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Inceptum Terminus: Enter Bloodrain


The_Patriot

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This is the team that is fielded by High Plains Alliance. I hope you enjoy them as much as I did in creating them.

 

Dark Sun

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

21 DEX 33 13- OCV: 7/DCV: 7

14 CON 8 12-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

18 PRE 8 13- PRE Attack: 3 ½d6

16 COM 3 12-

 

8+8 PD 5 Total: 8/16 PD (0/8 rPD)

8+8 ED 5 Total: 8/16 ED (0/8 rED)

6 SPD 29 Phases: 2, 4, 6, 8, 10, 12

10 REC 8

40 END 6

40 STUN 12 Total Characteristic Cost: 145

 

Movement: Running: 6"/12"

Flight: 20"/320"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

64 Offensive Light Powers: Multipower, 80-point reserve, (80 Active Points); all slots Doesn't work in zero light conditions (-¼)

6u 1) Dark Flare: Sight Group Flash 8d6, Personal Immunity (+¼), AP (+½) (70 Active Points); Doesn't work in zero light conditions (-¼) 7

6u 2) Dark Blast: EB 10d6, Autofire (5 shots; +½) (75 Active Points); Doesn't work in zero light conditions (-¼) 7

6u 3) Dark Explosion: RKA 2d6+1, Personal Immunity (+¼), AOE (4" Radius; +1) (79 Active Points); Doesn't work in zero light conditions (-¼) 8

6u 4) Dark Floodlights: Darkness to Sight Group 6" radius, Personal Immunity (+¼) (75 Active Points); Doesn't work in zero light conditions (-¼) 7

Defensive Light Powers

37 1) Dark Flight: Flight 20", x16 Noncombat (55 Active Points); Visible (Dark Light Trail; -¼), Doesn't work in zero light conditions (-¼) 5

19 2) Dark Shield: FF (8 PD/8 ED/8 Flash Defense: Sight Group) (24 Active Points); Doesn't work in zero light conditions (-¼) 2

12 3) Dark Light Form: Shape Shift (Sight Group), Instant Change (15 Active Points); Doesn't work in zero light conditions (-¼) 1

21 4) Light Absorbtion: Absorption 5d6 (energy, All light based powers), Can Absorb Maximum Of 32 Points' Worth Of Energy Damage (26 Active Points); Doesn't work in zero light conditions (-¼)

 

Perks

3 Anonymity

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

3 Acrobatics 13-

10 Defense Maneuver I-IV

0 Language: English (completely fluent; literate) (4 Active Points)

3 Stealth 13-

3 Tactics 13-

3 Teamwork 13-

 

Total Powers & Skill Cost: 205

Total Cost: 350

 

200+ Disadvantages

10 Accidental Change: When Illuminatus is attacked 11- (Uncommon)

20 Dependence: Light Powers Gain 14- Activation Roll (Very Common; 1 Minute)

35 Enraged: Berserk Confronting her mother Sound Star (Uncommon), go 14-, recover 8-

20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

15 Psych. Lim.: Hatred of her mother (Common; Strong)

15 Psych. Lim.: Loves Illuminatus (Common; Strong)

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

15 Susceptibility: Focused sound 3d6 damage Instant (Uncommon)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Bethany Stiletto was born in New Rome, Southern States of America to Gabriella and Roberto Stiletto on July 12, 2232. When she was just four months old, her mother was filming a music video for her latest album when Biogenetics sent six special operations teams to capture her. Carried by her father while the firefight raged she was shielded from the explosions and bullets that destroyed the stage which resulted in Roberto falling to his death. Unknown to Gabriella, Bethany survived the fall and was captured by the Biogenetics soldiers. She doesn't remember her mother, but has been repeatedly indoctrinated by Biogenetics that her mother abandoned her and didn't love her. The only people she knows, outside of the members of Bloodrain, are the Biogenetics scientists and soldiers that were assigned to her project. They weren't kind to her when she was growing up and she remembers the experiments performed on her which caused her severe pain. The pain she endured growing up is laid directly at her mother's feet for abandoning her.

 

Personality/Motivation: She feels a great responsibility towards her team and leads it often into battle for Biogenetics. As a consummate and professional leader she's driven to perfection and feels the weight that leadership burdens her with. Bethany has a softer side that is reserved for Illuminatus and she enjoys spending time with him. She feels repulsed by Hemorrhage and abhors his methods, but will put up with them until she has orders to liquidate him. Bethany also doesn't care for Harmony since he can hurt her with his sonic based powers and that he tries to talk to her about Gabriella. Her relationship with Virus is non-existent since Virus makes her physically ill. She's is friendly with Starstrike and looks up to her for guidance. To strangers and the rest of Biogenetics, Bethany is a cold and calculating individual mainly due to the living conditions of being raised in a cold, sparse cell.

Bethany wishes to see her mother dead for being abandoned and for all the years of torture at the hands of Biogenetics. She wants to be able to confront her mother and to make her mother feel the pain she's endured. She works for Biogenetics because it is the only way she can leave the prison camp behind and enjoy some semblance of freedom.

 

Quote: "Listen you piece of trash, if you don't comply now you will regret it."

 

Powers/Tactics: With her role as team leader, she is constantly thinking tactically and tries to coordinate the team for the greatest effect. Virus and Hemorrhage rarely listen to her when in combat which infuriates her to no end.

 

Bethany prefers to fight from a distance and stays out of physical combat as much as possible. She usually leads off with her blinding attack or darkness to confuse opponents then picks them apart with her dark blast. When she's in trouble she'll use an explosion to confuse her opponent.

