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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Thorpacolypse » Sun Feb 03, 2008 7:28 am

Godfallen wrote:congrats, Thorp....your really coming along with those builds....I LOVE the Darkness changes and the PC Witchblade...very nice.

If you think the darkness images rocks.....do you know who did the voice of the darkness from the video game??

how about Mike Patton?

Former lead singer of Faith No More and current GENIUS behind the band Tomahawk!!...he also got to personally hand pick the songs for the video game


I did not know that. Epic and Last Cup of Sorrow are two of my all time favorite songs. I really need to get a Xbox 360 so I can play that game.
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Postby Thorpacolypse » Sun Feb 03, 2008 7:59 am

Thorpacolypse wrote:The specials just keep on coming at the new and improved J-Mart! Check out this GREEN light special on Aisle 1!

Image
Yeeeeeeeah, boy! West side Green Martians in da house!!!

MARTIAN MANHUNTER PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 18 (+4) WIS: 20 (+5) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+5), Concentration 5 (+10), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Investigate 6 (+10), Notice 5 (+10), Profession [Private Investigator] 4 (+9), Search (+4), Sense Motive (+5), Stealth (+1), Survival (+5), Swim (+5)

FEATS: All-out Attack, Attack Focus (Melee) (3), Beginner's Luck, Eidetic Memory, Interpose, Luck (2), Speed of Thought, Teamwork (1)

POWERS:
Immunity (Aging) [1]
Mind Shield [5]
Telepathy (Array) [10]
AP: Martian Vision (Extra: Perception Range, Flaw: Full Round) [10] - DC:25:tough
Shapeshifting (25pp traits) [5]
AP: Insubstantial (Extra: Affects Corporeal, PF: Selective)


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +13 [Unarmed +5 (Bruise), Martian Vision +10 (Bruise)]; Defense 16 (13 flat-footed); Init +4; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude +7, Reflex +2, Will +7 (+12 against Mental Attacks)

DRAWBACKS: Vulnerable -Fire and Fire effects [Freq DC 10] [Sev DC 15]

Abilities 42 + Skills 6 (21 ranks) + Feats 11 + Powers 68 + Combat 22 + Saves 5 – Drawbacks -4 = 150 / 150

Comments: Whew, this was a tough build. J'onn has so many abilities, it's hard to get them all at a reasonable cost, but after perusing the builds of those that came before me (and will certainly outlast me), I decided to go with Shapeshift for his main power to pick up the stuff that he does over and above his base abilities.

Of course, he is a strong telepath and still has some good detective skills. I hope I can find a good use from him in Thorpacoverse, because I felt he was underused in JLU, and in the DCAU, to be honest.

Clean Up 9/24/07: Had to give J'onn a little tweak to get ready for my Miss Martian build. I upped his Telepathy and added Immunity to aging, which I forgot the first time.

Clean Up 2/3/08: Replaced my original J'onn build with this playable version. J’onn is a pretty wicked PL10. I left him relatively low powered in his base form, focusing on his telepathy and leaving his other abilities up to the Shapeshifting. With 25pp to play with, he can get really strong, really tough, really elusive or a combination of all 3, not to mention that he can mimic just about anyone. He’s a very handy character, who lives up to one of his nicknames as the “Swiss Army Knife of Superheroes”.


A playable Martian Manhunter leads off my JLA GPB run.
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Postby Thorpacolypse » Sun Feb 03, 2008 8:07 am

Getting stocked on Aisle 1 is a new item in our JLA PC line. This one is a great gift for anyone close to the ocean!

Image
I'll get you Peter Pan!!!


