Cell
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Post by Cell on Apr 10, 2010 21:49:10 GMT -5
Lord Crehavos I. Personal Overview Name: Crehavos Daemn Nickname/Alias: Lord of Hell Gender: Male Physical Age: Immeasurable; appears to be 30 Day of Birth/Creation: December 21st Race: Demon Height: 6'3" Weight: 190 lbs. Birth Place: Depths of the PlanetAppearance:Personality: Crehavos’ personality is one of cold ruthlessness. Having had little in-depth communication with anyone in his extensive lifetime, it is surprising to see how well-spoken and elegant he is. Even so, his cold exterior and harshness has kept people at bay; only the foolish or brave dare cross him. He is highly intelligent, consistently studying documents and novels on a variety of subjects: ranging from history, informative, sorcery, and many more. However, when it comes to the violent carnage of battle, this is where he shines the most. The confidence he exudes in his ability is extraordinary, almost to the point of arrogance, but with his lust for bloodshed, battle and magical knowledge, along with the fierce power that runs in his veins, it could easily be argued he has a right to be. He shows little admiration or respect of any individuals, mainly deeming the majority of the living to be worthless refuse. All in all, Crehavos is a murderous creature that delights in the torment of his victims, physically or mentally torturing them to the brinks of sanity, finally taking their life when they’re begging for an end. He is highly cruel, and his calm, collected front should not be mistaken for the true monster within . . .
History:
-The Cataclysm-
They say mankind use to be less ignorant in ancient times, treating their world as a precious endowment of the Gods instead of a giant trash heap overloaded with industrial cities that pollute the skies, people who have forgotten the sins they made an oath to nip in the bud, so that their society may prosper and that humans and Gods could live together harmoniously in this world, but they’ve committed sin far too often to even care for their eternal consequences that they have long since forgotten. In a brighter era, people obeyed the Gods when they were warned after a vicious war that brought an end to several countries, and thousands were lost to Hades himself, that if they continued that lifestyle in the mortal world, well... the consequences were spelled out in black and white for their afterlife. People took this to heart, they built monuments in honor of the Gods for their patience and good-will, and the majority of the populous kept themselves in check.
But somehow, no one had even considered that mortals weren’t the only ones that would bring about chaos and sin amongst their own kind...
~Full History Coming Soon~ Transportation: Magical Flight and Teleportation Requested World Preference: Fantasy WorldII. Battle Information A. OverviewCurrent Level: 1
Current Stats: 0/15 Physical Prowess: 4 Magical Talent: 8 Weapon Handling: 2 Luck: 1
Total Currency: 0 Coins
Strengths: Crehavos reigns in several areas. His physical might is unreal, paired with his well defined blade and fighting style, he makes for deadly play in battle. With enough focused potential, he can slice through raw stone, making clean-cut fissures. His precision and his near-lightning speed make his attacks nearly impossible for anyone ordinary or near it to evade, and another challenge on its’ own to defend against. Crehavos can dodge quite a number of physical attacks with relative ease, along with his focus and speed, he excels in battle. He has few long-ranged attacks, but the ones he uses always seem to find their mark.
Weaknesses: With all of his strengths, comes a price with defenses. He wears minimal armor under his cloak, so if it breaks, he has to rely on his sword and magic to defend with, which though it may be efficient to a point, he's prone to more severe damage. He also is not fond of hand to hand combat, so he only uses his sword for physical attacks. If he somehow lost his sword, he would be at a damaging disadvantage.
