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Everything posted by Geez3r
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:approved:
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Much better. Still a few kinks though. Combat: Initiative should be "+4/+7" don't forget about the Enhanced Dexterity which still adds to your initiative. Your Grapple modifier = Attack Bonus + Attack Focus Melee Ranks + Strength Bonus + Super-Strength Ranks; So therefore you should have a +13, +19 bonus, without and with powers respectively Knockback is -2, -10, as you round down for 1/2 toughness Lastly, you currently aren't hitting PL 10 caps defensively. With a +8 Defense and a +10 Toughness, you are currently PL 9 instead of 10. I won't hold up the approval process because of that, but we suggest players hit PL 10 caps. After that point, caps don't matter all that much.
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If you're thinking about doing that to make it easier, Don't. Making a PL 7 character is harder than making a PL 10 character. Seriously. You have a fixed budget to hit your caps, which takes about 8-10pp per PL, where as you have 15pp per PL. So making a higher PL character means you have more slack, and can therefore be less optimal and come in on budget.
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Ok, first off, the character should be a bit more heroic. They shouldn't have to be goaded into stopping crime and the like, they should just do it. Likewise, a character here shouldn't "avoid lethal combat whenever possible" they should never enter into lethal combat in the first place. Onto the build itself: Your Strength and Constitution modifiers are wrong. Your modifier is (Score-10)/2 rounded down. So a Strength of 30 for instance has a +10 modifier (30-10)/2 = +10 A Constitution score of 27 has a +8 modifier. Combat: You add your Dexterity modifier to your Initiative. Your Grapple Bonus is calculated incorrectly, we've got a guide on how to calculate it correctly in the Newbie Guide. You will also need to note what this bonus is with and without your powers. Under Defense, there are 2 things you need to be aware of. When we say Dodge Focus, we are referring to the feat "Dodge Focus" not to the Dodge Bonus that buying Defense ordinarily gives you. Secondly, we do Defense differently here; every even point of Defense gives you a +1 flat-footed bonus, where as the book says every odd point gives you the FF defense. Otherwise, it's identical. Your Knockback modifier is calculated incorrectly. It is 1/2 your Toughness + ranks in Immovable (and make the resulting number negative). So in this case, with the mask, your knockback modifier is -15 (-4 from Toughness from Con, -1 from Toughness from Protection, -10 from Immovable) Saves: In addition to correcting Fort and Tough for a different Con modifier as discussed above, you will also want to denote what your saves are with and without the mask enhancing your abilities. Reflex for instance would look like this: Reflex: +4/+8 (+2/+6 Dex, +2) Skills: Firstly, alphabetize the list. Next, I don't think your skill choice is particularly well suited to the character. Climb: With your Enhanced Strength, you are already an excellent climber, and with your Leaping power, there is nothing big enough for you to climb that you couldn't simply leap over. Escape Artist: Escape artist allows you to escape bonds and grapples. You are already better at doing that because of your Enhanced Strength and Super-Strength. Swim & Drive: You can already do these things without putting ranks into them. You can swim and drive a car safely around town without ranks in these skills. Feats: Firstly, alphabetize the list and get rid of the asterisks. Next you will need to drop Attack Specialization (unarmed) 3. I will explain why later. Next, there is no such thing as Takedown Attack 3. You can have at most 2 ranks in this feat. For Uncanny Dodge, you must specify which sense it is keyed to, such as auditory or visual per rank of the feat. You are unlikely to need 3. Lastly, you don't need Equipment for a run of the mill car. If it was somehow better than a standard vehicle, you'd need Equipment for it. Powers: Firstly, it looks like you forgot to account for the cost of the Leaping power in the device. While we're on the subject, with Leaping 11, assuming you had a running start and a Strength of 30, you could jump roughly 20 miles in a single bound. I'm not sure of the scale of power you were going for that, so I'm just going to put that out there. Secondly, for your Super-Strength power feats, each one costs 1pp, not 2pp. Also they deal with your caps which I will talk about later. Next, I'm wondering why you have Swinging and Slowfall. Leaping makes both of those redudant. Lastly, you may want to consider an array. It allows you to have a wide variety of