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Hidden 8 yrs ago 8 yrs ago Post by Dawnscroll
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MASTER WIP

Name(s): Nicholas Baptiste
Gender: Male

Age: 25

Personality: One liner suffices don’t suffice. Nor comparisons. Give us the nitty gritty into your character’s psyche.

Appearance: This is what your character looks like exactly, unless stated otherwise. You MAY use a picture, but I would generally prefer a written description.

Biography and Family History: The history of their lives, and the lineage of Magi they are from.

Origin and Elemental Affinity: Your elemental affinity determines what element based magecraft you can perform. Average ones(All five elements) are extremely rare, and dual elements are not unheard of. Having three or four elements is impossible. If you have an element that isn't part of the Great Five you can only have one element. Your origin is the basis of one's existence, your inner impulse at their most base terms. For example, Shirou Emiya's is "Sword". If your Elemental Affinity is not one of the Great Five Elements, your origin and element should be the same.

Number of Magic Circuits and Quality of Magic Circuits: A magus having 20 circuits is considered average.

Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the mental sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work)

Magecraft: Includes all magecraft and magecraft related abilities like High Speed Aira the magus knows as well as that in the crest. If it's not here then your magus does not know it.

Mystic Codes and Equipment: A magus' tool. Usually either an amplifier, or limited effect type. Equipment would be items totally unrelated to magecraft.

Non-Magecraft Related Skills: Mundane skills that have nothing to do with magecraft directly. Any skill of particular special note is included here; being good at stabbing things, repairing electronics, or the ability to cook well are basic examples.






Roland of Brittany

Saber

Other Classes: Rider, Berserker

Parameters:
Strength: B
Endurance: A
Agility: B
Mana: C
Luck: C


Background: Roland was a Frankish knight, the nephew of the great king Charlemagne and youngest of four children. Having noble blood, and being one of the favoured of Charlemagne’s family, Roland was groomed for the role of a knight from his childhood, an honorable and respected career for someone of his social stature. When he was thirteen Roland’s sister was stolen away by the king of Elfland, a nightmarish mystical realm which the king ruled over from his grand fortress, the Dark Tower. Both of Roland’s older brothers, also knights-in-training but older and more experienced than himself, ventured into Elfland and were captured, leaving Roland to venture into the distorted nightmare land himself. Heeding advice from a sage druid, Roland was able to cross swords with the King himself and defeat him, saving his siblings and signalling the great potential he had as a knight.

When Roland was a few years older Charlemagne’s armies marched against the forces of the Saracen king Agolant at Aspremont, but despite accompanying them to the site of the battle Roland was ordered by his uncle not to fight, due to his youth and inexperience. When Charlemagne is about to be killed by the son of Agolant at the height of the battle Roland intervenes, defeating the Saracen prince despite his possession of an enchanted sword, and claims the sword, Durendal, for himself alongside the horse Veillantif, a horse with Phantasmal Beast heritage running through its veins. Roland was showered with accolades for his precocious victory, and the ire and jealousy of his bitter stepfather Ganelon.

A year later Roland and his friend Oliver were approached by an angel of the Lord in the midst of a feud fuelled by their uncle and father, respectively, ordering them to save their strength for an impending Saracen threat. So awed by the angel and so overcome by religious fervour, Roland became a zealot to the Christian cause, removing the hilt of his prize blade Durendal and replacing it with a blessed hilt containing sacraments from multiple saints to make it a powerful holy blade. After this event Roland, still just a young man, was all set to marry Olivier’s sister, but this was not fated to eventuate, as the day before the marriage Charlemagne was advised of another intrusion by Saracen forces, and he and his army rode out to face the threat.

