Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

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Horsenhero
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Re: Prodigy Duck 3e Builds (Barons!)

Post by Horsenhero » Wed Mar 14, 2012 11:24 am

Wow. Considering the time he spent in his Citizen V guise in the Thunderbolts and the readiness with which he leaps into physical combat, Baron Zemo II (Helmut) is kind of a pansy.

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Re: Prodigy Duck 3e Builds (Barons!)

Post by prodigyduck » Thu Mar 15, 2012 1:10 am

Horsenhero wrote:Wow. Considering the time he spent in his Citizen V guise in the Thunderbolts and the readiness with which he leaps into physical combat, Baron Zemo II (Helmut) is kind of a pansy.
This is not modern Zemo. This is more a "beginning" era Zemo. He does not do much combat yet (although he can kick the butt of any police officer, soldier, or secret agent, at his PL). He may get more physical when he makes his big reveal. But for now, he is a mastermind villain.
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Re: Prodigy Duck 3e Builds (Batroc)

Post by prodigyduck » Sat Mar 17, 2012 3:34 pm

Image

BATROC THE LEAPER (PL 8]
Real Name:
Georges Batroc (BC: Bruce Campbell)
Occupation: Mercenary
Base of Operations: Mobile
Affiliation: Batroc’s Brigade
Height: 6’0”; Weight: 225 lbs.
Eyes: Brown; Hair: Black

Strength 3, Stamina 4, Agility 6, Dexterity 3
Fighting 7, Intellect 3, Awareness 4, Presence 3

ADVANTAGES
Agile Feint, Benefit 1 (Wealth 1 [well off]), Close Attack 2, Defensive Attack, Evasion, Improved Trip, Languages 1 (English [French is native]), Move-By Action, Prone Fighting, Second Chance 2 (Acrobatic checks with Tumbling, Athletics checks with Leaping), Skill Mastery 2 (Acrobatics, Athletics), Taunt

SKILLS
Acrobatics 6 (+12), Athletics 6 (+9), Deception 2 (+5), Expertise (Mercenary) 6 (+9), Insight 2 (+6), Intimidation 2 (+5), Investigation 2 (+5), Perception 2 (+6), Persuasion 2 (+5), Stealth 2 (+8)

OFFENSE
Initiative
+6
Unarmed +9 (Close, Damage 3)

DEFENSE
Dodge
12, Parry 9, Toughness 4
Fortitude 6, Will 6

POWER POINTS
Abilities 66 + Advantages 15 + Defenses 12 + Powers 0 + Skills 16 = 109 Total

COMPLICATIONS
Egotistic:
Batroc believes his skills can see him through anything.
Honorable: For all his flaws, Batroc is at heart an honourable man and staunchly lives by the Way of the Warrior.
Mercenary: Batroc has no real loyalty to his employers or allies.
Prejudice: French.
Last edited by prodigyduck on Sun Mar 18, 2012 10:13 am, edited 2 times in total.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (Batroc)

Post by Jabroniville » Sun Mar 18, 2012 4:06 am

Batroc rules. Dude once risked his life to save Captain America from some sharks, just because it was an unworthy death for his greatest enemy.

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Re: Prodigy Duck 3e Builds (Batroc)

Post by Woodclaw » Sun Mar 18, 2012 4:37 am

Jabroniville wrote:Batroc rules. Dude once risked his life to save Captain America from some sharks, just because it was an unworthy death for his greatest enemy.
Quoted for truth.
Also Batroc should have some kind of Code of Honor complication, he really isn't that much of a bad guy.
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Re: Prodigy Duck 3e Builds (Batroc)

Post by prodigyduck » Sun Mar 18, 2012 10:12 am

Woodclaw wrote:
Jabroniville wrote:Batroc rules. Dude once risked his life to save Captain America from some sharks, just because it was an unworthy death for his greatest enemy.
Quoted for truth.
Also Batroc should have some kind of Code of Honor complication, he really isn't that much of a bad guy.
You're right, that is something I forgot to include. Thanks.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Builds (Beast)