AQUAMAN PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 (+8) DEX: 12 (+1) CON: 26 (+8) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 7 (+8), Bluff (+2), Climb (+8), Concentration 7 (+10), Diplomacy (+2), Disguise (+2), Escape Artist (+1), Gather Info 4 (+6), Handle Animal 10 (+12), Intimidate 6 (+8), Knowledge [Arcane Lore] 6 (+8) [Ritualist], Knowledge [Civics] 8 (+10), Knowledge [Life Sciences] 8 (+10), Notice 5 (+8), Profession [King] 5 (+8), Search (+2), Sense Motive 6 (+9), Stealth (+1), Survival (+3) , Swim 12 (+20)

FEATS: Attack Focus (Melee) (2), Benefit (2) [Diplomatic Immunity, Status – King of Atlantis], Defensive Roll (1), Dodge Focus (4), Environmental Adaptation [Underwater], Equipment (1), Power Attack, Ritualist, Teamwork (1)

POWERS:
Super-Strength [3]
Comprehend (Animals, Flaw: Limited to Sea Creatures) [2]
Super Senses (Low Light Vision) [1]
Immunity (Suffocation by Drowning, Pressure, Cold) [3]
Swimming [6]
Telepathy (Flaw: Distracting, Drawback: 1/2 ranks vs. Land dwelling creatures [-3]) [10] - DC:20:will
AP: Mind Control (Flaw: Limited [Sea creatures]) [10] - DC:20:will
Hand Harpoon (Device, Hard to Lose [15pp]) [3]

Harpoon Blast (Extra: Perception Range, Flaw: Range [14pp]) [7] - DC:22:tough
AP: Strike (Extra: Penetrating [8], PF: Mighty, Extended Reach, Improved Critical x2 [1pp]) [2] - DC:25:tough


EQUIPMENT:
(5ep)

Hydro Suit (Protection, Subtle [2ep]) [1]

COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +21 [Unarmed +8 (Bruise), Harpoon Strike +10, 18-20 Critical (Lethal), Harpoon Blast +7 (Lethal)]; Defense 20 (13 flat-footed); Init +1; Knockback -5

SAVES: Toughness +10 (+9 flat-footed), Fortitude +9, Reflex +4, Will +7

DRAWBACKS: Power Loss -Super-Strength - after being out of water for 2 hours or more [-1], Weakness --1 constitution per hour out of water without Hydro Suit [-3]

Abilities 48 + Skills 20 (80 ranks) + Feats 18 + Powers 38 + Combat 22 + Saves 8 – Drawbacks -4 = 150 / 150

Comments:
A playable Aquaman. I’m not going to repeat my rant from my NPC build, but I will summarize; everybody get off Aquaman. He’s a good character and has taken too much crap. End of story.

Arthur as a PC is pretty handy. He’s strong, he’s tough, he rocks in melee, he can lead, he can double as a backup telepath, and even the talking to fish thing gets made fun of, having the ability to bring in a school of sharks to back you up is nothing to sneeze at.
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Postby Thorpacolypse » Sun Feb 03, 2008 8:17 am

This RED light special hitting Aisle 1 is one of our best sellers because these go FAST!

Image
Still the Fastest Man Alive. And no steroids needed...

THE FLASH (WALLY WEST)
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 5 (+8), Bluff 8 (+10) [Improved Trick, Taunt], Climb (+2), Concentration (+1), Craft [Mechanical] 4 (+6), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Notice (+1), Search (+2), Sense Motive 5 (+6), Stealth (+3), Survival (+1), Swim (+2)
FEATS: All-Out Attack, Attack Focus (Melee) (4), Defensive Roll (1), Dodge Focus (1), Equipment (1), Fast Overrun, Improved Initiative (7), Improved Trick, Luck (1), Quick Change (1), Taunt

POWERS:
Speed (12pp) [12]
Quickness (12pp) [12]
Fastest Man Alive Array (Dynamic Array [24pp]) [12]
Rapid Attack (Attack, Extra: Targeted Area Burst – 75ft [1pp]) [12]
DAP: Air Control (2pp) [12]
AP: Deflect (Fast and Slow Projectiles [2pp]) [12]
DAP: Insubstantial (2pp) [4]
DAP: Strike (Extra: Auto-Fire [2pp]) [12] - DC:27:tough

