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Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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Re: Woodclaw's builds: Eternal Warrior, Timewalker (Valiant)

Postby The Ilethryl Knight » Thu Jul 23, 2009 7:06 am

Nice work on Eternal Warrior and Timewalker. Always did like those characters.

I'm looking forward to the additional Valiant characters you have lined up for us.
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Re: Woodclaw's builds: Eternal Warrior, Timewalker (Valiant)

Postby Woodclaw » Thu Jul 23, 2009 9:32 am

Severance wrote:I might take up the challenge of statting out Bloodshot as I have a couple issues with him in it and took a liking to him. I just thought I'd mention it as one issue had him fighting on equal terms with the Eternal Warrior. Your version of him will help quite a bit.


Well, it was a fact that almost all the confrontations between characters of the VH1 ended up with them being evenly matched, even when it was absurd (Gilad was able to fight almost at equal terms with X-O Manowar with the armor), the problem was that the opponents of the Valiant characters were rarely supervillains, so determning the PL by comaprison is... well very tricky.

The Ilethryl Knight wrote:Nice work on Eternal Warrior and Timewalker. Always did like those characters.

I'm looking forward to the additional Valiant characters you have lined up for us.


Thanks, I hope I will be able to get to the end of that line, so far Archer is trickier than he appears, since he is a martial artist whose abilities rely on his Harbinger powers (complete control over his body) and Jack "Shadowman" Boniface will be a major pain in the ... since it was never defined how much the power depends on him or the mask (Maxim St.James despite the probable overcost will be blessedly simple in comparison).
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Re: Woodclaw's builds: Eternal Warrior, Timewalker (Valiant)

Postby Wyld0007 » Thu Jul 23, 2009 10:12 am

Woodclaw wrote:
Severance wrote:Sweet Immortal builds Woodclaw. Are you planning on doing other Valiant builds, like Turok or Solar?


Thanks. Yes I'm gong to stat out as much as poissible of the VH1, I've already stated out Turok (take a look at my first post), right now my to do list about the Valiant includes:

- Armstrong (the third immortal brother) & Archer
- Doc Mirage & Carmen Ruiz (with 'Rico)
- The Shadowmen, Jack Boniface and Maxim St.James (possibly with Nettie, this is going to be a major pain in the ass)
- The first Secret Weapon team (Livewire and Stronghold)
- A Geomancer archetype
- X-O Manowar (possibly with Ken Clarkson and Randy Cartier)

- Toyo Harada (overpowerful mutant anyone?)
- Darque & Sandria
- The Spider Aliens (along with the X-O Commando armor)
- AX (with the X-O Commando armor)
- Doctor Silk (with his faithful right hand man Hughes)
- Mon-ark and the Bionisaurus

Unfortunatly I'm not very in dept with the 41st century of the Valiant continuity, so Magnus, the PSI-Lords and Rai are left out. Since Bloodshot is an "ancestror" of Rai he is left out too. Maybe I'll stat some Harbinger (Faith Herbert, Pete Stanchez and the rest of the first Harbinger Resistance team) but they are so many that I lost count more than once, the bulk of them are just unamed minions throw around by Toyo Harada against the Resistance, the H.A.R.D. Corps or the Spider Aliens.

About Solar I'm... quite dubious he is the single most powerful being on the VH1 (except Erica "Mothergod" Pierce who was on equal terms with him) very close to PLX, so I placed him at the bottom of my list.



nice Valiant builds. i'm looking forward to your next ones. any chance of seeing a Dr Eclipse build? my exposure to him was limited but he and Darque got my attention in the Deathmate crossover with Image. especially when Eclipse killed Image's Supreme. i'm getting better at builds myself but i'd really be kinda lost on Eclipse.

keep up the good work
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Re: Woodclaw's builds: Eternal Warrior, Timewalker (Valiant)

Postby Woodclaw » Thu Jul 23, 2009 11:30 pm

Wyld0007 wrote:nice Valiant builds. i'm looking forward to your next ones. any chance of seeing a Dr Eclipse build? my exposure to him was limited but he and Darque got my attention in the Deathmate crossover with Image. especially when Eclipse killed Image's Supreme. i'm getting better at builds myself but i'd really be kinda lost on Eclipse.

keep up the good work


Doc Eclipse is something I'm lost about too, his powers are soemthing very poorly defined, maybe I'll dig out some of my old comics with him, but don't expect anything soon.
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#47-48 Valiant comics: Archer & Armstrong

Postby Woodclaw » Fri Jul 24, 2009 10:05 am

And pair of VH1 builds, I'm not too pleased about how Archer came out so any suggestion will be appreciated

Image
- Let's get outta here! Whaddaya said, kid?
- Absolutly, mr Armstrong.


Armstrong
Aram Anni-Padda/Aram the Other

Power Level: 8 (201pp)

Abilities: STR: 28 (+9), DEX: 14 (+2), CON: 28 (+9), INT: 16 (+3), WIS: 16 (+3), CHA: 18 (+4)

Skills: Acrobatics 5 (+7), Bluff 7 (+11), Diplomacy 7 (+11), Disable device 3 (+6), Drive 4 (+6), Gamble 4 (+7), Gather informations 7 (+11), Handle animal 7 (+11), Intimidate 7 (+11), Knowledge [current events] 5 (+8), Knowledge [history] 5 (+8), Knowledge [streetwise] 5 (+8), Language 10 (English, French, Italian, Latin, 6 languages at GM discrection; Native: Indoeuropean dialect), Notice 5 (+8), Pilot 3 (+5), Ride 3 (+5), Search 3 (+6), Sense motive 8 (+11), Stealth 4 (+6), Survival 5 (+8)

