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Ecalsneerg

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Everything posted by Ecalsneerg

  1. Archived at player request
  2. Osla reclined in a booth in the corner, feet sprawled up casually on a small stool. She was wearing a plain white t-shirt, a pair of skinny bluejeans, and a chunky pair of black combat boots, her blonde hair tied up tight in a french braid at the back. A battered looking leather jacket was slung casually over a nearby chair. In one hand, she had a paperback held open with her thumb, an intimidatingly large stein of beer in the other hand. There was a distinct possibility that it may have just been a repurposed jug. At the sound of someone singing, her nose wrinkled in irritation and she glanced up. Her frown deepened as her sharp hearing heard him ordering a glass of milk? In a mead hall? Midgard indeed had some strange, strange customs. She blew a stray strand of hair away from her face with an audible huff, before flicking one page carefully over, and taking a long slow swig of her beer.
  3. Arrowhawk advanced, bullets ricocheting off her armour with a clatter, tilting her head slightly to the side to avoid exposing it. An audible growl came from the back of her throat, as she seized one of the gunmen by the shoulders, lifting him up into the air, feet dangling, without even so much of a grunt of effort. Slowly tilting so the man's body was between her and his recovering compatriots, she looked up into his face, blue eyes blazing with anger. She tightened her grip as she lifted him a good feet further into the air. "I have slain giants. Do you think I fear mere men?" Arrowhawk tugged the man closer in towards her face, teeth bared and white in the darkness. "What fool sent you?"
  4. Ok, let's commit violence. Standard Action: Make a Grapple attempt. She'll take 10 to hit, giving her a 20. Easy peasy. Her grapple roll is: Do you lift, bro: 1d20+17 22. Let me know if it fails, I'll edit my post and action appropriately. Move Action: Intimidate the guy as a Move Action, at -5. Raargh: 1d20+5 20
  5. Took me long enough responding... OK, I'm going to do 2 rolls for each since she has Second Chance and it's quicker. First gunshot: 2#1d20+8 28 20 Nooooope Second gunshot: 2#1d20+8 26 25 And noooope. Yeah, Osla don't care.
  6. Toughness saves v gunfire: 3#1d20+7 12 13 27 Well, he fails that first one by 8, bruising and dazing him. The second one is then failed by 8, doing the same. The two bruises don't reduce the last one enough to stop him resisting, so Geckoman is now Bruised x2. Of course, one will peel off on his turn
  7. Notice check: 1d20+9 13 Woops.
  8. Geckoman currently has 4 HP and is uninjured. However, he'll pay a HP to get rid of the Fatigue from his Extra Effort last turn. Move Action: Use Fast Taunt and Skill Mastery, for a result of 31 to demoralise. Standard Action: Use a Geckorang attack, 5 increments away so -10 to hit, All-Out Attacking for 2, for -2 Defence, and a net -8 to hit. It'll be a DC21 Toughness save, with The Dragon at -2 to save if he fails to resist being demoralised. Throw a load of geckorangs: 1d20+6 25 And that's... critical hit number 2. DC26 this time! This leaves Geckoman with 3 HP and uninjured.
  9. Geckoman pointed his staff at The Dragon, before whirling it quickly in one hand like a conductor's baton. "C'mon. I'm not some flying dragon guy, I've just got a big stick here." He threw back his head and laughed loudly. "I mean, I'm not saying I want to get beaten up, but I came up here expecting a fight." Whirling his staff again in a mock salute, he whipped it around across the metal supports, the electrified end sending up a cloud of sparks. Geckoman quickly reached into a pouch on his belt, pulling out a handful of G-shaped boomerangs and hurling them with a sharp motion in the direction of The Dragon's face, unerringly managing to land three of them solidly upon his adversary's nose.
  10. Free Action: Extra Effort to boost his Leaping from rank 1 (x2 distance) to rank 3 (x10 distance) Move Action: Leap vertically 50' or so, until he's on the wall somewhere below the roof. Free Action: Pull out his staff Standard Action: Charging Power Attack for 5! That's a net -2 Defence, -3 to hit, and +5 DC, or +11 to hit for a DC26 Toughness save. Take me out to the ball game: 1d20+11 31 Wooo, DC31 Toughness save! And an Acrobatics check of 25 with Skill Mastery to balance on the still-standing framework.
