Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

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Kreuzritter
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Posts: 21027
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Location: Rumble City

487

Post by Kreuzritter » Sun Sep 10, 2006 8:06 am

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Where's that Jerk who calls himself The Tick!? I'm THE TICK!!!!!

Barry Hubris

PL: 10 (109)

abilities: (26)
STR 20 DEX 14 CON 20 INT 10 WIS 12 CHA 10

Combat: (28)
+ init, +8 ATK, +10 DEF (+4 sheild, +3 flat-footed)
+5/10 +2 DMG (unared/sheild + rage)

saves: (13)
TOU +10/9/6 FORT +10 REF +6 WILL +5

Skills (10/40)
bluff +4
drive +6
intimidate +8
knowledge: pop culture +6
knowledge: streetwise +6
notice +6
sense motive +4

feats (13)
all-out attack, chokehold, diehard, equipment 3, fearless, improved grab, improved initiative, improved overrun, improved pin, power attack, rage, startle, takedown attack, tough

Powers (9)
device: tick-sheild +3 (9)
- sheild +4 [4]
- strike +5 (feats: mighty, extra: penetrating +1) [11]

equipment
cell phone 1 [1]
undercover vest +3 (subtle) [4]
motorcycle [9]

costs
abilities 26 + combat 28 + saves 13 + skills 10/40 + feats 13 + powers 9 = 109 pts

:arrow: resident jerkface antihero-turned-villain of the Tick-verse, Barry's built to slug it out with the tick, and be a third rate captain america wannabe
Last edited by Kreuzritter on Mon May 21, 2007 9:34 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

488

Post by Kreuzritter » Sun Sep 10, 2006 8:28 am

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Robotman

PL: 10 (138)

abilities: (26)
STR 34 DEX 16 CON n/a INT 10 WIS 16 CHA 10

Combat: (32)
+3 init, +8 ATK, +8 DEF (+4 flat-footed)
+12 DMG (unarmed)

saves: (5)
TOU +12 FORT n/a REF +5 WILL +6

Skills (9/36)
bluff +6
drive +8
intimidate +6
knowledge: current events +4
notice +6
sense motive +6

feats (3)
all-out attack, improved overrun, power attack

Powers (63)
immunity +30 (fort saves) (30)
protection +12 (extra: impervious +1) (24)
superstrength +4 (feat: groundtrike) (9)

tradeoffs
+2 DMG/-2 ATK
+2 TOU/-2 DEF

costs
abilities 26 + combat 32 + saves 5 + skills 9/36 + feats 3 + powers 63 = 138 pts

:arrow: resident powerhouse of the Doom Patrol, robotman lacks the sophistication of my other builds thus far, so while he can handle himself in a fight (mostly), he really needs the rest ofthe team to cover the bases
Last edited by Kreuzritter on Mon May 21, 2007 9:33 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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489

Post by Kreuzritter » Sun Sep 10, 2006 9:13 am

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Elastigirl

PL: 10 (133)

abilities: (16)
STR 34/10 DEX 14 CON 22/12 INT 10 WIS 14 CHA 16

Combat: (32)
+2 init, +4/8 ATK, +6/10 DEF (+2 dodge, -4 size, +4 flat-footed)
+0/12 DMG (unarmed/full size)

saves: (16)
TOU +11/7/4 FORT +8 REF +7 WILL +5

Skills (11/44)
bluff +8
concentration +4
diplomacy +6
notice +6
perform: acting +6
profession: actress +6
sense motive +8

feats (9)
all-out attack, attractive, distract (bluff), defensive attack, dodge focus 2, equipment, improved pin, interpose, power attack

Powers (49)
growth +12 (linked: superstrength +4, feat: groundstrike) (46)
- AP: shrinking +20 (feats: atmoc size, growth strike) [22]
protection +3 (3)

equipment
commlink [1]
armored costume +3 [3]

costs
abilities 16 + combat 32 + saves 16 + skills 11/44 + feats 9 + powers 49 = 133 pts

:arrow: a struggling actress turned superhero, Elastgirl found love and family in the doom patrol. her design by the way, owes to both siren I and max atom
Last edited by Kreuzritter on Mon May 21, 2007 9:32 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

