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Post 474

Postby JoshuaDunlow » Thu Nov 20, 2008 12:18 am

Image

Clark Kent, Season 2 (PL 8/142pp)
Trade Off: -1 Attack, +1 DC
Abilities [10pp]: Strength 12/26 (+1/+8), Dexterity 11 (+0), Constitution 12/26 (+1/+8), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Saves [6pp]: Toughness +8, Fortitude 0 (+8), Reflexes 2 (+2), Willpower 4 (+5)
Combat [6pp]: Base Attack +3 (+7 Melee), Base Defense +7 (+0 flat), Initiative +0/+20, Grapple +5/+12, Knock Back -4, Hero Points 1
Attack (dc): Unarmed +1/+8, Heat Vision (+6 blast)
Skills [5pp]: Athletics 2 (+3/+10), Bluff 2 (+3), Computer 2 (+2), Diplomacy 2 (+3), Drive 2 (+2), Investigation 1 (+1), Knowledge: Current Events 1 (+1), Languages 1 [English, Kryptonian (read only)], Notice 4 (+5), Profession: Farmer 3 (+4), Search 4 (+4)
Feats [12pp]: Attack Focus (Melee) 4, Attractive 1, Dodge Focus 7
Powers [116pp]:
Kryptonian Physiology 23 [PF: Innate]
· Enhanced Constitution 14 [Extra: Impervious Toughness 8; Flaws: Limited (2 ranks less in darkness)]
· Enhanced Strength 14 [Extra: Penetrating Strength 8; Flaws: Limited (2 ranks less in darkness)]
· Immovability 6 [PF: 1 Alternate Power]
-> Ap: Leaping 6
· Super Strength 6 [PF: 1 Alternate Power; Flaws: Limited (2 ranks less in darkness)]
-> Ap: Heat Vision [Blast 6]
· Regeneration 15 [PF: Die Hard; Recovery Bonus +2, Bruised 6, Injured 2, Staggered 2, Disabled 3]
· Super Senses 4 [X-Ray Vision (lead)]
· Super Speed 5 [Base Array Power: Speed]
· Concealment 2 [Normal Sight; Flaw: Limited (only while running), Partial]
· Immunity 10 [Meteor Induced Powers; Flaw: Limited (½ save)]
Drawbacks [12pp]: Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp,
Green Kryptonite
· Power Loss [Green Kryptonite, Power loss while in contact or 5‘ range] 1pp,
· Weakness [Green Kryptonite, bruised damage, every action (with contact)] = 6pp
· Uncontrolled Side Effect (new) [Target is Nauseated within contact or 5' range; Nauseate 10(Extras: Continuous, Flaws: Uncontrolled, Personal)] = 1pp
Red Kryptonite
· Uncontrolled Side Effect (new) [Clark is under the affects of Mental Transformation 10 [Into evil person (4pp/rank); Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] 2pp


Builders Notes:
Here’s the season 2 clark kent, and I added a skill of farming in that I had forgotten to put in before on the season 1 build. Put all his powers in a Kryptonian Container, and tagged innate on them. Red Kryptonite comes into play in this season, and gets dealed as a Complication until I come up with a better explanation for it. Added in some skills that he was missing from his 1st season build. His combat skills upgrade rather nicely into a decent fighter against mundane counterparts. His speed gets changed out slightly, lowering his super speed for a trade off of Linked Speed. This makes him much faster, but slightly lower in the initiative category. I also decided to bump him up to PL 8, cause he is really starting to come into his own here. The Trade Off Remains, because this will be reflected in later seasons. Just at this point he has even outed his combat and damage potentials so far. Green Kryptonite gets a few more Effects in the Drawback department changing Clark's costs. His bruised regeneration gets bumped up, to play an importance with the damaging effects of Kryptonite and his ability to heal superficial wounds rather quickly.

