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Zander's Requests v.3
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Topic Started: Jan 13 2010, 03:42 PM (103 Views)
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Takeru
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Jan 13 2010, 03:42 PM
Post #1
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The White Mage
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- FFXIII
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Approved Limit Breaks:
Spoiler: click to toggle Magus Fortification [Limit Break Level 1] Description: Zander focuses his internal magical power and channels that energy into his weapon. This empowers his weapon with the strength of his magic. Requirements: Limit Break Level 1 Access Effect: Roll 1d(Magic). The result is added to Zander's Weapon Strength for 2 of his turns. Cost: None
Rising from the Ashes [Limit Break Level 1] Description: Zander's magic courses through his body, refreshing it to peak physical performance. His aura flares when this occurs, making it difficult to use in a stealthy manner. Requirements: Limit Break Level 1 Access Effect: Restores HP by the result of 2d(Magic). Cost: None
Approved Techniques:
Spoiler: click to toggle Kaotic Movements Description: By carefully channeling the electrical energies from the Thunder Materia, Zander can increase the speed of his fast-twitch muscle fibers and grant himself increased speed. Requirements: Thunder Materia, 40 Magic, 40 Speed, 40 Spirit Effect: Increases Zander's Speed stat by the power of the spell. Cost: Spell Cost * 1.3 (Before reductions)
Hideko's Leverage Description: Zander carefully channels the winds to his aid, using them to augment his own physical power. Requirements: Aero Materia, 50 Strength, 50 Spirit, 50 Endurance Effect: Increases Zander's Strength stat by the power of the spell Cost: Spell Cost * 1.3 (Before reductions)
Omega Burst Description: Zander slams his fists into the ground and unleashes a wave of magical energy in all directions. Anything and anyone caught in the range of this attack is in danger of being hit. If a Materia with an Element/Status Effect is equipped, then this technique can be used in conjunction to spread that Materia's attack in a radial manner. Since Zander is at the origin of the blast, he is immune to its effects. Requirements: Any Magic Materia, 50 Magic, 50 Weapon Skill or 50 Hand-to-Hand Skill Effect: Range of attack is equal to (Magic * 2) feet in all directions. Power of attack is equal to (Normal Spell Power * 1.5). Speed of attack is Magic speed. Accuracy is normal magical accuracy. Can only be dodged if the opponent's Dodge is 25% higher than the attack's accuracy. Targets all within range, unless they are within two feet of Zander himself. Cost: Spell Cost * 1.5 (Before reductions)
Magical Minimalist Description: Tired of being burdened with his various belongings, Zander has devised an effective way to handle his problem. By exercising his Magic and utilizing his above-average will-power, Zander is able to negate the Weight of objects so that he is not as inhibited in battle. Requirements: 70 Strength, 70 Magic, 70 Intelligence, Essence of the Lifestream, Alignment above 70% Effect: Zander can channel magic into objects he owns (Items/Accessories/Weapons/Armor/Materia) to negate their Weight. Only works on objects in Zander's possession. Cost: 15 MP
Momentum Shift Description: When using techniques that enhance speed and strength, there can occasionally be some 'crossed wires', so to speak. It was during one of these instances that Zander figured out how to channel his speed to enhance his attack power. Requirements: Kaotic Movements, Hideko's Leverage, 100 Speed, 100 Strength Effect: ((Boosted Speed)/2) is added to Strength during physical attacks. Does not effect magical attacks/techniques. Does not effect un-boosted attacks. Cost: None
Curative Countermeasures Description: By utilizing a form of restorative magic as an attack is being leveled against you or an ally, you are able to decrease the amount of damage taken by the power of your healing abilities. Requirements: Restore Materia, 100 Magic, 100 Spirit Effect: Decreases damage taken by the power of the spell(s) used. Cost: Spell Cost
Magnetic Attraction Description: When this technique is activated, physical assaults made using metallic objects or weaponry are caught in a magnetic field and drain in toward Zander's Gauntlets. Requirements: Thunder Materia, Gauntlets, 50 Spirit, 100 Magic Effect: Creates a Field Effect where metal (Iron, Bronze, Steel or Adamantium) objects being used to attack (weapons, bullets, etc.) are drawn toward Zander's gauntlets. Range is (Spirit/10) in feet. Cost: 6 MP per turn active
Mystical Pull Description: By utilizing the unique combination of the All and Elemental Materia, Zander is able to create a sort of field that draws all magical spells that enter it toward the armor in which the two Materia are equipped. Requirements: All Materia, Elemental Materia, 100 Magic, Materia must be linked Effect: Creates a Field Effect where spells being used to attack/heal others are drawn toward Zander's torso armor. Range is (Spirit/10) in feet. Cost: 6 MP per turn active
Pledge of Allegiance Description: After sending out a pulse of his magic, Zander is able to sense whether the people within his range are good or evil overall. This perspective also allows him to determine where he lies amongst those around him. Requirements: Lifestream Senses, 100 Spirit Effect: Can sense the 'good' and 'evil' in those around him, and can change his own alignment as well. This change does not last beyond the end of the thread. Cost: 1 MP per 5% shift in either direction
