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Taliesin's builds: 3E moved to sister thread

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Postby tm80401 » Wed Aug 01, 2007 7:44 am

Taliesin wrote:
Booster Gold

Power Level: 10 (144pp)

Abilities: STR: 16 [30] (+10), DEX: 14 [20] (+5), CON: 16 (+3), INT: 12 (+1), WIS: 10 (+0), CHA: 16 (+3)

Powers:
Device 15 “Booster Gold Suit” [Hard to Lose] (45pp)

Devices:

Booster Gold Suit (75pp total)
Blast 10 (20pp)
AP: Enhanced Strength 14 and Super-Strength 3 (Heavy Load: 6 tons) (1pp)
Flight 7 (1,000 MPH; 14pp)
Force Constructs 10 (Extra: Impervious [+1]; Flaw: Range [Touch; -1]; Power Feat: Tether; 21pp)
Linked Power: Immunity 9 (Life Support; Extra: Sustained [+0]; 9pp)
Protection 5 (5pp)
Super-Senses 5 (Normal Sight 1 [Extended]; Infravision, Microscopic Vision 1 [dust-sized], Radio, Time Sense; 5pp)



O.K. Where did the extra 6 points of DEX come from? What am I missing? I R Confused.....
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Postby Taliesin » Wed Aug 01, 2007 8:21 am

tm80401 wrote:
Taliesin wrote:
Booster Gold

Power Level: 10 (144pp)

Abilities: STR: 16 [30] (+10), DEX: 14 [20] (+5), CON: 16 (+3), INT: 12 (+1), WIS: 10 (+0), CHA: 16 (+3)

Powers:
Device 15 “Booster Gold Suit” [Hard to Lose] (45pp)

Devices:

Booster Gold Suit (75pp total)
Blast 10 (20pp)
AP: Enhanced Strength 14 and Super-Strength 3 (Heavy Load: 6 tons) (1pp)
Flight 7 (1,000 MPH; 14pp)
Force Constructs 10 (Extra: Impervious [+1]; Flaw: Range [Touch; -1]; Power Feat: Tether; 21pp)
Linked Power: Immunity 9 (Life Support; Extra: Sustained [+0]; 9pp)
Protection 5 (5pp)
Super-Senses 5 (Normal Sight 1 [Extended]; Infravision, Microscopic Vision 1 [dust-sized], Radio, Time Sense; 5pp)



O.K. Where did the extra 6 points of DEX come from? What am I missing? I R Confused.....


It was supposed to have come from the suit but got left on the cutting room floor. Oh well, I'll add in it...and I just realized I calculated the cost of the suit incorrectly. Crap...

Thanks for the catch.

EDIT: And updated...
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Postby tm80401 » Wed Aug 01, 2007 10:15 am

Taliesin wrote:It was supposed to have come from the suit but got left on the cutting room floor. Oh well, I'll add in it...and I just realized I calculated the cost of the suit incorrectly. Crap...

Thanks for the catch.

EDIT: And updated...


Cool...

I always liked Booster. He's the kind of character that makes an Ensamble cast work. Like the Legion, without Supergirl/boy, the New Teen Titans when they started it in the '80s or the original X men.
Last edited by tm80401 on Thu Aug 02, 2007 8:08 am, edited 2 times in total.
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Postby Libra » Thu Aug 02, 2007 4:28 am

In answer to your question:

Hey, you're back from wandering the far regions of netherspace? Or was it just a vacation? 8)


Yes. 8)
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Postby Taliesin » Thu Aug 02, 2007 10:34 am

Image
I am just an ordinary girl, you know.

Ibuki
circa Super Street Fighter IV

Power Level: 9 (143pp)

Abilities: STR: 14 (+2), DEX: 22 (+6), CON: 16 (+3), INT: 14 (+2), WIS: 12 (+1), CHA: 12 (+1)

Skills: Acrobatics 12 (+18), Concentration 3 (+4), Disable Device 4 (+6), Gather Information 4 (+5), Languages 1 (English; base: Japanese), Knowledge [Popular Culture] 4 (+6), Notice 4 (+5), Search 4 (+6), Sense Motive 4 (+5), Stealth 12 (+18)

Feats: Acrobatic Bluff, Attack Focus [Ranged] 3, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Elusive Target, Equipment 2, Evasion, Grappling Finesse, Hide in Plain Sight, Improved Initiative, Improved Throw, Move-By Action, Track

