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Antihero Mobile
Marvel Boy
Marvel Boy Marvel boy 2 cover
Attributes
Agility: 7 Strength: 4 Toughness: 6/3
Perception: 5 Intellect: 7 Willpower: 7
 
Abilities
Adhesion Agility 7 Combat 8
Cosmic Bullet 9 Electroshock Focus
Gauntlets Genius 8 Healing 2/6
Hearing 7 Kree Physiology Marvel
Metabolic Control Nanoactive Neurorouting
Plex Pocket Battlefield Reflexes 7
Speed 2 Strength 4 Suit
Toughness
Advantages
Confidence Cryption Language
Pilot Strategtician Technology
Flaws
Alone Concept Dungeon Hunted
Metabolism Nanites Teen
Information
Name: Noh-varr Noh-varr is an angry (angrier) teen alternate-dimensional Kree "diplomat" capable of overthrowing planetary systems who was shot-down onto this crummy stone-age psychopathic planet along with his for-all-practical-purposes-family who died in the crash. He is not happy. Just because Earthlings are too lazy to change the sh!thole they live on doesn't mean he is. From his point of view he is pretty much the only hero on the planet.
Position: Problem
Team: None
Age: 26
Sex: Male
Race: Kree
Type: Antihero
Actor: A teen Paul Newman
Alts: None
Timezone: E.S.T.
Music: Utopia, by Goldfrapp: http://goo.gl/d1dW7 Anything by The Clash
Quote: "I'll show you people what paradise looks like if I have to level every city on Earth and rebuild it stone by stone..."
Tone Likes: Heroic, Classic, Gritty, Comedic, Social, Angsty
Tone Dislikes: Romantic
 


Background

Lost. Unimaginably lost. Crashing through billions of realities in an attempt to get home in his ship the Marvel, Noh-varr and his crew -- his *family*--are shot down over Earth. He is the only survivor. Waking up crucified in an observation bubble, he is tortured by an evil genius of sorts, a vulture trillionaire looking for immortality even if it comes from Noh-varr's vivisected organs or the faith-based engines of his ruined star-schooner. Escape. Pursuit. Cat and mouse with the psychotic -- attractive? -- daughter, an evil Lara Croft. Reunion with the ship, with We-Plex. Correct a wrong, recapture escaped prisoners. Blow up buildings. Burn profanity into part of New York. A small part. First time Youtube's hottest page is actually Google Maps. Conflict with planetary authorities. The Marvel is lost again. We-Plex is lost again. LOST. Alone. Angry. @#$ you, Earth! It's time for a change.

Natural selection may be directionless, but the Kree version of dimension 20080 is no such thing. Noh-varr was gestated on Hala and when his aptitude became evident in his third-year, he was funneled into the diplomatic corps training track. At the ripe age of 14 he graduated and was made a member of the 18th Kree Diplomatic Gestalt and placed on the crew of the elite ship Marvel. Traveling across a galaxy and a half on his very first mission, they met with and brokered a peace with the Skrulls, ending thousands of years of warfare. On the way home, they encountered three Astro Gods of the First Firmanent (their dimension's Celestials) who's immense Sink-Suits were powered by gravity refraction and epic suicide (they were distorting the stars in order to expose the framework of the Hypoverse/Multiverse). In the process, they were killing the hundreds of billions of lifeforms of the local star systems. In the encounter, the Marvel was flung into a rupture, sailing out of control across billions of realities before they were able to regain control. The next year-and-a-half was spent trying to battle their way back home, encountering so much astonishing, Kirby-grade and Morrison-grade weirdness that it alone would fill the chronicles of a decade or more of your above-average space-hero. And in the process, Noh-varr, who had been born from a tank and raised in the communal, parent-less agoge of his society, learned to love his first and only true family. And his first and as-yet only true love, Merree. And then, a handful of dimensions to go, a carcinogenic-excuse for a war-profiteer blew them out of the sky over our planet, that he might feast on the crew's remains. And that is where this story begins.

Abilities

Power: Adhesion

Thanks to insectile genetic traits, Noh-varr can stick to glass and things less slippery by his palms, pads of his fingers, the bottoms of his feet and toes. He is capable of holding up to five thousand pounds while doing so. His Kree boots allow him to do so even while worn.

