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Sandman XI

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Player Name: Sandman XI

Character Name: The Feeling

Power Level: 7 (101/105PP)

Trade-Offs: -3 Attack / +3 Damage, +1 Defense / -1 Toughness

Unspent Power Points: 4

Progress To Gold Status: 0/90

In Brief: A psychic psychiatrist

Alternate Identity: Jeremy Peterson

Identity: Secret

Birthplace: Freedom City

Occupation: Psychiatrist

Affiliations: None

Family: mother, father, a couple of cats

Description:

Age: 26 (DoB: December 13, 1984)

Apparent Age: mid twenties

Gender: Male

Ethnicity: Caucasian

Height: 6'3"

Weight: 185 lbs.

Eyes: blue

Hair: brown

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 0 + 6 + 6 + 4 + 10 + 4 = 30PP

Str 10 (+0)

Dex 16 (+3)

Con 16 (+3)

Int 14 (+2)

Wis 20 (+5)

Cha 14 (+2)

Combat: 4 + 8 = 12PP

Initiative: +3

Attack: +4 Melee, +2 Ranged

Grapple: +4

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -3, -1 without Force Field

Saving Throws: 2 + 2 + 2 = 6PP

Toughness: +6 (+3 Con, +3 Force Field)

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

Reflex: +5 (+3 Dex, +2)

Will: +7 (+5 Wis, +2)

Skills: 32R = 8PP

Bluff 3 (+5)

Concentration 5 (+10)

Diplomacy 3 (+5)

Knowledge (behavioral sciences) 3 (+5)

Knowledge (life sciences) 3 (+5)

Notice 5 (+10)

Medicine 5 (+10)

Sense Motive 5 (+10)

Feats: 6PP

Attack Focus (melee) 2

Dodge Focus 4

Powers: 23 + 3 + 13 = 39PP

Emotion Control Array 11 (Power Feats: Alternate Power 1) [23pp]

BE: Emotion Control 7 (Extras: Something; Power Feats: Subtle) [22/22]

AP: Damage 10 (Extras: Alternate Save [Will]; Power Feats: Variable Descriptor [any one emotion]) [21/22]

Force Field 3

Super-Senses 13 (Mental [Accurate, Acute, Radius, Ranged], Danger Sense [Mental], Detect Mood [Mental], Detect Physical Condition [Mental], Uncanny Dodge [Mental]) [13pp]

Drawbacks: (-0) + (-0) = -0PP

DC Block


ATTACK              RANGE          SAVE                      EFFECT

Unarmed             Touch          Toughness 15 (Staged)     Damage (Physical)

Emotion Control     Perception     Will      17              Emotion Changed

Damage              Touch          Will      25 (Staged)     Damage (Mental)

Totals: Abilities (30) + Combat (12) + Saving Throws (6) + Skills (8) + Feats (6) + Powers (39) - Drawbacks (0) = 101/105 Power Points

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  • 9 months later...

Player Name: Sandman XI

Character Name: Magus

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Gold Status: 0/90

In Brief: Genius Bruiser, Novice Mystic

Alternate Identity: Joshua Rose

Identity: Secret

Birthplace: Pensacola, Florida

Occupation: Self-Employed Occult Sales

Affiliations: None

Family: Darius (father, 48), Georgia (mother, 43), Summer (step-mother, 24), Taylor (half-sister, 4), Desi and Deva (cats)

Description:

Age: 24 (DoB: December 13, 1987)

Apparent Age: Mid twenties

Gender: Male

Ethnicity: African-American

Height: 6'4"

Weight: 220 lbs

Eyes: Brown

Hair: Black

Power Descriptions: Josh can do magic of different sorts, he just has to go through some pride and pageantry to do so. A magical word followed by some arcane handwaving mixed with a spell component and then BAM instant spell. He has fighting spells which can blow up things or disintegrate things. Healing spells which can restore health, mental spells that can control minds, and movement spells that can move others around or teleport them to another place.

