Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

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Magic and mystism [dice:1abbia2w]53363:0[/dice:1abbia2w]
  • In this world, combat proficiency with magic is highly valued and often necessary for survival. Your spell-weaving hero gains the effects of the Marksman Edge, but with her spellcasting skill (instead of Shooting and Throwing).
Magic and mystisism [dice:1abbia2w]53363:1[/dice:1abbia2w] get to choose in Rob’s game so 11 it is.
  • Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect. Boost/Lower trait.
Magic and Mysticism [dice:1abbia2w]53363:2[/dice:1abbia2w]
  • Born to fight the toughest threats, your hero's combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
Training [dice:1abbia2w]53363:3[/dice:1abbia2w]
  • Part of your character's extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval. MASTER OF MAGIC.
Training [dice:1abbia2w]53363:4[/dice:1abbia2w] Underworld Black Ops 9
  • Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she's got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks..
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Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
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Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

You wouldn’t normally guess something small coming out of lone star would amount to much but hot damn if the Renegade CS Rat mutant known colloquially as Sal didn’t buck the odds and luck into being Rift Earth best and brightest Techno Wizard. Most folks would tell you that know Salvatore Squeaks that the pint sized rat from cell block Z was all sorts of crazy, but really he was the only one seeing straight and my friend he was one of the lucky ones to get out with his skin still on.

Heroic as swiss cheese, and a hair smaller than the large block that once sat on the foray of the old american empire’s seat of power. He is all about saving lives and repaying the debt that was owed to his own escape due to in no small part CS lab tech Mallory Malone. Of course the CS are out to get him as he might hold the key to humanity’s greatest hope and he is always fond to remind any origonal mouth breather of that fact.
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

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Race: Mutant Ratman Quick Flex Reimagined!
Ratman Race
  • Agile: Rat men start with a d8 Agility (and a Trait maximum of d12+2).
  • Double Jointed: All Ratmen possess the Ambidextrous Edge.
  • Distinctive D-Bee: Unless they hide their non-human appearance, a Rat man faces prejudice from the Coalition. They suffer −4 C h a r i s m a w i t h such folks.
  • Elusive: Rat men are difficult to pin down in close quarters, giving them a natural +1 to their Parry rating.
  • Fast: Rat men have +2 to Pace and increase their Running die by one die type (usually a Pace of 8 and d8 Running die).
  • Slight: Rat men are on the slender side, about 120 lbs and 5 ft tall. They have the small hindrence.
  • Short Attention Span: Rat men have a difficult time sitting still and focusing on intellectual pursuits. They are constantly looking for something to file thier teeth with. They suffer a −1 to all Smarts rolls.
  • Supreme Confidence: All Ratmen are inherently Overconfident in addition to any Hindrances chosen by the player.
  • Wanted Hindrance (Minor): Ratmen operating outside of CS control are wanted by the Coalition, and there's always a fair bounty for bringing one in.
Iconic Framework: Techno Wizard
TW frame work
  • Arcane Background (Weird Science): Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have none. Their PPE pool is used to activate all of their own gizmos, as well as use Techno-Wizard (TW) devices. These sorcerer-scientists start with the Techno-Wizardry skill at d8 (which is equivalent to the Weird Science skill). Anyone who can use a TW device (page 76) can also use a Techno-Wizard's gizmo, but must spend PPE/ISP to power it as usual. Gizmos are unique items and cease to function after 2d6 days without attention from their creator.
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard's normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Required Knowledge: A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with the following skills for free: Knowledge (Arcana) d6, Knowledge (Engineering) d6, Knowledge (Science) d6, and Repair d6.
  • Cybernetics: Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 108).
  • Device Dependent: As with any Weird Scientist, a Techno-Wizard must have her gizmos for her powers or parts to use Arcane Machinist. She must have gear and tools to make her magic work.
  • Enemies: Like all practitioners of arcane arts, Techno-Wizards are outlaws in Coalition States. Those who do not bow to Lord Dunscon's authority in the True Federation—including those serving the Tomorrow Legion—are also deemed enemies of the state there.
  • Gearhead Geek: The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Player Name: Jon Neeper
Google Handle: Jonneeper@gmail.com
Character Name: Salvatore Squeaks “Sal”
Rank: Veteran Experience: 45 Advances Left: 0
Race: Ratman (quickflex reimagined)
Iconic Framework: Techno-Wizard

