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Character du jour: Jarod

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Postby Beleriphon » Thu Dec 21, 2006 7:55 pm

Sledge wrote:Interesting setup of R2. I assume this is original trilogy (no flying craziness). Is there anything there to simulate his astromech capacity?

btw I see the evil 8) got to you too.


You mean beyond the Datalink with machine control, a rather broad range of senses, an expert level Computer skill and a high functioning repair ability? If you're talking about all of his crazy doodads, thats was Improvised Tools is for. Its assumed that some where in his chasis is a tool that can function for the task at hand.

And I'm not seeing an 8)'s are you? ;) (editted them all out as soon as I noticed)
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Postby Beleriphon » Thu Dec 21, 2006 9:34 pm

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There is a great disturbance in the Force. We have a new enemy: Luke Skywalker."

Emperor Palpatine

Power Level: 13 (241 power points)
Abilities: STR 8(-1) DEX 10(+0) CON 8(-1) INT 14(+2) WIS 14(+2) CHA 20(+5)
Size: Medium
Skills: Bluff 12 (+17), Computers 6 (+8.), Concentration 10 (+12), Diplomacy 12 (+17), Intimidate 12 (+17), Knowledge (Arcane Lore) 8 (+10), Knowledge (Civics) 8 (+10), Knowledge (Theology and Philosophy) 8 (+10), Sense Motive 8 (+10)
Feats: Accurate Attack, All-out Attack, Attack Focus (Melee) 6, Benefit (Diplomatic Immunity), Benefit (Security Clearance), Benefit (Status), Benefit (Wealth), Contacts, Defensive Roll 9, Distract (Bluff), Evasion, Fascinate (Diplomacy), Favored Opponent (Jedi), Master Plan, Skill Mastery (Bluff,Intimidate,Diplomacy,Sense Motive), Trance, Well-Informed
Powers:

Device (easy to lose) 4, Emotion Control 18 (PF:Subtle 2)

Telekinesis 18 (E:Damaging,Perception; PF: Dynamic Power)
Alternate Powers:
ESP (Mental) 18 (PF:Subtle (Difficult to Notice))
Strike 18 (E:Range (Touch->Extended) 1; PF: Affects Insubstantial 2)
Telepathy 18
Dynamic Alternate Powers:
Deflect (Ranged) 14 [E:Action (Standard->Reaction),Redirection,Reflection; F:Limited (Can only redirect blaster bolts),Limited (Must wield lightsabre)]
Illusion (All Senses) 14 [E:Duration (Concentration->Sustained); F:Limited (Cover up Dark Side wasting only)])

Enhanced Saves (Fortitude) 9

Combat: Attack +2 (+8 melee), Defense 15 (Flat-footed: 12) Initiative +0
Grapple: +1 (Attack - +2,Strength - -1,Size - +0)
Saves: Toughness +8(-1) Fortitude +8(-1) Reflex +8 Willpower +18

Lifting: 80 lb.
Devices:
Lightsabre (Easy to Lose): Corrosion 7, Enhanced Feats [(Improved Block, Improved Critical (Lightsabre), Improved Sunder, Weapon Break): E: Linked to Corrosion]

Cost Summary:
Ability 14 + Skills 21 (84 Ranks) + Feats 30 + Powers 130 + Combat 14 + Saves 24 = 241

:arrow: Holy crap. There is a reason that people fear the Emperor. He's an absolute monster. Note that his Strike only has one rank of Extended letting him strike up to 10 feet away from himself.
:arrow: I also like how the abilities work here, it allows Vader to even get the drop on the Emperor and do some damage to him right at the end of RotJ, what with his surprise attack denying Palpatine his Toughness save.
:arrow: Final note, this is the just before his toss down a reactor shaft Emperor. As written he works equally well for a Revenge of the Sith style Palpatine as well.
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Postby Beleriphon » Tue Dec 26, 2006 10:19 pm

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Stormtrooper

Power Level: 5 (45 power points)
Abilities: STR 14(+2) DEX 13(+1) CON 14(+2) INT 13(+1) WIS 13(+1) CHA 10(+0)
Size: Medium
Skills: Intimidate 4 (+4), Knowledge (Tactics) 8 (+9), Notice 4 (+5), Sense Motive 4 (+5)
Feats: Accurate Attack, Defensive Roll, Dodge Focus 2, Equipment 8, Fearless, Teamwork 3
Combat: Attack +2 Defense 13 (Flat-footed: 10) Initiative +1
Grapple: +4 (Attack - +2,Strength - +2,Size - +0)
Saves: Toughness +2 (+7, +6 flat-footed) Fortitude +7 Reflex +9 Willpower +3
Lifting: 175 lb.
Equipment (40 points):
BlastTech E-11 Blaster Rifle (16), Standard Issue Polycarbide Plasteel Tactical Armour (SIPPTA) (4), Binoculars (1), Commlink (1), Fragmentation Grenade (15)

