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TF1Wayfarer's Original Character Builds

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  • #16
    Re: TF1Wayfarer's Original Character Builds

    Warren Worthington IV
    PL 8

    Abilities (42 pts)
    Strength 2; Agility 4; Fighting 4; Awareness 2; Stamina 3; Dexterity 2; Intellect 2; Presence 2

    Defenses (11 pts)
    Dodge: 10/4
    Parry: 10/4
    Fortitude: 7
    Toughness: 6/3
    Will: 9

    Skills (20 pts)
    Acrobatics - 12
    Athletics - 3
    Close Combat: Mind Sword - 4
    Insight - 6
    Investigation - 2
    Perception - 4
    Persuasion - 5
    Stealth - 4

    Advantages (6 pts)
    Assessment
    Benefit (Ambidexterity)
    Set-up
    Teamwork
    Ultimate Effort (Acrobatics)
    Uncanny Dodge

    Powers (41 pts)
    Psionic Wings (Flight 6 [120 MPH, Wings])

    Enhanced Aerial Capabilities (Enhanced Defenses 12 [Dodge 6, Parry 6], Enhanced Traits 8 [Defensive Roll 3, Agile Feint, Evasion 2, Improved Initiative, Move-By Action], Limited to While Flying)

    Mind Sword
    -> Damage 8 [Resisted by Will]
    -> Damage 8 [Penetrating 5]

    Limited Telepathy (Mind Reading 8 [Limited to Surface Thoughts])

    Affiliations
    X-Teens (Current)

    Physical Description
    Age: 15
    Height: 5’11”
    Weight: 130 lbs.
    Eyes/Hair: Blue/Blonde (Half Dyed Purple)

    Comment


    • #17
      Re: TF1Wayfarer's Original Character Builds

      Marie Lebeau
      PL 8

      Abilities (40 pts)
      Strength 2; Agility 3; Fighting 4; Awareness 2; Stamina 2; Dexterity 2; Intellect 1; Presence 3

      Defenses (14 pts)
      Dodge: 6
      Parry: 9
      Fortitude: 4
      Toughness: 7/2
      Will: 4

      Skills (12 pts)
      Close Combat: Bo Staff - 8
      Deception - 4
      Intimidation - 3
      Persuasion - 3
      Sleight of Hand - 3
      Stealth - 3

      Advantages (7 pts)
      Daze (Deception)
      Fascinate (Deception)
      Evasion 2
      Takedown
      Teamwork
      Setup

      Powers (48 pts)
      Ability Bomb (Ranged Burst Area Damage 6 [30 ft radius] Linked to Variable 4 [limited to powers possessed by targets damaged])

      Bo Staff (Strength-Based Damage 2, Reach 2, Improved Trip, Easily Removable)

      Body Armor (Protection 5, Removable)

      Affiliations
      X-Teens (Current)

      Physical Description
      Age: 15
      Height: 5’8”
      Weight: 130 lbs.
      Eyes/Hair: Red/Brown

      Comment


      • #18
        Re: TF1Wayfarer's Original Character Builds

        Daniel Summers
        PL 8

        Abilities (30 pts)
        Strength 1; Agility 3; Fighting 3; Awareness 1; Stamina 2; Dexterity 1; Intellect 2; Presence 2

        Defenses (16 pts)
        Dodge: 6
        Parry: 6
        Fortitude: 7
        Toughness: 10/2
        Will: 6

        Skills (7 pts)
        Ranged Combat: Energy Projection - 5
        Intimidation - 3
        Perception - 3
        Persuasion - 3

        Advantages (4 pts)
        All-Out Attack
        Power Attack
        Setup
        Teamwork

        Powers (63 pts)
        Energy-Empowered Flight (Flight 4 [30 MPH])8

        Energy Field (Protection 8, Impervious 4)13

        Energy Projection
        -> Close Line Damage 10 (Line 2 [60 ft], Width 1[12 ft], Penetrating 10)
        -> Close Burst Area Damage 10 (Burst 2[125 ft], Penetrating 10)
        -> Move Object 10 (Perception Range, Precise)
        -> Ranged Damage 10 (Penetrating)


        Affiliations
        X-Teens (Current)

        Physical Description
        Age: 16
        Height: 6’0”
        Weight: 180 lbs.
        Eyes/Hair: Green/Green

        Comment


        • #19
          Re: TF1Wayfarer's Original Character Builds

          Eclipse (Ryan Hudson)
          PL 11 (165 PP)

          Abilities (40 pts)
          Strength 2; Agility 3; Fighting 2; Awareness 3; Stamina 2; Dexterity 3; Intellect 2; Presence 3

          Defenses (38 pts)
          Dodge: 13
          Parry: 13
          Fortitude: 11
          Toughness: 9
          Will: 11

          Skills (24 pts)
          Acrobatics - 6 (+9)
          Athletics - 6 (+8)
          Deception - 6 (+9)
          Investigation - 6 (+8)
          Perception - 6 (+9)
          Stealth - 6 (+9)

          Advantages (10 pts)
          Accurate Attack
          All-Out Attack
          Daze
          Defensive Roll 2
          Equipment 1 (Armored Costume - Protection 5)
          Extraordinary Effort
          Fearless
          Power Attack
          Taunt

          Powers (53 pts)
          Light and Darkness Control (32 PP Array)
          -> Blinding Beam (Ranged Cumulative Affliction 11 [Resisted by Dodge, Overcome by Fortitude: Visually Impaired > Visually Disabled > Visually Unaware]; limited to Vision, Variable Descriptor 1 [light, darkness], Accurate 4); 27 PP
          -> Eclipse Blast (Ranged Damage 11, Variable Descriptor 1 [light, darkness], Accurate 4); 27 PP
          -> Light Aura (Environment 3 [Bright Light, 120 ft]); 6 PP
          -> Darkness Aura (Burst Area Visual Concealment 4 Attack, Distance Rank +2 [120 ft]); 20 PP
          -> Banish Darkness (Burst Area Nullify Darkness 9 [Simultaneous]); 27 PP
          -> Suppress Light (Burst Area Nullify Light 9 [Simultaneous]); 27 PP

          Light Mastery (Immunity 20 [Light Effects, Darkness Effects]); 20 PP

          Flashlight (Feature 1 - project a small beam or cone of light, like a flashlight); 1 PP

          Affiliations
          Super Six (Current)
          Captain Prime [sidekick] (Former)

          Combat
          Blinding Beam: +11 to hit, Ranged Cumulative Affliction 11 (Dodge/Fort)
          Eclipse Blast: +11 to hit, Ranged Damage 11

          Physical Description
          Age: 20
          Height: 5’10”
          Weight: 175 lbs.
          Eyes/Hair: Blue/Blonde


          Complications
          Motivation - Recognition: As the newest member of the Super Six, Ryan is constantly trying to prove himself to the more experienced heroes. His drive to be useful can sometimes lead to unforeseen circumstances.

