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Arena Characters; Because the first topic would stretch.
Topic Started: Jan 20 2008, 08:07 PM (392 Views)
Berserker Swordsman
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AMAZINGJOBSQUIRTLE
[ *  *  * ]
I'll be posting your characters here for archive use. After every map is cleared, I'll update this page with all of the new changes.

-Vyse-

Vyse

Level 2 Sky Pirate

HP: 23/23
TP: 36/36
EP: 0
Str: 6/20
Int: 2/15
Spd: 8/20
Def: 6/20
Res: 2/15
Luck: 3, 9, 16
Next: 64
Move: 5

Techs

Pirate Slash (Default - close-range)
Pwr: 3
TP: 5
Desc - Vyse performs a downward slash on the enemy. ‘Nuff said.

Twin Combo (Level 3 - close-range)
Pwr: 2
TP: 3
Desc - Vyse slices to his right with his sword before slicing the opposite way with his other.
Effect: If able to double, can be linked to other moves.

Cross Fury (Level 6 - close/long-range)
Pwr: 5
TP: 8
Desc - Vyse slices the enemy in an X, dealing moderate damage. Long-range attacks send an X-shape shockwave.

Cutlass Fury (Level 10 - close-range)
Pwr: 8
TP: 15
Desc - Vyse unleashes the power of his blades in a flurry of slashes, ending with a downward cut from the heavens.



Magus

Level 2 Wraith Soldier

HP: 25/25
TP: 37/37
EP: 0
Str: 6/20
Int: 4/15
Spd: 8/20
Def: 5/20
Res: 3/20
Luck: 6, 17
Next: 50
Move: 5

Techs

Dark Scythe (Default - close/long-range Dark)
Pwr: 3 (uses Str at close-range, Int at long-range)
TP: 3
Desc - Magus cuts through the enemy at high speeds. Long-range attacks send a wave of dark energy.

Dark Bomb (Level 4 - Dark)
Pwr: Int/2 (rounded down, maximum of 6)
TP: 6
Desc - Magus creates a ball of darkness before thrusting it into the enemy.
Effect: If seconds number in post is 00, 15, 30, or 45, the enemy is Blind for 5 turns (misses on even numbers).

Shadow Destroyer (Level 7 - close-range)
Pwr: 5
TP: 10
Desc - A dark bubble envelops the enemy, then Magus swings his scythe in a wide arc, cutting the enemy in half.
Effect: If Luck is rolled, 1-hit KO.

Lightning 2 (Level 10 - Lightning)
Pwr: 8
TP: 15
Desc - Magus summons a bolt of lightning on the enemy.



Marle

Level 1 Water Mage

HP: 18/18
TP: 40/40
EP: 0
Str: 2/15
Int: 4/20
Spd: 6/20
Def: 3/15
Res: 6/20
Luck: 3, 10, 25
Next: 8
Move: 5

Techs

Crossbow (Default - Close/long-range)
Pwr: 2
TP: 4
Desc - A crossbow shot. Duh.

Cure 1 (Default - Support)
TP: 10
Desc - Marle uses the power of water to restore her allies’ HP.
Effect: Restores HP equal to Int*2 (maximum of 10). Takes 1 turn after use to recharge.

Splash (Level 3 - Water)
Pwr: 3
TP: 6
Desc - A torrent of water drowns the enemy.

Trickshot (Level 6 - Long-range mutli-hit)
Pwr: 4
TP: 10
Desc - Marle jumps into the air and fires two shots consecutively at her foes.
Effect: Can hit more than one enemy, provided both are two spaces away. If hitting two enemies, Pwr is reduced to 2 for each enemy.

Haste (Level 8 - Support)
TP: 15
Desc - Marle disrupts the flow of time to increase the speed of those around her.
Effect: Increases Spd by 4 to adjacent allies or allows an ally to dodge the next attack towards him/her. Takes 1 turn after use to recharge.