Feats: Benefit 4 (Wealth), Connected, Defensive attack, Distract (Intimidate), Dodge focus 4, Endurance 1, Interpose, Jack-of-all-trades, Luck 2

5000 years of saloon brawls (Fighting style... sort of): All-out attack, Attack focus 3 (Melee), Improved grab, Improved grapple, Improved pin, Improved sunder, Power attack, Reversal, Stunning attack, Takedwon attack 2, Weapon break

Powers:

One of the Three (Container 7; 35pp)
- Regeneration 20 (Bruised/Injured [No action], Disabled/Staggered [1 minute], Resurrection [5 hours]; PF: Diehard, Persistent, Regrowth; Extra: True resurection)
- Immunity 6 (Aging, Disease, Poison, Starvation & Thrists, Enviromental condition 2 [Heat and Cold]; Flaw: Half effect [Enviromental only])
- Super-strength 2 (Heavy load: 4800 lbs)


The Satchel (Gadgets 5 [easy to lose]; 30pp)

Combat: Attack +4 (+7 melee); Damage +9 (Unarmed); Defense 7 (+2 Flat-footed); Initiative +2

Saves: Toughness +9, Fortitude +9, Reflex +4, Will +6

Abilities 60 + Skills 27 (108 ranks) + Feats 30 + Powers 65 + Combat 14 + Saves 5 – Drawbacks 0 = Total 201

Complications: Enemy (the Sect), Responsibility (schooling Archer about life), Responsibility (the Satchel)


:arrow: the younger, bigger and lazier of the immortal brothers Armstrong was never the fighter his older siblings are, he fought his way through the millenia with a pint of beer in one hand and a burp in his belly

:arrow: even as a child Armstrong was a lot bigger than Ivar and Gilad, so I gave him a strength equivalent to 2 level of Growth, but even this way he is no match for his brothers even with 5000 years of bar brawls under his (quite large) belt

:arrow: the wealth represents Armstrong's savings from millenias of plundering, his wife (yeah, he is married) Andromeda (a greek demi-godess) usually handle them. Since Andy (as Armstrong calls her) is almost omnipotent demi-godess she is hardly worth any complication

:arrow: in the 48 AD Armstrong earned the eternal enemity of "the sect", or The Cognescenti as they call themselves, an organization that encompass members of all the major religions, wth the sole purpose of killing him. For more details take a good look here

:arrow: the Satchel is a collection of mystical trinkets that Armstrong put together during the millenias, he rarely, if ever, use them but they are a great plot device

:arrow: so this is Armstrong, a 3000 years old libertine and bohemian with little to no qualms about morality and who abandoned any trace of idealism several lifetimes ago
_____________________________________________________________________________________________

Archer
Obadiah Archer

Power Level: 10 (162pp)

Abilities: STR: 16 (+3), DEX: 18 (+4), CON: 24 (+2), INT: 14 (+2), WIS: 16 (+3), CHA: 12 (+1)

Skills: Acrobatics 10 (+14), Bluff 3 (+4), Climb 5 (+8), Concentration 9 (+12), Craft [mechanical] 7 (+9), Diplomacy 5 (+6), Escape artist 6 (+10), Intimidate 6 (+7), Knowledge [Theology and philosophy] 9 (+11), Language 2 (Japanese, Tibetan; Native: English), Medicine 5 (+8), Notice 5 (+8), Search 6 (+8), Sense motive 6 (+9), Sleight of hand 4 (+8), Stealth 6 (+10), Survival 5 (+8), Swim 5 (+8)

Feats: All-out attack, Assessment, Cunning fighter, Improved block 1, Improved critical 1/2 (Unarmed), Improved disarm 1, Improved throw, Improved trip, Instant up, Move-by action, Power attack, Quick draw 1/2, Stunning attack, Sweeping strike, Takedown attack 1, Veteran fighter, Weapon bind

(Attack focus 3 [Melee], Blind-fight, Defensive roll 3, Dodge focus 6, Evasion 1, Precise shot 2, Ranged pin, Uncanny dodge 1 [Visual])

Powers:

Complete body control (Reflex memory 4 [20pp of effects]; PF: Trance; Extra: Feats; Flaw: Action 3; Drawbacks: Action 1 [1 minute to reconfigure]; 28pp)
Power setting: Martial artist (Enhanced feats 20 [see above])

Equipment: Self made pistol crossbow (+3 piercing damage; crit 19; 40'; Masterwork; 4ep)

Combat: Attack +14 (+17 melee, +15 with crossbow); Damage +3 (Unarmed/Crossbow); Defense 15 (+5 Flat-footed); Initiative +4

Saves: Toughness +5 (+2 Flat-footed), Fortitude +6, Reflex +8, Will +7

Abilities 30 + Skills 26 (104 ranks) + Feats 20 + Powers 28 + Combat 46 + Saves 12 – Drawbacks 0 = Total 162

Complications: Hate (his parents), Naive, Pacifist, Responsibility (Armstrong's coscience)


:arrow: the other half of the Valiant unlikely duo, Archer is reputed the world greatest martial artist and marksman

:arrow: Archer is a harbinger (i.e. a mutant) with the ability to control his body to perfection and is consequently mimic every action he see, unfortunaly the limits of this power were never clearly defined, but, since he never showed Taskmaster's on the fly adaptability, I decided to move the reconfiguration time up to a full minute, making him still capable of quickly learning some good tricks but not in the middle of a combat

:arrow: Archer's background is quite peculiar. After a pious childhood, he discovered that his parents were a pair of criminals (using his father position as protestant minister to lure, rape and kill young women), after they tried to kill him he fleed to Tibet, where he trained in the monastry of Ladakh (one the mystic nexus of the Valiant universe), expunged because he was unable to forget his vow of vengeance against his parents he returned to the US, discovering that his parents was apprehended a week after his escape, unsure about his future one fateful day he met Armstrong

:arrow: due to his quite secluded upbringing Archer is quite naive about many things, he always tries to school people about the way of non-violence, even while he is kicking their butts, and he is quite lost and naive about a lot of things (including how to relate with the oppostite sex)
Last edited by Woodclaw on Sat Sep 26, 2009 10:21 am, edited 7 times in total.
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#49 Generationverse (Bronze to Modern age): Damu

Postby Woodclaw » Mon Aug 03, 2009 2:49 pm

Back with another of my originals.

