Thanks.
Anyway, I think I'm done here. I've written up everyone I wanted to write up, and there aren't any requests pending. I do have a couple of edits to make, but they'll be done by the time anyone reads this.
Might email this stuff to wildbow later, or I might not.
PS: In case you're interested, here's what Belial sent to me about his take on the Endbringers. As you can see, his style differs from mine.
For Endbringer stats, all should be able to survive a nuke on sheer toughness, have no real physiology or respiration (think living dead equivalents) and all should have Mythic Strength. For their unique powers I got this;
BEHEMOTH
[-20] Energy Projection; this is an energy/breath weapon 12 (i.e. total 18 with strength modifier), range up to 3 zones, can hit up to 3 zones, +2 to attacks/maneuvers with it, and every 10 minutes it creates a lasting environmental hazard in the area the scene takes place - thermal pit, major fire, radiation contamination and the like.
[-20] Energy Control; Behemoth is immune to energy (either elemental or kinetic). Whenever such an effect is used or passes within 2 zones of it, it immediately gets an opposed energy projection roll. If it beats the opponent's roll, it can redirect the effect. Natural, physical motion (such as someone walking or punching people) is not subject to redirection but is still subject to immunity.
[-2] Inhuman Speed.
[-2] Giant Size
[-12] Burrowing; Behemoth can burrow through any kind of ground at his normal movement speed and even shatter barriers and blocks without his needing to roll. This may or may not leave an open tunnel behind him, at his choice, and can cause localized earthquakes (environmental hazard up to his skill in rank and up to twice his skill in zone radius)
LEVIATHAN
[-20] Water Mastery; Leviathan can perform maneuvers and attacks using water at weapon 4, skill +2, unlimited range, hitting up to 5 zones at once. Every 10 minutes, if Leviathan is in or over an area with water, this ability can make an attack, block or maneuver at every zone that contains or is adjacent to large quantities of water. Examples include breaking a city's water mains, creating mini tsunamis, flooding large areas and so on and so forth. Since Leviathan can use Water Mastery to slowly add water to more and more zones, eventually his ability will enable him to flood and ruin huge areas of land.
[-3] Water Sense; Leviathan can sense the presence and exact location of water and primarily-water liquids. This works even through physical barriers and at a distance comparable to someone looking through good binoculars.
[-6] Mythic Speed.
[-2] Giant Size
[-2] Legendary Swimmer; Leviathan can use his hydrokinesis to swim at even greater speeds in water than he moves on land. He can swim at the speed of sound in water, moving up to Mach 3 if he has a straight line of water to sprint in.
[-4] Dual Actions: In the presence of water, Leviathan can both move himself and use his Hydrokinesis. This allows him to both perform physical actions in an exchange and either use his Hydrokinesis to do maneuvers or blocks or take a sprint action while swimming.
SIMURGH
[-20] Psychic Projection; The Simurgh can Incite Emotions at skill+2, with unlimited range, at up to 5 zones at once. She can incite fear, pain, madness, apathy and hunger. By focusing her psychic projection into physical telekinesis she can attack physically at weapon 4 or telekinetically lift and move objects and people over the same range and areas. Every 10 minutes, living beings in the same area as the Simurgh suffer a mental attack at her skill. Beings taken out have their Trouble aspect changed to "Focus of Simurgh-Prearranged Nastiness"
[-20] Paragon Visionary; The Simurgh can detect thoughts and stored information (including electronic archives). In addition, both her normal senses and those extra senses can see through barriers, have range similar to sight used through a small telescope. Last but not least, her senses observe events up to 10 time ranks before they happen. This both causes causality paradox if she acts on that knowledge, and enable her to prepare for given events ahead of time or guide the actions of others into results she wants through the use of her Psychic Projection; she can roll her psychic projection instead of a normal defense against attacks and maneuvers.
[-4] Supernatural Speed
[-10] Incomprehensible; The Simurgh is not subject to mental or psychic effects and her actions are nor subject to supernatural foresight - though mathematical pattern recognition might still work.
[-4] Space Flight; The Simurgh flies at a speed and altitude at least comparable to modern spacecraft or missiles. She spends most of her time in low Earth orbit.