Teen Titans Legacy
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Teen Titans Legacy

A RPG (Role Playing Game) based shortly after the original Teen Titans TV series. Choose or create a character and get stuck in the action!
 
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 Emblem, Hellbound Battlemage

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Emblem
Infinimagus on Fire
Infinimagus on Fire
Emblem


Posts : 925
Join date : 2009-08-27
Location : The Netherlands

RPG character
Name:
Code Name: Emblem
Villain or good guy?: Good

Emblem, Hellbound Battlemage Empty
PostSubject: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeThu Nov 03, 2011 2:46 pm

Emblem Trailblazer
Full Name Unknown, is known to use 'Conrad Forrest' as a cover name. Possibly inspired by real name.
Code Name Emblem Trailblazer
Nickname Hell's Gatekeeper, The Fiery Battlemage
Age 23 / 24
Classification & Affiliation Superhuman / Evil

Physical Description / Equipment
Hair Color / Eye Color White & Jade Green
Length & Weight 6'5'' & Varies due to powers, mostly around 94 kg
Attire Emblem, Hellbound Battlemage Kl_edi10 Optional:

Emblem, Hellbound Battlemage Devil_10
Equipment
Dual Collapse Axes
Emblem, Hellbound Battlemage Saint_10
Emblem is able to conjure up a set of large (sometimes flaming) one-handed axes, which he adresses as Collapse Axes. These axes are quite large for one-handed axes, and are seemingly new in Emblem's arsenal. Their blade bends over the shaft itself, creating an axe that is hellbent on harming anyone who touches it – but the wielder of course. He can call them back to him and can throw them like boomerangs.
Emblem knows how to use these axes to cause pain, but is by no means a skilled dual-axe wielder.
In-Ear communicator << No Picture Available >> Existence proven by contact with Krious Alistair while alone.
Other Has a few trademark distinct features: A woven ponytail that stretches all the way to his lower back, several scars over his entire body, mostly looking like burn marks or scorched skin. Has a peculiar tribal barwire tattoo on his shoulderblades, which seem to have demonic properties. When activates, the physical form of his arms change.
Captured Image of Summonable Minion:

Emblem, Hellbound Battlemage Mongre10

Superhuman Powers
Extremely skilled Pyromancer If one thing was bestowed upon Emblem and never lost again, it was the ability to cast spells, and an undying proficiency with Fire-based magic. From an extremely young age, Emblem has progressed and eventually mastered the arts of spellcasting, adapting it to fit his fighting style. In order to near-perfect his arsenal, Emblem had to lose every other element he ever used next to fire. Fire is his element, he is it's master.
Active effects of Power
Ability to effectively and efficiently cast powerful Fire-based spells such as Fireballs, Heat Waves, Firestorms, Pyroclasms, and Eruptions amongst others. Is able to cast these when not all conditions for fire is met (Temperature, Flammable material, and oxygen) but this required personal energy to be thrown in the mix, downgrading his options and effectiveness.
Passive effects of Power:
Darker-Toned Heat-resilient skin, the ability to keep the bodily temperature at peak for fighting conditions, slightly tougher skin.
Demonic Catalyst Emblem's tattoos have always been with him, but they now have a special feature. The demon Hellion, the fire demon of myth, part of Legion, has, for mysterious reasons, resurfaced in Emblem's powers. This power allows him to summon Hellhounds, low ranked but useful minions to do his bidding.

Emblem can not immediately use it's full power; He has to fight. When doing so, the rage and adrenaline builds, and, according to the intensity, the power of the demon flows into Emblem. When enough, Emblem's arms change into a demonic, dark red variant, with eerie blue light at some spots. These arms increase Emblem's strength to a multitude of normal human proportions, allowing him to agressively slam through most solid matter and lift extremely heavy objects.
Active effects of Power:
Ability to summon Hellhounds, tremendous power increase when the full power is unleashed. When activated, Emblem feels nothing in his arms.
Passive Effects of Power:
Due to the age and demonic infusion, Emblem's body seem to have aquired more demonic properties. Elevated strength, if only slightly when outside of the demonic form, elevated toughness, and increased stamina well beyond normal men.
Immunity to Mind-magic Emblem has had one artifact in his possession. The Chalice of Harmony. A magical Egyptian Chalice, granting those who wish in exchange for the proper fuel. Emblem had paid and wished clarity of mind. Little did he know the chalice provided such, but loosened his morals, values and eventually, conceptions or life.

