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Tattooverse 2.5: WOF builds

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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Sat Feb 18, 2012 6:47 pm

Arkrite wrote:Best thirty point feature ever!

I was going to suggest Sidekick instead of Feature but I think it's debatable who should be the Sidekick.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Arthur Eld » Sat Feb 18, 2012 7:55 pm

It's definitely one of those reverse Sidekick deals. Zane may cost more points, but it's his ego who's the main character.
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Red Phoenix build #1205

Postby Tattooedman » Mon Feb 27, 2012 8:24 pm

Image
Red Phoenix:
PL:
11
Str 12 [24] (+1/+7) Dex 16 (+3) Con 12 [30] (+1/+10) Int 12 (+1) Wis 16 (+3) Cha 12 (+1)

Skills: Acrobatics 6 (+9), Intimidate 11 (+12), Knowlege [Tactics] 10 (+11), Languages [Base: German; English, French, Italian, Spanish], Notice 7 (+10), Search 7 (+10), Sense Motive 7 (+10), Stealth 6 (+9), Survival 6 (+9)

Feats: All-Out Attack, Attack Focus [Melee] 3, Cunning Fighter, Defensive Attack, Dodge Focus 2, Equipment 2, Improved Block, Improved Feint, Improved Initiative 2, Martial Strike, Power Attack, Takedown Attack, Uncanny Dodge [visual]

Powers: Energized Body:
Enhanced Constitution 18
Enhanced Feats 2 [Diehard, Tough]
Enhanced Strength 12
Immovable 2
Immunity 9 [Life Support]
Impervious Toughness 11
Super Strength 5

Energy Channeling:
Strike 0 (Extra: Penetrating 11); (Power Feats: Affects Insubstantial 2, Improved Block, Improved Critical 3, Improved Sunder); (Flaw: Medium [item of opportunity])

Saves: Toughness +11* [*Impervious]
Fort +12
Ref +7
Will +8

Combat: Attack +8/+11 (Melee)
Damage +8 (Unarmed)/+10 (Energized Blade; critical 16-20)
Defense +11 (+4 flat-footed)
Initiative +11

Equipment: Longsword [+3 Damage; critical 19-20]


Costs: Attributes 20+ Skills 16+ Feats 18+ Powers 71+ Saves 11+ Combat 34= 170 pts.


Real Name: Sonya Gertz
Height: 5’11”
Weight: 180 lbs
Hair: Black
Eye Color: Green


Complications:
Quirk ~Likes a Challenge: Sonya will always challenge the most powerful looking opponent she can find to prove that she is the better fighter.

Responsibility ~Parole: Sonya has to follow the terms of her parole or go back to prison.

Secret ~Harbinger’s Plan: Sonya is the only member of Project: Freedom that is aware of the amount of control that fellow parolee Harbringer (Dennis Carter) has and works with him to gain her own freedom from the project.


Background: Sonya Gertz has never shared anything about her early years with anyone. The only thing that is known is from when her finger prints were ran they brought up an imigration file that said Soyna came to America from the former Soviet Union along with her mother and both were granted citizenship. Sonya will not say anything about where she grew up after coming to America, what (if anything) has happened with her mother or why she turned to crime.

Sonya simply made her criminal debute several years ago in New York, calling herself Red Phoenix, and ended up fighting members of the Sentinels, specifically Blackheart, who quickly dealt her a defeat (though she managed to slip away before the police couild arrive on the scene and take her into custody). From then on Red Phoenix simply sold her powers and skills to the highest bidder and made sure to be gone from any kind of law enforcement agency could respond. It wasn't until she faced Doctor Metropolis that Red Phoenix couldn't manage to escape before the S.T.A.R. Squad arrived on the scene and took her into custody that she was made to be held accountable for her crimes, which was basically destruction of property and various assault charges. But it was enough to make sure she'd be in jail for a long, long time.

Somehow her file ended up on the desks of those running Project: Freedom and it was decided that Red Phoenix could make a positive contribution to society with her powers and she liked the idea of working her remaining time off in a way that let her have more personal freedom than she'd had in the past few years as an inmate at Blackstone. Though Sonya was very surprised when she found out just how long she'd have to be a part of the Project to earn her release and had been looking at her options in planning an escape and leaving the country. It was then that she stumbled onto Harbinger's ongoing plan to use his powers to manipulate the people in control of Project: Freedom, as well as the other parolees, to gain his own release much earlier than he should have.

