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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: Sam & Dean Winchester

Postby kenseido » Fri Jun 24, 2011 8:52 am

Tattooedman wrote:That would be correct, I just started watching the 3rd season here a day or two ago & have only just had my first glimpse of Ruby. But once I've seen a some more of her I'll get a build done. :wink:


Fair enough. No spoilers for you, then.
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Re: Tattooverse 2.5: Sam & Dean Winchester

Postby Tattooedman » Fri Jun 24, 2011 9:00 am

kenseido wrote:
Tattooedman wrote:That would be correct, I just started watching the 3rd season here a day or two ago & have only just had my first glimpse of Ruby. But once I've seen a some more of her I'll get a build done. :wink:


Fair enough. No spoilers for you, then.


Thanks. I have to admit, it's a better show than I thought it was when I first heard about it.
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Re: Bobby Singer build #995

Postby Sidious » Fri Jun 24, 2011 3:29 pm

Tattooedman wrote:Image
Bobby Singer:



What can I say about Bobby except... Bobby Singer = 1 part Age + 3 parts Hard Liquor.
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Ghosts build #996

Postby Tattooedman » Sat Jun 25, 2011 1:44 pm

Image Image Image Image Image

Ghosts: A ghost or spirit remains connected to the mortal realm because it is attached by either unfinished business or an unwillingness to move on. Some have a desire for revenge against those who they perceive to have caused their deaths or will target people like them. While others were evil in their life and have continued those ways after their death.

Ghost:
PL: 5
Str 10 (+0) Dex 10 (+0) Con -- Int 10 (+0) Wis 15 (+2) Cha 15 (+2)

Skills: Bluff 8 (+10), Intimidate 8 (+10)

Feats: Fearless, Fearsome Presence 5 [Will DC 15; 20 ft radius]

Powers: Ethereal Nature:
-Immunity 30 [Fortitude Effects]
-Insubstantial 4 (Extra: Continuous Duration); (Power Feat: Innate); (Flaw: Permanent)
-Regeneration 15 [Recovery Bonus: +9; Recovery Rate: Resurrection 1/week] (Flaw: Power Loss [when laid to rest or has dealt with it‘s unfinished business])
-Strike 5 (Extra: Affects Corporeal)
-Telekinesis 2 (Extra: Affects Corporeal)

Saves: Toughness +0
Fort N/A
Ref +1
Will +4

Combat: Attack +4
Damage +5 (Strike)
Defense +4 (+ flat-footed)
Initiative +0

Drawbacks: Disability [Unable to articulate properly] (-2 pts)
Quirk [Unable to cross a thick, solid line of salt] (-2 pts)
Vulnerable [Iron; causes ghost to be dispersed for a few rounds; Major Intensity/Uncommon Frequency] (-3 pts)
Vulnerable [Salt; causes ghost to be dispersed for a few rounds; Major Intensity/Uncommon Frequency] (-3 pts)


Complications:
Laid to Rest: The most well known way to lay a ghost to rest is to salt their bones (to purify them) and burn their remains (severing their tie to the mortal world). Sometimes an object specific to the ghost’s former life must be destroyed.

Unfinished Business/Vengeance: Most ghosts are tied to certain places/people/feelings that have a connection to their life or death. This is what motivates their actions, trying to reconnect with people from their former life or avenging the wrong done to the them.


Costs: Abilities 0+ Skills 4+ Feats 6+ Powers 81+ Saves 3+ Combat 16- Drawbacks 10= 100 pts.



:arrow: Well here’s my take on ghosts in the world of Supernatural. It’s just a guideline really, but there’s some ghosts who have different abilities (mind control, emotion control, possession and things like that). But overall in the early seasons it’s ghosts like these that Sam & Dean deal with on a regular basis.
Last edited by Tattooedman on Sat Jun 25, 2011 9:13 pm, edited 2 times in total.
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Re: Tattooverse 2.5: Bobby Singer & Ghosts

Postby Arthur Eld » Sat Jun 25, 2011 2:09 pm

About Ghosts, doesn't Immunity to Fortitude cost 30 points? Also, Telekinesis, as a mental effect, probably doesn't need Affects Corporeal.
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Re: Tattooverse 2.5: Bobby Singer & Ghosts

Postby Tattooedman » Sat Jun 25, 2011 8:32 pm

Arthur Eld wrote:About Ghosts, doesn't Immunity to Fortitude cost 30 points? Also, Telekinesis, as a mental effect, probably doesn't need Affects Corporeal.