Nephenee

Level 3 Soldier

HP: 30/30
TP: 41/41
EP: 0
Str: 6/20
Int: 2/10
Spd: 9/20
Def: 7/20
Res: 2/15
Luck: 1, 7, 10, 15, 39, 42
Next: 84
Move: 5

Techs

Impale (Default - close-range)
Pwr: 4
TP: 5
Desc - Nephenee stabs the foe with her lance of justice.
Effect: If Luck is rolled, enemy is stunned (cannot perform any actions for 3 turns).

Kilik Sweep (Level 3 - close-range)
Pwr: 0
TP: 10
Desc - Nephenee sweeps the enemy off of its feet with a stylish sweep kick.
Effect: Automatically causes stun for 1 turn. Does not work on bosses. Takes 1 turn after use to charge. Cannot be linked to or from another move.

Polevault Kick (Level 6 - long-range)
Pwr: Level-2 (maximum of 8)
TP: 6
Desc - Nephenee polevaults off of her lance to kick the enemy in the face.
Effect: If able to double, can connect to a close-range move only.

Soldier’s Strength (Level 9 - Support)
TP: 15
Desc - Nephenee focuses her energy into a single point in her body.
Effect: Adds 5 Pwr to the next move used. Takes 5 turns after use to recharge.
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Berserker Swordsman
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AMAZINGJOBSQUIRTLE
[ *  *  * ]
Well, now that I've finally learned a bit about Disgaea....I can honestly say that its first impression was not a very good one on me. Most of it was pretty much WTF?! >_> Oh, and I'll be holding back on Auron at the moment, as he will appear later in the storyline (don't worry, it's only a little ways in).

~ZDC~

Kratos Aurion

Level 2 Magic Swordsman

HP: 26/26
TP: 38/38
EP: 0
Str: 4/20
Int: 3/15
Spd: 5/20
Def: 4/20
Res: 3/15
Luck: 3, 46
Next: 47
Move: 5

Techs

Demon Fang (Default - Close/long-range)
Pwr: 2
TP: 3
Desc - A versatile shockwave that strikes the enemy from both up close and afar.

Fire Ball (Default - Fire)
Pwr: 3
TP: 7
Desc - Three fire balls hit the enemy in succession.

Sonic Thrust (Level 3 - Close-range)
Pwr: 4
TP: 6
Desc - A powerful thrust that knocks the enemy away.
Effect: If seconds number in post is 00 or 30, enemy is stunned (cannot perform any actions).

Wind Blade (Level 5 - Close-range Wind)
Pwr: 7
TP: 12
Desc - Kratos releases a burst of wind from his sword, ripping the enemy to shreds.
Effect: If Luck is rolled, 1-hit KO.

First Aid (Level 7 - Support)
TP: 20
Desc - Allies are refreshed by the power of healing.
Effect: Restores an ally’s HP by Int*2 (maximum of 15). Takes 1 turn to recharge.

Light Spear (Level 10 - Close-range)
Pwr: 6
TP: 14
Desc - Kratos glides upward with his blade before coming down on the enemy.
Effect: If able to double, can be linked to other moves.


Keel

Level 2 Scholar

HP: 19/19
TP: 39/39
EP: 0
Str: 2/10
Int: 5/20
Spd: 4/15
Def: 4/15
Res: 5/20
Luck: 3, 6, 9, 37, 52
Next: 36
Move: 4

Techs

Lightning (Default - Lightning)
Pwr: 3
TP: 5
Desc - A bolt of lightning shocks the enemy.

Aqua Edge (Level 3 - Water)
Pwr: 5
TP: 10
Desc - Sharp, aquatic blades run the enemy through.

Thunder Blade (Level 5 - Lightning Close-range)
Pwr: 7
TP: 14
Desc - Keel channels lightning through his staff before swinging downward, creating a blade of pure electricity.
Effect: If Luck is rolled, enemy is paralyzed (cannot move on the map for 3 turns). Can be linked from only close-range moves.

Staff Rush (Level 7 - Close-range)
Pwr: 4
TP: 10
Desc - Keel whacks the enemy in three precise hits with his staff.
Effect: If able to double, can be linked to other moves.