Post by prodigyduck » Sun Mar 18, 2012 10:19 am

Image

BEAST (PL 9)
Real Name:
Henry Phillip “Hank” McCoy (BC: Kelsey Grammar)
Occupation: Adventurer, Scientist
Base of Operations: San Francisco
Affiliation: X-Men
Height: 5’11”; Weight: 350 lbs.
Eyes: Blue; Hair: Blue (Formerly Brown)

Strength 6, Stamina 4, Agility 9, Dexterity 4
Fighting 7, Intellect 4, Awareness 3, Presence 4

POWERS
Balanced:
Enhanced Acrobatics 8, Movement 1 (Slow-Fall) – 6 points
Fast Climber: Enhanced Athletics 8 (Limited to Climbing), Movement 2 (Wall-Crawling; Limited [not on smooth or frictionless surfaces]) – 4 points
Large Hands and Feet: Enhanced Benefit (Ambi-dexterity), Feature 1 (Beast can use his feet as easily as using his hands) – 2 points
Lightning Speed: Speed 6 (40 mph) – 6 points
Strong Leaper: Enhanced Athletics 4 (Limited to Jumping), Leaping 2 – 3 points

EQUIPMENT
X-Men Uniform:
Concealment 1 (Technological Mutant-Detectors), Feature 3 (Commlink, Compass, Watch) – 5 points

ADVANTAGES
Agile Feint, Benefit 4 (Wealth 3 [millionaire], X-Men Member), Close Attack 2, Equipment 1, Fast Grab, Improved Grab, Improved Hold, Languages 3 (French, Italian, Latin, Russian [English is native]), Prone Fighting, Second Chance (Acrobatics checks with Tumbling), Skill Mastery 3 (Athletics, Acrobatics, Expertise [Biochemistry])

SKILLS
Acrobatics 2 (+19), Athletics 2 (+6, +10 jumping, +14 climbing), Expertise (Biochemist) 6 (+10), Insight 2 (+5), Investigation 2 (+6), Perception 2 (+5), Persuasion 6 (+10), Sleight of Hand 2 (+6), Stealth 2 (+11), Technology 6 (+10), Treatment 6 (+10), Vehicles 2 (+6)

OFFENSE
Initiative
+9
Unarmed +9 (Close, Damage 6)

DEFENSE
Dodge
11, Parry 9, Toughness 4
Fortitude 6, Will 9

POWER POINTS
Abilities 82 + Advantages 19 + Defenses 12 + Powers 21 + Skills 20 = 154 Total

COMPLICATIONS
Fame:
Hank is known as a crusader for Mutant Rights.
Motivation: Acceptance. Hank feels lonely and isolated due to his appearance.
Prejudice: Hank is a mutant. His physical appearance is that of a blue-fur-covered humanoid with claws and fangs.
Pretentious: Hank is bright, witty, and erudite, often speaking in long-winded pretentious phrases.
Rages: Hank occasionally experiences savage rages. While in this state, his Strength increases by 2 ranks and his Intellect is reduced by the same amount. As these rages are plot-driven, they are not factored into his PL.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (Beetle)

Post by prodigyduck » Sun Mar 18, 2012 10:24 am

Image

BEETLE (PL 8]
Real Name:
Abner Jenkins (BC: Alec Baldwin)
Occupation: Criminal, former Engineer
Base of Operations: Mobile
Affiliation: Masters of Evil
Height: 5’11”; Weight: 175 lbs.
Eyes: Brown; Hair: Brown

Strength 6 / 2*, Stamina 2, Agility 3, Dexterity 1
Fighting 3, Intellect 4, Awareness 6, Presence 2
* without armor

POWERS
Beetle Armor:
Removable (-8 points) – 34 points
Armor Systems: Array (8 points)
Cybernetic Muscles: Enhanced Strength 4; Dynamic – 9 points
Electro-Bite: Ranged Damage 4; Dynamic – 2 points
Mylar Wings: Flight 6 (100 mph; Wings); Dynamic – 2 points
Body Armor: Protection 2, Protection 2 (Limited to energy) – 3 points
Clinging: Enhanced Athletics 8 (Limited to Climbing), Movement 1 (Wall-Crawling) – 4 points
Combat Computer: Enhanced Advantage 6 (Assessment, Improved Critical [unarmed], Improved Initiative, Luck, Redirect, Ultimate Insight), Enhanced Dodge 1, Enhanced Fighting 2, Enhanced Ranged Attack 1 – 12 points
Microwave Jamming: Burst Area Radio Concealment 1 (Area 3 [120-ft. radius]) – 10 points