Materia Drain Description: As time has passed, Zander has learned more and more about how to use his various gifts and tools to his advantage. Even products of the Planet are now his to use and exploit as he sees fit. Requirements: 100 Magic, 100 Spirit, Lifestream Senses Effect: Converts the AP in a Materia to MP for Zander in an 8:1 ratio (8 AP for 1 MP). If a Materia's AP lowers below a level usage, that ability is blocked (Fire Materia with less than 500 AP cannot use Fira or Firaga). AP is restored to normal at the end of the thread. Can only be used on one Materia per thread. Cost: None
First Gate: Unlock Description: Zander channels some of his magic into his mind and unlocks the first of his limitations. Requirements: Unlocking Potential, 100 Spirit Effect: Increases Intelligence, Magic and MP by 30% of their base amounts. Boost lasts for up to Spirit/20 user posts. Cost: 10 MP to unlock; drains 6% of max HP every user post it is kept active
Second Gate: Unlock Description: Zander channels even more power into his mind, activating specific parts of it to forcibly increase muscle power. Requirements: First Gate: Unlock, 125 Spirit Effect: Increases Strength, Speed, and Agility by 35% of the base amounts. Boost lasts for up to Spirit/20 user posts, but cannot exceed length of First Gate. Cost: 15 MP to unlock; increases HP drain to 8% per user post
Third Gate: Unlock Description: Pumped full of adrenaline, Zander focuses his energy to the base of his neck and unlocks the third of his limitations to increase his body's natural defenses. Requirements: Second Gate: Unlock, 150 Spirit Effect: Increases Spirit and Endurance by 40% of their base amounts. Boosts last up to Spirit/20 user posts, but cannot exceed length of the prior Gates. Cost: 20 MP to unlock; increases HP drain to 10% per user post
Fourth Gate: Unlock Description: Not wishing to be impeded, Zander unlocks the fourth limitation (located behind the sternum) and cleanses his body of all unwanted alterations. Requirements: Third Gate: Unlock, 175 Spirit Effect: Negates any and all status effects, status ailments, and negative alterations already in effect, and provides immunity to them for the duration of this technique. Lasts for Spirit/20 user posts, but cannot exceed the duration of the prior Gates. Cost: 25 MP to unlock; increases HP drain to 12% per user post
Fifth Gate: Unlock Description: The fifth limit is broken, allowing Zander access to even more of his hidden power. Requirements: Fourth Gate: Unlock, 200 Spirit Effect: Doubles all boosts currently in effect (30% becomes 60% but does not stack, etc.). Lasts for Spirit/20 user posts, but cannot exceed the duration of prior Gates. Cost: 30 MP to unlock; increases HP drain to 14% per user post
Approved Abilities:
Spoiler: click to toggle Lifestream Senses Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them. Requirements: 50 Spirit, 50 Intelligence Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) feet in all directions. It can also be used to deflect incoming airborne (Projectiles, Bullets, Spells, etc.) attacks within that range, provided the power is less than the result of the user's 1d(Spirit). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Choice Target Description: By zoning in on a single target, you are able to channel your focus and your power into bringing them even more pain than normal. This ability replaces Focus. Requirements: Focus, 100 Strength, 100 Spirit Effect: If you are at full HP, then attacks to Single Targets cause 40% more damage than normal. Attacks that effect more than one Target do the normal amount of damage. Cost: None
Unlocking Potential Description: By digging deep down into himself, Zander has discovered seemingly literal blocks upon his power. Despite knowing that these are natural limitations meant to protect him, he has devised a way to force past them to grant himself even greater power...but at a great physical cost. This replaces Master of Something. Requirements: 100 Strength, 100 Speed, 100 Endurance, Master of Something Effect: Allows Zander to unlock the Inner Gates. When in an unlocked state, he is not able to heal himself with anything other than Items. He may still be healed by the Magic of others, however. Only one Gate may be opened per post. Cost: Varies
Complete Warrior Description: You are the total package...the best of both worlds in one. You have both the tough body and the confidence of a seasoned veteran. Requirements: 150 Spirit, 150 Endurance, 450 HP, 150 MP Effect: Natural Magic Defense is now 50% of the Spirit stat, and Natural Physical Defense is now 50% of the Endurance stat. Cost: None
Comrades in Arms Description: While members of SOLDIER must be capable of working solo, the actions of members like Zack and Angeal show that they often work better in groups. Requirements: Be in SOLDIER (not Sentry or Turks), at least two stats at or above 100, must have this Ability to be affected Effect: When you are in a thread with other PC SOLDIERs, add an extra roll for any applicable Techniques. MP costs for Techniques double (before reductions). Techniques that originally have no cost have a cost of 7 MP per turn used. If one SOLDIER is KO'd, this remains working for the other(s). Cost: None
Edited by Takeru, Jan 13 2010, 08:49 PM.