On this battlefield Roland encountered the paladin Ferragut, who bore upon himself an aegis from his Lord, rendering him invulnerable even to Roland’s holy blade. The intent of the Saracens was to capture the land of Carthay and claim the princess Angelica as a prize. The battle was furious but Ferragut managed to kill Angelica’s brother, forcing Roland and Oliver to intervene so that she could escape. For the next few days Roland pursued Angelica through a magical forest alongside his rival Renault, who came to hate the princess by drinking from a magical stream, while she fell in love with Renault in an unfortunate turn of fate. During this adventure Roland fell in love with the beautiful Angelica by his own will and chased her endlessly, fighting Renault and refusing to return to assist Charlemagne’s army fight against the invading Saracens.

Roland disgraced himself by complying with assisting his country in battle only when Angelica’s hand in marriage was promised to the man who battled most bravely against the invaders. During the battle Angelica fell in love with a wounded Saracen warrior she tended to and eloped with him, denying Roland her love. The young Roland, still immature and ill-equipped to deal with the pain of a love lost, flew into a deadly rage and single-handedly forced back the Saracen forces, causing even Ferragut to retreat. After the battle was concluded Roland ran rampant across Africa and Europe, unfettered any longer by consideration for his family, his country or his reputation. Despite the protests of Ganelon, who was most overjoyed by Roland’s terrible behaviour, Oliver employed the brave knight Astolfo to fly to the moon and retrieve Roland’s sanity.

With his sanity returned and his love for Angelica vanquished, Roland had to deal with the shame of his actions, and he became a knight errant, wandering the countryside and doing good deeds to atone for his shameful display. During his wanderings he converted a giant to Christianity, befriended a philosophical demon, was offered a chance to become king of Spain and ventured to the Holy Land to battle his rival Ferragut for three days straight before finally killing him by stabbing him in the one vulnerable part of his body, his navel. Having achieved this task Roland rejoins Charlemagne’s army, redeemed in his uncle’s eyes, and became the First of Charlemagne’s Twelve Paladins, his greatest warrior, enraging his stepfather even further than he had once been. He fought in many battles against the Moors and the Muslims until only one city remained standing, Saragossa.

After an extended siege a peace offer was made by the Saracens if the French army returned to its home country, and Charlemagne agreed to this, sending Ganelon as the peace envoy at Roland’s suggestion. Bitter at his stepson and fearful of being murdered in a court full of violent pagans, Ganelon betrayed Charlemagne and Roland, telling the Moors the ideal place to ambush the rearguard of the French army, a small band of great warriors led by none other than Roland. When the ambush struck, outnumbering Roland’s warriors by a huge margin, Roland was left as the last man standing, watching his best friend Oliver and the remainder of his Twelve Peers die. Only then, near death himself and with no hope of salvation left, did Roland blow his war horn to call back Charlemagne’s army. He blew the Oliphant so hard that his temples burst, killing himself, but allowing the returning army to seize the city of Sargossa, which ended up bare of defenders after the ambush against Roland’s knights.

Personality: A jovial and laughter-filled man for the most part, Roland is an honourable warrior with a drive to fight endlessly. In truth, his mad rage after losing the love of Angelica still haunts him, and it is this that drives him to throw himself recklessly into situations without thought for how they might end. He is also optimistically stubborn, cheerfully claiming that odds don’t mean a thing and that his battle is guided by God Himself. This is the other main aspect of Roland’s nature, his highly pious faith that steps past devotion and into the realm of zealous fervor. He is quick to strike out at those who blaspheme against the Lord, though his honor dictates that he always give the offender a chance to repent and make good of himself. Being both faithful and optimistic, Roland is incredibly trusting, perhaps too much so, and strives to find the good in everyone, even those he fights wars against. All in all, most people consider Roland to be a likeable man, as long as religion is not involved, as he can be incredibly overbearing in his preaching and attempts to convert others to the way of Christianity.

Class Skills:

Riding (B): Roland is able to ride natural beasts of any sort, but cannot ride any sort of Phantasmal Beast. Roland is also quite capable of driving mechanical vehicles.

Magic Resistance (C+): Cancel spells with a chant below two verses, and is exceptionally good against magic with its roots in Muslim faith or Middle Eastern mysticism. Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.