          Complication - Significant Other: Ryan’s girlfriend Christy is aware of his life as a superhero and supports him in his endeavors. However, she is all too eager to join him, and the fact that she has no powers can cause problems for them both.

          Background - Criminal Past: Ryan was something of a ne’er-do-well in his younger days. When he developed his powers, he decided to use them for good but his past catches up to him now and again.

          Backstory
          Ryan Hudson was always a rebellious youth, especially by southern Wisconsin standards. As a child, he was always testing the boundaries put forth by adults in his life, and eventually this led to him stealing a car at the age of 13. He fell in with a local gang not long after that and almost landed in juvenile hall more than once, but he somehow always escaped notice when the police closed in. One day he was involved in a robbery when he and his group were confronted by Captain Prime, a local vigilante. Prime zeroed in on Ryan after chasing the gang away from the convenience store. He cornered the young man and asked him why he was squandering his power. Confused, Ryan asked what he meant. Prime revealed to Ryan that he could sense a metahuman ability in him. It was at that point that Ryan realized that he was unconsciously darkening the area around himself, but that Prime could see through his concealment. Prime asked Ryan if he would like to train with him and use his powers for good. Amazed with how well Captain Prime treated him, Ryan agreed. He adopted the alias “Kid Prime” and fought crime with Captain Prime for almost a year, all the while training and learning more about his powers. Before long, an opening appeared on the Super Six and the team approached Captain Prime about joining their ranks. Captain Prime declined the offer, on the grounds that Ryan had the potential to be much greater than he; that his protege had eclipsed him. The Super Six discussed the possibility and interviewed Ryan, and when they saw potential in him, they extended a membership offer. Adopting the name Eclipse, Ryan now serves as the newest member of the world’s foremost super team.

          Comment


          • #20
            Re: TF1Wayfarer's Original Character Builds

            Pom-pain (Dr. Ellen Ramirez)
            PL 12 (180 PP)

            Abilities (30 pts)
            Strength 1; Agility 1; Fighting 2; Awareness 3; Stamina 2; Dexterity 2; Intellect 4; Presence 0

            Defenses (36 pts)
            Dodge: 10
            Parry: 10
            Fortitude: 12
            Toughness: 14/2
            Will: 12

            Skills (22 pts)
            Expertise: Archaeology - 16 (+20)
            Expertise: Paleontology - 16 (+20)
            Perception - 6 (+9)
            Persuasion - 6 (+6)

            Advantages (2 pts)
            Benefit 1 (Government Consultant)
            Languages (English, Spanish)

            Powers (90 pts)
            Earthen Armor (Protection 12, Impervious 13); 25 PP

            Tremorsense (Senses 1 [Ranged Touch, Acute, Analytical, Extended 2], -1 every 1,000 ft.); 5 PP

            Tunnelling (Burrowing 12 [250 MPH], Penetrating); 24 PP
            -> Earth Surfing (Flight 6 [60 MPH], Platform); 12 PP

            Earth Control (35 PP Array)
            -> Rock Blast (Ranged Damage 12, Accurate 5); 29 PP
            -> Terrakinesis (Move Object 12, 100 tons, Damaging, Limited to Earth); 24 PP
            -> Stone Scatter (Ranged Multiattack Damage 8, Accurate 5); 29 PP
            -> Earthen Constructs (Create Object 10 [1000 cu ft.], Impervious); 30 PP
            -> Earthen Weapons (Strength-based Damage 11, Accurate 5); 16 PP
            -> Golems (Summon 5, Active, Controlled, Multiple Minions 2 [4 minions]); 30 PP

            Affiliations
            Super Six (Current)
            USC (Current)
            U.S. Government (Current)

            Combat
            Rock Blast: +12 to hit, Ranged Damage 12
            Stone Scatter: +12 to hit, Ranged Multiattack Damage 8
            Earthen Weapons: +12 to hit, Strength-based Damage 12

            Physical Description
            Age: 45
            Height: 5’4”
            Weight: 145 lb.
            Eyes/Hair: Brown/Black



            Complications
            Secret Identity - Despite being a member of the world’s most famous superhero team, Dr. Ramirez keeps her civilian identity as a professor of paleontology and archaeology separate from her heroics.

            Caretaker - Ellen is the primary caretaker (and roommate) for her ailing mother, so she cannot spend much time away from home without plans in place for her care.

            Responsibility - Not only is Dr. Ramirez a professor at USC and a member of the Super Six, she is also one of the United States’ government most-used paleontology experts. As such, she frequently is put in positions where more than one group needs her help.

            Backstory
            Ellen Ramirez grew up in a large family in southern California. As a child, she was always interested in the outdoors and would frequently take walks in the state park near her home. This fascination led to her pursuing a career dealing with the outdoors. After finding that being a park ranger was not to her liking, she eventually found that field archaeology and paleontology were what she wanted to be doing. She spent many years traveling the world for various digs until the day when her abilities manifested. During a dig in Saudi Arabia a massive earthquake struck, resulting in her entire team being buried under tons of earth as the ground beneath them split open. Although her team was killed in the accident, Ellen was lucky enough to fall into a large cavern where she was trapped for two days. As she began to give up hope, she realized that it felt as though something was talking to her. Originally dismissing it as her brain slowly deteriorating, she eventually found that the source of the voice was the wall of the cavern. She pressed her ear to it, and the wall receded. Startled, she took a cautious step forward and the cavern retreated further. It didn’t take long for her to figure out that she was pushing the earth out of her way. She continued with measured steps as the walls around her looped upward until she emerged into the daylight of the desert. She managed to arrive at a small village and rest for a few days before beginning the journey back home. Once she arrived in the U.S., she began experimenting with her newfound powers whenever she could take time away from her ailing mother. To support them both, Ellen applied for a position with USC, where she now works as a professor of Paleontology and Archaeology. She is also frequently contacted by the U.S. government to serve as a consultant. After a year of experimentation, she began fighting crime in her neighborhood whenever she could find the time, adopting the alias Pom-pain. Recently, after the deaths/dissolution of the previous Super Six, Ellen was approached by Tomorrow Man about joining the new team. She accepted, and is now trying to juggle her increasingly chaotic life with her newfound responsibilities.

