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

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#418 Ravenloft: Strahd von Zarovich

Postby Woodclaw » Wed Mar 07, 2012 1:05 pm

Image
I am The Ancient. I am The Land

Count Strahd von Zarovich, Ruler of Barovia

Power Level: 9 (192pp)

Abilities: STR: 24 (+7), DEX: 16 (+3), CON: - (-), INT: 20 (+5), WIS: 16 (+3), CHA: 18 (+4)

Skills: Bluff 6 (+10), Climb 5 (+12), Concentration 5 (+8), Craft (alchemy) 2 (+7), Diplomacy 8 (+12), Gather Information 6 (+10), Intimidate 6 (+10), Knowledge (arcane Lore) 4 (+9), Knowledge (civics) 3 (+8), Knowledge (history) 5 (+10), Knowledge (tactics) 3 (+8), Language 4 (Darkonese, Luktar, Mordentish, Vistani; native: Balok), Notice 4 (+7), Search 2 (+7), Sense Motive 6 (+9), Stealth 3 (+6)

Feats: Artificer, Attack Specialization 1 (claws), Beginner's Luck, Benefit 3 (status: Ruler of Barovia), Contacts, Dodge Focus 5, Fascinate (Bluff), Improved Initiative, Master Plan, Ritualist

Powers:

Undead (Immunity 30 [Fortitude Saves]; 30pp)
Vampiric Constitution (Protection 8; Drawbacks: Power Loss 2 [against holy]; 6pp)
Vampiric Regenration (Regeneration 13 [Recovery Bonus +5, Injured (1 minute), Disabled (20 minutes), Resurrection (1 day)]; PF: Diehard; Flaw: Source [Blood, Conditions Only]; 10pp)
Vampiric Senses (Super-Senses 4 [Darkvision, Detect Magic 2]; 4pp)

Vampiric Powers (Alternate Form 3; PF: Alternate Power 2; 17pp)
--Vampiric Bite (Linked powers: Drain + Regeneration; PF: Alternate Power 1 9pp)
---- Linked: Drain 2 (Constitution; PF: Slow Fade 6 [1 day]; Flaw: Requires Grapple)
---- Linked: Regeneration 2 (Resurrection [1 day]; Extra: Affect Others [Only]; FlaW: Limited [to people killed with the Drain], Uncontrolled Reincarnation)
------ AP: Claws (Strike 1; PF: Mighty, Improved Critical 1, Incurable)
-- Spider Climb (Super-Movement 2 [Wall-Crawling, full speed])

---- AP: Mist Form (Alternate Form 3)
------ Concealment 2 (normal sight; Flaw: Limited [into fog])
------ Flight 1 (10 mph; PF: Subtle 1)
------ Insubstantial 2 (Gaseous)

---- AP: Shapes of the Night (Morph 2 [beasts]; PF: Metamorph 2 [wolf or bat])

Lord of the Night (Array 9; PF: Alternate Power 2; 20pp)
-- Base Power: Children of the Night (Animal Control 8; PF: Communication Link, Progression 8 [area]; Extra Area [burst, general]; Flaw: Limited [bats, rats and wolves only])
-- AP: Hypnosis (Mind Control 9; Extra Conscious; Flaw: Sense-Dependent [visual])
-- AP: Riding the Beast (Animal Control 8; PF: COmmunication Link; Extra Sensory Link; Flaw: Limited [bats, rats and wolves only)


Magic (Array 10; PF: Alternate Power 7; Drawbacks: Power Loss 3 [if unable to speak or gesture]; 24pp)
-- Base Power: Summon Undead Minions (Summon 4; PF: Progression 5 (50 creatures) Extra: Fanatical, Horde, Type 1 [undead]; Flaw: Action 1 [full-round], Limited [by the number of corpses avaible])

Combat: Attack +10 claws; Damage +8 (claws), or by power of choice; Defense +10 (+3 Flat-footed); Initiative +7