powers, at a cheaper cost, the downside being that they won't all be at full effectiveness at the same time. You for instance may want to put Leaping and Immovable into a Dynamic Array with Super-Strength. There's nothing wrong with the way you have it now, but I'm just giving you options. Finally we come to the issue of your Combat Caps. Shaen has a wonderful example in the Newbie Guide so I'm just going to quote that: Power Level limits. The way you build characters is, in a way, backwards from most other RPGs. With D&D, for example, you start with some traits at base levels, and then you stack as many bonuses on top of them as you can possibly scrounge up. With M&M, your Power Level sets a hard cap for your combat-related traits, which you build up to. Situational modifiers, like specialization with a particular power or weapon, would just stack onto your "base" attack bonuses in D&D. In M&M 2E, your Power Level caps determine the maximum possible effectiveness you can have under the best circumstances - your favored weapon/foes/environment/whatever. Specializing doesn't make you "better" than another character of the same level. Instead, it makes you less effective when you're not "in your element," but it's much cheaper to build. Say I've got a PL 10 character. I could buy his base Attack bonus all the way up to +10, for 20 power points. Or, I could give him +6 base attack for 12pp, the "Attack Focus (Melee)" feat (which gives +1 on all melee attacks), twice, for 2pp, and the "Attack Specialization (Staff)" feat (which gives +2 on all attacks made with a staff) for 1pp. So he gets +10 to attack with his staff, +8 to attack with any melee weapon/power, and +6 for ranged attacks. He's not as generally effective as the guy who just bought +10 base Attack, but he only paid 15pp instead of 20pp. You can see how this thinking is totally backwards from just about every other RPG ever written. So with this character's +8 Attack, Attack Specialization (unarmed) 3, and 30 Strength, they have a +14 to hit with their unarmed attacks, which deal +10 damage, which effectively makes them PL 12 instead of PL 10. You get your PL by averaging those statistics. (14+10)/2 = 12. So to be PL 10, they should add up to 20. That's everything I can think of right now, let me know if there's anything else I can help with.
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ic [ArchEvil] Omnia Mutantur, Nihil Interit [IC]
Geez3r replied to Dr Archeville's topic in North Bay
For his part, Dynamo was being quieter than usual. He had barely been able to dodge Archeville's attack, but he had picked up a few new techniques in the future, not all of which Archeville had time to witness. But that just made Dynamo confused. As far as he knew, this didn't happen. How could history have missed something as shattering as Doktor Archeville being some sort of primordial monster? No there had to be some sort of answer. There had to be. Unless his going to the future and coming back had somehow changed things. Maybe by entering that gravity well he had somehow shifted his relationship with the temporal anomaly. Maybe he was only supposed to be in the future for a short time, but it changed that, and because it changed him, he changed the past when he got back, which therefore changed the future. But the future he visited wasn't changed because it was operating on the assumption that he didn't stay in the future long, and Dynamo hadn't gone back to his initial present at the present time in the present-future, creating some sort of anti-prophecy, where events that are supposed to happen don't. And worse yet this could be a symptom of the time stream unravelling. That would explain how supposedly ancient creatures from the dawn of time made it to present day. But if that was the case then that mean that Dynamo was responsible for all of this. He had to change history some how, or unchange it. How was he supposed to do that? He knew of only one man that had a time machine, and that wasn't exactly an option given the current circumstances. As the train of logic, panic and wild theory ran through Dynamo's head, there was only one constant: I have no idea what the $@#% is going on.- 63 replies
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"Does no one talk normal anymore?" said Atlas out of frustration, as he collapsed his form into a vaguely humanoid shape again. "I just need to know three things from you." started Atlas looking at the coy scientist. "I need to know who you are, what you're doing here, and why. If you're being a good guy, I don't mean to snap at you, but it's been a rough day. But I'm going off the assumption that you're a little too calm for the situation, so do everyone a favor and hit us with an explanation." finished Atlas a little sterner than he had intended. Maybe he was just being paranoid, but he smelled trap.