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Takeru
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Jan 13 2010, 03:50 PM
Post #2
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The White Mage
- Posts:
- 2,250
- Group:
- Civilians
- Member
- #4
- Joined:
- September 18, 2005
- Favorite Final Fantasy:
- FFXIII
- Blog:
- Please insert the title of your blog
|
Limit Breaks:
Spoiler: click to toggle Magus Fortification [Limit Break Level 1] Description: Zander focuses his internal magical power and channels that energy into his weapon. This empowers his weapon with the strength of his magic. Requirements: Limit Break Level 1 Access Effect: Roll 1d(Magic). The result is added to Zander's Weapon Strength for 2 of his turns. Cost: None
Rising from the Ashes [Limit Break Level 1] Description: Zander's magic courses through his body, refreshing it to peak physical performance. His aura flares when this occurs, making it difficult to use in a stealthy manner. Requirements: Limit Break Level 1 Access Effect: Restores HP by the result of 2d(Magic). Cost: None
Techniques:
Spoiler: click to toggle Kaotic Movements Description: By carefully channeling the electrical energies from the Thunder Materia, Zander can increase the speed of his fast-twitch muscle fibers and grant himself increased speed. Requirements: Thunder Materia, 40 Magic, 40 Speed, 40 Spirit Effect: Increases Zander's Speed stat by the power of the spell. Cost: Spell Cost * 1.3 (Before reductions)
Hideko's Leverage Description: Zander carefully channels the winds to his aid, using them to augment his own physical power. Requirements: Aero Materia, 50 Strength, 50 Spirit, 50 Endurance Effect: Increases Zander's Strength stat by the power of the spell Cost: Spell Cost * 1.3 (Before reductions)
Omega Burst Description: Zander slams his fists into the ground and unleashes a wave of magical energy in all directions. Anything and anyone caught in the range of this attack is in danger of being hit. If a Materia with an Element/Status Effect is equipped, then this technique can be used in conjunction to spread that Materia's attack in a radial manner. Since Zander is at the origin of the blast, he is immune to its effects. Requirements: Any Magic Materia, 50 Magic, 50 Weapon Skill or 50 Hand-to-Hand Skill Effect: Range of attack is equal to (Magic * 2) feet in all directions. Power of attack is equal to (Normal Spell Power * 1.5). Speed of attack is Magic speed. Accuracy is normal magical accuracy. Can only be dodged if the opponent's Dodge is 25% higher than the attack's accuracy. Targets all within range, unless they are within two feet of Zander himself. Cost: Spell Cost * 1.5 (Before reductions)
Magical Minimalist Description: Tired of being burdened with his various belongings, Zander has devised an effective way to handle his problem. By exercising his Magic and utilizing his above-average will-power, Zander is able to negate the Weight of objects so that he is not as inhibited in battle. Requirements: 70 Strength, 70 Magic, 70 Intelligence, Essence of the Lifestream, Alignment above 70% Effect: Zander can channel magic into objects he owns (Items/Accessories/Weapons/Armor/Materia) to negate their Weight. Only works on objects in Zander's possession. Cost: 15 MP
Momentum Shift Description: When using techniques that enhance speed and strength, there can occasionally be some 'crossed wires', so to speak. It was during one of these instances that Zander figured out how to channel his speed to enhance his attack power. Requirements: Kaotic Movements, Hideko's Leverage, 100 Speed, 100 Strength Effect: ((Boosted Speed)/2) is added to Strength during physical attacks. Does not effect magical attacks/techniques. Does not effect un-boosted attacks. Cost: None
Curative Countermeasures Description: By utilizing a form of restorative magic as an attack is being leveled against you or an ally, you are able to decrease the amount of damage taken by the power of your healing abilities. Requirements: Restore Materia, 100 Magic, 100 Spirit Effect: Decreases damage taken by the power of the spell(s) used. Cost: Spell Cost
Magnetic Attraction Description: When this technique is activated, physical assaults made using metallic objects or weaponry are caught in a magnetic field and drain in toward Zander's Gauntlets. Requirements: Thunder Materia, Gauntlets, 50 Spirit, 100 Magic Effect: Creates a Field Effect where metal (Iron, Bronze, Steel or Adamantium) objects being used to attack (weapons, bullets, etc.) are drawn toward Zander's gauntlets. Range is (Spirit/10) in feet. Cost: 6 MP per turn active
Mystical Pull Description: By utilizing the unique combination of the All and Elemental Materia, Zander is able to create a sort of field that draws all magical spells that enter it toward the armor in which the two Materia are equipped. Requirements: All Materia, Elemental Materia, 100 Magic, Materia must be linked Effect: Creates a Field Effect where spells being used to attack/heal others are drawn toward Zander's torso armor. Range is (Spirit/10) in feet. Cost: 6 MP per turn active