Cost Summary
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Ability 17 + Skills 5 (20 Ranks) + Feats 17 + Powers 0 + Combat 6 + Saves 15 = 60

:arrow: Stormtroopers. What can you say about them? They've been built so that they literally cannot hit the broad side of a barn, although with the aveage trooper having three ranks in Teamwork and a squad of 12 troopers can lead to a +55 to hit for one trooper. That is of course providing each of them can hit a Defense 10. It think this models the concept of the stormtrooper effect surprisingly well.
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Postby Vorokoth » Wed Dec 27, 2006 5:49 am

Why haven't you statted out Fett's and the Trooper's blasters/equipment? Or are they based on standard write-ups somewhere?
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Postby Beleriphon » Wed Dec 27, 2006 1:19 pm

Vorokoth wrote:Why haven't you statted out Fett's and the Trooper's blasters/equipment? Or are they based on standard write-ups somewhere?


They're just the respective weapon from the M&M rule book. In both cases they're just the blaster rifle in the equipment section. Stormtrooper armour is armour that affords 4 rank in Protection. So its the same as standard issue armour in equipment as well.
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Postby Beleriphon » Thu Dec 28, 2006 10:52 am

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"You know, seeing you sure brings back a few things. Yeah, I'm responsible now, the price you pay for being successful"

Lando Calrissian

Power Level: 7 (105 power points)
Abilities: STR 10(+0) DEX 16(+3) CON 14(+2) INT 15(+2) WIS 17(+3) CHA 20(+5)
Size: Medium
Skills: Bluff 8 (+13), Computers 4 (+6), Diplomacy 8 (+13), Disable Device 6 (+8.), Disguise 6 (+11), Gather Information 4 (+9), Intimidate 4 (+9), Knowledge (Business) 6 (+8.), Knowledge (Civics) 4 (+6), Language (Bothan, Huttese, Mon Cal, Wookie), Notice 4 (+7), Sense Motive 6 (+9), Sleight of Hand 4 (+7)
Feats: Accurate Attack, Attack Focus (Ranged) 4, Attractive, Beginner's Luck, Benefit (Wealth), Defensive Roll 6, Dodge Focus 4, Equipment 2, Improved Aim, Luck 2, Well-Informed
Combat: Attack +4 (+8 ranged) Defense 18 (Flat-footed: 12) Initiative +3
Grapple: +4 (Attack - +4,Strength - +0,Size - +0)
Saves: Toughness +2 Fortitude +6 Reflex +8 Willpower +10
Lifting: 100 lb.
Equipment (10 points):
Blaster Pistol (10)
Complications:
Obsession (Business projects), Reputation (Scoundrel), Responsibility (Business projects), Rivalry (Han Solo)

Cost Summary
:
Ability 32 + Skills 17 (68 Ranks) + Feats 24 + Powers 0 + Combat 16 + Saves 16 = 105 / 105

:arrow: This would be Lando circa the end of RotJ or the beginning of the Timothy Zahn's Thrawn trilogy. With a few minor tweaks to his skills, as in adding some, and a minor increase in PL he works quite well as a late EU character.
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Postby Beleriphon » Thu Dec 28, 2006 11:49 am

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"I think it's occasionally good for us to remember that being a smuggler doesn't necessarily require one to be a barbarian, too."

Talon Karrde

Power Level: 7 (105 power points)
Abilities: STR 10(+0) DEX 12(+1) CON 14(+2) INT 18(+4) WIS 14(+2) CHA 16(+3)
Size: Medium
Skills: Bluff 6 (+9), Diplomacy 8 (+11), Gather Information 8 (+11), Knowledge (Business) 4 (+8.), Knowledge (Civics) 4 (+8.), Knowledge (Current Events) 4 (+8.), Knowledge (Streetwise) 4 (+8.), Language (Huttese, Sullustan, Verpine, Wookie), Pilot 4 (+5), Sense Motive 6 (+8.), Sleight of Hand 4 (+5)
Feats: Accurate Attack, Attack Focus (Ranged) 3, Attack Specialization (Blaster pistols), Connected, Contacts, Equipment 20, Minions 8, Well-Informed
Combat: Attack +3 (+6 ranged, +8 blaster pistols) Defense 13 (Flat-footed: 11) Initiative +1
Grapple: +3 (Attack - +3,Strength - +0,Size - +0)
Saves: Toughness +2 Fortitude +6 Reflex +7 Willpower +11
Lifting: 100 lb.
Equipment (100 points):
Space Cruiser (Wild Karrde) (89), Commlink (1), Blaster Pistol (10)