Summon: Volt (Level 10 - Lightning)
Pwr: 10
TP: 17
Desc - The Hammer of Lightning himself zaps his foe with high voltage.
Effect: Adds +2 to Def and Res for 3 turns after use without stacking. Takes 3 turns after use to recharge.



Etna

Level 1 Devil

HP: 19/19
TP: 22/22
EP: 2
Str: 5/20
Int: 3/20
Spd: 6/20
Def: 3/20
Res: 4/20
Luck: 6
Next: 50
Move: 5

Techs

Prinny Raid (Default - close/long-range)
Pwr: Str/2 (maximum of 6)
TP: 5
Desc - A parade of…penguins(wtf?) trample the enemy.

Steal (Default - Misc.)
TP: 6
Desc - Etna distracts her foe while stealing an item from it.
Effect: Etna’s Spd must be greater than or equal to the foe’s Spd, and her Str must be at least 2 points higher.

Impaler (Level 3 - Close-range)
Pwr: 3
TP: 6
Desc - Etna uses her spear to stab an enemy’s skull.
Effect: Able to be linked to other moves, regardless of double ability.

Cyclone (Level 6 - Close-range)
Pwr: 6
TP: 9
Desc - Etna spins on her heels at high speeds to create a cyclone that throws the enemy into the air.

Sexy Beam (Level 10 - Support)
TP: 20
Desc - Etna tantalizes her enemies with a captivating beam of…sexiness?
Effect: Stuns enemies within 2 spaces for 3 turns. Does not work on bosses. Can only be used twice in one chapter.
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Anticiti
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-UD-

Aren

Level 1 Marksman

HP: 25/25
TP: 25/25
EP: 2
Str: 6/20
Int: 3/15
Spd: 7/20
Def: 4/20
Res: 1/15
Luck: 7, 27, 51
Next: 50

Techs:

Gun Butt (Default - close range)
Pow: 4
TP: 3
Range: 1
Aren slams his weapon forward. Self-explanatory.

Rifle Shot (Level 4 - long range)
Pow: --
TP: 5
Range: Str/2
Aren fires his weapon.
Note: Attack strength is based solely on the weapon's strength.
Note 2: Characteristics of this attack may change with the weapon.

Execution (Level 7 - close range)

Pow: --
TP: 10
Range: 1
Aren gets directly behind the enemy and fires his weapon.
Note: Attack strength is weapon strength x1.5
Note 2: If Luck is rolled, 1-hit kill.

Crippler (Level 9 - Support-long)

Pow: 0
TP: 12
Range: Str/2
Aren fires at the target non-lethally, causing a variety of status problems.
Target's Accuraccy and Evasion are halved.
Note: If Luck is rolled, halve Speed as well.



KOS-MOS

Level 1 Android

HP: 30/30
TP: 25/25
EP: 2
Str: 8/20
Int: 4/15
Spd: 4/20
Def: 7/20
Res: 6/10
Luck: 13, 37, 29
Next: 50

R-Blade (Default, close range)
Pow: 4
TP: 3
Range: 1
Desc: Basic slashing attack.
Note: If Luck rolls, KOS-MOS attacks twice.

R-Cannon (Level 5, long range)
Pow: 6
TP: 7
Range: 2-4
Desc: KOS-MOS turns her arm into a cannon and fires upon the enemy.

R-Drill (Level 8, close range)
Pow: 8
TP: 6
Range: 1
Desc: KOS-MOS turns her arm into a drill and strikes the enemy.
Note: Very effective against armored targets.