Pledge of Allegiance Description: After sending out a pulse of his magic, Zander is able to sense whether the people within his range are good or evil overall. This perspective also allows him to determine where he lies amongst those around him. Requirements: Lifestream Senses, 100 Spirit Effect: Can sense the 'good' and 'evil' in those around him, and can change his own alignment as well. This change does not last beyond the end of the thread. Cost: 1 MP per 5% shift in either direction
Materia Drain Description: As time has passed, Zander has learned more and more about how to use his various gifts and tools to his advantage. Even products of the Planet are now his to use and exploit as he sees fit. Requirements: 100 Magic, 100 Spirit, Lifestream Senses Effect: Converts the AP in a Materia to MP for Zander in an 8:1 ratio (8 AP for 1 MP). If a Materia's AP lowers below a level usage, that ability is blocked (Fire Materia with less than 500 AP cannot use Fira or Firaga). AP is restored to normal at the end of the thread. Can only be used on one Materia per thread. Cost: None
First Gate: Unlock Description: Zander channels some of his magic into his mind and unlocks the first of his limitations. Requirements: Unlocking Potential, 100 Spirit Effect: Increases Intelligence, Magic and MP by 30% of their base amounts. Boost lasts for up to Spirit/20 user posts. Cost: 10 MP to unlock; drains 6% of max HP every user post it is kept active
Second Gate: Unlock Description: Zander channels even more power into his mind, activating specific parts of it to forcibly increase muscle power. Requirements: First Gate: Unlock, 125 Spirit Effect: Increases Strength, Speed, and Agility by 35% of the base amounts. Boost lasts for up to Spirit/20 user posts, but cannot exceed length of First Gate. Cost: 15 MP to unlock; increases HP drain to 8% per user post
Third Gate: Unlock Description: Pumped full of adrenaline, Zander focuses his energy to the base of his neck and unlocks the third of his limitations to increase his body's natural defenses. Requirements: Second Gate: Unlock, 150 Spirit Effect: Increases Spirit and Endurance by 40% of their base amounts. Boosts last up to Spirit/20 user posts, but cannot exceed length of the prior Gates. Cost: 20 MP to unlock; increases HP drain to 10% per user post
Fourth Gate: Unlock Description: Not wishing to be impeded, Zander unlocks the fourth limitation (located behind the sternum) and cleanses his body of all unwanted alterations. Requirements: Third Gate: Unlock, 175 Spirit Effect: Negates any and all status effects, status ailments, and negative alterations already in effect, and provides immunity to them for the duration of this technique. Lasts for Spirit/20 user posts, but cannot exceed the duration of the prior Gates. Cost: 25 MP to unlock; increases HP drain to 12% per user post
Fifth Gate: Unlock Description: The fifth limit is broken, allowing Zander access to even more of his hidden power. Requirements: Fourth Gate: Unlock, 200 Spirit Effect: Doubles all boosts currently in effect (30% becomes 60% but does not stack, etc.). Lasts for Spirit/20 user posts, but cannot exceed the duration of prior Gates. Cost: 30 MP to unlock; increases HP drain to 14% per user post
Abilities:
Spoiler: click to toggle Lifestream Senses Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them. Requirements: 50 Spirit, 50 Intelligence Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) feet in all directions. It can also be used to deflect incoming airborne (Projectiles, Bullets, Spells, etc.) attacks within that range, provided the power is less than the result of the user's 1d(Spirit). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Choice Target Description: By zoning in on a single target, you are able to channel your focus and your power into bringing them even more pain than normal. This ability replaces Focus. Requirements: Focus, 100 Strength, 100 Spirit Effect: If you are at full HP, then attacks to Single Targets cause 40% more damage than normal. Attacks that effect more than one Target do the normal amount of damage. Cost: None
Unlocking Potential Description: By digging deep down into himself, Zander has discovered seemingly literal blocks upon his power. Despite knowing that these are natural limitations meant to protect him, he has devised a way to force past them to grant himself even greater power...but at a great physical cost. This replaces Master of Something. Requirements: 100 Strength, 100 Speed, 100 Endurance, Master of Something Effect: Allows Zander to unlock the Inner Gates. When in an unlocked state, he is not able to heal himself with anything other than Items. He may still be healed by the Magic of others, however. Only one Gate may be opened per post. Cost: Varies
Complete Warrior Description: You are the total package...the best of both worlds in one. You have both the tough body and the confidence of a seasoned veteran. Requirements: 150 Spirit, 150 Endurance, 450 HP, 150 MP Effect: Natural Magic Defense is now 50% of the Spirit stat, and Natural Physical Defense is now 50% of the Endurance stat. Cost: None