Saves: Toughness +8, Fortitude [immune], Reflex +6, Will +10

Drawbacks: Confined Movement (Can't leave Barovia [50 miles radius, no outside time]; -4pp), Weakness (sunlight [Very Common, -1 to Physical Abilities and Protection per Round]; -9pp), Weakness (running water [Common, -1 to Physical Abilities and Protection per Round]; -8pp), Weakness (symbols of faith [win a Charisma contest or rebuked for one round]; -3pp), Weakness (blood hunger [Very Common, -1 Strength per night without blood]; -1pp)

Abilities 34 + Skills 18 (72 ranks) + Feats 15 + Powers 111 + Combat 30 + Saves 9 - Drawbacks 25 = 192

Complications:
  • Obsession (Tatyana): Strahd keeps looking for the reincarnation of his love Tatyana, always to lose her again each time
  • Overconfident: Strahd is at least 500 years old and there is very little that can faze him, as a result he tend to underestimate his opponents
  • Responsibility (ruler of Barovia): although not very concerned about his subjects, Strahd is still the rule of Barovia and responsbile for the continued existence of the land
  • Rivalry (other Darklords): Strahd consider the other Darklords just as pawns in his games, and they don't like this

:arrow: Strahd, what a nightmare to finish. I like the final result, but it was a true pain to put together

:arrow: the biggest problem was the structure that defined his alternate forms, I tried to put as many powers as possible under it to reduce the point cost, but even so it's a killer overcost

:arrow: this is a bare bones Strahd, without any piece of equipment or device, with just a sword and a leather armor Strahd will easily climb to PL10
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Woodclaw's 2E - T-800, Indiana Jones, Gojira, Strahd

Postby JoshuaDunlow » Fri Mar 09, 2012 1:05 pm

Strahd brings back memories of my D&D days. :D
I'm such a geek. :lol:
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Re: Woodclaw's 2E - T-800, Indiana Jones, Gojira, Strahd

Postby catsi563 » Fri Mar 09, 2012 1:34 pm

brings back memories of my early D&D days as well.

Nightmares too. :P
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Re: Woodclaw's 2E - T-800, Indiana Jones, Gojira, Strahd

Postby Woodclaw » Fri Mar 09, 2012 3:10 pm

JoshuaDunlow wrote:Strahd brings back memories of my D&D days. :D
I'm such a geek. :lol:

catsi563 wrote:brings back memories of my early D&D days as well.

Nightmares too. :P


To my personal shame I admit I never really played Ravenloft, except when I played "The House of Gryphon Hill", but Strahd is a iconic character that goes beyond his original setting. What makes him memorable is that he was one of the first D&D monsters that was really fleshed out, for once we knew the whys behind his behaviour and his background is just a classic.

A funny tough: in D&D I could never figure out Vampires for a long time. I mean they are crippled with dozens of weaknesses, but they are still considered horribly dangerous, up to the point that some parties automaticly give up before facing them. The second thing I can't understand is why all the vampires have to be either wizards or fighters. Think about it a Vampire Rogue is something I don't want to face any time soon.
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Re: Woodclaw's 2E - T-800, Indiana Jones, Gojira, Strahd

Postby catsi563 » Fri Mar 09, 2012 4:11 pm

in original AD&D and basic D&D Vampires did have greta weaknesses but they were nasty to fight still. Almost though not quite as bad as dragons.

Plus it was never just one vampire it was usualy a dozen or more.

worst one for me was when my group ended up in a town that had all been turned save for the children who were all ghouls. Entire group got a lesson in horror role play those sessions which lead to a run through Ravenloft.
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#419 Ready-to-Play: Power Girl

Postby Woodclaw » Mon Apr 23, 2012 3:23 pm

A few years back our friend BatgirlIII started a serie of build called Ready-to-Play, which pretty much meant: take a character that fits an archetype and squeeze him/her into a PL10/150pp range.
I loved that idea especially because it forced people to rework a build time and again until they got it right. So, I decided to continue her work and see what I can do.
Lets start with my M&M2E Ready-to-Play Archetype

Image
He think I'm stupid.
A Dumb blonde victim.
All body and no brains...
That's okay...
I like it when people underestimate me!


