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Chaot

BRP Hellboy

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Back in 2005 Jason D posted his GURPS to BRP stats for Hellboy and the gang. He mentioned reposting them over in the movie thread in celebration of the new Hellboy movie, so I'll just repost them for him.

Please note, these are based on the excellent work of Philip Masters and Jon Woodward. If you're a Hellboy fan and you don't have the GURPS Hellboy book, go out and get it now...

...I'll wait...

...

...

...

Got it? Good.

Again, these are Jason's, not mine. I'm just reposting them.

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HELLBOY

Agent Name: Hellboy (real name unknown)

Occupation: Field Agent for BPRD

Colleges, Degrees: Private tutoring at BPRD

Birthplace: Unknown (estimated to be Hell)

Mental Disorders: Prone to violence, short-tempered, self-denial about origin, severe mood swings

Sex: Male Age: found in 1944, estimated much older

Characteristics & Rolls

STR 30 DEX 15 INT 14 Idea: 70%

CON 30 APP 06 POW 20 Luck: 20%

SIZ 25 SAN 99 EDU 26 Know: 130%

Armor: 6 point skin Damage Bonus: +2d6

Sanity Points: 99

Magic Points: 20

Hit Points: 28

Description

Seven feet tall, weighs 400 pounds. Humanoid in shape, with bright red skin, glowing orange eyes, and horns (usually sanded down to nubs). Has cloven hoofs, a prehensile tail, and a large red stone hand which resembles a three-fingered gauntlet. Bald and black haired, he wears sideburns, a small beard, and a ponytail. Hellboy wears black shorts, a BPRD t-shirt and utility belt, and a tan trenchcoat.

History

Summoned in 1944 by a group of Nazi mystics led by the mad monk Rasputin, Hellboy was discovered by a group of Allied soldiers, led by Dr. Trevor Bruttenholm. He was brought to the USA and tutored by Bruttenholm, growing quickly. Hellboy joined the BPRD after he was recognized by the UN as a human being in 1952, and has been working for them as a field agent ever since, with over 50 years of experience fighting and investigating the paranormal and supernatural. He has since discovered that his destiny is that of the Beast of the Apocalypse, a fate he is strongly against and lives in denial about.

Skills

Accounting 10%, Anthropology 65%, Archaeology 70%, Astronomy 40%, Bargain 25%, Biology 25%, Chemistry 10%, Climb 70%, Computer Use 15%, Conceal 30%, Credit Rating 35%, Dodge 50%, Drive Automobile 50%, Electrical Repair 10%, Fast Talk 45%, First Aid 45%, Geology 45%, Hide 40%, History 80%, Jump 75%, Law 35%, Library Use 65%, Listen 55%, Mechanical Repair 15%, Medicine 05%, Natural History 50%, Navigate 20%, Occult 85%, Other Language (French) 40%, Other Language (German) 50%, Other Language (Infernal Tongue) 30%, Other Language (Latin) 60%, Other Language (Old Lemurian) 35%, Other Language (Spanish) 55%, Other Language (various) 15%, Own Language 130%, Persuade 30%, Photography 20%, Physics 15%, Pilot 20%, Psychoanalysis 10%, Psychology 45%, Ride 05%, Sneak 45%, Spot Hidden 65%, Swim 65%, Throw 55%, Track 25%.

Special Abilities & Flaws

Ambidextrous (no penalties for using off hand)

Stone Hand (indestructible; can touch immaterial items; does 2d8 damage; clumsy, -50% to manipulation)

Tough Skin (6 point armor)

Resistant to Fire (20 points armor against fire)

Regeneration (heals 1 HP every 3 hours)

Unlucky (any roll of 91% on a gadget use, exertion, or manipulation skill use attempt results in automatic fumble where applicable; Luck roll is based on POW x 1%)

Equipment

75mm revolver and ammo

Flashlight

ID for BPRD, firearms permit, etc.