 

Campaign Use: Bethany is the leader of Bloodrain and is rarely let out of the prison camp, except on missions. She doesn't trust strangers and is more apt to severely injure them rather then talk. If approached by the heroes, she will listen to what they have to say, but if the heroes are disrespectful to her; Bethany will attempt to pick a fight. She does this knowing the Illuminatus will jump in the protect her from the heroes.

 

Appearance: She stands 5' 5" tall and weighs 143 pounds. Bethany also has medium length black hair and green eyes with delicate facial features. Bethany is very attractive with a near perfect figure. She wears an all grey costume with blue piping when she's out on a mission. Her clothing while not on a mission is a simple orange prison jumpsuit. When her powers are activated her body takes on the consistency of pitch black light, but still retains her facial and body features.

 

Harmony

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

18 CON 16 13-

14 BODY 8 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

23 PRE 13 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 6 Total: 10/18 ED (0/8 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

10 REC 6

40 END 2

31 STUN 0 Total Characteristic Cost: 135

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

60 Song Offensive Powers: Multipower, 60-point reserve, all slots Personal Immunity (+¼) (75 Active Points); all slots Does not work in a vacuum (-¼)

4u 1) Amplification: Hearing and Radio Groups Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Alterable Size, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6

4u 2) Siren's Solo: Hearing Group Flash 8 ½d6, Personal Immunity (+¼), AP (+½), Affects Desolidified Any form of Desolidification (+½) (54 Active Points); Does not work in a vacuum (-¼) 5

5u 3) Siren's Wail: EB 8d6, Autofire (5 shots; +½) (60 Active Points); Does not work in a vacuum (-¼) 6

4u 4) The Sounds Of Silence: Darkness to Hearing Group 9" radius, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6

14 Song Defensive Powers: Elemental Control, 36-point powers, (18 Active Points); all slots Does not work in a vacuum (-¼)

15 1) Total Sound: Desolidification (affected by Sonic, Vibratory, & Metal) (40 Active Points); Cannot Pass Through Soundproof Materials (-¼), Does not work in a vacuum (-¼) 4

18 2) Pump Up The Volume: Absorption 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼), adds to all Sonic powers simultaneously (+2) (49 Active Points); Limited Phenomena (sonics only; -¼), Costs END (Only Costs END to Activate; -¼), Does not work in a vacuum (-¼) 5

14 3) Sound Field: FF (8 PD/8 ED/6 Mental Defense/6 Power Defense/8 Flash Defense: Hearing Group) (36 Active Points); Does not work in a vacuum (-¼) 4

14 4) Flight 15", x4 Noncombat (35 Active Points); Does not work in a vacuum (-¼) 3

 

Perks

9 Reputation: Famous Media Star (A large group) 14-, +3/+3d6

 

Talents

3 Perfect Pitch

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Disguise 13-

3 Scholar

2 1) KS: Musical Genres (3 Active Points) 13-

2 2) KS: Musical Theory (3 Active Points) 13-

2 3) KS: Songs (3 Active Points) 13-

2 4) KS: Songwriting (3 Active Points) 13-

7 Mimicry 15-

3 Paramedics 13-

3 PS: Singer 14-

3 Security Systems 13-

3 Stealth 13-

3 Survival 13-

3 Tactics 13-

3 Teamwork 13-

 

Total Powers & Skill Cost: 215

Total Cost: 350

 

200+ Disadvantages

20 Dependence: Sound Powers Gain 14- Activation Roll (Very Common; 1 Minute)

20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Psych. Lim.: In love with Gabriella Stiletto (Common; Total)

20 Psych. Lim.: Hatred of Biogenetics (Very Common; Strong)

10 Psych. Lim.: Honorable (Common; Moderate)

10 Rivalry: Professional (Hemorraghe; Rival is As Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Unaware of Rivalry)

20 Soc. Lim.: Gifted (Very Frequently; Major)

10 Soc. Lim.: Secret Identity (Occasionally; Major)

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Harrison Jones was born in the slums of St. Paulapolis, High Plains Alliance on February 23, 2208. Growing up he joined a street gang for protection at school against other street gangs and joined at the age of 12. Gang life wasn't that bad since it allowed him to pursue music and singing in school. During one choir practice, his powers activated for the first time and destroyed everything in the room including other students and the teacher. He fled from the scene to avoid the military and knew that he was genetically unpure. He sank into a deep depression and hid in the underground to avoid capture. Unbeknownst to him, his gang had sold him out to Biogenetics and was captured. The first six years of captivity were the worst since the scientists would subject him to extremely painful experiments, but someone outside the project had authorized his release from testing to become a singer.

At the age of 18, he was introduced to the High Plains Alliance and the other Corporate States via a singing tour. Submerging himself into his music he grew to enjoy the crowds and the adulation of the fans. His fame grew and he represented to his fans what it was to be a model citizen., even when he wasn't. After his first tour wrapped up Harrison was sent back to the prison camp to undergo a new series of experiments. At the camp he meet Gabriella Stiletto, a woman of equally great fame, and they formed a fast friendship. Often when Harrison would try to become more intimate with Gabriella she would rebuff him and withdraw from him. Never giving up hope on her he feel in love with her.