Personal Skills

Protection of the Faith (C): The absoluteness of Roland’s faith in his king’s divine mission and in The Lord Our Saviour prevents most types of mental interference and reduces the effects of pagan or unholy attacks against Roland to a reasonable degree.

Battle Continuation (A): Makes possible to fight even with deadly injuries and can remain alive so long as one does not receive a decisive fatal wound. It is the strength of vitality for predicaments. Also, the ability to withdraw from combat and reach allied territory alive after being defeated.

Guardian Knight (B): As the leader of Charlemagne’s rearguard in his return to France, Roland gains a Rank Up in Endurance and Strength when protecting another in near combat in order to allow the protected person to retreat to safety.

Durendal
The Peerless Sword

Type: Anti-Unit/Anti-Army/Anti-Fortress
Rank: D - A+

Description: The weapon that Roland wields is the great blade Durendal, a single-handed “Viking sword” style blade that was commonly used at the time. Won from a great Saracen warrior, this holy sword contains within a golden hilt the tooth of St Peter, the blood of St Basil, the hair of St Denis and cloth from the sacred raiment of the Blessed Virgin, all gifted to Charlemagne by an angel of God. The sword is near to indestructible and will maintain its sharpness no matter how little prana its user may possess. Sealed within the blade are three holy miracles, each able to be used a single time.

The first miracle is La Brèche de Roland, the powerful earth-notching blow that carved out a notch in a mountainside when Roland attempted to destroy Durendal. A single incredibly powerful blow is unleashed, providing a temporary Double Rank Up to Roland’s Strength, and the attack is treated as Anti-Fortress, ranking down any defensive Phantasm used against it by one rank for the attack’s duration, with an accompanying loss in defensive capability.

The second miracle is Vitalité de l'Esprit Fidèle, a divine spiritual rejuvenation that will completely heal all of Roland’s wounds and restore his prana reserves to their maximum after a short three-line prayer.

The final miracle sealed within Durendal is the judgement of the divine Lord himself, Radiance du Dieu Véritable. A singular blast of light is unleashed from the tip of Durendal’s blade as a Rank A+ Anti-Army/Anti-Fortress attack, similar in manner to a blast from the faerie blade Excalibur. Once the miracles have all been expended the sword retains nothing more than its exceptional sharpness and durability, as an impressive but relatively mundane Rank D Phantasm.

Oliphant
Sound Off at the Setting of the Sun

Type: Anti-Magic
Rank: A

Description: A finely-wrought battle horn created from an elephant’s tusk obtained by Roland during a hunting trip in India, the Oliphant is a last-ditch Phantasm with several seals placed upon it. To blow upon the horn and invoke its effects, Roland must meet all three criteria. First, he must be defending another in battle, invoking his Guardian Knight skill. Secondly, he must be grievously wounded, so that only his Battle Continuation sustains him. Third, he must have expended each of the miracles contained within Durendal, such that no hope for victory remains. Once these three conditions are met Roland can choose to blow on the Oliphant, unleashing a violent sonic wave of concussive force omnidirectionally.

Old beliefs in the anti-magic properties of the elephant have manifested in the Oliphant’s trumpeting, as the wave of sound possesses the ability to strip prana away from anything it passes over within a 50 metre radius. The sound itself pushes the prana away, rendering the land barren of mana and stripping the magical od from living creatures, rendering them exhausted and unable to utilise magecraft. Within a half meter radius of the horn’s sounding any prana is completely converted to a pure form before expulsion, being so close to the source of the sound, and as all Servants and their Phantasms are at their most basic level familiars made manifest by materialising prana the Oliphant will instantly disintegrate any Servant within that small radius.

Roland himself is not exempt from this effect, and so perishes upon use of the Oliphant, though the Oliphant itself remains, being the source of the effect, and will stay manifest for up to an hour. Beyond that small half meter radius anything made of materialised prana is forcefully flung away, buffeted by the wave of sound to at least the edge of the 50 meter radius, and potentially far further and much harder if the Servant’s Magic Parameter is high.

