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Izual
01-19-2010, 10:50 PM
Monk of Sol

http://www.unnatural20.com/storage/PF_Monk.jpg

Story: Temples and monasteries have sprung up all across Newerth to pay reverence to Sol and his creation. Among these are the elite, warrior monks of the temple Aristol. Dedicated their life to faith and inner strength, they now send their aid in the battle against the Hellbourne. For better or for worse, these vigilant soldiers can turn the tide of battle with their knowledge of the mind, body, and spirit.


Legion

STR: 20 (+1.8)
AGI: 10 (+1.2)
>INT: 22 (+2.6)<
Movement Speed: 285
Attack Range: Melee
Armor: 1.01
Damage: 49-56

Sound Set
Selection:
"Sol bestows his blessings."
"Ask. I will answer."
"Let us meditate."
"The strength of Sol is everlasting."
"The wise speak because they have something to say."
"The fool speaks because he has to say something."
Movement:
"Let us go."
"For Sol."
"Faith guides me."
Attack:
"Fool!"
"Strength and power!"
"This will end it!"

Spells




[Q] Mark of Power

"Absolute power corrupts absolutely."

Places Mark of Power on target hero.

Target Hero

Range: 600
Cooldown: 10
Manacost: 35

Enemy Heroes: Decreases base attack damage by 8/14/19/25%. Reveals area in 350 radius around target.
Allied Heroes: Increases base attack damage by 8/14/19/32%.

Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.

Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Essence or Mark of Wisdom, Mark of Power will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Essence and Mark of Wisdom.

[W] Mark of Essence

"Our life is what our thoughts make it."

Places Mark of Essence on target hero.

Target Hero

Range: 600
Cooldown: 10
Manacost: 35

Enemy Heroes: Deals .2/.4/.6/.8% of target's total health per second. Reveals area in 350 radius around target.
Allied Heroes: Heals 1/2/3/4 points of health per second.

Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.

Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Wisdom, Mark of Essence will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Wisdom.

[E] Mark of Wisdom

"A short saying often contains much wisdom."

Places Mark of Wisdom on target hero.

Target Hero

Range: 600
Cooldown: 10
Manacost: 35

Enemy Heroes: Decreases mana regeneration by 8/16/24/32%. Reveals area in 350 radius around target.
Allied Heroes: Increases mana regeneration by 8/16/24/32%.

Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.

Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Essence, Mark of Wisdom will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Essence.


Notes: These three skills are under one category like Soulstealer's Demon Hands. All three may be active at one time, but they do share a cooldown, as mentioned. Also each Mark does not stack with itself. So it would replace itself if recasted on the same hero. The numbers are subject to change, but are meant to be smaller than what would seem balanced because they provide a far larger benefit than their effects. If they need to be lowered please let me know. The life drain of Mark of Essence is .2% lower than Soul Reaper's Withering Presence at all levels though the range of effect is 200 radius larger. So roughly the effects would be very similar and almost not noticeably different between the two skills besides this one having to be casted.





Constitution of Mind, Body, and Spirit

"The saint is the man who walks through the dark paths of the world, himself a light."

Passive

Increases armor by 2/4/7/9.
Increases movement speed by 7/12/16/20.
Increases attack speed by 3/6/9/12.

If attacked by a hero marked by the Mark of Power, an additional 2/4/8/12% of damage is reduced.
If attacked by a hero marked by the Mark of Essence, units in 350 radius of Monk of Sol are healed for 2/4/8/12% of the damage being dealt.
If attacked by a hero marked by the Mark of Wisdom, Monk of Sol gains 15/30/45/60% of the damage being dealt as mana.

Notes: This skill is intended to be a hard forced synergy with the marks. There are small bonuses on its own but is intended to work more for taking damage to gain bonuses. If you do not like the idea of forced synergy please do not take your rage and flame out on this spell. Though it is not a favored style of play for many, me included, it is still functionally sound if used correctly. Also if numbers need to be reduced, let me know.





Strength and Discipline

"Life is a succession of lessons, which must be lived to be understood."

Passive

Increases health by 50/100/150/200.
Increases mana by 25/75/125/175.