On June 3, 2245, Gabriella and Night Daemon broke out of the prison camp and Harrison's requst left him behind. He helped create a diversion for them to escape and was captured after he was sure the two had gotten away. He was severely punished by Biogenetics for his role in their escape. A year later, he was introduced to Bloodrain and met Bethany Stilleto. Intrigued by Dark Sun, he saw that her personality was similar to her mother's and discovered that she hated her mother. Shocked, he spends most of his interactions with Dark Sun trying to convice her to drop the vendetta against Gabriella. Currently, he operates with Bloodrain as a full member and tries to counter-balance the members that are murderous.

 

Personality/Motivation: Harrison enjoys music and singing. They are the two things that give him the most joy in a life filled with misery and pain. He has forgiven himself for the deaths that occurred when he was a teen, but it still colors his actions. He will try to pull him punches if there is a danger of his target being killed. He has a dark sense of humor and attempts to lighten the mood of anyone that is down. He also has a strong sense of duty to both Gabriella and Bethany to see they can enjoy a real mother/daughter relationship. Harrison has clashes with Starstrike, Virus, and Hemorrhage often since they represent the worst of what humanity can offer. He is a father figure to both Illuminatus and Bethany since they never knew their own parents.

His main motivation for being on the team is to get Bethany to understand that it was Biogenetics that created the situation between her and her mother. He tries to sabotage missions that they are sent on to capture fellow gifted and frequently isn't caught for his failures. He works with the team and accepts Dark Sun's leadership willingly. Harrison is currently working on a way to permanently remove Starstrike, Virus, and Hemorrhage from the team and from the general population. However, the plan is highly risky and if it results in failure he faces the real chance of being executed.

 

Quote: "Let me sing you a song to make the day better."

 

Powers/Tactics: He gained his powers naturally and since then is constantly trying to learn new ways to use his powers. Harrison's body requires sound to survive and this is what gives him the powers he has.

Harmony is reserved when fighting and will pull punches if he thinks that the target could be killed. He will try to disable a person with his darkness or flash attacksand if it doesn't work he switches to his more direct attacks. He generally hangs back and avoids hand to hand combat since he lacks the training to do it.

 

Campaign Use: Harmony is easy going and laid back. If he is met by the heroes he will try to help them out as best he can. If the heroes work for the New Confederation he will attempt to have them relay a message to Sound Star.

 

Appearance: Harrison stands 6' 4" and weighs about 224 pounds. He currently wears an all blue costume that leaves his face exposed and has a gold shockwave pattern on the chest and sleeves. He has brown eyes and brown hair that touches his shoulders. Harrison has a well defined body and likes to work out to keep in shape.

 

Hemorrhage

 

Val Char Cost Roll Notes

14 STR 4 12- Lift 174.1kg; 2 ½d6 [1]

18 DEX 24 13- OCV: 6/DCV: 6

14 CON 8 12-

14 BODY 8 12-

28 INT 18 15- PER Roll 15-

30 EGO 40 15- ECV: 10

18 PRE 8 13- PRE Attack: 3 ½d6

6 COM -2 10-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 7 Total: 10/18 ED (0/8 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

10 REC 8

40 END 6

35 STUN 7 Total Characteristic Cost: 165

 

Movement: Running: 15"/30"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

80 Offensive Psychic Powers: Multipower, 80-point reserve

3u 1) Psychic Brain Surgery: Ego Attack 4d6, Personal Immunity (+¼), Affects Desol Any form of Desolidification (+½) (70 Active Points); Limited Class Of Minds Human Species (-1) 7

4u 2) Psychic Flesh Ripping: RKA 1 ½d6, BOECV (Mental Defense applies; +1), Does BODY (+1) (75 Active Points); Limited Class Of Minds Human Species (-1) 7

4u 3) Psychic Surgery: Major Transform 3d6-1 (Turns the target's inside to crushed versions, Normal Healing), BOECV (Mental Defense applies; +1) (80 Active Points); Limited Class Of Minds Human Species (-1) 8

36 Defensive Psychic Powers: Multipower, 36-point reserve

1u 1) Psychic Mental Shield: MD (8 points total) (2 Active Points)

2u 2) Psychic Force Field: FF (8 PD/8 ED) (16 Active Points) 2

2u 3) Psychic Speed: Running +9" (15" total) (18 Active Points) 2

 

Perks

1 Fringe Benefit: Medical License

 

Skills

9 Forensic Medicine 18-

0 Language: English (completely fluent; literate) (4 Active Points)

9 Paramedics 18-

6 PS: Doctor 18-

3 Scientist

5 1) SS: Anatomy 18- (6 Active Points)

5 2) SS: Biology 18- (6 Active Points)

5 3) SS: Genetics 18- (6 Active Points)

5 4) SS: Internal Medicine 18- (6 Active Points)

5 5) SS: Surgery 18- (6 Active Points)

 

Total Powers & Skill Cost: 185

Total Cost: 350

 

200+ Disadvantages

25 Distinctive Features: Heavily scarred face and body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Biogenetics 11- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

10 Psychological Limitation: Enjoys pain (Uncommon; Strong)

20 Psych. Lim.: Insane (Common; Total)

20 Reputation: For being a mass murderer, 14- (Extreme)

5 Rivalry: Romantic (Illuminatus; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

20 Soc. Lim.: Gifted (Very Frequently; Major)

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

15 Soc. Lim.: Public Identity (Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Adam James was born on December 3, 2198 on a farm near Des Moines, High Plains Alliance. At a young age, he was occassionally caught by his parents dismembering local farm animals and was sent to a psychiatrist for psychological help when he was 10. During the long sessions, the young boy would delve into his fiendish fantasies and regaled the doctor with these stories. The doctor went slowly insane and was caught trying to kill the young boy by the receptionist after the fifth session. The doctor became the first victim in the long line of victims murdered by Adam. The doctor was found dead inside of her home and her insides had been shredded, but there wasn't any sign of outside trauma. The police were never able to solve the case. After that Adam learned how to control himself enough to get through school and eventually got his license to practice medicine at the age of 22. Moving away from the small town, he arrived in Cedarloo, High Plains Alliance and opened up a general practice. The large town provided him with ample victims that no one cared about, so he would prey upon the members of the underground. The underground decided enough was enough after the twelveth victim was found mutilated beyond recognition and attacked Adam. He fled from the fight badly beaten and vowed never to return to the underground.

