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Saving the world, one d20 roll at a time

Eld's builds:Thomas Rhymer, Morph Fiend, Low Blow

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Postby Arthur Eld » Mon Oct 27, 2008 9:52 am

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Kinda a snob, sure, but at least she has good taste in music.

M
PL 9 172pp


Abilities: STR 30/10 (+10), DEX 20//14 (+5), CON 28/10 (+9), INT 22/16 (+6), WIS 16 (+3), CHA 16 (+3)

Skills: Bluff 4 (+7/+11), Computers 2 (+8), Diplomacy 2 (+5/+8), Gather Information 6 (+9), Knowledge (current events) 6 (+12), Knowledge (technology) 6 (+12), Notice 4 (+7), Sense Motive 6 (+9)

Feats: Attack Specialization (unarmed), Attractive, Benefit (Wealth 2), Diehard, Eidetic Memory, Endurance, Improved Initiative, Move-By Action, Power Attack, Teamwork

Powers: Comprehend 2 (Langauges,), Enhanced STR 20, Enhanced CON 18, Enhanced DEX 6, Enhanced INT 6, Flight 5, Impervious Protection 3, Impervious Toughness 4, Super-Senses 6 (Mutant Sense, Acute, Darkvision, Extended vision, Extended Hearing), Super-Strength 5 (HL: 24 tons), Telepathy 8 (Flaw-Ranged)

Combat: Attack +6, +8 unarmed (DC 25 unarmed), Defense +6

Saves: Toughness +12 (7 Impervious), Fortitude +10, Reflex +8, Will +8

Abilities 22+Skills 8+Feats 11+Powers 98+Combat 24+Saves 9=172

•Monet Yvette Clarisse Maria Therese St. Croix, also known by the superhero moniker M, was the daughter of wealthy diplomats transformed into a creature called Penance by her brother and impersonated by her sisters while missing. Eventually Monet was freed and returned to her normal form, joing Generation X and, later X-Factor Investigations.

•Gifted with a simply silly amount of superhuman abilities, M's mutation has been described as 'perfection.' She can fly, has super-human physical attributed, has enhanced senses, and also has moderate telpathic skills. She's also highly intelligent and educated. However, she doesn't have a wealth of experience, so she comes out as a way over-pointed PL 9, best used for mixing it up in hand-to hand, but able to serve in a variety of other roles.
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Postby Arthur Eld » Mon Oct 27, 2008 11:53 am

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What do you mean, Carl Burgos is suing me?

The Human Torch
PL 11 157pp


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

Skills: Bluff 6 (+9/+12), Craft (mechanical) 5 (+6), Drive 9 (+12), Knowledge (pop culture) 8 (+9), Knowledge (technology) 6 (+7), Notice 4 (+5), Pilot 4 (+7), Sense Motive 4 (+5)

Feats: Attack Specialization (flame blasts), Benefit (Status), Defensive Roll, Dodge Focus 5, Equipment, Improved Initiative, Luck, Move-By Action, Precise Shot, Set-up, Taunt, Teamwork 2

Powers: Alternate Form 7 (Flame On, Force Field 4 (Limited Against physical attacks, Impervious, Flight 6, Strike 6 (Extras-Aura, Selective) Fire Control 12 (AP: Blast 12, Create Flame Objects 12) Immunity 6 (Heat, Fire Damage)

Equipment: Costume (+2, fire-proof)

Combat: Attack +7, +9 blasts (DC 27 Blasts), Defense +13 (+4 flat-footed)

Saves: Toughness +9, +5 against non-physical 4 Impervious, -2 flat-footed, Fortitude +5, Reflex +8, Will +4

Abilities 20+Skills 12+Feats 17+Powers 67+Combat 30+Saves 11=157

•Johnny Storm was a young man with a fondness for fixing and driving cars when his older sister, Sue, asked him to join the crew of her boyfriend's experimental space craft. There was a malfunction, and the crew were bombarder by cosmic rays. Upon returning to Earth, they discovered their fantastic powers, with Johnny being able to create and manipulate flame through mental effort. Ever since then, he's been a long-time member of the Fantastic Four, always ready to jump into the spotlight or rush into combat.