490

Post by Kreuzritter » Sun Sep 10, 2006 9:58 am

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Mento

PL: 10 (146)

abilities: (32)
STR 14 DEX 14 CON 14 INT 20 WIS 20 CHA 10

Combat: (32)
+6 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/10/7 DMG (unarmed/telekinesis/mental blast)

saves: (13)
TOU +8/5/2 FORT +5 REF +7 WILL +12/10

Skills (19/76)
bluff +5
concentration +6
craft: electronics +8
computers +8
concentration +8
knowledge: tactics +6
knowledge: technology +8
notice +8
pilot +6
search +5
sense motive +8

feats (18)
assessment, attack spec: telekinesis, defensive roll 3, dodge focus 4, inspire 2, improvised tools, inventor, improved initiative, leadership, move by action, teamwork, uncanny dodge

Powers (32)
Device: mento-helmet +8 (32)
- flight +3 [6]
- mind sheild +2 [2]
- telekinesis +10 (extra: damaging +1) [32]
- AP: Mental Blast +7 {28}
- AP: telepathy +10 {20}

equipment
commlink [3]
armored costume +3 [3]

tradeoffs
+2 DEF/-2 TOU

costs
abilities 32 + combat 32 + saves 13 + skills 19/76 + feats 18 + powers 32 = 146 pts

:arrow: the leader of the doom patrol, Mento is equal parts gadgeteer and psionist
Last edited by Kreuzritter on Mon May 21, 2007 9:32 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

491

Post by Kreuzritter » Sun Sep 10, 2006 12:16 pm

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Negative Man

PL: 10 (120)

abilities: (18)
STR 12 DEX 16 CON 14 INT 12 WIS 14 CHA 10

Combat: (32)
+7 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+1 DMG (unarmed)

saves: (13)
TOU +8/5/2 FORT +6 REF +7 WILL +7

Skills (13/52)
concentration +4
craft: electronic +4
intimidate +8
knowledge: current events +4
notice +6
pilot +8
profession: test pilot +8
sense motive +6
survival +4

feats (13)
attack focus: melee 2, diehard, defensive roll 3, dodge focus 4, equipment, improved initiative, teamwork

Powers (30)
summon minion +10 (feat: mental link, extras: fanatical +1, heroic +1, sensory link +1, drawback: side effect-body goes comatose -2) (31)

equipment
commlink [1]
armored costume +3 [3]

costs
abilities 18 + combat 32 + saves 13 + skills 13/52 + feats 13 + powers 31 = 120 pts
Negative form

abilities: (0)
STR n/a DEX 24 CON n/a INT 12 WIS 14 CHA 10

Combat: (32)
+7 init, +10/8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+0/10 DMG (unarmed/aura)

saves: (8)
TOU +5 FORT n/a REF +10 WILL +7

skills (13/52)
concentration +4
craft: electronic +4
intimidate +8
knowledge: current events +4
notice +6
pilot +8
profession: test pilot +8
sense motive +6
survival +4

feats (11)
attack focus: melee 2, dodge focus 4, move by action, improved overrun, fast overrun, teamwork, uncanny dodge

powers (84)
Flight +3 (6)
immunity +30 (fort) (30)
insubstantial +3 (feat: innate, flaw: permanent -1) (13)
protection +5 (5)
strike +10 (extras: aura +1, affect corporeal +1) (30)

costs
abilities 0 + combat 32 + saves 8 + skills 13/52 + feats 11 + powers 84 = 148 pts
:arrow: now, here's a hero I swore I'd need Ultimate Power for, but I think building the negative body as a side effected summon is a pretty good way to go until I get my copy (depending on what I read, he may get a rebuild)

:arrow: so, as you can guess, Negative man comprises the bulk of the Doom patrol's tactics, seeing as they need to protect his prone body the second he starts using his powers
Last edited by Kreuzritter on Mon May 21, 2007 5:54 am, edited 2 times in total.
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Kreuzritter
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492

Post by Kreuzritter » Sun Sep 10, 2006 12:48 pm

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Split up? SPLIT UP?! Did you not see the movie? When you split up, the monster hunts you down one at a time, starting with the good-looking comic relief guy - ME!