Ah, my old friend Type-O. How I hate when you visit.

Thanks AE, I've fixed it now.

As for the TK having Affects Corporeal I looked at the Ghost build in M&M's Book of Magic and I figured that since TK had a physical effect I'd just cover my bases & throw it in.
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Re: Tattooverse 2.5: Bobby Singer & Ghosts

Postby ClassDunce » Mon Jun 27, 2011 5:16 am

Image


Sara Shahi everybody. Funny story, she was cast in this role the day after Eric Kripke watched her character debut on the second season of the L Word. Before that she was a Dallas Cowboy cheerleader. Great Builds TM.
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Re: Tattooverse 2.5: Bobby Singer & Ghosts

Postby Tattooedman » Mon Jun 27, 2011 9:10 am

ClassDunce wrote:
Image


Sara Shahi everybody. Funny story, she was cast in this role the day after Eric Kripke watched her character debut on the second season of the L Word. Before that she was a Dallas Cowboy cheerleader.


Huh, that is amusing.

Great Builds TM.


Thanks CD. Right now my biggest issue is trying to have the time to work on the builds for Supernatural, I'm in something of a building drive and have been bouncing between this and builds for my PbP games. Since the Supernatural builds require me to do a bit of research I end up working on the PbP builds a bit more as it's easier to do them since all I need is a few minutes time to jot down certain parts of the character idea. :roll:

I'm trying not to mix my builds at the moment, so once I've finished with my Supernatural list I'll probably have a number of new builds to post that'll be for the PbP stuff.
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Werewolves build #997

Postby Tattooedman » Mon Jun 27, 2011 9:20 am

Image


Werewolves: Werewolves are humans that transform into wolf-like creatures under the influence of a full moon. The infection and resultant affliction is commonly referred to as lycanthropy. When they are in wolf-form, they appear human except for their yellow eyes, fangs, and claws, and they use their superior abilities and enhanced senses to hunt humans and eat their hearts.

Werewolf:
PL: 6
Str 10 [20] (+0/+5) Dex 10 [20] (+0/+5) Con 10 [20] (+0/+5) Int 8 (-1) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 5 (+5), Climb 5 (+5), Intimidate 8 (+8.), Notice 6 (+7), Sense Motive 6 (+7), Stealth 6 (+6)

Feats: All-Out Attack, Attack Focus [Melee] 5, Distract [Intimidate], Improved Initiative, Startle

Powers: Werewolf Traits:
-Enhanced Strength 10
-Enhanced Constitution 10
-Enhanced Dexterity 10
-Regeneration 10 [Recovery Rate: Injured: 1/minute; Staggered: 1/minute; Disabled: 1/5 minutes] (Power Feat: Diehard); (Flaw: Limited [No effect on damage done with silver weapons])
-Speed 1
-Alt. Power: Leaping 1
-Strike 1 [Claws/Fangs] (Power Feats: Improved Critical, Mighty)
-Super-Senses 6 [Scent (Acute, Tracking), Vision (Extended), Low-Light Vision, Ultravision]
-Super Strength 1

Saves: Toughness +5
Fort +7
Ref +7
Will +6

Combat: Attack +0/+5 (Melee)
Damage +6 (Claws/Fangs; critical 19-20)
Defense +7 (+3 flat-footed)
Initiative +9

Drawbacks: Vulnerable [Silver: +100% damage; Major Intensity/ Uncommon Frequency] (-3 pts)


Complications:
Monster Diet: Werewolves will only eat the heart of their victims.

No Memory: A werewolf will not be able to recall events that happened while they were transformed.

Subconscious Desires: It seems that when transformed, a victim of will act out on their subconscious desires or fears (only attacking certain kinds of people due to personal beliefs or people they feel threatened by in their normal life).

Under a Pale Moon: Werewolves only transform under the influence of a full moon, during that time they will hunt a specific area (their ‘hunting grounds’) for victims and will stalk them.



Costs: Abilities 0+ Skills 9+ Feats 9+ Powers 53+ Saves 9+ Combat 14- Drawbacks 3= 91 pts.



:arrow: I’ve always been a fan of werewolves personally, so this was a pretty easy build for me. I went with the idea that 9 out of 10 times it’ll be a Bystander getting the curse added from there, now I didn’t toss in the few skills a Bystander has since when transformed the Werewolf doesn’t seem able to really use Knowledge and Profession skills. So it’s more of a Involuntary Transformation with Normal Identity mixed in idea but since the person can’t be prevented from changing Normal Identity isn’t supposed to be used and is handled more as a GM Plot-Device (which is why I didn’t list either in the Drawbacks section and touched on it somewhat in the Complications).

