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by maharaj » Sun Jun 01, 2008 8:21 am
Georgia "George" Lass
Dead Like Me TV Series, 2003 - 2004
"I'd say I'm sorry to disappoint you, but I'm not. I excel at not giving a shit. Experience has taught me that interest begets expectation, and expectation beget disappointment, so the key to avoiding disappointment is to avoid interest. A equals B equals C Equals A, or whatever. I also don't have a lot of interest in being a good person or a bad person. From what I can tell, either way, you're screwed. Bad people are punished by society's laws, and good people are punished by Murphy's Law. So you see my dilemma."
Following an unfortunate encounter with a Soviet-era toilet seat, this smart and sassy 18-year old learns that she is the newest recruit for the Pacific Northwest chapter of grim reapers. Initiated into this secretive society of soul collectors, Georgia Lass eventually comes to terms with the ghoulish duties with which she has been assigned. She must, however, reconcile certain unresolved issues which still linger from her life among the living before she is allowed to "move on."
Role: Female Undead Ordinary 2
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con –, Int +0, Wis +2, Cha +1
Bonus Skill: Notice
Bonus Feat: Skill Training
Favored Feats: Improved Tools, Suggestion
Skills: Computers 4 (+4), Handle Animal 5 (+6), Intimidate 5 (+6), Knowledge (popular culture) 5 (+5), Notice 4 (+6), Search 5 (+5)
Feats: Lightning Reflexes (B), Improved Initiative (B), Power (B), Skill Training
Traits: Ageless, Fast Healing 2, Human Background Traits, Powers (rank 5, Cha, save Difficulty 12, Spirit Sense +6), Soul Collecting, Undead Traits, Veil the Reaper
Combat: Attack +2 (+1 base, +1 Dex), Damage +0 (unarmed), Defense Dodge/Parry +2/– (+1 base, +1 Dex), Initiative +5
Saving Throws: Toughness +0, Fortitude +0, Reflex +3 (+0 base, +1 Dex, +2 Lightning Reflexes), Will +2 (+0 base, +2 Wis)
Conviction: None, Wealth: +2, Reputation: +0, Virtue: Honest, Vice: Stubborn
Grim Reaper Template
Type: The creature's type changes to undead. Do not recalculate the creature's base combat bonus or saves. Abilities: Same as base creature. Feats: Reapers gain Improved Initiative and Lightning Reflexes as bonus feats, in addition to the base creature's other feats. Traits: A grim reaper retains all the traits of the base creature and also gains the following traits.
Ageless: Reapers do not grow old once they reach adulthood. They gain the benefits of advancing in age without accumulating any of the penalties.
Fast Healing: Each round a grim reaper gains an extra recovery check with a +2 bonus.
Soul Collecting: Any living who is touched by a grim reaper has its soul removed shortly before death and escort them to the afterlife.
Spirit Sense: A grim reaper receives the Spirit Sense supernatural power as a bonus power.
Veil the Reaper: When a reaper is seen by the living, it's appearance is different from the one they had when alive (except on Halloween when the living see them as they were in life), though other reapers see their original appearances. Advancement: A grim reaper advances by heroic role. Level Lag: 2
Design Notes
 This is Georgia near the beginning of the first season, when she's still struggling to accept her role as a reaper of souls.
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maharaj
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by maharaj » Mon Jun 02, 2008 1:44 am
Marshal James "Jim" Raynor
StarCraft, 1998
"The Protoss and the Zerg aren't going to give a rat's ass that Mengsk is running things now. They don't care about human wars or human leaders. They're battling throughout humanspace. It's not over." —Raynor after his defection.
Jim Raynor was a Confederate marshal on Mar Sara at the time of the first zerg incursions on that world. Despite bravely fighting the alien aggressors and saving many lives, he was arrested by Confederacy forces on the pretext of destroying Confederate property at Backwater Station. When he was subsequently liberated by Arcturus Mengsk's Sons of Korhal, an anti-Confederate revolutionary group, Raynor chose to fight alongside them.
Role: Male Human Expert 2 / Warrior 4
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +1, Int +0, Wis +1, Cha +1
Bonus Feats: Firearms Training, Improved Strike, Talented (Gather Information and Intimidate)
Favored Feats: Chokehold, Stunning Attack
Skills: Climb 4 (+5), Diplomacy 6 (+7), Drive 7 (hover bike) (+9), Gather Information 0 (+3), Notice 5 (+6), Intimidate 5 (+8 ), Search 4 (+4), Sense Motive 9 (+10), Stealth 7 (+9), Survival 9 (+10)
Feats: Armour Training (heavy), Armour Training (light), Armour Training (powered), Dedicated (freedom from the Confederacy), Firearms Training (B), Improved Strike (B), Inspire, Leadership, Point Blank Shot, Talented (Gather Information and Intimidate) (B), Vehicular Combat, Track
Core Ability: Determination
Combat: Attack +8 (+6 base, +2 Dex), Damage +5 (gauss rifle) or +3 (machine pistol), Defense Dodge/Parry +8/+7 (+6 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +4 (+1 Con, +3 undercover vest), Fortitude (+5 base, +1 Con), Reflex (+2 base, +2 Dex), Will (+2 base, +1 Wis)
Conviction: 5, Reputation: +2, Virtue: Honorable, Vice: Stubborn
Armor: Undercover vest (+3 toughness, –3 toughness)
Weapons: Gauss Rifle (+5 damage), machine pistol (+3 damage)
Equipment: Vulture hover bike, white t-shirt, blue trousers, packet of cigarettes
Design Notes
 Used the Law Enforcement Background from True20 Companion to represent Raynor's profession as a Confederate marshal on Mar Sara. It is stated that Raynor was taught outdoor skills such as tracking and shooting by his father.
 This is Raynor when he is marshal in the Colonial Militia, before meeting the Magistrate (the player of the Terran campaign) on Mar Sara.
Sources
http://en.wikipedia.org/wiki/Jim_Raynor
http://starcraft.wikia.com/wiki/Jim_Raynor
Last edited by maharaj on Tue Jun 03, 2008 2:55 am, edited 1 time in total.
