Jump to content

IKerensky

HERO Member
  • Posts

    171
  • Joined

  • Last visited

Everything posted by IKerensky

  1. Re: The Good and Bad about Marvel and DC I like his drawing too so I passed it up... until he draw this group scene with nearly all the Marvel Female Superheroes on two pages and they were all the same girl with different uniform...
  2. Re: The Good and Bad about Marvel and DC Marvel Worst: Having Frank Cho draw a whole serie with a lot of female character in it while he is unable to draw more than 2 different female face (1 in fact), make for the worst group scene ever, like a Clone Marvel Themed party at Liberty Meadows. Make me stop reading anything from him after this one.
  3. Re: New Kickstarter for Sentinels of the Multiverse expansion Now we need a Champions Sourcebook with all the Sentinels of the Multiverse Heroes and Vilaines stats !
  4. Re: New Kickstarter for Sentinels of the Multiverse expansion Now we need a Champions Sourcebook with all the Sentinels of the Multiverse Heroes and Vilaines stats !
  5. Re: My new villain : Panzerfaust (comment welcomed) Oups, did I forgot to tell ? He was supposed to be activated in the '50s by the heroes.
  6. Re: My new villain : Panzerfaust (comment welcomed) Thanks, I tried the new format and it looks better (and add the +STR power).
  7. Re: 3.5 Reich Fear Team : "Das Medic" - new villain team, feel free to comment Thanks for the information, I will try to find something. The idea is more to sound German than to be good german Perhaps something like : "Die Nurse" or some very long contracted german word that mean : young woman that work to heal other people. I will also add some DISPEL, DRAIN POWER option in the MPP so she can do a bit of retro-engeneering.
  8. Re: 3.5 Reich Fear Team : "Das Medic" - new villain team, feel free to comment [b]Ferdi - Armored Repair Unit[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 55 STR 10 55 20- HTH Damage 11d6 END [5] 10 DEX 0 10 11- 40 BODY 23 40 3 OCV 0 3 0 DCV -15 0 40 PD 57 40 40 PD (40 rPD) 40 ED 57 40 40 ED (40 rED) 2 SPD 0 2 Phases: 6, 12 24 RUN 12 24m END [0] 0 SWIM -2 0m END [0] 0 LEAP -2 0m 0m forward, 0m upward [b]CHA Cost: 175[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 25 Telekinesis (46 STR) (69 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Only on Mettalic Objects; -1/2), Restrainable (-1/2), OIF (-1/2), Limited Range (-1/4) - END=7 [b]POWERS Cost: 25[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 200
  9. "Fraulein Hilde: Die Krankenschwester" Hilde is a young women in her twenties, with blond hair, blue eyes and long legs, or so she would be for someone that can catch her out of her Combat Medic Suit. Her origins aren't well know but she was educated in Docktor Von Fear secret 3.5rd Reich underground lair. She demonstrate a real flair for all that is technical and medical and quickly was selected as the official support of the Steel Giants. She was given a battle support armored vehicule ('Ferdi') with whom whe was wired. She is equiped with a full armored combat suit (with a mini-skirt and leather boots), and wear a complexe apparel on her back she can use to provide repair and healing at the front. She dont hesitate to climb on the back of her team during fight so she can keep them fonctionning. Or she can use 'Ferdi' magnetic crane to load them and transport/resupply/fix them. She is quite joyfull but deeply loyal to her team and her leaders orders. Not really a villain by choice. [b][b]Fraulein Hilde: Die Krankenschwester[font=&amp][/font][/b][/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 10 STR 0 10 11- HTH Damage 2d6 END [1] 25 DEX 30 25 14- 10 CON 0 10 11- 15 BODY 5 15 28 INT 18 28 15- PER Roll 15- 20 EGO 10 20 13- 20 PRE 10 20 13- PRE Attack: 4d6 3 OCV 0 3 7 DCV 20 7 3 OMCV 0 3 6 DMCV 9 6 2 PD 0 2/8 2/8 PD (0/6 rPD) 2 ED 0 2/8 2/8 ED (0/6 rED) 6 SPD 40 6 Phases: 2, 4, 6, 8, 10, 12 4 REC 0 4 20 END 0 20 30 STUN 5 30 20 RUN 8 20m END [2] 8 SWIM 2 8m END [1] 8 LEAP 2 8m 8m forward, 4m upward [b]CHA Cost: 159[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 32 [b][i]Sexy Armored Outfit[/i][/b]: Resistant Protection (6 PD/6 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Hearing Group/5 Flash Defense: Sight Group) (48 Active Points); OIF (-1/2) - END=0 10 [b][i]Wired to Ferdi[/i][/b]: Mind Link , Machine class of minds, One Specific Mind, Psychic Bond - END=0 15 [b][i]UHF Helmet device[/i][/b]: Radio Perception/Transmission (Radio Group), MegaScale (1m = 10 km; +1 1/4) (22 Active Points); OIF (-1/2) - END=0 33 [b][i]Combat Engineer/Medic Pack[/i][/b]: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +1/2) (90 Active Points); all slots Gestures (Requires both hands; -1/2), OIF (-1/2), Restrainable (-1/2), Concentration (1/2 DCV; -1/4) - END= 1f 1) [b][i]Combat Repair Pack[/i][/b]: Healing BODY 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Limited Special Effect Common SFX (Limited to Repair Machines; -1/2), Gestures (Requires both hands; -1/2), OIF (-1/2), Restrainable (-1/2), Concentration (1/2 DCV; -1/4) - END=0 1f 2) [b][i]Combat Medic Pack[/i][/b]: Healing BODY 3d6 (30 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures (Requires both hands; -1/2), OIF (-1/2), Restrainable (-1/2), Limited Special Effect Very Common SFX (Cannot be used on machines; -1/4), Concentration (1/2 DCV; -1/4) - END=0 1f 3) [b][i]Combat Wakeup Pack[/i][/b]: Healing STUN 3d6 (30 Active Points); Gestures (Requires both hands; -1/2), OIF (-1/2), Restrainable (-1/2), Concentration (1/2 DCV; -1/4) - END=0 1f 4) [b][i]Combat Powerpack[/i][/b]: Healing END 3d6 (30 Active Points); Limited Special Effect Uncommon SFX (Only for the Combat Suit of her team; -1), Gestures (Requires both hands; -1/2), OIF (-1/2), Restrainable (-1/2), Concentration (1/2 DCV; -1/4) - END=0 7 [b][i]Magnetic Pads[/i][/b]: Clinging (30 STR) (17 Active Points); Limited Power Power loses about half of its effectiveness (Only work on Metallic Magnetic area; -1), OIF (-1/2) - END=0 [b]POWERS Cost: 101[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 20 STR to Disarm [b]MARTIAL ARTS Cost: 11[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Acrobatics 14- 3 Analyze: Combat 15- 3 Breakfall 14- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 15- 3 Contortionist 14- 3 Demolitions 15- 7 Electronics 17- 7 Inventor 17- 7 Mechanics 17- 3 Paramedics 15- 3 Security Systems 15- 2 PS: Combat Medic 11- 2 PS: Combat Engineer 11- 6 Weaponsmith (Firearms, Incendiary Weapons, Missiles & Rockets) 16- 0 Language: German (idiomatic) (4 Active Points) 1 Language: French (basic conversation) 3 Language: English (completely fluent) [b]SKILLS Cost: 65[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 40 Vehicles & Bases [b]PERKS Cost: 40[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 12 Combat Luck (6 PD/6 ED) 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) [b]TALENTS Cost: 24[/b] [b][u]Value[/u] [u]COMPLICATIONS[/u][/b] 20 Social Complication: Enlisted: Must follow orders strictly Very Frequently, Severe, Not Limiting In Some Cultures 15 Psychological Complication: Sensible to other people pains, healer at heart (Common; Strong) 10 Distinctive Features: Attractive and Skimpy Outfit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Child of the 3.5rd Reich Very Frequently (Mo Pow; Watching) 15 Social Complication: Young and independant woman in the 50's Very Frequently, Major, Not Limiting In Some Cultures [b]COMPLICATIONS Points: 75[/b] Base Pts: 400 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 400
  10. Re: My new villain : Panzerfaust (comment welcomed) I edited the first post to add the new build.
  11. Re: My new villain : Panzerfaust (comment welcomed) His killing attack is destined against armored vehicules, not peoples. In fact, as time goes on after his awakening I think he will trade his brainwashed psy complication for a Code against Killing (This is not my war anymore) where he fight against order to attack civilian and refrain to use his HKa. He is designed as a war machine, to fight armored divisions, not well equiped against human sized foe and not designated to fight super-humans (they are supposed not to be present during the war). Now that he is part of a team his role is clearer and I can use other parts of the team to support him. Basically he is the one they call when there is a vault to open, a Battleship to sink or a tank to crush. When I downsized him to 500pts I forgot about the martial manoeuver limit... I will have to find points somewhere. I dont want to put him automaton powers because I want him to still feel human and be vulnerable to psychologie and mind powers.