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DONE BY SHAENTHEBRAIN Ok, gonna change Atlas up a bit here, again. Firstly, correction for his progress to player rewards. He's got 213pp, and started at PL 10/150 and therefore has 63/90. Secondly, I'm getting rid of the resurrection power and reducing the Shapeshift from rank 8 to rank 6. I'm trying to fine tune the Brick vs Shapeshifter relationship. This will free up an additional 17 points. Thirdly, I will immediately cash those points, and my 5 unused ones to buy 8 ranks of Enhanced Strength and 8 ranks of Enhanced Constitution, and buy off the Standard Action Flaw for his Shapeshifting power. This also means that there are now 6 new Shapeshifting Allocations at the bottom of his sheet. Next, move some points in skills around, but no net points going in or being taken out. Finally, new pic and slightly modified fluffy goodness. [img=http://freedomplaybypost.com/wiki/images/b/be/Atlas_New_Costume.jpg] [u]Players Name[/u]: Geez3r [u]Power Level[/u]: 14 (213/213PP) [u]Trade-Offs[/u]: -5 Attack / +5 Damage, -5 Defense / +5 Toughness [u]Unspent PP[/u]: 0 [u]Progress to Gold[/u]: 63/90 (Silver status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=2634]Tempest[/url]) [u]Characters Name[/u]: Atlas [u]Alternate Identity[/u]: Samael Nitorvich [u]Height[/u]: 6ft. [u]Weight[/u]: 190 lbs [u]Hair[/u]: Brown [u]Eyes[/u]: Green [u]Age:[/u] 39; August 4, 1972 [u]Description[/u]: Samael is a person of average height, and is quite stocky. He is just built solid. He's got that real "working man" look. There's nothing fancy about him, just jeans and a T-Shirt. He keeps his hair cut just a bit longer than a buzz cut. He has a rather prominent jaw line as well. His arms and hands have a few scars from a life of working with his hands. Although not often noticed, his hands are quite a bit bigger than they normally would be for a person of his size. Using his shapeshifting, Atlas can assume a wide variety of forms and shapes. He however tends to always be a stockier version of whatever he happens to be transforming into. He has outfitted himself with a blue, gold and white costume, marking the first time he has every truly worn one. When on patrol, he tends to keep his red skin as a reminder of who he is, but he rarely takes the form people most commonly associate with him. [u]History[/u]: Samael is of Russian decent. His parents were part of the cultural enrichment program, meaning they were sent away and never seen again. With that sort of up bringing, he learned quickly to keep his head down, work hard, don't say anything and most importantly of all, volunteer for nothing. Although he disliked the regime, he was wise enough to keep his opinions to himself. When the government crumbled, Samael got out of Russia. He spent a few years bouncing around Europe doing odd jobs here and there and eventually scrounged up enough cash to journey to America. While it wasn't everything he had hoped for, it was still a step up from where he had been. Unfortunately, all he had to his name was a single suitcase full worth of clothes and a few bills. So he settled in the Fens district in Freedom City, it being about the only place he could afford. He landed a job working at a local deli. It was boring work, but it paid the bills and kept him fed. But there was one thing that bothered him. From his upbringing, the idea that everyone works together to advance the whole was ingrained in his head. He couldn't tolerate people who would steal or try to cheat the system. These criminals and thugs thought they had it tough; they didn't know the meaning of the word. No matter how bad it was, Samael had never considered turning against the law. If you worked real hard, things would get better. America was the land of opportunity, he just had to help these thugs get back on the straight and narrow. He dedicated himself to protecting his own little section of the street, and for a while, it worked. But then the local gangs decided to teach this guy a lesson. Samael could take on 2 or 3 guys, if he caught them by surprise, but when they caught [i]him[/i] by surprise, well... it wasn't pretty. As the life left his body... [i]something[/i] reached out to him. He rose from the ground, to face his assailants, now something entirely different. With his new found gifts, Samael is expanding his territory, protecting more and more of the city. [u]Personality & Motivation[/u]: Although he looks a bit scary, Samael is a really good guy. He's dutiful, loyal and very determined. He favors the tough love approach. He loathes criminals and those that would cheat the system. He believes that they all have good in them and can succeed if only they had the chance. Samael intends to give them that chance. He's got a bit of a dry sense of humor, and is usually a man of few words. The tough guy exterior quickly melts when he's around animals, especially his cat Sprinkles. Since the Invasion, Atlas has stayed out of the lime light, trying to get a handle on things from his own perspective first. But that is changing as Atlas continues his journey of self discovery and acceptance. He is slowly but surely trying to become more of a "face" in the public eye. [u]Powers & Tactics[/u]: As a Grue-human hybrid, Atlas is far more formidable than the average human. However, as he was created for a singular purpose, his Shapeshifting is more limited than that of a Grue warrior. In all forms, Atlas possess immense strength and durability. He can only use his Shapeshifting ability to increase his natural talents, he can't make himself worse in any regard. He also possess a small degree of mental prowess. The strength of his mental powers increases geometrically the closer he is to his target. [u]Complications[/u]: [i]Responsibility:[/i] Upholding the law, protecting his stretch of the city, Sprinkles (his cat) [i]The Grue Invasion[/i] - It's been revealed that Atlas was a Grue/human hybrid created by the Grue as a bioweapon for the destruction of Earth. He got better. Public relations did not. [i]Have you been working out?[/i] - All of Atlas' forms tend to be stocky and well muscled versions of what he's copying, so when he tries to impersonate someone it looks like they've been hitting the gym recently, which can ruin the disguise to those that know the target. [b][u]Abilities:[/u][/b] 14+0+14+0+0+4=32PP Str: 24/42 (+7/+16) Dex: 10 (+0) Con: 24/42 (+7/+16) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) [b][u]Combat:[/u][/b] 8 + 8 = 16PP Attack: +4 Base, +9 Melee Grapple: +16, +25 w/powers Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3, -13 w/ powers Initiative: +0 [u][b]Saves[/b][/u]: 0 + 5 + 8 = 13PP Toughness: +16/+7 (+16/+7 Con, +0) (Impervious 10) Fortitude: +16/+7 (+16/+7 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +8 (+0 Wis, +8) [u][b]Skills:[/b][/u] 80r = 20PP Diplomacy 8 (+10) Gather Info 8 (+10) Handle Animal 8 (+10) Intimidate 16 (+18) Knowledge: Galactic Lore 10 (+10) Knowledge: Streetwise 8 (+8) Language 1 (English, Russian [Native]) Notice 11 (+11) Sense Motive 10 (+10) [u][b]Feats:[/b][/u] 21PP Accurate Attack All-Out Attack Attack Focus Melee 5 Challenge: Fast Startle Dodge Focus 4 Improved Grab Interpose Last Stand Luck 3 Power Attack Startle Ultimate Toughness [b][u]Powers:[/u][/b] 15 + 18 + 18 + 10 + 50 = 111PP [b]Comprehend 2[/b] (Languages; Speak/Understand Any) [4pp] [u]LINKED[/u] [b]Communication 5[/b] (Mental, 5 miles, [i]Extras:[/i] Two-Way) [10pp] * [u]AP[/u]: [b]Mind Reading 16[/b] [i]Flaws[/i]: Range 2 [Touch], Requires Grab [4pp] [u]LINKED[/u] [b]Drain Wisdom 16[/b] [i]Extras:[/i] Alternate Save (Will) [i]Flaws[/i]: Requires Grab [8pp] [b]Enhanced Strength 18[/b] [18pp] [b]Enhanced Constitution 18[/b] [18pp] [b]Impervious Toughness 10[/b] [10pp] [b]Shapeshift 6[/b] (30pp pool) [i]Extras[/i]: Continuous Duration; [i]Drawback[/i]: Limitation - Cannot reduce the target's base traits (-4pp) [50pp] [u][b]Drawbacks:[/b][/u] 0pp DC Block: [code]Unarmed (unpowered) ------------- 22/Toughness ------------------------- Bludgeoning Unarmed (powered)------------ 31/Toughness--------------------------- Bludgeoning Costs: Abilities (32) + Combat (16) + Saves (13) + Skills (20) + Feats (21) + Powers (111) - Drawbacks (00) = 213/213 Power Points Note: The Drawback on the Shapeshifting power not only prevents Atlas from decreasing his traits such as his Strength and Constitution scores (in addition to the rest of his Ability scores, Feats and Skills), but it also prevents him from taking drawbacks in his new form such as Mute and No Hands that limit his innate utility. Sample Shapeshifting Allocations DONE BY SHAENTHEBRAIN
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Toss Atlas in where ever you think he would be most useful. If I had a preference, it would be dealing with the Grue.