  11. "Well, that doesn't sound like something very good to have running around in-doors. We're already under a load of falling glass here. Right. Let's do this." Geckoman bent low, twisting into himself, before leaping up and away like a spring, feet slamming into a wall fifty foot above him. He balanced himself quickly with one hand, the other pulling out his staff. He took another massive leap, aiming for the impact hole Bird Boy had left on his way down, soaring through it even as he made a quick gesture, his staff snapping out and extending from both ends. Geckoman made a quick roll along with the movement of the staff, sending himself into a twirl as he elegantly brought his staff around like a baseball bat towards the dragon man. "Hey, big guy! How's it going?" laughed Geckoman as he hit him at high speed, reversing the movement to land perched on a couple of the thin metal framework, avoiding the jagged shards of broken glass still sticking out from them.
  12. Initiative if needed! WE'RE DOING DIE HARD: 1d20+12 27
  13. The Pitchoo settled into stillness, hovering outside the top floor of the Hayward Building, gravjets quietly whirring in the cold night air. Geckoman fiddled with the controls for a moment, sliding one of the cannons out to dangle from the bottom of the craft, pivoting to aim itself at a window. He'd picked up a 911 call, from someone claiming to have been working nights here, when the building was seized. They'd had time to hide in a maintenance closet before the building was taken. Apparently there'd been a lot of them, organised, with guns. Seemed like a comparatively quiet evening. The gangplank on the Pitchoo slid down, and Chris walked to the edge of it, lightly twiddling with a button on his wrist. The canon pulsed, a burst of crackling blue-yellow energy blowing a window wide open, glass shattering and crashing inwards over the carpeted floor as Geckoman leapt into the room, whipping out a couple of escrima sticks as shards bounced off his shoulders. "Dynamic entrance! Even the Russian judge is impressed! Woo!" He did a little spin on his heels, and sauntered across the room.
  14. Geckonitiative: 1d20+12 26
  15. Geckoman skidded to his knees next to the downed... bird man person? He wasn't really an expert on bird person anatomy, but he went in, checking the lacerations, looking for a pulse, when he suddenly ducked backwards as the guy's hand shot up, pointing at something. "Whatcha looking at there, dude?" Geckoman asked, tilting his head up, jaw dropping as he saw a... man dragon? The hell was going on here, it was like some sort of wing person zoo. He gave the downed man a little pat on the arm. "Hang tight, buddy, I've got this." Geckoman stood up, and pointed at the figure flying above. "Hey, jackass! Took you long enough, finally deciding to come over to Westeros!"
  16. Chris had been sent out to get baby formula on the way over to the Espadases, deciding to quickly pass through the Ashton Mall to go to its baby store. It was quiet enough at this time on a Saturday afternoon, and he thought it'd just be a quick errand, going in, going out, done like that. Then he looked up to see the roof splintering as someone fell through it, and inwardly sighed even as he'd began reflexively running into the nearest crowd. He took advantage of the confusion to quickly roll into one of the large leafy floral displays kept in large pots throughout the mall, rolling out the other side having stripped off his outerwear and pulled his mask and goggles up. At a quick run, he leapt over the barrier and dropped down to the lower level, sprinting towards where the body had fallen.