Sonya threatened to expose his actions and it was only Harbinger's silver tongue and subtle mental manipulations that allowed him to convince her to play along and be his 'straight-person' and help him pull off his plan and as payment he would use his influence to get her out in a manner similar to his. Sonya, desperate to get out of the Project, bought his lies hook, line and sinker and has been subtly helping Harbinger keep tabs on the other parolees and staff of the Project to make sure his influencing of them hasn't been noticed. But what she hasn't realized yet is that Harbinger is only stringing her along, why would he help her get out of the Project once he's left it? What leverage would she have over him then?

Those thoughts haven't occured to her yet.

May a higher power help Harbinger if they do.
Last edited by Tattooedman on Mon Feb 27, 2012 9:16 pm, edited 2 times in total.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Tattooedman » Mon Feb 27, 2012 8:33 pm

Well, I finally managed to finish all the members of my WOF's members of Project: Freedom.

I think I put together an interesting group of Ex-Cons that will hopefully make for some intersting stories at a later date in some of my games.....I'll let folks take guesses as to which group will deal with them. :twisted: :wink:

But don't worry folks, I've still got some other ideas brewing in this tattooed noggin that I'll be sharing with everyone. So keep an eye out.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Horsenhero » Mon Feb 27, 2012 8:59 pm

Tattooedman wrote:Well, I finally managed to finish all the members of my WOF's members of Project: Freedom.

I think I put together an interesting group of Ex-Cons that will hopefully make for some intersting stories at a later date in some of my games.....I'll let folks take guesses as to which group will deal with them. :twisted: :wink:

But don't worry folks, I've still got some other ideas brewing in this tattooed noggin that I'll be sharing with everyone. So keep an eye out.


Well, they seem like a Freedom League level threat...but I'm sure Keisha could take 'em with one retconned arm tied behind her back. :wink:
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Barrage build #1206

Postby Tattooedman » Mon Feb 27, 2012 9:17 pm

Image
Barrage:
PL:
11
Str 16 [20] (+3/+5) Dex 14 [20] (+2/+5) Con 16 [26] (+3/+8.) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Skills: Acrobatics 4 (+9), Bluff 10 (+10), Climb 6 (+11), Drive 5 (+10), Intimidate 12 (+12), Knowledge [Tactics] 8 (+9), Notice 10 (+12), Pilot 5 (+10), Search 8 (+9), Sense Motive 10 (+12), Stealth 8 (+13), Survival 8 (+10), Swim 6 (+11)

Feats: Cunning Fighter, Distract [Bluff], Dodge Focus 3, Follow-Up Strike, Improved Aim, Improved Fient, Improved Initiative, Improved Ranged Disarm, Luck, Startle

Powers: Container [Nanobiotic Symbiote] 19
--Blast 11 (Extra: Penetrating)
-Alt. Power: Blast 11 (Extra: Autofire)
-Alt. Power: Strike 6 (Extra: Penetrating 11); (Power Feats: Improved Block, Improved Critical 4, Mighty)
--Enhanced Strength 4
--Enhanced Dexterity 6
--Enhanced Constitution 10
--Immunity 8 [Disease, Environmental Cold, Environmental Heat, Pressure, Starvation & Thirst, Suffocation]
--Protection 3 (Extra: Impervious 11)
--Super-Movement 2 [Wall-Cawling 2]
--Super-Senses 3 [Darkvision, Ultravision]
--Super Strength 5
-Alt. Power: Leaping 5

Saves: Toughness +11 [*Impervious]
Fort +11
Ref +9
Will +9

Combat: Attack +11
Damage +11 (Blast/Claws; critical 16-20)
Defense +11 (+4 flat-footed)
Initiative +9
Grapple +21


Drawbacks: Vulnerable [Magnetic Attacks; + 100% damage] (-3 pts)


Costs: Attributes 22+ Skills 25+ Feats 12+ Powers 95+ Saves 14+ Combat 38- Drawbacks 3= 203 pts.


Real Name: Paul Gentry
Height: 5' 10
Weight: 171 lbs
Hair: Black
Eye Color: Green


Complications:
Honor: Barrage will do his best to complete his contract to the best of his ability and will not give up any information on his employers for any reason.

Hunted: Barrage is wanted by the U.S. military for his 'theft' of the nanobiotic symbiote.


