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[Characters] Rocket Girl and Black Scorpion


braincraft

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Totally different from the Animated Superman character.

 

 

Rocket Girl

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

20 DEX 30 13- OCV: 7/DCV: 7

18 CON 16 13-

10 BODY 0 11-

23 INT 13 14- PER Roll 14-

15 EGO 10 12- ECV: 5

18 PRE 8 14- PRE Attack: 5d6

14 COM 2 12-

 

6+10 PD 3 Total: 6/16 PD (0/10 rPD)

6+10 ED 2 Total: 6/16 ED (0/10 rED)

4+1 SPD 10 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12

7 REC 0

30 END -3

35 STUN 9 Total Characteristic Cost: 103

 

Movement: Running: 6"/12"

Flight: 15"/240"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

6 Close Call: +1 SPD (10 Active Points); Only to Abort to Defense (-½), Costs Endurance (Only Costs END to Activate; -¼) 1

3 Gutsy: +7 PRE (7 Active Points); Only vs. PRE Attacks (-1)

12 Hard Target: (Total: 20 Active Cost, 12 Real Cost) +2 with DCV (10 Active Points); OIF (Rocket Pack; -½), Only when in flight (-¼) (Real Cost: 6) plus +2 Dive For Cover, Dodge, Flying Dodge (10 Active Points); OIF (Rocket Pack; -½), Only when in flight (-¼) (Real Cost: 6)

 

6 Commlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Headset; -½), Sense Affected As More Than One Sense (Hearing) (-½)

6 Fighting Baton: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (Baton; -1), Hand-To-Hand Attack (-½)

4 High-Altitude Respirator Mask: Life Support (Self-Contained Breathing) (10 Active Points); OAF (Respirator Mask; -1), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) [1 cc]

3 Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Goggles; -½)

8 Reinforced Jacket: Armor (4 PD/4 ED) (12 Active Points); OIF (Flight Jacket; -½)

4 Telescopic Lenses: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (Goggles; -½)

 

67 The Rocket (Mk. III): Flight 15", Position Shift, x16 Noncombat, No Turn Mode (+¼), combat acceleration/deceleration (+¼), 1 Continuing Fuel Charge lasting 1 Day (+½) (100 Active Points); OIF (Rocket Pack; -½) [1 cc]

 

51 Gadgeteer: Variable Power Pool (Gadget Pool), 40 base + 11 control cost, (60 Active Points); Limited Special Effect: Gadgets (-½), IIF (Minimum Focus Limitation; -¼)

 

31 Hand Cannon: Multipower, 50-point reserve, all slots 4 clips of 16 Charges (+¼) (62 Active Points); all slots OAF (Huge Pistol; -1)

2u 1) Concussion Round: Energy Blast 10d6 (50 Active Points); OAF (Huge Pistol; -1)

2u 2) Explosive Round: Energy Blast 6 ½d6, Explosion (+½) (49 Active Points); OAF (Huge Pistol; -1)

2u 3) Flashbang Round: Sight and Hearing Groups Flash 5d6, Explosion (+½) (45 Active Points); OAF (Huge Pistol; -1)

2u 4) Glue Round: Entangle 3d6, 3 DEF, Sticky (+½) (45 Active Points); OAF (Huge Pistol; -1)

2u 5) Gyrojet Round: Killing Attack - Ranged 3d6+1 (50 Active Points); OAF (Huge Pistol; -1)

2u 6) Thermite Flare Round: (Total: 44 Active Cost, 22 Real Cost) Sight Group Flash 3d6, Explosion (+½) (22 Active Points); OAF (Huge Pistol; -1) (Real Cost: 11) plus Killing Attack - Ranged 1d6, Penetrating (+½) (22 Active Points); OAF (Huge Pistol; -1) (Real Cost: 11)

2u 7) Tranquilizer Round: Energy Blast 4d6, Invisible to Hearing Group (+¼), No Normal Defense (Resistant Defenses, Toxin Immunity; +1) (45 Active Points); OAF (Huge Pistol; -1)

 

Eclectic Martial Arts

Maneuver OCV DCV Notes

4 Martial Strike +0 +2 4 ½d6 Strike

5 Passing Strike +1 +0 2 ½d6 +v/5; FMove

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

3 Flying Tackle +0 -1 2 ½d6 +v/5 Strike; You Fall, Target Falls; FMove

1 Weapon Element: Clubs

 

