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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby kerianvalentine » Fri Nov 07, 2008 8:43 am

Code Geass is playing on the Kerevision once again. This is the second Mao episode - as such, it focuses quite heavily on Lelouch's best friend [and mortal enemy]

Image

Suzaku Kururugi
PL 10/PP 150
Attributes: STR 18, DEX 18, CON 16, INT 14, WIS 12, CHA 16

Skills:
Acrobatics 12 + 4 = 16
Climb 12 + 4 = 16
Diplomacy 4 + 3 = 7
Escape Artist 8 + 4 = 12
Handle Animal 4 + 3 = 7
Investigate 4 + 2 = 6
Notice 8 + 1 = 9
Pilot 16 + 4 = 20
Ride 4 + 4 = 8
Search 8 + 2 = 10
Sense Motive 8 + 1 = 9
Sleight of Hand 4 + 4 = 8
Stealth 8 + 4 = 12
Survival 8 + 1 = 9
Swim 8 + 4 = 12

Feats:
Acrobatic Bluff, All-Out Attack, Assessment, Benefit [Honorary Britannian], Defensive Roll 2, Dodge Focus 5, Evasion 1, Favored Situation [In The Lancelot] 5, Instant Up, Move-By Action, Rage 1, Set-Up, Teamwork 1, Uncanny Dodge [Geass: Mental]

Powers:
Lancelot 13 [Hard-To-Use Device, Restricted x2: Devicer Key]
Survival Geass 1 [Personal No-Save Reaction One-Command [Survive] Instant Mind Control [Uncontrolled]]

Initiative/Defense: +4/+5 [+10 Lancelot?]
Saves: FORT +3 [+8 Lancelot], REF +4 [+10 Lancelot], WILL +3, TOUGH +5 [+10 Lancelot]
Attack/Damage: +3 [+8 Lancelot?]/+4 [+12 Lancelot]

Image
Lancelot
Innate Permanent Growth 12
Speed 5 [Wall Run, A.P.: Enhanced Reflex 6]
Ranged Damage 8
Reversible Tether Snare 3



DVD Commentary:
Suzaku Kururugi is pretty much the antithesis of Lelouch in every possible way. He's an idealistic Eleven [that's Japanese person for you who haven't seen the series] who's trying to change the system of Britannia from the inside, winds up becoming one of its most influential figures, and pilots a kickass mech called the Lancelot. In addition, Suzaku is more or less the brute strength to Lelouch's complete mental power, and he'll plow through damn near anything in or out of the Lancelot.

Favored Situation bears some explanation. For those who've been watching closely, Fox McCloud has the same feat - it essentially acts as Favored Environment, enabling Suzaku to add to his Attack or Defense when he's in the Lancelot. It makes Suzaku a friggin' monster, frankly, considering just how damn hard that gargantuan mech hits...sheesh.

Another note to, well, note, is Suzaku's Survive Geass. Essentially, in one episode, Lelouch places a Geass on him to 'survive'. As the series progresses, Suzaku actually starts to use that Geass to his own advantage...but it's not statted up here as a boon, but rather, as a boon or curse depending on the situation. He has literally no control over it at first - nor does he ever -truly- have control over it - but he starts throwing himself into situations where the Geass will function. The GM should be fair to Suzaku - sometimes just let him get away with it, but others, punish him, and punish him hard and spectacularly for his foolishness. Suzaku might Survive...but the cost might be very, very high.

So that's two Code Geass characters down, I guess I'll have to set it up in the program guide. Orange-kun and maybe the Emperor, C2, and some of the better characters coming.
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Postby kerianvalentine » Mon Nov 10, 2008 12:16 pm

The Kerevision swaps over to an advertisement for Super Smash Brothers: Brawl. The sound rings out of the Kerevision loud and clear...FALCON....PAWNCH!

Image

Captain Falcon
PL 10/PP 150
Attributes: STR 18, DEX 18, CON 16, INT 14, WIS 14, CHA 12

Skills:
Acrobatics 8 + 4 = 12
Computers 4 + 2 = 6
Craft [Mechanical] 8 + 2 = 10
Disable Device 4 + 2 = 6
Drive 15 + 4 = 19
Escape Artist 8 + 4 = 12
Gather Information 12 + 1 = 13
Intimidate 8 + 4 = 12
Investigate 8 + 2 = 10
Notice 8 + 2 = 10
Pilot 8 + 4 = 12
Search 8 + 2 = 10
Sense Motive 4 + 2 = 6
Sleight of Hand 4 + 4 = 8
Stealth 8 + 4 = 12
Survival 8 + 2 = 10