If one enters his mind, he or she will be easily identified as foreign, and for some reason, those who enter his mind either never get out of the psychological hell or seem to be severely traumatized by the sheer chaos it holds. It is clear to only one; Emblem Trailblazer.
Emblem is never seen with the chalice, and if seen with any type of cup, it's usually a tankard.
Active effect of Power:
Immunity to Mind-magic, Auto-Counter against Mind-magic (Those who enter his mind will automatically be hurt, degree varies the longer one stays in his head)
Passive effects of Power:
Binary thought pattern, a fondness for duality, uncoherented thought patterns, overly (at times illogical or ill-fitting) analitical behaviour, or complete lack thereof.

Psychological & Misc.
Skills Adept at brawling, causing mayhem, chaos and destruction. Knowledgeable, especially at metahistory and spellcasting. Has travelled far and wide, so can be considered adept at surviving in the wild.
Likes Raising Hell (possibly literally), Fighting, Proven Fighters, Courageous men, Fighting Tournaments, Hell, Adrenaline Rushes, Rage, Fire, Cats, Music, Cooking with FIRE, Asian food.
Dislikes Peace by treaty, weaklings, mind magicians, all-talk-no-action types, the French, weak superheroes, emotional superheroes, mind magicians.
Combat Related Strengths Unwavering physical strength, fearful demonic amplification, extremely skilled pyromancer. Emblem is a very skilled, and mostly brutal overpowering opponent. Fights on rage and fuels on madness.
Other Strengths When dressed up normally (and at times dying his hair) Emblem has shown to be able to blend in with regularsociety. Needlessly to say, Emblem is also very fond of his partner Krious, valueing his abilities, strengths and tactical insight. Emblem seems to fully realise both need each other to further their goals, whichever thay may be.
Weaknesses Loses focus on multiple targets easily, needs to fight to draw out full potential by means of built up rage and adrenaline. Trust instincts, only obeys Krious' orders if reasonable. Mixes up magic and muscles, but would never fully choose one or the other. Binary thought pattern makes him perform weird feats at times, which are ill chosen on the battlefield.
Habits/Quirks/Irregularities Emblem has the habit of loving to fight. He's rather proficient at doing so, but prefers focussing on one target – and burning it to ashes – then on targetting multiple enemies at once. Prefers offensive magic to that of any defensive spell. Sometimes sprouts of in insane conversations. Very impulsive to the point of recklessness.

Emblem loves explosions, and if worthy of his attention, they will probably have it.
Personality, Not yet confirmed data Emblem is a bit hard to describe, personality-wise. He's just him. Emblem, back in the days, wasn't above helping anyone. Teaching other pyromancers a trick or two, helping some lonesome soul with his or her troubles, he preferred helping others. Emblem always had one problem thought. He could not help himself. While he learned a lot when teaching and helping others, he could never shake away the troubles that bothered him, and eventually, haunted him. Was one to ask if he had problems, Emblem always answered he had none.
Emblem's mind was a cesspool of his thoughts, and his powers responded. He grew a little twisted, reminiscent of past things lost in the fire. All because of the one power that made him who he was, but he never understood just how he got them.
Now, Emblem doesn't seem to care. There is no evidence his previous nature was lost, but none dare to find out. His past is literally dead, his future looks quite grim, and he is determined to face it head one, with a fireball in one hand. He has mastered what he likes: the intensity of combat, the burning heat of the pyromancer, and the free (yet inhumane) mind that is not held down by civilisation. He does as he pleases. Leave him alone, and you have the best chance he will leave you alone...Unless he wants to light the city ablaze to see how it burns and how many explosions will come forth in the process.
IMPORTANT Something is off about this Emblem. History presented below is all that is known, presented by various sources, including the Emblem that has disappeared a long time ago.

Personal history of the KNOWN Emblem


Family: None
Place of Origin: Holland
Current City: Jump City


At a very young age, Emblem (not known by that name) woke up in the middle of the night, in the middle of a blaze. For some odd reason, he could see emblems everywhere in all shapes and sizes. Even more odd, everything he cared for did not catch fire, such as his toys, but everything he idd not care for, did.