Comrades in Arms Description: While members of SOLDIER must be capable of working solo, the actions of members like Zack and Angeal show that they often work better in groups. Requirements: Be in SOLDIER (not Sentry or Turks), at least two stats at or above 100, must have this Ability to be affected Effect: When you are in a thread with other PC SOLDIERs, add an extra roll for any applicable Techniques. MP costs for Techniques double (before reductions). Techniques that originally have no cost have a cost of 7 MP per turn used. If one SOLDIER is KO'd, this remains working for the other(s). Cost: None
Go for it.
Edited by Takeru, Jan 13 2010, 08:47 PM.
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Gin
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Jan 13 2010, 04:22 PM
Post #3
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Ikorose, Shinsou
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- A day in the life of someone you didn't wanna know about
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- Quote:
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Lifestream Senses [LEARNED] Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them. Requirements: 50 Spirit, 50 Intelligence Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) feet in all directions. It can also be used to deflect incoming airborne (Projectiles, Bullets, Spells, etc.) attacks within that range, provided the power is less than the user's ((Spirit + Magic)/2). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Everything is approved, unless Cloud or another staffy sees a problem, though I would like if it you could add "roll" somewhere in this tech like right after ((Spirit + Magic)/2) since I can see someone confused about it and its a pet-peeve of mine for some reason to have it not completely match format.
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Takeru
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Jan 13 2010, 04:27 PM
Post #4
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The White Mage
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How about...
- Quote:
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Lifestream Senses Description: Those infused with Mako possess a greater connection to the Planet than the average human. By flaring their magic, such a person can emit an invisible field (somewhat like a radar pulse) to detect anything around them. Requirements: 50 Spirit, 50 Intelligence Effect: Emits a pulse of magical energy that can be used to scout out an area for (Magic Stat) feet in all directions. It can also be used to deflect incoming airborne (Projectiles, Bullets, Spells, etc.) attacks within that range, provided the power is less than the result of the user's 1d(Spirit). If the power is more than that, then it is reduced by that amount (Attack Power - Pulse Power). Cost: 2 MP per use, + 6 MP if deflecting an attack (for a total of 8 MP).
Easier than the formula. Better?
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Gin
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Jan 13 2010, 04:39 PM
Post #5
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Ikorose, Shinsou
- Posts:
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- Final Fantasy Tactics
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- A day in the life of someone you didn't wanna know about
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You didn't need to change it JUST for me, since that was the real thing that bothered me, but I'm going to approve it. Bla bla bla, if staff don't like it they can say so bla bla bla.
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Takeru
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Feb 16 2010, 08:52 PM
Post #6
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The White Mage
- Posts:
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- FFXIII
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Revised Comrades:
- Quote:
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Comrades in Arms Description: While members of SOLDIER must be capable of working solo, the actions of members like Zack and Angeal show that they often work better in groups. Requirements: Be in SOLDIER (not Sentry or Turks), at least two stats at or above 100, must have this Ability to be affected Effect: When you are in a thread with other PC SOLDIERs, double the value of any Base amount used in a Technique. MP costs for Techniques double (before reductions). Techniques that originally have no cost have a cost of 7 MP per turn used. If one SOLDIER is KO'd, this remains working for the other(s). Cost: None
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Bag o Bones
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Feb 16 2010, 09:45 PM
Post #7
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Meteorain (Lv3)
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Revised approved.
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[-Angeles-]
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May 12 2011, 02:32 PM
Post #8
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Ex-Turk
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Fare thee well Children of Crisis, we will miss you
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