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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby kerianvalentine » Fri Mar 09, 2007 11:32 pm

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And mine is a sad one of Too Much Time In The Tanning Booth...

Dusk (Cassie St. Commons)
PL 10/PP 150
Attributes: STR 14, DEX 14, CON 16, INT 16, WIS 14, CHA 16

Skills:
Acrobatics 4+2 = 6
Bluff 4+3 = 7
Concentration 4+2 = 6
Knowledge (Arcane) 8+3 = 11
Intimidate 12+3 = 15
Notice 8+2 = 10
Search 4+3 = 7
Sense Motive 12+2 = 14
Sleight of Hand 4+2 = 6
Stealth 12+2 = 14

Feats:
Blind-Fight, Defensive Attack, Defensive Roll 5, Distract (Bluff), Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion, Fearless, Inspire 5, Move-By Action, Power Attack, Redirect, Startle, Teamwork 3

Powers:
Accurate Teleport 8 (Change Direction, Change Velocity, Easy, Turnabout)
ESP [Limited: Teammate Awarness Only, 1/rank, Visual] 10
Shadow-Forming (Create Objects 10, Affects Insubstantial, Selective, Tether, Progression)
Shadow-Movement 4 (Limited [Shadows] [Distracting] Damaging Move Objects)


Init/Defense: +2/20
Saves: FORT +3, REF +2, WILL +3, TOUGH +8
Attack/Damage +6/+2 (Varies)

Notes:

Dusk, one more member of the Slingers - I'm finally getting back to them. They're pretty cool for some newbie heroes. Dusk is the only character unattached to her powersuit - her powers are all innate as the result of her death.

She's also the most helpful to the team, able to teleport around, find her teammates, and inspire the whole group with her +3 Charisma and +5 Inspire bonus. She's a set-up and rebound character more than a center stager like Prodigy the Paragon and Ricochet the Blaster.

A good third member of a four-man team.
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Postby Psistrike » Fri Mar 09, 2007 11:38 pm

I've heard of the other members of the Slingers, but never heard of Dusk. Or that she died, if they are innate shouldn't they each have the innate feat or something like Immunity to Nullify to represent she can push them but they can't be nullified. Just curious.
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Postby kerianvalentine » Sat Mar 10, 2007 8:01 am

It's more that, unlike Prodigy and Hornet, her powers aren't based around her costume. After her death her powers manifested.

The Slinger have four members: Prodigy, Hornet, Ricochet, and Dusk.

Prodigy and Hornet derive their powers from their costumes.

Ricochet and Dusk take theirs from mutation (in Ricochet's case) and unexplainable phenomena (Dusk).

So the powers can still be nullified by the proper acts, but they come from her rather than her costume.
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Postby kerianvalentine » Sat Mar 10, 2007 8:24 am

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Hornet (Eddie McDonough)
PL 10/PP 150
Attributes: STR 14 (24), DEX 14 (24), CON 12 (17), INT 22, WIS 20, CHA 14

Skills:
Bluff 8+2 = 10
Computers 12+6 = 18
Craft (Technology) 12+6 = 18
Disable Device 8+6 = 14
Knowledge (Technology) 12+6 = 18
Notice 4+5 = 9
Sense Motive 4+5 = 9

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Gauntlet Blasts) 3, Eidetic Memory, Improvised Tools, Inspire 3, Inventor Teamwork 3

Powers:
Hornet Costume 22 (Hard-To-Lose Device)

Hornet Costume
Enhanced Attributes (Strength 10, Dexterity 10, Constitution 5)
Enhanced Feats: (Dodge Focus 15, Elusive Target, Evasion 2, Move-By Action, Precise Shot 2, Set-Up, Sneak Attack 4)
Flight 5
Super-Strength 4
Blast 8
Stun 10 (Sleep) (Sedation)
Impervious Protection 2


Init/Defense: [+2/+7]/[10/25]
Saves: FORT [+1/+6], REF [+2/+7], WILL +5, TOUGH [+2/+5, 2 Impervious]
Attack/Damage: +0 [+6 Blast/Stun]/[+2/+7, +5 Blast]

Drawbacks:
Disability (Atrophied Arm, common, major, 4 points)


Notes:

Eddie McDonough is the last member of the Slingers, a superhero team based around identities Spider-Man used during his Identity Crisis storyline. Eddie is without a doubt the Air Support of the team - he and Prodigy can both fly, but Eddie is the man with the sky-plan.

Unlike Prodigy, Eddie might actually be suited to leadership - he's more of a team player and much more of a thinker than the paragon, and he can either help his teammates through Inspire or Teamwork in addition to flyby-strikes with his sedative darts.