Attributes: Agility d8(2 race), Smarts d10(3), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Charisma: -2; Pace: 8 d8 run die; Parry: 5; Toughness: 12(6) in armor ; PPE: 30
Skills:
  • Repair d6
  • Knowledge (Science) d6
  • Knowledge (Engineering) d6
  • Knowledge (Arcana) d6
  • Techno-Wizardry d12(3)
  • persuasion d6(2)
  • fighting d4(1)
  • stealth d8(3)
  • lock picking d6 (2)
  • Notice d6(2)
  • Streetwise d8
  • Kn Cybernetics d6(2)
Hindrances
  • Heroic: There are heroes and there is Sal. Bleeding hearts from the world over come to him with their sob stories and pockets empty. He takes them all on. In fact he keeps a todo list handy as he is backed up at the moment.
  • Loyal: Part of his CS infiltration training was to follow orders and assist his superiors no matter what. Even though he is a renegade he can’t shake the feeling to obey orders by someone with authority.
  • It’s all about the cheese: some folks are greedy for credits... Show Sal a block of cheese and he is all in for whatever you are selling. Gouda, Parmesan, Manchego, Munster... It does not matter. He is greedy for cheese.
  • Overconfident (race): Ratmen can pretty much do it all. They are the mary sues of the slums.
  • Small (race): Ratmen are light in the shorts: -1 toughness.
Edges
  • AB:Weird Science: Techno-Wizards begin with three powers, each in a gizmo of their own design as with all Weird Science types. Unlike other Weird Scientists, Techno-Wizards have 15 PPE of their own and their gizmos have. Blast(TW Nova blaster right arm), Intangibility (TW D Phase temporal mode upgrade), teleport(TW bomb away bombs)
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.
  • Ambidexterity
  • master of magic
  • Elan
  • Lvl headed: 1 extra initiative card
  • New Power x2: bolt and teleport
  • More Ppts x3
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Gear! 18,000 creds.
  • Magic Optic System (TW): Though gem-encrusted visors, full helms, and even elaborate sunglasses can be crafted to serve, most Techno-Wizards prefer the classic goggles approach to creating this mystical sensory enhancement system. It provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana. The system requires 1 Power Point per hour of use. (1 lb, 30,000 credits)
  • 5EP for a roll on enchant items TW Shadow Cloak: An arcane cloak that allows the wearer to gather shadows around herself either to use for hiding or to create fear and distraction among enemies. The cloak grants +2 to Stealth and the fear and invisibility powers. It costs 1 Power Point to charge for one hour. (1 lb, 300,000 credits)
    PAYMENT
    Shadow cloak
    Shadow cloak
  • Adventure Survival Armor
  • TK Revolver (with one TW Minor Upgrade, see page 106)
    • Sunlight trapping
    • Arcane Disruption (Dispel) 40k
    • Constrictor Web (Entangle) 20k
  • NG-S2 Survival Pack
  • Tool Kit
  • [dice:237hjmpo]53365:0[/dice:237hjmpo] ×1,000 credits.
  • Sig Armor: Soul Mechanic: Final product, costs 285k, 4 ppe per hour but recharges 12 per hour... so net 8 ppts per hour. Walk walker, 6 armor +1 toughness, +2 repair, and 4lbs.
    OOC Comments
    Salvatore Squeaks a renegade by any CS standard found an old broken down suit of T-13 in a junk pile just on the outskirts of Whykin. Well it might not be a piece of gouda or a fine smelling bree saul was able to drag it back to his workshop which was mostly a pile of cardboard boxes held together with spit and tape. After a few months of helping folks and trading the good deeds for the right kind of crystals and copper he managed to patch up the suit good as new. Even better he figured out a way to draw on the latent PPE most folks have and letting it flow into his armor to power it and replenish his own stores. It doesn’t hurt anyone and most folks never even realize it happens.
    Base item
    Base item: Triax T-13 Field Mechanic: Worn by field mechanics in the NGR, the T-13 Cyclops armor is lighter in weight for greater mobility. It also comes equipped with a sidearm shoulder holster, additional equipment pouches attached to the holster belt or the legs, and a portable tool kit attached to the waist belt. Larger equipment and tool kits are transported by hand, but the T-13 armor has some built-in tools to facilitate field repairs. First is a laser torch built into the right or left arm. In a pinch, the laser torch can be used as a weapon (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage). On the opposite arm, the T-13 features an extendable robot arm, used to access small areas and conduct repairs out of the mechanic's normal reach. The arm is fully articulated, able to use tools, pick up objects, manipulate controls, and so forth. It gives the mechanic Reach 1 and Strength d6. The robot arm is equipped with a laser finger which inflicts Str+d4 damage if used in melee. The Field Mechanic Cyclops helmet is equipped with a pair of directional lights, as well as additional optics enhancement with 10× magnification, a thermal vision mode, and a spectrographic scanner used to locate microfractures, metal fatigue, and other subtle signs of damage. All of this grants the wearer +2 on Repair checks. T-13 body armor provides +6 Armor and +1 Toughness, as well as providing Full Environmental Protection. It also has all the same electronic and communications systems of the T-10. T-13 Armor has no Strength Minimum. (18 lb, 75,000 credits)