Feats:
Acrobatic Bluff, Attack Focus [Melee] 8, Benefit [Security Clearance], Contacts, Defensive Roll 5, Dodge Focus 12, Elusive Target, Equipment 6, Evasion 1, Fast Overrun, Fearless, Improved Critical [Falcon Punch] 5, Improved Initiative 3, Improved Overrun, Improved Throw, Improved Trip, Knuckle-Buster*, Move-By Action, Power Attack, Redirect, Stunning Attack, Track, Uncanny Dodge [Sight]

Powers:
Falcon Punch [Knockback 3 Damage 12, Flaw: Full-Round Action]
Speed 2

Equipment:
Blue Falcon [Speed 12]
Falcon Flier [Space Travel 8 [A.P.: Flight 4], Immunity: Life Support]

Initiative/Defense: +16/+12
Saves: FORT +10, REF +15, WILL +6, TOUGH +8
Attack/Damage: +0 [+8 Melee]/+4 [+12 Falcon Punch]

*Knuckle-Buster: Astute viewers will recall that Knuckle-Buster allows the character to use their strength bonus for Intimidate checks.

Complications:
Enemy [Black Shadow, Blood Falcon, Michael Chain, Deathborn, Zoda]
Rival [Samurai Goroh]
Responsibility [Bounty Hunter, F-Zero Racer, Jody Summer, Internova Police Force]

DVD Commentary:

Captain Falcon!

He's a pretty straightforward character. In addition to his actual skill at hitting people [which is quite high], he has the ungodly powerful Falcon Punch, an attack that hits so hard it takes a full round action to complete!
He's also inhumanly fast (just watch him in Smash Brothers some time), and his Falcon Punch can, if he so chooses, be substituted for a Stunning Attack that can reach a maximum DC of 32 on a power attack! When you consider that, according to Stunning Attack, a target who fails by ten or more is rendered unconscious, Captain Falcon starts looking like a whole new kind of crazy. Especially if he manages to overrun you and knock you down, or has a partner to render your defense 0!

Other than that, the only notable bits to Captain Falcon are his slew of complications (just like most Nintendo characters). He's got Enemies, Responsibilities, and a Rival.

He looks like he'd be a fun character to play, especially with that sky-high Overrun and Trip set-up; people will have trouble staying in the round with Captain Falcon on the scene!
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Postby Libra » Mon Nov 10, 2008 1:40 pm

Ah! Someone I (vaguely) recognise. :D

Keep up the good work Kerian.
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Postby kerianvalentine » Tue Nov 11, 2008 2:22 pm

The Smash Brothers ad continues to play. As Captain Falcon punches his way through Luigi...what's that little cardboard box in the corner!? Someone was hiding under that?! The bearded man pulls out a grenade with a short statement - "Kept you waiting, huh?"

Image

Solid Snake
PL 10/PP 150
Attributes: STR 18, DEX 14, CON 16, INT 14, WIS 14, CHA 12

Skills:
Acrobatics 8 + 2 = 10
Climb 8 + 4 = 12
Disable Device 8 + 2 = 10
Escape Artist 8 + 2 = 10
Investigate 4 + 2 = 6
Notice 8 + 2 = 10
Search 8 + 2 = 10
Sense Motive 4 + 2 = 6
Sleight of Hand 8 + 2 = 10
Stealth 8 + 2 = 10
Survival 8 + 2 = 10
Swim 4 + 4 = 8

Feats:
Defensive Roll 4, Dodge Focus 8, Equipment 3, Fearless, Grappling Finesse, Improved Grapple, Improved Pin, Move-By Action, Power Attack, Prone Fighting, Sneak Attack 3

Powers:
Grenade [Ricochet 1 Ranged Burst Damage 4]
-A.P.: C4 [Triggered Subtle 1 Indirect Burst Damage 5]
Controlled Missile [Homing Ranged Burst Damage 8]
-A.P.: RPG-7 Point Blanker [Improved Critical 1 Burst Damage 12]
-A.P.: Mortar Shot [Indirect 1 Ranged Burst Damage 8]

Equipment:
Armored Camo-Suit [Protection 5, Concealment 1 [Visible, Limited: Partial]]
The Box [Enhanced Skills [Stealth 2], Enhanced Feats [Hide In Plain Sight]
CODEC [Enhanced Skills [Gather Information 3], Enhanced Feats [Contacts, Well-Informed], Communication Link 1 [Other CODECs]]