            Comment


            • #21
              Re: TF1Wayfarer's Original Character Builds

              Tomorrow Man (Samir Abboud)
              PL 10

              Abilities (52 pts)
              Strength 1; Agility 2; Fighting 6; Awareness 3; Stamina 2; Dexterity 3; Intellect 5; Presence 4

              Defenses (31 pts)
              Dodge: 12
              Parry: 12
              Fortitude: 9
              Toughness:8/2
              Will: 11

              Skills (25 pts)
              Acrobatics - 3
              Close Combat: Unarmed - 6
              Deception - 4
              Insight - 3
              Intimidation - 4
              Investigation - 4
              Perception - 4
              Persuasion - 8
              Technology - 3
              Treatment - 3
              Vehicles - 8

              Equipment
              HQ - Size: Large, Toughness 14, Features (Combat Simulator w/Illusions, Communications, Computer, Concealed, Defense System, Hangar, Gym, Isolated (Flying), Infirmary, Living Space, Personnel, Power System, Security System)
              T.P.C (Tomorrow Personnel Carrier) - Size: Huge(3), Strength 8, Flight 7[250 MPH], Protection 1, Impervious 5, Chaingun (Ranged Multiattack Damage 10)

              Advantages (37 pts)
              Equipment 15
              Defensive Roll 6
              Benefit 5 (Billionaire)
              Inspire 5
              Connected
              Contacts
              Chokehold
              Fast Grab
              Improved Grab
              Improved Hold
              Languages 1 (Arabic, English)

              Powers (4 pts)
              Immortality 2 (One week)

              Affiliations
              Super Six (Current)

              Physical Description
              Age: 40
              Height: 5’10”
              Weight: 180 lb.
              Eyes/Hair: Brown/Black

              Complications
              Motivation - Doing Good: Samir has seen most of what humanity has to offer, and he believes that the human race must be protected and allowed to flourish.

              Naive - Even though Samir has seen the worst humanity has to offer as well as the best, he still doesn’t fully grasp how awful people can be to one another.

              Backstory
              The son of a Saudi oil baron, Samir Abboud was born into a life of luxury. Throughout his childhood and adolescence he needed but to ask for something and it was given to him. Before long, he grew bored with his luxurious life and decided to travel the world. During his travels he met many people that came from far less opulent backgrounds and he was surprised to find that, while he had always been provided for, they seemed to be happier than he was. He spent months traveling, meeting new people and gaining a great appreciation for humanity. However, tragedy struck one day as he was traveling through Eastern Europe. He was robbed as he was traveling in the country, and in the ensuing scuffle Samir was killed. The panicked bandits dumped his body in a ditch and left him. A week later Samir awoke, disoriented and not truly believing what had happened. He approached the nearest house and explained what happened (mentioning the robbery but leaving out the part about being dead) and they permitted him to spend the night. While there the family explained to him that a gang had been terrorizing their town for months, and it looked as though he had been another victim. Samir told the family that he would repay them for their kindness, and he vowed that day to use his wealth and newfound power to help the world in any way he could. He returned home not long after, and set to work. He sent a sizable payment to the family that had taken him in, along with a promise to move them to any location they wanted, if they wished. He then started his grand undertaking; he would find people with abilities, people like him, to use their powers to better the world. He decided to start small with a team of six. He spent countless hours searching for metahumans the world over, researching them, getting an idea of who they were and what mattered to them. When he found a suitable candidate, he would approach them and offer them the chance to join him. Using his fortune and the best minds that it could buy, Samir built a base for his team high above the Earth, to symbolize the lofty ideals that he strives to uphold. To this day, Samir works with his team to travel the world, righting wrongs and doing everything he can to make the world a better place.

              Comment


              • #22
                Re: TF1Wayfarer's Original Character Builds

                Drakken (Siobhain O’Connor)
                PL 13 (195 PP)

                Abilities (46 pts)
                Strength 15/3; Agility 5; Fighting 2; Awareness 2; Stamina 15/3; Dexterity 3; Intellect 1; Presence 3

                Defenses (32 pts)
                Dodge: 9/15
                Parry: 9/15
                Fortitude: 15/3
                Toughness: 15/3
                Will: 11

                Skills (19 pts)
                Acrobatics - 15 (+20)
                Athletics - 4 (+19/+7)
                Deception - 3 (+6)
                Insight - 4 (+6)
                Perception - 4 (+6)
                Persuasion - 4 (+7)
                Stealth - 4 (-3/+9)

                Advantages (6 pts)
                Ultimate Effort: Acrobatics
                Instant Up
                Agile Feint
                Attractive
                Evasion 2

                Powers (92 pts)
                Draconic Transformation (Alternate Form - Move Action); 92 PP
                -> Draconic Body (Growth 12 [+12 Strength, +12 Stamina, 400 tons, +6 Intimidation, Speed 1, -12 Stealth Checks, -6 Dodge, -6 Parry, Size 2 {60 ft.}, Permanent, Innate] Impervious Toughness 9 Enhanced Advantage 9 [Close Attack 9]; Flight 5 [60 MPH, Wings]); 47 PP
                -> Dragon’s Breath (Close Cone Area Damage 15, Secondary Effect);45 PP
                ----> Fireball (Ranged Burst Area Damage 15); 45 PP

                Affiliations
                Super Six (Current)
                Ireland (Current)

                Combat
                Claws/Tail: +11 to hit, Damage 15
                Dragon Breath: Close Cone Area Damage 15, Secondary Effect

                Physical Description
                Age: 25
                Height: 5’0”
                Weight: 105 lbs.
                Eyes/Hair: Green/Red


                Complications
                Phobia - Being bound or constricted in any way will cause Siobhan to react erratically. It reminds her of being trapped in the wreckage of her car as she waited for paramedics to arrive.

                Family - Siobhain’s parents are fully aware of her powers and, although they do not want to tell their daughter how to live her life, are not fans of the fact that she puts herself in danger so often.