:arrow: But overall werewolves look to be a bit of a handful unless you’re packing some silver (which a hunter worth their shotgun will have). Dean & Sam both seemed to have little trouble dealing with the couple they’ve ran across (physically at least, it was the moral issues they had more trouble with). So I tried to keep the total costs under 100 pp total.
Last edited by Tattooedman on Tue Jun 28, 2011 10:14 pm, edited 1 time in total.
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Vampire Template build #998

Postby Tattooedman » Tue Jun 28, 2011 10:11 pm

Image


Vampires: A vampire is created when a person ingests vampire blood, but the transformation is not complete until they feed on human blood. Unlike folkloric vampires, they do not require an invitation to enter a home and are not killed by sunlight. They also prefer to live in packs in locations called nests, and will mate for life. After death, vampire soul goes to Purgatory.


Vampire:
PL:
6
Str 10 [20] (+0/+5) Dex 14 (+2) Con 10 [20] (+0/+5) Int 10 (+0) Wis 16 (+3) Cha 16 (+3)

Skills: Bluff 6 (+9), Diplomacy 6 (+9), Drive 2 (+4), Gather Information 6 (+9), Intimidate 8 (+11), Notice 6 (+9), Search 4 (+4), Sense Motive 6 (+9), Stealth 8 (+10)

Feats: Attack Focus [Melee] 4, Fascinate [Bluff ~or Diplomacy], Fearless, Improved Grab, Improved Initiative, Improved Pin, Move-By Action, Power Attack, Startle

Powers: Vampire Traits:
Enhanced Strength 10
Enhanced Constitution 10
Immunity 1 [Aging]
Regeneration 4 [Recovery Bonus: +2; Rate: Injured: 1/20 minutes; Staggered: 1/20 minutes; Resurrection: 1/week (not if beheaded)]
Strike 1 [Bite] (Power Feat: Improved Critical, Mighty)
Super-Senses 6 [Darkvision, Hearing (Extended), Scent (Acute)]
Super Strength 1

Saves: Toughness +5
Fort +7
Ref +7
Will +6

Combat: Attack +2/+6 (Melee)
Damage +5 (Unarmed)/+6 (Bite; critical 19-20)
Defense +5 (+ flat-footed)
Initiative +6
Grapple +12

Drawbacks: Power Loss [Regeneration (Recovery Bonus & Rate) if a large amount (a full suryinge worth's) of Dead Man's Blood is injested; Major Intensity/Uncommon Frequency] (-3 pts)


Complications:
Bloodlust: Vampires must feed on blood (humans or animal, either will do really) to survive.

Sunlight: While not deadly, it can cause serious discomfort and pain. Vampires tend to prefer to sleep during the day so they don't have to deal with it at all.

Toxic Shock: A dose of Dead Man's Blood is like a poison to Vampires; it will cause a vampire to go into a stupor that is pain filled and leaves them easily handled by anyone. Their bodies cannot process the substance like the blood of the living and must wait until their bodies have passed it through their system.


Costs: Attributes 16+ Skills 13+ Feats 12+ Powers 35+ Saves 10+ Combat 14- Drawbacks 3= 97 pts.




:arrow: Honestly I'm so tired of vampires in general between all the Anne Rice nonsense from a decade ago & Twilight here the last couple years that even how they were handled in Supernatural didn't do much for me (at least I can stand to watch the Blade movies). Really I like them better in this series than I do most other vampire characters in other shows & movies (though they do remind me a bit of the vamps from the Blade movies in some minor ways). But to be totally honest......I'm not too big on them and this build wasn't too much fun for me but I wanted to be complete seeing as how Sam & Dean tend to run into them a decent amount (which is surprising for a supposedly almost extinct group).
Last edited by Tattooedman on Wed Jun 29, 2011 8:54 am, edited 1 time in total.
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Re: Tattooverse 2.5: Werewolves & Vampires

Postby Tattooedman » Wed Jun 29, 2011 8:52 am

Ok, I'm about halfway through my list of Supernatural builds but I've also been working on other builds for my PbP setting. So since I'm something of a can't wait kinda guy I'm going to go ahead and post some of those builds I've gotten done (and there are more on the way too).