His next series of victims were all from a competitor's medical practice and the police were confronted with a long series of grisley murders that spanned two decades. The murders forced his competitor to close down his medical office five years after the first victim appeared and Doctor Kellar was arrested for the murders.

Adam slipped by justice unseen and was unable to control his urges any longer. Two months after Doctor Kellar's arrest, Adam began to prey on his own patients. His new victims were all found dead after they had surgical procedures performed on them. Intrigued by the causes of death the medical examiner performed autopsies and discovered that their internal organs had been shredded. In the report prepared by her, Detective Goreland began to dig into Adam's past. Tracing Adam's past back to when he was a child the detective discovered that Adam was a troubled child and the death of his psychiatrist. The bodies of the victims from a rival doctor were exhumed and had autopsies performed. The police discovered that they also had their internal organs shredded in the same manner, so the police promptly arrested Adam.

When Adam was practicing, he saw a young biological weapons research scientist that eventually had been transformed into Virus. He performed vile experimentation on her to the point that she nearly died on several occassions. To this day Virus hates Hemorrhage with a passion and wishes to kill him once and for all.

In a rare move, the High Chancellor intervened and had Adam transferred to Biogenetic's Genetic Research Division's custody. At the prison camp, Adam was subjected to intense torture and expermination. His reaction was to derive pleasure from the experiences. The scientists concluded that Adam had mental abilities that would allow him to kill someone with his mind alone. He was recommended to join Bloodrain as a doctor to provide medical services and to assist in their missions. The scientists failed to mention in their report that Adam was insane and viewed people as objects.

 

Personality/Motivation: Adam enjoys to kill people in the most imaginative ways possible with his mental powers. His mental powers allow him to shape flesh into anything he desires, but with his thirst for murder he will destroy a person's flesh in a way to cause the most agonizing pain possible. He doesn't like to be restrained by Dark Sun and waits for her to slip up to let her guard down so he can kill her. Relations with the other team members is strained at best.

The only thing that Adam cares about is killing more people while he is still alive. Currently, his death count stands at 147 people and he's quite proud of it. He enjoys the media attention that comes from each of his murders, because of the media attention a large cult has formed up around him. The cult at this time operates secretly and without any control from Adam.

 

Quote: "This isn't going to hurt me in the slightest, but you on the other hand..."

 

Powers/Tactics: Adam is highly intelligent and seeks new ways to use his mental abilities to murder people. Unrestrained he could kill a large portion of a local population in a short amount of time. His mental abilities allows him to control a person's flesh on the molecular level and gives him unparalled precision in surgery or healing. The only thing keeping him in line is the High Chancellor assuring Adam that he will be killed if he disobeys. He is also very solitary since pursuing prey means that he has to work alone.

He prefers to be up close to his opponents and taunt them with visions of agonizing death. Physical attacks against him only serve to stimulate the pleasure centers in his brain and leads to his opponents becoming frustrated. When being beaten he continues to taunt his opponents.

 

Campaign Use: If the heroes meet Adam they will quickly realize that he wants to kill them. If the heroes do not work for Biogenetics he will concoct a plan to murder them all one by one.

 

Appearance: Adam's face and body are horribly scarred which leaves people feeling ill. He stands 6' 2" and weighs 220 pounds with blood red eyes and dark red hair. His costume is blood red with silver drops that represent blood. Part of his costume is a long silver cape with high boots. To further enhance his fiendish appearance he'll change his face and body to enhance the feeling of fear from people.

 

 

Illuminatus

 

Val Char Cost Roll Notes

20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4]

18 DEX 24 13- OCV: 6/DCV: 6

30 CON 40 15-

20 BODY 20 13-

18 INT 8 13- PER Roll 13-

14 EGO 8 12- ECV: 5

28 PRE 18 15- PRE Attack: 5 ½d6

14 COM 2 12-

 

14+4 PD 10 Total: 14/18 PD (8 rPD)

14+4 ED 8 Total: 14/18 ED (8 rED)

5 SPD 22 Phases: 3, 5, 8, 10, 12

20 REC 20

60 END 0

36 STUN -9 Total Characteristic Cost: 181

 

Movement: Running: 6"/12"

Leaping: 34"/136"

Swimming: 2"/4"

Teleportation: 15"/60"

 

Cost Powers END

40 Neutron Offensive Powers: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-½)

4u 1) Neutron Clap: EB 6d6, AOE (12" Line; +1) (60 Active Points); Restrainable (-½) 6

3u 2) Neutron Fists: HA +8d6, AP (+½) (60 Active Points); HA (-½), Restrainable (-½) 6

4u 3) Neutron Death Strike: HKA 2 ½d6 (3d6+1 / 4d6+1 w/STR), AP (+½) (60 Active Points); Restrainable (-½) 6