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maharaj
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by maharaj » Mon Jun 02, 2008 1:48 am
Paul Atreides
Dune, 1965
"The mystery of life isn't a problem to solve, but a reality to experience. " —Paul Atreides to the Reverend Mother Gaius Helen Mohiam.
The son of Duke Leto Atreides I and the Lady Jessica, Paul Atreides is the heir of House Atreides, a nuclear-armed aristocratic family that rules the planet Caladan. Jessica is a Bene Gesserit and an important key in the Bene Gesserit breeding program. According to the breeding program, she was to produce a daughter, who would marry Feyd-Rautha, a nephew of Baron Vladimir Harkonnen. However, Jessica falls in love with Leto and grants him a son.
Although Paul is a boy, he receives a Bene Gesserit training, giving him among other things, great control over his metabolism, heightened senses and knowledge of martial arts. He is also trained in weapon use by Gurney Halleck and Duncan Idaho, and receives training as a Mentat from Thufir Hawat.
Role: Male Human Adept 1 / Expert 4 / Warrior 1
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +3, Wis +1, Cha +1
Bonus Feats: Connected, Renown, Wealthy
Favored Feats: Inspire, Jack-of-All-Trades
Skills: Bluff 2 (+3), Concentration 4 (+5), Diplomacy 8 (+9), Knowledge (civics) 8 (+11), Knowledge (current events) 8 (+11), Knowledge (theology and philosophy) 4 (+7), Knowledge (physical sciences) 8 (+11), Knowledge (tactics) 8 (+11), Language 1 (Atreides Battle Sign), Notice 4 (+5), Perform (oratory) 8 (+9), Sense Motive 8 (+9), Stealth 8 (+9)
Feats: Benefit (aristocracy), Canny Dodge, Connected (B), Eidetic Memory, Firearms Training, Lightning Calculator, Power (3) Renown (B), Wealthy (B), Weapon Training
Traits: Powers (rank 4, Int, save Difficulty 13, Body Control +7, Combat Sense +7, Visions +7)
Combat: Attack +5 (+4 base, +1 Dex) (+6 with masterwork dueling dagger), Damage +1 (masterwork dueling dagger, crit 19-20/+3), Defense Dodge/Parry +8/+4 (+4 base, +1 Dex/+0 Str, +3 Int), Initiative +1
Saving Throws: Toughness +1 (+1 Con), Fortitude +2 (+1 base, +1 Con), Reflex +2 (+1 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Conviction: 5, Reputation: +6, Virtue: Pure, Vice: Disrespectful
Weapon: Masterwork dueling dagger (+1 attack bonus, +1 damage)
Equipment: Noble's outfit, personal shield
Design Notes
 Six-point hero with the Heir occupational background from True20 Companion. He receives the Visions supernatural power as a bonus feat to reflect his prescient visions and knowledge he obtains from his dreams. Eidetic Memory and Lightning Calculator are meant to represent Paul's Mentat training and Body Control and Combat Sense represent his Bene Gesserit training.
 This is Paul during the first Dune novel, about the time when House Atreides moves to Arrakis. He has not yet become Maud'Dib.
 Paul's strong save for Expert is Will.
Last edited by maharaj on Mon Jun 02, 2008 1:41 pm, edited 1 time in total.
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maharaj
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by ValhallaGH » Mon Jun 02, 2008 7:19 am
Jim Raynor
Why all the armor training if he's just wearing a t-shirt? If he's not going to use the armor (for example, he finds it uncomfortable or confining) then there's a good chance he's not actually proficient with it. I realize he leads a raid, wearing Marine armor, but that doesn't mean he had all that training to begin with. That's just good sense, though, given the increase it gives his toughness.
What is he zealous to? If he is zealous, why isn't he Dedicated to something?
Low Profile? Really? Raynor was a well-known and -regarded marshal on his planet, not something that seems to fit the concept of Low Profile.
His Parry is incorrect for his current strength. It should be a +8 Parry, unless you lower him back below 6th level and take a point out of Strength.
Other than those things, he's a neat build. A good character and he'd be a lot of fun to play.
Paul Atreides
Another interesting party.
He can't take a Power as a bonus feat unless that power is also a Favored Power. Since he has two favored feats, not favored powers, Paul Atreides can't have a power as a bonus feat, while remaining a normal character.
Not that Paul was ever a normal character.
In this case, the Narrator fiat is appropriate but should be noted as such.
Remember, lasgun + personal shield = massive explosion at both ends.
Speaking of the shield, what does it do, mechanically?
Given the description in the novels, it seems like a bonus on toughness that can be finessed past (by melee attacks or very slow projectiles). But maybe not....
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ValhallaGH
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by maharaj » Mon Jun 02, 2008 2:02 pm
Thanks for the comments, ValhallaGH!
Jim Raynor
Well ... I think the marine armor is to cumbersome to wear while riding his hover cycle, which is why I didn't include it in the combat stats. The Armor Training feats reflect the fact that he fought for the Confederates and most likely wore Marine powered armor during the Guild Wars (a four-year war). Could give him a tactical vest so he gets to use his Armor Training (heavy) feat.
Low Profile makes no sense at all, being a war veteran and all, so I removed it. Low Profile makes sense later in the story, especially in StarCraft II when he hides from the Terran Dominion.
Hmm ... Dedicated (freedom from the Confederacy) might be appropriate.
What Vice should he have? I had a hard time defining a vice for Raynor, especially in the beginning of the Terran campaign when you meet him. He did switch side quite often (he fought for the Confederates, then switched the Colonial Militia, then Sons of Korhal and finally Raynor's Raiders). He apparently has problems with authority, especially the Confederates (and later the Terran Dominion).