Power: Agility (7)

Noh-varr's incredibly flexible physiology and structure (triple-jointed) combine with his incredible athletic fitness, reflexes, balance and training put him in a very rarified class of agile peeps. He can cartwheel between exploding skyscrapers through a hail of of energy blasts while shooting in front and behind him with two different weapons (eat a @$#!, Neo). He can also throw down with Spidey in fist-and-foot-icuffs and come off not-too-shabbily.

Skill: Combat (8)

The really scary thing is that Noh-varr wasn't one of the combat-heavies on his crew. But he is still part of the special-forces equivalent vanguard of his hyper advanced Kree empire, and it shows While he is highly trained, the high value of his combat status is also a reflection of his physical agility, reflexes, hyper flexibility and hyper focus. As an analogy, he is more Steve Rogers than Shang Chi: great training, but leaning heavily on the physical prowess. When he shucks away all external stimuli, when there are no fighters, only fighting, he is capable of taking down the combined might of the Young Avengers and the Runaways in a few dozen seconds. Not so highly trained kids, sure. But considering how outpowered he is by Namor, going to toe to toe with the guy says something.

Noh-varr is pretty devastating with weapons, though he's not the Kree equivalent of the Punisher. Still, his eyesight is better than 20/20, his stability holding firearms is statuesque, and his reflexes and balance mean he can make use of the rest of the skills while hanging upside down from a moving jet-copter. Noh-varr's advanced "guns" and melee weapons (his glove gun can also be a glovechuks) allow him to do some serious damage on a lone opponent or the top three floors of a skyscraper.

Arsenal: Cosmic Bullet (9)

The Cosmic Bullet. Imagine the cosmic rays that engineered the Fantastic Four distilled into a tiny projectile. Able by their nature to affect, distort, annihilate or possibly just *change* that which they hit. And they can hit it all (I'm looking at you density-altering/phasing/Angelic types). Noh-varr currently has one in the stocks of the Marvel. It can take out a skyscraper in respect to its blast radius and power, but more importantly it can affect any kind of being short of one who has mastery of the cosmic rays to the degree that it would harm the Silver Surfer. It would puncture him and cause significant damage if that's how RP went. Galactus meanwhile would probably just absorb the cosmic ray component as you or I might absorb oxygen through our skin. With this bullet Noh-varr has given the coup de grace to a creature that isn't even physical, a being that is only conceptual. Even when Noh-varr has the Marvel back, crippled as it is, the superhero universe version of cosmic rays are rare and hard to harness; the Marvel would only be able to produce one bullet an RP year unless Noh-varr is able to harness some kind of source (say, the Silver Surfer was either willing to help or somehow bound as ridiculous as that sounds). When he begins here, Noh-varr doesn't have possession of the Marvel and does not have possession of the bullet.

Power: Electroshock (1/6)

Combo of nanites and metabolism. If Noh-varr is running on empty, the most he can generate is about a taser's worth. He would then need to recharge by eating and/or resting long enough. If he's comfortably energetic, He can fry a human to death and cause some painful if not permanent damage to beefy types.

Skill: Focus

A learned discipline, but with an effect that might seem to be superpowerful to observers. Noh-varr's ability to focus, to enter samadhi (single pointedness), allows him to filter out all external stimuli. This is not a trance. He is not tuning out. He is clearing, open to what is actually there, not what is in his head that is trying to supplant what is there. To recognize the nonduality of existence, to be absolutely clear that there is no runner and that which is outside the runner, there is only running. He calls this white running. Similarly he can do this with fighting, or with any discipline, really. It is universally applicable discipline of focusing on now. This moment. Nothing else. And it amplifies his effectiveness dramatically. As long as he can maintain his single-pointed focus, he is hyper effective at what he is trying (mostly running or fighting). There is no him there, only running. So he runs in a way that might baffle or frustrate even the finest hunter. Without his self getting in the way, reality can elicit his actions in a fight with a superteam. Because he has no obstructions, he responds or acts naturally, quickly. Significant enough interruptions of stimuli can and will degrade his focus to the point of dropping him out of his white states. If his focus is tight, a flash bomb in his face won't do much. But a spear through his hip after having an air horn go off near his ear would shred his concentration pretty badly. And this level of concentration is not something that can be kept up very long. If he was running cross country without being attacked, sure. If he's being chased through a NY subway train by a gun-toting psychotic dominatrix on a souped-up Ducati after having been attacked by a hit-squad disguised as a movie crew his running might stay pure white for a few minutes before beginning to grey.