Perks

2 Local Celebrity: Reputation (A medium-sized group) 11-, +2/+2d6

5 Patent Royalties: Money: Well Off

9 Works Closely With Law Enforcement: Contact (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Good Shot: +1 Handguns

4 Steady Hand: Penalty Skill Levels: +2 vs. Range Modifier with Pistols

8 Veteran Superheroine: +1 with All Combat

 

3 Analyze: Technology 14-

3 Combat Piloting 13-

6 Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers) 14-

3 Electronics 14-

3 Inventor 14-

3 KS: History of Flight 14-

3 KS: History of Rocketry & Space Travel 14-

3 Mechanics 14-

9 Power: Gadgeteering 17-

3 Scientist

2 1) SS: Aeronautics 14- (3 Active Points)

2 2) SS: Astronomy 14- (3 Active Points)

2 3) SS: Physics 14- (3 Active Points)

2 4) SS: Power Plant Systems 14- (3 Active Points)

2 5) SS: Rocket Science 14- (3 Active Points)

3 Security Systems 14-

4 TF: Science Fiction & Space Vehicles, Balloons & Zeppelins, Hanggliding, Small Planes

3 Tactics 14-

3 Teamwork 13-

1 WF: Handguns

 

Total Powers & Skill Cost: 339

Total Cost: 442

 

200+ Disadvantages

15 Hunted: Rogues Gallery 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

10 Physical Limitation: Bad back; partially compensated with back brace (Frequently, Slightly Impairing)

10 Psychological Limitation: Always a nerd at heart (Common, Moderate)

20 Psychological Limitation: Code vs. Killing (Common, Total)

10 Psychological Limitation: Neurotic about science skills (Common, Moderate)

10 Social Limitation: Public ID (Frequently, Minor)

167 Experience Points

 

Total Disadvantage Points: 442

 

Background/History: Jen's father was the first man to reach space in a rocket he'd built himself. It's too bad he wasn't also the first to successfully make atmospheric reentry in a landing pod he'd built himself.

 

Jennifer Wright inherited her father's love for rockets and all forms of powered flight. When in her teens, she constructed what would be the first prototype for her now-famous rocket pack. However, from either hands too eager to weld the seams straight or eyes too wide with wonder to see the flaw in the blueprints, the first live test was, in a terrible and ironic mirror of her father's work, a failure, and injured Jen's back badly in a crash.

 

She was in and out of surgery that first year, and would never recover fully from the incident. Now, some people would take this as a hint to get out of the game.

 

Not Jen.

 

It took years and the last of her father's inheritance, despite her mother's pleas, but she did it; a compact, clean-burning, efficient personal rocket propulsion unit. Best of all, when in the air, her injury didn't seem to affect her at all; the pain she experienced with walking and even standing disappeared, her body supported in its harness by the rocket conceived by her father and refined by her brilliance.

 

The patent made her a good amount of money, even though the device never really took off commercially; it was too expensive, to difficult to maintain, and the fuel too rare, for widespread public consumption. It was a boon to the military, however, who used the design in many of their later powered armor units.

 

When a rogue special forces unit stole rocket packs based on her designs and used them to take a Senator hostage, Jen was compelled to use her own expertise and technological know-how to help bring them to justice, becoming known as the heroine Rocket Girl. It was in this battle that she first met Black Scorpion, another young heroine haunted by the legacy of a dead parent. They became fast friends and frequent allies, on several occasions serving alongside each other on various superhero teams. Jen acquitted herself well during this period, though she eventually returned to solo work in her hometown, concentrating more on research.

 

Personality/Motivation: Jen likes being a superhero; after a childhood spent mostly in labs and workshops, and a history of loss and ridicule, the respect she gets as Rocket Girl is hard to give up. She's still a tech at heart, though, and spends much of her time in R&D, improving upon her designs and cooking up new patents to support her crimefighting. She learned her lesson from the Mark I rocket pack; she's made sure to keep the rest of the world at least a generation behind her own equipment, and is wary of whom she sells her work to.

 

Though she's been on several superhero teams with and without her, Black Scorpion has remained one of her closest friends and confidants.

 

Quote: "Rocket Girl is blasting off again!"

 

Powers/Tactics: With her rocket pack, she's the queen of tactical movement in her weight class. She generally sticks to the skies, picking off targets with her wide variety of specialized munitions, while the harder folk go toe-to-toe. She has one of those extensible baton thingies, and she's well-trained in close combat, but she's way out of her league engaging in fisticuffs against anyone above agent level. She's fast and maneuverable in the air, and enjoys playing tag against ranged attackers. Her 'Close Call' ability represents her daredevil reflexes in this regard, letting her activate for a free phase in which to Dodge or Dive For Cover. Normally, changes in SPD during the Turn don't take effect until the next, but I felt this was innocuous enough to bend the rules for, especially given her low defenses otherwise.