•At first, I thought his powers would be a little complex to stat out, but I like the way they worked out. Without engulfing his body in flames, Johnny can still control other fires as well as generate blasts of fire. When engulfed in fire, he can fly, surrond himself with aprotective sheathe of flames and bash opponents with a fiery fist. I was unsure about making him Immune to Fire damage, but after doing a little research I've decided its highly unlikely heat could hurt Johnny unless it was very extreme, and for such a Complication, he would recieve a hero point. The way he stands now, Johnny is very good at what he does, dishing out lots of damage with a fair amount of accuracy. However, he's not too tough, and an energy attack can really lay him out, not to mention he's a sitting duck if you catch him flat-footed, which isn't exactly hard.
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Postby Arthur Eld » Mon Oct 27, 2008 12:38 pm

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Kind of a pompous name choice, especially when you consider Silly-Putty man is so much more appropriate.

Mr. Fantastic
PL 10 163pp


Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 25 (+7), WIS 16 (+3), CHA 12 (+1)

Skills: Comptuers 9 (+16), Craft (chemical) 12 (+19), Craft (electronic) 12 (+19), Craft (mechanical) 12 (+19), Diplomacy 4 (+5), Disable Device 13 (+20), Investigate 12 (+19), Knowledge (current events) 8 (+15), Knowledge (earth sciences) 9 (+16), Knowledge (life sciences) 10 (+17), Knowledge (physical sciences) 13 (+20), Knowledge (technology) 13 (+20), Notice 4 (+7), Sense Motive 5 (+8)

Feats: Attack Specialization (unarmed), Benefit 5 (Wealth 4, Status), Connected, Defensive Roll, Eidetic Memory, Equipment, Interpose, Inventor, Leadership, Master Plan, Skill Mastery (Craft (electronic, mechanical), Disable Device Investigate), Teamwork

Equipment: Costume (+1 toughness, Feature-Elongates), comlink

Powers: Elongation 10 (AP: Insubstantial 1, Morph 4 (Any Form) Impervious Protection 10 (Limited against Energy attacks), Snare 11 (Extras-Engulf, AP: Strike 8 (Extras: Penetrating)

Combat: Attack +6, +8 unarmed, Defense +7

Saves: Toughness +13, +3 against Energy, Fortitude +4, Reflex +5, Will +9

Abilities 31+Skills 34+Feats 17+Powers 45+Combat 26+Saves 11=163

•Reed Richards was a brilliant young prodigy who was working for the military on a spaceship project, draining money at an alarming rate until the army threatened to cut his funding. In a rush, he assembled a make-shift crew consisting of his college roommate (who was now a pilot for the military), his young actress girlfirend and her brother. However, he made a miscalculation and the craft was bombarded with cosmic rays, granting the four superpowers. Ever since then, they've become the Fantastic Four, world-savers and famous celebrities.

•Reed has pulled off a lot of little tricks over the years, everything from making himself smarter by stretching his nerves to gaining a bulkier stronger form, but the powers I've given him are the ones I see him using the most. In combat, he's more of a leader than a fighter, but when needed he can wrap up his opponents using his rubbery form, or even stretch his limbs thin for a powerful piercing blow. And more than his physical powers, his mind is his greatest weapon, for with his massive Craft and Knowledge checks, he can whip up just about any device the FF might need (and considering the broad range of threats they face, that's saying quite a bit).
Last edited by Arthur Eld on Thu Jul 02, 2009 10:24 am, edited 2 times in total.
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Postby Thorpacolypse » Mon Oct 27, 2008 7:20 pm

Nice M. I think you got her pretty much right on because she never appeared to be a PL10 character, but an overpointed PL9 looks right.

Nice Torch and Reed, too.
Shop J-Mart!

Service with a smilie! :)
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Postby Arthur Eld » Tue Oct 28, 2008 12:32 pm

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Yeah, he's not in Congress anymore, but the pic was too good to pass up...

Nathan Petrelli
PL 3 68pp


Abilities: STR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Skills: Bluff 6 (+9), Diplomacy 6 (+9), Gather Information 4 (+7), Intimidate 4 (+7), Knowledge (civics) 8 (+9), Knowledge (current events) 6 (+7), Perform (orator) 4 (+7), Pilot 8 (+8), Profession (prosecutor) 6 (+9), Sense Motive 4 (+6)

Feats: Benefit (Wealth), Connected, Envrionmental Adaptation (High-speed flight), Leadership, Seize Initiative

Powers: Flight 6 (500 MPH)

Combat: Attack +4 (DC 15 unarmed), Defense +4

Saves: Toughness +1, Fortitude +2, Reflex +2, Will +5

Abilities 14+Skills 13+Feats 4+Powers 4+Powers 12+Combat 16+Saves 6=68

•Nathan Petrelli was the eldest son of the wealthy Angela and Arthur Petrelli, and an ambitious, forceful personality who joined the navy and became an aviator, flying missions in Bosnia, Rwanda, and Serbia. Returnign to civilian life, he joined New York City's District Attorney's office, where he made a name for himself that eventually led to him running for Congress. Oh, yes, and he has the ability to fly.