Paul Atreides
Okay, I changed Paul somewhat. Made the Adept role his first level and gave him a Warrior level. Removed his lasgun because I forgot about that whole massive explosion thing together with shields. Duh. They were warned that shields could not be used on Arrakis because it drove the worms mad. It merely reflects the fact that he uses it when training with Duncan and Gurney. Personally, I like the Ablative Shield feature from Chapter Three: Space Adventures of the True20 Companion book more than the Absorption Shield. So I would go with the Ablative Shield
More to come
Dr. Gregory House (House, M.D., 2004 - present)
Sun Wu Kong (Journey to the West, 6th Century)
Tassadar (StarCraft, 1998)
Selene (Underworld, 2003)
Sydney Bristow (Alias TV Series, 2001 - 2006)
Geralt of Rivia (The Hexer, 2001)
The characters from Hero
The characters from Crouching Tiger, Hidden Dragon
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maharaj
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by ValhallaGH » Mon Jun 02, 2008 4:43 pm
maharaj wrote:Thanks for the comments, ValhallaGH!
You're most welcome. Jim Raynor ... Low Profile makes no sense at all, being a war veteran and all, so I removed it. Low Profile makes sense later in the story, especially in StarCraft II when he hides from the Terran Dominion.
I've got to disagree. Being one of the ten most wanted men in human space is not a Low Profile lifestyle. It just requires him to be subtle (Disguise, anyone?). What Vice should he have? I had a hard time defining a vice for Raynor, especially in the beginning of the Terran campaign when you meet him. He did switch side quite often (he fought for the Confederates, then switched the Colonial Militia, then Sons of Korhal and finally Raynor's Raiders). He apparently has problems with authority, especially the Confederates (and later the Terran Dominion).
I'd go with Stubborn or Arrogant. He's so honorable that he's unwilling to compromise his ideals, and this puts him at odds with all the manipulative power-mongers that fill the rest of the universe. So, he ends up opposing the men (and women) that so smoothly played to his senses of justice and honor.
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ValhallaGH
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by committed hero » Mon Jun 02, 2008 7:11 pm
maharaj wrote:Paul Atreides Okay, I changed Paul somewhat. Made the Adept role his first level and gave him a Warrior level.
You can always give him an uber-powered background called "Kwisatz Haderach" with enough bonuses to establish his powers.
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committed hero
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by maharaj » Tue Jun 03, 2008 2:43 am
Good point.
ValhallaGH wrote:I've got to disagree. Being one of the ten most wanted men in human space is not a Low Profile lifestyle. It just requires him to be subtle (Disguise, anyone?).
I'll go with Stubborn. I'd go with Stubborn or Arrogant. He's so honorable that he's unwilling to compromise his ideals, and this puts him at odds with all the manipulative power-mongers that fill the rest of the universe. So, he ends up opposing the men (and women) that so smoothly played to his senses of justice and honor.
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maharaj
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by maharaj » Tue Jun 03, 2008 2:46 am
I thought about creating an unique background for Paul, but opted for a more rules-as-written approach instead.
committed hero wrote:You can always give him an uber-powered background called "Kwisatz Haderach" with enough bonuses to establish his powers.
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maharaj
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by maharaj » Tue Jun 03, 2008 2:57 am
Dr. Gregory House
House, M.D. TV Series, 2004 – present
"I take risks, sometimes patients die, but not taking risks causes more patients to die - so I guess my biggest problem is I've been cursed with the ability to do the math."
Gregory House, M.D., is a maverick medical genius, who heads a team of diagnosticians at the Princeton-Plainsboro Teaching Hospital in New Jersey. He frequently shows his cunning and biting wit, enjoys picking people apart, and often mocks their weaknesses. House accurately deciphers people's motives and histories from aspects of their personality and appearance. House typically waits as long as possible before meeting his patients. When he encounters his patients, House shows an unorthodox bedside manner and uses unconventional treatments. However, he impresses them with rapid and accurate diagnoses after seemingly not paying attention.
Role: Male Human Expert 8
Speed: 20 ft.
Abilities: Str +1, Dex –2, Con +2, Int +5, Wis +2, Cha –1
Bonus Feats: Skill Focus (Medicine), Second Chance (Provide Care)
Bonus Skills: Medicine, Search
Favored Feats: Improvised Tools, Master Plan
Skills: Bluff 11 (+10), Computers 5 (+8 ), Concentration 11 (+13), Diplomacy 3 (+2), Drive (motorcycle) 11 (+10), Intimidate 11 (+10), Knowledge (behavioral sciences) 11 (+16), Knowledge (life sciences) 11 (+16), Knowledge (popular culture) 11 (+16), Knowledge (theology and philosophy) 8 (+13), Language (English, Spanish, Portuguese, Hindi, Mandarin), Medicine 11 (+16), Notice 11 (+13), Perform (keyboard instruments) 9 (+8 ), Perform (string instruments) 8 (+7), Search 11 (+16), Sense Motive 8 (+13)
Feats: Assessment, Dedicated (Solve the Puzzle), Eidetic Memory, Improvised Tools, Inspire, Master Plan, Skill Focus (Medicine) (B), Skill Focus (Sense Motive), Renown, Second Chance (Diagnosis), Second Chance (Provide Care) (B), Suggestion, Taunt, Well-Informed
Core Ability: Ultimate Trait (Medicine)
Combat: Attack +4 (+6 base, –2 Dex), Damage +3 (cane), Defense Dodge/Parry +4/– (+6 base, –2 Dex), Initiative –2
Saving Throws: Toughness +2 (+2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +0 (+2 base, –2 Dex), Will +8 (+6 base, +2 Wis)
Conviction: 6, Reputation: +6, Virtue: Purposefulness, Vice: Cynical
Weapon: Cane (+2 damage)
Equipment: backpack, cell phone, jeans, jacket, t-shirt, watch, motorcycle, Vicodin pills, PlayStation Portable or Nintendo DS
Design Notes
 Six-point hero with the Medical background from True20 Companion. I lowered his base land speed and Dexterity to –2 to reflect that House's a cripple that can't run. His Strength and Constitution reflect that he was athletic before he got crippled.
 It has long been established that House is addicted to the pain killer Vicodin. I was struggling whether to give him Addiction or Cynical as his Vice, but settled for the later.
 House's strong save for Expert is Will.