Combatant Type: Horror of Damnation
Fighting Style: Well-RoundedB. Weapons and Key ItemsName: Hell’s Terror Description: A blade in which he crafted himself from the shadows. Crehavos can summon and banish this weapon whenever he sees fit, and because of the shadows infused with this blade, all sword strikes will leave scorches of darkness. Stats Required to Use 1 MAG, 1 WEP for wielding it; 3 MAG, 3 WEP for summoning and banishing the weapon
C. Abilities
Name: Flight Activation: Willed Description: Can freely soar without restraints; aerial speed can vary depending on Crehavos’ power and will. Stats required to use:1 PHYS 1 MAG for levitating; 5 PHYS 10 MAG for high speed flying (up to 60MPH)
Name: Teleportation Activation: Willed Description: Warps from one location to another. Distance is in short proximity. Portal Warping is used for farther transports, and it requires more magic. (NOTE: 15 of Crehavos' posts must have passed before he can use a Portal again.) Stats required to use: 5 MAG for 1-50ft; 10 MAG for 50-100ft; 15 MAG for 100-500 ft; 20 MAG for 500-1000ft; 30 MAG for 1000-5000ft; 50 MAG for Portal warping great distances)
Name: Clairvoyance Activation: Willed Description: Means of being psychic. It allows for use of sixth sense abilities. Such abilities include:
- Telekinesis: Levitation and control of persons, objects, and liquids with a telekinetic mind (people are much harder to strike, let alone be controlled by telekinesis; if opponent is trapped, 5 MAG will break the telekinetic hold. Not an autohit, because it is possible to dodge). The signal for this attack is Crehavos' glowing blue palms. - Illusions: Images that appear to be real in the surroundings of others. Crehavos can also project himself as an illusion, or a “phantom”, and speak through it. The phantoms do nothing more than give Crehavos eyes somewhere else and as a means of communication; they do not cause harm. - False Memories: Allows Crehavos to implant memories that are not real or not the specific person’s memories into the minds of others; and seal other memories away deep elsewhere in their mind. This allows Crehavos to make opponents forget they saw him, what he told him, how to fight him. He can also make them think they have seen something they have not at all. Cool down time of 40 posts. Crehavos must grasp the target's hands for a handful of seconds in order for this to succeed. Stats required to use: 20 MAG for Telekinesis; 50 MAG for Illusions, 100 MAG for False Memories
Name: Heart of the Dark Activation: When in darkness Description: All of Crehavos’ other ability and attack stat usage is halved when in darkness (at night, when in realms of darkness such as Hell) Stats required to use: None
Name: Mending of the Shadows Activation: When injured Description: Any wounds or amputations done to Crehavos’ body will mend and be completely restored. It will also cure damaging status effects (i.e. loss of limbs, deep gashes, broken bones) A cool down time of 3 posts is required for status removal, 10 posts is required for deep gashes, 20 posts for broken bones, 30 posts for amputations. Stats required to use: 10 MAG for minor wounds (equivalent of Cure); 20 MAG for status effects (equivalent of Esuna); 50 MAG for major wounds and broken bones; 100 MAG for amputation of limbs
Name: Hellion Call Activation: Willed Description: Crehavos summons a swarm of demons from the bowels of Hell to aid him in battle. The demons will bite, strangle, claw, and shoot fire balls at the enemy(s). They cannot be swayed to betray Crehavos by any means. Can be killed with only moderate effort. Stats required to use: 30 MAG for 1 demon; 40 MAG for 2-4 demons; 50 MAG for 5-10 demons; 60 MAG for 10-15 demons; 70 MAG for 15-20 demons; 80 MAG for 20-30 demons
Name: Arbitrator’s Blood Activation: Always Active Description: When battling a person who’s heart is clouded with sins and darkness (meaning villains), all of their stats are cut in half for their next 5 posts. However, when battling the neutral character’s whose motives and sides are always unclear, each of their stats is boosted by 3 for their next 5 posts. When battling a hero/heroine character, this ability will disable the last attack/ability that was activated for the remainder of the battle. All stat affects activate at the start of a battle. This will affect all persons battling Crehavos. (NOTE: Sides are identified by each character’s owner. Character owners will be asked before the ability takes effect.)