Powers:
Blast 5 [Kasumi Suzaku] (Extra: Autofire [+2]; Flaw: Tiring [-1]; Power Feat: Improved Critical; 16pp)
AP: Corrosion 8 [Yoroitoshi] (Flaw: Tiring [-1]; 1pp)
AP: Strike 8 [Hashinsho] (Extra: Autofire [+2]; Flaw: Tiring [-1]; 1pp)
Strike 5 [Raida] (Extra: Overwhelming Counter [+1]; 10pp)
AP: Strike 5 [Kazekiri] (Extra: Impassable Counter [+1]; 1pp)
Leaping 2 [Tsukiji Goe] (x5; 2pp)

Equipment:
Camo Clothing (Desert; 1ep)
Kunai (5ep): Blast 1 (Improved Critical, Mighty 2)
Smoke Pellets (4ep)

Combat: Attack +10 / +13 (Ranged); Damage +2 (Unarmed) / +3 (Kunai, 19-20 Crit) / +5 (Raida) / +5 (Kazekiri), +5 (Kasumi Suzaku) / +8 (Yoroitoshi) / +8 (Hashinsho); Defense +12 (+4 flat-footed); Initiative +10

Saves: Toughness +6 (+3 flat-footed), Fortitude +5, Reflex +11, Will +4

Abilities 30 + Skills 13 (52 Ranks) + Feats 22 + Powers 31 + Combat 36 + Saves 11 – Drawbacks 0 = Total 143

Complications: Responsibility (shinobi and schoolgirl obligations)

:arrow: Ibuki uses her accurate but relatively weak ranged attacks primarily to help get her into melee range, where she can use her more powerful attacks. Thus, her great mobility isn’t just to play keepaway but to keep her alive long enough to get in close, but regardless of range, Ibuki is always at risk given her low Toughness.

:!: Update 5/2/10 :!: Ibuki drops a PL in the update to Super Street Fighter IV but gets a bit more versatility in return.
Last edited by Taliesin on Mon May 03, 2010 10:20 am, edited 2 times in total.
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Postby Servitor_2152 » Thu Aug 02, 2007 11:39 am

Tali, you are the wind beneath my wings. :D
Iron Kingdoms Conversions

Full-Metal Fantasy in Mutants & Masterminds 2E
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Postby Taliesin » Fri Aug 03, 2007 1:34 pm

Taliesin wrote:Image
Flame on!

Human Torch

Power Level: 10 (150pp)

Abilities: STR: 12 (+1), DEX: 18 (+4), CON: 14 (+2), INT: 12 (+1), WIS: 12 (+1), CHA: 14 (+2)

Skills: Bluff 8 (+10), Craft [Mechanical] 8 (+9), Drive 8 (+12), Knowledge [Popular Culture] 8 (+9)

Feats: Accurate Attack, All-Out Attack, Attractive, Connected, Dodge Focus 4, Equipment, Move-By Action, Power Attack, Precise Shot, Taunt

Powers:
Alternate Form 7 “Flame On!” (35pp)
Fire Control 15 (30pp)
AP: Flame Blast 15 (1pp)
AP: Flame Objects 14 (Power Feat: Precise; 1pp)
AP: Nova Blast 10 (1pp)
Immunity 6 (Environmental Condition [Heat], Fire damage; 6pp)
Super-Senses 1 (Infravision; 1pp)

Flame On! Traits (35pp total)
Energy Aura 4 [Fire] (Power Feat: Selective; 17pp)
Linked Power: Force Field 6 (Extra: Impervious [+1]; Flaw: Limited [to physical attacks; -1]; 6pp)
Flight 6 (500 MPH; 12pp)

Equipment: Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA

Combat: Attack +5; Damage +1 (Unarmed) / +10 (Nova Blast, Explosion) / +15 (Blast) // +4 (Aura); Defense +10 (+3 flat-footed); Initiative +4

Saves: Toughness +4 // +6 (Impervious, Physical attacks, Force Field), Fortitude +5, Reflex +8, Will +4

Abilities 22 + Skills 8 (32 ranks) + Feats 13 + Powers 75 + Combat 22 + Saves 10 – Drawbacks 0 = 150

Complications: Fame (public identity as Fantastic Four), Temper (hotheadedly protective of family, FF)

:arrow: Heeeere’s Johnny! His powers can be separated into two groups: one that depends on the creation of a sheath of flames about his body and one that involves his ability to control and project fire.