 

She'll usually open up with her flashbang, explosive, and glue rounds to soften up the opposition, switching to concussion rounds against humans and gyrojet rounds against vehicles, robots or other targets she wouldn't be afraid to blow holes in. Her tranquilizer rounds are low-velocity and pneumatically fired, so she can often shoot from concealment and take out weaker foes before they even know they're in a fight.

 

Jen also has a variety of gadgets and can improvise more on the fly, and so can often concoct novel solutions to problems. Between her expertise with gadgetry and her skill spread, she usually fills the science/tech role in teams.

 

Her 'Bad Back' disad deserves a little attention; while it's not usually an issue, since she almost always has access to her rocket pack, her injury is frequently painful and is too chronic to allow her very strong medication. She cannot lift heavy objects for very long, which makes some rescues complicated; and rugged activity like hand-to-hand combat or more than a few minutes of walking will tire her quickly and cause her injury to flare up. Should she ever be without her back brace (her rocket pack can be considered to have such built in) it gets even worse.

 

Campaign Use: All good teams need one good tech-type; that's Rocket Girl. She's also got a nice, pulpy feel to her that fits right in with punching out dinosaur-riding Nazis or whatever.

 

Appearance: As Jen, a cute, freckled twentysomething. Short, curly brown hair, brown eyes. Not overweight, though she claims to have put on a few pounds since her injury.

 

As Rocket Girl, she dons a WWII-era flight jacket and cap, replete with goggles; under that she wears a plain t-shirt, jeans, and solid workboots. She wears a brown, pouch-laden utility belt with holstered pistol (it's huge, though, almost more of a grenade launcher than a handgun); and, of course, the rocket, which is actually pretty sleek, compact, and hi-tech-looking in its present incarnation. It has a pair of verniers on fold-out booms that she can use to maneuver with great precision, to the point where she is now usually flying even indoors. The exhaust is very quiet at low thrust and nearly odorless.

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Re: [Characters] Rocket Girl and Black Scorpion

 

Like the movie, only mostly serious.

 

 

Black Scorpion

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [1]

24 DEX 42 14- OCV: 8/DCV: 8

20 CON 20 13-

11 BODY 2 11-

18 INT 8 13- PER Roll 14-

14 EGO 8 12- ECV: 5

20+5 PRE 10 13- / 14- PRE Attack: 4d6/5d6

20 COM 5 13-

 

8+12 PD 5 Total: 8/20 PD (0/12 rPD)

6+10 ED 2 Total: 6/16 ED (0/10 rED)

4 SPD 6 Phases: 3, 6, 9, 12

8 REC 2

40 END 0

40 STUN 11 Total Characteristic Cost: 133

 

Movement: Running: 8"/16"

Leaping: 5"/10"

Swimming: 3"/6"

Swinging: 12"/24"

 

Cost Powers END

2 Brave: +5 PRE (5 Active Points); Only vs. PRE attacks, Power loses about half of its effectiveness (-1)

11 I wear it long for a reason: (Total: 17 Active Cost, 11 Real Cost) Extra Limb (1) (5 Active Points); Only to swing braid (-2), Restrainable (Must be able to move head freely; -½), IIF (Braid; can be cut, grabbed, or undone; -¼) (Real Cost: 1) plus Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Range Based On STR (+¼) (12 Active Points); IIF (Braid Blade; -¼) (Real Cost: 10) 1

4 It's all about the costume: +5 PRE (5 Active Points); Only In Heroic Identity (-¼)

8 Roll With The Blow: Physical Damage Reduction, 25% (10 Active Points); Must be aware of attack (-¼)

3 Sharp Senses: +1 PER with all Sense Groups

 

10 Armored Costume: Armor (6 PD/4 ED) (15 Active Points); OIF (Costume; -½)

6 Commlink: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Headset; -½), Sense Affected As More Than One Sense Hearing (-½)

16 Flash Bombs: Sight Group Flash 5d6 (standard effect: 5 Segments), Explosion (+½) (37 Active Points); 8 Charges (-½), OIF (Flash Bombs; -½), Range Based On Strength (-¼) [8]

3 Loaded Swings: Hand-To-Hand Attack +1d6, Reduced Endurance (0 END; +½) (7 Active Points); Hand-To-Hand Attack (-½), OIF (Weighted gloves, full-contact gear, stiletto heels; -½)