Image
There's more truth in single leaf, than intelligence in the entire human race

Damu
Hashim Awad

Power Level: 9 (144pp)

Abilities: STR: 12/26 (+8), DEX: 14 (+2), CON: 16/24 (+7), INT: 14 (+2), WIS: 16 (+3), CHA: 12 (+1)

Skills: Intimidate 5 (+6), Knowledge [life scince] 4 (+6), Language 4 (English [poor], French [poor], Hebrew [fair]; Native: Arabic [Lebanese dialenct, good]), Medicine 2 (+5), Notice 3 (+6), Search 6 (+8), Sense motive 3 (+6), Stealth 5 (+7), Survival 4 (+7)

Feats: All-out attack, Attack focus 1 (Melee), Chockehold, Dodge focus 1, Fearsome presence, Improved grab, Improved pin, Startle, Takedown attack 1

(Diehard, Enviromental adaptation 1 [woodlands], Improved grapple)

Powers:

Half-plant physiology (Container 9 [Passive]; 45pp)
- Bark (Protection 4; Extra: Impervious; Power loss [Not Impervious vs Fire; -2])
- Enhanced constitution 8
- Enhanced strength 14
- Immunity 2 (Critical hits)
- Photosynthesis (Immunity 2 [Aging, Sleep, Starvation, Suffocation 1 (Chockeholds)]; Flaw: Half-effect [Aging, Sleep only])
- Regeneration 15 (Ability damage [1 hour], Bruised/Injured [No action], Disabled/Staggered [20 minutes]; PF: Diehanrd, Regrowth; Flaw: Source [Sunlight])
- Super-strength 1 (Heavy load 1800 lbs; PF: Bracing, Groundstrike)


Plant mastery (Array 6; PF: Dynamic Alternate power 5, Dynamic base power, Enviromental adaptation 1 [woodlands];)
- Dynamic base power: Growth 4 (Large, +8 STR, +4 CON)
- DAP: Flight 4 (Extra: Affect others; Flaw: Platform)
- DAP: Super-strength 6 (Heavy load: 59 tons)
- DAP: Ivy roots (Super-movement 3 [Wall crawling 3])
- DAP: Thorns (Penetrating strength 6)
- DAP: Vines (Prensile hair 10 [Additional limbs 3 (10 tendrils), Elongation 7 (250', Range increment 60'])


Combat: Attack +5/+6 melee (+4/+5 at Large size); Damage +8 (Unarmed, Medium size), +12 (Unarmed, Large size); Defense +6/+5 Large size (+3/+2 Flat-footed); Initiative +1

Saves: Toughness +11/+13 Large size (Impervious 4), Fortitude +9/+11, Reflex +5, Will +7

Drawbacks: Weakness (Herbicides; Uncommon; Moderate [-1 CON, Lethal]; Once per round; -6pp)

Abilities 24 + Skills 9 (36 ranks) + Feats 13 + Powers 74 + Combat 20 + Saves 10 – Drawbacks -6 = Total 144

Complications: Emotional lacks, Responsibility (Member of Euronet)


:arrow: Damu is a slightly atypical powerhouse, based upon a plant theme. Basicly he operates as a Slightly undercapped PL8-9 character, to reach his full ofensive potential he had to growth at large size cvonsequently neglecting all the rest of the tricks from his array

:arrow: the array represents his ability to manipulate his plant body, morphing it in various forms according to the need of the moment: vines, thorns, sprouting roots from his feet to scale walls etc. the list of AP isn't complete, since in my mind he can do a lot more, but these cover the most common stunts, plus since they are dynamics he can combine them to create new effects

:arrow: I didn't gave him the usual plant based Snare effect since the multiple limbs, elongation and the Improved grapple feat can obtain a similar result

:arrow: the immunity to critical hits represent the fact that Damu body cells are almost completly undifferentiated, so he lacks clearly vital spots

:arrow: the two power feats from Super-strength requires a little more detail, while they mechanicly works as usual the descriptors are a little different, when Bracing Damu sprout roots from his body anchoring him in place, while groundstrike represents sprouting his tendrils through the earth

:arrow: the Emotional lacks complication is the reverse of Temper, Damu seem to lack some basic emotional response so sometimes he is slower than needed (think of something like Data in TNG)

:arrow: Damu is a lot less skilled than my usual builds, but since he gained his power very soon and these remved almost all the normal human needs from him I decided that he lacked any kind of superior education apart from refining his powers

:arrow: this build simulated Damu in his Euronet days, during his most recent exploits he sported highly enhanced powers and a less human behaviour (add Immunity to mental effects and replace the array with a Plant based Variable power)


Background

Full name: Hashim Ghaith Awad
Citizenship: Lebanese citizens with no criminal records
Birth: June 16th 1947, Jounieh, Lebanon (officialy)
Profession: Adventurer
Active as hero: 1966 - 1991 and 2006-present

Personality

Being a very long lived being Hashim personality had undergone through various changes, during his first heroic exploits he sported a quite aggresive and coocky personality, this subsided during the years to amore calm, controlled and reliable demeanor. During his recent reapperences he displayed a strange mixture of berserk ferocity and compassion. There is only a constant, somehow Hashim suffer of some very marked but fluctuating emotional lackings, particular a lack of empathy, this condition has got worse with the passing of time.