:arrow: Human Torch can surround himself with an aura of fire which also has the benefit of protecting him from physical attacks. He can selectively apply this Aura, for instance, leaving parts of him uncovered. By forming this aura around his feet, he can use the flames to propel himself through the air. All of these powers are in the same container, but the Force Field and Energy Aura are also Linked, so they must be used together.

:arrow: Johnny’s Fire Control array consist of the powers that he can produce without assuming his flaming form. Most versatile among these is Flame Objects, with which he can create anything from flame cages, barriers, and even decoys of himself. Nova Blast appears here, but is really an extension of his Energy Aura, superheating the flames of his usual aura to “nova flame” levels.

:arrow: Johnny Storm is probably the exemplar of using Extraordinary Effort and Temporary Power Strain (from the Masterminds Manual) to create a one-shot effect. Normally, an area effect like Nova Blast is PL-capped, so pushing this power through Extra Effort is an appropriate means of temporarily surpassing PL caps for the damage of this effect. Johnny will usually spend two fatigue conditions (Fatigued and Exhausted) as well as incur Temporary Power Strain (a Power Loss drawback) in order to use the Increase Power option of Extra Effort to produce a rank 16 Nova Blast.

:!: Update 8/3/07 :!: I pooled a couple of Torch’s powers into an Alternate Form, but I still needed to Link the Force Field and Energy Aura powers. The main benefit is to include Flight in the container, as a Link wouldn’t work for that power. The container is almost unnecessary, though, but I took the time to retool some of his powers and update the Aura to UP rules.


Linking Energy Aura and Force Field made the Alternate Form almost unnecessary, but it's there so I could pool Flight into the container, as well. Check out the tradeoff feats for Johnny; this guy can deal damage with the big boys or tradeoff both damage and defense to improve his attack bonus to +15 for those fine manipulations.
Last edited by Taliesin on Fri Aug 03, 2007 3:08 pm, edited 1 time in total.
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Postby Taliesin » Fri Aug 03, 2007 1:35 pm

Servitor_2152 wrote:Tali, you are the wind beneath my wings. :D


Bette Midler, eat your heart out! :lol:
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Postby Taliesin » Sat Aug 04, 2007 11:41 am

Taliesin wrote:Image
Now if only I could make this big behind disappear...

Invisible Woman

Power Level: 10 (150pp)

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

Skills: Concentration 8 (+11), Diplomacy 8 (+11), Knowledge [Business] 4 (+6), Perform [Acting] 8 (+11), Profession [Teacher] 4 (+7)

Feats: Attack Focus [Melee] 2, Attractive, Equipment, Leadership, Teamwork 2

Powers:
Flight 2 (25 MPH; Flaw: Platform [-1]; 2pp)
Force Field Array 21 (Power Feat [all powers]: Subtle [invisible]; 43pp)
Base Power: Force Constructs 10 (Dynamic; Extras: Horde [+1], Movable [+1]; Power Feats: Progression 2 [size; 25-ft. cube/rank]; 1pp)
DAP: Force Bolt 13 (Extra: Autofire [+1]; 2pp)
DAP: Force Constructs 10 (Extras: Horde [+1], Impervious [+1], Movable [+1]; Flaw: Feedback [-1]; Power Feats: Progression 2 [size; 25-ft. cube/rank]; 2pp)
DAP: Force Field 13 (Extra: Impervious [+1]; Power Feat: Selective; 2pp)
Invisibility 4 (all visual; Extras: Attack [+1], Range [+1]; Power Feats: Close Range, Selective; 18pp)
Nullify 6 (Invisibility; 6pp)
Super-Senses 3 (Invisibility Awareness 3 [Accurate]; 3pp)

Equipment: Costume (Protection 2, Commlink, GPS Receiver, PDA; 5ep)

Combat: Attack +7 / +9 (Melee); Damage +1 (Unarmed) / +13 (Force Bolt); Defense +4 (+2 flat-footed); Initiative +2

Saves: Toughness +3 // +13 (Impervious, Force Field), Fortitude +4, Reflex +5, Will +7

Abilities 24 + Skills 8 (32 ranks) + Feats 7 + Powers 79 + Combat 22 + Saves 10 – Drawbacks 0 = Total 150

Complications: Fame (public identity), Responsibility (family)

:arrow: I tried to find a balance between Claremont’s overpowered Invisible Woman and the shrinking violet some other writers have cast Sue. If the GM allows her to use her Force Field ad nauseum on her teammates, things can get broken very quickly, so I’ve kept her Force Field at Personal range while allowing Force Constructs to represent Sue’s ability to shield her teammates (which can be imbalancing, as well, but at least it’s legal).

