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[Pre-Dice]Cris Dracon's Requests; Draconic Warrior
Topic Started: Aug 16 2009, 06:11 PM (191 Views)
Seenter
Dynamite
Pending Abilities


Pending Techniques


-----
Approved Abilities
Name: Dragon Touched
Description: The Dracon family were given a blessing by a pure dragon over 5,000 years ago, giving them unique abilities that normal humans could only dream of. One member of every family were given a special armor in order to protect the family, and with this armor they were given strength beyond that of normal humans. And when they wern't wearing the armor, they tended to be smarter than even those in their own family. And this power grew as time went on, drawing on the blessing given over 5,000 years ago.
Requirements: Dracon Family, Dragon Armor
Effect: While wearing the Dragon Armor; increase Strength, Endurance, and Speed by 5% for every dragon ability (Max 50%). When not wearing the Dragon Armor; increase Intelligence, Spirit, and Magic by 5% for every dragon ability (Max 50%). Does not stack to increase HP, MP, or techniques.
Cost: None

Name: Dragon Armor
Description: A special armor that takes the shape of a gold, dragon detailed medallion hanging around the user's neck. This medallion has a crystal imbeded in the center, usually the color of the type of dragon the armor represents. It hangs semi-tightly around the user's neck, and the chain can not be broken or taken off and no one but the user can pull off the medallion. If the user willingly pulls at the medallion, it breaks off in his hand and shatters into a million pieces. These pieces grow, change, and reform around the user's torso in a type of armor that represents the dragon. The armor becomes stronger and more extravagant as the user becomes stronger, often times gaining accessories that further enhance the armor. The user can then recall the armor back into the medallion form by willingly touching the dragon symbol on the chest.
Requirements: Dracon Family
Effect: Grants the user a piece of armor with 5 durability for every dragon ability (Max 50). Takes most of one post to change forms, limiting the user to one attack after putting on/taking off the armor.
Cost: None

Name: Dragon Wings
Description: After proving you have the strength and the constitution to be able to hold your own, the armor grants the user a pair of armored dragon wings when worn. These wings take on the same characteristics as the armor in design, and are big enough to allow the user to support his/her own weight and the weight of another. The wings are weak to begin with, however they grow stronger with the armor and allows the user to move faster.
Requirements: Dracon Family, Dragon Armor, 30 Endurance, 30 Agility; Can only be used when wearing Dragon Armor.
Effect: Grants the user wings to be able to fly at 10% his speed for every dragon ability (Max 100%).
Cost: None

Dragon Tail
Description: After learning and perfecting your skill with martial arts, you have earned the ability to manifest a ghostly dragon tail as a part of your armor. It moves at your will, almost like you were born with it, and you can fight as if it was a part of your hand to hand skill. It's very usefull when you're getting attack from both sides, as you can react faster with your tail than having to turn around. It can also be used to block an attack, but doing so weakens it to the point that it needs to rest for a bit.
Requirements: Dracon Family; Dragon Armor; Agility 50; Hand-to-Hand 50; Can only be used when wearing Dragon Armor
Effect: Grants the user an extra appendage when fighting hand-to-hand, using the user's stats to determine skill and damage. When used to defend, doubles the Dragon Armor Durability against one attack. Afterwards, can't be used for 1 post.
Cost: None

Dragon Senses
Description: Dragons always seem to know what's going on around them, even if they can't see or hear the particular event. Being gifted with the Dragon Armor has given you that same ability, though much weaker than a normal dragon. You can sense everything going on around you, even if your eyes were closed and your ears were plugged. This has given you a slight advantage against those who fire at a distance, making you harder to hit the farther they are away from you.
Requirements: Dracon Family; 4 Dragon abilities
Effect: Allows you to 'feel' your surroundings up to 30ft. away. Grants you 15% to your Dodge against ranged attacks (weapons, magic, etc.), and makes you immune to Blind.
Cost: None