His jacket is protected by magical runes. on they outside it looks like a normal black leather jacket. On the inside it's covered with gold and silver writing. This makes it hard as a breastplate.

History: Josh's family was big into sports. They wanted their boy to be the next Emmit Smith or Ken Griffey Jr. It's a southeastern thing. Sports are basically a religion down here. Anyway, from the time he was able to walk they were teaching Josh how to throw the ball. Football and baseball mostly. They tried him in basketball later on and his body type wan't suited for it. Still, sports loving family members were riding high on their future pitcher and/or quarterback.

Even though Josh showed aptitude for sports, what he really loved to do was learn things. He loved teaching things. It was a great bif cycle of knowledge for him. While physically he developed at the same rate as other kids his size, his brain lead him to other pursuits in the mean time. He could have skipped most of elementary and middle school all together, but his parents made him stay for the sports programs.

Josh always felt alone in a crowd. He knew his mother and father loved him, but he also knew they saw him as a meal ticket. Friends weren't easy to come by either. It was hard talking to the other kids about new and interesting things when they were all busy busting head. He understood. You can lead a horse to water, but you can't make him drink What really frustrated Josh is that the more academically inclined students wrote him off as a "sports prodigy". Meaning they thought he was flying through classes because the teachers wanted to see him play.

So outcast by both sides, he barely had any friends. Just hangers on as usual sports players do. High school was when this truly kicked into high speed. He was a dual sports player. He was a pitcher and a quarterback. He wasn't starring in either role, but he could if he wanted. Josh slacked a bit. Always playing the follow up to the more popular guys. Life was terribly drull those few years. Though when the scouts started scouting, he was offered many offers in both sports. Naturally "sports guys" didn't get "smart guy" scholarships.

His hopes and dreams of college anywhere vanished one evening He was driving home late one night It was a deserted road and a truck that had apparently fallen asleep at the wheel slammed into his tiny little Kia. The truck driver found Josh unconcious and nearly dead. When Josh got to the hospital he was hooked up to machines and put on life support. He wasn't expected to make it, but miraculously he did. He would just have a few scrapes and bruises, oh, and a back problem that would last him the rest of his life. Needless to say, his sporting days were over.

This was a dark time in Josh's family life. After the crash his mother and father, though they still cared for their only son, obviously saw their dreams go up in flames. This did not wear well on them either. They began to grow apart. Fighting and fussing ensued over the next year or two. It all came to a head when his father was caught cheating with a woman half his age (someone Josh went to school with no less). It was awkward. The divorce was quick. His mother continued her spiral into alcohol brought on by Josh's injury. He was old enough to move out on his own at this time. And bad back be damned, he was getting away from this mess.

Josh signed up for state college. He had to borrow money from the government to pay his bills there (and to this day he still owes them). He majored in history. People in college were much more accepting of him as a person. They didn't care that he knew how to play sports well, they appreciated his brain. Josh was overjoyed. In fact his smarts so impressed one group, they invited him to join them.It was a quirky bunch, but Josh fit right in with them. Sooner than later, Josh found out this was a "cult". In parenthesis because they didn't worship any false god, they just studied the arcane and occult arts. Josh was impressed and looked at this as a chance to learn more about the world.

He was a natural at this type of thing. rising through the ranks of the club effoortlessly. One perk was that, what modern science couldn't fix, magic helped lessen the blow. HIs back was still tore up, but he didn't have to take pain meds anymore. It was when his initiation into the final circle where his life truly got flipped upside down. The final test was to summon and bind a Force of Nature. This was not going to be an easy cherrypicking task. Unfortunately it went about as well as expected, but something worse came out of this. He summoned the force but the binding was faulty and the force escaped. The demon only known by the name Quasayrakthero (not it's true name) Possessed JOsh instead of the harmless animal it was supposed to. Quickly incapacitating everyone at the riual, Quasayrakthero demanded to be taken to Freedom City and let free or he would use Josh's body to murder everyone here. Josh was stuck between a rock and a hard place. Let a demon free in the world or commit multiple counts of murder.