Initiative/Defense: +2/+8
Saves: FORT +10, REF +8, WILL +7, TOUGH +7 [+12 Camo Suit]
Attack/Damage: +8/+4

Complications:
Enemies [Liquid Snake, FOXHOUD, Revolver Ocelot, Big Boss, Beauty and the Beast Corps]
Rivalry [Sonic The Hedgehog]
Responsibility [Destroy Metal Gear, his allies]
Romance [Meryl, Samus Aran, Zelda]


DVD Commentary:
As one may or may not have figured out, while there are tons of Solid Snakes floating around on this board (you'd almost think they were -clones-...), this particular Snake is based on his appearance not in Metal Gear but in Super Smash Brothers. To that end, he lacks his traditional guns and knives (though one can easily add them in) and has a huge PL/PP total boost over what most versions of Solid Snake may have.

Solid Snake's key combat technique is pretty simple - blow them the **** up. Whether it's bombs, grenades, C4, a guided missile, a mortar, or an RPG to the face, Solid Snake is probably going to blow you up with it. This translates into an extreme amount of Area Damage, so whoever's on Snake's team had best stay away from whatever he's throwing, lest they find themselves, well, in the middle of it.

Similarly, Snake's equipment is not combat-geared - his combat weapons are all actual powers. His equipment is geared to rounding off his skills - Hide, Gather Info, and Protection.

A proper shot from any of Snake's major weapons will do a lot of damage, but what you really have to watch out for is Snake managing to set up a Sneak Attack on you. Should he manage to deny you your DEX bonus and plant C4 on you or otherwise catch you unawares, look out - his Sneak Attack can push even his weakest attacks to a high-damage bosskiller.
Last edited by kerianvalentine on Tue Nov 11, 2008 7:54 pm, edited 1 time in total.
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Postby Khantalas » Tue Nov 11, 2008 2:28 pm

CODEC isn't equipment. It's a function of nanomachines inside Snake's body.
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Postby kerianvalentine » Tue Nov 11, 2008 2:52 pm

I built it as equipment not because of what it is, but because it has to be activated to gain its benefits. It's also treated as equipment simply because Snake's weapons are powers in Smash Brothers, whereas everything that isn't an attack (his taunts and costume) are treated as equipment.

Normally, though, I'd put the CODEC in his powers, as you can't really take it away from him (although it theoretically could be destroyed or blocked by someone, and Slippy hacks into it pretty easily...)
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Postby kerianvalentine » Tue Nov 11, 2008 6:18 pm

The Kerevision shifts, back to the regular program - more Tales of the Green Lantern Corps. As the red lanterns soar down, one stands out among the rest...a single gleaming red star...

Image

Atrocitus
PL 10/PP 150
Attributes: STR 22, DEX 16, CON 18, INT 18, WIS 16, CHA 14

Skills:
Acrobatics 12 + 3 = 15
Climb 8 + 6 = 14
Concentration 4 + 3 = 7
Craft [Arcana] 8 + 4 = 12
Escape Artist 8 + 6 = 14
Intimidate 12 + 6 = 18
Knowledge [Arcana] 8 + 4 = 12
Notice 8 + 3 = 11
Search 8 + 4 = 12
Sense Motive 8 + 3 = 11
Survival 8 + 3 = 11

Feats:
All-Out Attack, Artificer, Attack Specialization [Unarmed] 4, Attack Specialization [Power Ring 4], Critical Strike, Distract [Intimidate], Fascinate [Intimidate], Favored Opponent [Ringbearers], Improved Grab, Improved Grapple, Improved Pin, Knuckle-Buster*, Leadership, Power Attack, Rage 4, Ranged Pin, Redirect, Ritualist, Rope-Burster**, Startle, Takedown Attack 1

Powers:
Power Ring [Hard-To-Lose Device 6, Restricted: Requires Great Anger]
Protection 2

Power Ring
Dynamic Ranged Damage 12 [D.A.P.: Force Field/Shield, D.A.P.: Flight/Space Flight/Life Support]

Initiative/Defense: +3/+0
Saves: FORT +10, REF +10, WILL +15, TOUGH +6
Attack/Damage: +1/+6

DVD Commentary:
The leader of the Red Lanterns, Atrocitus basically functions just like Killowog or Arkillo - he gets in close and he pounds the living crap out of his enemies with his enormous strength.