Genetic factor

The Awad family are the carrier of no Gene-factor.

Generations factor

Due to his unique physiology is highly unlikely that Damu sired any descendant.

Origin

One of the first middle-east superhuman to surface after the long dark age of the 50s and early 60s, Hashimn Awad was a lebanese orphan raised by a small middle class family in the suburbs of Jounieh, officialy registered as their own son the Awads never suspected that he could have a more darker origin. The first anomalies became appartent during his childhood, he appered to be more at home with plants and flowers than with other peoples, when question by his father he said "Plant are better than people, they don't lie." But since this strange behaviour disappered pretty soon, it was dismissed simply as phase of his growth, something similar to an imaginary friend. At 19 an event changed his life forver, during a journey abroad Hashim stepped on mine left behind form the Arab-Israeli war of 1948. As his friends panicked and fleed locking for help, Hashim felt a strange sensation of peace and happiness while his conscience slipped away. When his firends returned he had already disappered. About what happened next, even Hashim's memories, are hazy and imprecise, the story had been told over and over again with slightly different details each time. The clear detail are that someone brought him to a cave, or a sort of temple, undergorund there he was healed and transformed, the people who saved him obeyed to a man that called Hashim "the Designated" or "the First". Somehow he left the mysterious cave only to discover that his body had been transformed in a strange human-plant hybrid, his skin was resistant to harm, his strength enhanced to superhuman levels, he was capable of regenerating at incredible speed and he didn't need food to survive. Striped of all the usual needs of survival Hashim decided to use his new gifts to help the others, for a time he had to struggle against the prejudice created by his inhuman appearence, but in the end he became accepted as a hero. When the Interpol started the first project Euronet, Damu (as he was dubbed, after the ancient Sumerian god of vegetation and rebirth), was immediatly considered as a candidate, it was in this period that his emotional lacking started to became apparent. Shortly after his enlistment with Euronet the Lebanese Civil War started, divided between his responsibility toward Euronet and his feelings, Hashim tried to remain neutral about the war, but in 1985 he residgned from Euronet and went back to Lebanon. After the end of the war in 1990 he continued heroing for a while, but disappered in the first months of 1991. Recently, after the 2006 Israel-Hezbollah War, he started reappering, he aged only slightly (something that was already apparent during his Euronet days), many superheroes cheered his return, but it became quickly apparent that he was out of control, he attacked his opponents with indiscriminate ferocity, caring less than nothing for civilians and collateral damage. Currently some middle-eastern superhumans are organizing a team to hunt him down.
Last edited by Woodclaw on Sun Aug 23, 2009 3:45 am, edited 2 times in total.
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#50 DC Animated Universe: Superman

Postby Woodclaw » Fri Aug 07, 2009 4:47 am

For 50th build (not a small feat, considering how lazy I am) I've decided to go for a real classic

Image
The Flash: So you're not a boy scout after all.
Superman: Never made it past my first merit badge.


Superman
Clark Kent / Kal-El

Power Level: 12 (214pp)

Abilities: STR: 14/40 (+2/+15), DEX: 14 (+2), CON: 14/40 (+2/+15), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Computers 3 (+5), Concentration 5 (+8), Craft [electronics] 5 (+7), Diplomacy 9 (+12), Drive 4 (+6), Gather informations 6 (+9), Investigate 4 (+6), Knowledge [civics] 6 (+8), Knowledge [current events] 8 (+10), Knowledge [streetwise] 4 (+6), Language 1 (Kryptonese; Native: English), Notice 7 (+10), Profession [farmer] 5 (+8), Profession [journalist] 7 (+10), Search 6 (+8), Sense motive 8 (+11)

Feats: All-out attack, Attack focus 2 (Melee), Dodge focus 1/6, Equipment 10, Inspire 3, Interpose, Leadership, Luck 1, Power attack

(Beginner's luck, Eidietic memory, Improved initiative 1/2)

Powers:

Kryptonian physiology (Container 27 [Passive]; Drawback: Power loss [if not exposed to yellow sunlight for a prolonged time; -1]; 134pp)
- Enhanced brain process (Comprehend 2 [Speak and Understand any language]; PF: Beginner's luck, Eidietic memory, Improved initiative 1; Drawback: Power loss [Must be exposed to the language for at least a day, -1])
- Enhanced constitution 26
- Enhanced strength 26
- Enhanced attack 5
- Enhanced feats 5 (Dodge focus 5)
- Longevity (Feature 1)
- Flight 8 (2500 mph; PF: Dynamic alternate power 2, Dynamic base power, Subtle 1)
-- DAP: Super strength 6 (Heavy load: 200 tons; PF: Counter-punch, Freezing breath, Heat vision, Super-breath)
-- DAP: Super-speed (Multiple powers: Quickness + Speed)
--- Quickness 8 (Routine tasks 500x; PF: Improved initiative 1)
--- Speed 8 (2500 mph)
- Immunity 10 (Starvation & Thirst, Life support; Flaw:Half-effect [Poison, Disease and Suffocation only])
- Impervious toughness 10 (Drawback: Power loss [Against magic; -2])
- Super senses 23 (Accurate [Auditory], Extended 3 [Visual], Extended 2 [Auditory], Microscopic vision 4 [Atomic size], Ultra-hearing, X-Ray vision [Lead blocks])


Equipment: Phantom zone projector (Super movement 1 [to and from the Phantom zone]; 2ep)

Protective suits (Equipment array; 3ep)
Image
- Radiation suit (Immunity 2 [NBC effects])
- Space suit (Removes Suffocation's Half effect Flaw; Envirometal adapatation 1 [Zero-G])