Stats required to use: 20 PHYS, 30 MAG
D. Attacks
Name: Hollowed Essence Description: Crehavos grabs the face of his foe, draining, of his choice, half of one stat (i.e. ATK, MAG, WEP, LUK), and adding the amount to his own specified stat. The affects last for the next 5 of Crehavos' posts, and the foe’s stat will not replenish to its maximum amount until the affects wear off. This can only be used once every 30 posts. Stats required to use: 35 MAG
Name: Hellfire Description: Once Crehavos stabs his sword into the ground beneath, it fissures all along the battlefield and spews towering walls of blue fire all through the cracks. Fissures may attempt to form directly underneath foes at an alarming speed. Stats required to use: 20 MAG for normal fissures; 35 MAG for targeting fissures
Name: Seething Scarlet Description: Crehavos uses his intense psychic abilities to boil and paralyze opponent's bodies’ with a simple, direct glare into their eyes, and their veins create the feeling of intense flames. This attack may render foes completely incapable of movement for their next post, and burns their inner-body in the process; causing moderate amounts of damage. Possible to avoid by closing eyes or looking away; signal for attack is glowing red irises, and, if heard, a low humming. Stats required to use: 20 MAG for one foe
Name: Darkness Rain Description: Attacks from the sky with bullets of dark energy. The raining bullets have a ¼ chance to poison foes, which will drain 1 of each stat point every turn unless healed. Stats required to use: 5 MAG, 1 LUK for small barrage; 10 MAG, 1 LUK for large barrage
Name: Hell Blitz Description: Crehavos charges an energy sphere of red and black, blasting it forward to do damage to his foe. Stats required to use: 3 MAG for Hell Blitz (small); 6 MAG for Hell Blitz Barrage; 9 MAG for Full Powered Hell Blitz
Name: Harvest Description: Crehavos’ blade exudes darkness. During this time, he will charge his foe, and slash twice; once vertically, and once horizontally, mimicking the shape of a crucifix. This will leave a flaming mark on the opponent’s chest, which denies them from fleeing the battle for at least 7 posts. Stats required to use: 15 PHYS, 10 MAG, 2 WEP
Name: Fissure Slash Description: Slashing with his sword in mid-air, Crehavos will fire violet energy waves at his opponent. Stats required to use: 5 MAG, 1 WEP
Name: Blaze Safeguard Description: Summons a barrier of blue flames to shield self from harm for one full turn (meaning his and next player’s posts, breaking when his turn to post comes again). Stats required to use: 25 MAG for Minor Protection; 50 MAG for Moderate Protection; 100 MAG for Mighty Protection
Name: Imecria Description: Locks onto foe and surrounds them with black and white energy tendrils. When finished charging, the attack closes in for a rough explosion. Difficult to avoid, and can only be used once every 7 posts. Stats required to use: 50 MAG
Name: Thrusius Description: Fires a spell that may plunge an opponent (or several) to the ground and foes are trapped in place for their next two posts. Crehavos may use this time to recover, stall, or escape, but he must hold the spell to a certain degree or it will break. Slightly damages opponents. Can only be used once every 7 posts. Stats required to use: 40 MAG
Name: Gory Needles Description: Crehavos cuts his palm with a sharp talon, and then blows on the wound to shoots needles of blood at a fierce speed. Stats required to use: 6 PHYS, 6 MAG
Name: Necry Roar Description: Screeches a deafening pitch that may damage all opponents in range. Stats required to use: 10 PHYS, 15 MAG, 3 LUK
Ultimate Attack
Name: Apocalypse Description: A large spell circle is drawn across the battlefield, and this could be on the land, water, or in the skies. Anyone touching or that is caught in the spell circle is paralyzed and unable to move from the circle by any means. The spell circle will begin glowing ever brighter; red as the burning fires of Hell. After the power of it has charged, it unleashes the ultimate power of the underworld on those unfortunate enough to fight Crehavos.
Note: If you are above or beneath the spell circle or in any range of it, when it erupts, it will harm those caught in the blast; whether paralyzed or not. Still, those not in range will be safe from any harm from this deadly attack. Drawbacks are that it takes at least one post to charge, and this can only be used by obtaining a special item.
Range of Apocalypse: 100 feet radius
E. Guest Powers
III. Personal Storage
A. Inventory
Item Name: Description: Quantity:
Also, Crehavos is still in terms "immortal", however he is only to the extent of unable to die by aging and disease. He can be destroyed if, to say, enough force is put behind the effort.
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Tony Redgrave
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Post by Tony Redgrave on Apr 10, 2010 22:37:07 GMT -5
Hm.. your weaknesses aren't really much of a weaknesses since if you are strong enough to cut through stone, your tough enough to punch someone with ouchie capable force and so on. Lets see some real stuff.
Complete undetectably and invisibility? That's not going to fly.
How exactly is this accomplished?
I'm not too keen on the fact that you can seemingly regenerate so quickly without a more upped stat usage or some type of cooldown rate. You should fix that.
I'm not sure how I feel about an attack based on ones perception of good and evil and so forth. I'll get back to you on this one.
Now now dood. That's not only an autohit, buts its pretty overpowered and a massive effect for such a cheap cost. How that attack is now, its unacceptable.