G-SHOT (Level 12, long range)
Pow: 12
TP: --
Range: 2-3
Desc: KOS-MOS summons the G-SHOT and assaults the enemy with a barrage of lead.
Note: Can only be used three times in a level.
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Berserker Swordsman
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AMAZINGJOBSQUIRTLE
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Don't worry, Ezekiel, I haven't forgotten about you. Kenny's characters were just lightning-fast to make. >_>

*Kenny*

Kyle Dunamis

Level 2 Swordsman

HP: 23/23
TP: 28/28
EP: 5
Str: 5/20
Int: 1/10
Spd: 7/20
Def: 4/20
Res: 2/15
Luck: 7, 37, 59
Next: 66
Move: 5

Note: Extensions are, essentially, doubles without the speed requirement. However, you can still double even after using the Extension. Just note that an Extension cannot be used twice in one turn. All of the stats for the Extension are the same as the original move, except for anything specified otherwise. Possible uses of Extension:

Tech->Ext->Double
Normal->Tech->Ext
Tech->Double->Ext

Techs

Souhajin (Default - Close/long-range)
Pwr: 3
TP: 4
Desc - A shockwave glides through the air and into the enemy.
Effect: Long-range only possible if TP is above 50% of its maximum (rounded down) before use.
Extension: TP cost - 5

Flame Drive (Level 3 - Fire)
Pwr: 4
TP: 6
Desc - Three small fireballs attack the enemy.

Dragon Fang (Level 3 - Close-range)
Pwr: Str-3 (maximum of 6)
TP: 10
Desc - Kyle slashes upward and downward in a split second before performing a jumping slash.
Effect: Able to link to other moves, regardless of double ability.

Kuushouzan (Level 6 - Close-range)
Pwr: 4
TP: 8
Desc - Kyle jumps upward and brings his sword down on the enemy in a lightning-quick move.
Extension: Pwr - 6

Bakuenken (Level 10 - Close-range Fire)
Pwr: 6
TP: 12
Desc - Kyle’s blade flares up as he swings upward and then slams the ground to create an explosion of flames.
Extension: Pwr - 8, TP cost - 14



Link

Level 2 Hero of Time

HP: 28/28
TP: 28/28
EP: 5
Str: 6/20
Int: 3/20
Spd: 8/20
Def: 5/20
Res: 3/20
Luck: 4, 46
Next: 53
Move: 5

Techs

Hylian Slash (Default - Close-range)
Pwr: 3
TP: 5
Desc - Link slashes his enemy. ‘Nuff said.

Hylian Rush (Level 4 - Close-range)
Pwr: Spd/2
TP: Str/2
Desc - Link performs a sword combo on his foe, with more hits added as his agility increases.
Effect: If Luck is rolled, enemy is stunned (cannot perform any actions for 3 turns).

Nayru’s Flames (Level 7 - Fire)
Pwr: Int (maximum of 10)
TP: 10
Desc - The flames of the goddess Nayru engulf the foe.

Boomerang (Level 10 - Close/long-range)
TP: 0
Desc - A strong throw launches Link’s boomerang into the enemy’s vital nerves.
Effect: Cancels enemy’s counterattack. Can be linked into any move, provided the range stays the same.

Spin Attack (Level 10 - Close-range)
Pwr: 10
TP: 15
Desc - After channeling energy into his blade, Link lets loose a tremendous spinning slash on the enemy.
Effect: Can be linked to another close-range move, regardless of double ability.



Simon (Lagann)

Level 1 Digger

HP: 22/22
TP: 20/20
EP: 2
Str: 5/20
Int: 0/10
Spd: 7/20
Def: 7/20
Res: 1/15
Luck: 1, 30
Next: 50
Move: 5
Combine Gauge - 0/20

Techs

Spiral Punch (Default - Close-range)
Pwr: 4
TP: 4
Desc - Lagann winds up and lets loose a right hook at the enemy.


Lagann Wave (Level 3 - Long-range multi-hit)
Pwr: 5
TP: 6
Desc - Simon charges Lagann with enough Spiral energy to let loose a wave of pure energy.
Effect: Can hit up to three enemies if they are all 2 spaces away. If multi-hit is used, this move must take 2 turns after use to recharge.

Drill Upper (Level 6 - Close-range)
Pwr: 4
TP: 8
Desc - Lagann’s fists turn into drills that hit the enemy upward.
Effect: Can be linked to other moves, regardless of double ability.

