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TobyandMavisforever β€” Awdry Eleven Stats

Published: 2021-12-04 01:53:18 +0000 UTC; Views: 8727; Favourites: 21; Downloads: 3
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Description So, you've seen thisΒ www.deviantart.com/tobyandmavi… template by now I'm sure. Well, here's my take on these guys and the reasons behind each one.

Thomas:
Speed: A bit above average for Thomas, considering he loves to race Bertie, but he wouldn't be able to go flying down the mainline with the express or anything like that. - Seven pips.
Endurance: He was able to get to London under his own power during The Fat Controller's Engines, but I would say this was a bit below average due to his small size. - Five pips.
Tenacity: Thomas does not know when to give up. Some of the engines think him reckless for this. - Ten pips.
Maturity: Despite being one of the first engines on Sodor for the NWR, Thomas still acts very much like a child. However, he has matured since being put on his branch line. Not overly so. - Four pips.
Physical Strength: Thomas sometimes wishes he were as strong as the likes of Henry, but of course, he's mostly suited to branch line traffic. - Two pips.
Adaptability: He can take goods traffic on his branch line or on someone else's branch line, but he doesn't do it too often because he has Annie and Clarabel to look after. Plus, he wouldn't be able to fill in for the likes of Gordon or Henry if they broke down, at least not without help (see Triple Header). I also get the feeling he's the type to get homesick if he leaves his branch line for too long. Maybe not later TVS Thomas. But RWS Thomas? Absolutely (See Thomas and the Twins). - Three pips.
Intelligence: Thomas unfortunately doesn't know too much about the outside world from Sodor, having come to it during the war when he was very, very young. When he is on Sodor, his knowledge is pretty much stuck with either the yards or his branch line depending on the time period. - Two pips.
Approachableness: Hoo boy. In the Rev Awdry's books, Thomas can be incredibly standoffish and brash, but in the later TVS, he's more gentle and calm. I'd say in his earlier years I'd take a few boxes away, but as we get to the books taking place in the Chris Awdry era, I'd add like three, maybe four more boxes. But overall, I'd give him average. - Six pips.
Charisma: On the other buffer, Thomas is quite good at articulating his speech to newcomers, as he was able to win over Jinty fairly quickly. - Eleven pips.
Durability: Thomas gets into a lot of scrapes on the railway - station master's house, crashing into some buffers, falling down a mine, you get the point, and more often than not, he's usually the cause of his own incidents. Though the jury's still out on the station master's house I'll admit. Point is, Thomas is a bit of a troublemaker so that brings his score down. - Four pips.
Heritage: Thomas left for Sodor very early in his life. Other than meeting Boxhill, we don't know anything about his past, and he rarely speaks of it; the TVS Thomas I'd add a few more boxes. But Thomas in my canon? Not many at all. - One pip.
Aggression: Thomas does not like newcomers on his branch line. He was jealous of Toby when he handled the trucks better than he could, and he was very upset with Stepney when he was a 'special'. However, given enough time, and Thomas will warm up. It takes a lot of effort though. Even later TVS Thomas can be on the aggressive side. - Eight pips.

Edward
Speed: Yes, he was a former express engine, and yes, he did catch up with James during Old Iron. But the former was ages ago and the latter was a special case. Edward as he should be? A bit below average on this front. - Five pips.
Endurance: I'd say average. Edward would be very careful with his water and coal supply, and as a tender engine, he can skip a few stops without getting water and coal. - Six pips.
Tenacity: Edward isn't one to back down easily. Old Iron and Edward's Exploit are prime examples where he'll keep going despite being a lot of pain. - Eleven pips.
Maturity: This is EDWARD we're talking about. Gentle and wise to the core, but he does express a bit of a playful side once in a while. Even so, I think he'll be maxed out here. - Twelve pips.
Physical Strength: He's not strong enough to take the express on his own. But he can take local trains and even a few goods trains for James on the mainline if need be. - Four pips.
Adaptability: Passengers, goods, maintenance work, Edward doesn't care what you give him. I did detract a couple of points because he wouldn't be strong enough to deal with the likes of the express or the Flying Kipper. - Ten pips.
Intelligence: Edward knows quite a bit about his old railway and Sodor. Though he doesn't get out on the mainline super often, he does like talking to the Skarloey engines and finding out things there. However, there are a lot of things that even Edward doesn't know about Sodor's history. - Five pips.
Approachableness: Engines typically come to Edward first when they need a metaphorical shoulder to cry on. This is best displayed in A Close Shave when Duck is talking to Edward about Diesel's lies. I get the feeling Edward could potentially qualify for Sodor's engine consoler if he was given the proper training. - Ten pips.
Charisma: Edward is very good at speaking and is very likable in the eyes of visiting engines. Stepney's first seen interaction with Edward was telling him about his time in the scrapyard for goodness sake. That would take a lot of effort for an engine to talk about. - Eleven pips.
Durability: Edward is an old engine and can be fragile if not given repairs in a long time. I get the feeling that even the proudest of engines like Gordon and James would be concerned about him deep down if he starts clanking. - Three pips.
Heritage: Edward does like his heritage, but he doesn't endlessly go on and on about it. He was a bit saddened when he saw Victoria being given to Toby instead of him, but he's not expressing any jealousy if he does have it. - Four pips.
Aggression: Very rarely does this come up, so he gets a low score for this. Edward's a very calm, gentle and loving engine, and believes that everyone, steam, diesel or electric, deservers a purpose. But when you do push a wrong button, run far away. - One pip.