  12. Re: My new villain : Panzerfaust (comment welcomed) Panzerfaust MkII Val Char Cost Roll Notes 40 STR 30 21- Lift 102.4tons; 12d6 HTH damage [8] 10 DEX 0 11- OCV: 6/DCV: 6 30 CON 20 15- 30 BODY 20 10 INT 0 11- PER Roll 11- 20 EGO 10 13- OMCV: 3/DMCV: 6 20 PRE 10 13- PRE Attack: 4d6 20 PD 18 Total: 40 PD (20 rPD) 15 ED 13 Total: 30 ED (15 rED) 4 SPD 20 Phases: 3, 6, 9, 12 10 REC 6 0 END -4 30 STUN 5 Total Characteristics Cost: 196 Movement: Running: 25m/[Noncombat]" Leaping: 0m/[Noncombat]" Swimming: 0m/[Noncombat]" Cost Powers END 95 Panzerfists (x2): Multipower, 90-point reserve, (90 Active Points) 6f 1) Antitank Attack: Killing Attack - Hand-To-Hand 5d6-1 (8d6 - 1 w/STR), Armor Piercing (+1/4) (87 Active Points); -1 Decreased STUN Multiplier (-1/4), No Knockback (-1/4) 9 7f 2) Back of the Hand Blow: Hand-To-Hand Attack +10d6, Area Of Effect (2m Radius; +1/4), Double Knockback (+1/2) (87 Active Points); Hand-To-Hand Attack (-1/4) 9 7f 3) Mg-151 Anti Air Canon: Blast 10d6, Autofire (3 shots; +1/4), No Range Modifier (+1/2) (87 Active Points); Beam (-1/4), 16 Charges (-0) [16] 13 Strength Overcharge: +20 STR (20 Active Points); Increased Endurance Cost (x2 END; -1/2) 4 20 Selfcontained body: Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) 0 10 Vaulted Mind: Mental Defense (10 points total) 0 67 Armored Body: Resistant Protection (20 PD/15 ED), Hardened (+1/4) (67 Active Points) 0 5 Night Vision: Infrared Perception (Sight Group) 0 45 Energy Dependant: Endurance Reserve (180 END, 0 REC) 0 Martial Arts: [Martial Art Name] Maneuver OCV DCV Notes 3 Martial Grab -1 -1 Grab Two Limbs, 70 STR for holding on 5 Defensive Block +1 +3 Block, Abort Talents 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 15 +3 with a large group of attacks Total Powers & Skills Cost: 304 Total Cost: 500 500+ Disadvantages 20 Distinctive Features: Steel Giant 4 meters tall, bearing Nazi likeness (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 30 Physical Complication: Steel Giant weighting 20tons, cant go everywhere, cant manipulate small objects (All the Time; Greatly Impairing) 15 Social Complication: Soldier, subject to Orders Frequently, Major 10 Psychological Complication: Indoctrinated/Brainwashed to endorse Nazi Racial Ideology (Common; Moderate) Total Disadvantage Points: 500
  13. Re: My new villain : Panzerfaust (comment welcomed) Ok, I will rework him with lower points but more survivabilty as a member of a super vilain team. I will let the no regen END battery but add a vehicule and character that will provide AID END limited to ressuply Panzerfaust and his buddies Das Panther and Das Tiger (who will suffer from the same limitation). The high BODY, low STUN was a concept that simply dont work well, so I will put him in a more standard repartition.
  14. Re: My new villain : Panzerfaust (comment welcomed) He is 6th edition with bad template. I will try to look at the complication tomorrow, I need first to get the other things right. He is supposed to be a lone villain and should be able to take on a full team of 4-5 heroes all by himself, or at least to be a serious menace for them. PC are built with Champions 6th Generator so they have 60 active points limits and around 40 STR for Telekinesis, and 60 STR for the metal covered Brick. OCV/DCV are high, but his speed of only 4 make hard for him to use block and dodge and he will be hard pressed to fight several heroes at the same time (especially flying ones). I must confess I lack experience in what could be considered a valid opposition to a HERO team, but I fear his 20d6 area of effect HtH is perhaps overkill... On the other hand with only 20 STUN he is quite vulnerable to mindblast and 50 STR isn't that much so he could get grabbed by the team. The idea is that he can crush them if they dont team up and coordonnate (wich I hope they will do).