Background: Paul Gentry was a member of the Marine Corps that was brought into a special project where scientists were attempting to build better soliders, this time using custom made colony’s of nano machines that would be injected into the various subject's bloodstreams. Of the other five subjects only Paul was able to survive the process, the shock of having such a large amount of foreign objects (even though they were microscopic in size there were thousands of them total) and once his body had adjusted to the nano machines presence he soon displayed abilities the scientists hadn't been expecting. It seemed that the tiny machines had performed well beyond their original programming and were now able to cover Gentry's body in a metallic alloy-like substance that increased his physical abilities as well as protected him from all but the most explosive ordinances the military could use in combat. Over a six month period of time Gentry was trained in how to use his new-found abilities in most lethal ways possible but Gentry began to question his reason for following the orders of those he knew were not his physical equals and couldn't do half of what he could now. It didn't take too long for this line of thought to begin to show in Gentry's actions and soon he was swearing at the testers and started to act out physically against those trying to test and train his abilities.

As his superiors debated how to handle his growing insubordination, Gentry focused on how to get free and he was the one to come up with a solution the quickest. Choosing one of the times he was taken out into the field for more training Gentry attacked the scientists and soldiers who’d accompanied him and killed several of them, leving the rest seriously injured while he took charge of their vehicle.

Two weeks later the super criminal Barrage made his debut in the world of super-crimes and he’s been active ever since. The military is still looking to get him back into the program but so far haven’t had any luck in locating Barrage when he’s not in the middle of a crime, they suspect he’s using some kind of criminal network to help stay hidden. The good news to them is that Gentry loves using his powers in such a destructive manner that he always pops back up somewhere to cause some mayhem. Though the few times that troops have been deployed they’ve been beaten by Barrage after some serious exchange of heavy fire.

At this point the higher-ups are considering tapping AEGIS to step in, specifically the Reserve. It’s not that they don’t have a couple other special agents who should be able to deal with Barrage but they want to keep those agents out of the public eye and working on the missions they were made to handle, not dealing with the rogue element that has gotten lose.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby ClassDunce » Mon Feb 27, 2012 9:19 pm

Graham would totally hide in an air duct or something.
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Po Xu build #1007

Postby Tattooedman » Mon Feb 27, 2012 10:11 pm

Image
Po Xu:
PL:
12
Str 30 (+10) Dex 20 (+5) Con 34 (+12) Int 10 (+0) Wis 12 (+1) Cha 10 (+0)

Skills: Acrobatics 5 (+10), Climb 4 (+14), Craft [Artistic] 11 (+12), Diplomacy 8 (+8.), Intimidate 12 (+12), Knowledge [Arcane Lore] 7 (+7), Knowledge [Art] 12 (+12), Knowledge [History] 8 (+8.), Notice 8 (+9), Sense Motive 10 (+11), Stealth 11 (+16), Swim 4 (+14)

Feats: All-Out Attack, Attack Focus [Melee] 4, Dodge Focus 2, Fearsome Presence 6, Follow-Up Strike, Grappling Finesse, Improved Critical [Changbang] 2, Improved Critical [Unarmed] 3, Improved Demoralize, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Iron Stomach, Power Attack, Sweeping Strike, Takedown Attack 2, Task Focus [Knowledge (Art): Japanese], Unbalancing Strike, Withstand Damage

Powers: Demonic Traits:
Immortality
Immunity 6 [Disease, Environmental Cold, Environmental Heat, Pressure, Suffocation]
Super-Senses 5 [Darkvision, Ultravision, Scent, Tracking Scent]
Super Strength 3 (Power Feats: Bracing, Counter-Punch, Groundstrike, Shockwave)

Device [Changbang] 2 [easy to lose] (Power Feat: Indestructible)
--Strike 2 (Power Feats: Extended Reach, Improved Block, Improved Critical 2, Improved Sunder, Mighty, Weapon Bind, Weapon Break)

Saves: Toughness +12
Fort +15
Ref +6
Will +8

Combat: Attack +8/+12
Damage +10 (Unarmed; critical 17-20)/+12 (Changbang; critical 16-20)
Defense +12 (+5 flat-footed)
Initiative +9
Grapple +25

Drawbacks: Vulnerable [Holy items; +100% damage] (-3 pts)


Costs: Attributes 46+ Skills 25+ Feats 33+ Powers 32+ Saves 11+ Combat 36- Drawbacks 3= 180 pts.


Real Name: Po Xu the breaker of bones
Height: 7’ 2”
Weight: 300 lbs
Hair: Blonde
Eye Color: Yellow


Complications:
Honor: As a demon counted among the minions of the Yama Kings, Oni must follow a strict code of honor or be returned to one of the nine hells for punishment. Nobody is really sure what that code is but so far Oni has never attacked a foe from behind, and has always kept his given word. What other rules he must follow are unknown and he‘s not sharing.