  17. Right, I've got a few things here. I'd like to preface it with that everyone has issues with their first sheet, I listed them to help you fix it, not make you feel bad, and it looks much longer than there are actually errors, because a lot of this is explaining how to fix those errors. Firstly, can you remove any commentary like this from the build? This, and tags like 'probably wrong', etc don't really help, this sheet is meant to be an in-play reference for the character and their backstory. I edited your tags, so you'll just need to get rid of the commentary. Similarly, we don't give a damn if you will buy Equipment until you do buy it. Description looks good, although I'd ask you change Ethnicity. American doesn't tell us if he's white, black, Asian, Native, etc. I'd expand on the history a bit, as it's a little short. We also don't like especially ambiguous backstory. Remember, just because the character doesn't know, and those threading with him don't know, doesn't mean that we, the Refs, shouldn't know. If you're really set on not revealing it, maybe include a reason why he, and only he, was affected, or if indeed it was only him? If he's close with his sister, maybe include some of his family life? Really, just my thoughts on it are it could stand to be a little longer, I'm not getting who this guy is or what he's about from it. Angrydurf also pointed out to me late 1993 is an auspicious time to be born in Freedom City. He'd be among some of the first kids to be born in the months followed the city's invasion by Omega and the Terminus. For the sheet, I ask that you follow the formatting a little more stringently. The blue parts are meant to be removed, the black parts are meant to be kept in, albeit with edited values. So, say, it should be: Abilities: 0 + 2 + 0 + 10 + 4 + 4 = 20PP Strength: 10 (+0)Dexterity: 12 (+1)Constitution: 10 (+0)Intelligence: 20 (+5)Wisdom: 14 (+2)Charisma: 14 (+2) Your maths is correct on Abilities, though. Similarly, your pp maths for Combat is correct. However, you should omit the blue and include the base Attack value. Additionally, your knockback should include your unpowered value, and has an issue I'll get to in the Powers section. Thus it should be: Combat: 8 + 8 = 16PP Initiative: +1 Attack: +4 Base, +8 Ranged Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -11/-0 The same applies for Saving Throws. Maybe make Toughness look a little neater, like Toughness: +12/+0 (+0 Con, +12 Force Field [Impervious Toughness 10]) Skills, please list them in a list format, not on one line. And additionally, it should be Skills: 56r = 14PP Feats add up, but please bold and underline the heading, and as mentioned, you don't need Equipment if you don't have Equipment. Powers, a few issues here. Firstly, review the template again for what they should be looking like. Can you list the speed for Flight so people don't need to reference. So. Flight 5 (250MPH) [10PP] (genetic) Your Force Field doesn't add up. Firstly, per our House Rules, you can only have Impervious Toughness 10. This is fine on Force Field 12, you can buy it as a partial Extra, and only pay for it on the first 10 ranks of Force Field. The other problem is that Impervious Force Field costs twice that. Force Field 10 (Extras: Impervious 10) is 22pp, not 12pp. If you don't want to make too many radical changes to it, you can just scrap Impervious, and just have an above average Toughness save, which still works! Then your Knockback would be -6/-0. Or you could pay the extra, and it'd be -11/-0. Your main power... basically, you don't need all 4 Elemental Controls. Fire Control is just Move Object (2pp/rank) with an Extra upgrading its range to Perception from Ranged for +1pp/rank, and including a Limited Flaw to 'only fire' for -1pp/rank. Which means... you could just buy Move Object and in fact should do so, as it's not really a Flaw. Your Move Object can move other things if you expend a free action to change which power in your array you're using. You don't necessarily need it to be Perception range, keeping it as its default 2pp/rank Ranged version can work just as well. Variable Descriptor rank 1 would cover water/fire/air/earth, don't worry about buying rank 2. And beyond those, your array formatting is a little bit off. It's a 26pp Array which costs 30pp (you don't include the cost of the Alternate Powers in the size of the array). Under my proposed changes, it'd be: Elemental Abilities Array 12.5 (25pp array, Power Feats: Alternate Power 1) [26PP] BP: Blast 12 (Power Feats: Variable Descriptor [4 elements]) [25PP] (elemental blast) AP: Move Object 12 [24PP] (elemental control)
  18. Amidst the white flashes over their vision and the streaked, smudged tears, the men could see a dark shape run to the edge of the building and leap off it towards them, cape streaming behind it like the wings of an avenging angel. It didn't make a sound hitting the ground, landing smoothly and without losing speed. Arrowhawk roared loudly with fury, a pealing cry that pierced through the night air. She hit the first man at around thirty miles an hour, kneeing him in the stomach and letting herself be propelled forward by her own momentum, slamming the man down into the ground. Lunging upright, Arrowhawk snapped out a heavy one-two to her right, before pivoting to deliver a crushing roundhouse kick to her left. Contemptuously backhanding a man to the floor, she pulled her bow from her hip and snarled at the remaining men. "Did you not come here to give me a fight?"