If attacking a hero marked by the Mark of Power, increases base damage by 6/12/18/24%.
If attacking a hero marked by the Mark of Essence, attacks gain 1/3/5/7% of damage as life. Stacks with other Life Steal effects.
If attacking a hero marked by the Mark of Wisdom, attacks gain 15/25/35/45% of damage as mana.

Notes: Another forced synergy skill. But again, I believe it fits perfectly with this hero and its overall concept. The effect of attacking a hero with Mark of Essence on them is similar to that of Maliken's life steal. It also stacks with other Life Steal modifiers which is why the numbers are so low. The effects of attacking a target with Mark of Wisdom on them does NOT steal the mana from them, but only gains mana per hit.





[R] Burst of Salvation

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."

Toggle

Manacost: 100/175/250 (250)
Upkeep: 8% total mana per second.

This ability can be boosted by Staff of the Master.

Increases Monk of Sol's attack speed by 45/55/65% (80%) and gives Spell Resiliency.
Also increases base attack damage by 15/25/35 (50) for the duration.


Spell Resiliency Effects
All effects of active spells are reduced by half.

Notes: Treats spells the same way as magic immunity. If a spell can hit a magic immune target, it will hit this target for FULL effect. Time channeled is not reduced by half and will remain the entire duration (ie moves that grab people will last full time). Only damage, stun times (from spells that stun) and slow % will be halved. Notes: The ultimate of this hero is what I believe brings him together. It pains me though that his third skill is very dependent on this to be fully effective. But the two together synergize beautifully in my opinion. This ultimate gives 5 more attack speed than half of what Madman's ultimate gives him at level 3. This spell also is able to last for approximately 10-12 seconds depending on the current mana regeneration if used alone. If attacking or being attacked by a target under the effects of Mark of Wisdom, it will of course last longer. Please let me know if you think the IAS should be increased. Staff benefits the Monk in more ways than just improving this spell. The strength and intelligence gain from Staff will help give him more life to take damage and more intelligence to maintain the ultimate.

Balance
This hero's stats are rather lower as his passives make up for some of the loss. This makes him want to spread out his skill distribution instead of rushing his Marks. Even with two forced synergy spells and no nukes, he makes up for it by being a damage per second intelligence hero that is able to affect how his fights will play out. His low agility is compensated for with his ultimate which he can maintain in several different ways. He will not have mana problems at all until he uses his ultimate, which is the only real purpose of it. This is not overlooked or poorly made, but intended to be a unique take on the functionality of the basic hero setup. This will allow him to maintain Marks on heroes as he chooses. The counter to this is getting the right combination of Marks on the right combination of heroes as he has 3 Marks for up to 10 heroes. The Marks can be countered by moving out of range, or by choosing a different target than the Monk.

Early Game
The Marks will be the Monk's main source of harassment in the three different forms. This does not mean that the Monk will not want to get his passives as they boost his personal survivability. The right combination of these spells could lead to some quick kills or well placed saves.

Mid Game
If the Monk has maxed his Marks by now, he can easily manipulate small team fights, though he would not be able to help in the fights that much himself. If he has gone down the road of passives, he could possibly be a strong auto attack hero to beat down some foes. This requires some well thought out spell selection to balance his team support and damage ability.

Late Game
By now the Monk should be able to handle his own in small fights with ease, and if built for, could be a weak carry. The balance here is that he relies on items a lot of maintain his usefulness. If you were to buy the wrong items, it would lead to an unpleasant experience and a giant feeling of uselessness at this part of the game. Luckily there are different ways you could approach item builds for this hero to accomplish different task for the team.Final Notes: This was a much bigger project that I undertook than my first hero. I spent roughly two weeks conceptualizing and building this hero. The numbers aren't perfect and can be changed easily. I do not believe that the current HoN community will be completely on board with this hero as my first, and I understand that. I left out a Synergy section because if you do not understand how this hero's spells work with each other, you should probably not be judging and suggesting heroes yourself. I understand that this hero is very, very forced Synergy but that is the theme that I worked with. I am big on Synergy and I believe that if it is forced upon itself in the right way it can work out. I am hoping people will see it similarly to how I do. If you disagree with this concept, at least try to learn a little bit of my view points on Synergy to you can broaden your ideas of inner Synergy. Thank you for your time and I plan on releasing four more heroes for the HoN community. Any support would be appreciated, especially in the art department. Good luck with your suggestions and remember to learn from everyone.