Eddie's arm is normally atrophied. However, in the Hornet suit, Eddie is able to lift objects as if he had a strength of -44!- While Prodigy soundly whups him with an effective score of 90, that's still pretty impressive. Eddie can stop a truck, but not a lear jet, not yet.

But Hornet's purpose is subtler than that. He's the inventing genius. He's the brains behind the busting-up, he's the Boy Wonder.

He's also the wisest member of the Slingers - the only one able to...well, read the comic. ;) I won't spoil it.

Suffice to say that Eddie does a good job at what he's meant to do.

Of course, like Prodigy, he's not much without his battlesuit.


03/10/07: Major tweak upon Psistrike's observation.
Last edited by kerianvalentine on Sat Mar 10, 2007 5:08 pm, edited 2 times in total.
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Postby kerianvalentine » Sat Mar 10, 2007 8:25 am

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Just a little preview of who's on the way...:)
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Postby kerianvalentine » Sat Mar 10, 2007 8:48 am

Lightspeed (Julie Power)
PL 10/PP 150
Attributes: STR 14, DEX 20, CON 16, INT 16, WIS 14, CHA 18

Skills:
Acrobatics 8+5 = 13
Bluff 4+4 = 8
Disguise 12+4 = 16
Escape Artist 4+5 = 9
Gather Information 8+4 = 12
Intimidate 4+4 = 8
Investigate 8+3 = 11
Knowledge (Current Events) 8+3 = 11
Notice 8+2 = 10
Perform 12+4 = 16
Search 4+3 = 7
Sense Motive 8+2 = 10
Sleight of Hand 4+5 = 9
Stealth 8+5 = 13

Feats:
Acrobatic Bluff, All-Out Attack, Attack Specialization [Unarmed] 4, Attractive 2, Connected, Contacts, Defensive Roll 5, Dodge Focus 8, Elusive Target, Evasion 2, Fascinate [Perform], Inspire 5, Move-By Action, Power Attack, Redirect, Set-Up, Teamwork 3

Powers:
Flight 9
Regeneration 18 [Bruised 1, Unconscious 1, Injured 6, Disabled 7, Recovery Bonus +3]
Teleport 3 (Easy, Turnabout, Change Velocity, Change Direction)
Super-Strength 1

Init/Defense: +5/18
Saves: FORT +3, REF +5, WILL +2, TOUGH +8
Attack/Damage: +0 [+8 Unarmed]/+2



Notes:

First of the Loners, Julie Power, a.k.a. Lightspeed, Molecula Mistress of Density, a.k.a. Starstreak, a.k.a Girl With Too Many Power Names. Julie's the sixteen-year-old blonde in the front of the picture above, and the second resident Speedster of the group [Ricochet is the first, being a super-jumping super-speeding machine]. Because Julie's original team was her siblings, the Power Pack, the little lady's used to working with others, and so she's an excellent support character for Darkhawk, Ricochet, and Turbo [I have no idea what Phil gets in the new series, so I won't count him in the team until I see his powers].

Julie's also the only one able to carry Ricochet or Phil, because really, she has nothing better to do. As a former actress, Julie also has connections and such, and so is able to get a little help here and there for the Loners when they really need it.

What's more, Julie can teleport. She can't take the team with her - maybe just one, but not the whole team - but it's still a very, very useful power.

All-in-all, Julie's an effective member of the Loners, able to support the rest of the crew to her fullest while still not being totally useless if separated from them.
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Postby kerianvalentine » Sat Mar 10, 2007 9:07 am

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I never was very good at posing for pictures.

Darkhawk
PL 10/PP 150
Attributes: STR 18, DEX 20, CON 20, INT 16, WIS 14, CHA 12

Skills:
Acrobatics 12+5 = 17
Escape Artist 4+5 = 9
Intimidate 12+4 = 16
Sense Motive 12+2 = 14

Feats:
Acrobatic Bluff, All-Out Attack, Benefit [Uses STR modifier for Intimidate], Fearless, Grappling Finesse, Improved Grab, Improved Grapple, Instant Up, Interpose, Move-By Action, Power Attack, Rage 2, Redirect, Startle

Powers:
Blast 10 [A.P.: Impervious Force Field 5/Blast 5]
Snare 4 [Tether]
Flight 5
Super-Strength 5
Super-Senses [Extended x3 Vision, Infravision]
Shield 10
Mind Shield 5

Init/Defense: +5/20
Saves: FORT +5, REF +5, WILL +7, TOUGH +5 [+10 Force Field]
Attack/Damage: +8/+4 [+10 Blast/+5 Blast]

Notes:

Darkhawk, the Paragon of the Loners. This is the guy you hide behind when the waste hits the fan, when the bad guys are everywhere and your Ablative Toughness just ran out.