•Nathan here isn't built for combat, like some other members of the Heroes cast (expect more shortly, BTW) but he is built for social encounters. He has connections, he has money, and he can talk his way past most people. And if he needs to, he can spend his HP to go first in combat and fly at more than MACH 2 as an all-out action. Not much for fighting, but West showed that flyers are not to be underestimated.
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Postby Arthur Eld » Tue Oct 28, 2008 12:50 pm

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So, who would win, this guy, or a certain superbly flexible Cold War soldier?

Knox
PL 6 39pp


Abilities: STR 24/12 (+7), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)

Skills: Bluff 4 (+4), Drive 4 (+4), Intimidate 6 (+6), Notice 2 (+2), Sense Motive 6 (+6)

Feats:

Powers: Boost Strength 12 (Self Only, Limited, must be around fear, Move Action), Boost Super-Strength 1 (Self Only, Limited, must be around fear, Move Action), Super-Senses 1 (Fear Sense)

Combat: Attack +4 (DC 22 unarmed), Defense +4

Saves: Toughness +1, Fortitude +2, Reflex +1, Will +3

Abilities 4+Skills 6+Feats 0+Powers 8+Combat 16+Saves 5=39

•Not much is known about Benjamin 'Knox' Washington, except that he was imprisoned by the Company in Level 5 along with other expectionally dangerous individuals. His ability allows him to gain strength when he is around other people's fear, and the more fearful targets are, the stronger he becomes to the point where he can punch through people and metal quite easily.

•I built Knox because you need Villians for the Heroes, and I like his power. Also, judging by the future Peter saw in the third season, he'll be around for some time. I didn't want to build a grading scale of his boost, cause that seemed like it would be a real pain, so this is how his power works for now. How strong he becomes should be at GM discretion, but since he's a villian, Fiat should allow him to become stronger, should he need it. As it is, he's a pretty big threat in a Heroes setting, provided he can scare his opponents.
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Postby Arthur Eld » Tue Oct 28, 2008 1:15 pm

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Thought reading+marriage=divorce.

Matt Parkman
PL 6 64pp


Abilities: STR 11 (+0), DEX 10 (+0), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 10 (+0)

Skills: Bluff 4 (+4), Climb 2 (+2), Concentration 8 (+9) Drive 4 (+4), Gather Information 4 (+4), Intimidate 4 (+4), Investigate 4 (+4), Knowledge (civics) 4 (+4), Notice 4 (+5), Profession (police officer) 5 (+6), Sense Motive 5 (+6)

Feats: Equipment 2, Tough

Equipment: Light pistol (+3), 4 points unspent

Powers: Illusion 6 (All senses, Flaw-Phantasms, 3pp/rank, AP: Mind Reading 6 (Flaw-Langauge Dependent), Mental Communication 4 (PF: Subtle)

Combat: Attack +4 (DC 15 unarmed, DC 18 pistol), Defense +4

Saves: Toughness +2, Fortitude +3, Reflex +2, Will +5

Drawbacks: Dyslexic (-1pp)

Abilities 5+Skills 12+Feats 3+Powers 21+Combat 16+Saves 8-Drawbacks 1=64

•Matt Parkman was an ordinary cop who happened to have dyslexia, which kept him from passing the detective's exam. Eventually, he discovered he had the ability to hear people's thoughts, an ability which has grown in scope as he has used his powers to help uncover the origin and meaning of his powers in a world of heroes and villians.

•At first, Matt's power didn't do much except help him in social situations and point him in the right direction. However, it has grown over time, to the point where can create false images inside a person's head, illusions they can interact with and even become stuck in. He can read minds a lot easier now, hearing a person's surface thoughts or probing deeper as well as communicating with other's via telepathy. Still, he has to spend a HP to power stunt Mind Control. As it stands, with his experience as a cop and mental powers, Matt's one of the strongest heroes, provided he doesn't blow his concentration checks.
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Postby Arthur Eld » Tue Oct 28, 2008 1:30 pm

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Be afraid. Be very afraid.