Background: In the works......
Last edited by Tattooedman on Mon Feb 27, 2012 10:30 pm, edited 1 time in total.
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Jester build #1008

Postby Tattooedman » Mon Feb 27, 2012 10:26 pm

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Jester:
PL:
11
Str 16 (+3) Dex 20 (+5) Con 20 (+5) Int 16 (+3) Wis 16 (+3) Cha 14 (+2)

Skills: Acrobatics 4 (+9), Bluff 12 (+14), Climb 6 (+9), Craft [Chemical] 10 (+13), Drive 8 (+13), Gather Information 8 (+10), Intimidate 12 (+14), Knowledge [Streetwise] 5 (+8.), Knowledge [Technology] 7 (+10), Notice 9 (+12), Perform [Oratory] 12 (+14), Sense Motive 9 (+12), Stealth 8 (+13), Swim 6 (+9)

Feats: All-Out Attack, Attack Focus [Melee] 2, Distract [Bluff], Defensive Roll 2, Dodge Focus 4, Enigma 4, Equipment , Evasion, Fascinate [Perform (Oratory)], Grappling Finesse, Improved Demoralize, Improved Feint, Improved Initiative, Mininos 5 [10 thugs], Power Attack, Startle, Taunt

Powers: Manic Mind: Immunity 5 [Interaction Checks]

Device [Cane] 5 [easy to lose]
Acid Spray Topper: Acid 10 (Power Feat: Extended Range 4)
-Cane Whop: Strike 5 (Power Feat: Improved Critical 2, Improved Block, Mighty)

Device [Bag of Tricks] 6 [easy to lose]
Giant Slinky: Snare 11
-Deck of Razor Cards: Blast 8 (Extra: Autofire)
-Joy Buzzer: Stun 11
-Rocket Skateboard: Speed 3 & Super-Movement 2 [Wall-Crawling 2]
-Sharpened Jacks: Trip 11 (Extra: Area [Burst]); (Flaw: Touch Range)
-Squirt Gun: Acid 11
-Exploding Yo-Yo: Strike 7 (Extra: Area [Explosion]); (Power Feat: Extended Range 4)

Saves: Toughness +7*/+5 [*Defensive Roll]
Fort +8
Ref +8
Will +11

Combat: Attack +11/+13 (Melee)
Damage +3 (Unarmed)/+7 (Exploding Yo-Yo)/+8 (Razor Cards)/+11 (Acid Squirt Gun)
Defense +14 (+5 flat-footed)
Initiative +9


Costs: Attributes 42+ Skills 29+ Feats 28+ Powers 38+ Saves 14+ Combat 42= 193 pts.


Real Name: Unknown
Height: 6’ 2”
Weight: 186 lbs
Hair: Black
Eye Color: Brown (colored contacts make them look entirely red)


Complications:
Quirk ~It‘s all a joke anyways…: Jester is basically a nihilist who seeks to prove to the rest of the world that life is a joke by any means possible, though he seems to favor a humor-like theme that has been altered to be as deadly as possible.

Quirk ~Insane: Jester is clinically insane. The only problem is that his doctors at Provodence Asylum can't decide what kind of mental disease he has, but regardless he is a threat to anyone around him.


Background: In the works……..
Last edited by Tattooedman on Tue Mar 20, 2012 12:01 pm, edited 1 time in total.
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Re: Tattooverse 2.5: WOF [Project: Freedom]

Postby Shock » Tue Feb 28, 2012 7:19 am

Tattooedman wrote:Well, I finally managed to finish all the members of my WOF's members of Project: Freedom.

I think I put together an interesting group of Ex-Cons that will hopefully make for some intersting stories at a later date in some of my games.....I'll let folks take guesses as to which group will deal with them. :twisted: :wink:

But don't worry folks, I've still got some other ideas brewing in this tattooed noggin that I'll be sharing with everyone. So keep an eye out.

That's a lot of super-powered parolees. Though some don't seem like a threat so much as just powerful. It would take the Freedom League to deal with all of them but if the more benign members can be talked down, FORCE Ops could probably do OK against the rest. And it would be interesting to see the Freedom Knights take on Red Phoenix and Harbinger though that might be a bit much for them to tackle with their smaller membership. Maybe Red Phoenix alone would make for a good challenge.
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Re: Tattooverse 2.5:

Postby Horsenhero » Tue Feb 28, 2012 7:48 am

Po Xu is a badass, that's for certain. A big guy with big saves and big damage.
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Re: Tattooverse 2.5:

Postby Jalinth » Tue Feb 28, 2012 8:02 pm

*Jalinth considers tossing them all at the Mystic Troubleshooters en mass.*

Somehow I suspect that wouldn't go to well. I'll save that for if one of my players starts up an interesting event on say... RPG.net and doesn't tell me about it until it's full up.