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maharaj
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by maharaj » Tue Jun 03, 2008 3:03 am
Geralt of Rivia
The Hexer, 2001
Geralt is a witcher, a professional monster-hunter who receives special training and had his body modified at an early age to provide him with supernatural abilities so he can kill extremely dangerous monsters and survive. This grants him inhuman reflexes, dexterity and the ability to open and contract his pupils at will. These modifications also left him sterile and witchers like Geralt are said to be completely devoid of human emotions.
Role: Male Witcher Warrior 8 / Adept 2
Speed: 30 ft.
Abilities: Str +3, Dex +3, Con +2, Int +0, Wis +1, Cha –1
Skills: Craft (alchemy) 6 (+ 6), Gather Information 5 (+4), Intimidate 4 (+3), Jump 4 (+7), Notice 11 (+12), Ride 6 (+9), Stealth 5 (+8 ), Survival 11 (+12)
Feats: Attack Focus (silver sword), Attack Specialization (silver sword), Cleave, Diehard, Endurance (B), Favored Opponent (Undead), Imbue Item, Improved Critical (silver sword), Lightning Reflexes (B), Light Sleeper, Night Vision (B) , Tough (2), Track, Weapon Training (B)
Traits: Immune to Disease, Powers (rank 5, Wis, save Difficulty 12, Psychic Shield +6, Ward +6), Witcher Background Traits
Core Ability: Fearless
Combat: Attack +12 (+9 base, +3 Dex) (+14 with silver sword, +13 with greatsword), Damage +5 (silver sword, crit 17-20/+3) or +7 (greatsword, crit 19-20/+3), Defense Dodge/Parry +12/+12 (+9 base, +3 Dex/+3 Str), Initiative +3
Saving Throws: Toughness +6 (+2 Con, +2 masterwork studded leather, +2 Tough), Fortitude +5 (+6 base, +1 Con), Reflex +4 (+2 base, +2 Dex), Will +4 (+3 base, +1 Wis)
Conviction: 7, Reputation: +3, Virtue: Self-reliance, Vice: Indifference
Armor: Masterwork studded leather (+2 toughness, –1 check penalty)
Weapon: Masterwork greatsword (+1 attack bonus, +4 damage), masterwork silver sword (+1 attack bonus, +2 damage)
Equipment: Flint, Anti-Venom Potion, Oil of Accuracy, Potions of Healing (2), Potion of Strength, The Roach (horse), Witcher's Medalllion, various formula scrolls and recipes
Witcher's Medallion
This silver medallion carries the shape of a wolf's head attached to keychain, a symbol of the witchers' profession. It's sensitive to the supernatural, vibrating and tugging when supernatural powers or beings are present as though using the Sense Minds power (as a free action). No monster (i.e. nonhumanoid) can touch a witcher's medallion.
Witcher Background Traits: Witchers possess the following background traits.
—Ability Adjustments: +1 Dexterity, +1 Wisdom , –1 Charisma
—Bonus Feats: Endurance, Night Vision, Lightning Reflexes, Weapon Training
—Favored Feats: Diehard, Imbue Item
—Trait: Immune to Disease
—Level Lag: 1
Design Notes
 Six-point hero with the Witcher background as detailed above. Used background creation rules from True20 Companion. Most of the potions are detailed in the True20 Adept's Handbook.
 When making alchemical potions and oils, Geralt probably spends Conviction to gain the appropriate supernatural powers needed to imbue it with.
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maharaj
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by joshuadunlow » Thu Jun 05, 2008 9:08 am
Grail wrote:Gandalf the Grey The Lord of the Rings (novel) - 1954
Wow that's quite a build! I really don't know what i think of true 20 yet, but seeing builds like gandalf are inspiring. Nice work , very detailed 
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joshuadunlow
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by True20Chick » Thu Jun 05, 2008 1:51 pm
bssteph wrote:* Optimus Prime (from any generation/cartoon/comic etc.)
Soon, this will be possible. 
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True20Chick
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by True20Chick » Thu Jun 05, 2008 1:57 pm
These have been on my website for ages. I don't know why I never thought to post them here.
Gomez Addams
“Tish! You spoke French!”
The patriarch of the Addams family, Gomez has a taste for the nicer things in life, from fine wines and cigars to slaughtering those who would persecute his kinfolk. Always smiling, usually laughing, Gomez has an inextinguishable love of life, and approaches all obstacles and potential setbacks with a maniacal glee that makes one wonder about his stability. One needn’t wonder, however, for Gomez is as unstable as any Addams — and proud of it. Although he is dedicated to his family and can recite his genealogy back several generations, nothing is dearer to him than his precious Morticia.
Gomez is an attractive man — for an Addams — and has a fervent personality that borders on the maniacal. Gomez is short in stature, with straight black hair and dark-ringed, bulging eyes and a meticulously groomed moustache. His mouth is almost always split in a leer that is unsettling to most sane observers. Gomez usually dresses in a dark, pinstriped suit and is never without a fine cigar. When in more casual attire, Gomez exchanges his suit coat for a silk smoking jacket. One of his primary hobbies, and certainly the most normal (to a point), is an obsession with model trains. He has an extensive train set in the basement, which he uses to relax by staging mock derailments, explosions, bridge collapses, head-on collisions, and other mayhem.
Ever the self-amused sort, Gomez enters combat with a hearty laugh. He engages in all manner of swashbuckling maneuvers, swinging from chandeliers, tumbling, and laughing at the sport. Gomez is an expert in hand-to-hand combat, preferring to fight with a rapier.
Role: Medium Human Exp6
Speed: 30 ft.
Abilities: Str +1, Dex +3, Con +1, Int +2, Wis +1, Cha +3
Skills: Acrobatics 9 (+14), Bluff 7 (+10), Escape Artist 9 (+12), Gather Information 7 (+10), Intimidate 7 (+10), Jump 9 (+12), Knowledge (Business) 7 (+9), Knowledge (Civics) 7 (+9), Knowledge (Streetwise) 7 (+9), Knowledge (Supernatural) 7 (+9), Language (French, Spanish), Perform (Dance) 9 (+12), Stealth 7 (+10)
Bonus Feat: Weapon Training
Favored Feats: Greater Attack Focus, Tough
Feats: Acrobatic Bluff, Attack Focus (Thrown Weapons), Attack Focus (Rapier), Defensive Attack, Firearms Training, Ranged Pin, Sneak Attack, Talented (Acrobatics and Jump), Uncanny Dodge
Traits: Addams, Expertise, You Spoke French!