At post 474, i am 26 builds away from my 500th build. At this point i am open to any suggestion, or another crazy amalgam combo for my next build. Also i am really wanting to flex my build skills, by creating a character where the final PP cost can be astronomical. 8) I'm thinking my Index could use a little re-organizing by splitting it up into 4 seperate posts.
Last edited by JoshuaDunlow on Fri Nov 28, 2008 10:46 am, edited 17 times in total.
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Postby tm80401 » Thu Nov 20, 2008 7:11 am

Leave Red K as a complication and stat it up as a 'device' with mental transform, Aura, Constant, Permanent, only on Kryptonians.
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Postby JoshuaDunlow » Thu Nov 20, 2008 8:10 am

tm80401 wrote:Leave Red K as a complication and stat it up as a 'device' with mental transform, Aura, Constant, Permanent, only on Kryptonians.


I suppose it could work as a free kind of device. Cause i think its weird, if anyone has to pay for something that is constantly working against them (without some kind of benefit, and as far as i know there is no benefit of Red Kryptonite). Thus why it's simply a complication.

What it would need is this:
Mental Transformation 10 [Into unscrupulous/evil person; Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] Haven't decided if a few ranks of No Save would be appropriate or not.

So unless Red Kryptonite offers a benefit of some kind to those it effects, i think i'm gonna leave it a Complication for now. But i might be able to work it into a Drawback, i'll have to research that.
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Post 475

Postby JoshuaDunlow » Thu Nov 20, 2008 8:52 am

New Drawback:

Uncontrolled Side Effect.
This drawback is similar to the Side Effect Flaw. Under specific circumstances the player is affect by the side effect for as long as he is within contact, or within range of the Circumstance. The side effect is worth a 1 point drawback, for every 10 pp’s the side effect is worth. Each power under this effect, has the following aspects (usually): Uncontrolled, Personal Range. This power is in effect every round the player is in contact or the radius of effect.

Builder's Notes:
Here is my answer to many ideas and thoughts i have had about uncontrolled effects, that don't end up costing the player's points just to buy a power that effects them. Seems sill to pay for a power, that is effecting only you. This drawback may need some more work, but here's the first rough draft anyway.
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Post 476

Postby JoshuaDunlow » Thu Nov 20, 2008 11:39 am

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Lex Luthor, Season 2 (PL 4/60pp)
Abilities [16pp]: Strength 11 (+0), Dexterity 11 (+0), Constitution 13 (+1), Intelligence 13/15 (+2), Wisdom 13/15 (+2), Charisma 15 (+2)
Saves [7pp]: Toughness 1, Fortitude 2 (+3), Reflexes 2 (+2), Willpower 3 (+5)
Combat [10pp]: Base Attack +3 (+4 Melee), Base Defense +3 (+1 flat), Initiative 0, Grapple +4, Knock Back 0, Hero Points 1
Skills [9pp]: Bluff 6 (+8), Drive 3 (+3), Intimidation 3 (+5), Gather Information 4 (+6), Knowledge: Art 2 (+4), Knowledge: Business 4 (+6), Knowledge: Popular Culture 2 (+4), Pilot 2 (+2), Profession: Executive 5 (+7), Sense Motive 2 (+4), Swim 2 (+2), Survival 1 (+3)
Feats [13pp]: Attractive, Benefit (Wealthy 4), Benefit (executive of Luthorcorp), Connected, Contacts, Fencing (Attack Focus [melee], defensive attack, dodge focus, Weapon Bind), Skill Focus (Business Savvy)
Powers [6pp]:
Meteor Induced Physiology (6pp)
Lex is in perfect health due to a unusually high white blood cell, but not so high that it would be considered epilepsy. He is always in perfect health, however it is due to this change that he lost all hair and can never grow it back. This also accounts for his increased Mental acuity.
· Immunity 1 [Disease (½ save)]
· Feature 1 [+4 save vs. Diseases & Toxins of all kinds]
· Enhanced Intelligence 2
· Enhanced Wisdom 2
Equipment [Wealth Bonus +25]: Luthor Estate, Sports Car, Light Pistol
Drawback [1pp]: Sucker for a pretty face [Vulnerable (bluff checks by women; Minor (+1 dc), Uncommon]
Complications: Obsessed (clark), Fame (A luthor, Rich),

Builder’s Notes:
· Business Savvy (adds a +4 Intelligence to determine the bonus to Profession: Executive, and Knowledge: Business checks. This follows the rules I set down for a stackable effect, as long as the Modified Intelligence does not exceed the PL limits for ability scores.
· I think the rest speaks for it self J, But it’s a shame Rosenbaum left the show. I hope they get a new actor for him some day, and continue on with the Lex vs. Clark background.
· I did take a few liberties with lex here though, and assumed he is a meteor induced mutation. And this would be the source of his enhanced Intelligence later on we would learn to love from a maniacal villain.
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Re: Post 476

Postby prodigyduck » Thu Nov 20, 2008 12:27 pm

JoshuaDunlow wrote:Image


I can almost hear the wet-balloon sound as they polish his head.