                Motivation: Patriotism - Siobhain has always felt a strong connection to her heritage and her people. Her desire to join the Olympic team was only an extension of this. Although she is a member of the Super Six, Siobhain frequently returns to her homeland to serve as its premiere protector and guardian. She can often be seen patroling the coasts in her dragon form.

                Backstory
                Siobhain O’Connor started life as a gymnast. She had aspirations to join the Irish Olympic team, and because of this she spent most of her early life training. She eventually won a national championship and was poised to make a run at the Olympics when tragedy struck. While driving one day, she was hit by a drunk driver and paralyzed from the waist down. She spent months in the hospital going through physical therapy before she was finally allowed to return home, but doctors told her that she would never walk again. The next few weeks were incredibly difficult for her. With the one thing that she spent her entire life working towards ripped from her so callously, she began to lose hope. She asked her parents to take her to the beach, secretly planning to roll herself off of the cliffs the moment she got a chance. Once they arrived at the rocky shore, Siobhain rolled to the top of a hill, steeled herself, and sped over the edge. As she fell, her body began to shift, growing ever-larger. Large wings unfurled from her back, and instead of falling she soared out over the water. Siobhain took several minutes to comprehend what had happened, before she turned and flew back to shore. She landed and turned back to her human form, sobbing as her parents ran to her aid. Over several days, Siobhain began experimenting with her ability and found that she could reliably control when the change would occur, but she would only ever turn into a dragon. A week after her brush with death, Samir Abboud arrived at her door and revealed that he had heard of her accident and subsequent discovery of her abilities. They spoke for several hours, and eventually Samir offered her a position with the Super Six. She initially refused due to her disability. He then told her that there was an experimental new surgery that may restore her ability to walk and that he would be willing to pay the bill. Her heart leapt, and she agreed to undergo the procedure. Several days later, she exited the operating room with feeling in her legs, and before long she was able to walk again. When Samir returned to see how she was faring, she excitedly told him that she would be honored to join his team.

                Comment


                • #23
                  Re: TF1Wayfarer's Original Character Builds

                  Faultline (Eric Douglas)
                  PL 11 (165 PP)

                  Abilities (32 pts)
                  Strength 1; Agility 2; Fighting 2; Awareness 3; Stamina 2; Dexterity 2; Intellect 2; Presence 2

                  Defenses (17 pts)
                  Dodge: 14/2
                  Parry: 14/2
                  Fortitude: 9
                  Toughness: 7/6/1
                  Will: 13

                  Skills (14 pts)
                  Close Combat: Unarmed - 14 (+16)
                  Ranged Combat: Thrown Weapons - 14 (+16)

                  Advantages (2 pts)
                  Equipment 1 (Armored Suit - Protection 5)
                  Defensive Roll 1

                  Powers (100 pts)
                  Analytical Mind (Enhanced Advantages 33 [Accurate Attack, Assessment, Improved Critical 12 {Unarmed 4, Improvised Weapons 4, Thrown Weapons 4}, Improvised Weapon 6 {Use Unarmed for Attacks, +5 Damage}, Precise Attack 4 [Ranged, Melee], Throwing Mastery 5, Ultimate Effort 3 {Insight, Investigation, Perception}, Well-Informed], Enhanced Skills 29 [Investigation 20, Insight 19, Perception 19], Quickness 10 [Limited to enhanced skill checks], Enhanced Defenses 24 [Enhanced Dodge 12, Enhanced Parry 12], Senses 4 [Acute, Analytical, Ranged Detect Weakness]); 95 PP

                  Exploit Weakness (Variable 1 [Limited to Enhanced Advantages that would be effective against a target]); 5 PP

                  Affiliations
                  Super Six (Current)

                  Combat
                  Unarmed/Improvised/Thrown Weapons: +16 to hit (crit on 15-20), Damage 6

                  Physical Description
                  Age: 22
                  Height: 6’0”
                  Weight: 195 lb.
                  Eyes/Hair: Brown/Black

                  Complications
                  Hunted by the Scorpions - Eric single-handedly caused more damage to the Scorpions, a gang is his hometown, than anything else in their history. They have not forgotten this.

                  Motivation: Justice - Eric believes that he is a force for the downtrodden and weak in the world, and he is driven to punish those who think of themselves as better than others.

                  Backstory
                  Eric Douglas grew up in a poor neighborhood in southern California. He was a quiet child who just wanted to focus on his schooling, and this resulted in him being targeted by bullies. He endured tomenting for most of his middle school career and parts of high school. One day when he was a senior his bullies, who had graduated to full-fledged gang member status, tried recruiting him to their gang. When he refused, they became incredibly aggressive and started to beat him up. As he was laying on the ground, he began to notice that certain parts of his attackers’ bodies were glowing different colors, and his body had parts glowing with matching colors. His instincts took over, and he lashed out with kicks, punches and a rock that was lying nearby. Each strike brought a glowing limb into the same color on his opponents bodies and they dropped in one hit. Eric stood and attempted to process what had happened. He had never so much as thrown a punch, yet he was able to strike his opponents in such a way as to render them incapacitated. He eventually learned that his sense had been enhanced to the point where he can read a situation or a person and find the optimal path to take (whether in combat or not). He did not act on this power much (only using it whenever it was most necessary) until he was approached by Tomorrow Man and asked to join the Super Six. He decided that he would use his powers to stop the bullies of the world from preying on those weaker than themselves.
                  Last edited by TF1Wayfarer; 06-26-2019, 11:26 AM.

                  Comment


                  • #24
                    Re: TF1Wayfarer's Original Character Builds

                    Metalhead (Jessie Masters)
                    PL 12 (180 PP)

                    Abilities (34 pts)
                    Strength 2; Agility 2; Fighting 3; Awareness 2; Stamina 2; Dexterity 2; Intellect 1; Presence 3

                    Defenses (35 pts)
                    Dodge: 10
                    Parry: 10
                    Fortitude: 12
                    Toughness: 12/2
                    Will: 12

                    Skills (17 pts)
                    Expertise: Musician - 10 (+11)
                    Insight - 8 (+10)
                    Intimidation - 8 (+11)
                    Persuasion - 8 (+11)

                    Advantages (13 pts)
                    Attractive
                    Connected
                    Equipment 2 (Heavily Armored Costume: Protection 10)
                    Fascinate (Expertise:Musician)
                    Inspire 5
                    Leadership
                    Set-Up
                    Teamwork