Combat: Attack +7 (+4 base, +3 Dex) (+8 with rapier and thrown weapons), Damage +3 (rapier), Defense Dodge/Parry +7/+5 (+4 base, +3 Dex/+1 Str), Initiative +3
Saving Throws: Toughness +2, Fortitude +4 (+2 base, +2 Con), Reflex +8 (+5 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Virtue:Amiable; Vice: Lust
Wealth: +20
Addams: Gomez has a +4 bonus on Fortitude saves to resist poisons and disease. He can understand Cousin Itt.
You Spoke French!: Such is his love for Morticia that Gomez simply must be with her. If Morticia ever speaks any amount of French within 100 feet of Gomez, he is allowed Notice check to hear it regardless of intervening obstacles or other noise. On a success, he must succeed on a Difficulty 20 Will save or move double his run speed (240 ft.) until he reaches her. Once at her side, he must spend at least 1 full round fawning over her (usually by passionately kissing her arm).
Morticia Addams
“Thank you, Thing.”
If Gomez rules the Addams household, it can easily be said that Morticia rules Gomez. She is the center of his universe, his queen, his mistress, his beloved, his “querida.” (Roughly translated, ‘querida’ is Spanish for ‘my beloved.’)
Morticia is rarely stirred to display emotion, always regarding the events around her with an air of detached amusement. At times she comes off as being world-weary and aloof, but she always has her finger on the pulse of the goings-on in the Addams estate. Although she rarely shows great emotion, Morticia is hardly dispassionate — as a matter of fact she is one of the most passionate members of the family, even more so than her wild-eyed husband.
Born into the wealthy Frump family, Morticia is tall, svelte, and graceful. Her movements are fluid and lithe, exuding sex appeal and catching the eyes of even those men put off by her morbidity. Morticia usually wears a long, tight-fitting black gown that accentuates her curves. She wears her jet-black hair straight and unadorned, allowing blood red lipstick as her only coloration.
Morticia is rarely moved to engage in combat, and certainly Gomez and Lurch would interpose themselves between her and any opponents if given the chance.
Role: Medium Human Adp1/Exp3
Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +1, Int +2, Wis +2, Cha +4
Skills: Concentration 7 (+9), Craft (Chemical) 7 (+9), Craft (Painting) 7 (+9), Intimidate 6 (+10), Knowledge (History) 4 (+6), Knowledge (Supernatural) 7 (+9), Knowledge (Theology and Philosophy) 7 (+9), Language (Ancient Greek, French, Latin, Spanish), Notice 7 (+9), Perform (Dance) 7, Perform (Keyboards) 7
Bonus Feat: Attractive
Favored Feats: Scrying
Feats: Deflect Arrows, Iron Will, Power, Ranged Pin, Talented (Perform [Dance and Keyboards]), Talented (Knowledge [Supernatural and Theology and Philosophy]), Weapon Training
Traits: Addams, Expertise
Powers: Rank 4, key ability Cha, bonus +8, base save 11; Visions
Combat: Attack +5 (+2 base, +3 Dex), Damage +1 (knife), Defense Dodge/Parry +5/+2 (+2 base, +3 Dex/+0 Str), Initiative +3
Saving Throws: Toughness +2, Fortitude +3 (+1 base, +2 Con), Reflex +4 (+1 base, +3 Dex), Will +9 (+3 base, +4 Wis, +2 Iron Will)
Virtue: Loving; Vice: Aloof
Addams: Morticia has a +4 bonus on Fortitude saves to resist poisons and disease. She can understand Cousin Itt.
Lurch
“You rang?”
Lurch is the Addams family butler and chauffeur. He is a towering brute of a man, nearly eight feet tall, and all muscle — albeit slightly putrid and reanimated muscle. He rarely speaks, but when he does his deep, booming voice echoes out of his chest as if ringing up from the bottom of a barrel. Although he is an animated corpse, Lurch has been spared most of the ravages of decay. His skin is a sickly gray color, and his sunken eyes stare emotionlessly out of his face. Lurch never blinks.
Lurch’s approach to combat is straightforward and, for lack of a better word, mindless. He pummels opponents with his powerful fists, not stopping until a living member of the Addams family calls him off. Unfortunately for his opponent, most living members of the Addams family are too enamored of the flowing blood and gore to ever think of stopping him.
Role: Medium Undead War10
Speed: 30 ft.
Abilities: Str +5, Dex +0, Con — , Int −1, Wis +0, Cha +2
Skills: Climb 8 (+13), Drive 8 (+8 ), Intimidate 8 (+10), Knowledge (Current Events) 3 (+2), Perform (Keyboard) 8 (+8 ), Notice 8 (+8 )
Bonus Feat: Attack Focus (Unarmed)
Favored Feats: Chokehold, Tough
Feats: All-Out Attack, Attack Specialization (Unarmed), Blind-Fight, Cleave, Great Cleave, Greater Attack Focus (Unarmed), Greater Attack Specialization (Unarmed), Improved Grab, Improved Pin, Improved Strike, Tough (×3)
Traits: Determination, Undead Traits, You Rang?
Combat: Attack +10 (+10 base) (+12 unarmed), Damage +7 (unarmed), Defense Dodge/Parry +10/+15 (+10 base, +0 Dex/+5 Str), Initiative +0
Saving Throws: Toughness +8 (+5 undead, +3 Tough), Fortitude +7 (+7 base), Reflex +3 (+3 base), Will +3 (+3 base)
Virtue: Loyal (to the Addams); Vice: Single-Minded
Undead: Immune to poison, stunning, disease, and all mind-influencing powers and effects. Not subject to critical hits, non-lethal damage, or ability drain.