SO SHINY!

I would almost consider giving Lex some Regeneration, especially given how many times he seems to get shot (IN THE CHEST!) and recover by the next episode.

That could just be bad writers, tho...
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Postby tm80401 » Thu Nov 20, 2008 1:50 pm

JoshuaDunlow wrote:
tm80401 wrote:Leave Red K as a complication and stat it up as a 'device' with mental transform, Aura, Constant, Permanent, only on Kryptonians.


I suppose it could work as a free kind of device. Cause i think its weird, if anyone has to pay for something that is constantly working against them (without some kind of benefit, and as far as i know there is no benefit of Red Kryptonite). Thus why it's simply a complication.

What it would need is this:
Mental Transformation 10 [Into unscrupulous/evil person; Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] Haven't decided if a few ranks of No Save would be appropriate or not.

So unless Red Kryptonite offers a benefit of some kind to those it effects, i think i'm gonna leave it a Complication for now. But i might be able to work it into a Drawback, i'll have to research that.


I was thinking more of just as a writeup of the Red K so that there would be mechanics for Clark to resist the mental transform.
If I recall, he threw off the change on his own, right?
That would model the will save, or something.

You could model Green K as a con drain Aura the same way. give it a limitation that it only effects people with the 'effected by Green K' drawback and there you go.

Yes, I'm making things more complicated. I do that.

:) :D
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Postby JoshuaDunlow » Thu Nov 20, 2008 2:50 pm

Prodigyduck wrote:I would almost consider giving Lex some Regeneration, especially given how many times he seems to get shot (IN THE CHEST!) and recover by the next episode.


Not a bad idea, perhaps give him 1 rank in regeneration (for a recovery bonus), or just give him the Die Hard feat.

tm80401 wrote:Yes, I'm making things more complicated. I do that.

Maybe, but i rather like the set up i have already for Green Kryptonite spread at a 8pp drawback between his Weakness, Powerloss, and Uncontrolled Side Effect.
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Post477

Postby JoshuaDunlow » Sat Nov 22, 2008 11:03 am

Image
“Groovy”

Angar the Screamer (PL 10/131pp)
Abilities [10pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 13 (+1)
Saves [6pp]: Toughness +2 (+1 flat), Fortitude 1 (+2), Reflexes 2 (+3), Willpower 3 (+4)
Combat [16pp]: Base Attack +4, Base Defense +5 (+2 flat), Initiative +5, Grapple +3, Knock Back 0
Skills [5pp]: Concentration 4 (+5), Diplomacy 4 (+5), Disable Device 4 (+4), Knowledge: Civil 4 (+4), Perform: Oratory 4 (+5)
Feats [3pp]: Defensive Roll 1, Dodge Roll 1, Improved Initiative
Powers [92pp]:
Hallucinatory Scream (92pp)
Angar can “scream” in such a way that it stimulates the fear centers of the human brain, causing them to see hallucinations. Those who are affected usually don’t remember that Angar was present at the scene of a crime either.
· Base: Illusion 10 [All Senses; Extra: Area (Burst), Duration: Sustained (+1), Independent, Total Fade; Flaws: Phantasms, Limited (people‘s nightmares)]
· Linked: Mental Transformation 10 [Memory; PF: Triggered 2 (When the Illusion is over), Extra: Continuous, Area (Burst), Perception; Flaw: Limited (remembering him)]
Drawback [1pp]: Reduced Wealth
Equipment [Wealth Bonus +4]: As necessary, but more than likely a Car and a Bag for carrying the goods.
Complications: Reputation

Builder’s Notes:
Actually this guy was fun to put together, many of his abilities and or statistics are based from the MSHRPG table top game. I found a listing for him in the books that I have on PDF. This guy really has nothing going for him, other than his scream. He’s average defensively and attack wise, and doesn't meet his cost caps either.
Last edited by JoshuaDunlow on Sat Nov 22, 2008 9:14 pm, edited 1 time in total.
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Postby Libra » Sat Nov 22, 2008 3:06 pm