4u 4) Neutron Flash: Sight, Hearing and Radio Groups Flash 10d6 (60 Active Points); Restrainable (-½) 6

Neutron Defensive Powers

23 1) Neutron Field: DI (25,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Always On (-½), Visible (Orangish-red light body; -¼)

6 2) Neutron Hardened Defense: PowD (8 points) (8 Active Points); Visible (Orangish-red light body; -¼)

10 3) Neutron Defense Field: Damage Resistance (8 PD/8 ED/8 Power Def.) (12 Active Points); Visible (Orangish-red light body; -¼)

40 Neutron Movement Powers: Multipower, 40-point reserve

3u 1) Desolidification (40 Active Points); Visible (Body turns translucent; -¼) 4

4u 2) Leaping +30" (34"/38" forward, 17"/19" upward) (Accurate, x4 Noncombat) (40 Active Points) 4

4u 3) Teleportation 15", Position Shift, x4 Noncombat (40 Active Points) 4

 

Talents

3 Lightsleep

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

3 Analyze: Combat 13-

3 Breakfall 13-

3 Hoist 13-

0 Language: English (completely fluent; literate) (4 Active Points)

3 Persuasion 15-

3 Teamwork 13-

3 Tracking 13-

 

Total Powers & Skill Cost: 169

Total Cost: 350

 

200+ Disadvantages

25 DF: Orangish-red light body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

25 Enraged: Whenever Dark Sun is injured (Uncommon), go 14-, recover 8-

20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

5 Psychological Limitation: Shy (Uncommon; Moderate)

10 Psychological Limitation: Doesn't like being in a cell (Common; Moderate)

10 Psychological Limitation: Impulsive (Common; Moderate)

5 Psych. Lim.: Code of Killing (Uncommon; Moderate)

20 Psych. Lim.: Hates not being able to be human (Common; Total)

10 Reputation: Known to use lethal force when necessary or provoked., 11-

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Rodney Hill is the only successful attempt by Biogenetics to create an artificial gifted by starting with a normal child. When he was just an infant his parents gave him to Biogenetics to become one of the newest genetically created gifted to be a hero for the High Plains Alliance. His life growing up was strictly regulated by the scientists assigned to his project . Before he joined Bloodrain he spent almost all of his time in his cell. The extent of his education is being able to read and write, but lacks anything beyond that. Currently at the age of 20, he is either running missions or locked up in his cell or being experimented on. Rod spends most of his time with Bethany Stiletto when not on missions or when they aren't locked up. He looks up to Harmony and views him as the father he never had.

 

Personality/Motivation: Rod is shy and quiet most of the time when dealing with strangers, but quickly becomes angry when someone injures Dark Sun. He hates being locked in a cell and feeling like a caged animal. He enjoys listening to Harmony sing and the father-son talks they share. Rod feels overprotective of Bethany and will try to keep in her good graces. They are currently seeing each other, but due to the restrictions on their lives they are unable to be truly alone. Killing someone doesn't bother him, but he is concerned that he may end up like Hemorrhage or Virus who enjoy killing for sport. Rod hates not being able to have a normal life and despises the fact that he was altered to become a gifted.

He is thinking of ways to reverse the process on his alterations, but lacks the formal training necessary. He bids his time for when he can escape while working to get close to some of the scientists on his project. With the power nullifier in place he is defenseless against the real possibility escape knowing that Virus, Hemorrhage, and Starstrike will kill him. He follows the orders of Bethany and tries his best to protect her.

 

 

 

Quote: "I hate being this.... corporate toy!"

 

Powers/Tactics: All of Rod's powers stem from the genetic alterations done by Biogenetics. He can turn his body translucent to allow attacks to pass through him. He can use his great strength to attack targets at a distance or to fight in hand to hand combat. He has a disdain for using weapons and prefers to use the attacks he naturally has. He will oftentimes use his leaping ability to try to land on top of his opponents and use his great weight to crush them.

He enjoys rushing headlong into combat and will try to keep all attention focused on him. Rod believes that this will help protect Bethany from attack. If Bethany is injured he will focus all of his energies onto the person that injured her and may lose control.

 

Campaign Use: If the heroes meet Rod, he will be quiet around them. He is very shy of strangers and will try not to talk to them at all. He prefers to let Bethany do all the talking and will stand by her side to protect her.

 

Appearance: He stands 7' 5" tall and weighs 56,438 pounds. His entire body looks like a neutron star that is orangish-red in appearance with golden yellow eyes and hair. His body is very bright and clothing doesn't last on him since it disintegrates rapidly. Fortunately, his form censors him appropriately. His hair flows freely down to the middle of his back. Rod has a very muscelar build and works out regularly to stay in shape.