                    Powers (81 pts)
                    Setlist (76 PP Dynamic Array)
                    -> Crack the Skye (Flight 6 [120 MPH], Affects Others, Burst Area 2 [60 ft], Selective, Concentration); 30 PP/5ppr
                    -> Made to Heal (Healing 10, Burst Area 2 [60 ft], Selective, Energizing, Stabilizing, Persistent); 62 PP/6ppr + 2 flat
                    -> Symphony of Destruction (Weaken Toughness 12, Burst Area 2 [60 ft], Selective, Affects Objects Only); 48 PP/4ppr
                    -> Painkiller (Enhanced Defenses 10 [Enhanced Fortitude 10], Affects Others, Concentration, Burst Area 2 [60 ft.], Selective); 40 PP/4ppr
                    -> Sacred Mind (Enhanced Defenses 10 [Enhanced Will 10], Affects Others, Concentration, Burst Area 2 [60 ft.], Selective); 40 PP/4ppr
                    -> Thunderstruck (Burst Area Affliction 12 [Resisted and Overcome by Fortitude; Dazed > Stunned > Incapacitated], Burst Area 2 [60 ft.], Concentration, Progressive, Instant Recovery); 60 PP/5ppr
                    -> Rebel Yell (Burst Area Affliction 12 [Resisted and Overcome by Will; Dazed > Stunned > Incapacitated], Burst Area 2 [60 ft.], Concentration, Progressive, Instant Recovery); 60 PP/5ppr
                    -> Iron Man (Protection 10, Affects Others, Concentration, Burst Area 2 [60 ft], Selective); 60 PP/5ppr

                    Soundproof (Immunity 5 [Sonic Attacks]); 5 PP

                    Affiliations
                    Super Six (Current)
                    Steel Battalion (Former)

                    Combat
                    Thunderstruck: Burst Area Affliction 12 (Resisted and Overcome by Fortitude; Dazed > Stunned > Incapacitated)
                    Rebel Yell: Burst Area Affliction 12 (Resisted and Overcome by Will; Dazed > Stunned > Incapacitated)

                    Physical Description
                    Age: 29
                    Height: 5’9”
                    Weight: 195 lb.
                    Eyes/Hair: Blue/Dirty Blonde


                    Complications
                    Power Source - Music: Jessie’s powers are derived from music. He needs to be able to hear music (either his own or another’s) to activate his powers.

                    Secret: When Jessie’s powers manifested, he inadvertently hurt a lot of people, and killed four. He was never revealed to be the cause of their deaths, but he has realized it and he is still haunted by that fact.

                    Backstory
                    Jessie Masters grew up in a musical family. His father owned a music store and his mother was a prominent producer in southern California, so it was inevitable that he would eventually develop a love of music. He was immersed in all types and styles, but he learned early on that he was drawn to metal more than anything. Throughout his childhood he practiced guitar and his singing until he and a few of his school friends decided to start a band. They named themselves Steel Battalion (after their favorite video game series) and they enjoyed moderate success during high school, even going so far as to play a concert for their classmates. After graduation, they began touring Southern California, playing small clubs and concert halls while looking for a big break. Eventually they found it and they were picked up to headline a regional tour. During the first performance, tragedy struck. They were on their final song of the night and Jessie’s voice was growing higher and higher, building toward a final crescendo, when the entire crowd began screaming and clutching at their heads. Jessie turned and saw his band mates also writhing in pain and grabbing at their heads and all he could think was “What have you done?” before he blacked out. When he awoke, he learned that everyone at the concert had suffered some kind of psychic attack, and several people had died from it. Slowly realizing that he may have been the cause, Jessie told his band mates that he could no longer play and quit, vowing to never harm anyone again. Several years passed and during that time he never sang, until one day he was listening to some classical music as he was walking down the street and saw a young man get hit by a car. He rushed over with the intent to help the man but as Jessie touched him his shattered leg reset itself before his eyes and the man appeared to be no worse for wear. Shaken, Jessie ran back to his apartment to gather his thoughts. After some experimentation, he realized that he could cause a variety of different effects based solely on what type of music he was listening to. He honed his powers and, when he felt he had a strong handle on them, started using them to help people in his neighborhood. One year later, he was approached by Samir Abboud, who invited him to join the Super Six.
                    Last edited by TF1Wayfarer; 02-26-2018, 05:29 PM.

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                    • #25
                      Re: TF1Wayfarer's Original Character Builds

                      Replica (Sergio Augusti)
                      PL 12 (180 PP)

                      Abilities (24 pts)
                      Strength 0; Agility 2; Fighting 1; Awareness 2; Stamina 1; Dexterity 1; Intellect 2; Presence 3

                      Defenses (42 pts)
                      Dodge: 12
                      Parry: 12
                      Fortitude: 12
                      Toughness: 1
                      Will: 12

                      Skills (14 pts)
                      Deception - 9 (+12)
                      Insight - 10 (+12)
                      Persuasion - 9 (+12)

                      Advantages (6 pts)
                      Assessment
                      Diehard
                      Fearless
                      Benefit: Cypher
                      Fascinate (Deception. Persuasion)

                      Powers (94 pts)
                      Your Power Is Mine (Variable 9 [40 pts worth of powers belonging to people he can sense], Reaction, Quirk: Anything he copies is tinged red); 90 PP


                      Power Sense (Ranged Detect Powers, Accurate, Acute); 4 PP


                      Affiliations
                      N.E.M.E.S.I.S (Current)

                      Physical Description
                      Age: 30
                      Height: 5’11”
                      Weight: 210 lbs
                      Eyes/Hair: Brown/Brown

                      Complications
                      Motivation - Superiority: Replica believes that metahumans are the next step in human evolution, but also that you must earn your powers. He has contempt for those with powers that do not use them to better their own lot in life. He views them as too weak for the abilities that they have been gifted and works to “rectify” that mistake.

                      Backstory
                      No one knows where the man known as Replica was born; the first record of his appearance occurred shortly after The Event when he walked into a group of newly-powered metahumans and killed them with variations of their own powers. He appeared sporadically since then, most often as a hired killer of metahumans. However, he was recently contacted by representatives of N.E.M.E.S.I.S. They believed that his skills would be of more use as an enforcer for their organization, and he gladly accepted. Currently, his duties are as a “bloodhound” for N.E.M.E.S.I.S. He finds people with powers and approaches them as an ambassador first, and if the prospective member refuses, he tracks them and either dispatches them himself or signals another member of the team to do so.
                      Last edited by TF1Wayfarer; 12-20-2018, 07:21 AM.