Describle the range of the rainfall. Also, a 1/4 chance? how are you going to judge if the opponent is poisoned?
How exactly does this work? Does it null magical attacks or act as a determent from melee based combat? Explain this more and I'll judge.
Again, how are you going to judge if the opponent receives the status effect?
My problem with your final smash is this. You state that a large circle is drawn across the battlefield and that anyone who is touching and or under it is completely paralyzed and cannot move in anyway whatsoever. It is then that your attack comes to a climax and erupts all over those who were within range.
Its kinda unclear really because there is no reading of the radius in which it covers and its pretty much a giant autohit in progress. Still, I ask that you explain it to me. Perhaps I missed something.
Aside from all of that, I don't really have a problem with it all I guess.
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Cell
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Post by Cell on Apr 11, 2010 0:38:43 GMT -5
My weaknesses... hmm, well since he is going to be significantly weakened from his escape from his supposed "eternal" prison, we can say it puts strain on his immortal body when battling too sternly or too often. I don't want to just put an elemental weakness because those are just boring.
The Helm of Tartarus... heh, well this was just an errant thought. I really don't need it actually. I'll just abolish this completely.
I'm not sure what you mean for me to explain how this is accomplished with the False Memory ability. If there is such an instance when Crehavos needs to erase or alter someone's memory, it shall be done with the might of his ability.
Mending of the Shadows can be made to have more stat consumption. I wasn't precisely sure anyhow. I'll bump that up to your preferred range, just say the word.
Either I can make it the owner's perception of their own character's allegiances, or Crehavos'. I still want to keep Abitrator's Blood as an ability.
Seething Scarlet can be made to cost more stat usage and be rid of damaging effects, but I'd like to keep paralysis on my side.
The range of Darkness Rain's fall is about a 10 - 20ft radius, and the chance of poisoning was going to be based off of once it would be poisonous out of every 4 times it was used. Like say, normal, normal, poison, normal. So on every third time it was used, it would inflict poison. I can either keep that pattern, or use dice to determine it.
Blaze Safeguard nulls all physical and magical attack usage on Crehavos individually. That isn't to say he is protected from someone's most powerful attack such as my own Apocalypse, but all other attacks would be shielded by his barrier. If I need to, I'll bump up the stat cost.
Thrusius and Necry Roar's additional affects would be determined as Darkness Rain's poisoning would be.
Since a battlefield never has a determined measurement of area, I would say that a 100ft radius in which Apocalypse would take affect, paralyze and attack.
Anything else?
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SLE
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It's time to duel!
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Post by SLE on Apr 11, 2010 2:13:27 GMT -5
Well, for one, your weakness is still barely existent.
Everyone has that as a weakness, it's called "stamina" NOBODY can battle too sternly or too often. Also, if you're gonna say that, edit it into the post.
Doesn't really tell me how he fights. I mean, "well rounded" could mean he launches projectiles entirely one fight, fights to deal light damage then flee, berserker-style crushes the opponent one time, then can still maintain being a wall or a tank. Really, he's a demon lord, and his strengths say he doesn't have many projectiles. But mainly, this is just a naggy thing. *[/size]
Is that the stat cost to wield it, summon it, or both? I mean, you can't just summon it willy nilly, at least without some sort of explanation.
Seems a bit too low for restraintless flight. Especially if he could fly at a humanly limit of abut 60 MPH by just willing of it for 1 PHY and 1 MAG.
Just any location? And your portal comment, does that mean you make a portal for transportation? Asplain, lots.
I hope the phantom can't do anything. I mean, you could use it twice and and it's 3 evil demon kings against 1 opponent guy.
Fix those, nao.