But to be fair I'm not going to include background for the moment (I know, it makes the character a bit boring to be just a set of stats but anything I'd have in the backgrounds would give away things I don't want revealed just yet.... :twisted: ). But once the characters have made their appearances I'll come back and edit in that part of the build, but this is for reference for me once they do show up for the most part.
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Slick build #999

Postby Tattooedman » Wed Jun 29, 2011 8:54 am

Image
Slick:
PL:
10
Str 16 (+3) Dex 22 (+6) Con 18 (+4) Int 10 (+0) Wis 18 (+4) Cha 20 (+5)

Skills: Acrobatics 8 (+14), Bluff 8 (+13), Climb 6 (+9), Diplomacy 8 (+13), Disable Device 12 (+12), Gather Information 8 (+13), Knowledge [Pop Culture] 6 (+6), Knowledge [Streetwise] 10 (+10), Notice 8 (+12), Sense Motive 10 (+14), Sleight of Hand 8 (+14), Stealth 8 (+14), Swim 4 (+7)

Feats: Acrobatic Bluff, Ambidexterity, Attack Spec. [Friction Control Array] 2, Contacts, Distract [Bluff], Equipment 4, Fascinate 2 [Bluff; Diplomacy], Fast Overrun, Improved Feint, Improved Overrun, Move-By Action, Redirect, Skill Mastery [Acrobatics; Bluff; Disable Device; Stealth], Uncanny Dodge [visual], Ultimate Effort [Ultimate Reflex Save]

Powers: Friction Control 10 [Trip 10]
-Alt. Power: Environmental Control 10 [Hamper Movement; one-quarter speed] (Extra: Selective)
-Alt. Power: Friction Control 10 [Snare 10]
-Alt. Power: Trip 10 (Extra: Area [Burst]); (Flaw: Touch Range)
-Alt. Power: Trip 10 (Extra: Knockback)

Slick Field:
-Enhanced Feats 2 [Improved Defense 2]
-Immunity 7 [Entrapment Effects, Grapples]
-Shield 6
-Speed 8
-Super-Movement 4 [Sure-Footed 2, Wall-Crawling 2]

Device [Padded Costume] 2 [hard to lose]
--Protection 4
--Sensory Shield 2 (Flaw: Limited [visual only])
--Super-Senses 4 [Darkvision, Infravision, Low-Light Vision]

Saves: Toughness +8*/+4 [*Padded Costume]
Fort +9
Ref +11
Will +7

Combat: Attack +8/+10 (Friction Control Array)
Damage +3 (Unarmed)
Defense +12 [+6] (+3 flat-footed)
Initiative +6

Equipment: MasterworkThieves’ Tools
Thieves’ Pack: [19 ep]
Flash-Bangs [Dazzle Burst 4]
-Smoke Bombs [Obscure (visual)]
-Katana [+3 damage; critical 19-20]
-Brass Knuckles [+1 damage]



Costs: Attributes 44+ Skills 26+ Feats 18+ Powers 63+ Saves 13+ Combat 28= 192 pts.


Real Name: Peter Torkins
Height: 6'
Weight: 160 lbs
Hair: Blonde
Eye Color: Brown


Background: Peter Torkins was a beach bum and dealer from Southern California who was used by the Labyrinth as a guinea pig for the DNAscent process, granting him friction control powers. He quickly decided to become a villain, and sought out Binder and the Sinister Syndicate after his first few encounters with super heroes went poorly for him.

Slick is virtually impossible to imprison and is the most likely of the Sinister Syndicate to escape custody, making him the point man when it comes to breaking out his teammates or getting something under heavy guard. Binder has made it a point to be sure that Slick has learned the ins and outs of breaking & entering as well as how to handle himself in a fight given that most times Slick will have to deal with guards security systems of some kind.
Last edited by Tattooedman on Sat Jun 30, 2012 3:44 pm, edited 1 time in total.
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Black Dragon build #1000

Postby Tattooedman » Wed Jun 29, 2011 8:58 am

Image
Black Dragon:
PL:
10
Str 14 (+2) Dex 20 (+5) Con 18 (+4) Int 14 (+2) Wis 20 (+5) Cha 18 (+4)