Cost Summary:
Ability 24 + Skills 14 (56 Ranks) + Feats 36 + Powers 0 + Combat 12 + Saves 19 = 105 / 105


Sturm and Drang

Power Level: 7 (105 power points)
Abilities: STR 18(+4) DEX 16(+3) CON 17(+3) INT 2(-4) WIS 16(+3) CHA 12(+1)
Size: Medium
Skills: Bluff 4 (+5), Notice 8 (+11), Stealth 8 (+11), Survival 8 (+11)
Feats: Assessment, Attack Focus (Melee) 5, Chokehold, Defensive Roll 3, Endurance, Fascinate (Bluff), Grappling Finesse, Improved Critical (Unarmed), Improved Grab, Improved Initiative 4, Improved Pin, Improved Trip 2, Move-by Action, Power Attack, Seize Initiative, Set-Up, Sneak Attack 4, Stunning Attack, Takedown Attack, Teamwork 2, Track
Powers: Protection 3, Super-Senses 10 (Accurate (Mental), Acute (Mental), Detect The Force 3 (Mental), Extended 2 (Detect The Force), Low-Light Vision, Scent)
Combat: Attack +0 Defense 15 (Flat-footed: 12) Initiative +19
Grapple: +4 (Attack - +0,Strength - +4,Size - +0)
Saves: Toughness +9(+6/+3) Fortitude +11 Reflex +12 Willpower +7
Lifting: 300 lb.
Drawbacks:
Disability (No hands;Uncommon,Moderate), Disability (Cannot speak;Uncommon,Moderate)

Cost Summary:
Ability 21 + Skills 7 (28 Ranks) + Feats 37 + Powers 13 + Combat 10 + Saves 21 - Drawbacks -4 = 105 / 105


:arrow: Here's Talon Karrde. One of several new character's introduced in Tim Zahn's Thrawn Trilogy. He's a master smuggler that took over a large portion of Jabba's operations after Luke rescues Han and basically kills the Hutt. Karrde is ultimately an infomration gathered, he's a master manipulator not a front line combatant. Still in his line of work is pays to be able to shoot your way out of a bad situation.
:arrow: Sturm and Drang are Karrde's pet vornskyrs. They hunt by detecting the strength of the Force in creatures. Thus the Detect Force with accurate and acute. They can tell the difference between a padawan, a Jedi master and a ground squirrel. They would prefer the master since it has the stronger signature. For a wild vornskyr they would have the same basic stats although a paralysis/stun would be included for their barbed tail, which Karrde has wisely removed. Personality wise Sturm and Drang act very much like large dogs, and as such operate as pack hunters in combat.
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100!

Postby Beleriphon » Tue Jan 02, 2007 9:11 am

Mercury

Power Level: 3 (45 power points)
*Abilities: STR 2(-4) DEX 18(+4) CON 16(+3) INT 2(-4) WIS 14(+2) CHA 18(+4)
Size: Diminutive
Skills: Acrobatics 8 (+12), Bluff 4 (+8.), Climb 8 (+12), Notice 8 (+10), Stealth 8 (+24)
Feats: Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Chokehold, Distract (Bluff), Elusive Target, Environmental Adaptation (Beleriphon's apartment), Fascinate (Bluff), Favored Opponent (Beleriphon's feet) 2, Fearless, Grappling Finesse, Hide in Plain Sight, Improved Critical (Strike), Improved Grab, Improved Grapple, Improved Initiative 2, Improved Overrun, Improved Pin, Instant Up, Luck, Master Plan, Move-by Action, Power Attack, Prone Fighting, Rage 2, Skill Mastery (Acrobatics,Climb,Notice,Stealth), Sneak Attack, Track, Ultimate Effort (Skill (Acrobatics))
Powers: Shrinking 12 (E:Duration (Sustained->Continuous);F:Permanent;PF:Innate), Strike 3 (E:Penetrating), Super-Senses 1 (Tracking (Half-Speed)), Teleport 1 (F:Limited (Only works when not being observed))
Combat: Attack +4 Defense 13 (Flat-footed: 11) Initiative +16
Grapple: -16 (Attack - +0,Strength - -4,Size - -12)
Saves: Toughness +3 Fortitude +7 Reflex +8 Willpower +5
Lifting: 20 lb.
* - includes bonuses from Shrinking
Complications:
Addiction (Whiskas Temptations cat treats), Addiction (Snuggles with Beleriphon), Addiction (Napping), Enemy (Beleriphon's feet), Phobia (Vacuum cleaner), Rivalry (Fizgig), Temper (Easy angered)