Darkhawk is one bad boy. He's powerful, he's buff, and he's tough. He can interpose on behalf of any other member of the Loners, and other than blasting, that's generally what he'll do. The fellow defaults that Alternate Power of his to his Force Field and singular blast when working with the Loners to enable him to stand up to nearly anything.

As Paragon, he's also the heavy hitter. His +10 Blast equals Turbo's air blasts, and his lift rate is at Strength 43 - one shy of Hornet. Unlike Hornet, however, Darkhawk has the skill to back up his power.

But wait! It gets better! Darkhawk -also- has a claw-shaped grappling hook (his snare) for capturing enemies, reeling them in, and pounding the **** out of them!

He's quite the catch-all paragon for the Loners team.
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Postby kerianvalentine » Sat Mar 10, 2007 9:30 am

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Spandex: still in style.

Turbo (Michiko Musashi)
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 16, INT 16, WIS 18, CHA 18

Skills:
Acrobatics 8+3 = 11
Bluff 4+4 = 8
Computers 4+3 = 7
Diplomacy 12+4 = 16
Disable Device 8+3 = 11
Escape Artist 4+3 = 7
Gather Information 12+4 = 16
Investigate 12+3 = 15
Notice 8+4 = 12
Profession (Reporter) 8+4 = 12
Sense Motive 8+4 = 12

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Air Blasts) 4, Attractive 1, Connected, Contacts, Dodge Focus 5, Eidetic Memory, Elusive Target, Evasion 2, Improved Critical [Blasts] 5, Improved Initiative 1, Inspire 3, Leadership, Move-By Action, Power Attack, Precise Shot 2, Redirect, Set-Up, Taunt, Teamwork 2, Well-Informed

Powers:
Torpedo Armor 13 (Hard-To-Lose Device)

Torpedo Armor
Flight 4
Protection [Impervious] 7
Shield 5
Air Blast 9
Air Control 10

Init/Defense: +7/15 [20]
Saves: FORT +3, REF +3, WILL +4, TOUGH +3 (+10, 7 Impervious)
Attack/Damage: +0 (+8 Blasts)/+2 (+9 Blasts)

Notes:

Michiko here is one tough chick. As the co-leader of the Loners (along with Phil Urich), she's a great support character for Darkhawk and Ricochet, but she's also more than that. She's the resident Blaster (Mattie Franklin is not a blaster!), the air support, the secondary damage (Darkhawk beats her out by one point), and the secondary Brick.

Sure, Darkhawk beats her out with damage and toughness, Ricochet's got better support, Lightspeed's a better teamworker than she is, but what Michiko does is -fill the gaps-. Any leftover work in the group can be done by Turbo, be it blasting and bricking (Darkhawk), long-range support (Ricochet), or just generic buffing and inspiring (Lightspeed). Turbo is the catch-all Blaster who can do anything - a Jack-Of-All-Trades, Master of None.

Don't underestimate her - she's the best at what she does, and what she does is fill the spaces.
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Postby kerianvalentine » Sat Mar 10, 2007 9:51 am

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Spider-Woman, Spider-Woman, Slings A Web Just Like A...what rhymes with Woman?

Spider-Woman (Mattie Franklin)
PL 10/PP 150
Attributes: STR 22, DEX 30, CON 20, INT 16, WIS 18, CHA 16

Skills:
Acrobatics 12+10 = 22
Bluff 12+4 = 16
Diplomacy 8+3 = 11
Escape Artist 4+10 = 14
Notice 8+4 = 12
Sense Motive 12+4 = 16
Sleight of Hand 8+10 = 18
Stealth 8+10 = 18

Feats:
Accurate Attack, Acrobatic Attack, All-Out Attack, Ambidexterity, Attack Specialization (Webbing) 2, Attack Specialization (Unarmed) 2, Blind-Fight, Defensive Attack, Dodge Focus 15, Elusive Target, Evasion 2, Grappling Finesse, Move-By Action, Power Attack, Precise Shot 2, Redirect, Set-Up, Taunt, Teamwork 1, Uncanny Dodge (Spider Sense)

Powers:
Super-Senses (Uncontrolled Precognition, Danger Sense)
Super-Movement (Wall-Crawling 2)
Snare 9 (Tether)
Flight 3
Telepathy 2
Additional Limbs 2 (4 Spider Legs)

Init/Defense: +10/25
Saves: FORT +5, REF +10, WILL +4, TOUGH +5
Attack/Damage: +4 (+4 Webbing)/+6 (+0 Snare)

Notes:
Mattie Franklin is the last of the Loners I'll end up doing for a while (because I have no idea how to stat Penance up...) and is the final support member of the group.
And man, is she support.
Mattie's basic abilities are all psionic mutations. Her extra legs, her telepathy, even her webbing is psychic.