Super Movement (Wall-Crawling 2 (full speed, retain Dodge bonus), Water Walking, Flaw: Only while Running [3pp]) [3]
Enhanced Dodge Focus (14pp) [14]
Enhanced Reflex Save (9pp) [9]


EQUIPMENT:
(5ep)

Flash Costume (Protection 2, Subtle, Immunity [Friction Heat]) [2]

COMBAT: Base Attack +4, Melee +8, Ranged +4, Grapple +10 [Unarmed +2 (Bruise), Super-Speed Strike +12 (Bruise)]; Defense 25 (11 flat-footed); Init +31; Knockback -2

SAVES: Toughness +5 (+4 flat-footed), Fortitude +5, Reflex +13, Will +5

DRAWBACKS: Weakness -Will die if pushed to unconsciousness when Extraordinary Effort with Speed [-3]

Abilities 24 + Skills 7 (28 ranks) + Feats 20 + Powers 82 + Combat 12 + Saves 8 – Drawbacks -3 = 150 / 150

Comments:
Here’s Wally at a playable level. Again, going back to my thoughts on my Wonder Woman PL10 build, you CAN make anyone playable, but it may not get you exactly what you want. I sense some clean up on this one, but I felt like I hit the high points of the Flash’s powers. He’s still the Fastest Man Alive in the PL10 Thorpacoverse, so I guess that’s the main thing.
Last edited by Thorpacolypse on Sat Mar 29, 2008 11:55 am, edited 4 times in total.
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Postby Thorpacolypse » Sun Feb 03, 2008 8:26 am

The item getting stocked on Aisle 1 now is another item that should FLY off the shelves.

Hmmm...I need a thesaurus...

Why, Randal?

I need to come up with more synonyms for YOU SUCK...

Shut Up, Randal!

Image
The bird is the word...

HAWKMAN
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 20 [16] (+5/+3) DEX: 18 [14] (+4/+2) CON: 20 [16] (+5/+3) INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+11), Bluff (+2), Climb (+7), Computers 4 (+8), Concentration (+3), Craft [Chemical] 4 (+8), Craft [Mechanical] 6 (+10) [Inventor], Diplomacy (+2), Disable Device 3 (+7), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate 6 (+8), Knowledge [Arcane Lore] 4 (+8) [Ritualist], Knowledge [History] 4 (+8), Knowledge [Tactics] 4 (+8), Knowledge [Technology] 6 (+10) [Inventor], Notice 3 (+6), Search 4 (+8), Sense Motive 6 (+9), Stealth (+5), Survival 5 (+8), Swim (+7)

FEATS: All-out Attack, Assessment, Defensive Roll (1), Dodge Focus (2), Eidetic Memory, Equipment (4), Favored Environment (4) [+2 Attack, +2 Dodge], Improved Initiative (1), Inventor, Master Plan, Move-by Action, Power Attack, Quick Draw (1), Ritualist, Takedown Attack (1), Tough (1)

POWERS:
Regeneration (Recovery Rate)

Resurrection 1/day (Flaw: Uncontrolled Reincarnation) [1]
PF: Reincarnation

Nth Metal Harness (Device, Hard to Lose; PF: Restricted [Thanagarian Warriors] 35pp) [7]
Flight (Drawback: Power Loss - when wings immobilized [4pp]) [3]
Immunity (Environmental Cold, Heat [2pp])
Protection (1pp) [1]
Enhanced Strength (4pp) [4]
Enhanced Constitution (4pp) [4]
Enhanced Dexterity (4pp) [4]
Super-Strength (2pp) [1]
Regeneration (Recovery Rate)