  19. She's just going to go nuts on them unarmed with Takedown Attack. Move Action: Leaping! Jump off that damn rooftop! Standard Action: CHARGING Power Attack! For a net -2 Defence, +2 DC. Taking 10 to hit gives her 20, and lays out DC23 Toughness saves for everyone hit. She only has Takedown Attack 1, not 2, so she won't be able to take out all 10 men, probably. Surged Standard Action: She rolls to Intimidate the guys. BOOGA BOOGA: 1d20+10 11 And does a terrible job. Oh well.
  20. Battlesuit Power Level: 10 (150/150PP) Trade-Offs: None In Brief: Big man in a suit of armour "I'm bringing the party to you." Powers & Tactics: Well, the powers are pretty obvious. You're in a big-ass metal suit with a load of guns. The missiles are below PL, but that just means you can wipe out the mooks before smashing the leader with energy bolts and super-strength. Or use the flamethrower. You can fly fast, or lift literal tonnes, but you struggle to do both at once due to the dynamic array. You've got a load of cool senses inputting data, you can communicate on radio waves, and I assume there's also some nice climate control in there. Outside the suit, you're 'just' a very smart, very inventive person with the constitution of a heavy drinker. Maybe over time you'll build yourself up so you've got higher Strength and combat stats in your normal identity, but until then, you just have to hope that if you're caught out of the suit in a fight, you can get to it fast. You've also got pretty rubbish exotics to begin with because you didn't particularly train up, you spent all your time building your fifth giant machine gun. Complications: Scratch In The Paintwork: The thing about a Battlesuit is that while it's good that it's getting smashed up instead of your frail, squishy human body, all your superpowers are in it. Maybe you can't see your HUD after a Dazzle attack blinded you, and can't access your Super-Sense data. Maybe your arm cannon's jammed after the super-strong villain crushed your bracer. Maybe a stray missile destroyed your rocket boot. Customisation: The Battlesuit is a very customisable archetype. You can do a lot with it. Want a faster, less armoured suit? You can do that. A slow, clunky suit with bigger guns and armour, but less flight and definitely no ability to dodge? You can do it. Enchanted armour hewn by dwarven crafts at Odin's behest instead of in a corporate lab? Very doable. You can also customise the pilot a lot. This build assumes the billionaire playboy genius philanthropist, but why not the military pilot? The kid donning his grandfather's old prototype? The archaeologist who unearthed an ancient Greek artifact in a cave? You can go a lot of places with the battlesuit, with the pilot and the suit being radically different, and the archetype still being entirely recognisable. Abilities: 0 + 0 + 8 + 10 + 0 + 4 = 22PP Strength: 30/10 (+10/+0) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+3) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +10 Blast, +10/+4 melee, +8/+4 Base Defense: +10/+4 (+4 Base, +6 Shield), +2 Flat-Footed Grapple: +20/+6, up to +30 with Super-Strength Knockback: -10/-2 Saving Throws: 3 + 5 + 6 = 14PP Toughness: +10/+4 (+4 Con, +6 Protection [Impervious 10]) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+0 Dex, +5) Will: +6 (+0 Wis, +6) Skills: 60R = 15PP Computers 10 (+15, Skill Mastery) Craft [Electronic] 10 (+15, Skill Mastery) Craft [Mechanical] 10 (+15) Disable Device 10 (+15, Skill Mastery) Knowledge [Technology] 10 (+15, Skill Mastery) Notice 10 (+10) Feats: 6PP Benefit (Wealth 2) Inventor Luck 2 Skill Mastery (Computers, Craft [Electronic] Disable Device, Knowledge [Technology]) Powers: 81PP All powers have the Technology descriptor Device 20 (100 Power Points, Flaws: Hard to Lose, Power Feats: Restricted [Int 20+]) [81PP] (cool suit of armour) Armored Weaponry Array 10.5 (21PP Array, Power