Approved Techniques
Name: Dragon Wave
Description: By focusing his energy into his blade, Cris can cause his blade to glow white. While the blade is glowing, it's unable to be broken by any technique/ability/Materia. Cris can then send this energy as a wave towards the target, allowing him to attack from a distance. This takes all the energy stored in the blade, causing it to lose it's invincibility and return to normal. It travels at Cris's (Speed+Agility)/2.
Requirements: Not wearing Dragon Armor, a Sword
Effect: Allows Cris to attack from a distance and deal normal sword damage. Also makes his sword immune to breaks.
Cost: 3MP

Name: Dragon Breath
Description: Cris can focus his energy into his mouth, building it up until his cheeks are puffy. He can then release the energy in a stream of fire, ice, or lightning towards the target. It can travel at Cris's spirit speed, and can't be reflected.
Requirements: Wearing Dragon Armor
Effect: A magic blast of fire, ice, or lightning in a straight line. Deals normal magic damage, and can't be bounced back with Reflect.
Cost: 7MP

Dragon Hurricane
Description: Cris can focus his Dragon Breath along the same energy of an Aero Materia, allowing the straight line to become a spinning vortex. This hurricane takes on the property of the element of the Dragon Breath, and increases in size according to the Materia magic. Cris can control this vortex as long as he supplys it with a constant stream of energy.
Requirements: Dragon Breath; Aero Materia; 40 Casting; 40 Magic
Effect: Creats a spinning cyclone of fire, ice, or lightning energy. It does Magic x 1.5 damage of the energy type; and can be 5ft, 10ft, or 20ft in height and half in diameter.
Cost: 15MP, 20MP, or 30MP

Dragon Sight
Description: Using the dragon's innate power to sense their opponent, Cris can use the power of the Libra to take it one step further. After using Libra on a target, Cris can see an aura that surrounds their entire body. This aura shows Cris how strong his opponent is, and gives him a slight warning to what may be coming. The aura changes color depending on the element the target is using, thus letting Cris know and giving him a chance to counter.
Requirements: Dragon Sense; Libra Materia
Effect: Allows Cris to gauge the strength, speed, and magic of the target; and grants him a 10% bonus to his dodge against elemental attacks.
Cost: 2MP per post

Dragon Blade
Description: Through training and practice, Cris can change the properties of the energy when using the Dragon Wave. By focusing on one of the three main elements of fire, ice, and lightning; Cris can change the energy to match that type. This allows his attacks to deal elemental damage of that type, and even give his Dragon Wave that element when launched. The energy coating his sword increase in width by 1", and extends the reach by 2". It retains all the properties of the Dragon Wave, though Cris can maintain the energy as long as he focuses on it.
Requirements: Dragon Wave; Dragon Breath; Short Sword 40
Effect: Sword does ice, fire, or lightning damage; and can be launched at a distance by traveling (Speed+Agility)/2 in terms of speed.
Cost: 6MP + 2 MP per post

Dragon Shield
Description: After training with Snow, Grin, and Samantha; Cris has learned how to harness the elements of ice, lightning, and fire. By focusing all elements into his sword at once, Cris can 'draw' a triangle in mid air. This triangle is able to absorb any elemental attack up to his magic level, protecting him from a lot of damage. Any attack that surpasses his magic level is reduced by the shield before hitting him. This triangle disappears right after absorbing 1 attack, making it useful only when Cris knows such an attack is coming.
Requirements: Ice Materia; Fire Materia; Lightning Materia (Dragon Blade or Dragon Breath can substitute one of the required Materia)
Effect: Creates a triangle shield that protects from one elemental attack up to magic stat in damage. Excess damage hits Cris.
Cost: 24MP
Edited by Seenter, Sep 26 2009, 11:25 AM.
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Seenter
Dynamite
*bump*
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Bag o Bones
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Meteorain (Lv3)
Quote:
 