Arsenal: Gauntlets (6/8)

These are advanced multi-purpose Kree military-grade weapons. Gauntlets that are actually smart-liquid and can reconfigure according to mental commands by Noh-varr and Noh-varr alone (although appropriate types of technopaths or shape shifters ale to duplicate Noh-varr's triple-helix genetic structure could do something here). Generally they manifest in weapon form as a pair of shiny handguns. Alien handguns that should energy blots able to put down a variety of people and hurt if not really damage the likes of Ms. Marvel of She-Hulk. The gauntlets can reconfigure their ammo as well, when they combine to form a combat rifle, from nonlethal concussive projectiles or gas canisters to hundred-foot long plasma flames that can vaporize titanium to energy blasts capable of blowing up a McDonalds. Noh-varr can and does use the full range depending on circumstances, avoiding the killing of sentience of even non-sentient life if at all possible. Because Noh-varr does not have access to the Marvel any longer, his ammo situation is limited. He uses the handguns 90 percent of the time, since their ammo can only run out temporarily and will begin to reconstitute by drawing energy from the sun, bio-organic heat, etc. He is saving his relative handful of multipurpose military-level ammo for the most extreme of circumstances, like holding off the JLA, the Abomination or an alien invasion.

The gauntlets can also turn into a variety of melee weapons, among which he seems to prefer nunchaku. Like all his equipment, short of being utterly vaporized the gauntlets heal damage, reconstructing themselves from an atomic level. Minor damage will heal in hours to a few days given raw elements. Major damage would require access to his ship, the Marvel, or a workshop of adequate technological resources.

Power: Genius (8)

These are advanced multi-purpose Kree military-grade weapons. Gauntlets that are actually smart-liquid and can reconfigure according to mental commands by Noh-varr and Noh-varr alone (although appropriate types of technopaths or shape shifters ale to duplicate Noh-varr's triple-helix genetic structure could do something here). Generally they manifest in weapon form as a pair of shiny handguns. Alien handguns that should energy blots able to put down a variety of people and hurt if not really damage the likes of Ms. Marvel of She-Hulk. The gauntlets can reconfigure their ammo as well, when they combine to form a combat rifle, from nonlethal concussive projectiles or gas canisters to hundred-foot long plasma flames that can vaporize titanium to energy blasts capable of blowing up a McDonalds. Noh-varr can and does use the full range depending on circumstances, avoiding the killing of sentience of even non-sentient life if at all possible. Because Noh-varr does not have access to the Marvel any longer, his ammo situation is limited. He uses the handguns 90 percent of the time, since their ammo can only run out temporarily and will begin to reconstitute by drawing energy from the sun, bio-organic heat, etc. He is saving his relative handful of multipurpose military-level ammo for the most extreme of circumstances, like holding off the JLA, the Abomination or an alien invasion.

The gauntlets can also turn into a variety of melee weapons, among which he seems to prefer nunchaku. Like all his equipment, short of being utterly vaporized the gauntlets heal damage, reconstructing themselves from an atomic level. Minor damage will heal in hours to a few days given raw elements. Major damage would require access to his ship, the Marvel, or a workshop of adequate technological resources.

Power: Healing (2/6)

These are advanced multi-purpose Kree military-grade weapons. Gauntlets that are actually smart-liquid and can reconfigure according to mental commands by Noh-varr and Noh-varr alone (although appropriate types of technopaths or shape shifters ale to duplicate Noh-varr's triple-helix genetic structure could do something here). Generally they manifest in weapon form as a pair of shiny handguns. Alien handguns that should energy blots able to put down a variety of people and hurt if not really damage the likes of Ms. Marvel of She-Hulk. The gauntlets can reconfigure their ammo as well, when they combine to form a combat rifle, from nonlethal concussive projectiles or gas canisters to hundred-foot long plasma flames that can vaporize titanium to energy blasts capable of blowing up a McDonalds. Noh-varr can and does use the full range depending on circumstances, avoiding the killing of sentience of even non-sentient life if at all possible. Because Noh-varr does not have access to the Marvel any longer, his ammo situation is limited. He uses the handguns 90 percent of the time, since their ammo can only run out temporarily and will begin to reconstitute by drawing energy from the sun, bio-organic heat, etc. He is saving his relative handful of multipurpose military-level ammo for the most extreme of circumstances, like holding off the JLA, the Abomination or an alien invasion.