You Rang?: As long as he is inside the Addams home or anywhere on the grounds, if someone pulls the servant call bell Lurch appears at their side in 1 round regardless of where he is when the bell is rung. This functions as if he was taking 10 on the Teleport supernatural power, and only works within the house and grounds of the Addams mansion.
Uncle Fester
“I’ll shoot him in the back!”
Fester is Morticia’s uncle (if you prefer the movie version, he is Gomez’s older brother). Although he is the eldest male resident of the Addams household, he defers to Gomez on matters of family affairs. Like Gomez and all his relatives and in-laws, Fester has a manic personality. He is always concocting grand schemes and insane plots, and his mind is always racing with thoughts too bizarre to name. Often, however, his mind races straight into brick walls. Fester has little concern for the consequences or outcomes of his plans, though. For him, the fun is in the execution. Literally. But that is another story, the records of which have been sealed in the local courthouse.
Fester is a large man, his round body ever clad in a thick brown overcoat with a fur collar. His skin has a ghastly white pallor from too many years having strange chemicals waft into his face in his attic laboratory. For the same reason, Fester is completely hairless. Two dark, beady, but alert eyes peer out from their sockets on his pale, fleshy face. One of his most favorite hobbies is grave digging, which he practices frequently in the Addams family plot adjoining the estate grounds.
Fester enjoys fighting, and he enjoys fighting dirty even better. He is always one to use any underhanded trick or sneaky maneuver to his advantage. Nothing is beneath him — including shooting someone in the back. As a matter of fact, that is his preferred method of engaging the enemy.
Role: Medium Human Exp4/War4
Speed: 30 ft.
Abilities: Str +3, Dex +1, Con +4, Int +1, Wis +1, Cha +1
Skills: Craft (Chemicals) 10 (+11), Demolitions* 10 (+11), Disable Device 10 (+11), Escape Artist 9 (+10), Intimidate 9 (+10), Knowledge (Streetwise) 10 (+11), Notice 9 (+10), Sleight of Hand 10 (+11), Survival 10 (+11)
Bonus Feat: Great Fortitude
Favored Feats: Die Hard, Tough
Feats: Attack Focus (Blunderbuss), Die Hard, Endurance, Firearms Training, Improved Strike, Point Blank Shot, Sneak Attack, Startle, Toughness (×2), Weapon Training
Traits: Addams, Expertise, Light Bulb
Combat: Attack +8 (+7 base, +1 Dex) (+9 with blunderbuss), Damage +4 (blunderbuss), Defense Dodge/Parry +8/+10 (+7 base, +1 Dex/+3 Str), Initiative +1
Saving Throws: Toughness +7 (+4 base, +2 Tough, +1 coat), Fortitude +10 (+6 base, +4 Con), Reflex +3 (+2 base, +1 Dex), Will +3 (+2 base, +1 Wis)
Virtue: Optimistic; Vice: Treacherous
Addams: Fester has a +4 bonus on Fortitude saves to resist poisons and disease. He can understand Cousin Itt.
Light Bulb: Through unknown means, Fester can cause an ordinary light bulb to illuminate by simply placing it in his mouth. Doing so is a standard action for Fester, and the resulting light is as bright as a normal light bulb (i.e. brightly illuminating an area approximately 30 feet across). The light bulbs have no special qualities or durability, and are easily broken. Fester usually carries at least 2 light bulbs on his person at all times.
* Skills: The Demolitions skill can be found in the Agents of Oblivion chapter of True20 Worlds of Adventure.
Wednesday Addams
Wednesday Addams is in most respects a typical little 8-year-old girl. She likes playing with dolls and holding tea parties with her stuffed animals — only her dolls are headless, her stuffed animals are the cobbled-together remains of real animals, and her tea parties have ingredients such as cyanide, arsenic, and sulfuric acid.
Like her mother, Wednesday rarely makes a show of her emotions. She is a quiet girl, speaking little but saying some rather disturbing things when she does speak. Many a visitor to the Addams home has been put at great unease by her uncomfortable stare. Also like her mother, she is not without emotions — as anyone who has gotten onto her bad side will surely attest! Perhaps her wealthy, doting parents spoiled her a little too much. One thing is for sure — she is definitely an Addams and will make her family proud.
Wednesday has dark hair and eyes, and dresses plainly. She wears her hair straight, and will often braid it into something that bears a striking resemblance to a hangman’s noose. This odd little girl has a fondness for medieval torture devices, and is constantly at odds with her older brother. One has to wonder if they haven’t killed each other yet because of a lack of expertise or if they really do care for each other. Perhaps a little of both.
Wednesday, despite her eerie demeanor, is just a child. She fears little, however, and will not back down from any opponent that presses combat.
Role: Small Human Exp1
Speed: 20 ft.
Abilities: Str −2, Dex +1, Con +1, Int +2, Wis +1, Cha +1
Skills: Acrobatics 4 (+5), Climb 4 (+2), Disable Device 4 (+6), Escape Artist 4 (+5), Intimidate 4 (+5), Knowledge (Behavioral Sciences) 4 (+6), Knowledge (Supernatural) 4 (+6), Notice 4 (+5), Sense Motive 4 (+5), Sleight of Hand 4 (+5), Stealth 4 (+9)
Bonus Feat: Ranged Pin
Favored Feats: Die Hard, Tough
Feats: Attack Focus (Thrown Weapons), Master Plan, Sneak Attack, Weapon Training
Traits: Addams, Expertise
Combat: Attack +2 (+1 size, +0 base, +1 Dex) (+3 with thrown weapons), Damage −1 (knife), Defense Dodge/Parry +1/−2 (+0 base, +1 Dex/−2 Str), Initiative +1
Saving Throws: Toughness +0 (−1 size, +1 Con), Fortitude +1 (+1 Con), Reflex +3 (+2 base, +1 Dex), Will +1 (+1 Wis)
Virtue: Resourceful; Vice: Cold
Addams: Wednesday has a +4 bonus on Fortitude saves to resist poisons and disease. She can understand Cousin Itt.