ADVANTAGES
Benefit 1 (Wealth 1 [well-off]), Ranged Attack 2, Second Chance (Technology checks with Security), Skill Mastery (Technology)

SKILLS
Acrobatics 2 (+5), Athletics 0 (+6, +14 climbing), Perception 2 (+8), Stealth 2 (+5), Technology 6 (+10)

OFFENSE
Initiative
+3 / +7 vs. pre-programmed opponents
Electro-Bite +3 / +4 vs. pre-programmed opponents (Ranged, Damage 4)
Unarmed +3 / +5 vs. pre-programmed opponents (Close, Damage 6/19-20)

DEFENSE
Dodge
5 / 6*, Parry 5 / 7*, Toughness 4 / 6 vs. energy
Fortitude 8, Will 8
* vs. pre-programmed targets

POWER POINTS
Abilities 46 + Advantages 5 + Defenses 12 + Powers 34 + Skills 6 = 103 Total

COMPLICATIONS
Motivation:
Greed. Thrill-seeker.
Power Loss: Abner must place his hands together to use the electro-bite. The Combat Computer does not function against unknown opponents.
Public Identity: Abner is known to be the Beetle.
Abner Jenkins was an aircraft engineer. He worked alongside Sam Wilson in the creation of a winged harness allowing independent flight. Abner did not want to give his technology away to the military, and thus went AWOL with his designs. He created the first Beetle armor for fame, wealth, and adventure. Believing that defeating the Fantastic Four would catapult him into instant fame, the Beetle lured the Human Torch and the Thing into a fight. He was soundly defeated and sent to prison.

When Baron Zemo formed the Masters of Evil, Jenkins created a new Beetle armor. This one was better able to stand up in super-human combat.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (Batroc, Beast, Beetle)

Post by Vexous » Sun Mar 18, 2012 12:07 pm

Heya Prod, this might be coming in a little late but I had a question about your beastiary builds. You've got your top end angels and demons at PL15/16. If you were going to write up someone like Zeus or Odin where would you put him PL'wise? I'm guessing they'd come in at PL16 DC/Marvel, but with your Solar at 16 that wouldn't work, or do you just figure them at the ol PLx?

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Re: Prodigy Duck 3e Builds (Batroc, Beast, Beetle)

Post by prodigyduck » Sun Mar 18, 2012 3:01 pm

Vexous wrote:Heya Prod, this might be coming in a little late but I had a question about your beastiary builds. You've got your top end angels and demons at PL15/16. If you were going to write up someone like Zeus or Odin where would you put him PL'wise? I'm guessing they'd come in at PL16 DC/Marvel, but with your Solar at 16 that wouldn't work, or do you just figure them at the ol PLx?
Well, the Solar as written is a conversion. Had I to do it myself would be completely different (as was demonstrated with the two different Rokurokubi builds).

In a proper fantasy game, the gods will be PL X. In a superhero game, gods will vary in PL based on their individual power. For example, my build for Ares (in DC comics) is PL 14. My build for Thor (Marvel version) is PL 13.

I'll try to to show you an alternate Solar version when I have the ability to do so... but right now, my friends are showing up for tonight's game. GAME ON!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (Solar Angel)

Post by prodigyduck » Mon Mar 19, 2012 7:29 pm

Image

ANGEL, SOLAR (PL 13)

Strength
9, Stamina 10, Agility 5, Dexterity 2
Fighting 11, Intellect 6, Awareness 8, Presence 7