OMG Libra actually plays?!? i always just thought of him as some kinda 'ghost in the machine' who liked to compliment people :? lol (just kidding Libra)


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Postby Dreaming Psion » Sat Nov 22, 2008 8:48 pm

Now that is a weird character. Few mechanical snags with him. Save DC from attacks that don't require attack rolls can't be affected by trade-offs with attack bonuses. Also, Illusion by default is already an area effect (the area is increased by the Progression feat, though). Mental Transformation might be a candidate for the Area if you want it to effect more than one person at a time, however; you also need to make it perception range to be linked to the Illusion. Illusion is also already sense depedent, so it can't have that flaw. Finally, since both the Mental Transformation and the Illusion powers are linked and thus provoke the same Will save, I doubt that the limited (those influenced by the Illusion) reprents a valid flaw.
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Postby JoshuaDunlow » Sat Nov 22, 2008 9:12 pm

Dreaming Psion wrote:Now that is a weird character. Few mechanical snags with him. Save DC from attacks that don't require attack rolls can't be affected by trade-offs with attack bonuses. Also, Illusion by default is already an area effect (the area is increased by the Progression feat, though). Mental Transformation might be a candidate for the Area if you want it to effect more than one person at a time, however; you also need to make it perception range to be linked to the Illusion. Illusion is also already sense depedent, so it can't have that flaw. Finally, since both the Mental Transformation and the Illusion powers are linked and thus provoke the same Will save, I doubt that the limited (those influenced by the Illusion) reprents a valid flaw.


The Only part of that i dont agre with is the limitation on the Mental Transformation. But i have replaced that with 2 ranks of triggered. Basically what i am trying to mimic is this: if the person resists the Illusion, he cannot be affected by the Mental Transformation. And the Mental Transformation only occurs at the end of the Duration of the Illusion power.
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Re: Post 474

Postby Mark Reuter » Sun Nov 23, 2008 8:16 am

JoshuaDunlow wrote:Image

Clark Kent, Season 2 (PL 8/122pp)
Trade Off: -1 Attack, +1 DC
Abilities [10pp]: Strength 12/26 (+1/+8), Dexterity 11 (+0), Constitution 12/26 (+1/+8), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Saves [6pp]: Toughness +8, Fortitude 0 (+8), Reflexes 2 (+2), Willpower 4 (+5)
Combat [6pp]: Base Attack +3 (+7 Melee), Base Defense +7 (+0 flat), Initiative +0/+16, Grapple +5/+12, Knock Back -4, Hero Points 1
Attack (dc): Unarmed +1/+8, Heat Vision (+6 blast)
Skills [5pp]: Athletics 2 (+3/+10), Bluff 2 (+3), Computer 2 (+2), Diplomacy 2 (+3), Drive 2 (+2), Investigation 1 (+1), Knowledge: Current Events 1 (+1), Languages 1 [English, Kryptonian (read only)], Notice 4 (+5), Profession: Farmer 3 (+4), Search 4 (+4)
Feats [12pp]: Attack Focus (Melee) 4, Attractive 1, Dodge Focus 7
Powers [96pp]:
Kryptonian Physiology 19 [PF: Innate]
· Enhanced Constitution 14 [Extra: Impervious Toughness 8; Flaws: Limited (2 ranks less in darkness)]
· Enhanced Strength 14 [Extra: Penetrating Strength 8; Flaws: Limited (2 ranks less in darkness)]
· Immovability 6 [PF: 1 Alternate Power]
-> Ap: Leaping 6
· Super Strength 6 [PF: 1 Alternate Power; Flaws: Limited (2 ranks less in darkness)]
-> Ap: Heat Vision [Blast 6]
· Regeneration 15 [PF: Die Hard, 1 Alternate Power; Recovery Bonus +2, Bruised 6, Injured 2, Staggered 2, Disabled 3]
· Super Senses 5 [Extended Hearing; X-Ray Vision (lead)]
· Super Speed 4 + Linked Speed 6
Drawbacks [12pp]: Vulnerable [Magical Attacks (minor [+1 dc]), Common] 2pp,
Green Kryptonite
· Power Loss [Green Kryptonite, Power loss while in contact or 5‘ range] 1pp,
· Weakness [Green Kryptonite, bruised damage, every action (with contact)] = 6pp
· Uncontrolled Side Effect (new) [Target is Nauseated within contact or 5' range; Nauseate 10(Extras: Continuous, Flaws: Uncontrolled, Personal)] = 1pp
Red Kryptonite
· Uncontrolled Side Effect (new) [Clark is under the affects of Mental Transformation 10 [Into evil person (4pp/rank); Pf: Subtle 2, Trigger (touching red kryptonite); Extra: Continuous, Insidious; Flaws: Limited (only affects Kryptonians), Uncontrolled, Personal Range] 2pp