Power Girl
Kara Zor-L / Karen Starr

Archetype: Paragon (Flying Brick)
Power Level: 10 (150pp)
Trade-Offs: Att -3/Dam +3; Def -3/Tou +3
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Dynamic Array, Distracting Looks, Quickness


Abilities: STR: 14/36 (+2/+13), DEX: 14 (+2), CON: 16/28 (+3/+9), INT: 14 (+2), WIS: 16 (+3), CHA: 16 (+3)

Skills: Computers 5 (+7), Concentration 2 (+5), Diplomacy 3 (+6/+10), Intimidate 5 (+8), Knowledge (business) 4 (+6), Knowledge (technology) 1 (+3), Language 1 (English; Native: Kryptonian), Notice 4 (+7), Profession (businesswoman) 2 (+5), Search 1 (+3), Sense Motive 4 (+7)

Feats: All-Out Attack, Attack Specialization 1 (unarmed), Attractive 1, Beginner's Luck, Benefit 1 (wealth), Dodge Focus 4, Eidetic Memory, Equipment 1, Improved Initiative 1/2, Interpose, Stunning Attack, Takedown Attack 1

[Distracting Looks 3]

Powers:

Enhanced Constitution 12 (12pp)
Enhanced Strength 22 (22pp)
Immunity 10 (Life Support, Starvation & Thirst; Flaw: Half-Effect [Disease, Poison and Suffocation only]; 8pp)
Protection 4 (Extra: Impervious [8 ranks]; 12pp)
Super-Senses 20 (Accurate [Auditory], Extended 2 [Visual and Auditory], Ultra-hearing, Microscopic Vision 3 [molecular size], X-Ray vision; 20pp)
Super-Strength 5 (heavy load: 60 tons; PF: Dynamic, Dynamic Alternate Power 2, Energy Blast [heat vision], Freezing Breath, Super-Breath; 18pp)
  • DAP: Flight 6 (500 mph; PF: Subtle 1)
  • DAP: Quickness 6 (task speed 100x; PF: Improved Initiative 1)

Equipment: Costume (adds Distracting Looks 3; 3ep), Earrings Communicator (as standard commlink, plus Subtle 1; 2ep)

Combat: Attack +5 (+7 unarmed); Damage +13 (unarmed), or by power of choice; Defense +7 (+2 Flat-footed); Initiative +6/+10 [Quickness]

Saves: Toughness +13 (Impervious 8), Fortitude +11, Reflex +5, Will +7

Drawbacks:
  • Involuntary Transformation (to normal identity when exposed to Kryptonite [uncommon, irresistible]; -4pp)
  • Power Loss (all powers, if not exposed to yellow or white sunlight for a prolonged time [uncommon, minor]; -6pp)
  • Vulnerable (magic [common, +50% DC]; -3pp)
  • Weakness (Kryptonite poisoning [uncommon, -1 to all physical traits per minute]; -5pp)

Abilities 30 + Skills 8 (32 ranks) + Feats 15 + Powers 90 + Combat 16 + Saves 9 - Drawbacks 18 = 150


:arrow: why Power Girl? Well, the classic Flying Brick is an obvious place to start with archetypes. The combination is generally considered the most common superpower out there, and the joke simply formed itself. Plus I loved Amanda Conner's art.

:arrow: being a archetype and not a faithful representation of the character this PG is a little weaker than your players might expected, but she can still withstand anything short of an anti-tank rocket with ease, benchpress a M1 Abrams or fly at Mach 2.7 (unfortunatly not both at the same time).

:arrow: while some of the traits above (like the Half-Effect on immunity) reflect my personal views about Kryptonians, I also simplified many elements (especially in the Feats selection) in order to make the build easier to understand.

:arrow: flying bricks are usually pretty easy to handle for the players, as highlighted above the most important rules to consider are Dynamic Arrays, the use of Distracting Looks (from Mecha & Manga) and Quickness (to take 10 or 20, which means that even with minimal skills you can do a good job).