Flare grenade (see below)

Concussion grenade (see below)

BPRD signalling device

BPRD signal tracking device

BPRD personal communications device

Various charms and amulets in trenchcoat pockets, small list on back of sheet, each requires a Magic Point to activate.

weapon % damage hands range attacks malfunction ammo HP

Fist/Punch (normal) 80% 1d3+2d6 1 --- 1 --- --- ---

Right Hand of Doom 120% 2d8+2d6 1 --- 1 --- --- ---

Grapple 75% special 2 --- 1 --- --- ---

75mm Revolver 65% 8d6 1 30 yards 1 91-00 1 12

Head Butt 60% 1d4+2+2d6 0 --- 1 --- --- ---

Kick 55% 3d6+2 0 --- 1 --- --- ---

Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 91-00 1 6

Concussion Grenade throw 3d8 1 15 yards, 3 yard radius 1 91-00 1 8

Edited by Chaot

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ABE SAPIEN

Agent Name: Abraham Sapien

Occupation: Field Agent for BPRD

Colleges, Degrees: Private tutoring at BPRD

Birthplace: Unknown (estimated to be Washington, D.C.)

Mental Disorders: Self-conscious about appearance, extremely shy, depressive, mild thallasophobia (oceans)

Sex: Male Age: born prior to 1865

Characteristics & Rolls

STR 16 DEX 19 INT 14 Idea: 70%

CON 18 APP 6 POW 17 Luck: 85%

SIZ 14 SAN 85 EDU 16 Know: 80%

Armor: 3 point scales Damage Bonus: +1d4

Sanity Points: 85

Magic Points: 17

Hit Points: 16

Description

Six feet tall and slender, with greenish-grey scales covering the entirety of his body. His eyes are pale green, and he has fins on the back of his arms and legs and a number of gill-like protrusions at the base of his neck. Bald, with black markings upon his head and a small green patch of scales on his chin. He generally wears only a pair of black diving trunks and a BPRD utility belt, though he occasionally goes into the field disguised as a human, with a long coat, hat, scarf, and thick glasses.

History

Abe Sapien’s origin is a mystery to even the BPRD. In 1878 he was found in a secret laboratory beneath the White House, kept unconscious in a large glass tank, with a piece of paper labeled “Icthyo Sapiens” and the date of Abraham Lincoln’s assassination. For this reason the name “Abraham Sapien” was given him. Abe was awakened and examined by BPRD scientists, until freed and befriended by Hellboy. He has since been given Bureau training and become one of their most trusted field agents.

Skills

Accounting 10%, Anthropology 25%, Archaeology 45%, Art (Film) 35%, Bargain 05%, Biology 35%, Chemistry 20%, Climb 70%, Computer Use 25%, Conceal 25%, Credit Rating 25%, Disguise 75%, Dodge 70%, Drive Automobile 50%, Electrical Repair 10%, Fast Talk 35%, First Aid 45%, Games (Chess) 65%, Geology 25%, Hide 50%, History 60%, Jump 75%, Law 15%, Library Use 45%, Listen 60%, Lockpicking 45%, Mechanical Repair 10%, Medicine 05%, Natural History 45%, Navigate 100%, Occult 35%, Other Language (French) 45%, Own Language (English) 90%, Persuade 35%, Photography 20%, Physics 15%, Pilot (rocket pack) 65%, Psychoanalysis 20%, Psychology 45%, Ride 15%, Sneak 70%, Spot Hidden 85%, Swim 150%, Throw 70%, Track 40%.

Special Abilities & Flaws

Amphibious (able to breathe water indefinitely)

Night-vision

Vulnerable to dehydration (takes 4 HPs damage/day when not submerged in water for at least an hour, 8 HP if in dry climes)

Rapid Healing (2 HP daily if submerged)

Resistant to Cold (20 points resistance against cold temperatures)

Equipment

Glock 17 9mm automatic pistol and ammo

Flashlight

ID for BPRD, firearms permit, etc.