 

 

Starstrike

Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

13 CON 6 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

23 PRE 13 14- PRE Attack: 4 ½d6

14 COM 2 12-

 

9+6 PD 5 Total: 9/15 PD (0/6 rPD)

9+6 ED 6 Total: 9/15 ED (0/6 rED)

6 SPD 27 Phases: 2, 4, 6, 8, 10, 12

10 REC 6

36 END 5

28 STUN -1 Total Characteristic Cost: 133

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

15 Warfan, Edged: Multipower, 25-point reserve, (25 Active Points); all slots OAF Durable (-1), Strength Minimum 6 (-½)

Notes: (x2 number of items)

1u 1) Folded Fan Attack: Hand-To-Hand Attack +3d6 (15 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 6 (-½) 1

1u 2) Spread Fan Attack: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (10 Active Points); OAF Durable (-1), Strength Minimum 6 (-½) 1

1u 3) Skillful Weapon: +2 with Block (10 Active Points); OAF Durable (-1), Strength Minimum 6 (-½)

16 Standard Protective Full Body Armor: (Total: 28 Active Cost, 16 Real Cost) Armor (6 PD/6 ED) (18 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 8) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8)

17 Kenther L-2 Laser Semi-Automatic Pistol: (Total: 39 Active Cost, 17 Real Cost) Killing Attack - Ranged 1 ½d6, 2 clips of 12 Charges (+0), Required Hands One-Handed (+0), Increased Maximum Range (625"; +¼) (31 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 9) plus +1 with Ranged Combat (5 Active Points); OAF Durable (-1) (Real Cost: 2) plus Penalty Skill Levels: +1 vs. Range Modifier with All Attacks (3 Active Points); OAF Durable (-1) (Real Cost: 1) [12]

Notes: (x2 number of items)

32 Kenther L-10 Laser Assault Rifle: (Total: 106 Active Cost, 32 Real Cost) Killing Attack - Ranged 2 ½d6, Increased Maximum Range (2,000"; +¼), 4 clips of 32 Charges (+½), Autofire (5 shots; +½) (90 Active Points); OAF Durable (-1), Strength Minimum 12 (-½), Required Hands Two-Handed (-½), No Knockback (-¼), Beam (-¼), Real Weapon (-¼) (Real Cost: 24) plus +2 with Ranged Combat (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Penalty Skill Levels: +2 vs. Range Modifier with All Attacks (6 Active Points); OAF Durable (-1) (Real Cost: 3) [32]

3 Telescopic Scope: +8 versus Range Modifier for Sight Group (12 Active Points); OAF (Laser Rifle Scope; -1), Conditional Power Only when shooter braces and/or sets (-1), Linked Kenther L-10 Assault Rifle (Kenther L-10 Laser Assault Rifle; -½)

An Ch'i

Maneuver OCV DCV Notes

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Nerve Strike -1 +1 2d6 NND

5 Offensive Strike -2 +1 7 ½d6 Strike

4 Basic Shot +0 +0 Strike, +2 DC

3 Defensive Shot -1 +2 Strike

5 Moving Shot -1 +0 Weapon, FMove

4 Quick Shot +1 +0 Strike, +2 DC

3 Weapon Element: Laser Pistols, Laser Rifles, War Fan

 

Perks

8 Fringe Benefit: Important state government official, Security Clearance, Sergeant

9 Reputation: Famous Soldier (A large group) 14-, +3/+3d6

 

Talents

3 Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 +1 with Martial Maneuvers

3 Concealment 12-

3 Contortionist 14-

3 Fast Draw 14-

3 Instructor 12-

3 KS: History of the High Plains Alliance 12-

3 KS: An Ch'i 12-

0 Language: English (completely fluent; literate) (4 Active Points)

3 Navigation 12-

3 Oratory 14-

3 Persuasion 14-

3 Stealth 14-

3 Survival 12-

4 TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Parachuting, Advanced, Parachuting, Basic

10 Two-Weapon Fighting (HTH)

10 Two-Weapon Fighting (Ranged)

 

Total Powers & Skill Cost: 217

Total Cost: 350

 

200+ Disadvantages

5 DF: Platinum Blonde Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Enraged: When people disparage Biogenetics (Common), go 14-, recover 11-

20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

25 Psych. Lim.: Always completes missions (Very Common; Total)

20 Psych. Lim.: Honorable (Common; Total)

5 Psych. Lim.: Vengeful (Uncommon; Moderate)

20 Soc. Lim.: Super Patriot Media Darling (Very Frequently; Major)

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

10 Soc. Lim.: Public Identity (Occasionally; Major)

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Jennifer Commerity was born outside of Bismark, High Plains Alliance on January 23, 2218 and grew up believing in everything about how pure the High Plains Alliance was. She quickly internalized this and during her school years she would constantly get into fights with anyone that said a negative thing about the High Plains Alliance. Flagged as a constant troublemaker by the school officials she was placed into a school for troubled youth. Undeterred by her placement in the school and the laxness of the students and staff caused her to fight even more. Learning An Ch'i she became quite effective and eventually the school was placed back on track. This garnered the school staff favorable marks with the government and started a tradition that continues to this day of turning around troubled children.

Once she graduated from high school at the age of 16 she enlisted into the Armed Forces of the High Plains Alliance. Over the next 12 years she fought in numerous actions and gained a reputation for completing any mission that she was assigned. She eventually rose to the rank of sergeant and took over the command of 2nd squad, 3rd platoon, 1st company, of the 76th Light Infantry Regiment when she was 25. Under her grueling leadership the squad gained the distinction of being the best squad in the regiment. They never turned down an impossible assignment and garnered extensive press coverage concerning their actions. By performing such heroic deeds, High Plains Alliance media division began to air a holovid show that dramaticized the squad's actions. Military enlistments went up as a result.

The Armed Forces of the High Plains Alliance awarded her numerous decorations and eventually she was slated to be part of Project Maximus Militis. The original group of recruits numbered three hundred and as the genetic experimentation went on the number fell to just her being the only member. The project scientists pushed her to peak potential of speed and endurance. After the genetic experimentation was finished she was given a few low key high risk assignments to test her new found abilities. Slicing through the enemy proved that the project was a complete success. As a reward for her excellent performance she was unvieled to the media. Overnight, she once again became a star and became the symbol for the government. She was assigned to Bloodrain to help train and support the team. As part of her assignment she was issued a set of orders that gave her permission to execute any members that either tried to escape or caused internal dissent.