Nevertheless it was not soon before he was taken in safety, but this event was one he will never forget. He was distressed by the flames, the choking heat and smoke, but did not have the power to leave it. In hindsight, Emblem was sure he conjured up the fire in one of his dreams. He did not know he had powers though. The mystery of his powers was a journey he had to undergo to unveil it. And so he did.

Emblem knew his powers were unstable, and soon he was called an arsonist. He packed his bag, not knowing what was ahead of him, and left his little hometown in the middle of Holland. The little boy however, had no experience in the ways of travel, so he had no idea where to go or what to take. Miraculously, he travelled far, deeming he might find an answer to the question of his power.
His travels led him to a remote mountain town deep within Asia. There he stumbled upon not only the tribe that would teach him the basics of pyromancy, but also a women adressed by him as Vidina, who he fell in love with. They were set to marry when both had reach adulthood.

It is confirmed Emblem lived there for years, was initiated in the tribe by ways of combat and was part of several other rites of passage. His future with Vidina seemed a promising one.

Such time never came. Emblem confessed to the Titans present (Xzuk, Alyss, Mg and Grim amongst others) that in one night, dubbed the Night of Stars, meteors fell from the sky to obliterate his village, kill dozens. Out of the meteor came robots who killed the rest, or so he thought. Emblem had been knocked out after fierce combat and woke up to see all burned, no survivors but him, and no body left to bury. It was a mystery how he survived This event became a scar on his mental landscape that would persevere throughout his history as a newcomer and as a Titan.

Emblem, after some time, travelled to Jump City with all he had left from the tribe: his robe and his training. Reluctantly he contacted other Titans, being contacted by Xzuk after Emblem fought bikers at a local pub. Xzuk had a band playing, and those guys were disturbing the peace heavily. After a week of so, Emblem decided to alias him with the titans, but with great reluctance, not wanting to lose another part of his history, having left two homes so far.

Emblem was a fine honorary Titan, employing his social skills and Undernet access to the good of Titans. In time, he would learn magics conjured by the emotions given when thinking of his deceased wife (A skilled aquamancer) and endlessly train. Until the day an old friend came back.
Krious Alistair. A teleporting bright adolescent hailing from Gotham City. A brooding prodigy with dark secrets, and one of the first amongst heroes who would rather not spoil them. It was of inferior importance though. During their travels, Emblem and Krious had once collaborated and worked together. They had a very simple conclusion. They were worlds apart, but together, they had briljant teamwork.

Krious Alistair had followed an organisation called the GEII to Jump City, and asked Emblem a favor. This favor quickly escalated in an all assault against the GEII, a criminal organization experimenting on humans and trying to gain dominance in the field of superpowers. They had four leaders, all extremely powerful metahumans.

The GEII was responsible for Krious' Darkforce powers as well as it's corruption, but more came to light, which eventually led to Emblem blowing up the entire building, killing most of their ranks, base and more in one blow. To keep it simple, the Night of Stars was not a meteor shower, it were GEII assault robots. Emblem's power was that of legend, an infinite amount of energy. It was sought after by one of the GEII leader, Alastor Yamaedus, a necromancer who was well over 1500 years old. Emblem's power would allow him to not only live for a very very long time, but also raise an army of necromorphs. Alastor had captured all bodies and converted them to energy, including Vidina. Vidina's body was kept, and used against her will to fight Emblem.

After Emblem blew up the building, he and Krious parted for a short while. Both had their fair share of trauma (Krious faced a female GEII general who could not only penetrate one's mind, but was also key in his process)

But crimefighting, their own way, would always continue. Their endeavours would culminate in trips to other timelines, a Leader and sub-Leader position in Titans North, and countless other adventures.
Emblem could never master his mind, and always pursued the mystery of his power's origin. This answer came in the form of Legion and Hellion. Demons of Legend, spoken of in several mythologies including the Bible. Emblem was getting desperate with his own mindset and travelled to Egypt to find the legendary Chalice of Harmony.

