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The Chief's Office: League of Legends Ashe/Blitzcrank/Brand

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Cave Story - Quote

Postby Angry Police Chief » Sat May 07, 2011 12:33 pm

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Soldier From the Surface - PL 7

Strength 2, Stamina -, Agility 4, Dexterity 2, Fighting 2, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Favored Environment: Underground, Fearless, Luck, Ranged Attack 6, Skill Mastery: Athletics

Skills
Acrobatics 4 (+8), Athletics 10 (+12), Expertise: Spelunking 4 (+4), Perception 8 (+8), Technology 8 (+8)

Powers
    Booster v2.0: Flight 1 (Instant Duration; Removable)

    Bubble Shield: Feature 1 (Removes weakness to water; Removable)

    Polar Star (Easily Removable)
      Blast: Damage 6 (Increased Range, Multiattack)
      Charged Shot: Damage 6 (Line Area 2, Activation)
    Robotic: Immunity 30 (Fortitude Effects; Innate); Protection 6

Offense
Initiative +4
Blast: +8 (DC 21)
Charged Shot: (DC 21)

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 6, Will 7

Complications
    Quirk: Amnesia
    Weakness: Becomes incapacitated if immersed in water for 5 rounds

Power Points
Abilities 10 + Powers 50 + Advantages 11 + Skills 17 + Defenses 17 = 105

_____________________________________________________________________________________________

Here's Quote from Cave Story. If you haven't heard of Cave Story it's an awesome little indie platformer made by a single guy. It has a cool story, fun gameplay, and excellent music. Best part is, it's free. If you have any interest in retro style video games do yourself a favor and download it. You can also find it on Wiiware and DSiware if you prefer but it costs money.

You can find more info and the download for Cave Story here.

This is a pretty straightforward build for a pretty straightforward character. Run, jump, and shoot is the order of the day with Quote. I used instant flight instead of leaping for the Booster v2.0 because it can be activated in mid air, and it allows for changes in direction. The instant keeps it from being used to just fly off though, as it wont let him get very far. The gun is also based on the Spur, not the Polar Star. But the Spur is really just an upgrade and Polar Star is a better name.

Up next, another indie darling: Super Meat Boy.
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Re: The Chief's Office - Metroid: Samus Aran; Cave Story: Quote

Postby Arthur Eld » Wed May 11, 2011 8:39 pm

I haven't played a lot of Metroid games, but that's still a really cool Samus build. Sci-fi types like her are pretty easy to drop into 4-color supers stuff, so she'd make for a good cross-over candidate.
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Re: The Chief's Office - Metroid: Samus Aran; Cave Story: Quote

Postby Angry Police Chief » Thu May 12, 2011 8:18 am

Thanks Arthur, glad you liked it.
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Super Meat Boy

Postby Angry Police Chief » Thu May 12, 2011 8:18 am

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Super Meat Boy - PL 4

Strength 0, Stamina 0, Agility 4, Dexterity 0, Fighting 0, Intellect 0, Awareness 2, Presence 0

Advantages
Fearless, Great Endurance, Luck 2, Second Chance: Falling

Skills
Acrobatics 4 (+8), Athletics 12 (+12), Perception 6 (+8)

Powers

    Fast: Speed 2
    Floaty: Leaping 2
    Respawn (Linked Effects)
      Immortality 20 (Return after 3 seconds)
      Teleport 2 (120 feet in a move action, carrying 50 lbs.)
    Sticky: Movement 1 (Safe Fall)

Offense
Initiative +4
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 8, Parry 8, Fortitude 2, Toughness 0, Will 6

Complications
    Enemy: Dr. Fetus
    Relationship: Bandage Girl


Power Points
Abilities 12 + Powers 50 + Advantages 5 + Skills 11 + Defenses 18 = 96

_____________________________________________________________________________________________

Super Meatboy is another awesome faux retroplatformer. This ones on Xbox Live arcade and Steam. If you like exacting, punishing, and rewarding platforming with some great personality, it dosen't get much better than this.

This is kind of a joke build. Meatboy has no offensive ability and will most likely die in a single hit. Exactly as it should be :mrgreen:

Considering how often he dies and how quickly he respawns, I thought he deserved it as an actual power.