Drawbacks:
Disability (Cannot speak;Uncommon,Moderate), Disability (No hands;Uncommon,Moderate)

Cost Summary:
Ability 20 + Skills 9 (36 Ranks) + Feats 34 + Powers 21 + Combat 6 + Saves 11 - Drawbacks -4 = 97

:arrow: In lieu of doing another Star Wars character, since I couldn't think of any that deserve my 100th character, I've posted stats for my nine week old kitten Mercury. She's a little hellion though. There have been plenty of times when I turn around to find a kitten attached to my pants when I was sure she was under my bed. At any rate here she is. With a normal intelligence score she'd make a pretty funny character.
:arrow: I've opted to have Mercury's dexterity score affect her climbing instead of her strength. It works better with the way she actually climbs things. Like my walls.
Last edited by Beleriphon on Tue Jan 02, 2007 11:14 pm, edited 1 time in total.
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Re: 100!

Postby Vorokoth » Tue Jan 02, 2007 6:24 pm

Beleriphon wrote:Mercury
... Environmental Adaptation (Beleriphon's apartment), Fascinate (Bluff), Favored Opponent (Beleriphon's feet) 2...


ROFL!
A worthy foe, indeed.
Congrats on 100!
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Re: 100!

Postby Pandaman » Tue Jan 02, 2007 8:12 pm

Beleriphon wrote:Mercury

Power Level: 3 (45 power points)
*Abilities: STR 2(-4) DEX 18(+4) CON 16(+3) INT 2(-4) WIS 14(+2) CHA 18(+4)
Size: Diminutive
Skills: Acrobatics 8 (+12), Bluff 4 (+8.), Climb 8 (+12), Notice 8 (+10), Stealth 8 (+24)
Feats: Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) 2, Chokehold, Distract (Bluff), Elusive Target, Environmental Adaptation (Beleriphon's apartment), Fascinate (Bluff), Favored Opponent (Beleriphon's feet) 2, Fearless, Grappling Finesse, Hide in Plain Sight, Improved Critical (Strike), Improved Grab, Improved Grapple, Improved Initiative 2, Improved Overrun, Improved Pin, Instant Up, Luck, Master Plan, Move-by Action, Power Attack, Prone Fighting, Rage 2, Skill Mastery (Acrobatics,Climb,Notice,Stealth), Sneak Attack, Track, Ultimate Effort (Skill (Acrobatics))
Powers: Shrinking 12 (E:Duration (Sustained->Continuous);F:Permanent;PF:Innate), Strike 3 (E:Penetrating), Super-Senses 1 (Tracking (Half-Speed)), Teleport 1 (F:Limited (Only works when not being observed))
Combat: Attack +4 Defense 13 (Flat-footed: 11) Initiative +16
Grapple: -16 (Attack - +0,Strength - -4,Size - -12)
Saves: Toughness +3 Fortitude +7 Reflex +8 Willpower +5
Lifting: 20 lb.
* - includes bonuses from Shrinking
Complications:
Addiction (Whiskas Temptations cat treats), Addiction (Snuggles with Beleriphon), Addiction (Napping), Enemy (Beleriphon's feet), Phobia (Vacuum cleaner), Rivalry (Fizgig), Temper (Easy angered)

Drawbacks:
Disability (Cannot speak;Uncommon,Moderate), Disability (No hands;Uncommon,Moderate)

Cost Summary:
Ability 20 + Skills 9 (36 Ranks) + Feats 34 + Powers 21 + Combat 6 + Saves 11 - Drawbacks -4 = 97

:arrow: In lieu of doing another Star Wars character, since I couldn't think of any that deserve my 100th character, I've posted stats for my nine week old kitten Mercury. She's a little hellion though. There have been plenty of times when I turn around to find a kitten attached to my pants when I was sure she was under my bed. At any rate here she is. With a normal intelligence score she'd make a pretty funny character.
:arrow: I've opted to have Mercury's dexterity score affect her climbing instead of her strength. It works better with the way she actually climbs things. Like my walls.