POWERS
Angelic Powers:
Array (66 points)
Holy Smite: Ranged Burst Area Damage 11; Linked to Ranged Burst Area Affliction 11 (Impaired / Disabled / Unaware; Resisted by Fortitude; Limited to Visual Senses); Selective (non-good targets only) – 66 points
Commune: Communication 5 (Dimensional [divine realms]; Limited to speaking with patron deity) – 1 point
Continual Flame: Environment 1 (Light) – 1 point
Dimensional Anchor: Nullify Teleportation Effects 11 – 1 point
Dispel Magic: Nullify Magic Effects 11 (Broad, Simultaneous) – 1 point
Earthquake: Environment 11 (Impede Movement [-2 ranks]; Limited to ground-based targets) – 1 point
Heal: Healing 11 (Energizing, Persistent) – 1 point
Invisibility: Visual Concealment 4 (Passive) – 1 point
Restoration: Healing 11 (Restorative) – 1 point
Resurrection: Healing 11 (Resurrection) – 1 point
Speak With Dead: Senses 4 (Postcognition; Limited to knowledge known by dead corpse before it died) – 1 point
Summon Monster: Summon 11 (Continuous, General Variable Type [any celestial outsider]) – 1 point
Waves of Fatigue: Cone Area Affliction 11 (Fatigued / Exhausted; Resisted by Fortitude; Limited to Two Degrees) – 1 point
Angelic Resilience: Impervious Toughness 10, Protection 4, Regeneration 6 – 20 points
Angelic Senses: Senses 11 (Detect Evil Presences [acute, ranged mental sense], Low-Light Vision, Vision [counters all concealment, counters illusion]) – 11 points
Angelic Traits: Immunity 13 (Aging, Cold Damage, Cold Environments, Corrosive Damage, Petrification, Sleep, Starvation and Thirst) – 13 points
Angelic Weapons: Array (8 points); Easily Removable (-4 points)
Longbow: Strength-Based Ranged Damage 4 – 8 points
Sword: Strength-Based Damage 4 (Improved Critical) – 1 point
Change Shape: Morph 3 (Humanoid Forms) – 15 points
Large Size: Growth 4 (Innate, Continuous; -2 active defenses included) – 13 points
Protective Aura: Burst Area Immunity 5 (Mind Control Effects; Affects Others) – 15 points
Truespeech: Comprehend Languages 3 – 6 points
Wings: Flight 3 (16 mph; Wings) – 3 points

ADVANTAGES
Improved Initiative, Improved Smash, Languages 2 (Draconic, Infernal [Celestial is native]), Power Attack, Ranged Attack 3, Ritualist (uses Expertise [religion])

SKILLS
Expertise (History) 6 (+12), Expertise (Nature) 6 (+12), Expertise (Planes) 6 (+12), Expertise (Religion) 6 (+12), Insight 6 (+14), Perception 6 (+14), Persuasion 6 (+13), Ranged Attack (Bow) 6 (+11), Stealth 6 (+7)

OFFENSE
Initiative
+9
Holy Smite Area (Ranged, Damage and Affliction 11)
Longbow +11 (Ranged, Damage 13)
Sword +11 (Close, Damage 13/19-20)
Unarmed +11 (Close, Damage 9)
Waves of Fatigue Area (Close, Affliction 11)

DEFENSE
Dodge
9, Parry 11, Toughness 14 (Impervious 10)
Fortitude 12, Will 10

POWER POINTS
Abilities 100 + Advantages 8 + Defenses 12 + Powers 179 + Skills 27 = 326 Total

COMPLICATIONS
Enemy:
Demons, devils, and evil creatures everywhere.
Honor: Solars uphold goodness and never act in an underhanded manner.
Power Loss: A solar has no Impervious Toughness or Regeneration vs. evil artifact weapons.
Reputation: Solars are the highest choir of angels. They battle evil wherever it may be found.

:idea: A solar done differently. Still quite powerful, but on a scale that most superheroes could actually handle (not that it should ever come to that).
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (of Gods and Angels...)

Post by prodigyduck » Mon Mar 19, 2012 7:41 pm

Image

ARES (PL 14)
Real Name:
Ares
Bodycast: Kevin Smith
Occupation: God of War
Base of Operations: Mobile
Affiliation: Independent
Height: 10’10”; Weight: 1,659 lbs.
Eyes: Red; Hair: Blond

Strength 12, Stamina 12, Agility 4, Dexterity 2
Fighting 12, Intellect 2, Awareness 4, Presence 6