Haven't decided what to do next, might finally move on to the MGS 3 bosses.
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Re: Super Meat Boy

Postby Arthur Eld » Fri May 13, 2011 6:58 am

Angry Police Chief wrote:Haven't decided what to do next, might finally move on to the MGS 3 bosses.


This gets my vote. I'd be most interested in seeing your version of the Boss.
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Metal Gear Solid 3 - Ocelot

Postby Angry Police Chief » Sat May 14, 2011 12:28 pm

The Glorious 60's! A simpler time, when men were men, and women were triple agents... and, legendary WWII heroes. Well, maybe not that much simpler. The bosses continue their downward spiral of wacky niches and I couldn't be happier. This is my favorite game in the series, so let's get started.

Image
It doesn't feel right to kill an unarmed man... but I'll get over it.
Ocelot - PL 6

Strength 1, Stamina 5, Agility 2, Dexterity 6, Fighting 2, Intellect 4, Awareness 3, Presence 3

Advantages
Assessment, Benefit, Ambidexterity, Benefit, Security Clearance: GRU Major, Connected, Contacts, Equipment 5, Improved Aim, Improved Critical 2: Quickest Draw in the Eastern Bloc, Improved Initiative, Minion 8, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Taunt, Well-informed

Minions: 2 GRU Ocelots (PL 5 SWAT officers)


Skills
Athletics 4 (+5), Deception 9 (+12), Insight 5 (+8), Intimidation 5 (+8), Perception 7 (+10), Persuasion 5 (+8), Ranged Combat: Revolvers 2 (+8), Sleight of Hand 4 (+10), Vehicles 2 (+8)

Powers
    Quickest Draw in the Eastern Bloc: (Multiattack 4, Precise, Ricochet 3) Added to any revolver.

Equipment
3 Peacemakers (Heavy Pistol)

Offense
Initiative +6
Grab, +2 (DC Spec 11)
Quickest Draw in the Eastern Bloc: +8 (DC 19) Crit 18-20
Unarmed, +2 (DC 16)

Defense
Dodge 7, Parry 4, Fortitude 6, Toughness 5, Will 6

Power Points
Abilities 52 + Powers 8 + Advantages 27 + Skills 22 + Defenses 11 = 120

Complications
    Obsession: Pistol tricks.
    Secret: A displaced son of American war heroes and a double (triple, quadruple?) agent of fickle alliance. This guy learned to cover up before he learned to walk.

_____________________________________________________________________________________________


Our first glimpse of arguably the most important man in the Metal Gear universe. He doesn't look like much of a threat now, but hes already got his silver tongue. Old Adamska is pretty young and inexperienced at this point, not really much of a match for anyone in the game except maybe Eva. I pretty much said what I needed to about Ocelot back in his MGS 1 build. The inconsistencies in his skills and advantages between the two are due mostly to not sticking to 15pp/rank on this one, and his age difference.

Up next is probably the most ridiculous boss in the series, so stay tuned.
Last edited by Angry Police Chief on Sun May 15, 2011 4:47 pm, edited 2 times in total.
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The Pain

Postby Angry Police Chief » Sun May 15, 2011 1:20 pm

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The Pain - PL 8

Strength 3, Stamina 6, Agility 4, Dexterity 1, Fighting 2, Intellect 1, Awareness 2, Presence 0

Advantages
Animal Empathy, Equipment 9, Improved Initiative, Power Attack

Skills
Acrobatics 5 (+9), Athletics 5 (+8), Expertise: Millitary 3 (+4), Insight 2 (+4), Intimidation 8 (+8), Perception 6 (+8), Ranged Combat: Swarm +7 (+8), Ranged Combat: Tommy gun 9 (+10)

Powers
    Bullet Bees: Damage 8 (Perception, Secondary Effect; Tiring)

    Hornet Soldier (Removable)
      Bee Shield: Protection 4 (Dynamic, +4 Toughness; Impervious [6 extra ranks])
      Carry: Move Object 1 (Dynamic)
      Cover: Affliction 8 (Dazed, Stunned, Paralyzed, Fortitude; Perception Range, Instant Recovery)
      Doppelganger (Linked Effects)
        Concealment 4: Hearing, Sight, Smell (Partial, Blending, Passive)
        Enhanced Trait 8: Dodge 4/Parry 4 (Limited: Power turns off if The Pain is hit)
      Swarm (Linked Effects)
        Affliction 8 (Linked; 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Fortitude; Concentration, Cloud, Ranged; Instant Recovery, Limited Degree)
        Damage 4 (Linked; Cloud, Ranged, Concentration)
Equipment
Fragmentation Grenade
Microbomb [Burst Area Damage 8, DC 23; Triggered: Incapacitated]
Tommy Gun (Submachine gun)