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                      • #26
                        Re: TF1Wayfarer's Original Character Builds

                        Zephyr (Evgeni Morozov)
                        PL 12 (180 PP)

                        Abilities (32 pts)
                        Strength 3; Agility 2; Fighting 2; Awareness 1; Stamina 4; Dexterity 2; Intellect 1; Presence 1

                        Defenses (19 pts)
                        Dodge: 14/2
                        Parry: 14/2
                        Fortitude: 13
                        Toughness: 10/4
                        Will: 11

                        Skills (18 pts)
                        Athletics - 8 (+11)
                        Close Combat: Unarmed - 7 (+9)
                        Expertise: Survival - 10 (+11)
                        Intimidation - 11 (+12)

                        Advantages (17 pts)
                        All-Out Attack
                        Chokehold
                        Daze (Intimidation)
                        Defensive Roll 6
                        Diehard
                        Fearless
                        Improved Defense
                        Improved Disarm
                        Improved Hold
                        Improved Trip
                        Power Attack
                        Startle

                        Powers (94 pts)
                        Air Control (40 PP Array)
                        -> Stinging Winds (Perception Move Object 12 [100 tons], Damaging, Limited Direction [Away Only]); 36 PP
                        -> Whipping Winds (Environment 12 [8 miles], Impede Movement 2, Selective); 36 PP
                        -> Air Blast (Perception Damage 12); 36 PP
                        -> Suffocation (Perception Cumulative Affliction 12 [Resisted and Overcome by Fortitude, Dazed > Stunned > Incapacitated], Instant Recovery); 36 PP
                        -> Tornado (Move Object 12, Cylinder Area); 36 PP

                        Wind Shield (Enhanced Defenses 24 [Parry 12, Dodge 12]); 24 PP

                        Wind Form (Concealment 4 [Visual], Insubstantial 2 [Gaseous], Flight 6 [120 MPH]); 30 PP


                        Affiliations
                        N.E.M.E.S.I.S (Current)

                        Physical Description
                        Age: 24
                        Height: 6’4”
                        Weight: 275 lbs.
                        Eyes/Hair: Blue/Brown

                        Complications
                        Ruthlessness - Evgeni will always approach a problem in the most efficient way possible. He does not know the meaning of the words “collateral damage”.

                        Momma’s Boy - Evgeni sends most of the money that he earns back home to his ailing mother. He will do anything to protect her.

                        Backstory
                        Born in northern Russia, Evgeni Morozov has struggled for most of his life. His father passed away when he turned 10, leaving Evgeni and his younger sister to be cared for by his mother. He did as much as he could in his father’s absence and before long he learned every skill needed to ensure his and his family’s survival in the harsh climate of Siberia. When he was eighteen his powers manifested while he was out cutting firewood. He was intrigued by the newfound abilities, but did not think to use them for anything other than to make his work easier. Three years later Evgeni’s mother took ill. Evgeni and his sister did what they could for her, but she required expensive medication that they did not have ready access to. One evening, after hearing his mother cry out in pain for the better part of the day, he left for a nearby village, promising his sister he would return by morning. When he arrived in the neighboring town, he immediately targeted the pharmacy, where he used his abilities to blow in the doors and escape with as much medicine as he could carry. He returned to his home and was able to tend to his mother for the next few weeks. When the supply began to dwindle, he left for another town. Before long, he realized that lending his services as a hired killer was much more lucrative. From this point, he became a hit man, killing with little regard for anything but what he was being paid. Eventually, Evgeni was approached by a representative of N.E.M.E.S.I.S. He was told that his family would be provided for if he joined their ranks and used his powers to benefit the organization. With no deliberation, Evgeni agreed. He is now one of the deadliest members of N.E.M.E.S.I.S., but he schedules time once a week to return home to check on his mother and sister.
                        Last edited by TF1Wayfarer; 12-20-2018, 09:01 AM.

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                        • #27
                          Re: TF1Wayfarer's Original Character Builds

                          Totem (Lesedi “Les” Pilay)
                          PL 12 (180 PP)

                          Abilities (36 pts)
                          Strength 1; Agility 2; Fighting 3; Awareness 2; Stamina 2; Dexterity 2; Intellect 3; Presence 3

                          Defenses (39 pts)
                          Dodge: 12
                          Parry: 12
                          Fortitude: 12
                          Toughness: 2
                          Will: 12

                          Skills (13 pts)
                          Deception - 9 (+12)
                          Intimidation - 8 (+11)
                          Persuasion - 9 (+12)

                          Advantages (2 pts)
                          Animal Empathy
                          Move-By Action

                          Powers (90 pts)
                          Animal Mimicry (Variable 10, Limited to Animal-based traits, Free Action); 90 PP


                          Example Animal Traits
                          Owl’s Flight (Flight 4 [30 MPH, Wings, Subtle 2 {Hearing Only}]) - 6 PP
                          Rhinoceros Hide (Protection 10, Impervious 9) - 19 PP
                          Chameleon Skin (Concealment 4 [All Visual, Blending]) - 4 PP
                          Elephant Trunk (Extra Limbs 1) - 1 PP
                          Eyes of the Hawk (Senses 2 [Extended Vision, Low Light Vision]) - 2 PP
                          Dog Tracking (Senses 3 [Acute Smell, Tracking, Ultra-hearing]) - 3 PP
                          Spitting Cobra Venom (Ranged Weaken Stamina 12) - 24 PP

                          Affiliations
                          N.E.M.E.S.I.S (Current)
                          Dutchmen (Current)

                          Physical Description
                          Age: 21
                          Height: 5’6”
                          Weight: 120 lbs.
                          Eyes/Hair: Blue/Blonde

                          Complications
                          Problems with Authority - Les’ rebellious streak has carried into her adult life, and she is convinced that her ideas are better than those in charge.

                          Allegiance: The Dutchmen - Les is the current head of the South African gang “The Dutchmen” and splits her time between running their enterprise and working with N.E.M.E.S.I.S.