Admittedly, Atrocitus is a bit of a rare blend - you see, he's actually a ritualist as well as a Ringbearer and bruiser. He loves playing the field with his powerful arcane lore, magic ready to cast as soon as he joins the battle. Similarly, his powerful rage can turn the tide, but he's much more likely to blast you from afar and pin you before he takes you down with his fists.

Nasty, brutal build.

11/12/08: Atrocitus's ability to create constructs has been removed now that new information has come down the pipe.
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Postby kerianvalentine » Wed Nov 12, 2008 11:45 pm

X-Men? That hasn't been shown in quite some time...although considering the vision on the horizon, perhaps that's a good thing...

Image

Apocalypse
PL 10/PP 150
Attributes: STR 20, DEX 20, CON 20, INT 20, WIS 20, CHA 20

Skills:
Bluff 12 + 5 = 17
Diplomacy 12 + 5 = 17
Intimidate 12 + 5 = 17

Feats:
Artificer, Diehard, Eidetic Memory, Fearless, Improvised Tools, Inventor, Jack-Of-All-Trades, Leadership, Master Plan, Power Attack, Ritualist, Startle

Powers:
Immunity [Aging]
Dynamic Shapeshift 7
-Dynamic A.P.: Dynamic Standard Form Array [Impervious Protection, Dynamic Ranged Damage, Dynamic Enhanced Attack, Dynamic Super-Strength, Dynamic Enhanced Defense]


Initiative/Defense: +5/+0
Saves: FORT +7, REF +5, WILL +10, TOUGH +5
Attack/Damage: +0/+5

DVD Commentary:

Fear him! For he is En Sabah Nur!

Apocalypse has come to Kerevision! And boy, he is -not- a happy camper. I, however, am - Apocalypse came out looking like a very smooth, very slick build capable of a wide range of effects.

I built Apocalypse with the assumption that his baseline stats are overall incredible (every base stat is a 20!), his primary skills are his Social ones, and he's capable of "faking" knowledge in any skill or technique with Jack of All Trades and Eidetic Memories. En Sabah Nur, before anything external is added, automatically has a +5 to everything in any skill he chooses to use - which in and of itself is incredibly impressive! He's immediately assumed to be trained in ANYTHING!

Similarly, Apocalypse has no true "vulnerabilities" - even his Reflex save is average for his PL, and anyone playing him can buff that via his Shapeshift.

Speaking of, Apocalypse's Shapeshift - as people may or may not have noted - is DYNAMIC. Apocalypse is capable of devoting his ranks to either his standard form (a dynamic array based on his impervious toughness!) or his Shapeshifting abilities, and will frequently utilize a mix of these to create his desired result. One only has to be careful that one has enough points to effectively use his Shapeshift - it's easy to dump all 56 points into his Standard Form and ignore his Shapeshifting altogether. While this can be an impressive set of results, it's also quite easy to wind up dead because of it - remember to leave five points free for his shapeshifting and then continue to utilize him as a fist-pounding badass.

He's a fun, fun character.
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Postby Thorpacolypse » Sat Nov 15, 2008 8:23 pm

That's an impressive Apocalypse at 150pp. Your stat fu never ceases to impress me.
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Postby Brainbot » Fri Jan 23, 2009 10:52 am

Planning something sweet for page 100?
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Postby JoshuaDunlow » Sun Jan 25, 2009 12:55 am

Thorpacolypse wrote:That's an impressive Apocalypse at 150pp. Your stat fu never ceases to impress me.


I agree!
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Sasori

Postby aragorn1398 » Thu Jan 29, 2009 7:23 pm

Hey, even though Sasori is a villan, he isn't automatically evil. If you could, would you please make a Sasori build? I think he would be pretty fun to play. Thanks.
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Postby kerianvalentine » Sat Feb 07, 2009 1:46 am

Heh, I check this so infrequently nowadays...I wasn't planning per se, I just didn't know anybody still checked this.

I'm still working out some Mana Khemia-related bugs, namely that I haven't finished the game (Siiiiidetraaaaacked) and I'm busy Gming for like six different games these days...

And I'm published, so. You know. Busy busy. :P I'd like the book to be out so I can start statting up the characters that I write.

I've got a couple ones that I've had done for a while, so I guess I'll pop one of 'em up before I crash for the night, and leave it as a teaser for a time when I can do this regularly.[/url]
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Postby kerianvalentine » Sat Feb 07, 2009 2:14 am

A bit of Kerevision original programming on the late night channel! How very interesting...the title card calls it...

Image
(not art from the comic or anything I own.)