The Chalice of Harmony was the fabled artifact that gave those who drank from it what they wanted in exchange for the correct sacrifice. A tough trade, but it was this artifact that gave Eqyptian Pharaohs their divine status of Sun-King. It was also the artifact that made Tutankhamun sick and granted him an early death.

Emblem drank from the chalice ,but it was then that he noticed the chalice was fake. He had fallen for the demon's trap. Emblem was cursed and warped, his good supressed and his evil amplified. It was in this madness that Emblem discovered the origin of his power.

It was a power, passed on generation after generation, to serve as a means to combat Legion. The power originated from Emblem's village: They knew he would be led to them, they knew he would pass their otherwise harsh rites, they knew he was the one who would face the demons. The power, called the Infinimagus Initiative, was all the power of all previous battlemages, passed on at death. The power then randomly picks a new host. It had picked Emblem. The power was brought to life by all elderly in the village, sacrificing themselves at once and having the power incarnated into one. One who would fight the demons and ban them from the world of Man.

Emblem was in the demon's grasp, and while all his anger was vented, it was not truly him. For a long time, the one now known as Evil Emblem terrorised Jump City, only to be brought down by all Titans and the Slivers (A team formed by Krious Alistair and Simca Katapiete to symbolise they never forgot their pasts, including Emblem, but did move on to fight in their way).

Emblem was on the brink of death but in a bright moment, seeing the vision of his dead wife called upon by Apache...Emblem drank from the Chalice, the true Chalice, and demanded 'clarity of mind' for which he sacrificed Legion and Hellion, both inside him. At that moment, disaster was prevented, and the Aesheattre Meteor (God Destroyer) was blasted away from earth. Where one chip of it was enough to call upon the Ice Age, this one would have destroyed the Earth for sure.
Emblem came back, still a legendary pyromancer, but without his seemingly endless reserve. A clear mind he had, but it was severely surreal from normal human minds. Not better, just different. It was after this that Emblem confined himself to Impel Down, away from society, away from anyone to harm.

Months and many wounds or scars later, Emblem would have met several interesting people in jail, including villains who wished to finish the job. After escaping two with the help of Krious Alistair, Emblem slowly got back to who he was. Slowly.

Emblem and Krious decided, after growing older then most and more distanced form the rest, that it was time to move. Both would work as a close-knit unit of pricate contractors, protecting and helping those who were either deadlocked inbetween corporate greed or threathened by those with more power. They started in Europe, close to where Emblem was born, so many years and experiences ago

It was the last heard of Emblem ever since...

COVER BIO



Codename: Firebrand (adressed as Brand by most teachers)

Pictures:

Spoiler:

Biography:

As the H.I.V.E. Groundkeeper you need to command some respect. Better yet, you need to make sure others know you...and fear your flames. Firebrand is one of those personas. He drinks at times, swears a lot and basically burns all the time. An arsonist at heart, Firebrand likes it when he's asked to create training deathtraps. He's handy enough to repair all sorts of things and provide whatever teachers need, but hates being underwater.

Students oddly enough choose to face other punishment then Firebrand's, for his burning rage shows scars longer then anything, and if it is punishment you need, then it is what you will get. On that, Firebrand surely delivers.

Emblem used a special ritual to achieve this form at will. It's nothing special, as his skin turned to a harder form and shows the fire he always had inside. His inner demon makes sure this form stays convincing. To keep his cover, 'Firebrand' makes sure nobody asks about him, whether where he came from or what he's up to.

Likes: Bar Brawls, Fire, Strength, Teachers, Practice over Theory
Dislikes: Water, Weaklings, Drop-outs, Posers, All Talk no Action, Questions regarding himself.


Last edited by Emblem on Mon Dec 05, 2011 4:18 pm; edited 3 times in total
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"AJ"
Gamma-class Metahuman
Gamma-class Metahuman
Emblem, Hellbound Battlemage 275-5


Posts : 831
Join date : 2010-11-07
Location : Land of Awesomeness

RPG character
Name: Lance Moore
Code Name: Fissure
Villain or good guy?: Evil

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeThu Nov 03, 2011 8:17 pm

Good to see you back to RPing Emblem Very Happy

Aprroved
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Silent Night
Silent Legionnaire
Silent Legionnaire
Silent Night