Image
Vehicle: Kryptonian rocket ship (Medium; STR 20; TOU 15; Powers: Flight 6 [500 mph; AP: Space travel 6 (50x lightspeed)]; Features: HIdden compartments 1, Navigation system 2; 28ep)


Image
HQ: Fortress of Solitude (Huge; TOU +20; Features: Animal pens, Communications, Computer, Concealed 2, Isolated, Library, Living space, Power system, Security system 2, Workshop; 17ep)


Combat: Attack +7/+2 without powers (+9/+4 melee); Damage +15 (Unarmed), +15 (Heat vision); Defense +9/+4 without powers (+2 Flat-footed); Initiative +6/+10

Saves: Toughness +15 (Impervious 10), Fortitude +15, Reflex +6, Will +8

Drawbacks:
Holding back (DC 10, +4 PL, +60pp; -2pp)
Involuntary transformation (to Normal identity when exposed to Kryptonite or Red Sunlight; Uncommon, Irresistible; -4pp)
Weakness (Kryptonite poisoning; Uncommon, Moderate (-1 CON per minute), Lethal; -5pp)

Abilities 28 + Skills 22 (88 ranks) + Feats 21 + Powers 134 + Combat 10 + Saves 10 - Drawbacks 11 = 214

Complications: Enemy (Lex Luthor), Reputation (Big Boy Scout), Responsibility (Lois Lane, the Kents and many others)


:arrow: I can't believe it, I was able to squeeze the Man of Steel in a PL12 without, as far as I can see, sacrificing any of his key traits. To be honest I'm just a dwarf standing on the shoulder of giants, this build is supposed to be the DCAU version of Supes, which was already a lot less powerful than his comic counterpart, at the same time I have to thank Taliesin for his extra Super-strength feats and Jab for his DCAU Batman build that helped me estimating the right PL

:arrow: as I said this Supes is considerably less powerful than usual, but considering the famous cardboard speech I decided to give him a significative Holding back drawback, those rare times he went full power Supes is boosted up to PL16

:arrow: I decided to gave him a little different skill selection, his technical/Technological skills are lower than usual (he relies on prof. Hamilton and the S.T.A.R. Labs for technical matters) but I gave him some investigative skill, while he is no Batman, Clark Kent is still a top level reporter. For similar easons I made him slightly stronger and tougher than usual in his base form, Clark is quite big and since his powers didn't fully manifested until he was in his 20s I guess someof his combat skill can be kept as part of his base form (he is a PL3 unarmed fighter, fitting for the former quaterback of Smallville high)

:arrow: the Enhanced Brain Process is not 100% kosher with the Dini/Timm version of the character, but I guess it doesn't hurt considering he was apparently able to speak with the majority of the aliens he met and to simulate his various one-time tricks

:arrow: Supes invulnerability fluctuated wildy between his solo and JLU incarnation, at first he showed some minor vulnerability to high powered convetional weapons (artillery shell, AP machine guns etc.), later he seemed invulnerable to everything. I decided to use the first version making him impervious to standard personal weapons, but vulnerable to high powered ones

:arrow: his maximum speed was quite a nightmare to stat out, I didn't want him to be on par with Flash, but at the same time there was the "Speed demons" race event. In the end I found a way thanks to the system, considering Supes CON score and Fortitude save he can move all-out longer than Flash (who should have a more human level CON score) so during the race Supes was running all-out but flash was only moving at accelerated speed to avoid taxing himself before the finish

:arrow: the super-speed power had been reduced to a simple Quickness+Speed effect

:arrow: about the time for the Kryptonite poisoning to kill Supes, keep in mind that during "World's finest" Batman had enough time to arrive at the factory, fight his way through a couple of Joker's thugs and find a tank of acid, so I guess that the usual -1 per round really didn't works here

:arrow: for those who want to simulate the "Cardboard speech Superman" simply replace Supes standard power container with the following (boosting him up to PL16)

Image
Unleashed kryptonian (Container 39 [Passive]; Drawback: Power loss [if not exposed to yellow sunlight for a prolonged time; -1]; 194pp)
- Enhanced brain process (Comprehend 2 [Speak and Understand any language]; PF: Beginner's luck, Eidietic memory, Improved initiative 2; Drawback: Power loss [Must be exposed to the language for at least a day, -1])
- Enhanced constitution 36
- Enhanced strength 36
- Enhanced reflex 6
- Enhanced attack 8
- Enhanced defense 2 (PF: Dodge focus 6)
- Longevity (Feature 1)
- Flight 19 (12500000 mph; PF: Dynamic alternate power 2, Dynamic base power, Subtle 1)
-- DAP: Super strength 17 (Heavy load: 1.7m tons; PF: Counter-punch, Freezing breath, Heat vision, Super-breath)
-- DAP: Super-speed (Quickness 19 + Speed 19)
--- Quickness 19 (Routine tasks 2500000x; PF: Improved initiative 1)
--- Speed 19 (12500000 mph)
- Immunity 10 (Starvation & Thirst, Life support; Flaw:Half-effect [Poison, Disease and Suffocation only])
- Impervious toughness 10 (Drawback: Power loss [Against magic; -2])
- Super senses 23 (Accurate [Auditory], Extended 3 [Visual], Extended 2 [Auditory], Microscopic vision 4 [Atomic size], Ultra-hearing, X-Ray vision [Lead blocks])


:idea: UPDATE: I reworked some of the detail of the build, now Supes is perifericaly vulnerable to Poison and disease, even if with his massive Fortutude save this shouldn't be too much of a problem, same goes for the Suffocation which gives Supes about 8 minutes of air (16 if preparred) before starting to make saving throws, and about another 3 minutes before the saves went beyond the 50% chance. The immunity to starvation was stated in the great episode "The Late Mr. Kent", Supes only eat out of habit. Another reworking not I linked some of Supes combat abilities to his powers, still he is a PL3 melee fighter without them
Last edited by Woodclaw on Tue Apr 06, 2010 5:52 am, edited 19 times in total.
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby kenseido » Fri Aug 07, 2009 6:20 am

At first, I was against Heat Vision being a Power Feat on Super-Strength. But when I looked and saw it was Distracting; I liked it. After all, it is way more reasonable than Shockwave.
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby Woodclaw » Fri Aug 07, 2009 7:33 am

kenseido wrote:At first, I was against Heat Vision being a Power Feat on Super-Strength. But when I looked and saw it was Distracting; I liked it. After all, it is way more reasonable than Shockwave.