Mohinder Suresh
PL 5 75pp


Abilities: STR 20 (+5), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 14 (+2), CHA 10 (+0)

Skills: Computers 1 (+4), Craft (chemical) 6 (+9), Diplomacy 4 (+4), Drive 2 (+6), Knowledge (life sciences) 9 (+12), Knowledge (physical sciences) 6 (+9), Knowledge (technology) 2 (+5) Langauge (English, base: Sanskrit), Medicine 2 (+4), Notice 4 (+6), Sense Motive 4 (+6)

Feats: Connected

Powers: Super-Strength 2, Super-Movement 1 (Wall-Crawling, AP: Leaping 2)

Combat: Attack +4 (DC 20 unarmed), Defense +4

Saves: Toughness +4, Fortitude +5, Reflex +5, Will +4

Abilities 36+Skills 11+Feats 1+Powers 7+Combat 16+Saves 4=75

•Mohinder Suresh was the son of a prominent Indian genetistic and college professor who believed that humanity was entering a new phase of evolution and was hoping to reaserch these new special people. After his father's murder, Mohinder followed in the older man's footsteps, improving on his research.

•This is Mohinder circa season 3, so apoligies to anyone who hasn't seen that far. Basically, he has insect-like abilities now, but he's also mutating into an insect-like creature. With his physical attributes, he's a formidable combatant, and is my first pp balanced Heroes character. Huzzah!
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Postby The Ilethryl Knight » Tue Oct 28, 2008 1:34 pm

Nice job on Torch and Mr. Fantastic. I see you gave Reed an intelligence score of 25. Most people seem to give him a higher score than that, but I like to think of him as peak human in that regard and also gave him a 25. Nice to see I'm not alone on that opinion.

Cool Heroes builds as well. That's a fun show.
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Postby Arthur Eld » Tue Oct 28, 2008 2:00 pm

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Make it so. Wait, wrong Jean-Paul...

Northstar
PL 10 150pp


Abilities: STR 20/10 (+5), DEX 22/16 (+6), CON 20/12 (+5), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)

Skills: Aerobatics 9 (+15), Craft (writing) 8 (+9), Knowledge (business) 6 (+7), Langauges (English, base: French), Notice 4 (+6), Ski 12 (+18)

Feats: Attack Focus (melee), Attack Specialization (unarmed), Defensive Roll, Dodge Focus 5, Equipment, Environmental Adaptation (high Altitudes), Evasion, Improved Critical (unarmed), Move-By Attack, Set-up, Teamwork 2

Powers: Dazzle 11 (Visual, Touch Range, Burst Area, Flaw-Only when in contact with Aurora, AP: Blast 10, Flaw-only when in contact with Aurora), Enhanced STR 10, Enhanced DEX 6, Enhanced CON 8, Flight 10 (PF: Improved Initiative 4), Immunity (Environmental Cold), Regeneration (Recovery Bonus 2), Strike 4 (PF: Mighty)

Equipment: Costume (+1 toughness), commlink

Combat: Attack +8, +10 unarmed (DC 24 unarmed), Defense +13 (+4 flat-footed), Init +22

Saves: Toughness +7, +6 flat-footed, Fortitude +6, Reflex +10, Will +5

Abilities 16+Skills 10+Feats 16+Powers 68+Combat 32+Saves 8=150

•Jean-Paul Beaubier was an orphan, seperated from his sister at birth and born in Quebec. He became a professional skier, and once his mutant abilities developed, he became nearly unbeatable, winning a Gold medal at the Olympics. Eventually, he was bored with the sport and joined a terrosit sepratist group hoping for Quebec independence. Eventually, he gave up terrorism and joined Alpha Flight, a group of Canadian super-heroes. After the team disbanded, the openly gay Northstar became an author before joing the Xavier institue, teaching economics, business, French, and flying.