Izual
01-19-2010, 10:51 PM
Changelog
1/19/10: Fixed some copy paste errors and editing errors.
1/19/10: Added poll which was conveniently forgotten. :(
1/20/10: Added picture courtesy of Pathfinder's RPG.
1/25/10: Reduced initial mana cost and upkeep of ultimate. Did not edit notes or change calculations of the duration time.
1/26/10: Tweaked numbers and such.
1/29/10: Changed agi gain from .9 to 1.2.
2/11/10: Added damage bonus to ultimate.

Izual
01-21-2010, 02:18 AM
bump

Lupeys
01-21-2010, 02:30 AM
way too many skills >_>

Izual
01-21-2010, 02:33 AM
way too many skills >_>

He has the same amount of spells as Soul Stealer, the quotes divide them into how they would be leveled up by points.

Lupeys
01-21-2010, 02:39 AM
The difference however is that Soul Stealer has the same amount of spells but 3 of them are the same.

Izual
01-21-2010, 03:11 AM
Yes well the 6 of these do not do very much on their own now do they?

Lombar
01-21-2010, 11:16 AM
Very interesting hero, and really versatile. When I started reading I though it was full support, but it can also be a really decen dpser. Imo tho, it's an incredible babysitter with mark of escence and second skill, despite of his incredibly low agility gain and the huge mana cost of his ultimate, which prevents him to actually be a dpser.

I'm voting yes, the concept is great. The stat gain is what might ruin his early and mid game tho, but that's only numbers.

Izual
01-21-2010, 11:22 AM
What was in my head for early and mid game is that he would be able to harass more at start with his Marks. As they are his only castable spells besides his ultimate and cost little mana, he can also use his ultimate once attained for short burst of IAS, and since it is a % drain it scales evenly for all levels. So really the main use of mana for him would only be to power his ultimate. I tried to give him more intel gain and base so that, in addition to intel items like Hellflower or Codex that he might buy, would increase his mana regen and damage so he can pound pound pound at any level. Though I do see your concern. Thank you for the feedback :)

NaaP
01-21-2010, 06:21 PM
i actually think those who voted no, didnt read it all .
lazy people.
well, i think its an awesome hero. the forced synergy makes it awesome.
he can be kinda everything in the game, really versatile.
and i liek versatile heroes...

truly, something i would like to see in hon :)

Izual
01-21-2010, 07:03 PM
Thank you :)

Izual
01-23-2010, 03:05 AM
bump

Izual
01-24-2010, 02:27 PM
bump

SLASHER`
01-25-2010, 01:02 AM
I really like this concept. Very unique. I think there's room for multi-faceted spells in HoN. (as long as we don't get an Invoker). My thinking is that the mana upkeep of the ult is a little high. Even with Spell Resiliency, he could get partially slowed or stunned leaving him burning tons of his mana for nothing. I'm no balance mastermind, so don't take this super seriously. Just something I was left thinking. Great hero. Super T-UP. (READ WHOLE DESCRIPTION PEOPLE)

Izual
01-25-2010, 01:04 AM
Thank you :)

Perhaps I could reduce the % to 8 instead of 10 per second that would leave a little longer time? Its not meant to be used for lengthy period of time though.

FiveChip
01-25-2010, 01:57 AM
Cool hero. T-up

Izual
01-25-2010, 10:15 PM
bump; would like more feedback

Izual
01-26-2010, 12:03 PM
bump; would like more feedback

^ this

FatherTom
01-26-2010, 03:46 PM
The first Skill-
Increase the CD of all marks to at least 10 seconds.
Mark power, reduce the numbers a little (id top at at 25%) and make sure its known this is in reference to base damage only.