Henry: (Note, the physical stats will attribute to post-rebuild Henry)
Speed: Henry can go pretty fast and can handle the express in a pinch. I think pre-rebuild Henry could go at a decent speed, as we did see him with the express in the first book, but he did have Edward with him, so who knows how much he was doing on his own. - Nine pips
Endurance: Henry can go quite a distance without needing to stop for water or coal. In his old shape, this would have probably dropped a few boxes due to the fact he was a shy steamer. In his new shape, it's quite impressive. - Ten pips.
Tenacity: Henry's willpower has gone up since his rebuild. Maybe prior to his rebuild I'd take away a few more boxes. - Eight pips.
Maturity: He's the most level headed of the 'big engines trio', but he does make a few silly mistakes from time to time. A more severe mistake he made was when he believed Diesel's lies over Duck's truth despite knowing Duck for WAY longer. - Six pips.
Physical Strength: Henry can take heavier goods trains and the express with much ease. In his old shape, he was probably weaker due to his shy steaming. In his new shape, he gets a high score. - Ten pips.
Adaptability: Henry is the most willing to take goods trains, and he enjoys the bustle of passenger trains too. However, he's too heavy for branch lines. - Eight pips.
Intelligence: Pre-rebuild Henry probably wouldn't score too high. But Post-rebuild Henry has learned quite a lot from his time at Crewe, and often shares titbits of information with his time there with his fellow engines. Plus, he's been on Sodor for a while and knows a bit of history. Maybe a bit above average for him. - Seven pips.
Approachableness: Henry seems to be on again/off again in this department. When it comes to engines with design flaws, I get the feeling he'd be very empathetic given he was a flawed build to start with. However, in other situations, that may not be easy to get on his softer side. - Four pips.
Charisma: Some outsiders can see the good in him almost instantly, but when he's in a grumpy mood, they'll be turned off by him. - Five pips.
Durability: Henry does into his share of scrapes on the island; him separating from his tender or having a failed regulator. I'd say about average here. - Six pips.
Heritage: Poor, poor Henry doesn't have any idea of where he was built or why he was a poor steamer. He doesn't even know which pre-grouping railway he originated from. He guesses it might have been the GNR, but he's been sold off so many times before ending up in STH's hands he doesn't really know. - One pip.
Aggression: A bit above average. He can be hostile to newcomers if they try to pick a fight with him or if they get in his way when taking a train. But when they're chilling out in a siding or at the shed, Henry can be quite warm to them. - Seven pips.