Posts : 1163
Join date : 2010-04-18
Age : 31

RPG character
Name: Zack Wylder
Code Name: Silent Night
Villain or good guy?: Neutral

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeThu Nov 03, 2011 8:23 pm

I actually had a few questions. You replied as I typed AJ...
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"AJ"
Gamma-class Metahuman
Gamma-class Metahuman
Emblem, Hellbound Battlemage 275-5


Posts : 831
Join date : 2010-11-07
Location : Land of Awesomeness

RPG character
Name: Lance Moore
Code Name: Fissure
Villain or good guy?: Evil

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeThu Nov 03, 2011 8:32 pm

It's cool, I'll move it back and let you do your bidding with it then.
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Silent Night
Silent Legionnaire
Silent Legionnaire
Silent Night


Posts : 1163
Join date : 2010-04-18
Age : 31

RPG character
Name: Zack Wylder
Code Name: Silent Night
Villain or good guy?: Neutral

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeThu Nov 03, 2011 8:40 pm

My apologies... I'll try and read it a bit faster in the future.
*Original message to Emblem*
First thing I want to say is I think it's awesome you're coming back. This DOES mean you're coming back right? Anyways, if all character sheets in need of approval looked as nice and organized and well thought out as this one, then I would probably go over them in detail more often. As for the character it's self, I only have two questions, both concerning his demonic abilities. 1. How long must he fight before going superdemon? 2. Is there some sort of limit on his minion summoning abilities?
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Emblem
Infinimagus on Fire
Infinimagus on Fire
Emblem


Posts : 925
Join date : 2009-08-27
Location : The Netherlands

RPG character
Name:
Code Name: Emblem
Villain or good guy?: Good

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeFri Nov 04, 2011 8:40 am

Time isn't on my favor regarding RPing Silent Night, but it's like an old habit. RPing taught me English, RPing made me type and meet new people when I needed it most, and maybe the most important, it pulled me away from real life problems when it was best. It is only logical I'd want to retain some form of RPing for a while :P

1. Emblem does not turn superdemon, this would suggest he undergoes a full change of his entire appearance. All that does change, are his arms. I didn't imply a how long simply because it's the intensity that counts. If Emblem fights well and only gets pumped, then there's a good chance one wouldn't even see his arms. Shortly after posting this message, I will adit my application to include a picture of the demonic arm; I forgot to put it in.

In short, if Emblem is a true fighter, basically all he does. Even he would have to keep at it to get those arms. In a normal fight, he might not even be able to call them out. If the battle gets intense (whether that's very soon or in the long run) then you'll probably see two arms change to somethign worse.

2. The limit was something I had not worked out yet myself, knowing I was to use them for a storyline once. However, I think there's a clear distinction. I also have a picture of those by the way...But in any case. In battle, Emblem will summon hardly any. he doesn't even liek the barking bastards. If he does, there won't be more then 3 or 5 if he is pushing it. If he has not yet begun fighting (as to send them out first) or uses them in any other way, I would say Emblem will at maximum summon 12.

These minions are fast, agressive, and well, canine. Underestimate them and they might just pose a burning problem, but they should be disposed quickly by a somewhat skilled Titan.

I hope this answers your questions. If not, reply and we'll get it straight eventually. After a few moments, I'll edit in the minion and demonic arm picture.

Kind Regards,

Emblem

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Silent Night
Silent Legionnaire
Silent Legionnaire
Silent Night


Posts : 1163
Join date : 2010-04-18
Age : 31

RPG character
Name: Zack Wylder
Code Name: Silent Night
Villain or good guy?: Neutral

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeFri Nov 04, 2011 7:09 pm

Righto. That's all I really had. Welcome back, Emblem. Your char is Approved.
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Emblem
Infinimagus on Fire
Infinimagus on Fire
Emblem


Posts : 925
Join date : 2009-08-27
Location : The Netherlands

RPG character
Name:
Code Name: Emblem
Villain or good guy?: Good

Emblem, Hellbound Battlemage Empty
PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitimeMon Dec 05, 2011 4:19 pm

Cover bio added for HIVE storyline options.
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Sponsored content





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PostSubject: Re: Emblem, Hellbound Battlemage   Emblem, Hellbound Battlemage Icon_minitime

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