The gauntlets can also turn into a variety of melee weapons, among which he seems to prefer nunchaku. Like all his equipment, short of being utterly vaporized the gauntlets heal damage, reconstructing themselves from an atomic level. Minor damage will heal in hours to a few days given raw elements. Major damage would require access to his ship, the Marvel, or a workshop of adequate technological resources.

Power: Hearing (7)

Hearing in the sense of physics. Another insectile genetic trait, Noh-varr has a layer of tympanic membrane covering his skin, allowing him to pick up sound far more effectively. This also means that he can "hear" sounds coming through even thick barriers as long as he can touch them and they can transfer the vibrations.

Power: Kree Physiology

Not a power that can be removed, this is Noh-varr's overall genetic makeup. It is who he fundamentally is. Noh-varr is the one of the more recent examples of an alternate dimension Kree, a version that is three thousand years ahead of this reality's Kree in terms of both technology as well as genetically diverse. As a Kree, and one boosted with a cocktail of genetic traits taken from among other things an alien cockroach, Noh-varr is much tougher than a human. These "powers" will be listed individually.

Technology: Marvel

An interdimensional schooner of futuristic Kree construction, this exquisite ship runs on faith-based engines producing pure cosmic energy of the sort that created the Fantastic Four. While it is one of the most advanced pieces of technology ever to have touched planet Earth, upon crashing here many of its capabilities were destroyed, except for cloaking and enough juice for a single teleport. Within is housed the healing vats that can bring Noh-varr back from anything short of death (and perhaps beyond) as well as the Concept Dungeon, in which the most mind-bending prisoners from an array of dimensions are housed -- except for the ones who escaped in the crash. There is an armory to beggar the imagination of Kang the Conqueror. The Limbo Suite, in which time can be made to flow at no more than a trickle so that languages can be learned in a relative instant. There is the Plex. Tragically, the primitive technological resources of this planet are such that the Marvel's repair may take years or decades. More tragically, in a dangerous encounter, Noh-varr ordered the Plex to teleport the ship randomly to avoid capture. The good is that the ship is now lost to its pursuers, whether governmental, international or criminal. The bad news is that it is lost to Noh-varr as well. Locating it is his number-one priority.

Power: Metabolic Control

Through conscious control of metabolic and endocrine systems, Noh-varr can stimulate or depress adrenal functions as well as grow and/or solidify hair and nails. Thanks to his nanite system (separate attribute), he can convert his hairs to be harder than steel and prime his nails to chemically combust. He can choose the length of time before detonation, as well as the blast intensity up to an intensity that could do major damage to a street block. He can also digest and metabolize any organic (carbon-based) and much non-organic (including surprisingly irradiated or poisoned) material that he ingests. He does this to replenish his energy as well as power accelerated healing.

Power: Nanoactive

Noh-varr's blood is a seething mess of nanites designed by the finest Kree scientists of his home world. They attack all natural terrestrial deceases (those that could get by his Kree and gene-boosted immune system) and can handle most alien diseases outside of the spectacularly virulent or those designed by evil geniuses. They also allow him to charge his keratinous components (hair, nails) and even his teeth into time bombs or into poisons or mind control agents (when ingested). His saliva can be similarly altered so that when absorbed or ingested, the nanites can attack a nervous system and take partial to full control (depending on the victim's natural, powered or will-based attributes) of what the victim can see, hear, smell, feel and taste. Noh-varr can communicate telepathically with the nanites up to a radius of 150 feet naturally, longer range if he could cobble up some kind of external amplifier and can control the victim in a limited fashion. Usually he will engineer desires or fears to prompt behavior, but can work to force physical action as well. The latter ability is more difficult and again depends much on the willpower of the victim. As this is a form of chemical/mechanical control, it is not something that is affected by psionic obstruction. The nanites allow him to sense telepathic activity and will know if it is being applied to him. This doesn't mean he has shielding from it, only that subtle attempts to affect him will be noticed. He can also sense whether life is within a few hundred feet of him, even through barriers (although there are barriers that could be designed to prevent this) and can tell if that life is sentient.