Gordon
Speed: "Express coming through!" You have to be very quick to get the express from Tidmouth to Crovan's Gate in the set timeframe. Gordon's off to a good start. - Twelve pips.
Endurance: It's a long way from Tidmouth to Crovan's Gate, much more to get to Vicarstown. Gordon does have to stop somewhere to fill up on water and coal. - Nine pips.
Tenacity: Gordon will do some stupid things, like stop with his trucks midway up the hill and give up too easily. But if he's got passengers, he wouldn't let them down. - Five pips.
Maturity: Gordon seems to be the unofficial leader of the mainline trio, but is he the most ideal leader? "I know, let's go on strike and make ourselves look silly," "I elect Percy to do the deputation even though none of us can pronounce that word right and it was his idea", "Let's block Duck out of the sheds and blame him without substantial evidence". Okay, you get my point. - Four pips.
Physical Strength: Not only do you have to be quick to take the express, but very strong too. - Eleven pips.
Adaptability: Gordon does not take to goods trains well AT ALL. Even when he does step down from the express, we can't say for absolute certain what his stands on goods trains is, but it is commonly accepted as a fan theory that Gordon doesn't mind taking trucks after this. I personally believe that, but this is just based on what we do know. And he's too heavy for the branch lines - Two pips.
Intelligence: Gordon does know a thing or two about the world beyond Sodor, but honestly, not that much. He hasn't been on the mainland for too long before Sir Nigel Greasley sold him off to Sodor. - Two pips.
Approachableness: Gordon's probably one of the last engines the others turn to for comfort on the island. He can get a bit full of himself. But, if you can get under that rough exterior, Gordon is a real softy at heart. His sisterly figure Alice (OC curtsey of wildnorwester ) and his girlfriend Rebecca can definitely tell you this if you think poorly of his soft side. - Three pips.
Charisma: As I'm typing this, I realised I made this score for Gordon too low in my first draft. Gordon is highly charismatic as he's able to win over newcomers quite easily. A common fan theory is that James was more shy and insecure about himself before Gordon's ego rubbed off on him, and looking at James' book, it does add up. Is Gordon's influence the best? I'd say no. - Nine pips.
Durability: Gordon's lack of maturity can lead to him getting into some pretty silly scrapes. Jamming a whistle, loosing his dome, bursting a safety valve, need I go on? - Five pips.
Heritage: Gordon gives a LOT of tidbits of his old railway, despite not being there for very long. He explains he used to be green and his old station was Kings Cross, plus he was very upset to learn that all his siblings save Scotsman were scrapped. - Eleven pips.
Aggression: Gordon does not take well to outsiders or newcomers. He argued with a foreign engine about which station is London, he was rude to Donald and Douglas about their whistles alongside Henry, and he, Henry and James were very rude to Duck when he first arrived. - Ten pips.

James
Speed: A bit above average; James does take the express when Gordon's busy or not well. But he wouldn't be nearly as fast as some of the other engines. - Eight pips.
Endurance: Again, he's pretty good if he can get the express from Tidmouth to Crovans Gate non-stop. But he is a smaller tender engine, so I imagine he can just barely break even. - Six pips.
Tenacity: James is quite determined and sometimes doesn't know when to quit; this is another category where I did the boxes too low in my first draft. In Break Van he keeps pulling the trucks until he's reached the point where he's out of steam, and in Troublesome Trucks, he refuses Edward's help to get the trucks up the hill. - Nine pips.
Maturity: As I said in Gordon's entry, James does have a high level of insecurity, and probably ramped up his ego so he can seem more confident than he is, which can lead to him making a few silly decisions. - Three pips.
Physical Strength: James would have to be strong to take the express and the Flying Kipper if need be, so I'd say a bit above average. He usually takes the lighter goods and passenger trains as his load rating isn't that high. - Seven pips.
Adaptability He is a mixed-traffic engine, but like Gordon, he does NOT take well to taking trucks or being on branch lines despite being perfectly capable of doing it, so his score is fairly low for this. - Three pips.
Intelligence I'd say he knows a decent amount of stuff outside of Sodor, being on the L&Y railway for a good number of years, but not too much about the island's history beyond the North Western Railway. - Four pips.
Approachableness: He's... not an engine that others would turn to for comfort too much. It's quite difficult to find James in an unguarded position. - Three pips.
Charisma: Outsiders would see James as a total show-off, and would easily be turned away from him. - Two pips.
Durability: James does get into some serious scrapes. Bumped off the tracks by the trucks into a field, crashing into tar wagons and who can forget the bootlaces? - Four pips.
Heritage: James doesn't really talk about his heritage at all, but I get the feeling he'd know enough about it to talk about it if someone prompted him. - Five pips.
Aggression: James doesn't like outsiders. Sure, he did get on well with Diesel - according to Rusty Red Scrap Iron - but that changed when he found out Diesel was a manipulative lair. Plus, he was rude to Toby when he first arrived, and he was also hostile to BoCo. - Eleven pips.