Feats: Alternate Power 3) [24DP] BP: Enhanced Strength 20 [20PP] (servo-motors) AP: Blast 10 (Power Feats: Accurate) [21PP] (energy blasts) AP: Blast 10 (Extras: Area - Cone, Flaws: Range - Touch) [21PP] (flamethrower) AP: Blast 7 (Extras: Area - Burst) [21PP] (missile launcher) Thrust Ratio Array 6 (24PP array, Power Feats: Dynamic, Dynamic Alternate Power 1) [27DP] DBP: Flight 6 (up to 500 MPH) [12PP] DAP: Super-Strength 6 (Maximum lifting strength 60; Heavy load: ) [12PP] Communication 5 (radio, 5 mile radius) [5DP] Enhanced Attack 4 [8DP] (targeting system) Enhanced Feats 5 (Accurate Attack, Attack Focus [melee] 2, Move-By Action, Power Attack) [5DP] (targeting systems) Immunity 9 (life support) [9DP] (sealed environment) Protection 6 (Extras: Impervious 10) [16DP] (armour plating) Shield 6 [6DP] ("INCOMING!") Super-Senses 10 (Blindsight [radio; Extended], Direction Sense, Distance Sense, Infravision, Radio, Time Sense) [10DP] Drawbacks: -4PP Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Energy Blast Ranged DC 25 Toughness (Autofire) Damage Missiles Ranged (Area) DC 17/22 Reflex/Toughness Damage Flamethrower Touch (Area) DC 20/25 Reflex/Toughness Damage Totals: Abilities (22) + Combat (16) + Saving Throws (14) + Skills (15) + Feats (6) + Powers (81) - Drawbacks (4) = 150/150 Power Points
  21. Archer Power Level: 10 (150/150PP) Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: No powers, just a bow, a quiver, and a lot of nerve. "Call Kenny Loggins, 'cause you're in the Danger Zone" Powers & Tactics: Powers? This build doesn't need powers. All it has is one Device, a bow & arrow. With it, he can throw down a variety of effects, from being skilled enough to shoot multiple arrows at multiple people, or being prepared enough to carry a fire extinguisher in an arrow (although it's best to keep that one as a power stunt). You're at your best engaging at range, using your vast utility. You can't go blow for blow with Omega, but you can definitely cover his visor with some form of adhesive arrow goo. You also, while not to the level of people aping Batman over Green Arrow, have a wide and varied skillbase. You can track people, you can drive pursuit vehicles, you know your city. On the sheet, there is one other superpower, but ultimately, what that allows you to do is not automatically miss attack rolls on a 1. It's less probability control, and more being that supremely good, to be able to hit whatever you aim at. You don't miss. They might be able to dodge quicker than you aim, but you will hit where you aim. Fun fact: A beard is a superpower which costs 0PP Complications: "I'm Out!": Mutants & Masterminds is not a granular system, it doesn't track ammunition, so running out of it is a Complication at best. And when you're a man with a leather bag of sticks, it's never more relevant than in this situation. You might need to make like Legolas and wander around the aftermath of Helm's Deep looking for your old arrows and hoping they're not all broken. Customisation: The most obvious thing to do to make this build your own is simple: switch out the trick arrows. You could swap them out for ones you prefer, or just get rid of them and have the more simple arrow-based powers left in the Device, freeing up points for other things. I deliberately overloaded this build with trick arrows to emphasise the sheer versatility of the trick bow, so cutting it down a bit is no big deal! I've also built this archer very much to be Green Arrow, not Batman, or "We Couldn't Get Batman's Rights So Here's Green Arrow" like the CW and Smallville have done in the past. So you could switch out the more dashing elements for some Stealth and Intimidate. Abilities: 6 + 12 + 4 + 0 + 10 + 8 = 40PP Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 18 + 16 = 34PP Initiative: +10 Attack: +14 Bows, +12 Ranged, +9 Base Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -3/-1 