Josh relented and took the demon to Freedom as it said and set it free from his body. This is not the end of the story of course. Josh got in touch with his club back home and they gave him a few contacts in Freedom. Josh was going to fix the mistake he made.

Personality & Motivation: Josh is a very talkative person once you get to know him. He just loves to talk. Some say that he just likes the sound of his own voice, but Josh is just a personable type of guy trying to know a little bit about everything and everyone. He's a nice enough fellow and once he gets the message that he needs to shut up he will. He's a big trivia buff and sports player also. He likes to test himself physically and mentally. Sometimes both at the same time. All in the name of having a good time.

Josh's first and foremost motivation is demon hunting. He feels guilt over letting a demon free not knowing where it is. So he hunts them wherever they may be. Otherwise, he keeps the city safe from criminal and/or villainous threats.

Powers & Tactics: Josh has two modes of fighting. His high school days taught him to throw anything he could get in his hands hard fast and accurately. Despite having a bad back the boy still has and arm like a canon. His magic on the other hand is mostly front and center fighting.

Complications:

Bad Back: Even though the magic takes the pain away, the injury is still there.

Demon Hunter: Josh is always on the lookout day and night for the demon he unwittingly released in Freedom City.

Spellcasting: If Josh is deprived of his hands or voice, he cannot cast his magical spells.

Worst of Both Worlds: Most people see him as a big dumb musclehead. Though when they get to know him, they see him as an overtalkative nerd.

Abilities: 6 + 2 + 2 + 14 + 14 + 0 = 38PP

Strength: 16 (+3)

Dexterity: 12 (+1)

Constitution: 12 (+1)

Intelligence: 24 (+7)

Wisdom: 24 (+7)

Charisma: 10 (+0)

Combat: 8 + 12 = 20PP

Initiative: +5

Attack: +4 Melee, +4 Ranged, +10 Magic, +10 Thrown

Grapple: +7

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -0/-2/-3/-5

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +1/+5/+6/+10 (+1 Con, +5 Protection, +4 defensive roll)

Fortitude: +4 (+1 Con, +3)

Reflex: +4 (+1 Dex, +3)

Will: +10 (+7 Wis, +3)

Skills: 100R = 25PP

Concentration 13 (+20)

Craft (artistic) 8 (+15)

Craft (chemical) 8 (+15)

Craft (structural) 8 (+15)

Knowledge (arcane lore) 8 (+15)

Knowledge (history) 8 (+15)

Knowledge (tactics) 8 (+15)

Notice 13 (+20)

Search 13 (+20)

Sense Motive 13 (+20)

Feats: 24PP

All-Out Attack

Artificer

Attack Specialization (Magic) 3

Attack Specialization (Thrown) 3

Defensive Roll 2

Dodge Focus 4

Improved Initiative

Jack of All Trades

Power Attack

Precise Shot

Ritualist

Throwing Mastery 5

Powers: 4 + 30 + 0 = 34PP

Device 1 (Runed Jacket; 5PP Container; Flaws: Hard-to-Lose) [4PP]

Protection 5 [5PP]

Device 7 (Spell Component Pouch; 35PP Container; Flaws: Hard-to-Lose; Feats: Restricted, Blah) [30PP]

Magic (30PP Array; Feats: Alternate Power 5) [35PP]
Base Power: Damage 10 (Extras: Area [burst], Selective Attack)

Alternate Power: Damage 10 (Extras: Linked) and Drain Toughness 10 (Extras: Affects Objects, Linked)

Alternate Power: Healing 10 (Extras: Total)

Alternate Power: Mind Control 10 (Extras: Duration [sustained])

Alternate Power: Move Object 10 (Extras: Range [Perception])

Alternate Power: Teleport 6 (Extras: Accurate, Portal)

Drawbacks: (-0) + (-0) = -0PP

DC Block

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 Power Points

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  • 5 weeks later...

Player Name: Sandman XI

Character Name: The Mist

Power Level: 10 (147/151PP)

Trade-Offs: None

Unspent Power Points: 4

Progress To Gold Status: 1/90 (silver earned by Wesley Knight)

In Brief: A graffiti artist inspired by Midnight, the golden age hero.