Like all things magical energy cannot be destroyed in a true sense, and so all the magical energy from within the range of the Oliphant is pushed to the edges, compressing around the perimeter in a dome-shaped formation of dense prana. Obviously, the more magical energy that is pushed away by the Oliphant, the denser the barrier it will form. In particularly magically-rich areas the density of the magical energy compressed in upon itself may cause it to become unstable and explode, detonating the entire dome in a spectacular manner, but even in more regular areas the prana will remain densely packed and will block attacks or attempts to penetrate it with further magic, which only risks destabilizing the barrier further. The only way to pass through it is to slowly and deliberately push through, and until the barrier fades any magical energy within the object or person passing through will be stripped and added to the barrier, rendering any magus essentially a normal human when passing through.

This is the ultimate shield of Roland, guarding his Master from enemy Servants and magi as long as they are within the barrier, but there is a final usage for the prana barrier if Roland’s Master sounds a trumpet on the Oliphant after Roland has used it. In doing so the Master invokes the concept of “Roland’s Reinforcements”, but folds the concept in upon itself, making the concept of "Roland's Reinforcements" become "Reinforcement that Roland provides to those who come after him". This causes an inversion of the intial effects of the Oliphant, drawing the entire magical barrier inwards, through the Oliphant and into the Master, filling him or her up with all of that prana, often topping them up well beyond their normal limits as the Oliphant’s charms Reinforce the physical body far beyond what it should be capable of, allowing the Master to briefly handle that excess of prana with no difficulty and utilise the bountiful prana for fantastic purposes beyond a level the Master should normally be able to attain.
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The Phoenix

The Bird of the Sun


Class: Caster
Other Classes: Archer, Beserker

Parameters:
Strength: E
Endurance: C
Agility: C
Mana: A
Luck: B


Background:
The Phoenix has no set story, varying from culture to culture. However, there is one universal constant binding together each story of the legendary bird. The bird is reborn from the ashes of itself. Many cultures equate the Pheonix to the sun, connecting the two together. While the overall picture changes, the underlying details remain the same. The truth is that the bird is indeed linked to the sun, just as the legends say.

Blessed by the stars themselves, the Phoenix is capable of both higher thought and speaking. Only a select few have heard its voice, as it has usually been silent. It has been vanquished in the past, having its ashes locked away and eventually destroyed to prevent it from arising once again. As a result, it has been absent from the modern world, until it has been summoned.

Personality:
The bird is a creature of few words, rarely speaking. It is also highly cynical, tempered by thousands of years of existence. Further, it is also very grandiose, preferring awe-inspiring displays of power and imagery worthy of song and poem. This creates an interesting mixture, a soured temper with a need for the spectacular.

It also takes pleasure in both creating and destroying. It destroys what it considers the old and rusty, to replace with the new. It would rather live in a dystopia of destruction than a stagnant utopia.

Class Skills:

Landscape Manipulation (Support, Anti-Army) C
It is capable of bursting out flames, ashing away trees, grass, animals, or otherwise anything in range that cannot handle the heat. The result of this is often scorched landscape, surrounded by massive wildfires.

Creation of Artifacts (Support, Offensive, Defensive) C++
It can create many artifacts based on fire, by siphoning off its own fiery power. This can range from a great lance capable of launching fireballs, to a shield that burns away anything that hits it. The unifying concept of all these artifacts are that they are fire-based.

Personal Skills

Rising from the Dead (Support) A+
It is capable of arising from its own ashes, as long as there are enough ashes. Ashes that are locked away magically or otherwise destroyed weaken its new form, all the way to the point where there aren't enough ashes left to rise from the dead. It's generally hard to catch and seal away these ashes, making this an extremely potent power.

Inspiration (Support, Morale-Raising) B
It is capable of divine levels of imagery, inspiring those on its side greatly. This allows for the formation of armies that are incredibly hard to break. With the belief the sun itself is on their side, the soldiers will often fight to the death. On the other hand, it's only really useful once an army has been assembled, and is best used with obsolete military formations, where tens of thousands to hundreds of thousands of men are in the same place.