Offense
Initiative +8
Bullet Bees: (DC 23)
Cover: (DC Fort 18)
Fragmentation Grenade (DC Dog 15)
Tommy gun, +10 (DC 19)
Swarm: Affliction 8 (DC Fort 18)
Swarm: Damage 4 (DC 19)

Defense
Dodge 6 [10], Parry 6 [10], Fortitude 9, Toughness 6 (10), Will 7 (Bee Shield) [Doppelganger]

Power Points
Abilities 38 + Powers 54 + Advantages 12 + Skills 19 + Defenses 14 = 137

Complications
    Disfigured: The Pain's face is heavily scarred from hornet stings
    Powerloss: Many of The Pain's powers utilize actual hornets, and can be negated with smoke or water

_____________________________________________________________________________________________

Our first of the Cobras! the Cobra unit is the Fox-Hound/Dead Cell equivilent in this game. Unfortunately they don't get nearly as much characterization as Fox-Hound, even less so then Dead Cell. Still, it's miles better than 4s B&B Corps, whose entire backstory is delivered through tedious exposition from a character I hate.

The Pain controls a swarm of deadly hornets. Apparently he does this with a queen he has trapped in his backpack or something, but this is never mentioned in game as far as I recall. I had a hard time deciding weather to make his hornets an array or a summon, but decided on an array as the hornets themselves can't really be attacked, and it makes for a cleaner build.

Doppelganger works by having the bees cover him, then making an exact duplicate near by. He cant attack and doesn't really move while using it, and hitting him ends the effect. Cover simply covers someone in bees, and Carry is used mostly for grenades and to bring him his tommy gun.

Like all Cobras, The Pain carries a microbomb that goes off when he's been defeated.

Up next on the boss rush is: The Fear.
Last edited by Angry Police Chief on Sun May 15, 2011 3:05 pm, edited 2 times in total.
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Re: The Chief's Office - Super Meat Boy; MGS3: Ocelot, The Pain

Postby Arthur Eld » Sun May 15, 2011 2:13 pm

About Ocelot, I think there's a cheaper way to construct his Power. Instead of making it a Limited Multiattack Blast, why not just give him the Mulitattack Extra, along with the other Extras, as a flat 8 point power? Seeing as how he's already paid for the guns themselves.

Also, unless you wanted him to have spare EP, why give him 6 ranks in Equipment? 3 Heavy Pistols is only 24ep, or 5 ranks.

I really like the Pain build too. I would have went with simple Concealment for his doppleganger power though. Although I forgot if it makes him immune against area attacks as well, like grenades.
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Re: The Chief's Office - Super Meat Boy; MGS3: Ocelot, The Pain

Postby Angry Police Chief » Sun May 15, 2011 2:50 pm

I thought about that for Ocelots power, but I'm pretty sure I remember a post saying something about power effects not stacking with equipment effects, so I wasn't sure if that would work. Since he's an NPC I just built it the expensive way to be on the safe side. Assuming I misremember that post though, that's definitely the best way to build it.

Your right about the equipment, I originally gave him only one pistol for 2pp, and when I gave him two more I just tripled it. Whoops.

Hmm, concealment is a good suggestion, I think I will change it actually.
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Re: The Chief's Office - Super Meat Boy; MGS3: Ocelot, The Pain

Postby Arthur Eld » Sun May 15, 2011 3:55 pm

Well, the core book says 'Generally , they do not stack', but that's really only about bonuses. I've ignored the rule myself-if I have a character who's so strong he can buy Penetrating on his unarmed damage, why can't he apply to that to a sword he might pick up? Plus I just think its a really good way to model things like Ocelot's preternatural marksmanship (bullets bounce, yes, but not like that). I would probably only not allow it as GM if a character was doing it to obviously point shave for needless stuff, or stacking a silly amounts of Extras on a cheap piece of equipment.
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Re: The Chief's Office - Super Meat Boy; MGS3: Ocelot, The Pain