Alternate Identity: Cathrine Rose (birth name), Cat (nickname)

Identity: Secret

Birthplace: Freedom City, New Jersey

Occupation: Independently Wealthy

Affiliations: None

Family:

Description:

Age: 21 (DoB: December 13, 1990)

Apparent Age: early twenties

Gender: Female

Ethnicity: Caucasian

Height: 5'6"

Weight: 130 lbs.

Eyes: brown

Hair: brown

Power Descriptions:

History:

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP

Str 14 (+2)

Dex 16 (+3)

Con 16 (+3)

Int 14 (+2)

Wis 16 (+3)

Cha 14 (+2)

Combat: 8 + 8 = 16PP

Initiative: +2

Attack: +8 Melee, +4 Ranged

Grapple: +10

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4

Saving Throws: 3 + 3 + 3 = 9PP

Toughness: +8 (+3 Con, +1 jacket, +4 defensive roll)

Fortitude: +6 (+3 Con, +3)

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

Will: +6 (+3 Wis, +3)

Skills: 0R = 25PP

Acrobatics 12 (+15)

Bluff 8 (+10)

Craft (artistic) 8 (+10)

Gather Information 8 (+10)

Knowledge (popular culture) 8 (+10)

Knowledge (streetwise) 8 (+10)

Language 4 (French, Itallian, Spanish)

Notice 12 (+15)

Search 8 (+10)

Sense Motive 12 (+15)

Stealth 12 (+15)

Feats: 26PP

All-Out Attack

Attack Focus (melee) 4

Benefit 1 (Wealth 1)

Challenge (Fast Acrobatic Bluff)

Connected

Danger Sense (auditory)

Defensive Attack

Defensive Roll 3

Distract (Bluff)

Dodge Focus 4

Elusive Target

Equipment 1 (gas mask, leather jacket)

Improved Initiative

Power Attack

Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth)

Sneak Attack

Taunt

Uncanny Dodge (auditory)

Powers: 0 + 0 + 0 = 40PP

Device 1 (Power Knuckles, hard to lose)

Damage 4 (Extras: Mighty)

Device 9 (Mist Makers, hard to lose)

The Midnight Mists
BE: Damage 10 (Extras: Alternate Save [Fortitude], Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

AP: Fatigue 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

AP: Nauseate 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

AP: Paralyze 10 (Extras: Alternate Save [Fortitude], Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

AP: Stun 10 (Extras: Area [Cloud], Selective Attack; Feats: Progression [Cloud, 10 feet])

Drawbacks: (-0) + (-0) = -0PP

DC Block

Totals: Abilities (30) + Combat (16) + Saving Throws (9) + Skills (25) + Feats (26) + Powers (40) - Drawbacks (0) = 147/151 Power Points

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  • 3 weeks later...

Player Name: Sandman XI

Character Name: Grizzly Bear

Power Level: 10 (151/151PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 1/30

In Brief:

Alternate Identity: Joseph Smith

Identity: Public

Birthplace: The Wilds of Canada

Occupation: Unemployed

Affiliations: None

Family: John (father, 72), Maddie (mother, 62), 11 siblings (4 sisters, 7 brothers)

Description:

Age: 32 (DoB: December 13, 1979)

Apparent Age: early thirties

Gender: Male

Ethnicity: Caucasian

Height: 6'6"

Weight: 200 lbs

Eyes: Green

Hair: Brown

Power Descriptions: Grizzly Bear's powers make him very strong and very tough. So much is his strength, that he can leap over somethings in a single bound. On top of being strong and hardy, his aging process has seemed to stop.

History: Joseph's family were wilderness people. Traveling all over without the comforts of modern society. Still, they made their own. Joseph was the youngest of twelve children. Born during a harsh winter, they didn't expect him to live, but they gave Joseph the love and attention he needed. Much more than live, Joseph thrived! He took very early growing spurts. Though this was not among the men in his family, he grew very tall and healthy.