Saving Throws: 4 + 5 + 2 = 9PP Toughness: +6/+2 (+2 Con, +4 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +11 (+6 Dex, +5) Will: +7 (+5 Wis, +2) Skills: 96R = 24PP Acrobatics 9 (+15) Bluff 11 (+15))Drive 9 (+15) Gather Information 6 (+10) Knowledge [Streetwise] 10 (+10) Knowledge [Tactics] 10 (+10) Language 2 (Mandarin, Russian, native: English) Notice 15 (+20) Search 10 (+10) Sense Motive 10 (+15) Stealth 4 (+10) Feats: 26PP Accurate Attack Attack Focus (Ranged) 3 Attack Specialization (Bows) 1 Challenge 2 (Fast Feint, Improved Taunt) Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion Improved Initiative Luck 2 Master Plan 2 Power Attack Precise Shot Quick Draw Taunt Ultimate Aim Powers: 2 + 15 = 17PP Archery Supremacy 1 (Probability Control, Flaws: Limited 2 [Archery]) [2pp] (training) Device 5 (Bow and trick arrows; 25PP device, Flaws: Easy to Lose) [15PP] (bow, technology, training) Bow And Trick Arrows Array 9 (18PP array, Power Feats: Alternate Power 7) [25DP] BE: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range]) [12PP] (standard arrows) AP: Blast 3 (Extras: Targetted Area - Shapeable [6], Selective Attack [6], Flaws: Action - Full, Distracting; PFs: Improved Range [75' increment], Mighty 3, Progression [750' maximum range]) [17PP] (rain of arrows) AP: Dazzle 6 (sticky goo in the face) AP: Drain Toughness 6 (Extras: Affects Objects Only, Ranged) [12PP] LINKED to Blast 6 (Flaws: Limited to electronics only) [6PP] [18PP] (EMP arrow) AP: Obscure 6 (visual and olfactory, 250' radius; Extras: Independent) [18pp] (smoke arrows) AP: Snare 6 (Extras: Constricting) [18PP] (lasso arrow) AP: Super-Movement 4 (Slow Fall, Swinging, Wall Crawling 2) [8PP]and Speed 1 (10MPH) [1PP] [total 9PP] (grappling line arrow) AP: Trip 6 (Extras: Area - Burst, Duration 2 - Sustained, Independent, Opposed by Dexterity, Flaws: Distracting) [18PP] (oil slick arrow) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Arrow Blast Ranged DC 21 Toughness Damage Arrow Goo Ranged DC 16 Reflex/Fortitude Blinded EMP Ranged DC 16 Reflex/DC21 Toughness Drain Toughness, Damage Snare Ranged DC 16 Reflex Entangled, Bound Trip Area Opposed Rank 6 vs Dexterity Prone Totals: Abilities (40) + Combat (34) + Saving Throws (9) + Skills (24) + Feats (26) + Powers (17) - Drawbacks (0) = 150/150 Power Points
  22. I have decided to revise my old archetypes thread, starting fresh and anew. I tend not to go into very specific builds, I prefer to build broad archetypes with an eye for people to pick them up, alter a couple of things they don't like for a couple of things they do like, and play them! Alternately, do the same for an adversary. I don't care. Index of Builds: PL10 Archer: Badass Normal with a bevy of trick arrows and badass aim Battlesuit: Guns. Lots of guns. And some Black Sabbath. Paragon: Defender of truth, justice and freedom.
  23. Arrowhawk II All That Glitters (3) Out Of/In To (4) + Ref PP
  24. Arrownitiative: 1d20+8 9 She was expecting someone else!
  25. Arrowhawk frowned as she examined the evidence. What was going on? Was he tracking the mob? But if so, why was he meeting with them? And why had someone lured that woman to the false apartment? It would be a good way to find and silence witnesses for a shooting, but the men had taken them to the headquarters of the Hammer of Justice. She could barely believe it. Was the Hammer of Justice in on it? Was he trying to silence witnesses? There was only one way to find out. And she'd decided to find him anyway, hadn't she? She made her way to the rooftop, looking up at the sky. With slow, steady movements, she drew and nocked an arrow, firing it vertically up into the air. At the apex of its ascent, the arrow exploded and splintered with a bright flash of fire and light. "HAMMER!" Arrowhawk roared to the night. "I HAVE NEED OF A WORD!"
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