Lagann Impact (Level 10 - Close/long-range)
Pwr: Str (maximum of 10)
TP: 13
Desc - Lagann’s limbs fold inward as it turns into a drill and slams into the enemy.
Effect: If seconds number in post is 00 or a multiple of 10, instant KO + double EXP.
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Giga Drill Breaker
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Berserker Swordsman
Jan 26 2008, 04:24 AM
Well, now that I've finally learned a bit about Disgaea....I can honestly say that its first impression was not a very good one on me. Most of it was pretty much WTF?! >_>

XDDD, thats exactly whats awesome about it. Pretty damn fun SRPG.

Anyways, should I just put Kamina in Gurren, then? Then they can combine when the unison gauge reaches 20 and become Gurren Lagann(then maybe the gauge could become an upgrade gauge, and 30=Arc, 40=Chouginga 50=Tengen Toppa)?
And at the end of the battle, it would go back down to zero?

Or hell, if its your plot, do you want to just make the character Gurren instead? That way you can kill him off and still replace him with Rossiu/Viral/whatever character withought changing the stats of Gurren.

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Berserker Swordsman
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AMAZINGJOBSQUIRTLE
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Well, Lagann is NOT a powerful unit on its own, like Gurren is. And when I mean alone, I mean its own power regardless of who rides it, seeing as how Simon pretty much turns Lagann into a Freedom with his Spiral energy.

So Gurren will have influence on Kamina, yes, but if you think about Gurren on the battlefield at all times, it's kinda...awkward. You'll see how it works out.

And the gauge works just like a Laguz gauge except if you end the chapter with the combine gauge at 15/20 while still in Gurren-Lagann form, at the beginning of the next chapter the two will be split but Lagann's gauge will still be at 15/20. You won't have to worry about the gauge for the first few chapters anyway.
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Ezekiel
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Er. If you haven't started on Kurtis yet, is it too late to switch him for Vyers?
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Berserker Swordsman
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AMAZINGJOBSQUIRTLE
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I made Kurtis last night, but....>_> If you switch, I'd like to know what kind of person Vyers is, since the other two Disgaea characters were easier to figure out.
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Ezekiel
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If you've already got Kurtis done don't worry about it.
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Berserker Swordsman
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AMAZINGJOBSQUIRTLE
[ *  *  * ]
Sigh....Finally got LWH's characters done. I had lots of random homework to get done, and Disgaea characters are still no fun to make...>_> Anyway, enough of my complaining, and on with the last of the characters (for now)!

Oh, and Albel Nox is extremely awesome just because of a move called "Vampire Flash."

+LWH+

Kojiro Sasaki

Level 2 Swordsman

HP: 31/31
TP: 26/26
EP: 0
Str: 5/20
Int: 2/15
Spd: 8/20
Def: 5/20
Res: 1/15
Luck: 10, 27, 36
Next: 50
Move: 5

Techs

Crescent Wind (Default - Close/long-range)
Pwr: 3
TP: 6
Desc - Kojiro unsheathes his blade in a split instant, causing a wind vacuum to fly towards the foe.

Tempest (Level 3 - Close-range Wind)
Pwr: 4
TP: 6
Desc - A concentrated slash unleashes a tornado on the foe.

Swallow Dance (Level 6 - Close-range)
Pwr: Spd/2 (maximum of 7)
TP: 8
Desc - A three-stage attack where Kojiro uppercuts the enemy with his blade, performs two aerial kicks, and finally slashes downward.
Effect: Able to be linked to other moves, regardless of double ability.

Inferno Blade (Level 8 - Close-range Fire)
Pwr: 7
TP: 10
Desc - Kojiro’s blade flares with the element of fire as he creates a wave of flames to engulf the enemy.



Kurtis

Level 1 Warrior

HP: 27/27
TP: 19/19
EP: 2
Str: 7/20
Int: 2/10
Spd: 5/20
Def: 7/20
Res: 1/15
Luck: 15
Next: 50
Move: 5

Techs

Ground Smash (Default - Close-range Multi-hit)
Pwr: Str/2 (maximum of 5)
TP: 5
Desc - Kurtis smashes the ground with his hand, damaging all of those around him.
Effect: Attacks all enemies adjacent to Kurtis.

