddenly gaining or loosing limbs would prove traumatic/stressful.)
  20. Master Maker Power Level: 10; Power Points Spent: 150/150 STR: +11 (32), DEX: +0 (10), CON: +10 (30), INT: +10 (30), WIS: +2 (14), CHA: +0 (10) Tough: +15, Fort: +10, Ref: +5, Will: +8 Skills: Craft (mechanical) 4 (+14), Craft (structural) 4 (+14), Knowledge (arcane Lore) 15 (+25), Knowledge (earth sciences) 4 (+14), Knowledge (physical sciences) 4 (+14), Notice 8 (+10), Sense Motive 8 (+10) Feats: Artificer, Attack Specialization 2 (Unarmed Attack), Improved Sunder, Improvised Tools, Ultimate Effort (Knowledge (Arcane Lore)) Powers: Density 8 (+16 STR, +4 Toughness, Weight Multiplier: x5, Adds: Immovable 2, Super-Strength 2; Permanent; Innate) . . Immovable 2 (Resist Movement: +8, Resist Knockback: -2) . . Super-Strength 2 (+10 STR carry capacity, heavy load: 4.2 tons; +2 STR to some checks) Device 9 (Easy to lose, Only you can use (The worthy can lift)) . . Array 15 (default power: probability control) . . . . - Linked Powers - . . . . . . Damage 10 (Linked; DC 25; Cone Area (100-5000 ft. cone - General), Selective Attack; Action (full), Distracting; Progression, Increase Area 5 (area x50)) . . . . . . Trip 10 (Linked; Cone Area (100-5000 ft. cone - General), Knockback, Selective Attack; Action (full), Distracting, Range (touch); Progression, Increase Area 5 (area x50)) . . . . Blast 13 (Array; DC 28; Accurate (+2), Indirect 3 (any point, any direction)) . . . . Corrosion 15 (Array; DC 30; Distracting; Incurable, Reversible) . . . . Supremacy (Probability Control 15) (Default; Minimum Result: 15; Limited 2 (Using Artificer Feat)) . . . . Transform 15 (Array; affects: broad > broad - inanimate > inanimate, Transforms: 50000 lbs., DC 25; Action (full), Distracting, Range (touch)) . . Enhanced Trait 2 (Feats: Improved Sunder, Improvised Tools) . . Flight 1 (Speed: 10 mph, 88 ft./rnd) . . Shield 2 (+2 dodge bonus) . . Strike 4 (DC 30; Mighty) Immunity 1 (aging) Protection 1 (+1 Toughness) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +16/+18) Attacks: Blast 13, +7 (DC 28), Corrosion 15, +5 (DC Fort/Tou ), Damage 10 (DC Staged/Tou ), Strike 4, +5 (DC 30), Transform 15, +5 (DC Fort 25), Trip 10 (DC 20), Unarmed Attack, +9 (DC 26) Defense: +5 (Flat-footed: +2), Knockback: -11 Initiative: +0 Languages: Native Language Totals: Abilities 50 + Skills 12 (47 ranks) + Feats 4 + Powers 57 + Combat 16 + Saves 11 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Partialy a thor expy and partialy an attempt to make regular and moderate use of the artificer feat, this guy could potentially have made his own hammer (though it would take him 2hp) and what a hammer it is, one capable of hitting objects so hard they they turn into other things, not just iron bars into iron other stuff, but potentialy iron bars into peppermints! Corrode 15 is heavy but its channelling Thor's mountain smashing blows, generally its not something you use on thugs...or any unacceptable targets at all, save it for a crowning moment of awesome. the linked power was an attempt to recreate saurons mace shockwave thing, though they're selective its mostly so he can make heavy use of it, id fully expect a gm to have the shockwave cause unintended affects as much as a missed blast might with the accident complications or even as a crop up thing (don't want to go tripping the tunnel's ceiling do we ?) and it is a selective effect in the BFME2 game (never hits your own guys, unlike that balrog/smaug summon) So who is this? maybe a son of vulcan...maybe a member of a ancient alien race who go around laying the foundations for entire worlds, maybe a not!dwarf (its a density thing ask any star!) whos made his own mjolnir.