Heat (Defensive) A
Due to the ambient heat of the Phoenix many traditional weapons and projectiles melt and burn upon contact, without harming the bird itself. Magical weapons are a different matter, however. This also goes both ways, as it can burn both allies and enemies.

Noble Phantasms

Power of the Sun (Offensive) B
Capable of drawing upon the powers of the stars themselves, it can fire intense blasts of fire that burn away many, leaving naught but a shadow and the pungent odor of intense heat.

Wreath (Defensive) C
It is capable of drawing upon great amounts of fire, wreathing itself in a cocoon of flames that deflect all but the sturdiest of weapons and spells. The heat is so intense that everyone and everything in close proximity is often burnt away, no matter who's side they are on.

Speed of the Cinders (Support) B
Drawing upon the light of the sun, it is capable of high speeds, traveling across Judea in a matter of minutes. It is wreathed in the fire of burning atmosphere, burning everything in its path.
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Fukushima Miyoko
Student Council President



Gender: Female
Age: 17

Personality: Miyoko is an unending bundle of energy and friendliness. Her peers are often amazed by her vigor and enthusiasm during activities. She enjoys social interaction, an all around people person. Her outgoing personality when combined with her resourcefulness eventually led to her being nominated as student council president, a position that she was completely fine with. It served as a medium for her to channel her energy into.

Miyoko tends to shy away from violence and conflict but is able to become pragmatic if needed, known to swiftly end conflicts among fellow students. Miyoko could be said to be a very pure individual. Her kindness hides no ulterior motives, she simply enjoys helping others. A rare breed indeed.

Biography and Family History:
Fukushima Miyoko is a direct descendent of the Seienkyū, a once powerful family of Onmyōji, mages who specialized in the Thaumaturgical Theory of the Onmyoudou, Houjutsu. During its time, the Seienkyū family was rumored to be capable of vanquishing Monstrous class creatures, a feat that would require one to be as strong as some of the lesser heroes from the throne. Though this was never proven, it does however, suggest how powerful the Seienkyū were. Unfortunately, with the passage of time, the Seienkyū went into decline. The advent of a new age and subsequent increase in human population, led to a decrease of the beasts and creatures that terrorized them. Onmyōji were no longer needed and the Seienkyū family completely vanished by the time industrialization happened during the Sengoku era.

Miyoko is (or was) unaware of the existence of mages and supernatural beings. Though she did know of her blood ties to the Seienkyū, she had dismissed it as nothing more of a exaggerated story passed down by her predecessors. She has never performed magic in her life, neither does she have any knowledge of how to. Her induction into the was the result of her discovering forgotten antiques in her house due to her recent moving into Fuyuki City from Misaki Town.

The 'antique' being a box containing scrolls describing how to create the magical circle required to summon a Servant as well as the catalyst to summon the legendary Sun Wukong, a torn part of the cape that the Monkey King once wore. It was done merely out of curiosity, but the grail reached out to her call, activating her magic circuits and summoning the might Monkey King Servant as well.

Origin and Elemental Affinity: Unknown.
Number of Magic Circuits and Quality of Magic Circuits: Unknown.
Magic Circuit Switch: Unknown.
Magecraft: None.
Mystic Codes and Equipment:None.

Non-Magecraft Related Skills:
Social Butterfly - Miyoko has connections with what seems to be everyone.
First-rate Cooking - What would a beautiful and kind girl be without the art of cooking?


Sun Wukong
The Monkey King



Class: Lancer
Alternate Classes: Rider/Caster

Parameters:
STR: A
END: C
AGI: A
MGI: B
LCK: C

Legend:
Sun Wukong possesses immense strength; he is able to lift his 13,500 jīn (7,960 kilograms (17,550 lb)) staff with ease. He is also extremely fast, able to travel 108,000 li (21,675 kilometres (13,468 mi)) in one somersault. (Yes, he will be nerfed in the roleplay) Sun knows 72 transformations, which allow him to transform into various animals and objects; however, he is troubled in transforming into other forms, due to the accompanying incomplete transformation of his tail. Sun Wukong is a skilled fighter, capable of holding his own against the best warriors of heaven. Each of his hairs possess magical properties, capable of being transformed into clones of the Monkey King himself, and/or into various weapons, animals, and other objects. He knows spells to command wind, part water, conjure protective circles against demons, and freeze humans, demons, and gods alike.