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Post by Nynx on Apr 11, 2010 2:29:48 GMT -5
Alright lets do this. *cracks neck and stretches* Name: TeleportationActivation: Willed Description: Warps from one location to another. Portals can also be used for teleporting. Stats required to use: 5 MAG
As much as I love Teleportation we have been cutting down on the power of it. I'm not going to deny it but I need you to add a cooldown time and give me a distance of how far he can travel. I can't allow global teleportation even though i know Crehavos was zipping around the place in RP4. Name: ClairvoyanceActivation: Willed Description: Means of being psychic. It allows for use of sixth sense abilities. Such abilities include:
- Telekinesis: Levitation and control of persons, objects, and liquids with a telekinetic mind (persons being controlled by telekinesis, however, can break free of control with 5 MAG usage). - Illusions: Images that appear to be real in the surroundings of others. Crehavos can also project himself as an illusion, or a “phantom”, and speak through it. - False Memories: Allows Crehavos to implant memories that are not real or not the specific person’s memories into the minds of others; and seal other memories away deep elsewhere in their mind. Stats required to use: 10 MAG for Telekinesis; 20 MAG for Illusions, 40 MAG for False Memories
Remember Cell, there are no autohits here and these sound a lot like autohits. My newest character is psychic as well but her abilities can be dodged. If you can explain to me how this isn't an autohit and how it works, I'll allow it. Name: Mending of the Shadows Activation: When injured Description: Any wounds or amputations done to Crehavos’ body will mend and be completely restored. It will also cure damaging status effects (i.e. loss of limbs, deep gashes, broken bones) Stats required to use: 5 MAG for minor wounds; 10 MAG for status effects; 20 MAG for major wounds and broken bones; 30 MAG for amputation of limbs oh ho... This must be nerfed my man. Energy comes back every post so you can pretty much heal any wound anytime you like. It needs a weakness, like fatigue, drained of stats for a certain amount of post or a cooldown time. I suggest fatigue and/or cooldown. Name: Hellion Call Activation: Willed Description: Crehavos summons a swarm of demons from the bowels of Hell to aid him in battle. The demons will bite, strangle, claw, and shoot fire balls at the enemy(s). They cannot be swayed to betray Crehavos by any means. Can be killed with only moderate effort. Stats required to use: 10 MAG for 5 demons; 25 MAG for 10-15 demons; 30 MAG for 20-25 demons; 35 MAG for dozensumm... Can we not turn the RP into Devil May Cry? I don't ind the summons but I do mind the quantity. Thats a lot of demons you got there and most of use aren't packing holy water till level 5. Can you decrease the numbers a tad? Name: Arbitrator’s Blood Activation: Always Active Description: When battling a person who’s heart is clouded with sins and darkness (meaning villains), all of their stats are cut in half for their next 5 posts. However, when battling the neutral character’s whose motives and sides are always unclear, each of their stats is boosted by 3 for their next 5 posts. When battling a hero/heroine character, this ability will disable the last attack/ability that was activated for the remainder of the battle. All stat affects activate at the start of a battle. This will affect all persons battling Crehavos. (NOTE: Sides are identified by each character’s profile. If profiles are unclear, character owners will be asked before the ability takes effect.)
Stats required to use: 10 PHYS; 20 MAG I believe the "sides" aspect has been deleted from the applications. You need an alternate means of deciding how is neutral and how is villain like. Name: Seething Scarlet Description: Crehavos uses his intense psychic abilities to boil and paralyze the foe’s blood, also freezing their bodies’ nervous system. This attack will render foes completely incapable of movement for their next post, and burns their inner-body in the process; causing moderate amounts of damage. Stats required to use: 3 MAG for one foe; 6 MAG for all foes This sounds like an autohit and if you stop a persons blood flow, wouldn't they die in like minutes? I can redesign this attack please. It needs to cost more, thats for sure but the power is just too great man. Name: Blaze Safeguard Description: Summons a barrier of blue flames to shield self from harm for one full turn (meaning his and next player’s posts, breaking when his turn to post comes again). It can be shattered, but this will be nullified if more energy is added; giving him unbreakable protection. Stats required to use: 10 MAG for partial protection; 20 MAG for full protection "Defenses I shall break!" Unbreakable defense is not good man. It needs to have some sort of weak point, like throwing in Rosie to absorb the flames and weaken it. You need something man. Name: Imecria Description: Locks onto foe and surrounds them with black and white energy tendrils. When finished charging, the attack closes in for a rough explosion. Unavoidable in most situations, and can only be used once every 7 posts. Stats required to use: 50 MAG I'm going to nail this now since i wouldnt approve it even if you had the energy you needed. Unavoidable attacks are not good, you must give your opponent the chance to dodge or block. Name: Thrusius Description: Fires a spell that plunges opponents to the ground and foes are trapped in place for their next two posts. Also, Crehavos can move freely without holding the spell, and players can still fire projectiles and move their bodies to fight and defend, as long as they do not move from their confined positions. Can only be used once every 7 posts. Stats required to use: 40 MAG ~Repeats comments for Imecria~ Name: Necry Roar Description: Screeches a deafening pitch that damages all opponents and has a 1/3 of a chance to temporarily paralyze them for their next post. Stats required to use: 10 PHYS, 15 MAG, 3 LUK "Can you hear me now? Good." but seriously.. How are you going to implement this? Are you going to let the RPer decide when this ability hits or do you have some other means of doing so? Name: Apocalypse Description: A large spell circle is drawn across the battlefield, and this could be on the land, water, or in the skies. Anyone touching or that is caught in the spell circle is paralyzed and unable to move from the circle by any means. The spell circle will begin glowing ever brighter; red as the burning fires of Hell. After the power of it has charged, it unleashes the ultimate power of the underworld on those unfortunate enough to fight Crehavos.