Beast Boy

PL: 10 (150)

abilities: (14)
STR 10 DEX 14 CON 14 INT 10 WIS 12 CHA 14

Combat: (32)
+6 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+0/? DMG (unarmed/shapeshift)

saves: (14)
TOU +5/2 FORT +5 REF +8 WILL +5

Skills (12/48)
bluff +8
knowledge: life sciences +4
knowledge: tactics +4
notice +8
search +6
sense motive +8
stealth +6
survival +4

feats (14)
all-out attack, attack focus: melee 2, defensive attack, dodge focus 2, elusive target, equipment, improved initiative, move by action, power attack, teamwork 2, taunt

Powers (64)
shapeshift +8 (extra: free action, drawback: limited: animals only -1)

equipment
commlink [1]
armored costume +3 [3]

complications
enemy (slade)
fame
rivalry (doom patrol)
responsibility (Jump City [turf])

costs
abilities 14 + combat 32 + saves 14 + skills 12/48 + feats 14 + powers 64 = 150 pts

:arrow: concluding the Doom Patrol, we come at last to their most reknowned member, beast boy

:arrow: despite his childish antics, BB's actually a pretty dangerous enemy, capable of becoming any animal from the back of the rulebook (including extinct critters such as dinosaurs), and when push comes to shove, isn't averse to taking the form of a whale to lay down a +12 area effect belly flop

:arrow: if playing BB in his doom patrol days, disregard taunt, and further limit his shapechanging that he can't assume any form bigger than medium
Last edited by Kreuzritter on Mon May 21, 2007 5:52 am, edited 2 times in total.
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Kreuzritter
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Posts: 21027
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Location: Rumble City

493

Post by Kreuzritter » Sun Sep 10, 2006 1:14 pm

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Puck

PL: 10 (150)

abilities: (22)
STR 30 DEX 30 CON 30 INT 10 WIS 14 CHA 12

Combat: (32)
+10 init, +10/9 ATK, +10 DEF (+1 size, +1 dodge, +4 flat-footed)
+10 DMG (unarmed)

saves: (4)
TOU +10 FORT +10 REF +10 WILL +6

Skills (16/64)
Acrobatics +8
Climb +8
Escape Artist +8
gather info +8
Notice +8
Search +6
Sense Motive +8
Survival +5
Swim +4
Languages (French; Base: English)

feats (12)
acrobatic bluff, all-out attack, attack focus: melee, contacts, diehard, dodge focus, move by action, power attack, redirect, taunt, teamwork 2

Powers (64)
enhanced STR +14 (14)
enhanced CON +14 (14)
enhanced DEX +16 (16)
immunity +1 (age) (1)
Bouncing +2 (Extras: Bounce-Back Attack [+1], Impact Resistant [+1]; Power Feat: Ricochet; (9)
impervious TOU +5 (5)
shrinking +4 (feat: innate, extra: normal strength +1, flaw: permanent -1) (5)

costs
abilities 22 + combat 32 + saves 4 + skills 16/64 + feats 12 + powers 64 = 150 pts

:arrow: one rubberized dwarf with a sterotypical french-canadian daredevil personality, concluding the long delayed alpha flight converts

:arrow: I cribbed puck's bouncing from another character sheet, so my apologies if that power breaks his caps or whatnot. once I get ultimate power, any changes required will be implemented then. i went this route as bouncing better describes puck's abilities and fighting style than mere leaping
Last edited by Kreuzritter on Mon May 21, 2007 5:49 am, edited 2 times in total.
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Kreuzritter
Cosmic Entity
Cosmic Entity
Posts: 21027
Joined: Wed Jun 15, 2005 4:16 pm
Location: Rumble City

494

Post by Kreuzritter » Sun Sep 10, 2006 2:17 pm

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Slyther

PL: 10 (175)

abilities: (26)
STR 24 DEX 30 CON 26 INT 14 WIS 16 CHA 12

Combat: (32)
+10 init, +13/8 ATK, +8 DEF (+ dodge, + flat-footed)
+7/ +14 f DMG (unarmed/snakebite)

saves: (7)
TOU +8 FORT +10 REF +12 WILL +6

Skills (21/84)
bluff +6
climb +10
diplomacy +6
drive +4
gather info +10
intimidate +10
knowledge: tactics +8
notice +6
profession: soldier +8
sense motive +6
stealth +10

feats (40)
assessment, attack focus: melee 5, benefit 2 (status: general, security clearance) contacts, connected, dodge focus 4, elusive target, equipment 11, fighting style: (all-out attack, chokehold, crushing pin, grappling finesse, improved block, improved grab, improved grapple, improved pin, improved trip, improved throw, power attack), master plan, move by action, well informed