Percy
Speed: Like Thomas, Percy does like racing as we saw him with Harold. Unlike with Thomas and Bertie in the TVS, we don't see Percy race Harold again, so I'd say average for Percy. - Six pips.
Endurance: Percy wasn't able to get to London under his own power, so I get the feeling he needs to stop for coal and water more often than Thomas does. - Four pips
Tenacity: Percy does not give up easily, best shown in Percy's Promise where he wishes to keep going and fulfil his promise to Thomas. However, he does know when to go back for help. - Eight pips.
Maturity: Percy is the most childlike of the original eleven, and in later years, Thomas comes to see Percy as a little brother of sorts. - Three pips.
Physical Strength: He does get tired easily, as shown in Duck Takes Charge, though he can manage the branch line traffic just fine. - Two pips.
Adaptability: Percy took to branch line work from the yard like a duck takes to water - heh, no pun intended; we'll get to Duck a bit later. I get the feeling he'd be one of the more willing engines to work on other branch lines if the need arose. Of course, he can't take super heavy trains, but still. - Nine pips.
Approachableness: Though quite cheeky, Percy has a lot of compassion for those who are in need. He's definitely one of the more open minded engines on the island. - Eleven pips.
Charisma: Sometimes Percy's a bit awkward in his speech, but there's a certain charm about him some engines can't deny. This is particularly true for his girlfriend Rosie. - Eight pips.
Durability: Percy gets into a LOT of scrapes. Plunging into the sea, getting lime spilled on him, getting treacle spilled on him and hay blown on him, I could go on. Poor Percy. - Four pips.
Heritage: Percy doesn't really know where he came from, sold off too many times in his younger days to fully grasp his origins. He does eventually learn his GWR origins thanks to some investigation by Duck and Oliver, but he often relies on the duo to tell him more about his heritage. - One pip.
Aggression: We don't really see the full extent of this in the books, but we do know he was annoyed with Daisy when she left the milk behind. He also needed Duck's support to get the big engines back. He is an engine who does get his buttons pushed fairly easily, but he sometimes will rely on backup. - Five pips.

Toby
Speed: Toby is a very cautious engine, and doesn't get into Thomas and Percy's racing antics at all. Plus, I don't think his basis is naturally very fast anyway. - Three pips.
Endurance: Toby has a very small water tank, which puts him at a disadvantage of taking mainline trains at all. No wonder he needed a flatbed to get to London. - Two pips.
Tenacity Toby does not quit easily. Best demonstrated in Toby's Megatrain and the annual Toby's Strawberry Special where he has to take a lot of trucks at once. - Eleven pips.
Maturity Toby is definitely the level headed one keeping the cheeky Thomas and Percy, the sweet yet sassy Mavis, and the stuck up Daisy in line. However, he does find Thomas and Percy's banter amusing sometimes, and he's also up for a good prank or two. - Ten pips.
Physical Strength: A bit below average, as it's commonly mentioned that sometimes Toby can't handle too many trucks at once. Though Strawberry Special and Megatrain may beg to differ. - Five pips.
Adaptability: Toby has stepped in for Thomas before and can take both Henrietta and Annie and Clarabel at the same time - see Thomas, Percy and the Coal. However, he can't get out on the mainline that much, if at all. - Eight pips.
Intelligence: Toby has spent a lot of time off Sodor at a harbour and at his own tramway, and he has been on Sodor a long time too. However, because he arrived on Sodor during the Nationalisation period, there are a lot of things on Sodor he wouldn't know about. - Nine pips.
Approachableness: I don't think there's a story in the books that fully captures Toby's compassion, but in the TVS, we do get it with Toby Had A Little Lamb. He's very focused on helping the poor lambs trapped on the other side of the bridge, and offers shelter in Henrietta for them. I get the feeling that while Edward is more focused on helping the engines through their troubles, Toby is the one the humans of Sodor turn to for help. - Ten pips.
Charisma: Toby got very irritated with everyone calling him 'quaint' and 'old fashioned' on his old tramway. But when he's on Sodor, Thomas was impressed with the way he stopped the policeman's harassment. That being said, Toby's also had to deal with the brunt of Daisy and Mavis' behaviour, and in their eyes - at first - they see him as 'an old fusspot'. So, a bit below average. - Five pips.
Durability: Toby very rarely has accidents. In fact, the first notable one I can think of is where the accident wasn't his fault - his tightrope was caused by a failed attempt by Mavis to go down the line and the bridge going out without either of their knowledge. Because he goes nice and slow most of the time, he doesn't break down as often. - Eight pips.
Heritage: Toby does talk about his old homes a bit, but isn't overly boastful about it. He does have a good amount of knowledge of his old railway, both the harbour and his tramway. - Six pips.
Aggression: Toby does have a bit less patience than Edward does, and will put his wheel down a bit too soon sometimes. Mavis shows the consequences of his actions there. - Three pips.