:arrow: Aside from Sue using her force fields to approximate forceflight (which isn’t even an AP), I’ve removed most of her alternate powers. She has demonstrated Force Shatter, Snare, Suffocate, and a multitude of other powers, but these are best handled with stunts.

:arrow: Note that Sue’s Force Constructs can be made as pliable or unyielding as she wishes, but the harder she makes them, the more likely she’ll suffer a psychic backlash when they are damaged. Thus, she has a normal version as her base power and a dynamic alternate power that produces Impervious constructs at the cost of the Feedback flaw.

:!: Update 8/4/07 :!: Force Constructs gets nerfed down to PL but also gets the Horde Extra, allowing Sue to create multiple objects simultaneously, and I also included Sue’s ability to sense Invisibility effects enough to target them with her Nullify.


Forgot to limit Force Constructs to PL in my last update. The FF were some of my earliest builds, so I've really got to bring them up to speed.
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Postby Taliesin » Sat Aug 04, 2007 1:31 pm

Taliesin wrote:Image
Of course, this starship is safe! Shielding? What for?

Mister Fantastic

Power Level: 10 (150pp)

Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 10 (+0), INT: 24 [28] (+9), WIS: 14 (+2), CHA: 14 (+2)

Skills: Computers 8 (+17), Craft [Chemical] 12 (+21), Craft [Electronic] 12 (+21), Craft [Mechanical] 15 (+24), Craft [Structural] 12 (+21), Disable Device 15 (+24), Knowledge [Earth Sciences] 8 (+17), Knowledge [Life Sciences] 8 (+17), Knowledge [Physical Sciences] 15 (+24), Knowledge [Tactics] 4 (+13), Knowledge [Technology] 15 (+24), Pilot 8 (+8)

Feats: Benefit 2 (Wealth 2), Connected, Eidetic Memory, Equipment 5, Inventor, Leadership, Master Plan, Skill Mastery (Craft [Chemical, Electronic, Mechanical], Disable Device), Teamwork, Ultimate Effort (Intelligence checks)

Powers:
Bouncing 10 (Extra: Impact Resistant [+1]; Power Feats: Move-By Action, Pinball 3; 34pp)
Elasticity 10 (10pp)
AP: Concealment 4 (Visual; Flaw: Limited [to one side; -1]; 1pp)
AP: Flight 2 (Flaw: Gliding [-1]) and Super-Strength 4 (Heavy Load: 1,200 lbs.) (1pp)
AP: Morph 5 (any form; Flaw: Limited [retain normal colors; -1]; 1pp)
Enhanced Intelligence 4 (4pp)
Protection 4 (4pp)
Strike 6 (6pp)

Equipment: Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA

Headquarters “Baxter Building II” (20ep)
Size: Large; Toughness: 15; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30), Workshop; Powers: Super-Movement (Dimensional Movement [Negative Zone]; Extra: Portal [+2])

Combat: Attack +4; Damage +3 (Pinball) / +6 (Strike); Defense +4 (+2 flat-footed); Initiative +0

Saves: Toughness +6 // +10 (Impervious, vs. physical impact), Fortitude +3, Reflex +4, Will +8

Abilities 22 + Skills 33 (132 ranks) + Feats 15 + Powers 61 + Combat 16 + Saves 13 – Drawbacks 0 = Total 150

Complications: Fame (public identity), Obsession (science)

:arrow: Here’s Marvel’s resident super-genius extraordinaire. Mister Fantastic’s powers are technically a limited form of Shapeshift, but he’s really not nearly as versatile as someone like Plastic Man. Instead, I arrayed a few powers off of Elasticity and added the obscenely expensive Bouncing. Rarer powers like Insubstantial (Liquid) or Deflection (Reflection) can be power stunts off of either power.