Note: If you are above or beneath the spell circle or in any range of it, when it erupts, it will harm those caught in the blast; whether paralyzed or not. Still, those not in range will be safe from any harm from this deadly attack. I didn't like this attack when you made it and i still don't like. But I'll swallow my pride and ask "Just how big is this circle?"
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Cell
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Post by Cell on Apr 29, 2010 23:36:53 GMT -5
Updated the profile to fix problems addressed. Read everything carefully.
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Post by Nynx on Apr 29, 2010 23:52:52 GMT -5
Alright Cell. You got most of my complaints but their are two left... I'll copy and paste the ones from my previous post. Name: ClairvoyanceActivation: Willed Description: Means of being psychic. It allows for use of sixth sense abilities. Such abilities include:
- Telekinesis: Levitation and control of persons, objects, and liquids with a telekinetic mind (persons being controlled by telekinesis, however, can break free of control with 5 MAG usage). - Illusions: Images that appear to be real in the surroundings of others. Crehavos can also project himself as an illusion, or a “phantom”, and speak through it. - False Memories: Allows Crehavos to implant memories that are not real or not the specific person’s memories into the minds of others; and seal other memories away deep elsewhere in their mind. Stats required to use: 10 MAG for Telekinesis; 20 MAG for Illusions, 40 MAG for False Memories
Remember Cell, there are no autohits here and these sound a lot like autohits. My newest character is psychic as well but her abilities can be dodged. If you can explain to me how this isn't an autohit and how it works, I'll allow it. . Name: Seething Scarlet Description: Crehavos uses his intense psychic abilities to boil and paralyze the foe’s blood, also freezing their bodies’ nervous system. This attack will render foes completely incapable of movement for their next post, and burns their inner-body in the process; causing moderate amounts of damage. Stats required to use: 3 MAG for one foe; 6 MAG for all foes This sounds like an autohit and if you stop a persons blood flow, wouldn't they die in like minutes? I can redesign this attack please. It needs to cost more, thats for sure but the power is just too great man.
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Cell
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Post by Cell on Apr 30, 2010 0:00:18 GMT -5
The telekinesis is dodgeable, just like any other projectile. The signal for use of telekinesis is his palms glowing blue. It is not in anyway an autohit.
The false memories, I can say, could require physical contact, like grasping their hands.
The seething scarlet is a paralysis move, and similar to the telekinesis, there are signs of shimmer on Crehavos, but it is avoidable. I will clarify that in the application.
Now then?
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Post by Nynx on Apr 30, 2010 0:03:22 GMT -5
The telekinesis is dodgeable, just like any other projectile. The signal for use of telekinesis is his palms glowing blue. It is not in anyway an autohit. The false memories, I can say, could require physical contact, like grasping their hands. The seething scarlet is a paralysis move, and similar to the telekinesis, there are signs of shimmer on Crehavos, but it is avoidable. I will clarify that in the application. Now then? ok that sounds better. Plz make those little additions and you're good to go.
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Cell
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Post by Cell on Apr 30, 2010 0:11:23 GMT -5
Changes made.
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Tony Redgrave
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Post by Tony Redgrave on Apr 30, 2010 0:29:46 GMT -5
Kay dawg.
Approved
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Post by Nynx on Apr 30, 2010 0:31:23 GMT -5
Approved
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SLE
Crazy Hand
It's time to duel!
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Post by SLE on Apr 30, 2010 4:11:50 GMT -5
Approved because I have to.
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