  15. Re: My new villain : Panzerfaust (comment welcomed) Well they are written in his description : several complication : like subject to orders, big size, innability to interract with small objects and thus. I can add an enraged but it seems just too much stereotypical. Perhaps more Indoctrinate Facist Psy Limits, like feeling superior and thus...
  16. Re: My new villain : Panzerfaust (comment welcomed) Yes, there is another fist, I even payed the 5pts for him but alas he doesnt show up automatically so I had to change that. Striking Appareance should have been entitled as Terrifying War Machine. I choosed the Disads but fail to see the point in creating them in the HD because he is a NPC ---------- The Penetrating is set for two reasons : 1st he IS designated to penetrate any kind of armor, 2nd without it the power is too cheap in active point and will go for a even more massive HKA. Autofire and ammo clip I admit was not my cup of tea, the idea was to have a weapon able to create a suppresive fire field and thus I thought the more Autofire the better. Guess I was wrong He also have +2 skill level for the 88mm gun I initially intented to add to his shoulderpad but removed because of points constraint. I guess I will remove both MG and skills level and add the autodefense mine dispender I plan initially. About the energy I guess I goes too far but he isn't that different from what I had in thought. He is like other german marvel weapons of WWII : technically very strong but needed a lot of maintenance and with very short autonomy. I can really envision him needing to flee the battle not because he is defeated but because his go low on fuel. And he definitely need a backup team to flee, and some way of transportation to the battlefield. Would make for a nice vehicule... But I agree I probably put the limit a bit too low... ------ Any comment about his STUN ? I fear to have put it too low, but I didn't want to make him a robot.
  17. Here is what will be the first villain for my group of beginners heroes (400pts). Panzerfaust Helmut Schmidt was born in 1917 in Dusseldorf, enlisted into the wermacht he was terminally wounded by an artillery explosion. The 3.5rd Reich scientists incorporate him into a mechanised body but weren't able to activate and deploy him. He was stockpiled with other weapons in secret caches for a few years. The players meet him when they attack a Mafia weapon dealers that sell WWII weapons and he was activated accidentaly. His aspect : 4meters tall, fully armored robot, with a distinctive panzer look, and massive armored fists that also bear heavy machineguns. His vital remnants are mixed with the machinery and he cannot be separated from it without dying. He also have loudspeaker that diffuse speech, martial hymns and Stuka sounds. He is vulnerable because he is dependant of special machinery to resupply his energy battery. He got several complication : like subject to orders, big size, innability to interract with small objects and thus. [b]Panzerfaust - MK II[/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 60 STR 30 60 21- HTH Damage 12d6 END [8] 10 DEX 0 10 11- 30 CON 20 30 15- 30 BODY 20 30 10 INT 0 10 11- PER Roll 11- 20 EGO 10 20 13- 20 PRE 10 20 13- PRE Attack: 4d6 6 OCV 15 6 6 DCV 15 6 3 OMCV 0 3 5 DMCV 6 5 40 PD 18 40 40 PD (20 rPD) 30 ED 13 30 30 ED (15 rED) 4 SPD 20 4 Phases: 3, 6, 9, 12 10 REC 6 10 0 END -4 0 30 STUN 5 30 25 RUN 13 25m END [2] 0 SWIM -2 0m END [0] 0 LEAP -2 0m 0m forward, 0m upward [b]CHA Cost: 193[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 95 [b][i]Panzerfists[/i][/b]: Panzerfists (x2): Multipower, 90-point reserve, (90 Active Points) [Notes: (x2 number of items)] - END= 6f 1) [b][i]Antitank Attack[/i][/b]: Killing Attack - Hand-To-Hand 5d6-1 (8d6 - 1 w/STR), Armor Piercing (+1/4) (87 Active Points); -1 Decreased STUN Multiplier (-1/4), No Knockback (-1/4) - END=9 7f 2) [b][i]Back of the Hand Blow[/i][/b]: Hand-To-Hand Attack +10d6, Area Of Effect (2m Radius; +1/4), Double Knockback (+1/2) (87 Active Points); Hand-To-Hand Attack (-1/4) - END=9 7f 3) [b][i]Mg-151 Anti Air Canon[/i][/b]: Blast 10d6, Autofire (3 shots; +1/4), No Range Modifier (+1/2) (87 Active Points); Beam (-1/4), 16 Charges (-0) - END=[16] 13 [b][i]Strength Overcharge[/i][/b]: +20 STR (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4 20 [b][i]Selfcontained body[/i][/b]: Life Support (Eating: Character only has to eat once per week; Longevity: 200 Years; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) - END=0 10 [b][i]Vaulted Mind[/i][/b]: Mental Defense (10 points total) - END=0 67 [b][i]Armored Body[/i][/b]: Resistant Protection (20 PD/15 ED), Hardened (+1/4) (67 Active Points) - END=0 5 [b][i]Night Vision[/i][/b]: Infrared Perception (Sight Group) - END=0 45 [b][i]Energy Dependant[/i][/b]: Endurance Reserve (180 END, 0 REC) - END=0 [b]POWERS Cost: 275[/b] [b][u]Cost[/u] [u]MARTIAL ARTS[/u][/b] 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 70 STR for holding on 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 12d6 +v/10, Target Falls [b]MARTIAL ARTS Cost: 11[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 15 +3 with a large group of attacks [b]SKILLS Cost: 15[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 6 +2/+2d6 Striking Appearance (vs. all characters) [b]TALENTS Cost: 6[/b] [b][u]Value[/u] [u]COMPLICATIONS[/u][/b] 20 Distinctive Features: Steel Giant 4 meters tall, bearing Nazi likeness (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 30 Physical Complication: Steel Giant weighting 20tons, cant go everywhere, cant manipulate small objects (All the Time; Greatly Impairing) 15 Social Complication: Soldier, subject to Orders Frequently, Major 10 Psychological Complication: Indoctrinated/Brainwashed to endorse Nazi Racial Ideology (Common; Moderate) [b]COMPLICATIONS Points: 75[/b] Base Pts: 500 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 500
  18. Re: Champions Powers Excellent book, quite sturdy even with a softcover. I really like the cover picture by the way. As a beginner to the hero system I found it very very very usefull as examples and ideas and to build heroes thematically. It also help me not to be afraid of VPF anymore Powers are nicely arranged and each theme got a nice introduction with example, explanation and reference to other themes that can combine. Definitely the one book I needed. Only sad point is to have to download the index.
  19. Re: working on encounter prediction software (for gauging balance) Count me in as interested in seeing this I agree that random targetting wont provide a solid basis for analysis. Perhaps better add engagement rules (PC concentrate on weakest foe while NPC share they aggro more evenly, or pairing opponnents...).
  20. Re: Brick Because he looks like a war-mongering 8 feet all monster wich enter uncontrolable rage fit with STR enough to use a skycrapper as a club ?
  21. Re: Brick Dang, I swore I wouldn't comment here anymore but : " On his left arm he wears a blood red plate metal gorget, pauldron, spaulder, gusset, vambrace, and gauntlet." Did you just enter words in a thesaurus and post them here ? where are you from ? Are you for real or just a Borat clone ?
  22. Re: A good way to simulate rescuing people from a fallen buildling... Roleplay and storytelling. The only way to make a dull job fun. Rolling dice doesnt add anything to it
  23. Re: Brick Well, he seems to be lacking in combat skill somewhat, even if he got very very very high strength. I wonder if you could apply the "-1/2 Always On" limitation on resistant PD/ED and regeneration as I fail to see that as a limitation at all for constant powers. You seems to ask a lot of question you should/could answer yourself. Personnaly I fail to find men handsome, so a 3 eyed, 3 headed, 4 armed, scaly one... sorry fail handsomeness check for me. As his godly origin you just opened the door to Shiva/Shub-Niggurath love-child.
  24. Re: Multigrab on automaton Well, they 'could' get them... but it depend on the character involved... The 'Brick' with 60 STR and a +4DC penetrating martial manoeuver mincemeat them. The Magnetist had problem with his 40 STR telekinesis but could use a 4D6 RKA... if jhe manage to roll above 8 on thoses dices (appealing roller). The Shapeshifter could hurt them with 2d6-3d6 HKA. The Mindmingler... could probably do nothing at all against them with her 40 STR telekinesis... nor her 12D6 mental blast.
  25. Re: Multigrab on automaton Dang, I knew something was wrong but wasn't able to put my finger on what. Thanks for the clarification. Going for the detail of the defense cost it looks logical. But I wonder if 141 pts of defense is balanced after all... even if the brick got 20rPF/20rED
×
×
  • Create New...