Postby Angry Police Chief » Sun May 15, 2011 4:39 pm

Sounds reasonable enough, I'll change it. Thanks for the feedback.
Last edited by Angry Police Chief on Sun May 15, 2011 5:28 pm, edited 1 time in total.
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The Fear

Postby Angry Police Chief » Sun May 15, 2011 5:27 pm

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The Fear - PL 8

Strength 2, Stamina 4, Agility 6, Dexterity 2, Fighting 2, Intellect 0, Awareness 2, Presence 2

Advantages
Agile Feint, Defensive Roll 2, Equipment 9, Evasion, Favored Environment: Forest, Fearless, Startle (Improved Critical 2: Bolt, Improved Critical 2: Venomous Bolt)

Skills
Acrobatics 4 (+10), Athletics 6 (+8), Deception 6 (+8), Expertise: Military 2 (+2), Intimidation 10 (+12), Perception 6 (+8), Ranged Combat: William Tell 8 (+10), Stealth 4 (+10)

Powers
    Midnight Snack: Feature 1(Any edible food will recover all fatigue lost through Stealth Camo)

    Spider Soldier (Multiple Effects)
      Leaping 2
      Movement 4: (Slithering, Safe Fall, Wall-crawling 1, Water Walking 1)
      Speed 2
      Zip Line: Flight 2 (Levitation, Removable)
    Stealth Camo Prototype (Removable)
      Invisibility 2: (Total concealment from normal vision; Side Effect 2: Causes a level of fatigue every 3 rounds)

Equipment
Microbomb [Burst Area Damage 8, DC 23; Triggered: Incapacitated]
William Tell Crossbow
    Venomous Bolt: Damage 6 (Sustained, Ranged, Alternate Resistance: Fortitude, Accurate: +2; Unreliable (5 uses);Improved Critical 2)
    Bolt: Damage 6 (Alternate; Accurate, Ranged; Improved Critical 2)


Offense
Initiative +6
Venomous Bolt: +10 (DC Fort 21)
Bolt: +10 (DC 21)
Unarmed, +6 (DC 17)

Defense
Dodge 10, Parry 10, Fortitude 6, Toughness 6/4, Will 10

Power Points
Abilities 48 + Powers 15 + Advantages 17 + Skills 22 (44 ranks) + Defenses 18 = 120

Complications
    Glutton: The fear needs to eat very often to keep his stealth going, and will always take the easiest food available.

_____________________________________________________________________________________________

Our second Cobra, the Spider Soldier comes in right at PC cost. The Fear is a quick trickster type who likes to get the terrain advantage before ambushing his prey. He uses his invisibility, unorthodox movements, and the element of surprise to strike fear into the hearts of his opponents.

I built his Venomous Bolts as a device initially, but later decided it worked better as equipment.

Mostly negating a -2pp/r side effect (Stealth Camo) with a 1pp Feature (Midnight Snack) might seem a little off balance, but the Side Effect really only saves 1pp, so I thought it was fine.

Zip line only costs 1pp, so I didn't bother limiting it, but it should really only be useable with an attachment point available overhead.

I thought we were just getting started, but It looks like our next build will be The End.
Last edited by Angry Police Chief on Mon May 16, 2011 12:02 pm, edited 1 time in total.
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Re: The Chief's Office - MGS3: Ocelot, The Pain, The Fear

Postby Arthur Eld » Sun May 15, 2011 7:55 pm

Nice build of the Fear, although I think you've low-balled both his and the Pain's base range attack bonus, and Expertise (military). I understand they're (very) unconventional soldiers, but they were part of an elite group that played a big part in winning WWII.

When you consider they're all well past their prime when they fight Snake (for instance-the Fear is in his mid-50s), their performance in-game is more impressive and understandable.
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Re: The Chief's Office - MGS3: Ocelot, The Pain, The Fear

Postby Angry Police Chief » Sun May 15, 2011 8:25 pm

Arthur Eld wrote:Nice build of the Fear, although I think you've low-balled both his and the Pain's base range attack bonus, and Expertise (military). I understand they're (very) unconventional soldiers, but they were part of an elite group that played a big part in winning WWII.

When you consider they're all well past their prime when they fight Snake (for instance-the Fear is in his mid-50s), their performance in-game is more impressive and understandable.