The Monkey King was a being born from that of a celestial rock. Though initially shunned by other monkeys for his strangeness, he was able to rally them and becoming their king with his cunning and physical prowess. In the valley he was born, he lived the life of comfort and was revered by his fellow monkeys, however, he soon grew tired of that. After observing a passing Taoist monk perform magic. Awed by the power of magic, he set out on a journey that would take him over ten years before he found his master.

Training under Patriarch Bodhi was no easy task, but the Monkey King possessed immense potential and his abilities rapidly grew. He mastered cloud riding magic and transformation magic. His physical abilities grew as well. It was Patriarch Bodhi who bestowed the name of Sun Wukong onto him. However, he was soon banished by his master for abusing his powers. After his banishment, Sun Wukong embarked on several journeys, some of the most noteworthy ones was the adventure into the Dragon King's palace where he would obtain his signature golden road and his journey into hell in order to become immortal.

The Monkey King is one of the most renowned legends from Chinese mythology, for he was one of the few who dared challenge the heavens itself.


Personality:
Sun Wukong is a proud and boastful warrior. However, though his feats such as taking on the heavens might suggest fearlessness, Sun Wukong's bravery comes from his peerless strength. At different points of journey when he was encountered with difficult foes, Sun Wukong was known to turn timid and meek. But let it be known that the Monkey King has never let a grudge go and has had his revenge against all whom had dared shamed him.

Pride aside, there are many positive aspects to Sun Wukong's personality. For one, Sun WuKong is a confident, optimistic person. He doesn't just go down when he faces hardships, he devises ways to overcome them, smiling through even the toughest of adversities. Though he might seem like it, the Monkey King is known for putting emphasis on knowing his enemies and using different strategies to defeat them. Despite his notorious reputation, he is outgoing and friendly which led to him possessing many powerful allies during his time. Sun Wukong also has a justice streak in him, he has no tolerance for evil and his strong sense of justice has led to him saving several countries.

Class Skills:
Magic Resistance: B
Cancel spells with a chant below three verses. Even if targeted by High-Thaumathurgy and Greater Rituals, it is difficult for him to be affected.

Personal Skills
Divinity: B
Sun Wukong, through his own effort, succeeded in becoming an immortal deity.

Eye of the Mind: B
Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.

Shapeshift: C+
Sun Wukong is able to completely transform and mimic the appearance of any being. This is a perform imitation with the exception of his tail which cannot be transformed.

Noble Phantasms:
Divine Hairs (C Rank, Anti-unit)
Sun Wukong is able to transform any hair on his body into a near perfect clone of himself. The only cost is some mana and a portion of Sun Wukong's physical strength. The clone is fully autonomous and possesses of Sun Wukong's physical abilities (after the deduction). It is capable of using magic though only using the limited mana that Sun Wukong has imbued into it. Clones are destroyed the moment they receive damage. When they are destroyed, the physical strength portion is returned to Sun Wukong. The clone is unable to use any of Sun Wukong's Noble Phantasms.

Flying Nimbus (C Rank, Support)
Simply put, it is cloud that Sun Wukong rides. It is capable of travelling at substantial speed. It possesses no combat abilities.

Ruyi Jingu Bang (B++, Anti-unit/Anti-army)
The signature weapon of the Monkey King, the Compliant Golden Hooped Rod. It is a weapon that can freely manipulate its size. This allows Sun Wukong to be a menace in melee fights where measuring range is key. Manipulating its size requires mana from Sun Wukong. Simply extending the rod or enlarging it slightly expends little mana (Anti-unit) but Sun Wukong is capable of enlarging it to several hundred times its size in exchange for a considerable amount of mana (Anti-army).
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