POWERS
Divine Armor:
Impervious Toughness 10; Removable (-2 points) – 8 points
Godly Body: Immortality 12 (Limited vs. Divine Damage), Immunity 30 (Fortitude Effects), Morph 4 (Any Form) – 36 points
Godly Mind: Comprehend 3 (Languages), Impervious Will 6 – 12 points
Godly Power: Array (65 points)
Dimensional Travel: Movement 2 (Dimensional Travel 2 [Olympian Realms]), Teleport 12 (Accurate, Change Direction, Easy, Extended) – 65 points
Divine Flame: Ranged Damage 12 – 1 point
Weapon Control: Burst Area Move Object 12 (Limited to Weapons) – 1 point
Large Body: Growth 6 (Continuous; -3 active defenses included) – 18 points

ADVANTAGES
Assessment, Benefit 6 (God of War, Wealth 5 [billionaire]), Daze (Intimidation), Fascinate (Deception), Fearless, Improved Critical 4 (Unarmed), Ranged Attack 2, Ritualist

SKILLS
Athletics 6 (+18), Deception 6 (+12), Expertise (Magic) 6 (+8), Expertise (Olympian Mythology) 6 (+8), Expertise (Warfare) 12 (+14), Insight 6 (+10), Intimidation 6 (+15), Perception 2 (+6), Persuasion 2 (+8), Ranged Combat (Divine Flame) 6 (+10)

OFFENSE
Initiative
+4
Divine Flame +10 (Ranged, Damage 12)
Unarmed +12 (Close, Damage 12/16-20)

DEFENSE
Dodge
7, Parry 15, Toughness 12 (Impervious 10)
Fortitude Immune, Will 10 (Impervious 6)

POWER POINTS
Abilities 84 + Advantages 17 + Defenses 18 + Powers 141 + Skills 29 = 289 Total

COMPLICATIONS
Infamy:
Ares is known as the Greek god of war. His presence is believed by the general public to be solely mythological.
Obsession: Ares seeks to cause strife and suffering in the world.
Relationship: Ares is the son of Zeus and the lover of Aphrodite. He is the father of Deimos, Phobos, and Harmonia.
Weakness: Ares feeds on the anger, hatred, weaponry, and violence of mankind, whether they believe in him or not. This works like a psychic battery. The less of these evil traits that are present, the weaker his power. Even the slightest thought of kindness weakens him, especially if two beings get along with each other. Ares is Impaired in regions without active conflict. He is Disabled in the presence of genuine love and affection.


:idea: Different from my Living Legends Ares build, but still PL 14, is the DC Comics version of Ares.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Builds (of Gods and Angels...)

Post by Vexous » Mon Mar 19, 2012 9:46 pm

OK. These PLs are not only understandable, but useable as well. Obviously it all gets modified before I toss it into my own campaign, your stuff, IK's, Tali's, even the official H&V stuff to a small extent. But with your other solar/balor being so high I thought maybe I was just missing something critical in my over all understanding of where things should fall/how they should play out. Looking at these new ones I guess I'm not so far off afterall.

That aside, your picture on that solar has got to be THE most contradictory pic of an angel I've ever seen. Cute as an angel should be with the back of her modest dress open to allow for the wings, and yet, she flashes me her bare buttocks. Blatantly tempting me to take that which she will gleefully deny me. Angel. Yeah, sure....

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Re: Prodigy Duck 3e Builds (Solar Angel)

Post by Woodclaw » Tue Mar 20, 2012 12:26 am

prodigyduck wrote:Image

:idea: A solar done differently. Still quite powerful, but on a scale that most superheroes could actually handle (not that it should ever come to that).
Best angel picture ever. Where did you find it?
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Prodigy Duck 3e Builds (of Gods and Angels...)

Post by prodigyduck » Tue Mar 20, 2012 12:59 am

Vexous wrote:OK. These PLs are not only understandable, but useable as well. Obviously it all gets modified before I toss it into my own campaign, your stuff, IK's, Tali's, even the official H&V stuff to a small extent. But with your other solar/balor being so high I thought maybe I was just missing something critical in my over all understanding of where things should fall/how they should play out. Looking at these new ones I guess I'm not so far off afterall.

That aside, your picture on that solar has got to be THE most contradictory pic of an angel I've ever seen. Cute as an angel should be with the back of her modest dress open to allow for the wings, and yet, she flashes me her bare buttocks. Blatantly tempting me to take that which she will gleefully deny me. Angel. Yeah, sure....
Body shame is not something angels have to worry about. That is a concern of unenlightened mortals. :twisted:
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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