The nanites can be used against Noh-varr, as a power or intellect (Doom, Richards, Pym, maaayyybe Stark) could develop a way to jam or even control them until they could adapt or Noh-varr could engineer countermeasures.

Power: Neurorouting

Noh-varr is able to consciously reroute sensory impulses. For example, when physically tortured he can change the tactile pain signals into an analogous symphony.

Technology: Plex

A computer mind like no other on the planet. Or in this universe. Literally. The We Plex Supreme Intelligence Personality Complex is standard on all Kree diplomatic vessels of Noh-Varr's reality. It is a programmable piezoplasm housing the accumulated wisdom-base of the entire Kree race, and this one has all the knowledge it encountered in a trip across a billion billion realities. It accesses this base by way of a multiple personality complex interface. It is dedicated to the protection and survival of the Kree. Communication is primarily achieved via Omniwave (a Kree form of communication that directly affects the mind and can do so from across galaxies, although this unit has a range of a ten-mile radius... one mile currently given its health) and can, among other things, be used to control humans telepathically by creating an Omniwave bubble. Linked to the Marvel's computers it can use and control all of the ships internal sensors, weaponry and other systems. It is also the only friend Noh-varr has left. And it is lost.

Arsenal: Pocket Battlefield

A cube three inches to a side, it expands to envelope the environment surrounding the user, changing the laws of physics. Used to throw off opponents who may not be prepared for or even aware of the change. It has nine modes. Not currently in his possession.

Power: Reflexes (7)

Noh-varr can wait until an energy bolt is a few ices from his face before flicking his head aside, just for style points. He can also do a good job running his way through a hail of machine gun fire in order to take out a squad of alien marines.

Power: Speed (2)

Noh-varr can sprint up to a maximum of 150 mph, and can run at 90mph for hours if he can keep nourished.

Power: Strength (4)

A Kree male of this reality can lift two to four thousand pounds. Depending on his state of health and energy, Noh-varr is capable of lifting between five and eight-thousand pounds.

Technology: Suit

Unstable molecules got nothing on this sports unitard. It is made of a fabric like circuitry that can cover as little or as much as Noh-varr desires. It interfaces with and feeds energy to the gauntlets/guns, and can grow a helmet that is not only protective but acts as a Heads Up Display. During major firefights the back can reroute heat out of vents that erupt from the back. The material itself is bullet proof and tear resistant (knives) but doesn't do much to protect concussive force (except the helmet). It digests material it comes into contact with in order to repair itself.

Power: Toughness (6/2)

Noh-varr is often described as part alien-cockroach. This is literally true, and one of the benefits of that is that he is incredibly hard to kill. He is triple jointed and can be crushed into a small box without breaking his bones or rupturing organs. He can take a heavy level of energy blasts or radiation (the latter he actually is able to metabolize), and has taken a beating from Namor's fists and stood back up. Granted, Namor wasn't out to kill him, but still. His skin and muscles, while twice as dense as human, can be pierced by blades or bullets, but they will need to be high grade (guns) or powered by significant human strength (blades) to pierce him fully.

Advantages

Advantage: Confidence

Yes, Noh-varr is an angry teen cubed. His mouth and his bravado can be seen as a cover for insecurity, for fear, but that would be to judge by human standards. Noh-varr is not only Kree, he is the culmination of the engineering of a Kree empire that has gone as far past our Kree as our Kree has past our humanity. Noh-varr really is as confident as he sounds. His immaturity is that he doesn't filter it out for the benefit of others. He can get down. He can worry, can even despair. And then he picks right back up again and does. There is no doer and that which is done... there is only doing. It is bred in his bone and the only thing he can do, and together with his discipline it is the firmament of his extraordinary will to be.

Advantage: Cryption

On the Marvel, Noh-varr combined the duties of communications officer, linguistics and cyberops specialist. His genius mind is honed for learning and speaking languages, which includes vocalized, visual, symbolic and encrypted variants. His ability with encryption and decryption is beyond most of the planet Earth. He was dealing with hyper-advanced inter-dimensional races, often on war-footings. Average levels up to national security don't provide any problem. Even SHIELD doesn't take him more than few minutes. Without being aware of him and his skills, Doom-level encryption would fall before too long. Aware of Noh-varr and his capacity... well, that's a completely different story. Also, the level of the equipment he has to work with will affect efficacy.