Powers (62)
drain con +4 (extra: poison +1) (8)
elongation +5 (5)
enhanced STR +10 (10)
enhanced DEX +16 (16)
enhanced CON +10 (10)
supermovement +3 (sure footed, slither, slow fall) (6)
supersenses +3 (infravison, scent, track) (3)
superstrength +2 (4)

drawbacks: (-13)
normal identity (full round) (-4)
one way transformation (back to normal identity, requires hours and equipment.) (-4)
vulnerable: cold attacks (uncommon, major) (-3)
weakness: extreme cold (uncommon, moderate) (-2)

costs
abilities 26 + combat 32 + saves 7 + skills 21/84 + feats 40 + powers 62 - drawbacks 13 = 175 pts

:arrow: from the mind of Stan Lee, I give you Slyther, Archnemesis of the Accuser

:arrow: unincluded on this sheet are the ranks of minions one would give a United States general, mostly because Slyther tries to put as much distance between his career and his true nature as possible. i was going to apply the same to benefit and equipment, but I wanted slyther to be a threat een in his civilian id
Last edited by Kreuzritter on Mon May 21, 2007 5:38 am, edited 2 times in total.
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Kreuzritter
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495

Post by Kreuzritter » Sun Sep 10, 2006 2:32 pm

Image

Device: Iron spider-suit +5 (20)
- ambidexterity [1]
- concealment +4 (flaw: blendng -1) [4]
- extra limbs +3 [3]
- flight +3 (flaw: gliding -1) [3]
- immunity +2 (poison, drowning) [2]
- impervious tou +5 [5]
- supersenses +5 (radio, direction sense, distance sense, infravision, ultravision) [5]
- quick change 2 [2]

:arrow: love it or hate it, there's a demand for the recent 'iron spider' costume, and while there are those who refuse point blank to grant such a request, i figure, what the hey, it's going in the trash in a couple months, let's see what it's like

:arrow: so, off hand, it's not a bad peice of work, and certainly has a nice amount of bells and whistles. if it belonged to another character, it would probably go over nicely

:arrow: please note, i'm building it seperately, so you can just drop it onto the spidey build of your choice
Last edited by Kreuzritter on Mon May 21, 2007 5:38 am, edited 2 times in total.
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Kreuzritter
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496

Post by Kreuzritter » Sun Sep 10, 2006 3:31 pm

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Wakanda can no longer afford to stand alone.

Black Panther

PL: 10 (150)

abilities: (46)
STR 20 DEX 20 CON 20 INT 16 WIS 16 CHA 14

Combat: (32)
+9 init, +10/10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+5/10/7 DMG (unarmed/claws/blast)

saves: (11)
TOU +8/5 FORT +8 REF +8 WILL +8

Skills (15/60)
acrobatics +7
bluff +6
climb +7
diplomacy +6
intimidate +6
knowledge: politics +6
notice +7
stealth +8
sense motive +7

feats (26)
Acrobatic Bluff, Animal Empathy, Assessment, Attack Focus (melee) 2, Connected, Defensive Roll 3, Dodge Focus 4, Environmental Adaptation (jungle), Evasion 2, Fearless, Improved Critical (claws), Improved Initiative, Improved Throw, Move-by Action, Redirect, Skill Mastery (Acrobatics, Climb, Notice, Stealth), Takedown Attack, Track, Uncanny Dodge (scent)

Powers (20)
device: panther claws +4 (16)
- Strike +5 (feats: might pen +5, extra: penetrating +1) [16]
- AP: blast +7 (feat: accurate) {15}
- supermovement +2 (wall crawling, slow fall) [4]
supersenses +4 (danger sense, low light vision, scent, tracking) (4)

tradeoff
+2 DEF/-2 TOU

costs
abilities 46 + combat 32 + saves 11 + skills 15/60 + feats 26 + powers 20 = 150 pts

:arrow: the newly crowned King of Wakanda, Black Panther's debut came in Ultimate avengers 2

:arrow: anyway, BP here owes much of his design to FC's white lion, although with such pared down skills, i think he makes a decent year one t'challa
Last edited by Kreuzritter on Mon May 21, 2007 5:34 am, edited 2 times in total.
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Kreuzritter
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497