Pugsley Addams
Gomez’s son is a chip off the old headsman’s block. He is a psychotic little fiend, a trait that endears him to his family and makes his father so very proud. Pugsley has the typical Addams sadistic streak, but oddly enough it is tempered by a softer side: he has several pets that he lovingly cares for. Among Pugsley’s little menagerie are various bats in the attic (not including those in his own belfry), a tarantula named Homer, an octopus named Aristotle, and, his favorite, Kitty-Cat the lion. He is the older of the two Addams children, age 10, and greatly admires his father and his Great-Uncle Fester. Likewise, those two adult role models see a grand future for Pugsley — provided that he doesn’t get caught.
Pugsley is short for his age, but what he lacks in height he more than accounts for in girth and spirit. He is a stocky boy, but strong for his age. There is a strong family resemblance in his face, and one can plainly see his father’s dark-ringed eyes and unsettling grin. He keeps his atypically light hair cut short — giving his sister less to grab onto when chasing him with a butcher knife — and generally wears dark clothing. His favorite outfit consists of black shorts and a gray and black striped shirt. “Makes him look like a convict,” says Gomez with a proud tear in his eye. “That’s my little man!”
Pugsley Addams is a scrappy youth, and takes after his Uncle Fester in his knack for underhanded fighting and dirty tricks. He will come to Wednesday’s aid in a fight — her death should be at his hands, not some outsider’s!
Role: Small Human War1
Speed: 20 ft.
Abilities: Str −1, Dex +1, Con +1, Int +0, Wis +1, Cha +1
Skills: Climb 4 (+3), Demolitions* 4 (+4), Disable Device 4 (+4), Escape Artist 4 (+5), Intimidate 4 (+5)
Bonus Feat: Weapon Training
Favored Feats: Chokehold, Tough
Feats: Chokehold, Improved Grab, Improved Pin, Startle
Traits: Addams, Determination
Combat: Attack +2 (+1 base, +1 Dex), Damage +0 (hatchet), Defense Dodge/Parry +2/+1 (+2 base, +1 Dex/−1 Str), Initiative +1
Saving Throws: Toughness +0 (−1 size, +1 Con), Fortitude +3 (+2 base, +1 Con), Reflex +1 (+1 Dex), Will +1 (+1 Wis)
Virtue: Resourceful; Vice: Rash
Addams: Pugsley has a +4 bonus on Fortitude saves to resist poisons and disease. He can understand Cousin Itt.
* Skills: The Demolitions skill can be found in the Agents of Oblivion chapter of True20 Worlds of Adventure.
Thing
Thing skitters about the Addams home in specially designed passageways in the walls. These passageways terminate in wooden boxes with hinged lids throughout the house, and there are usually several such boxes in every room. Through these hidden corridors Thing can move unseen to nearly anywhere he needs to be. He is a loyal servant to the the family. He gathers the mail, brings small but necessary objects to members of the family, and in general eagerly pitches in when anyone needs an extra hand around the house. Although Thing lacks any means of vocal communication, he does know American sign language and Morse code, and can effectively communicate with them.
Thing attacks by leaping at his opponents, generally aiming for the throat. Thing rarely engages in combat, however.
Role: Diminutive 1st level Undead
Speed: 20 ft.
Abilities: Str +0, Dex +5, Con — , Int +0, Wis +0, Cha −1
Skills: Climb 4 (+4), Jump 4 (+24), Sleight of Hand 4 (+9), Stealth 4 (+21)
Bonus Feats: Grappling Finesse, Weapon Training
Feats: Chokehold
Traits: Handy Senses, Jump, Undead
Combat: Attack +9 (+4 size, +5 Dex), Damage +0 (unarmed), Defense Dodge/Parry +9/+4 (+4 size, +5 Dex/+0 Str), Initiative +9
Saving Throws: Toughness −4 (−4 size), Fortitude +0, Reflex +5 (+5 Dex), Will +2 (+2 base)
Virtue: Helpful; Vice: Sensitive
Handy Senses: Through unknown means, Thing is fully aware of his surroundings. He can make Notice checks normally not possessing eyes or ears.
Jump: Despite being small and relatively weak, Thing can leap great distances by propelling himself with his fingers alone. Thing has a +20 bonus on Jump checks.
Undead: Immune to poison, stunning, disease, and all mind-influencing powers and effects. Not subject to critical hits, non-lethal damage, or ability drain.
Grand Ma-ma
Grand Ma-ma spends most of her time in the kitchen of the Addams home bent over her bubbling cauldron and muttering to herself. The pantry and shelves in the kitchen are lined with dusty bell jars filled with such odd objects as eyes of newt, bat wings, various poisons, and other less identifiable things. What she does with her bizarre assortment of ingredients is best not considered, but mostly what she concocts with them is supper.
The old woman that is Grand Ma-ma resembles a classic witch. She is a bent and haggard crone with a wrinkled face and long, gray, scraggly hair. She is generally upbeat and easy-going, and most eager to assist the family in any way she can. The exact nature of her relation to the family is unclear. She isn’t Morticia’s immediate grandmother, since Uncle Fester also calls her Grand Ma-ma and not mother. Grand Ma-ma is some kin to Morticia, however, and may be a generations-removed great grandmother over a century old.
Grand Ma-ma is a weak old woman, and tries to avoid combat if at all possible. If she has no other option, she prefers to fight with spells. She is handy with a knife, however, and isn’t afraid to use one.
Role: Medium Human Adp7
Speed: 30 ft.
Abilities: Str −1, Dex +2, Con +2, Int +2, Wis +3, Cha +2
Skills: Concentration 8 (+11), Craft (Chemical) 8 (+10), Craft (Cooking) 5 (+7), Disable Device 8 (+10), Knowledge (Supernatural) 8 (+10), Knowledge (Theology and Philosophy) 8 (+10), Language (Ancient Greek, Hieroglyphic Egyptian, Latin), Notice 8 (+11), Search 8 (+10)
Bonus Feat: Iron Will
Favored Feats: Die Hard, Master Plan
Feats: Imbue Item, Power (×8 ), Weapon Training
Traits: Addams, The Talent
Powers: Rank 10, key ability Cha, bonus +12, base save 14; Cure, Harm, Imbue Unlife, Pain, Scrying, Second Sight, Suggestion, Visions
Combat: Attack +5 (+3 base, +2 Dex), Damage +0 (knife), Defense Dodge/Parry +5/+2 (+3 base, +2 Dex/−1 Str), Initiative +2
Saving Throws: Toughness +2 (+2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +10 (+5 base, +3 Wis, +2 Iron Will)
Virtue: Thoughtful; Vice: Naïve
Addams: Grand Ma-ma has a +4 bonus on Fortitude saves to resist poisons and disease. She can understand Cousin Itt.