Advantage: Language

On the Marvel, Noh-varr combined the duties of communications officer, linguistics and cyberops specialist. His genius mind is honed for learning and speaking languages, which includes vocalized, visual, symbolic and encrypted variants. Noh-varr is fluent in literally hundreds of these variant forms of language, though all but a handful wouldn't be useful in an Earth setting in this dimension. He is also able to break down and work with languages he meets on the go, though that might only be very limited communication, or it simply might be developing some kind of understanding as to what the language says about how the speaker thinks. As good as he is, Noh-varr is no Cypher.

Advantage: Pilot

There's not going to be a lot in this galaxy that Noh-varr won't be able to figure out how to drive, fly, tunnel, or phase. That's his level of tech mastery. How well he pilots is based on his learned skill, his physical reflexes, and his still-adolescent Kree adrenal gland analog. He's good.

Advantage: Strategtician

Noh-varr was partially chosen for his position aboard the Marvel because of his level of tactical acumen. Dropping in on alien cultures in the midst of conflagration, assessing the situation from a local to a global to a system-wide scale and formulating a plan of action in a figurative blink of an eye (not *always* figurative). Now alone, without his crew and captain, he is learning to think strategically as well. To think beyond the near-term encounters. he is learning that he has an affinity for strategic thinking, to the point that the Plex Generals (the military consciousnesses of the Kree Plex racial thought archive) are recording his actions for future use of the species. This is still a new foray for Noh-varr, however, and his temper and lack of patience can short-circuit its successful execution.

Advantage: Technology

The Kree of Dimension 20080 are at the apex of conventional alien races. Beyond them is the transition to beings that drift off from material existence. These Kree might look at the Krypton civilization right before it blew up as slightly slow mountain folk. Part of that is Kree attitudes of superiority, but part of that is also simply a difference in scientific development. Noh-varr grew up on tech that makes Tony Stark cry from a sense of awe as well as frustrated incomprehension. It will take a lot for Noh-varr to feel lost around a piece of technology. Even if he doesn't know how it works, he will likely be able to get a sense as to its purpose.

Flaws

Flaw: Alone

No crew/family. No lover. No culture. No Plex. No way home. Noh-varr, for all his travels throughout the multiverse dealing with adventures that would shatter spectacular minds, has never faced this. While he is confident in his abilities, while he has been designed to flourish in the worst of situations by a hundred thousand years of conscious evolutionary pruning and manipulation as well as training, this detachment places him at as large a disadvantage in survival and accomplishing his goals as he could be.

Flaw: Concept Dungeon

In the crash to Earth, the "prison" for various unmanageable things that the crew of the Marvel encountered across their dimensional adventures was broken open. A number of the inmates, including Hexus the Living Corporation, escaped. As the ranking Kree representative of his empire and the ship that brought them to Earth, Noh-varr is responsible for their recapture. Moreover, they know about him and are a specific danger to him. Makes for good story origins.

Flaw: Hunted

Noh-varr has been blowing up a lot of buildings. He is on the radar of the most select earthly defense forces. He is on the radar of psychotic billionaire vultures who want to dissect him for fun and profit. He doesn't make friends very easily. He does make enemies easily. He is in trouble.

Flaw: Metabolism

Noh-varr's hyper-accelerated metabolism is a great boon, but it is also problematic. His physical gifts require major amounts of nourishment. If he can't keep up, he begins to break down. He won't be able to run 90 mph, or heal fast. He'll barely be able to shock someone with electricity. The more he uses these abilities, the more he needs to eat. The less he is able to eat, the less he can use them all.

Flaw: Nanites

Someone or something with an ability to detect and interface with Noh-varr's advanced nanites could in theory interfere with their operation. Depending on the level of control, they could be disabled (eliminating his electrical shock or his ability to blow people up with a fingernail or his controlling minds via spit or stopping the repurposing of garbage into flesh) or even turned on him by attacking him physically, doing damage to body or mind.

Flaw: Teen

Noh-varr's family was killed by Earth. He is alone in this dimension. He is 16. He is ANGRY. This means he lashes out, often when a softer touch could make friends instead of very, very, very dangerous enemies. It means that he can lose his temper and occasionally allow that to cloud more rational thinking. It can also be manipulated by people skilled enough.

Gallery

Face
Mindless
Booyah

Noh-varr Logs

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