Post by Kreuzritter » Sun Sep 10, 2006 6:02 pm

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Monsieur Mallah

PL: 10 (150)

abilities: (50)
STR 24 DEX 16 CON 24 INT 16 WIS 14 CHA 10

Combat: (32)
+7 init, +12/7 ATK, +13 DEF (+5 dodge, -1 size, +4 flat-footed)
+7/8/5 DMG (unarmed/blaster rifle/grenade)

saves: (10)
TOU +10 FORT +10 REF +6 WILL +6

Skills (14/56)
climb +12
craft: electronic +8
intimidate +6
language +1 (english)
knowledge: technology +8
medicine +8
notice +8
sense motive +5

feats (23)
all-out attack, ambidexterity, assessment, attack focus: range 5, defensive attack, dodge focus 3, diehard, elusive target, equipment 7, fearless, improved aim, improved block, improved initiative, master plan, power attack, takedown attack, uncanny dodge, well informed

Powers (14)
growth +4 (feat: innate, flaw: permanent -1) (9)
protection +3 (3)
super-senses +2 (low-light vision, scent) (2)

equipment
blaster rifle +8 [16]
concussion grenade +5 [15]
smoke grenade [4]

costs
abilities 50 + combat 32 + saves 10 + skills 14/56 + feats 23 + powers 14 = 150 pts

:arrow: loyal servant of The Brain, Mallah is basicly a hyperintelligent gorilla with commando training, laser weaponry, and an outrageous french accent, mallah should be played as the smithers to the brain's mr. burns (yes, you heard me right)
Last edited by Kreuzritter on Mon May 21, 2007 5:33 am, edited 2 times in total.
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Power-Glove
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Post by Power-Glove » Sun Sep 10, 2006 6:04 pm

Kreuzritter wrote: :arrow: loyal servant of The Brain, Mallah is basicly a hyperintelligent gorilla with commando training, laser weaponry, and an outrageous french accent, mallah should be played as the smithers to the brain's mr. burns (yes, you heard me right)
*remembers the famous kiss between Mallah and the Brain in Cliff's old body.*

Maybe Mallah should be played as Smithers WISHES he were to Mr. Burns. :wink:

Kreuzritter
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Post by Kreuzritter » Sun Sep 10, 2006 6:34 pm

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The Brain

PL: 10 (195)

abilities: (10)
STR n/a DEX 10 CON n/a INT 30 WIS 20 CHA 10

Combat: (20)
+10 init, +5 ATK, +6 DEF (+3 flat-footed)
+5 DMG (telekinesis)

saves: (5)
TOU +10 FORT n/a REF +0 WILL +10

Skills (28/112)
bluff +4
craft: chemical +8
craft: electronics +8
craft: mechanical +8
computers +8
disable Device +8
Intimidate +10
knowledge: physical sciences +8
knowledge: tactics +8
knowledge: technology +10
notice +6
sense Motive +6

feats (57)
assessment, connected, contacts, eidetic memory, equipment 20, Master plan, minions 20, sidekick 10 (mallah), speed of thought, well-informed

Powers (75)
anatomic seperation +1 (brain case) (2)
datalink +8 (extra: machine control +1) (18)
- ap: telepathy +5 [10]
- ap: telekinesis +5 (extras: damaging +1) [15]
immunity +30 (fort saves) (30)
Protection +10 (extra: Impervious) (20)
Speed +1 (1)
special movement +2 (sure-footed, trackless) (4)

costs
abilities 10 + combat 20 + saves 5 + skills 28/112 + feats 57 + powers 75 = 195 pts

:arrow: i think it's pretty obvious that the brain has no choice but to play mastermind, lacking even a pair of hands for his life support tank. the tp and tk are there because i've been informed he had them in the series, but really, the only attack brain should really make in combat is to tell mallah where to shoot

:arrow: I chose to make the brain as a construct, to really hammer home that he can't survive without that support tank
Last edited by Kreuzritter on Mon May 21, 2007 5:31 am, edited 2 times in total.
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TroyXavier
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Post by TroyXavier » Sun Sep 10, 2006 8:06 pm

All these Titan character builds and no Jinx*sighs* But some very cool builds all around.
Club Thirteen is Risen.

Kreuzritter
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Post by Kreuzritter » Sun Sep 10, 2006 8:17 pm

jinx is on the to do list, she's one i'm actually researching, and will likely be among my first post ultimate power builds.

in the meantime, though, the countdown to conversion 500 is well underway, with only 3 between now and then

i'd also like to announce that smashed 247 has my goahead to testdrive my kevin11 and vilgax builds against his ben10 collection
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