Growing up, Joseph was the physical type. He had a disdain for what he thought was "girly stuff". Mostly he would stick around with his father and brothers. When it came to hunting, that's what he enjoyed the most. The Smith family boys did not use guns, no, they learned how to chase things and take them down with handheld weapons. Joseph relished the hunt, but he prized himself in that he really didn't need a weapon at all. He would grapple his prey into a brutal submission.

During his early adult years, Joseph was tasked to go into town to get some supplies. It was one of those trips that would seal his fate. He noticed someone being assaulted. Leaping into action, he took the criminal down and subdued him. A wrestling scout saw this and approached Joseph, telling him he could use that skill. Joseph didn't think nothing of it, but the scout laid on the pitch thick. Joseph eventually met with the scout again.

Over the next few years, Joseph traveled the indies and eventually got his break on worldwide television. Unfortunately, while he had the skill of a wrestler and the look and voice of a champ, he just didn't have the "push". He would wrestle high profile matches, but he never really got much out of it. After a good decade he was future endevoured and quit the business all together.

(to be finished)

Personality & Motivation:

Powers & Tactics:


Complications:

Abilities: 8 + 6 + 8 + 0 + 6 + 6 = 34PP

Str 18/30 (+3/+10)

Dex 16 (+3)

Con 18/30 (+3/+10)

Int 10 (+0)

Wis 16 (+3)

Cha 16 (+3)

Combat: 8 + 8 = 16PP

Initiative +7

Attack +10 Melee, +4 Ranged

Grapple +22/+16

Defense +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback -5/-2

Saving Throws: 2 + 3 + 3 = 8PP

Toughness +4/+10 (+4/+10 Con, +0 [Other])

Fortitude +6/+12 (+4/+10 Con, +2)

Reflex +6 (+3 Dex, +3)

Will +6 (+3 Wis, +3)

Skills: 0R = 27PP

Acrobatics 12 (+15)

Climb 10 (+20)

Diplomacy 7 (+10)

Handle Animal 7 (+10)

Intimidate 12 (+15)

Language 1 (English, French [native])

Notice 12 (+15)

Sense Motive 12 (+15)

Stealth 12 (+15)

Survival 12 (+15)

Swim 10 (+20)

Feats: 34PP

Accurate Attack

Acrobatic Bluff

Acute Attack

Animal Empathy

Attack Focus (melee) 6

Attack Specialization (thrown) 3

Defensive Attack

Dodge Focus 6

Grappling Finesse

Hide In Plain Sight

Improved Grab

Improved Grapple

Improved Initiative

Improved Pin

Improved Trip

Improved Throw

Move-by Action

Power Attack

Skill Mastery 2 (Acrobatics, Climb, Intimidate, Notice, Sense Motive, Stealth, Survival, Swim)

Startle

Track

Powers: 12 + 12 + 1 + 3 + 4 = 32PP

Enhanced Constitution 12 [12PP]

Enhanced Strength 12 [12PP]

Immunity 1 (aging) [1PP]

Leaping 3 (x10) [3PP]

Super-Strength 2 (Effective Str 40) [4PP]

DC Block

Totals: Abilities (34) + Combat (16) + Saving Throws (8) + Skills (27) + Feats (34) + Powers (32) - Drawbacks (0) = 151/151 Power Points

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  • 1 year later...

Player Name: Sandman XI

Character Name: Epikos

Power Level: 10 (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Gold Status: 0/90

 

In Brief: The current errand runner for the Olympian gods. Uses his gifts to fight crime also.

Alternate Identity: Casey Young (birth name)

Identity: Public

Birthplace: Miami, Florida

Occupation: College Student

Affiliations: Olympians

Family:

Description

Age: 21 (DoB: December 13, 1992)

Apparent Age: early 20s

Gender: Male

Ethnicity: Black

Height: 6'2"

Weight: 212 lbs.