                          Backstory
                          Lesedi Pilay spent her youth in a slum in South Africa. When she was 14, she decided that she would rather be on top than live in squalor and joined The Dutchmen, a gang that terrorized her neighborhood. The next several years she worked her way up their ranks, until eventually she was the number two person behind their leader. Eventually, she decided that he was unfit to lead and challenged him for control of the gang. During their fight to first blood, her powers manifested and she killed him when her skin secreted a powerful neurotoxin. Rather than turn on her, The Dutchmen realized how important her skills were and over the next year she led them on a meteoric rise to prominence. Not long after she had consolidated the largest territory in Johannesburg she was approached by N.E.M.E.S.I.S. She now splits her time between helping N.E.M.E.S.I.S consolidate and control their influence and fighting to keep The Dutchmen on top.
                          Last edited by TF1Wayfarer; 12-20-2018, 10:46 AM.

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                          • #28
                            Re: TF1Wayfarer's Original Character Builds

                            Apex (Heather Browning)
                            PL 13 (195 PP)

                            Abilities (12 pts)
                            Strength 7/0; Agility 7/1; Fighting 7/1; Awareness 7/1; Stamina 7/0; Dexterity 7/1; Intellect 7/1; Presence 7/1

                            Defenses (24 pts)
                            Dodge: 13
                            Parry: 13
                            Fortitude: 13
                            Toughness: 13/7/1
                            Will: 13

                            Skills (28 pts)
                            Close Combat: Unarmed - 12 (+19)
                            Insight - 10 (+17)
                            Investigation - 10 (+17)
                            Persuasion - 10 (+17)
                            Treatment - 7 (+14)
                            Vehicles - 7 (+14)

                            Advantages (10 pts)
                            Assessment
                            Attractive
                            Connected
                            Contacts
                            Eidetic Memory
                            Extraordinary Effort
                            Fearless
                            Jack-of-all-Trades
                            Languages 1 (Chinese)
                            Well-Informed

                            Powers (121 pts)
                            Humanity’s Peak (Enhanced Abilities 50 [Strength 7, Stamina 7, Fighting 6, Dexterity 6, Agility 6, Awareness 6, Intellect 6, Presence 6], Feature 8[Always wins non-combat attribute contests with those with equal or lower attributes], Speed 2); 110 PP

                            Armored Suit (Protection 6, Impervious 5); 11 PP

                            Affiliations
                            N.E.M.E.S.I.S (Current)
                            SFPD (Former)
                            The Triad (Former)

                            Physical Description
                            Age: 25
                            Height: 5’4”
                            Weight: 115 lb.
                            Eyes/Hair: Hazel/Brown

                            Complications
                            Arrogance - Due to the nature of her powers, Heather believes (perhaps rightly so) that she is the pinnacle of what it means to be human. She will react angrily and violently toward anything that goes against this belief.

                            Vanity - Heather is all too eager to be praised for her abilities. She tends to act favorably toward people that acknowledge and compliment her superiority.

                            Backstory
                            Heather Browning spent most of her adult life working as a dispatcher for the SFPD. However, early on in her career she realized that she could supplement her income by working as an informant for The Triad, a notorious gang that operated in Chinatown. She had resigned herself to her lot in life but always felt that she was destined for something more. One day, she awoke feeling better than she ever had in her life. It didn’t take her long at all to realize something had changed. Her muscles were larger than they had been when she fell asleep, she finished her daily jog barely feeling as if she had been running, and she was much more aware of her surroundings. Her dormant powers had awakened; she had reached the peak of human development overnight. She quickly decided that she would be the person to lead humanity into the next age. Through the next two years, through a combination of her network of contacts, her drive to succeed and her newfound force of personality, she amassed a large following that eventually blossomed into the villain group, N.E.M.E.S.I.S. She works tirelessly to bring the world in line with her vision of the future, one way or another.
                            Last edited by TF1Wayfarer; 12-20-2018, 12:16 PM.

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                            • #29
                              Re: TF1Wayfarer's Original Character Builds

                              Nevermore (Archibald Kane)
                              PL 12 (180 PP)

                              Abilities (26 pts)
                              Strength 1; Agility 1; Fighting 1; Awareness 2; Stamina 1; Dexterity 1; Intellect 3; Presence 3

                              Defenses (21 pts)
                              Dodge: 16/1
                              Parry: 16/1
                              Fortitude: 10
                              Toughness: 8/1
                              Will: 14

                              Skills (31 pts)
                              Deception - 9 (+12)
                              Expertise: Actor - 9 (+12)
                              Expertise: Literature - 8 (+11)
                              Expertise: Edgar Allen Poe - 8 (+11)
                              Insight - 7 (+9)
                              Intimidation - 7 (+10)
                              Perception - 7 (+9)
                              Persuasion - 7 (+10)

                              Advantages (18 pts)
                              Animal Empathy (Limited to Birds)
                              Daze (Deception)
                              Defensive Roll 7
                              Fascinate 2 (Deception, Expertise: Actor)
                              Minion
                              Set Up 5
                              Taunt

                              Powers (84 pts)
                              Birdcall (Feature 1, Negate up to a -20 modifier to hear at a distance, limited to birds); 1 PP

                              Flock Control (42 PP Array)
                              -> Control Birds (Perception Affliction 12, Hearing based, Resisted and Overcome by Will; Controlled, Limited to Birds, Limited to Third Degree); 24 PP
                              -> To Me! (Summon 2, Horde, Variable Type [Birds], Self-Powered, Multiple Minions 7 [128]); 34 PP
                              -> Attack! (Ranged Cloud Area Damage 6 Linked to Ranged Burst Area Visual Concealment 4 Attack); 34 PP
                              -> Fly! (Burst Area Flight 4 [30 MPH], Platform, Selective); 12 PP
                              -> Harry (Perception Range Affliction 12 [Resisted and Overcome by Fortitude; Dazed > Stunned > Incapacitated); 36 PP
                              -> Wings and Talons (Ranged Cloud Area Damage 12); 36 PP
                              -> Bird Feed (Mind Reading 12, Limited to Sensory Link, Limited to Birds); 12 PP

                              Bird Whisperer (Comprehend 2, Broad Type [Avians]); 2 PP

                              Feathered Shield (Enhanced Dodge 15, Enhanced Parry 15); 30 PP

                              Bird Senses (Senses 7 [Communication Link - Edgar; Mental, Ranged Detect Avians; Mental, Accute, Accurate, Extended]); 7 PP

                              Flocking (Perception Range Move Object 1 [100 lbs], Precise); 3 PP


                              Affiliations
                              N.E.M.E.S.I.S (Current)


                              Physical Description
                              Age: 25
                              Height: 5’11”
                              Weight: 190 lb.
                              Eyes/Hair: Green/Black

                              Complications
                              Theatrical - Archibald always attempts to add a dramatic flair to everything he does, whether or not his audience appreciates it.