Name: Dragon Armor
Description: A special armor that takes the shape of a gold, dragon detailed medallion hanging around the user's neck. This medallion has a crystal imbeded in the center, usually the color of the type of dragon the armor represents. It hangs semi-tightly around the user's neck, and the chain can not be broken or taken off and no one but the user can pull off the medallion. If the user willingly pulls at the medallion, it breaks off in his hand and shatters into a million pieces. These pieces grow, change, and reform around the user's torso in a type of armor that represents the dragon. The armor becomes stronger and more extravagant as the user becomes stronger, often times gaining accessories that further enhance the armor. The user can then recall the armor back into the medallion form by willingly touching the dragon symbol on the chest.
Requirements: Dracon Family
Effect: Grants the user a piece of armor with 5 durability. Increase durability by 4 for every dragon ability (Max 45). Takes most of one post to change forms, limiting the user to one attack after putting on/taking off the armor.
Cost: None


You might want to change a number, as it increases by 4, but the max is 45, which means that the max can never be reached. So either increase it by 5, or make the max 48. Personally, I say go for the latter.

Quote:
 
Name: Dragon Wave
Description: By focusing his energy into his blade, Cris can cause his blade to glow white. While the blade is glowing, it's unable to be broken by any technique/ability/Materia. Cris can then send this energy as a wave towards the target, allowing him to attack from a distance. This takes all the energy stored in the blade, causing it to lose it's invincibility and return to normal. It travels at Cris's (Speed+Agility)/2.
Requirements: Not wearing Dragon Armor, a Sword
Effect: Allows Cris to attack from a distance and deal normal sword damage up to 50ft away.
Cost: 2MP


Hmmmmm....I say 3 MP.

Quote:
 
Name: Dragon Breath
Description: Cris can focus his energy into his mouth, building it up until his cheeks are puffy. He can then release the energy in a stream of fire, ice, or lightning towards the target. It can travel up to 20ft without losing power, however it loses 10% damage for every 5ft after. It travels at Cris's magic speed, and can't be reflected.
Requirements: Wearing Dragon Armor
Effect: A magic blast of fire, ice, or lightning in a straight line. Deals normal magic damage, and can't be bounced back with Reflect.
Cost: 4MP


I would change this to "Can travel up to Cris's spirit stat" and then drop the damage reduction thing.

Then make this cost 7 MP.
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Seenter
Dynamite
Quote:
 
Name: Dragon Armor
Description: A special armor that takes the shape of a gold, dragon detailed medallion hanging around the user's neck. This medallion has a crystal imbeded in the center, usually the color of the type of dragon the armor represents. It hangs semi-tightly around the user's neck, and the chain can not be broken or taken off and no one but the user can pull off the medallion. If the user willingly pulls at the medallion, it breaks off in his hand and shatters into a million pieces. These pieces grow, change, and reform around the user's torso in a type of armor that represents the dragon. The armor becomes stronger and more extravagant as the user becomes stronger, often times gaining accessories that further enhance the armor. The user can then recall the armor back into the medallion form by willingly touching the dragon symbol on the chest.
Requirements: Dracon Family
Effect: Grants the user a piece of armor with 5 durability for every dragon ability (Max 50). Takes most of one post to change forms, limiting the user to one attack after putting on/taking off the armor.
Cost: None

Name: Dragon Wings
Description: After proving you have the strength and the constitution to be able to hold your own, the armor grants the user a pair of armored dragon wings when worn. These wings take on the same characteristics as the armor in design, and are big enough to allow the user to support his/her own weight and the weight of another. The wings are weak to begin with, however they grow stronger with the armor and allows the user to move faster.
Requirements: Dracon Family, Dragon Armor, 30 Endurance, 30 Agility; Can only be used when wearing Dragon Armor.
Effect: Grants the user wings to be able to fly at 10% his speed for every dragon ability (Max 100%).
Cost: None

Pending Techniques
Name: Dragon Wave
Description: By focusing his energy into his blade, Cris can cause his blade to glow white. While the blade is glowing, it's unable to be broken by any technique/ability/Materia. Cris can then send this energy as a wave towards the target, allowing him to attack from a distance. This takes all the energy stored in the blade, causing it to lose it's invincibility and return to normal. It travels at Cris's (Speed+Agility)/2.
Requirements: Not wearing Dragon Armor, a Sword
Effect: Allows Cris to attack from a distance and deal normal sword damage up to 50ft away.
Cost: 3MP