As far as expertise goes that's just really my preference on it. I tend to think of it more in terms of roleplay and player knowledge than an actual mechanic. The exception would be very specific/niche knowledge (such as The Fury's knowledge of astronautics) or if their knowledge is truly exceptional (The Ends sniping or The Bosses military)

These two guys are a bit of an aberration on the base ranged bonus in my eyes. I see The Pain as more focused on attacking with his hornets. He can barely hit you from 15 feet away with the Tommy gun. He doesn't hit his offensive caps with it and what skill he does have I included mostly because he's been using it for 2-3 decades and he can spray and pray. The Fear is also someone who's been specializing in a weapon for many many years and I though a crossbow was different enough from conventional firearms that he wouldn't really be great at both. I wouldn't object to having it raised on either of them though.

The rest of the cobras have better overall ability with general guns (though I only gave some to The Fury because he would have a base of 0 without a little firearms skill, even though he's probably the least adept of all of them)
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The End

Postby Angry Police Chief » Mon May 16, 2011 11:48 am

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The End - PL 8

Strength 0, Stamina 2, Agility 0, Dexterity 4, Fighting 0, Intellect 4, Awareness 6, Presence 0

Advantages
Accurate Attack, Animal Empathy, Assessment, Equipment 20, Favored Environment: Forest, Minion 3, Precise Attack (Ranged, Cover), Ranged Attack, Speed of Thought, Tracking, Trance, Improved Aim, Improved Critical 4: Tranq Rounds

Minion: Parrot (Hawk with intelligence -2, no low light vision and comprehend 4 (speak to and understand humans))


Skills
Deception 7 (+7), Expertise: Millitary 4 (+8), Expertise: Sniping 14 (+18), Insight 6 (+12), Perception 10 (+16), Ranged Combat: Rifles 3 (+8), Stealth 10 (+18/+10)

Powers
    Godfather of Sniping: Senses 1 (Distance Sense)

    One With Nature: Comprehend 3 (Animals - Speak To and Understand; Plants)

    Photosynthetic
      Immunity 1 (Starvation & Thirst)
      Regeneration 2 (Source: Sunlight)

Equipment
    Flash-bang
    Ghillie Suit (Multiple Effects)
      Concealment 4: (All Visual Senses; Partial, Blending)
      Enhanced Trait 4: Stealth +8; Limited: Forest environments only
      Protection 4
    Headset [Radio Communication 2]
    Microbomb [Burst Area Damage 8, DC 23; Triggered: Incapacitated]
    Mosin-Nagant
      Scope: Senses 1 (Extended Vision; Improved Aim, Improved Critical 4)
      Tranq Rounds: Cumulative Progressive Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude; Progressive, Cumulative, Ranged, Extended Range 2)
Offense
Initiative +4
Flash-bang (DC Dog/Fort 14)
Mosin-Nagant: +8 (DC Fort 18)

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 10

Power Points
Abilities 32 + Powers 9 + Advantages 32 + Skills 27 + Defenses 20 = 120

Complications
    Narcolepsy: The end is prone to falling asleep while waiting for his targets.
    Ticking Clock: The End is a very old man, and if Snake doesn't get him soon, time will.
    All Done Killin': The End will not resort to lethal means.

____________________________________________________________________________________________


The inventor and perfecter of modern sniping, The End is a (barely) living legend. A surgeon on the battlefield, The End likes to pick off enemies from a great distance and thrives in any kind of forest environment. His "technical pacifism" might be the norm for a super hero campaign, but it's definitely a complication in the Metal Gear universe. Luckily the Mosin-Nagant is a beast.

His parrot seems smarter than a regular bird, but not quite average human intelligence, so I thought -2 was good. Just giving him Language: English might have worked for the communication, but I had the spare minion points left over so I decided to err on the side of caution.

The End comes in below cap on all his defenses except Will, and is woefully unprepared for close quarters combat. He's the definition of specialization, and if he's not hidden in the weeds sniping people, hes pretty much screwed. (A grass cannon, if you will) His only recourse at close range is to drop a flash bang and run.

Our next boss is a furious fan favorite, assuming we've got the patience to conquer a certain ladder.
Last edited by Angry Police Chief on Mon May 16, 2011 1:21 pm, edited 1 time in total.
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