Mark of essence, the damage you do to ENEMIES on this skill im ok with since they can run away.
THE HEALING YOU RECIEVE IS WAY TO MUCH. at level 4 You have a 22 second long spell with a 4 second CD thats better than Behemoths hearts heal, this needs drastically changed, something more like, 1/2/3/4health per second, and it needs a larger cd, like 20 seconds min. if not your damage portion would force people to never ever e near you ever....EVER.

I have no problem with Mark of Wisdom

SECOND SKILL

reduce the passive armor increase, something like 1/3/5/7

IF the movement speed is a straight number and NOT a % its fine, if its a percent it needs greatly reduced.

AS should be a straight number added and is fine.

SECONDSKILL-SYNERGIES

Reduce the damage reduction from mark of power considerably, 2/4/8/10 is more realistic.

The same goes for Mark of Essence, reduce it as well, also, does this skill only heal units around, or also heal the monk?

I dont mind mark of wisdom.

THIRD SKILL

Passive bonuses are fine with me.

THIRD SKILL-SYNERGIES

Make sure its known thats base damage.
8% extra life steal isnt to bad, id reduce a wee bit.

once again, dont care about mark of wisdom.

FOURTH SKILL (ultimate)

I like the skill it self with one exception. you need to make known some ults cannot be stopped no exception.

These include, pandamonium tempest succubus Devourer, no one can stop these ults (by themselves im not talking about another person walking up and stoppiing) as their all channeling and i do not believe channeling spells should be reduced by your ult at ALL.

Next, with your ult, i would also chance it to NOT ONLY increase attack speed, but one time 22 second duration, place all 3 marks on yourself.


EDIT: Forgot to mention, increase his agi gain to like 1.3

Qwernakus
01-26-2010, 04:10 PM
Marks are a bit too weak.

The damage over time mark, doesnt even deal 20% damage... Over 22 seconds?! Increase damage to 1.5% per seconds.

And the mana one... Make it increase/decrease spell cost too.

Attack damage one is good.


Too weak over all. Increase movement speed, he cant use the attack speed from his ult or gank with that low. 305 would be good. Increase both agi modifiers heavely, he has too low armor to live late game, and too slow attacks to gank. Reduce mana cost of Burst of Salvation (both initial and over time) to make him able to deal damage in team fights.

FatherTom
01-26-2010, 05:55 PM
Marks are a bit too weak.

The damage over time mark, doesnt even deal 20% damage... Over 22 seconds?! Increase damage to 1.5% per seconds.

And the mana one... Make it increase/decrease spell cost too.

Attack damage one is good.


Too weak over all. Increase movement speed, he cant use the attack speed from his ult or gank with that low. 305 would be good. Increase both agi modifiers heavely, he has too low armor to live late game, and too slow attacks to gank. Reduce mana cost of Burst of Salvation (both initial and over time) to make him able to deal damage in team fights.


The DoT is to weak? its currently a 4 second cd that means he can dot their WHOLE TEAM with is before it even wears off. 20% of maximum health is a lot for an early game low cd ability. He isnt NOT a carry hero, hes not meant to be one, his damage and capabilities are to support his team while being able to pump out damage.

Izual
01-26-2010, 09:06 PM
Whew here we go, ha


The first Skill-
Increase the CD of all marks to at least 10 seconds.
Mark power, reduce the numbers a little (id top at at 25%) and make sure its known this is in reference to base damage only.

Mark of essence, the damage you do to ENEMIES on this skill im ok with since they can run away.
THE HEALING YOU RECIEVE IS WAY TO MUCH. at level 4 You have a 22 second long spell with a 4 second CD thats better than Behemoths hearts heal, this needs drastically changed, something more like, 1/2/3/4health per second, and it needs a larger cd, like 20 seconds min. if not your damage portion would force people to never ever e near you ever....EVER.

I have no problem with Mark of Wisdom

SECOND SKILL

reduce the passive armor increase, something like 1/3/5/7

IF the movement speed is a straight number and NOT a % its fine, if its a percent it needs greatly reduced.

AS should be a straight number added and is fine.

SECONDSKILL-SYNERGIES

Reduce the damage reduction from mark of power considerably, 2/4/8/10 is more realistic.