3 Lockpicking Gear: +2 with Lockpicking (4 Active Points); IIF (-¼)

3 Polarized Lenses: Sight Group Flash Defense (5 points) (5 Active Points); OIF (Mask; -½)

 

14 Scorpion Tail: Multipower, 29-point reserve, (29 Active Points); all slots OAF (Whip; -1)

1u 1) Long Tail of the Law: Stretching 3", Reduced Endurance (½ END; +¼) (19 Active Points); OAF (Whip; -1), No Velocity Damage (-¼), Only to perform as whip/rope (-¼) 1

1u 2) Scorpion's Claw: +10 STR (10 Active Points); Only for grabs and disarms (-1), OAF (Whip; -1), No Figured Characteristics (-½) 1

1u 3) Sonic Whip: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (10 Active Points); OAF (Whip; -1) 1

1u 4) Whiplash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (Whip; -1), Hand-To-Hand Attack (-½) 1

1u 5) Swingline: Swinging 12", Reduced Endurance (½ END; +¼) (15 Active Points); OAF (Whip; -1) 1

 

Scorpion Style

Maneuver OCV DCV Notes

4 Choke Hold -2 +0 Grab One Limb; 3d6 NND

4 Elbow/Knee Strike +2 +0 7d6 Strike

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

4 Martial Block +2 +2 Block, Abort

4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 Martial Escape +0 +0 40 STR vs. Grabs

3 Martial Grab -1 -1 Grab Two Limbs, 35 STR for holding on

4 Nerve Strike -1 +1 3d6 NND

5 Passing Strike +1 +0 5d6 +v/5; FMove

5 Roundhouse Kick -2 +1 9d6 Strike

3 Scorpion Tail +2 -1 6d6 Strike, Target Falls

4 Snap Punch/Kick +0 +2 7d6 Strike

8 +2 HTH Damage Class(es)

3 Weapon Element: Blades, Chain & Rope Weapons, Whips

 

Perks

5 Day Job: Money: Well Off

16 Scorpion Cycle: Vehicles & Bases

Notes: A custom racing cycle with the Scorpion logo painted on and a vanity SCRPN plate; use stats for a Kawasaki Ninja and add a few inches of movement and a police band radio.

6 Scourge of the Underworld: Reputation: Masked vigilante (A medium-sized group) 14-, +3/+3d6

12 Works Closely With Law Enforcement: Contact: Local and Federal Law Enforcement (Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

16 +2 with All Combat

6 +2 with Martial Maneuvers

6 Penalty Skill Levels: +2 vs. Hit Location modifiers with All Attacks

4 Penalty Skill Levels: +2 vs. Hit Location modifiers with Whips

 

3 Acrobatics 14-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Concealment 13-

3 Contortionist 14-

3 Conversation 13- (14-)

3 Criminology 13-

3 Deduction 13-

5 Defense Maneuver I-II

3 Fast Draw 14-

3 Interrogation 13- (14-)

3 KS: Organized Crime 13-

3 KS: Law Enforcement Methods and Procedures 13-

3 Lockpicking 14-

3 PS: Modelling 13-

3 Persuasion 13- (14-)

5 Rapid Attack (HTH)

3 Security Systems 13-

3 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13- (14-)

3 Tactics 13-

3 Teamwork 14-

1 TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

 

Total Powers & Skill Cost: 315

Total Cost: 448

 

200+ Disadvantages

15 Distinctive Features: Insanely beautiful, leggy, busty blonde (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Hunted: Rogues Gallery 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Hunted: Various Organized Crime Factions 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)

20 Psychological Limitation: Code vs. Killing (Common, Total)

15 Psychological Limitation: Driven to live up to legacy (Common, Strong)

15 Social Limitation: Public ID (Frequently, Major)

143 Experience Points

 

Total Disadvantage Points: 448

 

Background/History: There's been a Black Scorpion for more than a hundred years; from battling gangters in Chicago to capturing serial killers in New Orleans, fighting mutants in New York and Triads in San Francisco, the Black Scorpion has been an institution of masked crimefighting for generations.

 

Nicolette "Nicki" Houston is the latest to take up the mask and the name. Her mother, Paula, was the previous Black Scorpion. Brought up by one of the premier vigilantes of her generation, Nicolette learned how to pick a four-tumbler lock before she was six and could knock the head off of a candle with a whip by the time she turned ten. Though groomed to be her heir, Paula's daughter had no interest in punching drug dealers (or whatever) and lived a relatively normal life as a model and student.