Bruised 1/standard action (2pp) [2]
Staggered 1/20 minutes (1pp) [1]
Injured 1/5 minutes (2pp) [2]
Disabled 1/hour (2pp) [2]
PF: Diehard, Regrowth (2pp) [2]
Nth Metal Mace (Device, Easy to Lose [20pp]) [4]
Nullify (Magic, Flaw: Touch Range [10pp]) [10] - DC:20:will
Strike (Extra: Penetrating [3], PF: Mighty, Thrown, Improved Critical x2, Weapon Break, Improved Sunder [10pp]) [3] - DC:23:tough


EQUIPMENT:
(20ep)

JSA CommLink, GPS (2ep)
Shield (2ep) [2]
Thanagarian Arsenal (14ep):
Net (Snare [12ep]) [6] - DC:16:ref
Spear (PF: Mighty, Thrown, Improved Critical [1ep]) [3] - DC:23:tough
Battle Axe (PF: Mighty [1ep]) [3] - DC:23:tough

COMBAT: Base Attack +8, Melee +10, Ranged +8, Flying Melee +12, Flying Ranged +10, Grapple +16, Flying Grapple +18 [Unarmed +5 (Bruise), Nth Metal Mace +8, 18-20 Critical (Bruise), Spear +8, 19-20 Critical (Bruise), Battle Axe +8 (Lethal)]; Defense 18 (13 flat-footed, 20 w/Shield, 22 when flying); Init +8; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +7, Reflex +6, Will +7

DRAWBACKS:

Abilities 34 + Skills 17 (68 ranks) + Feats 25 + Powers 38 + Combat 28 + Saves 8 – Drawbacks 0 = 150 / 150

Comments:
As I continue to get into JLA/JSA mode, here is a playable Hawkman. Not a lot different from my PL11 version of Katar/Carter, just a little tighter. He is still a pretty versatile character, and one that I have generally always liked, despite their poor handling of his origins. At least now it seems like they have good center for him and he is doing well in the JSA.
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Postby Thorpacolypse » Sun Feb 03, 2008 8:36 am

Elric wrote:
Thorpacolypse wrote:SUPERMAN-PRIME PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

SKILLS: Climb (+15), Concentration 6 (+6), Craft [Mechanical] 5 (+6), Escape Artist (+1), Investigate 2 (+17), Knowledge [Technology] 6 (+7), Search (+1), Stealth (+1), Swim (+15)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (1) [Strength for Intimidate], Dodge Focus (1), Power Attack


It's Bat-Superman-Prime! +17 Investigate! :lol:

Seriously, Benefit (Strength to Intimidate) is abusive because it lets powerhouses get high Intimidate checks at almost no cost and it makes Charisma even more worthless than it already is. You can't replace the worst ability score (Charisma) with one of the best ones (Str/Con) with a Benefit feat and expect it to be balanced.


Thanks for the catch on the Investigate. I did hear that Prime was trying to broaden his skills, though... :)

I can see your point on the Strength for Intimidate but I've seen lots of builds with it on the Tank and it's been used for years in D&D so even though it a bit unbalancing, I'm leaving it for now. If a GM doesn't want to allow it, they can kill it off.
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Postby Libra » Sun Feb 03, 2008 10:23 am

Keep up the good work chaps. :D
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Postby Bladewind » Sun Feb 03, 2008 11:41 am

Thorpacolypse wrote:Thanks for the props, Bladewind and welcome to the J-Mart Team! Make sure to pick up an Employee Orientation Packet on the way out. :D

Nice build. You know we love our Bat builds here at J-Mart!


Glad you like... I'd post others, but a lot of what I've done is alternate versions of current characters... such as Batmancer, 2nd Generation LSH types and the like...
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Postby Godfallen » Mon Feb 04, 2008 7:10 am

Thorpacolypse wrote:Getting stocked on Aisle 1 is a new item in our JLA PC line. This one is a great gift for anyone close to the ocean!

Image
I'll get you Peter Pan!!!