Complications: Red Kryptonite unleashes Clark’s Dark Nature.

Builders Notes:
Here’s the season 2 clark kent, and I added a skill of farming in that I had forgotten to put in before on the season 1 build. Put all his powers in a Kryptonian Container, and tagged innate on them. Red Kryptonite comes into play in this season, and gets dealed as a Complication until I come up with a better explanation for it. Added in some skills that he was missing from his 1st season build. His combat skills upgrade rather nicely into a decent fighter against mundane counterparts. His speed gets changed out slightly, lowering his super speed for a trade off of Linked Speed. This makes him much faster, but slightly lower in the initiative category. I also decided to bump him up to PL 8, cause he is really starting to come into his own here. The Trade Off Remains, because this will be reflected in later seasons. Just at this point he has even outed his combat and damage potentials so far. Green Kryptonite gets a few more Effects in the Drawback department changing Clark's costs. His bruised regeneration gets bumped up, to play an importance with the damaging effects of Kryptonite and his ability to heal superficial wounds rather quickly.

At post 474, i am 26 builds away from my 500th build. At this point i am open to any suggestion, or another crazy amalgam combo for my next build. Also i am really wanting to flex my build skills, by creating a character where the final PP cost can be astronomical. 8) I'm thinking my Index could use a little re-organizing by splitting it up into 4 seperate posts.


A couple of questions about your build. First of all, can you have a drawback AND a complication from red K? I always thought it was one or the other.

Secondly, I am not sure that the "2 ranks less in darkness" on a 14 rank power is a legitimate -1 flaw. I would give it a -1 or -2 point power drawback at best.

Thirdly, you have an AP listed in your regeneration build but it is not listed in the build what the AP is.

Lastly, Super-Speed 4 comes with an inherent rank 4 array with one default power for free, so you could have as your default power Speed 8, instead of buying a linked Speed 6.
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Re: Post 474

Postby JoshuaDunlow » Sun Nov 23, 2008 9:38 am

Mark Reuter wrote:A couple of questions about your build. First of all, can you have a drawback AND a complication from red K? I always thought it was one or the other.

I have no idea if that is the case, but i don't see why something couldn't have a complication and a drawback. But the answer to your question is, i forgot to drop the complication when i re-posted my fixes.

Mark Reuter wrote:Secondly, I am not sure that the "2 ranks less in darkness" on a 14 rank power is a legitimate -1 flaw. I would give it a -1 or -2 point power drawback at best.

These are not full flaws, these are ranked flaws. So that's why they are only trimming off the points necessary for the limiation in the first place. So each flaw only trimmed off 2 pp's each, because its only reducing it by 2 ranks.

Mark Reuter wrote:Thirdly, you have an AP listed in your regeneration build but it is not listed in the build what the AP is.

An error on my part, which will be fixed. There is no AP for the regeneration.

Mark Reuter wrote:Lastly, Super-Speed 4 comes with an inherent rank 4 array with one default power for free, so you could have as your default power Speed 8, instead of buying a linked Speed 6.

An AP wouldn't work for what i am going for, since you have to turn the main power off to use the AP. And the reason why it doesn't have any inherent affect yet, is i don't see clark having one yet. And im trying to keep him low, so when i get around to doing the Flash he's faster than Clark without making his speed rank ungodly.
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Index Under Reconstruction

Postby JoshuaDunlow » Sun Nov 23, 2008 12:40 pm

Index Under Reconstruction
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