Thanks, but take you compliments to Taliesin, he is the genius who devised it.
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby peteyrock » Fri Aug 07, 2009 8:41 am

That Damu character is really cool! I see that he is large size, but you took no ranks in Growth. As someone who grapples with the thought of completely ditching Growth/Shrinking for the innate characters, why is that?

Did you do that art? 'Cuz I'm really digging everything about that character write-up.
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby Woodclaw » Fri Aug 07, 2009 9:11 am

peteyrock wrote:That Damu character is really cool! I see that he is large size, but you took no ranks in Growth. As someone who grapples with the thought of completely ditching Growth/Shrinking for the innate characters, why is that?


Thanks, anyway Damu is not innately large, he can growth to Large size if need arise, it's the base power of his array. His attack routine as I envisioned is dividing the array points between Super strength and Elongation to grapple a distant opponent, then shifting to Growth and smash him into the ground head first. Doing thing this way his Grapple check is +21 and work up to a distance of 60 ft, with Growth active his grapple if +23, so I think that both ways have their perks.

peteyrock wrote:Did you do that art? 'Cuz I'm really digging everything about that character write-up.


No I found it in the Mossman entry's gallery on Comicvine
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby Dreaming Psion » Fri Aug 07, 2009 9:44 am

The DCAU's Superman's Fort save might be a little bit lower, as I seem to recall him constantly failing Fort saves for every germ or gas weapon that came along. He seemed a bit less hardy than his comic book counterpart.
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Re: Woodclaw's builds: DCAU Superman (50th build)

Postby Woodclaw » Fri Aug 07, 2009 9:58 am

Dreaming Psion wrote:The DCAU's Superman's Fort save might be a little bit lower, as I seem to recall him constantly failing Fort saves for every germ or gas weapon that came along. He seemed a bit less hardy than his comic book counterpart.


You have a point here, unfortunatly the save is all natural, only CON bonus and nothing else, so unless giving him another drawback I really don't know how to handle it.
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#51 DC Animated Universe: Batman

Postby Woodclaw » Mon Aug 17, 2009 10:00 am

Hi guys, sorry for the week of silence, but between the limited PC access and the seasonal heat I was unable to put together 2 and 2, but with a lot of patience I managed to finish another DCAU build

Image
I'm a rich kid with issues. Lots of issues.

Batman
Bruce Wayne

Power Level: 11 (220pp)

Abilities: STR: 20 (+5), DEX: 18 (+4), CON: 18 (+4), INT: 20 (+5), WIS: 18 (+4), CHA: 18 (+4)

Skills: Acrobatics 7 (+11), Bluff 6 (+10/+14 [Attractive]), Climb 4 (+9), Computers 3 (+8), Concentration 3 (+7), Craft (chemical) 2 (+7), Craft (electronic) 2 (+7), Craft (mechanical) 2 (+7), Diplomacy 4 (+8/+12 [Attractive]), Disable Device 4 (+9), Disguise 4 (+8), Drive 6 (+10), Escape Artist 8 (+12), Gather Information 8 (+12), Intimidate 10 (+14), Investigate 9 (+14), Knowledge (business) 2 (+7), Knowledge (current events) 3 (+8), Knowledge (life sciences) 3 (+8), Knowledge (physical sciences) 3 (+8), Knowledge (streetwise) 5 (+10), Language 8 (Japanese, 7 at Gm choice; Native: English), Medicine 1 (+5), Notice 7 (+11), Perform (singing) 4 (+8), Pilot 6 (+10), Ride 3 (+7), Search 6 (+11), Sense Motive 8 (+12), Sleight of Hand 3 (+7), Stealth 9 (+13), Survival 3 (+7), Swim 4 (+9)

Feats: Assessment, Attack Focus 4 (melee), Attack Specialization 1 (Batrang), Attractive 1, Benefit (wealth) 4, Blind-Fight, Contacts, Dedication, Defensive Roll 2, Dodge Focus 4, Endurance, Equipment 18, Fascinate (Intimidate), Favored Conditions 4 (Darkness), Fearsome Presence 3/6, Improved Block 1, Improved Concealment, Improved Disarm 1, Improved Initiative 1, Improved Ranged Disarm, Luck 2, Master Plan, Move-by Action, Power Attack, Quick Draw 1, Skill Mastery 2 (Escape artist, Intimidate, Investigate, Knowledge [Streetwise], Notice, Search, Stealth), Startle, Ultimate Detective (Investigate), Uncanny Dodge 1 (Auditory), Weapon Bind, Well-Informed

Challenges: Accelerated stealth 1, Accurate, Forceful intimidation, Lip reading, Mass intimidation 2, Powerful intimidation, Read situation 1, Slip between covers 2, Vanishing (Accelerated climb 1)

Equipment:

Costume (9ep)
- Camo clothing (Urban)
- Kevlar lining (Protection 1; Subtle)
- Enhanced trait 3 (Fearsome presence 3)
- Cape glider (Flight 1 [10 mph]; Gliding, Subtle 1)