The real purpose of Spider-Woman is feinting and demoralizing the heck out of everybody, snaring them in her psychic webbing, and let Darkhawk or Turbo wail on the enemies. Like Ricochet, she's mostly a team worker, relying on her abilities to help her set up for everybody else. Unlike Ricochet, her set-ups often end up being quite permanent, as her snares leave people flat-footed and totally inable to move.

Mattie requires her feints and demoralizings to work. Her +4 attack isn't going to get anywhere with anybody able to move or not flat-footed. However, consider what happens when somebody's flat-footed, with no dodge bonus...

Well, +4 Attack is -more- than enough to hit a 10 Defense, unless you have really, really bad aim.

She can also be Inspired to a maximum of +5 from Lightspeed or another member of the Loners. She gets very, very dangerous when she's accurate.

Very, very dangerous.
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Postby kerianvalentine » Sat Mar 10, 2007 10:28 am

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Boo-freakin'-yah, Cyborg! Boo-freakin'-yah!

War Machine (James Rhodes)
PL 10/PP 150
Attributes: STR 16, DEX 18, CON 18, INT 16, WIS 16, CHA 14

Skills:
Acrobatics 8+4 = 12
Computers 8+3 = 11
Concentration 4+3 = 7
Craft (Technology) 8+3 = 11
Disable Device 12+3 = 15
Escape Artist 4+4 = 8
Intimidate 12+2 = 14
Knowledge (Technology) 8+3 = 11
Notice 8+3 = 11
Pilot 12+4 = 16
Search 4+3 = 7
Sense Motive 8+3 = 11
Sleight of Hand 4+4 = 8
Stealth 4+4 = 8

Feats:
All-Out Attack, Assessment, Benefit (Security Clearance), Connected, Diehard, Eidetic Memory, Fearless, Improved Aim, Instant Up, Interpose, Inventor, Move-By Action, Power Attack, Precise Shot 1, Redirect, Startle

Powers:
War Machine Armor 14

War Machine Armor
Super-Strength 6
Flight 6
Shield 10
Protection 6
Weapons Systems 5 (Variable Power, 4/Rank, Ballistic or Energy Powers Only, Duration [Concentration])
Immunity 5 (Cold, Heat, High-Pressure, Suffocation)
Concealment (Visual, Limited: Blending Only) 1
Enhanced Saves (FORT 2, REF 2)

Init/Defense: +4/10 [20]
Saves: FORT [+4/+6], REF [+4/+6], WILL +3, TOUGH [+4/+10]
Attack: +6/+3 (Varies)

Notes:

Per request, here's James Rhodes, a.k.a. War Machine, in his original armor. The War Machine armor grants a variety of awesome abilities, not the least of which is his Super-Strength and Flight.

Taking a page from Taliesin's write-up of the mech belonging to our 47th President, the War Machine's massive array of weapons and powers is mostly rolled up in the 15-point Variable Power.

Instead of a mass of unwieldy weapons and blasts, Rhodey has 25 points to play around with at a time. Any one power can be generated at a time, as long as it's either a ballistics weapon or an energy weapon. In addition, the armor has an inset Immunity to suffocation and environmental conditions, as well as a powerful shield and extremely durable armor. Servos in the War Machine's arms and legs allow the machine to lift as if it had a 30 Strength descriptor - when Rhodey's piloting, it's as if it had a 46!

If one wants to use the Eidolon Armor instead, use the following template:

Eidolon Armor 14
Summon Minions 8 [5 80-point drones]
Enhanced Feats (Quick Change 1)
Life Support 8 (No Aging Protection)
Mighty Strike 5
Blast 10
Super-Strength 6


The drones each have a shield [Limited: Armor's Wearer], a Force Field [Limited: Eidolon Armor-Wearer], numerous Super-Senses [Variable Power, Limited: Super-Senses Only], and basic intelligence.