Flare grenades (2) (see below)

Concussion grenade (1) (see below)

Smoke grenade (1)

BPRD signalling device

BPRD signal tracking device

BPRD personal communications device

weapon % damage hands range attacks malf shots HP

Fist/Punch 65% 1d3+1d4 1 --- 1 --- --- ---

Grapple 55% special 2 --- 1 --- --- ---

Glock 17 9mm Auto 85% 1d10 1 20 yards 3 98-00 17 8

Head Butt 25% 1d3+1d4 --- --- 1 --- --- ---

Kick 60% 1d3+1d4 --- --- 1 --- --- ---

Martial Arts 65% special 1 --- 1 --- --- ---

Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 00 1 6

Concussion Grenade throw 3d8 1 15 yards, 1 yard radius 1 99-00 1 8

Edited by Chaot

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LIZ SHERMAN

Occupation: Investigator for the BPRD

Colleges, Degrees: Private tutoring at BPRD

Birthplace: Kansas City

Mental Disorders: Nightmare-ridden, distrustful, alienated, guilty

Sex: Female Age: 29

Characteristics & Rolls

STR 13 DEX 15 INT 16 Idea: 80%

CON 14 APP 16 POW 19 Luck: 95%

SIZ 12 SAN 62 EDU 18 Know: 90%

Armor: none Damage Bonus: none

Sanity Points: 62

Magic Points: 19

Hit Points: 13

History

Elizabeth Anne Sherman is a native of Kansas City. As a child, she often dreamed of fire. When she was 11, and had just started puberty, a neighborhood bully teased her about her ponytails. Her pyrokinesis manifested, and left a city block destroyed and 32 people dead, including Sherman's family. No one knew how the fire started, so she was shuttled around to foster homes for a few months, until the BPRD tracked her down. Over the next decade, they trained her to control her powers. Along the way, she became one of the Bureau's better field agents, specializing more in the social aspects of investigations, and only providing raw pyrokinetic force when necessary. She often finds the Bureau frustrating, and has quit and returned over a dozen times.

Description

Liz Sherman is a woman in her early 30s, with an average physique, good-looking, with reddish-brown hair which she wears at medium-length. She smokes frequently, and has a cynical sense of humor, masking the guilt she feels for the deaths she has caused, and the fear she has that she will lose control over her power. In the field, she wears a long black trench coat with tan lapels, and dark clothing underneath, with a black beret.

Skills

Accounting 15%, Anthropology 35%, Archaeology 25%, Art (Drawing) 35%, Bargain 45%, Biology 30%, Chemistry 35%, Climb 60%, Computer Use 35%, Conceal 40%, Craft (Fire Sculpture) 50%, Credit Rating 35%, Disguise 20%, Dodge 55%, Drive Automobile 40%, Electrical Repair 10%, Fast Talk 55%, First Aid 55%, Geology 20%, Hide 45%, History 30%, Jump 45%, Law 35%, Library Use 45%, Listen 50%, Mechanical Repair 15%, Medicine 25%, Natural History 35%, Navigate 15%, Occult 60%, Other Language (French) 45%, Other Language (Latin) 35%, Other Language (Spanish) 65%, Own Language 100%, Persuade 45%, Pharmacy 20%, Photography 35%, Physics 15%, Psychoanalysis 15%, Psychology 25%, Ride 30%, Sneak 35%, Spot Hidden 60%, Swim 55%, Throw 45%, Track 15%.

Special Abilities & Flaws

Pyrokinesis – See the weapons list below for the damage and range of Liz’ pyrokinetic power. To use this ability, make a roll and, if successful, Liz spends the cost of the “ammo” in Magic Points. Once the fire has been started, if she wants to put it out, she needs to make a successful resistance roll of the fire’s total damage against her own Power. If Liz wins, the fire goes out, moves, or is otherwise under control. If the fire overcomes her POW in the resistance roll, it immediately gains in size once more, moving to the next higher category, immediately costing Liz the new amount of Magic Points, and damage is re-rolled. If Liz wants to control or subdue this new conflagration, she must defeat it in a POW vs. damage roll as described here. If she loses more Magic Points than she has, then she slumps to the ground, unconscious, and loses the additional points in temporary hit points.

Resistance to Fire – Liz is resistant to fire, with 30 points of resistance/armor against it.

Sense Fire – With a successful Idea roll, Liz can sense the presence of fire within a 30 yard radius, and get an idea as to the nature of that fire, if it is natural or supernatural, controlled or wild.

Equipment

Glock 17 9mm automatic pistol and ammo

Flashlight

ID for BPRD, firearms permit, etc.