Name: Dragon Breath
Description: Cris can focus his energy into his mouth, building it up until his cheeks are puffy. He can then release the energy in a stream of fire, ice, or lightning towards the target. It can travel at Cris's spirit speed, and can't be reflected.
Requirements: Wearing Dragon Armor
Effect: A magic blast of fire, ice, or lightning in a straight line. Deals normal magic damage, and can't be bounced back with Reflect.
Cost: 7MP


Edited the abilities and techniques.
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Bag o Bones
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Meteorain (Lv3)
alright, now everything is approved.
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Seenter
Dynamite
Quote:
 

Pending Ability
Dragon Tail
Description: After learning and perfecting your skill with martial arts, you have earned the ability to manifest a ghostly dragon tail as a part of your armor. It moves at your will, almost like you were born with it, and you can fight as if it was a part of your hand to hand skill. It's very usefull when you're getting attack from both sides, as you can react faster with your tail than having to turn around. It can also be used to block an attack, but doing so weakens it to the point that it needs to rest for a bit.
Requirements: Dracon Family; Dragon Armor; Agility 50; Hand-to-Hand 50; Can only be used when wearing Dragon Armor
Effect: Grants the user an extra appendage when fighting hand-to-hand, using the user's stats to determine skill and damage. When used to defend, doubles the Dragon Armor Durability against one attack. Afterwards, can't be used for 1 post.
Cost: None

Dragon Senses
Description: Dragons always seem to know what's going on around them, even if they can't see or hear the particular event. Being gifted with the Dragon Armor has given you that same ability, though much weaker than a normal dragon. You can sense everything going on around you, even if your eyes were closed and your ears were plugged. This has given you a slight advantage against those who fire at a distance, making you harder to hit the farther they are away from you.
Requirements: Dracon Family; 4 Dragon abilities
Effect: Allows you to 'feel' your surroundings up to 30ft. away. Grants you 15% to your Dodge against ranged attacks (weapons, magic, etc.), and makes you immune to Blind.
Cost: None

Pending Techniques
Dragon Hurricane
Description: Cris can focus his Dragon Breath along the same energy of an Aero Materia, allowing the straight line to become a spinning vortex. This hurricane takes on the property of the element of the Dragon Breath, and increases in size according to the Materia magic. Cris can control this vortex as long as he supplys it with a constant stream of energy.
Requirements: Dragon Breath; Aero Materia; 40 Casting; 40 Magic
Effect: Creats a spinning cyclone of fire, ice, or lightning energy. It does Magic x 1.5 damage of the energy type; and can be 5ft, 10ft, or 20ft in height and half in diameter.
Cost: 15MP, 20MP, or 30MP


A few new abilities and a new technique.
Edited by Seenter, Aug 28 2009, 08:33 PM.
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[-Angeles-]
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Ex-Turk
Dragon Tail, Dragon Senses, and Dragon Hurricane, have my 1/2
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Seenter
Dynamite
Bump, and thanks Angeles.
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Galileo
Member Avatar
Getting too old for this shit.
Seenter
Aug 28 2009, 08:33 PM
Quote:
 

Pending Ability
Dragon Tail
Description: After learning and perfecting your skill with martial arts, you have earned the ability to manifest a ghostly dragon tail as a part of your armor. It moves at your will, almost like you were born with it, and you can fight as if it was a part of your hand to hand skill. It's very usefull when you're getting attack from both sides, as you can react faster with your tail than having to turn around. It can also be used to block an attack, but doing so weakens it to the point that it needs to rest for a bit.
Requirements: Dracon Family; Dragon Armor; Agility 50; Hand-to-Hand 50; Can only be used when wearing Dragon Armor
Effect: Grants the user an extra appendage when fighting hand-to-hand, using the user's stats to determine skill and damage. When used to defend, doubles the Dragon Armor Durability against one attack. Afterwards, can't be used for 1 post.
Cost: None