 

When Nicolette was seventeen, her mother was killed in action while fighting a local crime syndicate, mortally injured in a hail of gunfire. Another superhero, a friend to the family, informed Nicolette and arranged to cover up the connection between Paula and her secret identity.

 

After the funeral, with several other vigilantes and heroes present in civilian attire, Nicolette tore her mother's apartment to pieces looking for her crimefighting gear. Finding the costume in a secret locker, Nicki swore bloody vengeance on her mother's killers, setting out to break the back of the syndicate responsible. After months of terrorizing local criminals and tracking down informants, the new Black Scorpion assaulted the syndicate stronghold, whip lashing left and right until even the syndicate head lay defeated, their files and safes raided for evidence sent anonymously to the police the next morning.

 

Despite her grim beginnings, Nicki rather enjoys the lifestyle of a swashbuckling heroine, beating the bad guys in style and hobnobbing with the mask-and-cape set. While most of her career has been solo, sticking to small-scale and local crime, she's been a member of several super teams and maintains good relationships with a number of other heroes. She's well-known on both sides of the cops-and-robbers divide, frequently working with local and federal law enforcement.

 

Personality/Motivation: Nicki may be a fearsome defender of the night, but she's also the same fun-loving party girl she's always been. The excess may have been toned down a little, but after 'going public' and revealing her secret identity, she's gotten more modelling work than ever. She laughs easily and doesn't mind cracking jokes even in the worst situations.

 

Black Scorpion has a special hate for murderers, having lost a loved one. She refuses to take a life, in honor of her mother and the many Black Scorpions before her.

 

Quote: "What, are you stupid? Are you frickin' retarded? I'm the damn Black Scorpion!"

 

"Nobody move! This is a sting!"

 

Some Hapless Crim: "Ow! Why do you have a whip?"

Black Scorpion: "FOR WHIPPING."

 

Powers/Tactics: Black Scorpion has the proportionate strength and speed of a highly talented young woman at the peak of human physical conditioning; which, as it turns out, is pretty bad ass. Aside from her straightforward skills in hand-to-hand combat, Black Scorpion is an expert with a bullwhip, capable of entangling foes, striking out candles one at a time from a distance, and any number of other stunts and feats of weapon skill.

 

Black Scorpion's extensive training in martial arts and crimefighting have given her a variety of useful investigative and physical skills. Naturally, being an attractive and charming young lady has managed to get her into a lot of places she otherwise might not have gotten (usually 'in trouble'). She also has a number of unexpected tricks up her sleeves, and is good at making surprise maneuvers.

 

Campaign Use: Experienced street-level martial artist. In leather. And high heels. And a whip. For whipping.

 

Appearance: Tall, athletic, blonde. Ice-blue eyes. Model-good looks. D-cup and flaunts it. As Nicki, has a warm smile; as Black Scorpion, has a terrifyingly cold smile.

 

The Black Scorpion costume is a black leather bodysuit with some padding and armor bits at contact points, like the shoulders and knees. The headgear has a rigid skullcap with a gap for a braid or ponytail in the back, a half-mask that covers her nose and upper face and flares out into a winglike crest, and a strap that covers her chin and jaw. The boots have very high heels, and the gloves have knuckles lined with lead dust. She has a utility belt, but keeps a lot of gear concealed all about her costume. There's a lockpick and small throwing blade concealed in her braid. She holsters her coiled lash at her hip. It's just a whip, but it's an AWESOME whip.

 

The Scorpion Cycle is just a motorcycle, but it's an AWESOME motorcycle.

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Re: [Characters] Rocket Girl and Black Scorpion

 

I like this character very much and will probably be stealing (errr....

borrowing :D ) her at some point....That said, when I saw you

gave her:

 

6 Fighting Baton: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (Baton; -1), Hand-To-Hand Attack (-½)

 

I was a little curious why you gave her:

Eclectic Martial Arts

Maneuver OCV DCV Notes

4 Martial Strike +0 +2 4 ½d6 Strike

5 Passing Strike +1 +0 2 ½d6 +v/5; FMove

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

3 Flying Tackle +0 -1 2 ½d6 +v/5 Strike; You Fall, Target Falls; FMove

1 Weapon Element: Clubs

 

As opposed to the Escrima package.....Not that Escrima would

be any more in her conception...And, not having my copy of UMA

handy, I don't know if it would cost more (or less). Just color me

curious. :D

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