Still, what are the chances of that?
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They stood, and earth's foundations stay;
What God abandoned, these defended,
And saved the sum of things for pay.
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Re: Tattooverse 2.5:

Postby Shock » Wed Feb 29, 2012 8:06 am

Jalinth wrote:*Jalinth considers tossing them all at the Mystic Troubleshooters en mass.*

Somehow I suspect that wouldn't go to well. I'll save that for if one of my players starts up an interesting event on say... RPG.net and doesn't tell me about it until it's full up.

Still, what are the chances of that?

I can think of worse things for you to do to us. No, I'm not going to give you any ideas.
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Spider build #1009

Postby Tattooedman » Mon Mar 12, 2012 9:38 am

Image
Spider:
PL:
6
Str 14 (+2) Dex 20 (+5) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 12 (+1)

Skills: Acrobatics 8 (+13), Climb 8 (+10), Drive 5 (+10), Knowledge [Pop Culture] 4 (+4), Knowledge [Streetwise] 6 (+6), Notice 6 (+7), Sense Motive 7 (+8.), Stealth 7 (+12), Swim 5 (+7)

Feats: Acrobatic Bluff, Attack Focus [Ranged] 3, Defensive Roll 3, Dodge Focus 2, Equipment 13, Improved Critical [Knives] 2, Improved Initiative, Move-By Action, Power Attack, Throwing Mastery 4, Up the Walls

Saves: Toughness +5*/+2 [*Defensive Roll]
Fort +6
Ref +8
Will +4

Combat: Attack +4/+7 (Ranged)
Damage +2 (Unarmed)/+3 (Knives; critical 17-20)
Defense +7 (+2 flat-footed)
Initiative +9

Equipment: Throwing Knives [+1 Damage; 19-20]
Kawasaki Ninja ZX-14


Costs: Abilities 22+ Skills 14+ Feats 32+ Saves 10+ Combat 16= 94 pts.


Real Name: Ricardo Rodriguez
Height: 5’10”
Weight: 160 lbs
Hair: Black
Eye Color: Brown


Complications:
Addicted to the Rush: Spider is way into the extreme lifestyle - high speed motorcycle racing, bungee jumping, base jumping, freehold climbing and things along those lines.

Criminal Life: Spider lives his life according to his own rules, not society’s. Thus he commits crimes to support himself as well as his habits and interests.

Live Free or not at Not At All: If push came to shove Spider would rather die trying to escape law enforcement agents than be taken alive. Losing his freedom would be the ultimate punishment for this chaotic, free-spirited individual.


Background: Ricardo Rodriguez grew up in the circus, the son of a pair of high-wire acrobats who wasted no time in starting the training of their child as soon as he was able to walk five feet steady.

Eventually though Ricardo grew tired of the nomadic life his family led and at the age of sixteen he ran away from the circus and eventually found himself in Freedom City. Being used to dealing with the shadier side of people from his days with the circus Ricardo easily fell in with the rougher crowd and showed he knew how to take care of himself (he’d learned some tricks from the old knife thrower that had been a friend of his parents as well as the workers who set up the circus at every stop).

At some point Ricardo had a run in with one Terry Dupree, a local street thug who calls himself Maggot, who quickly saw the potential in Ricardo and after testing him offered him a spot in his gang. For his part, Ricardo realized what kind of guy Maggot was -a thug and something of a bully but he kept his word and held up his end of things. It was an arrangement Ricardo could live with plus it gave him a crew to run with in case things got a little sideways for him.

Backup is always good to have.

Calling himself Spider, for the spider-themed tattoo he has on the side of his neck, Ricardo accepted Maggot’s offer and hasn’t regretted it since. Sure he’s got to lean on some of the older folks in the neighborhood from time to time but that’s just business and Ricardo’s gotta support his dare-devil lifestyle somehow, it’s not like he could afford to get more tattoos or tweek and tune his motorcycle on a normal paying job.
Last edited by Tattooedman on Tue Mar 20, 2012 12:02 pm, edited 1 time in total.
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Re: Tattooverse 2.5:

Postby Shock » Thu Mar 15, 2012 9:07 am

OK either this isn't the guy we're looking for or you're setting us up... Or both...
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