ELIGOS
PL 10/PP 159
Attributes: STR 20, DEX 18, CON 18, INT 16, WIS 18, CHA 22

Skills:
Escape Artist 8 + 4 = 12
Intimidate 12 + 6 = 18
Knowledge [Tactics] 15 + 6 = 21
Notice 12 + 4 = 16
Ride 8 + 4 = 12
Search 8 + 3 = 11
Sense Motive 12 + 4 = 16

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Assessment, Distract [Intimidate], Fearless, Move-By Action, Power Attack, Redirect, Startle, Stunning Attack, Takedown Attack 1, Weapon Break

Powers:
Eligos's Lance [Thrown Mighty Penetrating Damage 5, Power Loss: Disarmed +1]
Eligos's Armor [Protection 11, Enhanced Fortitude 6, Enhanced Will 6, Immunity 2: Critical Hits, Immunity: Starvation, Immunity: Aging, Immunity: Disease]
Know The Wars [Precognition 1, Limited: Relation To Soldiers Only]
Strength of the Knight [Super-Strength 1]

Initiative/Defense: +4/+5
Saves: FORT +4 [+10], REF +5, WILL +4 [+10], TOUGH +4 [+15]
Attack/Damage: +10/+10

Drawbacks:
Normal Form [Full-Round Action, Major, +5]
Vulnerable [TrueName attacks, Uncommon, Major +3]

Elijah Grey
PL 0/PP 20
Use Bystander stats


Complications:
Enemy (The Inheritance of Solomon, Other Demons)
Responsibility (School, as Elijah)
Secret (Identity - Not applicable when dealing with the Inheritance)


DVD Commentary:

Eligos is one of the Dukes of Hell bound into the bronze jar by the sorceror King Solomon, a demon of immense power who takes the form of a knight carrying a lance and sceptre.

In the continuity of the comic Eligos, Eligos (and the other demons) are not bound into a bzone jar, but the blood of mankind itself. Seventy-two bloodlines carry the demon, passed from father to son or mother to daughter (in cases without children, it moves to the nearest living relative of the appropriate gender).

The Grey bloodline carries Eligos, and it is teenager Elijah "Eli" Grey who discovers this on an otherwise routine school day. Ambushed by the demon Legion after a series of blackouts, he awakens the knightly Eligos, transforming into the demon for the brutal fight.

Eligos was designed because I wanted a demonic hero who was neither "rawr evil" nor dark - indeed, Eligos is the very image of a knight on foot, in shining, gleaming armor with a massive cape and everything.

The plot of Eligos is a fairly simple one - Eligos the Demon and Elijah Grey, his human host, are forced to fight against an evil group of magic-users attempting to draw all the 72 Goetic Demons under their power for unknown purposes, as well as those free demons seeking to assassinate Eligos and steal his powers.


Mechanically, Eligos is remarkably straightforward - a bruiser with the secret identity of a kid who likes music (his t-shirt reads Sturm Und Drang, a reference to the character of Schwarz Bruder from G Gundam - many of the bands are in fact anime references). His lance can be thrown at an enemy, but unlike Cap's shield, it won't return.

Eligos is truly superhumanly strong - at 25 Effective strength, he's certainly not the strongest hero around, but he's no slouch! Moreover, his magical lance is penetrating, making him incredibly powerful against the various demons with protection; against things with regeneration, like Legion, however, he's much less effective.

Eligos is a solo hero - however, he's a dangerous one when it comes to things like mass combat. Able to use his Precognition to see the future of soldiers and wars (it MUST, however, be related to soldiers directly...he can't scry on a "soldier's family" or something), Eligos can fortell the outcomes of mass combats with ease, making him a dangerous and effective general...not even getting started on his +21 skill check when it comes to Tactics! Wooee!

He is not, however, bulletproof - despite being magical and extremely powerful, Eligos can be harmed by bullets. It simply takes a lot of them to do so, with his remarkably high toughness coming from his armor.

(As an aside, out of his armor, Eligos has a different set of stats, as he becomes Incorporeal due to his spectral nature)

Equally important is that Eligos is very, very vulnerable to attacks using his truename (as of yet unrevealed). It's like Kryptonite laced with red sun radiation to him! So Eligos's weakness manifests in that - however, it only works from Spellcasters, so he doesn't face it too often, since very, very few spellcasters actually have the oomph to cast direct-damage spells.
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Postby kerianvalentine » Sat Feb 07, 2009 2:34 am

I'll work on a Sasori build in like two days or so. Got a game tomorrow, heh.
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