                              Off-putting - Something about Archibald is...off. He can interact with people when he chooses to, but his natural state is disconcerting.

                              Backstory
                              Archibald Kane was born to be an actor. He knew it, his parents knew it, and everyone around him knew it. His flamboyant personality always dominated the stage during his class plays and high school musicals. When Archibald received a scholarship to a prestigious acting college, no one was surprised. After starting college, he became enamored with the works of Edgar Allan Poe during a creative writing class. His entire personality changed after that day. While he was still a force on stage, he fully embraced the style and themes of Poe’s writing. He became reclusive and withdrawn and started dressing in all-black, Victorian style clothing. Months after, while he was in his apartment writing poetry, a large raven appeared at his window. He let the raven into his room and realized that he could understand its thoughts. He began experimenting and eventually came to the conclusion that he could control birds. He convinced himself that he should use this newfound power for evil (“who else but a villain could control a murder of anything”) and threw himself wholeheartedly into its pursuit. After several minor crime sprees, he eventually was approached by N.E.M.E.S.I.S. and readily agreed to join their ranks. He had finally arrived.

                              Minion: Edgar
                              STR: -3 STA: -2 AGL: -1 DEX: -1 FGT: -1 INT: -1 AWE: 1 PRE: -1
                              Powers: Shrinking 8 (Permanent, Innate), Flight 3 (16 MPH, Wings), Immortality 9 (2 hours, must be within 30 ft of Nevermore), Senses 1 (Communication Link - Nevermore)
                              Last edited by TF1Wayfarer; 12-21-2018, 08:11 AM.

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                              • #30
                                Re: TF1Wayfarer's Original Character Builds

                                Maker (Andrea Weiss)
                                PL 12 (180 PP)

                                Abilities (26 pts)
                                Strength 1; Agility 2; Fighting 1; Awareness 2; Stamina 1; Dexterity 2; Intellect 2; Presence 2

                                Defenses (21 pts)
                                Dodge: 12/2
                                Parry: 12/1
                                Fortitude: 10
                                Toughness: 12/1
                                Will: 14

                                Skills (3 pts)
                                Persuasion - 6 (+8)
                                Technology (+24)

                                Advantages (6 pts)
                                Attractive 2
                                Benefit 4 (Multi-Millionaire)

                                Powers (124 pts)
                                World Wide Web (Senses 16 [Ranged Detect {Technology}, Accurate, Acute, Extended 7 {100,000,000 ft}, Penetrates Concealment]); 16 PP

                                Technopath (Enhanced Skills 22 [Technology 22], Enhanced Advantages 4 [Improvised Tools, Inventor, Skill Mastery {Technology}, Ultimate Effort {Technology Checks}], Quickness 10 [Limited to Technology Checks], Comprehend 2 [Machines]); 24 PP

                                Machine Interaction (50 PP Array)
                                -> Control (Perception Range Cumulative Affliction 12 [Resisted by Fortitude, Overcome by Fortitude or Technology Skill, Controlled, Limited to Machines, Limited to 3rd Degree Only, Affects Objects Only); 24 PP
                                -> Repair (Perception Range Healing 12, Limited to Objects Only, Limited to Machines Only); 36 PP
                                -> Animate Machines (Summon 12, Animated Object, Controlled, General Type [Machines], Self-Powered); 36 PP
                                -> Disassemble (Perception Range Continuous Transform 9 [Assembled to Disassembled, 400 lbs]); 45 PP
                                -> Assemble (Perception Range Continuous Transform 9 [Disassembled to Assembled, 400 lbs.]); 45 PP
                                -> Sensor Network (Remote Sensing 22 [Visual and Auditory, 16,000 Miles], Limited to Technological Sensors); 44 PP

                                Exo-Suit (34 PP, Removable)
                                -> Force Fields and Reinforced Chassis (Enhanced Defenses 21 [Dodge 10, Parry 11], Protection 11); 32 PP
                                -> Flight 5 (60 MPH); 10 PP


                                Affiliations
                                N.E.M.E.S.I.S (Current)

                                Physical Description
                                Age: 23
                                Height: 5’5”
                                Weight: 110 lbs.
                                Eyes/Hair: Blue/Blonde

                                Complications
                                Spoiled - Andrea is accustomed to getting anything she wants and will have a meltdown if she wants something she can’t have.

                                Opportunity Knocks - Andrea is incredibly opportunistic and will change her plans on a whim if she thinks that things will work out better for her.

                                Backstory
                                Andrea Weiss has always had everything come easily to her. When she was 19, she met Otto Weiss, a German industrialist who had made a fortune designing a new, high efficiency engine. Although she was originally interested for his money, she eventually fell in love with him and they were married a year later. Andrea spent her time apart from her husband doing whatever she wanted but she was always home when he returned. Their happy life was not to be, unfortunately. The day before Andrea’s 22nd birthday, she and Otto were out celebrating when their vehicle was struck from the side. Otto was killed instantly, and before Andrea passed out she swore that she could see the car speeding away down a side alley...behind her. She awoke from a coma four months later and the first words she spoke were the letters and numbers on the license plate of the vehicle that hit her. The police used this information to find the driver (who had been able to avoid detection) and he was eventually tried and convicted. Andrea, meanwhile, did not know what to do with her life. When she was allowed to return home, she would wander the halls with no real purpose. After a few weeks, she worked up the courage to return to her husband’s workshop. Here, surrounded by his tools and half-finished prototypes, she thought back to the night when he died. She realized now that she had definitely seen the vehicle that hit them in a way that hit them from an angle she should not have been able to view. As she thought harder, she became aware of all of the machines surrounding her. She reached out to them, and jumped when a band saw turned on and began running on its own. After some experimentation, she realized that she had developed a strong connection with machinery and was able to control it with her mind. She also possessed skills with technology that she had not learned and could not explain where they came from. She decided that she would use this power to keep herself in comfort and continue to live her life how she wanted. Eventually, her activities were noticed by N.E.M.E.S.I.S., who felt that they could make use of her unique talents. Adopting the name “Maker”, she now functions as their technical guru and was instrumental in developing the teleportation technology that the organization uses.
                                Last edited by TF1Wayfarer; 01-03-2019, 05:50 AM.

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