Skills: Acrobatics 6 (+11), Bluff 8 (+12), Climb 4 (+6), Computers 8 (+10), Disable Device 12 (+14), Drive 4 (+9), Escape Artist 8 (+13), Gather Information 6 (+10), Knowledge [Streetwise] 8 (+10), Language 2 [Base: Japanese; Chinese; English], Medicine 6 (+8.), Notice 8 (+13), Search 8 (+10), Sense Motive 8 (+13), Stealth 10 (+15), Survival 6 (+11), Swim 4 (+6)

Feats: Cunning Fighter, Distract [Bluff], Follow-Up Strike, Hide In Plain Sight, Improved Block 2, Improved Defense, Improved Disarm, Improved Feint, Improved Initiative, Move-By Action, Power Attack, Precise Shot, Up the Walls

Powers: Shadow Blessings:
-Protection 7 (Extra: Impervious)
-Strike 6 (Power Feat: Mighty)

Curse of the Sword of Shadows:
-Drain Constitution 8
-Regeneration 20 [Recovery Rate: Bruised: 1/round; Injured: 1/standard action; Staggered: 1/standard action; Ability Damage: 1/standard action] (Power Feats: Diehard, Persistant, Regrowth); (Flaw: Limited [only can be used after Drain Constitution has effectively been used on a target])
-Super-Movement 3 [Permeate]

Device [Sword of Shadows] 9 [easy to lose] (Power Feat: Indestructible)
--Blast 10 [Shadow Bolt] (Extra: Penetrating); (Power Feat: Accurate)
-Alt. Power: Strike 9 (Extra: Penetrating 11); (Power Feats: Improved Critical 3, Mighty)
--Obscure 6 [visual] [Field of Darkness] (Extra: Area [Burst]); (Flaw: Touch Range)

Saves: Toughness +11*/+4
Fort +8
Ref +11
Will +11

Combat: Attack +8/+10 (Shadow Bolt)
Damage +8 (Unarmed)/+10 (Shadow Bolt)/+11 (Sword Strike)
Defense +9 (+4 flat-footed)
Initiative +9


Costs: Attributes 44+ Skills 29+ Feats 14+ Powers 93+ Saves 16+ Combat 34= 230 pts.


Real Name: Suki Aoki
Height: 5' 3"
Weight: 115 lbs
Hair: Black
Eye Color: Brown


Background: In the works……
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Postby Tattooedman » Wed Jun 29, 2011 9:13 am

I just realized I've done my 1,000th build for this thread.

YEAH ME!

That's two times now, but I wonder if it counts since most of it was from my 1st thread?

~shrug~ eh, either way it's still pretty cool.

Now on to a preview of characters to come.....
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Corredor build #1001

Postby Tattooedman » Wed Jun 29, 2011 9:14 am

Image
Corredor:
PL:
10
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 12 (+1) Wis 15 (+2) Cha 12 (+1)

Skills: Acrobatics 8 (+11), Bluff 11 (+12), Climb 8 (+11), Disable Device 13 (+14), Knowledge [Streetwise] 8 (+9), Language [Spanish], Notice 8 (+10), Search 12 (+13), Sense Motive 8 (+10), Stealth 8 (+11), Swim 3 (+6)

Feats: Attack Spec. [Kinetic Array] 3, Challenge [Hide Tampering], Distract [Bluff], Dodge Focus 2, Fast Overrun, Improved Distract, Improved Feint, Improved Initiative 2, Improved Taunt, Improvised Tools, Luck 2, Move-By Action, Power Attack, Taunt

Powers: Kinetic Manipulation:
Paralyze 10 [Dynamic]
-Strike 10 (Extra: Penetrating) [Dynamic]
-Strike 10 (Extra: Area [Burst]) [Dynamic]
-Trip 10 (Extra: Knockback); (Flaw: Touch Range) [Dynamic]

Kinetic Acceleration: Speed 10

Kinetic Field: Force Field 10 (Extra: Impervious)

Saves: Toughness +13*/+3 [*Impervious Force Field 10]
Fort +7
Ref +9
Will +6

Combat: Attack +4/+10 (Kinetic Array)
Damage +3 (Unarmed)/+10 (Kinetic Array)
Defense +7 (+3 flat-footed)
Initiative +11


Costs: Attributes 57+ Skills 22+ Feats 18+ Powers 57+ Saves 14+ Combat 22= 190 pts.


Real Name: Miguel Cortez
Height: 5’ 10”
Weight: 158 lbs
Hair: Brown
Eye Color: Brown


Background: In the works........
Last edited by Tattooedman on Sun Jan 22, 2012 9:58 am, edited 2 times in total.
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