-- AP: Extra long cape

Utility belt (Array; 18ep)
- Batrangs (+2 Blundgeoing or Slashing damage; Crit 20; 20' [Throwing weapon]; Mighty 5)
- Binoculars
- Conceable microphone
- Flashlight
- Grappling gun (Super movement 1 [Swinging]; PF: Accelerated climb 1)
- Handcuffs
- Mini-tracer
- Multi-spectrum visor (Super-senses 3 [Infravision, Microscopic vision 1 (Dust sized), Ultravision])
- Multi-tool
- Rebreather
- Smoke pellets (Obscure 4 [Visual, 50' radius]; 20' [Throwing weapon]; Ricochet 1)


Image
HQ: Wayne Manor & The Cave (Huge; TOU: +10; Features: Communications, Computer, Concealed 2, Dock, Fire prevention system, Garage, Gym, Hangar, Laboratory, Library, Living space, Power system, Security system 2, Workshop; 20ep)

Vehicles (Array; 36ep)
Image
- Batboat (Huge; STR: 35; TOU: +10; Features: Alarm 2, Computer uplink, Ejector seat, Nitro booster, Navigation system 2, Remote control; Powers: Swimming 6 [100 mph], Immunity 4 [Drowning, Enviromental condition 3 (Cold, Heat, Pressure)])
Image
- Batcycle (Medium; STR: 15; TOU: +10; Features: Hidden compartments, Navigation system 1, Off-road capability, Remote control; Powers: Speed 4 [100mph])
Image
- Batmobile (Huge; STR: 35; TOU: +12; Features: Alarm 2, Computer uplink, Ejector seat, Nitro booster, Navigation system 2, Oil slick, Remote control, Smokescreen; Powers: Speed 5 [250 mph])
Image
- Batwing (Huge; STR: 40; TOU: +11; Features: Computer uplink, Ejector seats, Navigation system 2, Remote control; Powers: Concealment 2 [All radio senses], Flight 9 [5000 mph])


7ep in mission specific equipment

Combat: Attack +11/+13 in darkness (+15/+17 melee, +13/+15 batrangs); Damage +5 (Unarmed), +7 (Batrang); Defense +13/+15 in darkness (+5 Flat-footed); Initiative +8

Saves: Toughness +7/+6 without costume (+5/+4 Flat-footed), Fortitude +8, Reflex +7, Will +9

Abilities 52 + Skills 40 (160 ranks) + Feats 76 + Powers 0 + Combat 40 + Saves 12 + Drawbacks 0 = 220

Complications: Obsession (the Mission), Responsibility (as Bruce Wayne), Reputation (Borderline psycho [as Batman], Irresponsible playboy [as Bruce Wayne])


:arrow: the opposite end of the JLU big seven scale, Batman was a lot harder than Supes, mainly because it's really hard to keep track of what he can and can't do

:arrow: Bats usually operates at PL10, unless he is fighting in a poorly lit location in that case he went all the way up to PL11 by using the Favored condition feat and placing him in the same league of the world greatest fighters

:arrow: the multi-spectrum visor was the device used during the first seasons of BtAS, since it was never used in actual combat but only for investigative purposes I decided to array it

:arrow: the cape-glider is not 100% canonical, but since Bats used a lot of gliders during the show and some of them looks like a simple simple reinforced structure inserted within the cape

:arrow: for the Cape rules, many thanks to BatgirlIII as usual

:arrow: I couldn't find any not about arraying vehicles, but it seemed logical to me that if you can array weapons and HQs you should be able to do the same with vehicles

:arrow: this Batman is from the pre-JLU years, a later version will use the same stats, but a modified equipment selection that will bring him to PL12/223pp

Equipment:

Costume (11ep)
- Camo clothing (Urban)
- Kevlar lining (Protection 3; Subtle)
- Enhanced trait 3 (Fearsome presence 3)
- Cape glider (Flight 1 [10 mph]; Gliding, Subtle 1)

-- AP: Extra long cape


Utility belt (Array 30ep)
- Explosive batrangs (+3 Blundgeoing or Slashing damage; Crit 20; 20' [Throwing weapon]; Masterwork, Mighty 5, Secondary effect [+8 explosive damage])
- Energy knuckles (+2 Blundgeoing and electrical damage + Stun 5; Mighty)
- Binoculars
- Conceable microphone
- Flashlight
- Grappling gun (Super movement 1 [Swinging]; PF: Accelerated climb 1)
- Handcuffs
- Mini-tracer
- Multi-spectrum visor (Super-senses 3 [Infravision, Microscopic vision 1 (Dust sized), Ultravision])
- Multi-tool
- Rebreather
- Smoke pellets (Obscure 4 [Visual, 50' radius]; 20' [Throwing weapon]; Ricochet 1)


8ep in mission specific equipment
Last edited by Woodclaw on Tue Apr 06, 2010 4:34 am, edited 12 times in total.
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#52 DC Animated Universe: Wonder Woman

Postby Woodclaw » Thu Aug 20, 2009 1:47 am

Quite possibly my last DCAU build for a while (and my 400th post on the ATT)

Image
Wonder Woman: Hera, give me strength!
Hawkgirl: Do you
always have to say that?