BPRD signaling device

BPRD signal tracking device

BPRD personal communications device

weapon % damage hands range attacks malf shots HP

Pyrokinesis – tiny 100% 1 --- 30 yards 1 --- 1 MP ---

Pyrokinesis – minor 100% 1d4 --- 30 yards 1 --- 2 MP ---

Pyrokinesis - medium 100% 2d6 --- 30 yards 1 --- 4 MP ---

Pyrokinesis – major 100% 5d6 --- 30 yards 1 --- 8 MP ---

Pyrokinesis - colossal 100% 10d6 --- 30 yards 1 --- 12 MP ---

Fist/Punch 50% 1d3 1 --- 1 --- --- ---

Grapple 25% special 2 --- 1 --- --- ---

Glock 17 9mm Auto 65% 1d10 1 20 yards 3 98-00 17 8

Head Butt 10% 1d3 --- --- 1 --- --- ---

Kick 25% 1d3 --- --- 1 --- --- ---

Edited by Chaot

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ROGER

Agent Name: Roger

Occupation: Agent for the BPRD

Colleges, Degrees: None

Birthplace: Romania

Mental Disorders: Amnesia, manic-depressive, needs to prove self

Sex: Male Homonculus Age: Unknown

Characteristics & Rolls

STR 25 DEX 14 INT 12 Idea: 60%

CON 25 APP 08 POW 14 Luck: 70%

SIZ 20 SAN 71 EDU 6 Know: 30%

Armor: 12 point skin Damage Bonus: +2d6

Sanity Points: 71

Magic Points: 14

Hit Points: 22 (12 point natural armour)

History

Roger was created 500 years ago in Romania. A homunculus, he was grown from roots, herbs, and blood, and formed into the shape of a man by an alchemist. The alchemist used a bolt of lightning to animate him, but, due to a defect in Roger's construction, the animating force did not last. In a short time, he was inert, but still aware of the passage of time. He stayed that way for five centuries. In 1996 the BPRD discovered Roger in a secret room inside a ruined castle. He accidentally stole Liz Sherman’s fiery life force, and killed BPRD agent Bud Waller, escaping them. Remorseful, he sacrificed himself to save the world from the evil of his giant evil “brother.” Later, he returned Liz’ powers and became inert. The BPRD’s research division was unable to revive him, until Abe Sapien intervened and managed to wake Roger. Distrustful of his past, the BPRD temporarily put a bomb in Roger’s chest, but removed it when Roger proved his loyalties and at Hellboy’s chastisement and resignation from the BPRD. He has since become a full agent of the BPRD, without the safeguard issues.

Description

A tall humanoid, bulky-figured and strongly-muscled, Roger is entirely bald, has dusky grey skin, pupilless yellow eyes, and a small metal hatch on his chest. He normally wears a BPRD field vest and a wooden codpiece. Roger is a fast learner, and has picked up the basics of modern life quickly. His personality is stolid, and he carries a great deal of guilt for killing Waller and his brother, and for what he did to Sherman. He is extremely brave and self-sacrificing.

Skills

Accounting 01%, Anthropology 01%, Archaeology 01%, Astronomy 01%, Bargain 05%, Biology 01%, Chemistry 01%, Climb 40%, Computer Use 01%, Conceal 15%, Craft (Alchemy) 35%, Credit Rating 05%, Disguise 01%, Dodge 40%, Drive Automobile 30%, Electrical Repair 10%, Fast Talk 15%, First Aid 40%, Geology 01%, Hide 30%, History 40%, Jump 45%, Law 05%, Library Use 25%, Listen 40%, Locksmith 01%, Mechanical Repair 10%, Medicine 05%, Natural History 25%, Navigate 20%, Occult 35%, Operate Heavy Machine 01%, Other Language (English) 50%, Own Language (Romanian) 55%, Persuade 25%, Pharmacy 01%, Photography 01%, Physics 01%, Pilot 01%, Psychoanalysis 01%, Psychology 05%, Ride 05%, Sneak 20%, Spot Hidden 35%, Swim 05%, Throw 50%, Track 25%.