Cousin Itt
Cousin Itt is the ‘wild child’ of the Addams clan. He is rarely at home, and spends much of his time on extended road trips and excursions across the country. He is a lover, not a fighter, and has an undeniable charm that makes him a hit with the ladies — ones that aren’t terrified beyond all reason by his appearance, that is. Cousin Itt is something of a social rebel, even for an Addams, and enjoys jazz music, sports cars, and life in the fast lane.
Gomez calls Cousin Itt ‘old man,’ but that may be simply a term of endearment rather than an indication of any age difference. As a matter of fact, it is impossible to determine Itt’s age by appearance alone. Cousin Itt is entirely covered — head to toe — with thick blonde hair. He isn’t simply hairy — hair is the essence of Itt. He is a dapper fellow, however, as are all Addams men, and sports a black derby hat and round sunglasses. Aside from his hair, Cousin Itt’s most unusual feature is his voice. It has a strange, twittering, squeaking quality that to non-family members sounds like a tape played in reverse at triple speed. Only those who spend a great deal of time around him can make any sense of what he says.
Cousin Itt occasionally walks with a cane, not because of any infirmity but for sheer style. His cane contains a razor-sharp sword, and he knows how to use it.
Role: Small 1st level Monstrous Humanoid, Exp3
Speed: 20 ft.
Abilities: Str +0, Dex +2, Con +2, Int +2, Wis +2, Cha +2
Skills: Bluff* 5 (+7), Diplomacy* 5 (+7), Craft (Writing) 5 (+7), Gather Information 5 (+7), Intimidate 5 (+7), Notice 6 (+8 ), Perform (Dance) 5 (+7), Perform (Sing) 5 (+7), Stealth 5 (+11)
Feats: Connected, Dodge Focus, Jack of All Trades, Weapon Training
Traits: Addams, Hair
Combat: Attack +6 (+1 size, +3 base, +2 Dex), Damage +1 (sword cane), Defense Dodge/Parry +7/+4 (+1 size, +3 base, +2 Dex/+0 Str, +1 Dodge Focus), Initiative +2
Saving Throws: Toughness +2 (−1 size, +2 Con, +1 natural), Fortitude +5 (+3 base, +2 Con), Reflex +5 (+3 base, +2 Dex), Will +3 (+1 base, +2 Wis)
Virtue: Common Sense; Vice: Party Animal
Addams: Cousin Itt has a +4 bonus on Fortitude saves to resist poisons and disease.
[i]Hair:[i] Cousin Itt is entirely covered with hair, and it is difficult to discern exactly where his body is located underneath it all. Because of this, Cousin Itt has the benefit of one-half concealment at all times. Any attack directed at Cousin Itt has a 20% miss chance (17 or better on d20).
*Cousin Itt can only use these skills against those who can understand him or if he fills his mouth with marbles.
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True20Chick
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- Posts: 1630
- Joined: Mon Nov 07, 2005 5:22 pm
- Location: Virginia
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by Kendermage » Sat Jun 21, 2008 9:16 pm
Randall “Memphis” Raines ( Gone in 60 Seconds, 2000)
“I am a baaaad man.”
Concept (Role): Retired Car Thief (Expert 7/Ordinary 2)
Background: Criminal
Abilities: Str +0, Dex +2, Con +0, Int +2, Wis +1, Cha +2, Spd 30 ft.
Core Ability: Expertise
Initiative: +2
Combat: Attack +7 (+5 base, +2 Dex)
Defense: Dodge/Parry +7/+5 (+5 base, +2 Dex/+0 Str)
Saving Throws: Toughness +1 (+0 Con, +0 Tough, +1 armor), Fortitude +2 (+2 base, +0 Con), Reflex +7 (+5 base, +2 Dex), Will +3 (+2 base, +1 Wis)
Conviction: 6; Virtue: Thoughtful, Vice: Arrogant
Reputation: +5
Non-Lethal Damage: Bruised (0), Dazed (5+), Staggered (10+), Unconscious (15+)
Lethal Damage: Hurt (0), Wounded (5+), Disabled (10+), Dying (15+), Dead
Fatigue: Winded, Fatigued, Exhausted
Skills: Bluff +14, Craft (auto mechanics) +14, Concentration +11, Diplomacy +14, Disable Device +14, Drive +19, Gather Information +14, Knowledge (streetwise) +12, Notice +11, Search +12, Sense Motive +13, Stealth +12
Bonus Feats: Connected, Contacts
Favored Feats: Improvised Tools, Master Plan
Feats: Challenge (Drive – One Hand on the Wheel), Connected, Contacts, Improvised Tools, Leadership, Master Plan, Renown, Second Chance (Drive checks), Skill Focus (Drive), Talented (Bluff and Gather Information), Talented (Drive and Disable Device), Vehicular Combat.
Languages: American English
Weapons: Randall carries no weapons.
Armor: Randall wears a leather trench coat which functions as light armor.
Possessions: Crowbar, flashlight, cell phone, lock picks, multi-tool, and tool kit; Wealth: +9
Distinguishing Features/Mannerisms: Randall is tall and lean. He weighs approximately 180 lbs and has brown hair and eyes.
Background: Randall is a former boost (car thief). He turned from his life of crime at the request of his mother and left his friends behind in order to set a better example for his brother Kip. Years later he would be drawn back into stealing cars to save his brother’s life from mob boss, Raymond Calitri. Randall killed Calitri whilst saving the life of Detective Castlebeck. It is believed that after these events Randall again retired from boosting cars.
Design Notes: Randall is a Rules as Written character.
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Kendermage
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