  21. Arnarsaq Power Level: 10; Power Points Spent: 150/150 STR: +15 (24/40), DEX: +0 (10), CON: +10 (22/30), INT: +0 (10), WIS: +2 (14), CHA: +0 (10) Tough: +15, Fort: +10, Ref: +5, Will: +8 Skills: Bluff 8 (+8), Concentration 8 (+10), Diplomacy 8 (+8), Intimidate 8 (+12), Knowledge (history) 5 (+5), Knowledge (theology & philosophy) 5 (+5), Language 2 (+2), Notice 8 (+10), Sense Motive 8 (+10) Feats: Attack Focus (melee) 2, Dodge Focus 2, Improved Grab, Improved Grapple Powers: Array 15 (default power: snare) . . Environmental Control 15 (Array; cold (extreme), Radius: 250000 ft.; Selective Attack; Range (touch)) . . Illusion 8 (Array; affects: 1 type + visual - visual + auditory, DC 18; Progression, Area 6 (500 ft. radius)) . . Snare 10 (Default; DC 20; Cone Area (100 ft. cone - General), Constricting; Range (touch)) Growth 8 (+16 STR, +8 CON, +2 size categories) Immunity 5 (aging, disease, environmental condition: Cold, environmental condition: Hot, poison) Protection 5 (+5 Toughness) Super-Senses 2 (darkvision) Attack Bonus: +3 (Ranged: +3, Melee: +5, Grapple: +30) Attacks: Snare 10 (DC Ref/Staged 20), Unarmed Attack, +5 (DC 30) Defense: +5 (Flat-footed: +2), Size: Medium/Huge, Knockback: -15 Initiative: +0 Languages: English, German, Icelandic Totals: Abilities 30 + Skills 15 (60 ranks) + Feats 6 + Powers 68 + Combat 20 + Saves 11 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Based on a NPC of Black Knights, Icelandic Lady of mixed heritage, Partialy nordic and native american, thought it might be intresting if she had distant mystic ancestors on both sides, in this case a frost giant (Jotuns are apparently nature spirits in general...guess that explains why two frost giants can make a wolf a snake and a half undead lady.) and a trickster figure (which im not sure.) Her giant size could potentialy be made a part of a shapeshifting array if you wanted to put her more into the trickster aspects but i personaly like punching people really hard.
  22. Ozmodeus Power Level: 10; Power Points Spent: 150/150 STR: +3 (16), DEX: +2 (14), CON: +5 (20), INT: +3 (16), WIS: +2 (14), CHA: +5 (20) Tough: +10/+15, Fort: +8, Ref: +5, Will: +8 Skills: Bluff 8 (+13), Diplomacy 8 (+13), Gather Information 8 (+13), Intimidate 8 (+13), Knowledge (arcane Lore) 8 (+11), Knowledge (theology & philosophy) 4 (+7), Notice 8 (+10), Search 4 (+7), Sense Motive 8 (+10), Stealth 8 (+10) Feats: Dodge Focus 2, Fearless, Improved Trick, Set-Up, Skill Mastery (Notice, Sense Motive, Diplomacy, Bluff) Powers: Array 20 (default power: blast) . . Blast 15 (Default; DC 30; Autofire (interval 2, max +5); Distracting; Homing 2 (2 attempts), Indirect 3 (any point, any direction), Precise, Ricochet 2 (2 bounces), Variable Descriptor 2 (Broad group - Magic)) . . Create Object 12 (Array; Max Size: 12x 25' cubes, DC 22; Duration (continuous); Precise, Progression, Object Size 2, Subtle (subtle)) . . Disintegration 15 (Array; DC 30; Penetrating [5 ranks only]; Action (full), Distracting; Incurable, Precise, Reversible) . . Illusion 9 (Array; affects: all sense types, DC 19; Progression, Area 4 (100 ft. radius)) . . Telekinesis 10 (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50-2500 ft. radius - General); Precise, Progression, Increase Area 5 (area x50), Selective, Subtle (subtle)) . . Teleport 8 (Array; 800 ft. as move action, 2000 miles as full action; Accurate, Portal) . . Transform 10 (Array; affects: broad > broad - inanimate > inanimate, Transforms: 1000 lbs., DC 20; Duration (continuous); Action (full), Distracting) Flight 1 (Speed: 10 mph, 88 ft./rnd) Force Field 5 (+5 Toughness) Protection 5 (+5 Toughness) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +8) Attacks: Blast 15, +5 (DC 30), Disintegration 15, +5 (DC Fort/Tou ), Transform 10, +5 (DC Fort 20), Unarmed Attack, +5 (DC 18) Defense: +5 (Flat-footed: +2), Knockback: -7 Initiative: +2 Languages: English Totals: Abilities 40 + Skills 18 (72 ranks) + Feats 6 + Powers 58 + Combat 16 + Saves 12 + Drawbacks 0 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Pretty proud of this one; got the physical stats to go with the mystic jumbo mumbo for a balor's brat. Alternate Version
  23. Draconic Scion Power Level: 10; Power Points Spent: 150/150 STR: +15 (24/40), DEX: +0 (10), CON: +10 (22/30), INT: +0 (10), WIS: +2 (14), CHA: +4 (18) Tough: +15, Fort: +10, Ref: +5, Will: +8 Skills: Bluff 6 (+10), Diplomacy 4 (+8), Gather Information 6 (+10), Intimidate 4 (+12), Knowledge (arcane Lore) 8 (+8), Knowledge (art) 8 (+8), Knowledge (business) 8 (+8), Language 4 (+4), Medicine 4 (+6), Notice 8 (+10), Search 8 (+8), Sense Motive 8 (+10) Feats: Benefit (Wealth), Dodge Focus 2, Fearless, Improved Grab, Interpose Powers: Dragon Form (Container, Active 6) . . Flight 3 (Speed: 50 mph, 440 ft./rnd; Power Loss (When Wings Are Bound)) . . Growth 8 (+16 STR, +8 CON, +2 size categories) . . Super-Senses 1 (infravision) Firebreath (Damage 10) (DC 25; Cone Area (100 ft. cone - General); Distracting) Immunity 4 (aging, disease, poison, sleep) Protection 5 (+5 Toughness) Super-Senses 6 (accurate: Scent, counters illusion: Vision, extended: Scent 1 (-1 per 100 ft), scent) Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +30) Attacks: Firebreath (Damage 10) (DC Staged/Tou ), Unarmed Attack, +5 (DC 30) Defense: +5 (Flat-footed: +2), Size: Medium/Huge, Knockback: -15 Initiative: +0 Drawbacks: Vulnerable, common, moderate, Cold Languages: Draconic, English, French, German, Romanian Totals: Abilities 38 + Skills 19 (76 ranks) + Feats 6 + Powers 55 + Combat 24 + Saves 11 - Drawbacks 3 = 150 Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Second Edition is ©2005-2014 Green Ronin Publishing, LLC. All rights reserved. Notes: Not a lot to say about this one, Don't really like it, Infravision is in the dragonform because i imagine its dependant upon the physical make up of his eyes.
  24. Ulysses winces as the tombstone is brought to bare like a cudgel on the squishy fungus creature, causing it to flatten and split along its mass, spraying its putrid fluids in lame jets that stain the grave dirt. "if it isn't it probably wishes it was...sorta glad its a shroom now...there'd have been a nasty *hrk* Crunch otherwise..." Ulysses says in reply as he dusts his hands off, not so much because they were dirty as because the creatures foulness disgusted him to such a degree he was honestly on the verge of agreeing with the spirit of Industrial strength migrains about them needing to be addressed, but at the same time it was a living thing, simple as it was and not minding about something not sentient was uncomfortably close to not minding if it was not human. "Might wanna put that back before someone notices its missing." he says with a slight shiver "Call me superstitious but its bad luck to mess with tombstones."
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