 

Personality/Motivation: Jennifer is a consumate perfectionist and her personality reflects this. She doesn't browbeat, but rather delivers inspirational words of wisdom. She's very outgoing and deals with everyone as equals. She views the gifted as just another branch of humanity and doesn't disparage them in any form. Within Bloodrain, she treats them all equally and has several friendships with the various members. Jennifer has no compunction against killing and doesn't derive any pleasure from it. It's just part of her job.

She wishes for High Plains Alliance to be successful against all enemies to the state and will perform any mission asked of her. She works with Bloodrain and frequently confers with Dark Sun over matters of tactics as well as command. She's prepared to push the rest of the team to higher standards through the use of actual combat and training.

 

Quote: "High Plains Alliance is evil you say? Let me help you re-evaluate your position." *Beats the offending person while speaking to them of all the good that High Plains Alliance has done.*

 

Powers/Tactics: She has finely honed combat skills due to her service in the military. She is considered to be a master of An Ch'i, laser weapons, and warfans. Jennifer is quite skilled in various areas related to infiltration and direct combat. Her powers are the result of Project Maximus Militis that gave her faster reflexes, faster speed, and greater human potential.

Jennifer will attempt to first take out a target at long range and if she isn't successful she'll go for the up close and personal approach. She plans her missions very meticulously down to the very minor details. She will often coordinate her actions with those of her team in order to deal the maximum amount of damage possible.

 

Campaign Use: Jennifer is the epitome of what Biogenetics represents and will often help the heroes if they are working for Biogenetics. If the heroes aren't then she will try to kill them as quickly as possible to protect the High Plains Alliance. She is the only member of Bloodrain that has an outside life and tries to protect her identity due to being the subject of numerous holovid shows plus her position as the poster girl for the High Plains Alliance.

Appearance: Jennifer stands 5' 7" and weighs 149 pounds. She has shoulder length platinum hair and green eyes. She's attractive and has a well toned body. She wears a specially tailored suit of full body armor that has a helmet when she's on a mission. The body armor is distinctive in its design and is camouflaged. She has her old regimental patch and High Plains Alliance flag on each shoulder along with her sergeant's stripes. When she does go out she wears the latest fashion since she's an A list celebrity.

 

 

Virus

 

Val Char Cost Roll Notes

16 STR 6 12- Lift 229.7kg; 3d6 [2]

23 DEX 39 14- OCV: 8/DCV: 8

23 CON 26 14-

20 BODY 20 13-

23 INT 13 14- PER Roll 14-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 ½d6

0 COM -5 9-

 

10+8 PD 7 Total: 10/18 PD (0/8 rPD)

10+8 ED 5 Total: 10/18 ED (0/8 rED)

5 SPD 17 Phases: 3, 5, 8, 10, 12

10 REC 4

50 END 2

43 STUN 3 Total Characteristic Cost: 161

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

Teleportation: 15"/60"

 

Cost Powers END

67 Viral Offensive Powers: Multipower, 80-point reserve, all slots Personal Immunity (+¼) (100 Active Points); all slots Increased Endurance Cost (x2 END; -½)

5u 1) Anthrax Attack First Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16

1u 2) Anthrax Attack Second Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Extra Time (6 Hours, -3 ½), Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16

1u 3) Anthrax Attack Third Effect: Drain CON 2d6+1, NND (Life Support [self Contained Breathing or appropriate Immunity]; +1), Delayed Return Rate (points return at the rate of 5 per Day; +1 ½) (80 Active Points); Extra Time (1 Day, -4), Increased Endurance Cost (x2 END; -½), Gradual Effect (1 Turn (Post-Segment 12); -¼) 16

3u 4) Viral Mists: Drain CON 2d6+1, Continuous (+1), AOE (20" Radius; +1 ½) (80 Active Points); PD Applies (-1), Increased Endurance Cost (x2 END; -½) 16

5u 5) Viral Blast: EB 10d6, Autofire (5 shots; +½) (75 Active Points); Increased Endurance Cost (x2 END; -½) 14

81 Viral Defensive Powers: Multipower, 81-point reserve

4u 1) Viral Teleportation: Teleportation 15", Position Shift, x4 Noncombat, x8 Increased Mass (55 Active Points); Concentration (½ DCV; -¼) 5

2u 2) Viral Containment Suit: Armor (8 PD/8 ED) (24 Active Points)

 

Skills

0 Language: English (completely fluent; literate) (4 Active Points)

3 PS: Biological Weapons Scientist 14-

3 Scientist

2 1) SS: Bacteriology 14- (3 Active Points)

2 2) SS: Biochemistry 14- (3 Active Points)

2 3) SS: Pharmacology/Toxicology 14- (3 Active Points)

2 4) SS: Virology 14- (3 Active Points)

3 Systems Operation (Life Support Systems, Medical Sensors, Surgical Equipment) 14-

3 Teamwork 14-

 

Total Powers & Skill Cost: 189

Total Cost: 350

 

200+ Disadvantages

25 DF: Puss and Disease engulfed body (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20 Psych. Lim.: Hatred of medical doctors (Common; Total)

20 Psych. Lim.: Code of Killing (Common; Total)

10 Psych. Lim.: Paranoid of modern medicine (Common; Moderate)

20 Hunted: Biogenetics 14- (Mo Pow; NCI; Watching)

0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing; Custom Adder)