Duck
Speed: A bit above average. He hasn't shown interest in racing, but it's mentioned that Duck loves coasting down the hill to the point where he liked the wind whistling past him. - Seven pips.
Endurance: He was able to get to London under his own steam, like Thomas, but as a tank engine, he would need to stop for coal and water a fair bit. - Five pips.
Tenacity: Duck is quite a determined tank engine, but in the Duck and Diesel book, he feels hopeless in Dirty Work because no one believes he would never tell lies to the trucks like that. I imagine that after A Close Shave, his tenacity went up a bit. - Eight pips.
Maturity: He's the first tank engine we come across who doesn't really behave in such a childlike manner, he has a sense of professionalism about him. However, that doesn't mean Duck isn't up for a good prank once in a while. - Nine pips.
Physical Strength: He did quite well to hold off twenty runaway trucks in A Close Shave and take a heavier passenger train with Stepney in Bowled Out. That being said, he did break down when taking the express in Triple Header. So a bit above average. - Seven pips.
Adaptability: Shunting, goods and passengers, Duck can handle it all and is very willing to take on such tasks. Just don't put him on too heavy a train and you should be good. - Ten pips.
Intelligence: Duck has come to Sodor in the mid-fifties, right when the Dieselisation plan was coming into play, so I think he knew more about it than what was shown in Duck and Diesel's book. He does loose some points for not quite understanding things on Sodor, such as the Mid Sodor Railway. - Nine pips.
Approachableness: Duck is a fairly good engine to talk about some personal issues with, as he is very kind and understanding. Though sometimes he will take things a bit far in the negative direction. He didn't understand that Gordon's behaviour in Tenders for Henry is that he was mourning his brothers and sisters. - Seven pips.
Charisma: Some outsiders see Duck as a bit prideful on his heritage honestly. But if you come to him in when he's in a more venerable state of mind, he can say some very thought provoking words. - Four pips.
Durability: Duck doesn't really get into many accidents, and the most notable one that comes to mind, his barber shop crash, wasn't his fault. - Eight pips.
Heritage: "There are two ways of doing things, the Great Western Way, or the Wrong Way." Heh, need I say more? - Twelve pips.
Aggression: Duck can be hostile to newcomers at times, most notably Diesel and BoCo, the former of which before he even starts lying and the latter when he's done nothing wrong. However, he gets along quite well with Donald and Douglas when they were new to the island, and to say he and Percy hit it off like a house on fire would be a understatement. I think he may have been a bit prejudice about diesels at first, actually. - Seven pips.

Donald and Douglas: (As they are twins, they'd have a lot of similarities, I'll list differences where I can)
Speed: There wasn't really a story where the twins needed to showcase their speed, but I feel they'd be about average considering they'd have to take goods traffic and passengers - the latter in a pinch. - Six pips.
Endurance: They wouldn't have to stop too often for coal and water as they're tender engines, but they do have smaller tenders than some of the others. - Eight pips.
Tenacity: The twins were determined to get to Sodor where they would be safe. I think Donald is a bit more so than Douglas pre-Break Van crash, given that it was Donald who stood up to the Brake Van while Douglas continued to worry. Then, when Douglas saw the brake van making someone else miserable, he finally snapped. And then of course, Douglas was inspired to rescue Oliver in Escape, based on his brother's actions earlier on. - Eleven pips.
Maturity: The twins definitely aren't as wise as, say, Edward, but they have been around for a long time and wouldn't be that foolish. I'd say Douglas is a bit more mature than Donald, as we don't see Douglas try any pranks. - Eight pips.
Physical Strength: Separately, they'd probably have about the same as James, but together, they'd take some of the heavier trains. Plus, they often plow through snow together. Not to mention Douglas probably didn't know his own strength against the spiteful break van. - Nine pips.
Adaptability: They are mostly goods engines, but they will take passengers if they need to. They can also shunt trains, but their tenders can make turns a bit tight. Not that they aren't willing to try. - Eleven pips.
Intelligence: The twins knew that if Douglas remained behind, death would be almost certain for him, so they chose to flee together. Taking Escape into account, Douglas is the more quick witted thinker, but Donald seems pretty up there too. - Eleven pips.
Approachableness The twins can be blunt a lot of the time. Example being, in Resource and Sagacity, they made their annoyance about their turntable being damaged known to Oliver in such a way that made him feel abashed and maybe even ashamed. I get the feeling that Douglas can be seen with his guard down more than Donald. - Five pips.
Charisma The duo are very good at speaking, and we do see Donald and Douglas bonding with Duck when they first meet. Douglas is also able to get James over to his side when he helps him up the hill. Due to Douglas being mentioned as more 'quick witted', I get the feeling he may have the edge over his brother. - Ten pips.
Durability The accidents they have on Sodor - at least in the books - don't appear to be their faults. Buffer Bashing is heavily citized because of Douglas being falsely accused of crashing into the buffers on purpose. - Eight pips.
Heritage Donald and Douglas are often talking about their heritage of Scotland to the other engines, be it songs they know or even bits about their old line. - Eleven pips.
Aggression "Spite Douggie would yer, take that!". Don't ever make the twins cross or they will bite back, even if Douglas is the more soft spoken one, he does have his limits. - Nine pips.