LMFAO at the quote.....NICE
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Postby catsi563 » Mon Feb 04, 2008 11:41 am

Thorpacolypse wrote:
Elric wrote:
Thorpacolypse wrote:SUPERMAN-PRIME PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

SKILLS: Climb (+15), Concentration 6 (+6), Craft [Mechanical] 5 (+6), Escape Artist (+1), Investigate 2 (+17), Knowledge [Technology] 6 (+7), Search (+1), Stealth (+1), Swim (+15)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (1) [Strength for Intimidate], Dodge Focus (1), Power Attack


It's Bat-Superman-Prime! +17 Investigate! :lol:

Seriously, Benefit (Strength to Intimidate) is abusive because it lets powerhouses get high Intimidate checks at almost no cost and it makes Charisma even more worthless than it already is. You can't replace the worst ability score (Charisma) with one of the best ones (Str/Con) with a Benefit feat and expect it to be balanced.


Thanks for the catch on the Investigate. I did hear that Prime was trying to broaden his skills, though... :)

I can see your point on the Strength for Intimidate but I've seen lots of builds with it on the Tank and it's been used for years in D&D so even though it a bit unbalancing, I'm leaving it for now. If a GM doesn't want to allow it, they can kill it off.


Actually thor I agree with you And I can offer this as a support argument. the trick si to use charisma or strength as the key ability depending on the GMs call of the situation and the action taken by the player.

After all if the aforementioned powerhouse has a 10 charisma hes unlikely to be very intimidating by virute of an average personality.

Yet take that same powerhouse and have himhoist a crane over his head to bash you with and I highly doubt youll be trying to analyze the merits of his personality instead of going "OH S**T!!" and running for cover.

I allow Charisma and strength as the base attributes for intimidate and gather info depending on the actions taken and sometimes benefits such as Kerian valnetines aptly named Knuckle Duster feat.
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Postby luketheduke86 » Mon Feb 04, 2008 1:00 pm

some extremely nice playable Justice Leaugers there Thorp! was gonna request a couple lvl 10 PC's but then i saw Hal Jordan, Superboy Iron Fist and Black Panther pending under the index so...i'm good 8)
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Postby JackGiantkiller » Mon Feb 04, 2008 4:52 pm

Must agree. More very good playables. You and Elric will be supplying my plkayables if my players ever get the yen to play their favorites rather than home-mades.
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Postby Thorpacolypse » Mon Feb 04, 2008 7:26 pm

JackGiantkiller wrote:Must agree. More very good playables. You and Elric will be supplying my plkayables if my players ever get the yen to play their favorites rather than home-mades.


Thanks. I'm just jumping on the PC bandwagon. Elric, Kreuzritter and Kerian have many more (and probably better) playable builds than I do.

But NONE of them can beat my price! :D
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Postby Elric » Mon Feb 04, 2008 7:30 pm

catsi563 wrote:
Thorpacolypse wrote:
I can see your point on the Strength for Intimidate but I've seen lots of builds with it on the Tank and it's been used for years in D&D so even though it a bit unbalancing, I'm leaving it for now. If a GM doesn't want to allow it, they can kill it off.


Actually thor I agree with you And I can offer this as a support argument. the trick is to use charisma or strength as the key ability depending on the GMs call of the situation and the action taken by the player.


That's an argument that the rules on what ability score adds to Intimidate and Gather Information should be changed, not that Benefit (Strength to Intimidate) is balanced. There's certainly a distinction there.

Thorpacolypse wrote:Thanks. I'm just jumping on the PC bandwagon. Elric, Kreuzritter and Kerian have many more (and probably better) playable builds than I do.

But NONE of them can beat my price! :D


We're cutting costs like crazy just to try to keep up. Our female builds might need to have even less clothing to save on wardrobe costs 8)

Update: Newly in, we might have something even better than scantily clad women for competing with J-Mart's super-low prices: Black Panther as a PL 11, 165 pp PC
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Postby Libra » Tue Feb 05, 2008 11:47 am

I'll get you Peter Pan!!!


YO-HO-HO-HO! :lol:
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