Eyes: Brown

Hair: Black

Power Descriptions: Epikos's powers are of the divine sort, being gifts from the Olympian pantheon. None of them are particularly showy except for Apollo's Smite. When Epikos uses it either his personal attack or the thing he throws glows bright golden.

History:

Personality & Motivation: Epikos is in the prime of his life. He's got a bit too much energy, some would say. While not quick to jump to conclusion, he's a quick judge of character and knows who he likes within a few moments of talking to them. While he's not scary intimidating, some of the things he says are meant to throw people off guard. None of it's meant to be a mean-spirited and he won't go too far with it, he just generally likes to see what makes people tick.

Epikos is using his blessings for good because he wants to do so. There's no other reason. He's been given a gift and wants to do right.

Powers & Tactics: Epikos uses his divine gifts to fight up close, smacking villains with the power of Zeus. It's not until things get really dangerous when he employs the smite of Apollo.


Complications

Identity: Epikos has to be open about it.

Responsibility: Epikos is tasked every so often by the Olympian gods to further their causes in the mortal realm.

Responsibility: Epikos attends Freedom City University and is working on a degree.

Reputation: Epikos is known as the errand runner of Olympus. What that means to people varies.

Abilities: 4 + 4 + 4 + 6 + 6 + 6 = 30PP

Str 14/20 (+2/+5)

Dex 14/20 (+2/+5)

Con 14/20 (+2/+5)

Int 16/20 (+3/+5)

Wis 16/20 (+3/+5)

Cha 16/20 (+3/+5)

Combat: 10 + 10 = 20PP

Initiative: +5 (enhanced), +2 (unenhanced)

Attack +10 (enhanced), +5 (unenhanced)

Grapple +15 (enhanced), +7 (unenhanced)

Defense +10/+5 (+5 Base, +5 Enhanced), +5/+2 Flat-Footed

Knockback -5/-2 (enhanced), -3/-1 (unenhanced)

Saving Throws: 3 + 3 + 3 = 9PP

Toughness +10/+7 (+5/+2 Con, +5 Protection)

Fortitude +8/+5 (+5/+2 Con, +3)

Reflex +8/+5 (+5/+2 Dex, +3)

Will +8/+6 (+5/+3 Wis, +3)

Skills: 40R = 10PP

Acrobatics 5 (+10SM)

Diplomacy 5 (+10SM)

Intimidate 5 (+10SM)

Knowledge (behavioral sciences) 5 (+10SM)

Knowledge (theology and philosophy) 5 (+10SM)

Notice 5 (+10SM)

Perform (oratory) 5 (+10SM)

Sense Motive 5 (+10SM)

Feats: 15PP

Acrobatic Bluff

Assessment

Challenge 2 (Fast Demoralize, Fast Startle)

Connected

Danger Sense (auditory)

Distract (Intimidate)

Fascinate (Perform)

Setup

Skill Mastery 2

Startle

Uncanny Dodge (auditory)

Powers: 7 + 25 + 12 + 3 + 18 = 66PP

Apollo's Smite (6pp array; Power Feats: Alternate Power 1) [7pp]

BE: Damage 5 (Power Feats: Mighty) {6/6}

AP: Enhanced Feats 6 (Throwing Mastery 5, Precise Shot) {6/6}

Ares's Tactics (Enhanced Attack 5, Enhanced Defense 5, Protection 5) [25pp]

Athena's Intuition (Enhanced Charisma 4, Enhanced Intelligence 4, Enhanced Wisdom 4) [12pp]

Hermes's Speed (2pp array; Power Feats: Alternate Power 1) [3pp]

BE: Speed 2 (25MPH) {2/2}

AP: Leaping 2 (x5) {2/2}

Zeus's Power (Enhanced Constitution 6, Enhanced Dexterity 6, Enhanced Strength 6) [18pp]

Drawbacks: (-0) + (-0) = -0PP

DC Block

Totals: Abilities (30) + Combat (20) + Saving Throws (9) + Skills (10) + Feats (15) + Powers (66) - Drawbacks (0) = 150/150 Power Points

Edited by Sandman XI
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