Edited Notes:

Miscalculation in Rhodey's armor caused the price to skyrocket, so instead, the armor is only effective as long as Rhodey is concentrating on the armor's weaponry. If he's distracted, it gets shifted back to the default 25 points floating in space.
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Postby kerianvalentine » Sat Mar 10, 2007 11:20 am

Iron Man's Sorcerer Supreme Armor Template:

Sorcerer Armor MK I

Devices 21 (Hard-To-Lose)

Automagical [Variable Powers, 6/rank, Powers of a Mystic Descriptor, Reactive]
Shield 10
Protection 10
Immunity (Dormammu's Realm)
Super-Senses (Rapid x2 Analytical Sight)





Notes:

Somebody out there is going WTF right about now. Those people need to check out http://www.ironmanarmory.com/sorcererarmor.html and read about this wonderously ridiculous device.

For 84 points, Tony Stark's Sorcerer Supreme armor can be yours, Reactive Counterspelling, protection, shielding, and analytical powers included! The armor automatically adjusts your postures into the counterspell's gestures, taking the concentration off the somatic components (hand-waving) and allowing you to focus on the magic itself. In addition, it includes the Eye of Agamatto and a variety of mystic beams and blasts, PLUS protection from the realm of Dread Dormammu -and- the ability to analyze any enemy with a glance!

That's right! Only 84 points for the Sorcerer Armor MK I!



The Reactive Variable Power is essentially Nemesis on speed and in control of the player. The GM suggests a counterspell and the armor automatically performs it without taking the time to use the Nemesis ability. In addition, the armor can cast spells normally - loading the spell-file is a reactive action as well, so once the Enemy is Dispatched, Tony can shift to flight mode or Agammato's Amulet, so on, so forth...

Scary piece of weaponry.
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Postby Psistrike » Sat Mar 10, 2007 5:00 pm

Strange teams in Marvel comics now. :lol: Great job on all of the characters stated so far. Although Hornet's Toughness is off, with his Defensive Roll he should have a +3 Toughness out of the armor and +11 [3 Impervious] while wearing it. Thus his Defense is too high for the PL.
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Postby kerianvalentine » Sat Mar 10, 2007 5:00 pm

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Boo.

Azrael (Jean-Paul Valley)
PL 10/PP 150
Attributes: STR 24, DEX 26, CON 26, INT 16, WIS 18, CHA 14

Skills:
Acrobatics 12+8 = 20
Climb 8+7 = 15
Computers 4+3 = 7
Disable Device 8+3 = 11
Escape Artist 12+8 = 20
Gather Information 8+2 = 10
Intimidate 12+7 = 19
Investigate 4+3 = 7
Notice 8+4 = 12
Search 8+3 = 11
Sense Motive 12+4 = 16
Stealth 12+8 = 20


Feats:
Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Specialization (Strike) 5, Benefits (Uses STR for Intimidate), Blind-Fight, Connected, Contacts, Diehard, Distract (Intimidate), Elusive Target, Evasion 2, Fearless, Fearsome Presence 3, Instant Up, Jack-Of-All-Trades, Move-By Action, Power Attack, Redirect, Sneak Attack 4

Powers:
Azrael's Armor 7

Azreal's Armor
Mighty Autofire 2 Strike 3 (Alternate Power: Thrown Strike 9)
Shield 10
Impervious Protection 2
Enhanced Feats (Rage 5)
Mind Shield 5

Init/Defense: +8/10 (20)
Saves: FORT +8, REF +8, WILL +9, TOUGH +8 (+10, 2 Impervious)
Attack/Damage: +10/+7 (+10 Autofire Strike/+9 Thrown Strike)

Notes:
Azrael is fun to make. His armor is only a 28-point setup, but it gives him 35 points to spend and makes him incredibly powerful - his damage peaks up to +10 Autofire 2 (That can be up to a +20 Damage Bonus, people!) or +9 if he fires those flaming strikes at people. He's got the ability to do some crazy stuff in or out of his suit, but really, Azrael shines in his suit, ESPECIALLY when he rages.

His saves are mediocre, but otherwise, Azrael is a monster in or out of his suit.

A good Batman substitute, I'd say, if the real detective is out sick. Although you miiight wanna hold him back.
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Postby DigSen » Sat Mar 10, 2007 5:05 pm

Woo! Go, Azrael!
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Postby kerianvalentine » Sat Mar 10, 2007 5:11 pm

It seems like the only major DC character I really love is Hal Jordan - all my other favorites are obscure guys. Azrael, Captain Marvel (granted, not TOO obscure, but he's not a major name, as I hadn't heard of him until I saw him in JLU), Terry McGinnis (also not too obscure but he's not the normal Batman, so I count him as a not-mainstreamer)...Martian Manhunter and Superman I only statted up because I wanted to see if I could, and John Stewart is practically Hal Jordan already.

But Azrael is awesome, if only because of that hot costume.
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