The same goes for Mark of Essence, reduce it as well, also, does this skill only heal units around, or also heal the monk?

I dont mind mark of wisdom.

THIRD SKILL

Passive bonuses are fine with me.

THIRD SKILL-SYNERGIES

Make sure its known thats base damage.
8% extra life steal isnt to bad, id reduce a wee bit.

once again, dont care about mark of wisdom.

FOURTH SKILL (ultimate)

I like the skill it self with one exception. you need to make known some ults cannot be stopped no exception.

These include, pandamonium tempest succubus Devourer, no one can stop these ults (by themselves im not talking about another person walking up and stoppiing) as their all channeling and i do not believe channeling spells should be reduced by your ult at ALL.

Next, with your ult, i would also chance it to NOT ONLY increase attack speed, but one time 22 second duration, place all 3 marks on yourself.


EDIT: Forgot to mention, increase his agi gain to like 1.3

At least its all numeric problems and not conceptual problems :D

Questions answered:
IAS and IMS are both straight numbers, would be a % sign there otherwise.

Being attacked while by a target with Essence will include the Monk, so I'm assuming you would want those numbers reduced as well?

The number of hits would not be halfed but the damage would, it considers spells the same way Magic Immunity does except instead of immunity it is only half. Channeled time is not affected.

And I don't think putting the Marks all on him as part of his ultimate would be helpful, as he would need them to debuff opponents to gain the synergies from skill 2 and 3.

Will make changes accordingly, thank you for spending so much time critiquing!



Marks are a bit too weak.

The damage over time mark, doesnt even deal 20% damage... Over 22 seconds?! Increase damage to 1.5% per seconds.

And the mana one... Make it increase/decrease spell cost too.

Attack damage one is good.


Too weak over all. Increase movement speed, he cant use the attack speed from his ult or gank with that low. 305 would be good. Increase both agi modifiers heavely, he has too low armor to live late game, and too slow attacks to gank. Reduce mana cost of Burst of Salvation (both initial and over time) to make him able to deal damage in team fights.

The DoT isn't meant to be anything spectacular, its similar in design to Soul Reaper's skill and meant to be more of a nusance.

If you want me to increase movement speed you obviously didn't read all the skills as Skill 2 gives him increased movement speed to compensate for what he lacks at beginning. As well as the armor. Please read the whole of each skill next time.


And thank you two for your time and feedback!

FatherTom
01-27-2010, 01:30 AM
Then, i would make it a "special skill" on his ult that gives him all 3 buffs, but does not put then on cd, but he cant stack them again with the same buff, so he ults has all 3 but can freely place them still.

also with the half times on the ult i was wrong only channeled ultimates are not reduced by such affects as i believe they are considered "superior magic" or something allowing them to bypass immunities and such

OhBob
01-28-2010, 07:58 PM
It is sweet, but I suggest you to change your ult, in a way that you can use it for other marks other than Wisdom. Ex.: Can choose between Mana Upkeer, Health Upkeep or whatever... Think of something like that =P, otherwise people will only use Mark of Wisdom (specially lategame, once he can gain 120~180 mana in a hit.) Should take a look on that, more than 50% damage dealt on mana recover is a little strong.

Izual
01-30-2010, 02:47 PM
Yes but that is all he can do so unless he can attack he will be useless late game.

Izual
02-01-2010, 01:09 AM
bump

Izual
02-02-2010, 04:17 PM
pmub

Izual
02-05-2010, 01:39 PM
pumb

Izual
02-08-2010, 06:18 PM
rebirth

Nazgul723
02-10-2010, 02:56 PM
The idea is pretty neat, since Sol doesn't have any direct agents in the game, just heroes who are granted with favors and blessings from him. His skills are also very cool, I can imagine this hero being really annoying in battle. The only thing that looks sort of weak to me is the ultimate. I would change it to a nuke/aoe-type attack, "Sol's Wrath" for example, maybe a burst or tower of light down from the skies, causing damage to all enemies in radius, and affecting them with all the negative marks. Yeah, may sound a bit overkill, but you can add some difficulties for it, like a long cast time, since the Monk will probably have to concentrate and pray for the attack to happen. Just a though xD

Izual
02-10-2010, 06:10 PM
Thank you for reading the full thing :)

The only problem with a nuke substitute for the ultimate is that it would synergize terrible with his other skills. But perhaps a small increase to base damage while active might suffice?