:!: Update 8/4/07 :!: Pretty big overhaul of Mister Fantastic. Added in the Bouncing power to complement his Elasticity array. He’s capped defensively, but needs to rely more on guile than brute force offensively, which is only proper for Mister Fantastic.


I like how this update turned out. The Elasticity provides such great versatility, and having Bouncing provides a meaty power off of which to stunt.
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Postby Taliesin » Sat Aug 04, 2007 3:48 pm

Taliesin wrote:Image
It’s CLOBBERIN’ time!

The Thing

Power Level: 10 (150pp)

Abilities: STR: 28 [36] (+13), DEX: 14 (+2), CON: 36 (+13), INT: 14 (+2), WIS: 12 (+1), CHA: 14 (+2)

Skills: Craft [Mechanical] 8 (+10), Drive 8 (+10), Intimidate 12 (+14), Pilot 12 (+14)

Feats: Accurate Attack, All-Out Attack, Chokehold, Environmental Adapation [zero gravity], Equipment, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Startle

Powers:
Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp)
Impervious Toughness 10 (10pp)
Sensory Shield 2 (Normal Hearing; 2pp)
Super-Strength 4 (Heavy Load: ~50 tons; Power Feats: Bracing, Countering Punch, Groundstrike, Super-Breath; 12pp)

Density Effects
Strength +8, Impervious Toughness +2, Immovable 1, Super-Strength 1, Mass x3

Equipment: Unstable Molecule Uniform (2ep): Commlink, GPS Receiver

Combat: Attack +7; Damage +13 (Unarmed); Defense +5 (+3 flat-footed); Initiative +2

Saves: Toughness +15 (+12 Impervious), Fortitude +15, Reflex +6, Will +6 // +4 (vs. Sensory [hearing])

Abilities 58 + Skills 10 (40 ranks) + Feats 10 + Powers 37 + Combat 24 + Saves 11 – Drawbacks 0 = Total 150

Complications: Fame (public identity)

:arrow: The Thing is about as straightforward as they come. He isn’t quite as hard a hitter as the top tier powerhouses like the Hulk, but he makes up for it somewhat with greater accuracy and technique, even if it’s just brawling and grappling. Ben relies on his hard hide to protect him and uses All-Out Attack most of the time, sacrificing defense for accuracy.

:!: Update 8/4/07 :!: Dropped Ben down to PL10 to match his teammates. This makes Ben much more of a classic or PC-oriented build. As NPCs, the modern FF probably deserves to be around PL11-12.


Something that came up in updating the FF is that I don't think they are really PL10. This is due to the power creep that has infected all comics, and either you reset everyone to PL10, or you go with your benchmarks and realize that PL10 is less than average.

The Fantastic Four was never meant to be a superpower among superteams, even if they always faced cosmic threats. So I don't feel bad keeping them at PL10, but I kind of feel like revamping them all again to about PL12.
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Postby Unknown Soldier » Sat Aug 04, 2007 3:59 pm

Taliesin,

I was wondering if you could add a Tarzan to your list. There are talks among my RP group of doing a Golden Age campaign, and I'm feeling the groove for a Tarzan-like character. I'd like to see what you could come up with, though.

Classic Tarzan in the base, but Modern (Disney) Tarzan had his perks, such as the tree surfing thing.

But anyway, if you get some time to do it, I'd love to see what you could come up with.

Thanks!
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Postby Taliesin » Sat Aug 04, 2007 4:05 pm

Unknown Soldier wrote:Taliesin,

I was wondering if you could add a Tarzan to your list. There are talks among my RP group of doing a Golden Age campaign, and I'm feeling the groove for a Tarzan-like character. I'd like to see what you could come up with, though.

Classic Tarzan in the base, but Modern (Disney) Tarzan had his perks, such as the tree surfing thing.

But anyway, if you get some time to do it, I'd love to see what you could come up with.

Thanks!


Hmm, I really wanted to write up Lord Blackstock of Planetary fame...maybe I'll do both... Let me think about it a bit and see what I can do.
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Postby Unknown Soldier » Sat Aug 04, 2007 4:08 pm

Blackstock would be perfectly fitting as well, considering me and a friend were talking about doing the Century Baby thing.
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Postby Libra » Sun Aug 05, 2007 6:24 am

Pff. Why have the puppy when you can have the sire?

Stat the true Lord of the Jungle! 8)
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