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Geez3r replied to Dr Archeville's topic in Archives
"Free Action: Extra Effort to surge and gain another standard action." Remember, you don't technically spend a HP to use EE, and therefore no fiat is involved.- 96 replies
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Geez3r replied to Dr Archeville's topic in Archives
Ok, point of note: That's not how Staggered works. You only get knocked out by an attack while staggered if that attack would stagger you again. From the M&M FAQ: Secondly, Dynamo will spend a HP to double his Dodge Bonus to Defense for one round, taking his current Defense of 26 (which includes the +2 Dodge bonus he has from Defensive Attack) up to 38, which means Dok's attack will miss.- 96 replies
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"Those that do not learn from their history are doomed to repeat it." answered Atlas philosophically. He began the process of engulfing this Einherjar as he had the last one before crushing it in on itself. "This is the last of them right?" he asked to the room as a whole, as a weird hyper extended neck and head protruded from the taffy-like Atlas, scoping out the room as if it were a periscope. "We made enough noise to attract back-up if they had any."
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Given that Atlas has a +29 to his Grapple checks, I'm going to say he beats it. And because it worked the first time, he'll do it the second time: He'll first maintain his grapple as a free action, then he'll take a Full-Round Action to Coup de Grace to the target he is grappling, provoking a DC 32 Toughness save. If he takes damage from that, he needs to make a DC 27 Fort save to remain conscious.
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:approved:
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Ok, one thing's holding me up. Under Toughness, it says you've got Protection, but under Powers, you have Force Field. Each gives you a +1 Toughness per rank, but how they do it is a matter of some important. Protection is Permanent in Duration, meaning it is always on, but you can't use Extra Effort in conjunction with it (usually used to stunt an additional power off of it or increase its rank). Force Field on the other hand is Sustained in Duration, meaning it must be turned on, and it is maintained as a Free Action on each of your turns. However, should you be unable to take a Free Action to maintain it, usually when you're Stunned and therefore have no actions on that turn (you most often have to deal with Stunning when on the receiving end of damage), the power turns off unless you make a Concentration check = 10 + Rank of the power. You have no ranks in Concentration, you effectively need to roll a 14 on the die to maintain the power (your Wisdom mod adds to Concentration checks). All of that being said, there is nothing wrong with your build as is. BUT, if you get Stunned, your Defense will drop (because Stunned makes you flat footed and imposes an additional -2 on your Defense) AND your Toughness save will likely drop like a rock. In this case, you will effectively go from PL 10 Defensively all the way down to PL 1.5 That will hurt. So you've got 4 options for dealing with this: 1. Ignore this "problem" entirely. 2. Proceed as is, but spend a HP to negate a stun rather frequently to avoid the consequences for your first couple of threads, and then use some incoming points to build around this weakness. 3. Make your Force Field power Protection instead. 4. Move some points around to get a few ranks in Concentration and keep your Force Field power. Once you make your decision, I'm ready to give you a stamp.
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Your result for The Fantasy RPG Class Test... The Star Glider 20% Strength,17% Bloodlust,42% Intelligence,40% Spirit,38% Vitality and 27% Agility! Using a powerful and ancient form of combat, Star Gliders appear to effortlessly slide across the ground as they move and attack. In fact, Star Gliders are actually hovering slightly above the surface of the ground using their powerful mastery over electromagnetism. Since their feet never touch the ground, the movements of Star Glidersare nearly impossible to predict, making Star Gliders extremelyformidable adversaries. By using powerful rune magic to control electromagnetic fields, Star Gliders can manipulate terrestrial and cosmic plasmas! In addition, they have limited control over metals, and will often use magnetism to create shields and weapons out of any metals in the surrounding areas. Occasionally, Star Gliders may be skilled at controlling the energy within their own bodies, and they'll use that skill to undergo various minor transformations. For example, some Star Gliders possess the ability to transform and harden their own skin, making them more resistant to damage. Other Star Gliders who aren't skilled with transformation can simply condense metallic particles around their body to form a strong protective layer and enhance their defenses. Star Gliders are also quite skilled with powerful elemental magic and light magic, making them even more dangerous opponents in battle! By combining this incredibly powerful magic with their superlative combat skills, Star Gliders can release powerful blasts of electromagnetic energy, making them almost impossible to best in battle. Congratulations on achieving this powerful class! This is a rare mixed class that requires at least three variables to be extremely high.