•Thanks to his mutation, Jean-Paul has a variety of abilities, from his most obvious, flying at incredible speeds, to the his physical endowments of impressive strength, reflexes, and durability. His super-speed is so precise that he can punch at high speeds for enhanced attack power, as well as being imune to cold and the vigors of high-speed aerial travel. Also, when in contact with his sistor, the mutant heroine Aurora, he can unleash powerful concussive blasts and dazzling bursts of light. Overall, Jean-Paul is a fairly powerful character, able to catch opponents flat-footed with his great sped and lay em out with a high-speed punch.
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Postby Arthur Eld » Tue Oct 28, 2008 2:03 pm

The Ilethryl Knight wrote:Nice job on Torch and Mr. Fantastic. I see you gave Reed an intelligence score of 25. Most people seem to give him a higher score than that, but I like to think of him as peak human in that regard and also gave him a 25. Nice to see I'm not alone on that opinion.

Cool Heroes builds as well. That's a fun show.


Glad you agree with me on that, IK. If you ask me, a +7 combined with expert-master ranks in most intelligence-related skills, not to mention Eidetic Memory is more than enough for a smart character. I've never thought of Reed having super-human intellect, even though there are characters who have such (M, Amadeus Cho) but they don't have his ranks, so they're not seen as smarter. And, its important to remember, he's by no means infalliable.

And yeah, Heroes rocks. If you have a request for a certain character, let me know, because I plan on doing a lot more.
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Postby Arthur Eld » Tue Oct 28, 2008 2:24 pm

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Those aren't actually horn-rimmed, you know...

Noah Bennet
PL 6 81pp


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

Skills: Bluff 6 (+8), Computers 4 (+6), Diplomacy 2 (+4), Disable Device 4 (+6), Drive 4 (+6), Gather Information 8 (+10), Intimidate 6 (+8), Investigate 4 (+6), Knowledge (current events) 8 (+10), Language (Japanese, Russian, base: English), Notice 4 (+6), Search 6 (+8), Sense Motive 6 (+8), Stealth 6 (+8)

Feats: Attack Focus (ranged), Contacts, Connected, Equipment 6, Tough

Equipment: Cell phone, Handcuffs, Heavy pistol, Taser

Combat: Attack +6, +7 ranged (DC 19 heavy pistol, DC 15 Fort, taser), Defense +6

Saves: Toughness +3, Fortitude +4, Reflex +4, Will +5

Abilities 22+Skills 18+Feats 10+Combat 24+Saves 7=81

•Noah Bennet, or Horn-Rimmed Glasses to most people who don't know him well, has worked for Primatech for most his life, 'tagging and bagging' individuals with extraordinary abilities. As such, he's a skilled covert agent, good at sneaking, lying, and fighting when the need arises. He's more skilled than most Heroes characters, knows the score a lot better than most, and his only real weakness is that he has no powers, and that he'd do anything for the sake of his family.
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Postby The Ilethryl Knight » Tue Oct 28, 2008 2:46 pm

Arthur Eld wrote:And yeah, Heroes rocks. If you have a request for a certain character, let me know, because I plan on doing a lot more.


Hiro, Sylar, and Claire most definitely!
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Postby Arthur Eld » Tue Oct 28, 2008 2:51 pm

Ask and you shall recieve, oh Knight.

Look for those three either later tonight or tomorrow.
I can already tell Hiro's gonna give me headaches.
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Postby Arthur Eld » Tue Oct 28, 2008 5:25 pm

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A cheerleader that can never die? Sounds like a nightmare to me...

Claire Bennet
PL 3 88pp


Abilities: STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)

Skills: Acrobatics 4 (+5), Bluff 4 (+6/+10), Drive 2 (+3), Knowledge (pop culture) 6 (+6), Sense Motive 4 (+5)

Feats: Attractive, Beginner's Luck, Diehard, Tough 2

Powers: Immunity 2 (Aging, Disease), Regeneration 47 (Recovery Bonus 8, Recovery Rate Bruised 3, Unconscious 1, Injured 6, Staggered 6, Disabled 8, Ability Damage 6, Resurrection 9, PF:Regrowth)

Combat: Attack +2, Defense +3

Saves: Toughness +3, Fortitude +3, Reflex +4, Will +4

Abilities 10+Skills 5+Feats 5+Powers 50+Combat 10+Saves 8=88

•Claire Bennet was just an ordinary teenager when she discovered she ahd the ability to regenerate nearly instantly from any injury. Since then, she's struggled with her origins, and what it means for her future, trying to be normal when she is anything but. Although recent statements have indicated Claire may be truly immortal, I still think attacking her head's the way to go, like with a zombie. Still, she's recently shown a more aggressive side, so I didn't give her total bystander ranks in combat, and who knows, with time she may become every bit as skilled as her father.
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