Special Abilities & Flaws

Drain Power – Roger can drain life forces from sources he touches. His ability to do this is simulated by a resistance roll with his Power as the opposing force. It costs Roger 3 Magic Points to attempt this power. With a successful roll, he is able to drain 1d10 in potency from the power. He can use this stolen energy for Magic Points or to restore non-lethal damage from injury on a point-by-point basis.

Drain Spirit – Roger can drain Power from spirits and ghosts, and if he drains them completely, they temporarily discorporate. While he is storing them in himself, he can read their minds with an Idea roll if successful, as modified by difficulties ranging from language, the state of the spirit, and the nature of the information being sought. This is handled in a manner similar to the Drain Power ability (above), but with 1d6 points of POW being drained per successful attempt. It costs the same in Magic Points to activate. He cannot use any of this Power for his own use, or to heal himself as above.

Telepathy – Roger has a very limited version of Telepathy, in which he can implant suggestions (resistance roll with Power) or speak telepathically to beings in close proximity to him (his Power in yards). He must spend a Magic Point to do so, per attempt, and succeed in an Idea roll for this power to work.

Toughness – Roger has 12-point armor against almost all forms of damage. He does not heal normally, however, and when he is incapacitated, he must be repaired or must drain power to restore himself to functionality.

Equipment

Flashlight

ID for BPRD, firearms permit, etc.

BPRD signalling device

BPRD signal tracking device

BPRD personal communications device

BPRD flare grenade

BPRD smoke grenade

weapon % damage hands range attacks malf shots HP

Fist/Punch 70% 1d3+2d6 1 --- 1 --- --- ---

Grapple 55% Special 2 --- 1 --- --- ---

Head Butt 30% 1d3+2d6 --- --- 1 --- --- ---

Kick 50% 1d3+2d6 --- --- 1 --- --- ---

Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 91-00 1 6

Edited by Chaot

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JOHANN KRAUSS

Occupation: Former medium, now BPRD investigator

Colleges, Degrees: University of Bonn, Germany

Birthplace: Germany

Mental Disorders: Minor corporeal disassociative disorder, loneliness

Sex: Male Age: 25

Characteristics & Rolls

STR 5 DEX 13 INT 16 Idea: 80%

CON 2 APP 5 POW 21 Luck: 105%

SIZ 13 SAN EDU 17 Know: 75%

Armor: 3-point bodysuit Damage Bonus: none

Magic Points: 21

Sanity Points: 81

Hit Points: 8 (3 point bodysuit armor)

History

Prior to joining the Bureau, Johann Kraus was a talented physical medium. Unfortunately, he was out of his body during the mystical, continent-spanning Chengdou Disaster. This incident killed anyone involved in a séance at the time, leaving Kraus trapped in ectoplasmic form. He managed to stay alive, and made his way to the Bureau, where the technical staff designed and built a containment suit for him. It provides him with an approximation of a physical body, and may have made him immortal. The loss of his physical form has caused him immense personal distress, and he is still coming to terms with his unique condition. Kraus is polite and reserved. As the newest member of the Bureau, he is worried about finding his place and being an asset to the team. He is immensely curious about his fellow unique agents.

Description

Johann Krauss exists as an astral form composed of ectoplasmic energy. In this form, he resembles a gaseous cloud. He inhabits a tough black leather and rubber bodysuit which sheathes him from neck to toe, and his head is a clear plastic bubble with a small mouth aperture, through which he speaks and is able to leave the body willingly for a short time. Similar apertures are in each of his fingertips, enabling him to exude his ectoplasmic form through his hands. A small speaker is set in the chest of his outfit, enabling him to speak normally.

Skills

Accounting 10%, Anthropology 15%, Archaeology 20%, Art (Performance) 35%, Bargain 05%, Climb 40%, Conceal 15%, Craft 05%, Credit Rating 15%, Dodge 30%, Drive Automobile 20%, Electrical Repair 10%, Fast Talk 15%, First Aid 30%, Hide 15%, History 20%, Jump 25%, Law 05%, Library Use 40%, Listen 35%, Mechanical Repair 10%, Medicine 05%, Natural History 20%, Navigate 10%, Occult 80%, Other Language (English) 50%, Other Language (French) 60%, Own Language (German) 85%, Persuade 35%, Photography 10%, Psychoanalysis 20%, Psychology 25%, Ride 05%, Sneak 10%, Spot Hidden 45%, Swim 25%, Throw 25%, Track 35%.