Oh... this is priceless! Wonderful and whimsical build!
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Postby Cyrith » Tue Jan 02, 2007 11:28 pm

Nice Karrde build, will we being seeing the Wild Karrde? Or perhaps more of the book characters? I've always loves Wedge and Booster Terrick
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http://www.atomicthinktank.com/viewtopic.php?t=19211
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Postby Beleriphon » Wed Jan 03, 2007 10:27 am

Cyrith wrote:Nice Karrde build, will we being seeing the Wild Karrde? Or perhaps more of the book characters? I've always loves Wedge and Booster Terrick


I plan on doing the ships at some point but first I need to figure out how hyper space is supposed to work. It will be space travel, but I'm not quite sure how I'm going to go about modellign the fact that they have a) plot a course which takes time and b) not be able to enter hyperspace in a gravity well.
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Postby The Great Jefepato » Wed Jan 03, 2007 11:07 am

Your kitten is 2-3 PLs higher than me. That's kind of embarassing.
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Postby Beleriphon » Wed Jan 03, 2007 11:12 am

The Great Jefepato wrote:Your kitten is 2-3 PLs higher than me. That's kind of embarassing.


I beginning to suspect that she's several PL higher than I am as well. The only reason that she hasn't killed me is that I win Grapple checks by default due to the size difference.... I think I've thought about this way too much.
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Postby Beleriphon » Wed Jan 03, 2007 11:51 am

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Mara Jade

Power Level: 10 (150 power points)
Abilities: STR 13(+1) DEX 18(+4) CON 14(+2) INT 16(+3) WIS 17(+3) CHA 20(+5)
Size: Medium
Skills: Acrobatics 8 (+12), Bluff 6 (+11), Climb 6 (+7), Computers 6 (+9), Disable Device 8 (+11), Disguise 6 (+11), Escape Artist 6 (+10), Knowledge (Art) 4 (+7), Knowledge (Behavorial Sciences) 4 (+7), Knowledge (Current Events) 4 (+7), Notice 4 (+7), Pilot 6 (+10), Sleight of Hand 6 (+10), Stealth 8 (+12), Survival 6 (+9)
Feats: Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Focus (Ranged) 5, Blind-Fight, Defensive Roll 2, Distract (Bluff), Dodge Focus 6, Equipment 3, Improvised Tools, Move-by Action, Precise Shot, Seize Initiative, Sneak Attack 2
Powers: Telekinesis 5 [PF: Subtle; AP: Mind Control 5, Super-Senses 4 (Communication Link, Extended 3 (Communication Link)]
Combat: Attack +7 Defense 23 (Flat-footed: 13) Initiative +4
Grapple: +8 (Attack - +7,Strength - +1,Size - +0)
Saves: Toughness +2 (+7, flatfooted +5), Fortitude +10, Reflex +14, Willpower +6
Lifting: 150 lb.
Equipment (15 points):
Armored Jumpsuit (3), Blaster Pistol (10), Commlink (1), Computer (PDA) (1)
Complications:
Enemy (Luke Skywalker), Hatred (Luke Skywalker), Obsession (Kill Luke Skywalker), Responsibility (Must kill Luke Skywalker), Secret (Emperor's Hand)
Trade-offs: +2 Att/-2 Dam; +3 Def/ -3 Tou

Cost Summary:
Ability 38 + Skills 22 (88 Ranks) + Feats 28 + Powers 13 + Combat 28 + Saves 21 = 150 / 150

:arrow: Mara is a former agent of the Emperor. Taken at a young age she is taught to hear his will anywhere in the galaxy, and given the training to fulfill his commands. She has some low level Force powers, but her primary ability is that she can communicate with the Emperor over almost any distance. Which of course causes a problem when his final command just before his death is to kill Luke Skywalker. Mara is convinced that Vader and Luke turn on the Emperor together. By the time the Thrawn trilogy occurs she's hooked up with Talon Karrde's gang of smugglers.
:arrow: As a character Mara works best in the role of an assassin. He skills and feats are entirely geared towards sneaking into a place, and then killing somebody silently.
:arrow: This build represents Mara at some point in the middle of the Thrawn trilogy. By the end she's lost all of the complications about Luke, but should have them replaced with complications about responsibility towards Karrde and his gang.
:arrow: A late EU Mara should be more like Luke in terms of powers and definately be equipped a lightsabre. In particular Luke's first lightsabre, or rather Anakin Skywalker's lightsabre.
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