Rocket Punch (Level 4 - Close/long-range)
Pwr: 3
TP: 6
Desc - Kurtis bursts forward to deliver a powerful punch to his foe.
Effect: Causes stun for 1 turn. Takes 1 turn after use to recharge.

Nuclear Fusion (Level 7 - Long-range)
Pwr: 5
TP: 9
Desc - Two orbs of nuclear energy combine to create a massive explosion.
Effect: If seconds number of post is a multiple of 10, enemy is poisoned (loses 3 HP per turn).

Final Punch (Level 10 - Close-range)
Pwr: 10
TP: 13
Desc - Kurtis builds up power in his fist for a few seconds before disappearing. Just as the foe looks around, he appears behind it and launches them into the air with a mighty uppercut. At the height of the flight, Kurtis appears above the enemy and smashes his fist into the enemy’s gut, sending it flying back into the ground.
Effect: Enemy is stunned for 2 turns. Takes 1 turn after use to recharge.



Albel Nox

Level 1 Blademaster

HP: 25/25
TP: 20/20
EP: 2
Str: 5/20
Int: 3/15
Spd: 8/20
Def: 4/20
Res: 2/20
Luck: 26, 54
Next: 50
Move: 5

Techs

Air Slash (Default - Close/long-range)
Pwr: 2
TP: 3
Desc - Albel releases a grounded shockwave.

Twin Cutter (Level 3 - Close-range)
Pwr: 3
TP: 5
Desc - Two slashes cut the enemy.
Effect: Can be linked to other moves, regardless of double ability.

Palm of Destruction (Level 5 - Close-range)
Pwr: (Str+Int)/2 (maximum of 10)
TP: 8
Desc - Albel charges energy into his palm before thrusting it forward into the foe.
Effect - Also lowers resistance by Pwr for 3 turns.

Vampire Flash (Level 8 - Close-range)
Pwr: 6
TP: 15
Desc - A magic field sucks away the HP of the foe while dealing damage.
Effect: Restores HP equal to damage/4 (rounded down).



Ishida Uryuu

Level 3 Quincy

HP: 25/25
TP: 31/31
EP: 0
Str: 4/20
Int: 4/20
Spd: 8/20
Def: 2/15
Res: 2/15
Luck: 19, 24, 54
Next: 50
Move: 5

Techs

Quincy Arrow (Default - long-range)
Pwr: 3
TP: 4
Desc - Ishida releases an arrow of pure reiatsu.

Rising Arrow (Level 2 - long-range Wind)
Pwr: Int (maximum of 5)
TP: 7
Desc - A glyph appears under the enemy before an arrow strikes the foe skyward.

Instant Arrow (Level 6 - Close-range)
Pwr: 7
TP: 9
Desc - Ishida Flash Steps in front of his enemy with an arrow notched in his bow, releasing the arrow at point-blank range.

Hirenkyaku (Level 6 - Support)
TP: 12
Desc - Ishida disappears for an instant before reappearing.
Effect: Evades the next strike if post seconds number is even. Takes 2 turns after use to recharge. If adjacent to an enemy when using this move, it can be linked to a long-range technique while moving one space away, regardless of double ability.

Tri-Shot (Level 10 - Elemental multi-hit)
Pwr: Int+2 (maximum of 12)
TP: 15
Desc - Ishida fuels three arrows with fire, lightning, and wind before releasing them at his foe(s).
Effect: Can hit either 1 or 3 enemies. When targeting three enemies, the player must choose which element hits which enemy. If Luck is rolled, the lightning arrow causes Stun (cannot perform actions for 3 turns).

Better that I ask now than later: Should I be calling you Ezekiel or LWH? >_>
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Ezekiel
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Doesn't really matter to me.
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OwnU
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I Wanna Play :(

How Do I Play? :-/
Edited by OwnU, Jul 15 2008, 08:36 PM.
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