Dragon Senses
Description: Dragons always seem to know what's going on around them, even if they can't see or hear the particular event. Being gifted with the Dragon Armor has given you that same ability, though much weaker than a normal dragon. You can sense everything going on around you, even if your eyes were closed and your ears were plugged. This has given you a slight advantage against those who fire at a distance, making you harder to hit the farther they are away from you.
Requirements: Dracon Family; 4 Dragon abilities
Effect: Allows you to 'feel' your surroundings up to 30ft. away. Grants you 15% to your Dodge against ranged attacks (weapons, magic, etc.), and makes you immune to Blind.
Cost: None

Pending Techniques
Dragon Hurricane
Description: Cris can focus his Dragon Breath along the same energy of an Aero Materia, allowing the straight line to become a spinning vortex. This hurricane takes on the property of the element of the Dragon Breath, and increases in size according to the Materia magic. Cris can control this vortex as long as he supplys it with a constant stream of energy.
Requirements: Dragon Breath; Aero Materia; 40 Casting; 40 Magic
Effect: Creats a spinning cyclone of fire, ice, or lightning energy. It does Magic x 1.5 damage of the energy type; and can be 5ft, 10ft, or 20ft in height and half in diameter.
Cost: 15MP, 20MP, or 30MP


A few new abilities and a new technique.
+1/4 on all of them.
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Seenter
Dynamite
Thanks. I now have $0.75. Can I get another quarter?
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Bag o Bones
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Meteorain (Lv3)
Eh, I'll finish the approval off.

Approved via the power of necromancy.
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Seenter
Dynamite
Thanks Bones. Ok, here's a few more techniques I'm requesting.

Dragon Sight
Description: Using the dragon's innate power to sense their opponent, Cris can use the power of the Libra to take it one step further. After using Libra on a target, Cris can see an aura that surrounds their entire body. This aura shows Cris how strong his opponent is, and gives him a slight warning to what may be coming. The aura changes color depending on the element the target is using, thus letting Cris know and giving him a chance to counter.
Requirements: Dragon Sense; Libra Materia
Effect: Allows Cris to gauge the strength, speed, and magic of the target; and grants him a 10% bonus to his dodge against elemental attacks.
Cost: 2MP per post

Dragon Blade
Description: Through training and practice, Cris can change the properties of the energy when using the Dragon Wave. By focusing on one of the three main elements of fire, ice, and lightning; Cris can change the energy to match that type. This allows his attacks to deal elemental damage of that type, and even give his Dragon Wave that element when launched. The energy coating his sword increase in width by 1", and extends the reach by 2". It retains all the properties of the Dragon Wave, though Cris can maintain the energy as long as he focuses on it.
Requirements: Dragon Wave; Dragon Breath; Short Sword 40
Effect: Sword does ice, fire, or lightning damage; and can be launched at a distance by traveling (Speed+Agility)/2 in terms of speed.
Cost: 6MP + 2 MP per post
Edited by Seenter, Sep 19 2009, 02:47 PM.
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Galileo
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Getting too old for this shit.
Seenter
 
Effect: Sword does ice, fire, or lightning damage; and can be launched at a distance by traveling (Speed+Agility)/2.


I'm not surewhat you meant by this.
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Seenter
Dynamite
It's pretty much is how fast the wave of energy travels. I made a slight edit to show this.
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Galileo
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Getting too old for this shit.
That's what I thought +1/4 both
Edited by Galileo, Sep 19 2009, 02:42 PM.
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Seenter
Dynamite
Thank you. Wanted to add this one as well.

Dragon Shield
Description: After training with Snow, Grin, and Samantha; Cris has learned how to harness the elements of ice, lightning, and fire. By focusing all elements into his sword at once, Cris can 'draw' a triangle in mid air. This triangle is able to absorb any elemental attack up to his magic level, protecting him from a lot of damage. Any attack that surpasses his magic level is reduced by the shield before hitting him. This triangle disappears right after absorbing 1 attack, making it useful only when Cris knows such an attack is coming.
Requirements: Ice Materia; Fire Materia; Lightning Materia (Dragon Blade or Dragon Breath can substitute one of the required Materia)
Effect: Creates a triangle shield that protects from one elemental attack up to magic stat in damage. Excess damage hits Cris.
Cost: 24MP
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Galileo
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Getting too old for this shit.
The shield has my +1/4
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[-Angeles-]
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Ex-Turk
+ 1/2 to the three of them.
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Gin
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Ikorose, Shinsou
approved
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Seenter
Dynamite
Thank you everyone. And added a few more ^_^. I need to stop thinking new ideas and need to train my character to learn them.