    Payment
    Sig armor
    Sig armor
    Major Upgrade: rapid recharge 40k
    Major upgrade: improved rapid recharge 60k
    Major upgrade: exceptional rapid recharge 80k
    Major upgrade: wall walker 20k
    Minor: 1/2 weight 5k
    Minor: 1/2 weight 5k
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Advances
  • Initial Advances: professional (Technowizardry), expert (technowizardry)
  • Novice 1 Advance: Bolt (water blaster)
  • Novice 2 Advance: more ppts
  • Novice 3 Advance: Vigor increase
  • Seasoned 1 Advance:Vigor increase
  • Seasoned 2 Advance:Elan
  • Seasoned 3 Advance:more ppts
  • Seasoned 4 Advance: Teleport(Bomb away bombs)
  • Veteran 1 Advance:lvl headed
  • Veteran 2 Advance:more ppts
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Powers! Where do they come from and Mega Powers Engaged!
Blast(known) “Cybernetic TW Nova Rifle”
  • Blast
    Rank: Seasoned
    Power Points: 3
    Range: Smarts ×2
    Duration: Instant
    Trappings: Cybernetic forearm blaster. Similiar to a TW Nova Rifle (swirling explosion of red energy)
    Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97).
    • AREA EFFECT (+0/+1): The caster can focus the blast to a Small Blast Template for no extra cost, or a Large Blast Template for +1.„
      „
    • DAMAGE (+2): The blast causes 3d6 damage (4d6 with a raise).
Bolt(known)- Cybernetic TW water blaster
  • Rank: Novice
    Power Points: 1
    Range: Smarts ×2
    Duration: Instant
    Trappings: Forearm cybernetic blaster secondary mode. Integrated TW water blaster.
    Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one's foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
    • DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise)
Entangle(tw revolver) “TW constrictor”
  • Rank: Novice
    Power Points: 2 
    Range: Smarts
    Duration: Instant
    Trappings: Similar to a TW constrictor where a magic net entangles foes.
    Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
    • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.„
    • STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
Fear(shadow cloak) “Horror Factor”
  • Rank: Novice
    Power Points: 2
    Range: Smarts
    Duration: Instant
    Trappings: Supernatural Horror Factor
    This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
    • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Dispel(tw revolver arcane disruption)
  • Rank: Seasoned
    Power Points: 1
    Range: Smarts
    Duration: Instant
    Trappings: Similar to the TW disruptor pistol, but an arcane disruptor version.
    Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon's breath or a banshee's scream. Dispel affects arcane devices normally (see Arcane Devices, page 153). Dispel can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action. In either case, dispelling an opponent's power is an opposed roll of arcane skills (with a −2 modifier if the rival's power is of another type such as magic vs. miracles, psionics vs. weird science, etc.). If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
    • POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
boost(known, auto raise, aspect) “TW Cyberwire”
  • Rank: Novice
    Power Points: 1 (normally 2 but aspect so no lower)
    Range: Smarts
    Duration: 5 (boost)
    Trappings: TW Cyberwire.
    This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Invisibility(shadow cloak) “Shadow Meld”
  • Rank: Seasoned
    Power Points: 5
    Range: Smarts
    Duration: 5
    Trappings: Shadow Meld.
    With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
    • ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.
Intangibility(known) “Dimensional Phase cybernetic upgrade mode”
  • Rank: Heroic
    Power Points: 5
    Range: Smarts
    Duration: 5
    Trappings: Dimensional phase
    With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he's shunted to the nearest open space and Stunned. If cast on an unwilling target, the victim resists with Spirit.
Teleport(known), “TW bombs away bomb”
  • Rank: Seasoned
    Power Points: 2
    Range: Smarts
    Duration: Instant
    Trappings: Teleportation Bombs
    Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don't get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.„
    • TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with
Wall walker(armor, self only), “Column of Smoke”
  • Rank: Novice
    Power Points: 1( was 2, but self only drops it to 1)
    Range: Smarts
    Duration: 5
    Trappings: A column of smoke lets the wearer of the armor climb otherwise unscalable surfaces.
    Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal Pace. With a raise, she may move at full Pace and even run. If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
    • ADDITIONAL RECIPIENTS (+1): The caster may affect others at the cost of 1 Power Point each.
Detect arcana(magic optics)
Darksight(magic optics)
Farsight(magic optics)
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Ready for review. Note: powers I am just putting in as SWADE but will use deleux until the change over (I just don’t want to do them over twice).
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Re: Salvatore Squeaks, A.K.A.”Sal” TW for the 99th

Post by Pender Lumkiss »

Vetran 2: more power points
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