Special Abilities & Flaws

Astral Form – Krauss is an astral being now, and does not have a physical body. Because of this, he has the following powers.

Immaterial: Krauss can move in a ghostlike ectoplasmic form, undetectable to most beings, and immune to most forms of physical assault. He can move through walls and flies without limitation. He must expend a Magic Point for each hour he is out of his containment suit, however, limiting his survival outside the suit to under a day. While outside his containment suit, his speed is almost that of thought, enabling him to cross vast distances in lightning speed.

Psychic Sensitivity: Krauss is highly psychic, attuned to the metaphysical atmosphere around him. In his suit, his sensitivity is lessened to POW x 1%, but while partially or wholly outside the suit, he can determine the presence of strong psychic presences and events with a POW x 5 roll. Inside the suit or outside, he expends a Magic Point to willfully activate this power, though he occasionally gets flashes of insight without effort.

Tireless: Krauss does not need sleep or rest or sustenance, as he has no body to generate fatigue poisons or become hungry. Since he does not have any “down time” due to sleep or rest, his internal clock is somewhat off from the rest of his fellow agents, and he finds peace in astral travel at night, or imbibing the smells and essences of food and drink, despite his inability to consume them.

Equipment

Glock 17 9mm automatic pistol and ammo

Flashlight

ID for BPRD, firearms permit, etc.

Flare grenades (2) (see below)

Concussion grenade (1) (see below)

Smoke grenade (1) (see below)

BPRD signalling device

BPRD signal tracking device

BPRD personal communications device

weapon % damage hands range attacks malf shots

HPGlock 17 9mm Auto 55% 1d10 1 20 yards 3 98-00 17 8

Flare Grenade throw 1d10+1d3 1 15 yards, 1 yard radius 1 00 1 6

Concussion Grenade throw 3d8 1 15 yards, 1 yard radius 1 99-00 1 8

Edited by Chaot

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OK, I think that's all of them.

psst... Jason, we need Kate and Lobster Johnson. Then you can go ahead and do Rasputin, Baba Yaga, all of those Nazis, Jenny Green Teeth, that boar in the iron shoes, the Ogrdu Jahad and all of their 369 children...

... or, you know, you could just work on BRP stuff that can be published, sold and bought. :)

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Great stats, I used to the Gurps HellBoy book, but lent it out for it to never return, having just got BRP I would love to run a HellBoy game, so this really gets me fired up. :thumb:

Just a note you have HellBoy as Real name unknown...it's Anung un Rama.

Cheers

Mike

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Just a note you have HellBoy as Real name unknown...it's Anung un Rama.

I had it as "unknown" because as far as the BPRD knows, HB's real name is unknown.

I'm fairly certain he hasn't told them about his true identity and the nature of his destiny.

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I made a pdf of the characters - if you don't mind, I could make it available in the download-section.

Edited by Trifletraxor
clicked the wrong button

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I made a pdf of the characters - if you don't mind, I could make it available in the download-section.

I you have allready created a pdf, that sounds like a good option then.

SGL.

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I hate to be a pain, but is it possible to credit the two authors whose work was used for the basis of those writeups somewhere? Maybe in the "Download" title page?

I used the writeups from Philip Masters and Jon Woodward as the core of those Call of Cthulhu versions, and don't want anyone to think that I'm plagiarizing their work.

Thanks!

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The download page is now edited with credits.

If you want to have author and credits in the document, tell me what to write and I will update the pdf.

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The download page is now edited with credits.

If you want to have author and credits in the document, tell me what to write and I will update the pdf.

Thanks!

The download page is enough.

I created those things for a game, not for distribution, and as such the attribution wasn't necessary. I just didn't want a download represented as being "by me" when it was based on the work of two other fine authors.

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Is the PDF of the Hellboy characters still available? I can not seem to find it in the downloads section.

It is here - which I struggled to find until I noticed there's a "Search downloads" facility...

Cheers,

Nick

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