Quote:
 
Pending Ability
Name: Dragon Magic
Description: Though the use of magic is easy for most who try, there's one type of magic based solely for dragons. A dragon's magic isn't much stronger than any other creature's magic, just the application of the magic is what gives it strength. The ability to change magic, to cause it to do things no normal spell can. That's the power of a dragon's magic. Through practice and study, you have learned the art of changing your spells like a dragon. Either being blessed by Bahamut himself, or by learning from one blessed has given you this right.
Requirements: 50 Magic; 50 Intelligence; 30 Casting; Dracon Family or taught by someone from Dracon Family
Effect: Allows you to change the effects of normal magic.
Cost: None

Pending Technique
Name: "Magic" Split
Description: By focusing on the spell he's casting, Cris can cause the spell to split after being cast simply by saying the draconic word for 'split'. This increases the accuracy of the attack, or allows him to attack multiple targets at the same time. However by spliting the spell he causes it to become weaker, at the cost of the accuracy. He's able to split it 5 times, making the spell appear as 32 separate spells.
Requirements: Dragon Magic
Effect: Increases the accuracy of a spell by 10% and reduces the damage by 10% for every split (Max 50%). Also allows the different splits to attack a separate target (Max 32).
Cost: Spell Cost

Name: "Magic" Javeline
Description: By compressing the spell and making it more focused like a spear, Cris can cause the magic to hit harder than a normal spell. The more he focuses on compressing the magic, the more powerful it can become. However by compressing the magic, Cris is also reducing the size of the spell. This forces him to have to hit the target on the mark, or miss completely.
Requirements: Dragon Magic
Effect: Increases the damage of the spell by 10% and reduces the accuracy by 10% (Max 50%),
Cost: Spell Cost

Name: "Magic" Cloud
Description: Cris can release the magic of a spell as a large cloud of the element. This cloud causes damage to all within its' embrace, even Cris. The cloud is thick and extends in a 30ft radius around Cris, making it impossible to see while inside. The cloud only does a little damage however, as the spell is spread out on a large fashion. The stronger the spell, the longer the cloud lasts.
Requirements: Dragon Magic
Effect: Creates a cloud of the element centered on Cris with a radius of 30ft. The cloud does 10% of the normal damage per round, and all inside are considered to have the Blind status. Lasts 1 round for 1st level spell, 2 rounds for 2nd, 3 rounds for 3rd.
Cost: Spell Cost

Name: "Magic" Arrow
Description: Cris can create an arrow of the element within his hands, and fire it from a 'magic bow' of light. This arrow then speeds towards the target, piercing through any protection it may have. Some of the power of the spell is used in order to break through, causing the spell to become weaker upon contact with the target.
Requirements: Dragon Magic
Effect: Allows the spell to pierce through all protection (Reflect, MBarrier, Wall, Armor, Ability, and Technique). Reduces the strength of the spell by 10% for every barrier pierced.
Cost: Spell Cost + 10% Spell Cost
Edited by Seenter, Sep 26 2009, 08:44 AM.
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Gin
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Ikorose, Shinsou
Does "Magic" Cloud effect Cris himself?
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Seenter
Dynamite
If you're talking about the elemental damage, then yes. However once he gains the Dragon Senses ability he'd be immune to the Blind effect.
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Bag o Bones
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Meteorain (Lv3)
These are approved, unless another mod says no.
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Takeru
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The White Mage
[Brought to you by Reid who designed the dice system] NO DICE!
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[-Angeles-]
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Ex-Turk
Fare thee well Children of Crisis, we will miss you
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