:arrow: for the GM this should be a pretty easy character to handle as well. No strange construction or special considerations except from the roleplay angle. PG had lots of different characterization over the years some good, some horrible. My personal advice? Make sure your players read #1-12 of her personal serie by Justin Gray, Jimmy Palmiotti and Amanda Conner
Last edited by Woodclaw on Sun May 13, 2012 4:22 am, edited 2 times in total.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Gilliam » Tue Apr 24, 2012 5:01 am

Very nice, I especially like how you have included her super senses as well. I also agree that Distracting Looks would apply to Power Girl when she is in her costume
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Woodclaw » Tue Apr 24, 2012 5:53 am

Gilliam wrote:Very nice, I especially like how you have included her super senses as well. I also agree that Distracting Looks would apply to Power Girl when she is in her costume


Thanks a lot for the feedback. About the super-senses, even if it's one of the most notorious plot-amnesia powers among Kryptonians, i's also an iconic part of their abilities.

The costume, as Cyclone pointed out "[...] the hole draws the eye exaclty where they are not supposed to look [...]". Considereing this I think that Distracting looks is exactly what that costume is meant to cause.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Aerlwyn » Tue Apr 24, 2012 6:36 am

Think that is exactly what the costume is for, its kind of like Batman's costume dark and armoured to cause fear and dispare in an opponent. Think its a really good idea to include the point of the costumes.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Woodclaw » Tue Apr 24, 2012 6:42 am

Aerlwyn wrote:Think that is exactly what the costume is for, its kind of like Batman's costume dark and armoured to cause fear and dispare in an opponent. Think its a really good idea to include the point of the costumes.


As I said in PM, an iconic costume have to afford some kind of bonus. I mean, how much more intimidating is Frank Castle with his famous skull shirt.
Or do you think that the criminals of Gotham would be intimidated by Bruce Wayne jumping across rooftops without his cape and cowl?

And so on. Many costumes have become symbols themselves, which means that they affornd some level of bonuses independently by the hero.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Aerlwyn » Tue Apr 24, 2012 6:45 am

I remember reading a punisher comic where he painted his skull symbol on the top of a tank as he was fighting a villian that had stolen a combat helicopter.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Thorpacolypse » Tue Apr 24, 2012 7:52 pm

That's a fine PL10/150 Power Girl. I'm looking forward to some more archetypes. I need to do some PCs myself soon so I don't get rusty.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl

Postby Woodclaw » Wed Apr 25, 2012 1:12 am

Thorpacolypse wrote:That's a fine PL10/150 Power Girl. I'm looking forward to some more archetypes. I need to do some PCs myself soon so I don't get rusty.


Thanks a lot. Right now I'm working on a couple of other templates, but none of them is working as it should. I hope to be able to finish something by this evening.
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#420 Ready-to-Play: Nightwing

Postby Woodclaw » Wed Apr 25, 2012 8:04 am

M&M2E Ready-to-Play Archetype build #2

Image
None can be a boy wonder forever.

Nightwing
Richard "Dick" John Grayson

Archetype: Costume Detective/Martial Artist (Acrobatic Fighter)
Power Level: 10 (150pp)
Trade-Offs: Att +4/Dam -4; Def +4/Tou -4
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Challenges, Feint, Environmental Conditions, Team feats, Twin Weapon Stike


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

Skills: Acrobatics 7 (+12), Climb 5 (+8), Computers 2 (+5), Concentration 3 (+6), Diplomacy 5 (+9), Disable Device 5 (+8), Drive 3 (+8), Escape Artist 5 (+10), Gather Information 4 (+8), Intimidate 3 (+7), Investigate 5 (+8), Knowledge (streetwise) 5 (+8), Knowledge (tactics) 5 (+8), Language 4 (Chinese [one dialect], Spanish, 2 free slots; native: English), Medicine 1 (+4), Notice 4 (+7), Perform (circus acrobat) 4 (+8), Search 4 (+7), Sense Motive 5 (+8), Sleight of Hand 3 (+8), Stealth 5 (+10), Swim 5 (+8)