Nazgul723
02-11-2010, 10:58 AM
You are right about the synergy, so yeah, I guess a damage increase might just get the job done xD

Izual
02-11-2010, 03:36 PM
Added damage to the ultimate, let me know if the numbers are too high/low or if the idea of it makes him over/underpowered. Thank you again for the feedback.

SLASHER`
02-11-2010, 05:55 PM
Still a huge fan of this hero. Please read and comment everyone.

KrazSlowPoke
02-11-2010, 08:20 PM
This reminds of the old Nai'x. Hope he gets implimented, I was sad when they revamped Nai'x in DOTA. Hope this brings him back to life.

Izual
03-04-2010, 12:37 AM
Resurrection

MADD411
03-23-2010, 11:17 PM
why so many no votes? this guys pretty cool.

FiskOgHon
03-24-2010, 05:33 AM
I like the concept here, but i have a few issues.

This hero easily plays a cool support role, but can also deal some damage later in the game. However it seems to me that it is completely pointless to buff yourself rather than buff your team carry. Your forced synergy with the marks favors casting the marks on you (or the opponent) rather than your allies as a support, yet i still think it would be better to cast it on your team carry. Say madman, or arachna or whatever.

As you have mentioned yourself the two passives have forced synergy and i'm not a fan. But it isn't a major problem.

I don't like the ultimate much.

Here's my ideas for this hero. And yes i'm changing a lot, but it's just ideas.

I would change the passives to be more interesting and not have the forced synergy. The marks are very cool and a powerful tool without having those forced synergies. I would bring ideas from the D&D monk. Some of which is already in your ult.


Flurry of blows:
The monk uses almost every part of his body as a weapon and therefor is able to rain attacks over his opponents.

Increases attack speed by 40/80/120/160.
Reduces damage by 5%/10%/15%/20%.
Each attack applies Pummeled to the target.

Pummeled: reduces casting and attack speed by 5 and move speed by 2%. Stacks up to 5 times.
This is like the reverse of Pebbles. Could easily be a toggle.


Mind over Body:
The monks mental strength gives him such control over his body that he is able to go beyond the normal physical abilities of normal humans.

Increases move speed by 2/4/6/8%
Increases magic armor by 1/2/3/4
Gives 15% of intellect as evasion at all levels.


Beacon of Hope:
The monk channels the power of Sol directly through his body. He glows brightly with an unearthly light, boosting the morale of his allies and disheartening his opponents.

Applies Free Movement to self.
Applies Hope to self and all friendly heroes with 800.
Applies despair to all enemy heroes within 800.

Hope:
Takes 20/25/30% of all damage received as a delayed effect. - Similar to kunkkas ulti from dota.

Despair:
All stats reduced by 8/12/16%. - Int, Str, Agi

Free Movement:
Immune to stun, snare, slow, (possibly others). Increases move speed by 6/9/12%. Gains unitwalking.

Mana cost, duration and cooldown i have ignored for now :)

I almost made an entire hero now ^^

Well consider it.

Also consider changing you first ability to 20 second not shared cooldown and only one mark on one target.

As i said: these are all just ideas. I love the monk concept, but i feel there's not much reason to cast all those abilities on yourself.
You could even change around the first ability a bit so he directly gains passive abilities resembling each mark and then can't cast on himself. Works much better imo.

If you aren't using my ideas maybe i'll create my own hero with this and possibly borrow something from you if you don't mind :)

kelqka
03-25-2010, 12:35 AM
Liked it, though the marks themselves are pretty weak, they rely extremely on the passives which buff them allot. Too much Direct Synergy and not much scaling of the abilities. Its original, but somehow I feel like things don't add up.

_Boia
04-13-2010, 01:18 PM
lol
twins brothers, rs.
the good and the evil