20 Soc. Lim.: Subject to orders from Biogenetics (Very Frequently; Major)

25 Susceptibility: Antibiotics 3d6 damage Instant (Very Common)

10 Unluck: 2d6

 

Total Disadvantage Points: 350

Earned Experience: 0

Spent Experience: 0

Unspent Experience: 0

 

Background/History: Born on April 3, 2216 in Omaha, High Plains Alliance Stacie Fenn grew up with a normal childhood. During school she studied for a degree in biological weapons and eventually landed a job with one of the research teams employed by Biogenetics. She lead the research into a new viral agent that would transform its victims into viruses themselves and spread the disease through skin contact. During the research, she was accidentally exposed to a vial of the virus and transformed her into what she is now. She was captured by the facility security team and transported to St. Paulapolis for genetic study. After several years of being under Hemorrhage's care she began to hate all doctors and modern medicine. Recently, Stacie was transferred to Bloodrain and renewed her hatred of Adam by attacking him. Starstrike ended up ending the fight with the help of Rod.

 

Personality/Motivation: Stacie hates herself and what she's been turned into. She feels remorse for what she researched when she was a scientist. However, she enjoys killing people and watching them die from her attacks. She hates medical doctors and modern medicine since they can kill her with their medicines. She is trying to figure out a way to kill Adam and not get caught, but she is constantly monitored.

She's trying to get access to a research lab so she can begin working on a cure for herself. Biogenetics uses this as a method of control over her and get her to work with Bloodrain. She works with the other team members when she can, but Adam is constantly interferring.

 

Quote: "You look rather ill..."

Powers/Tactics: All of Stacie's powers are the result of her accident in the lab. She can cause a person to suffer from anthrax or directly attack them with her viral blasts. She wears a containment suit that gives her protection from incoming attacks. She lacks the ability to pass on the virus to others since it was still in the early stages of development.

She ensures that Adam is in front of her at all times. She doesn't want to have him accidentally hit her with antibiotics that could kill her. She prefers to stay away from her targets until they get infected. Once infected she will come closer to watch them die from the virus.

 

Campaign Use: Virus will try to garner favors from heroes if they are scientists or have access to research labs. If not then she will help them in anyway she can in exchange for help in the future.

 

Appearance: Stacie stands 5' 3" and weighs 110 pounds. She used to be very beautiful and could have easily been a media star. Currently, her entire body is disfigured from the virus that infects her. This causes a severe reaction from anyone looking at her. She wears a viral containment suit as armor and it has controls to allow her to direct her attacks at targets.

 

 

Questions and comments are welcome.

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Re: Inceptum Terminus: Enter Bloodrain

 

Good job on the characters Patriot. I do wonder at how high their Speeds are but that's a common thing with me. Personal taste and all that. The only thing I saw that could use fixed is that Hemorrhage doesn't have Scientist to get his science skills a little cheaper. I'm curious as to the background on the team and how you see them interacting. All in all great job bud!!

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Re: Inceptum Terminus: Enter Bloodrain

 

Good job on the characters Patriot. I do wonder at how high their Speeds are but that's a common thing with me. Personal taste and all that. The only thing I saw that could use fixed is that Hemorrhagedoesn't have Scientist to get his science skills a little cheaper. I'm curious as to the background on the team and how you see them interacting. All in all great job bud!!

 

Thanks bud. :) Dark Sun is Speed 6 with the rest being Speed 5. I figured that since she's made up of pure light that she'll be a little faster. Fixed Hemorrhage's lack of scientist enhancer. Due to Biogenetics only throwing together a team from the most easily controlled of their Gifted Bloodrain was formed.

 

Dark Sun was raised with the misinformation that her mother had abandoned her to the corporation so hates her mom. Harmony had the chance to escape with Sound Star and Night Daemon, but didn't for fear of risking their lives. He stayed behind and works behind the scenes to destablize the team. Hemorragh was given the opportunity to work for Biogenetics after being found out as a mass murderer of his patients. He would subject his patients to things that Dr. Mengle would only imagine about. Illuminatus was twisted by torture to become what he is today. He sees himself as ugly and hates that he is a Gifted. The only solace that he finds in his current state is the mutual love between Dark Sun and himself. Although Hemorragh certainly hates it that Dark Sun loves Illuminatus. Starstrike was the result of years of genetic manipulation upon a loyal soldier of Biogenetics. He's Biogenetics version of Captain America and works to ensure that all the members of Bloodrain work together. If a member gets too out of line with another he has orders to kill the offending person. Virus was a biological weapons specialist that had mutated due to the compounds she was exposed to. She enjoys watching people die from the biological agents that make up her body, but hates the fact that her former supermodel good looks were removed during the mutation. Due to standard antibiotics and being a former patient of Hemorragh's she really hates medical professionals. She especially hates Hemorragh for the torture he put her through. The only thing that prevents her from killing him is Illuminatus and Starstrike.

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Re: Inceptum Terminus: Enter Bloodrain

 

I need to spred Rep before I cat hit Patriot again. I love Illuminatus. Maybe rename his Neutron Slap because Slap doesn't connote HKA to me... but he's brilliant in a few ways.

 

Is it true? Harmony, Dark Sun and Illuminatus all have blaster elements?

 

I'm glad you like him. :) I'm open for suggestions for a name for the slap. Harmony and Dark Sun are both pure energy projectors while Illuminatus is a brick/energy projector.

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