Feats: Acrobatic Bluff, Ambidexterity, Attack Specialization 1 (Escrima Sticks), Benefit 1 (wealth), Connected, Defensive Attack, Dodge Focus 5, Elusive Target, Equipment 7, Favored Conditions 2 (low visibility), Follow-Up Strike, Improved Block 1, Improved Critical 1 (Escrima Sticks), Improved Disarm 1, Improved Initiative 1, Improved Feint, Instant Up, Leadership, Move-by Action, Power Attack, Set-Up, Skill Mastery 1 (Acrobatics, Diplomacy, Notice, Stealth), Sneak Attack 1, Teamwork 2, Twin Weapon Strike, Uncanny Dodge 1 (auditory), Weapon Bind

Challenges: Accelerated Acrobatics, Perfect Balance

[Improved Concealment]

Equipment: Costume (Protection 3 [subtle 1] + Improved Concealment; 5ep), Mask (Low-Light Vision; 1ep), Swingline (Super Movement 1 [swinging]; 2ep)

Compact Arsenal (array; 16ep)
  • Escrima Sticks (+1 blungeon damage; crit 20; 20' [thrown]; Masterwork)
  • Flashbangs (Dazzle 4 [visual]; 20' [thrown]; Area [burst], Full Power)
  • Smoke Pellets (Obscure 4 [visual]; 20' [thrown]; Independent, Full Power)
  • Taser (Electrical Stun 5; 50' [2 Increments]; Full Power)


Image
- Custom Modified Motorcycle (Medium; STR: 15; TOU: +8; Features: Nitro Injectors, Off-road capability; Speed 4 [100mph]; 10ep)


2ep in mission specific equipment

Combat: Attack +10 (+12 Escrima Sticks); Damage +3 (unarmed), or by weapon; Defense +12 (+4 Flat-footed); Initiative +9

Saves: Toughness +6 (+3 without costume), Fortitude +6, Reflex +8, Will +7

Abilities 42 + Skills 23 (92 ranks) + Feats 41 + Powers 0 + Combat 34 + Saves 10 + Drawbacks 0 = 150


:arrow: second RtP build and once again the big question is: why Nightwing? For me there are to reasons that makes Dick a better fit than Bruce. First it's lower expectations, often people who comes to a gaming table with a Batman-like archetype in their head expects to be able to trash any opponent on their own - thanks to the Bat-God of preparation theory - Nightwing doesn't have to live up to this kind of hype which makes him easier to fit into a playable PL10/150pp ratio; second is teamwork, RPG are a social game, in thise sense Nightwing is a better choice than Batman, being a better leader and team player

:arrow: clearly one of the character major focus is Acrobatics. Nightwing can rush across rooftops at top speed, keeping his Dodge bonus even across horribly precarious surfaces up to DC22 without touching a dice. Also he can use Acrobatic Feint as a move action, granting him a high probability Sneak Attack each round, using the escrima sticks he can even add autofire to his main attack

:arrow: as far as player difficulty goes Nightwing is a step over PG because he combines to roles that players rarely consider compatible: Infiltrator and Leader. Also Nightwing his undercapped by 1 full PL on both offensive and defense, it's up to the player to use feinting, mobility and the Favored Condition feat to compensate

:arrow: for the GM there shouldn't be much problem, as skilled as Nightwing is he's still a human being. The biggest problem will be convincing the player that he's not Batman-lite, but instead a character of his own. Personal advice: have your player watch the animated episode Old Wounds and avoid Devin Grayson's run of the character (the Born Again rip-off)
Last edited by Woodclaw on Thu Sep 13, 2012 7:01 am, edited 5 times in total.
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Re: Woodclaw's 2E - Ready-to-Play: Power Girl, Nightwing

Postby Gilliam » Thu Apr 26, 2012 3:17 am

Nice choice with Nightwing. I am enjoying what you are doing here and looking forward to seeing more.

You mention in the build that Nightwing has autofire, is that an extra feat on his Escrima Sticks?
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