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Geez3r replied to Dr Archeville's topic in Archives
Vibrofist Attack roll vs ArchEvil; Defensive Attack 2, Power Attack 2, DC 27 Tough; Autofire (1d20+10=22)- 96 replies
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ic [ArchEvil] Omnia Mutantur, Nihil Interit [IC]
Geez3r replied to Dr Archeville's topic in North Bay
Dynamo shook his head violently as he came out from under the control Archeville had placed them under. His eyes narrowed as he looked at the man he had thought to be his idol. "Dok, I don't know what the hell has gotten into you, but I know for a fact that I'm gonna beat it out of you!" he shouted before charging Archeville. Truth be told, he really didn't want to fight him. But the simple fact of the matter is that this was quite possibly the one scenario he didn't plan for, and if they gave him time to come up with a plan, they would be very, very screwed in short order. Unsure of this new Archeville's abilities, Dynamo played it conservatively, hoping to probe his defenses and more importantly, keep him on the defensive. He'd have apologize to Avenger and Phantom later for wrecking their place as he unleashed several uncharacteristically acrobatic high speed maneuvers as he launched dozens of punches and kicks at Archeville.- 63 replies
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Atlas Fire to the Bone (3) Unstuck in Time (1) There's a Little Grue in all of Us (1) Dynamo Omnia Mutantur, Nihil Interit (1) Terrible Bosses (2) They're Finally Getting Married (1)
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"You got it." replied Atlas. Eager to put an end to this battle, Atlas went totally on the offensive, hoping to end this fight in one or two solid blows. He collapsed his form into a ball before releasing it again in a tidal wave of motion. He lashed out at the most weakened Einherjar, using practically his whole body to deliver a blow akin to a car crash against the battered Einherjar, haoping to find a weak point, by hitting every point simultaneously. His body didn't stop there, it kept flowing around him like a raging rapid, either to ensnare him to keep his momentum to assault the other Einherjar.
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Melee Attack roll vs Einherjar 2; All Out Attack 5, DC 27 Tough; Atlas Defense set to +7 (1d20+17=30) If that doesn't drop Einherjar 2, I'll use Improved Grab to grapple him: Grapple roll vs Einherjar 2 (1d20+34=39) If the initial attack does drop Einherjar 2, I'll use Takedown Attack to attack #1: Melee Attack roll vs Einherjar #1, Takedown Attack, All Out Attack 5, DC 27 Tough, Atlas Defense set to +7 (1d20+17=25) Should #1 not drop from that attack, I'll use Improved Grab on him: Grapple roll vs Einherjar #1 (1d20+34=45)
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Geez3r replied to Dr Archeville's topic in Archives
Initiative (1d20+18=29)- 96 replies
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ic [ArchEvil] Omnia Mutantur, Nihil Interit [IC]
Geez3r replied to Dr Archeville's topic in North Bay
Like Fulcrum, Dynamo also set off searching the house, though he was quite a bit more subtle about it, he was a professional after all. There was no need to cause undue harm afterall, as this place could have a purpose in the new world, if their savior so decreed. His aim was to discover where they were, but where they might have gone if they were in a rush and left some clues behind. It was doubtful given their skill sets, but that was no excuse for not doing one's job. Casting a more critical eye on his surroundings, Dynamo was able to uncover more than a few secrets about the construction of this place. He jotted them all down on a note pad and handed them to Herr Doctor. "My report." he said, knowing that Herr Doktor's reading speed exceeded his listening speed.- 63 replies
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ooc [ArchEvil] Omnia Mutantur, Nihil Interit [OOC]
Geez3r replied to Dr Archeville's topic in Archives
Dynamo's gonna do the same thing, taking a 20 for a total of 30 on his Search. I know, someone actually put ranks in it :O- 96 replies
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The transformation for Dynamo could likewise not be fought off. He felt as if he was in an elaborate trap, and he only realized its true significance too late. His posture became rigid and dignified as the transformation infected his mind. Clicking his heels together, he saluted the esteemed Doktor with an arm across his chest. "It is an honor to serve you Herr Doktor." he addressed Archeville as a lieutenant might address his general. He broke his salute to address Geckoman and the others who were not affected. "We're not here to fight. We're offering you a choice. A choice we have all made of our own volition. A choice we made to better this world. You must excuse the dramatic revelation, but we are known for our eccentricities. Herr Doktor is responsible for some of the greatest scientific advancements of our time, of any time. His hand is the firm hand of righteousness that guides humanity to a better tomorrow. We are the Iron Grip of that hand. We will bring this land to a greater tomorrow through a perfect Unity. Join us and become who you were meant to be, please."
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Why is it that many of the bloodiest and warlike peoples in the past were relatively forward thinking in their gender relations?