Wonder Woman
Diana of Themyscira

Power Level: 13 (216pp)

Abilities: STR: 35 (+12), DEX: 26 (+8), CON: 30 (+10), INT: 16 (+3), WIS: 20 (+5), CHA: 18 (+4)

Skills: Acrobatics 2 (+10), Diplomacy 6 (+10/+14 [Attractive]), Handle Animal 9 (+13), Intimidate 7 (+11), Knowledge (arcane lore) 5 (+8), Knowledge (history) 7 (+10), Knowledge (tactics) 7 (+10), Knowledge (theology & philsophy) 6 (+9), Language 8 (Ancient Greek, English, Frence, 5 at GM choice; Native: Themyscirian), Medicine 3 (+8), Notice 5 (+10), Pilot 2 (+10), Ride 4 (+12), Search 2 (+5), Sense Motive 6 (+11), Survival 5 (+10)

Feats: Accurate attack, Animal empathy, Attack focus 4 (Melee), Attractive 1, Benefit 1 (Status: Princess of Themyscira), Benefit 1 (Diplomatic immunity), Dodge focus 5, Interpose, Power attack, Quick change 1 (into costume), Rage 2

(Improved defense 2, Weapon bind, Weapon break)

Powers:

Amazon battle training (Array 8; PF: Alternate power 1, Inherent)
- Base power: Enhanced attack 8
- AP: Deflect 16 (Slow projectiles; PF: Precise; Flaw: Distracting)

Immortal (Immunity 6 [Aging, Disease, Poison, Enviromental conditions (Cold, Heat, Pressure)]; Flaw: Half-effect [Disease and Poison only]; 5pp)
Impervious toughness 8 (Flaw: Limited [Blunt damage]; 2pp)
Super-strength 7 (Heavy load: 200 tons/ 480 when raging; PF: Dynamic alternate power 1, Dynamic base power; 15pp)
- DAP: Flight 6 (500 mph; PF: Subtle 1)
Gauntlets of victory (Device 4 [Hard to lose]; PF: Indestructible, Restricted [Amazon battle training]; 18pp)
Lasso of Truth (Device 2 [Easy to lose]; PF: Indestructible; 7pp)

Devices:

Gauntlets of victory (20pp of effects)
- Deflect 16 (Energy and Fast projectiles; Flaw; Distracting)
- Enhanced feats 4 (Improved defense 2, Weapon bind, Weapon break)

Lasso of Truth (10pp of effects)
- Elongation 6 (250', Range Increment 60'; Extra: Projection; Flaw: Limited [Grapples])
- Mind control 12 (Extra: Conscious; Flaw: One command [Speak the truth], Limited [requires lasso grapple], Range 2 [Touch])

Combat: Attack +8 (+12 melee); Damage +12 (Unarmed); Defense 14 (+5 Flat-footed); Initiative +8

Saves: Toughness +10 (Impervious 8 vs Blunt damage), Fortitude +12, Reflex +9, Will +11

Abilities 85 + Skills 21 (84 ranks) + Feats 18 + Powers 65 + Combat 18 + Saves 9 + Drawbacks 0 = 216

Complications: Woman out of her world, Responsibility (Themyscira representative to the outside world), Temper


:arrow: my take on the DCAU version of the last member of the so called DC Comics Trinity. I listed Diana as PL13 but her pure combat stats are "just" PL12, the "extra space" from her PL 13 is used to benefit from her Rage feat (the first level doesn't count as per Steve's suggestion) and to use the full Deflect bonus of her bullets and bracelets routine

:arrow: under normal circumstances she operates as a perfectly balanced PL12 on offensive, so her damage bonus isn't as high as Superman and her Attack bonus is lower than Batman's, but using her Accurate attack and Power attack she can easily match her male colleagues and, if necessary using rage to get an extra edge

:arrow: for her lifting/flight abilities I kept her in the same class as the basic Superman (the PL16/"No holding back" Superman is behind the reach of any single Leaguer, except maybe J'onn)

:arrow: the design of Bracelets and Lasso are obviously taken from Taliesin's excellent build, and I take his idea of making the tiara/boomerang trick a simple Power stunt of her lasso rather than a indipendent device

:arrow: the "Woman out of her world" complication represent Diana's lack of experience about the world outside Themyscira (opposite to her comic book counterpart)

:arrow: for cost reasons I left out her Invisible plane, even if it appeared in one or two episodes, a rough estimation of its capabilities is the following (which requires 10 ranks of Equipment)

Image
Vehicle: Invisible plane (Gargantuan; STR: 50; TOU: 14; Features: Alternate movement [Swimming], Navigation system 1, Remote control; Powers: Flight 10 [10000 mph;: PF: Subtle 1], Concealment 6 [All Visual and Radio senses], Immunity 6 [All enviromental conditions, Suffocation (Drowining)]; 50pp)


:arrow: here we have the long promised Golden armor upgrade, with it Diana is boosted to PL15 - actually she is still 1 point undercapped on offensive to compensate for her Rage - and will cost 26pp more (the shield is just an AP of the Gauntlets)

Image

Eagle armor (Device 3 [Hard to lose]; PF: Indestructible; 13pp)
Traits:
- Immunity (boosted to full life support)
- Protection 2 (Impervious)
- Impervious (boost natural impervious against any type of damage)

Sword of Hephaestus (Device 3 [Easy to lose]; PF: Alternate power 1 [Lasso of truth], Indestructible; 11pp)
Traits:
- Strike 3 (PF: Accurate 1, Improved critical 3, Mighty; Extra: Penetrating 7)

Golden shield (Device 5 [Easy to lose]; PF: Indestructible, Restricted 1 [User must have Amazon Battle Training to benefit of Immunity]; 1pp)
Traits:
- Shield 4 (PF: Dedicated dodge, Improved block 1)
- Immunity 40 (All ranged attacks; PF: Evasion 1; Flaw: Duration 1 [Concentration]; Drawbacks: Power loss [Area attacks; -2])


:idea: UPDATE: added the Golden armor upgrade and sligthly tweaked some details, thanks to Prodigyduck's Shield Maiden build for the idea of using the Immunity power to simulate a automatic ranged deflect.
UPDATE: reworked the mechanics of Amazon battle training, the rules for Inherent PF can be found here
Last edited by Woodclaw on Tue Apr 06, 2010 5:50 am, edited 14 times in total.
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