Oliver
Speed: We don't really see Oliver going too fast, but he must have been able to hold his own if he was able to hide from diesels much of the way to Sodor. A bit below average I think. - Five pips.
Endurance: He did really well to get himself, Isabel and Toad as far as he did, but he did run out of coal on the way to Sodor. I'd say average. - Six pips.
Tenacity: Oliver did everything in his power to get himself, Isabel and Toad to Sodor, even running out of coal to do so, and he managed to get help from Douglas on the last leg. - Twelve pips.
Maturity: He's not as childlike as Thomas and Percy, but also lacks Duck's professionalism. A bit below average. - Five pips.
Physical Strength: He did pull S.C.Ruffey apart, but he can't take super heavy trains like the express or the Flying Kipper. I'd say about average. - Six pips.
Adaptability: He did struggle a bit with the trucks at first, but eventually got there with tearing Scruffey apart. I'd say that boosted the adaptability factor. - Eight pips.
Intelligence: Like the twins, Oliver did plan ahead to save himself, Isabel and Toad. However, he didn't ask a friend of his to help from what we know, until the last minute. - Nine pips.
Approachableness: We don't know too much about this factor, so we'll have to guess. Given Oliver's rough history with escaping to Sodor, I imagine that gave him a fair bit of compassion to others. I would have loved to have seen how this played off with Douglas. - Seven pips.
Charisma: Oliver was able to win over the big engines with his story of escaping to Sodor. As previously discussed, winning over the big engines is quite tricky to do. - Ten pips.
Durability: We only really see Oliver in two incidences in the books - Escape (he runs out of coal; this one not being his fault as coal and water towers were not premiant) and Resource and Sagacity (crashing into the turntable well). However, I get the feeling he's the type of engine who'd trip up a lot. Snow Engine and Oliver's Find in the TVS prove this. - Five pips.
Heritage: Like Duck, Oliver is proud enough of his heritage to have his GWR livery rather than the NWR green, and he also takes to the nickname of the branchline "The Little Western", quite well. - Eleven pips.
Aggression: Pretty hard to gauge, but I think he's got some trust issues with diesels as well, given he nearly was scrapped because of them. - Seven pips.


Whew! That took forever to type. If you think I got anything wrong, please comment down below.

Edit: Edited Gordon and Henry's physical strength
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TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 09:24:40 +0000 UTC]

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HufflepuffBatboy In reply to TobyandMavisforever [2021-12-04 09:53:53 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 09:54:10 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-04 09:54:36 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 09:55:35 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-04 11:27:45 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 11:30:42 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-04 11:39:33 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 11:44:20 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-04 13:44:12 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-04 20:09:02 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-05 01:04:37 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-05 01:22:08 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-05 01:28:30 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to HufflepuffBatboy [2021-12-05 01:29:57 +0000 UTC]

πŸ‘: 0 ⏩: 1

HufflepuffBatboy In reply to TobyandMavisforever [2021-12-05 01:51:57 +0000 UTC]

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TheRedJ50 [2021-12-04 05:31:10 +0000 UTC]

πŸ‘: 1 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 05:31:52 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 05:35:24 +0000 UTC]

πŸ‘: 1 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 05:38:31 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 05:43:47 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 06:26:58 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 06:50:29 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 07:00:00 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 16:12:14 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 20:13:24 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 20:52:08 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 21:07:56 +0000 UTC]

πŸ‘: 0 ⏩: 1

TheRedJ50 In reply to TobyandMavisforever [2021-12-04 21:53:56 +0000 UTC]

πŸ‘: 0 ⏩: 1

TobyandMavisforever In reply to TheRedJ50 [2021-12-04 21:55:33 +0000 UTC]

πŸ‘: 0 ⏩: 1


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