Author Topic: The Man of Steel
MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 8/26/06 9:27am Subject: RE: The Man of Steel


Wolverine: Male Mutant Scout 3/Soldier 8; Init +7 (+3 Dex, +4 Improved Initative); Defense 20 (+7 class, +3 Dex); DR 3; Spd 10 m; VP/WP 133/24; Atk +13/+8 melee (1d4+3, unarmed) or +14/+9 melee (1d8+3/19-20, claws) or +13/+8 ranged; SQ Rage, trailblazing, heart +1, adamantium skeleton, regeneration, claws, super-senses; SV Fort +15, Ref +7, Will +9; SZ M; FP 1; DSP 6; Rep +2; Str 16, Dex 16, Con 24, Int 12, Wis 20, Cha 8.
Equipment: Leather jacket, dog tag.
Skill: Climb +11, Handle Animal +6, Intimidate +7, Move Silently +11, Pilot +8, Read/Write Chinese, Read/Write Japanese, Sense Motive +13, Hide +11, Speak Chinese, Speak Japanese, Spot +13, Survival +13.
Feats: Animal Affinity, Armor Proficiency (light), Cleave, Combat Vetaran (Survival), Extended Rage, Frightful Presence, Improved Critical (claws), Improved Initiative, Martial Arts, Track, Two-Weapon Fighting, Weapon Focus (claws), Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).

Special Qualities: Adamantium Skeleton - - Wolverine’s adamantium skeleton provides him with a damage reduction of 3, as well as a +4 bonus on opposed checks when he is being rushed or tripped. In addition it enhances Wolverine’s lifting strength to 20 and increses his own weight to 300 lbs.

Regeneration - - Wolverine automatically heals 20 vitality points and 14 wound points per round and recieves a +2 bonus on Fortitude saves to avoid being knocked out.

Claws - - Made from pure adamantium they ignore the damage reduction of physical armor and deal 1d8 damage.

Super-Senses - - When Wolverine makes Spot checks (using his scent) the DC for the check is at +1 per 10 meters from him, rather than the usual 4 meters. He also recieves the Track feat for free and ignores the penalties for moving full speed while tracking. He is also able to hear ultrasonic signals and high and low frequencies.


Ladies and gentlemen... The Wolverine!!!
applause
Here is the meanest and baddest dude on the block.
Wolverine is truely a great fighter. He could hold his own amongst the best Jedi knights in terms of pure skill but that healing factor of his gives an edge against just about anyone.
His rage is the same as the Force and wookie rage, but his last longer because of the extended rage feat.
I gave him a little bit of natural damage reduction because of his skeleton which will stop most unarmed attacks and some bullets... Blaster weapons are another story though.
But he heals so damn fast that it doesn't matter anyway.
You'll need to really lay it on him with volleys of shots if you wanna take him out. No holding back or he'll slice and dice you. happy
With his skeleton Wolverine is also able to lift the human maximum of 800 lbs.
His skills and feats are pretty dead-on I think, and I especially like his combat veteran feat.
His claws are like miniature lightsabers because they ignore damage reduction to personal armor, and with his cleave feat and his Rage SQ activated he can take out entire mobs of goons at a time, relatively effortlessly.
I also really like how his powers turned out. He is a very, very powerful level 11, and could hang with Qui-Gon and Episode III Obi-Wan easily.

I hope you can agree with me, NJOfan215 that Wolverine doesn't need to be a level 20 to be great or to be true to the character.
I mean, you're Wolverine could take out the entire Jedi council and my Superman build. grin
Thats just not Wolverine. In the total scheme of things in the comic book world Wolverine is slightly above average in terms of overall power. Which is what this build is.
He is a devastating fighter and damn near impossible to harm but still realistic game-wise.

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 8/26/06 11:01am Subject: RE: The Man of Steel
CORRECTION:

This is a correction for my Superman Returns build.
I figured out some errors with his maximum speed.

Replace his Speed special quality with this:

Speed - - Superman is able to defy gravity and fly at 1700 km/h (28 squares/action) in atmosphere and Cruising (12 squares/action) in space. His maximum running speed is also 1700 km/h (700 m/action).

Superman is now faster than anything conceivable inside the atmosphere
and faster than just about all ships in space too. Only the fastest starfighters can outfly Superman when he moves all out. happy

 

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NJOfan215 
Registered: May '03
19671_Obi-Wan
Date Posted: 8/27/06 9:40am Subject: RE: The Man of Steel
I think that's a good build for the movie wolverine.

I think our differences of opinion on this guy are based on two things, first what we've been reading, and second, you have more experiance as a player than i do.

In current comics, wolverine is beoming really much more powerfull then he was. In wolverine 43, he survied a nuclear blast, regenerated, then kicked the bleep out of namore, nitro, and 2 other atlantians. In wolverine origins 2-5, he fights nuke then captain america and takes them both down with out a lot of trouble. He was holding back when he was cap as well becasue he didn't want to kill him. In wolverine 23(?) he took out the thing and human tourch without a lot of effort.

All of the abilities that i've given him have been representative of thing that he has doen in the comics. Though there has been some confusion on how physicaly strong he is. I would probably lower his strenght now to 20.

here's where i got the info from
http://www.marvel.com/universe/Wolverine_%28James_Howlett%29
http://www.marveldatabase.com/wiki/index.php/Wolverine_%28Logan_/_James_Howlett%29

I've only played a few times, it's difficult to find a gaming group around where i live so, you probably have a better read the power a character should have in game terms.

None the less, your superhero stats are creative and cool.

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 8/27/06 10:06am Subject: RE: The Man of Steel
I think that's a good build for the movie wolverine.

Thanks happy .
I was going for a mix of the movie Wolverine and the classical comic Wolverine but leaning more towards the comic version.

I think our differences of opinion on this guy are based on two things, first what we've been reading, and second, you have more experiance as a player than i do.


Yes, I haven't been reading the Wolverine comics lately thats true.
Mostly because of what Kohii said, about changing the character so much all the time.
My stat build for Wolverine is based on the Wolverine that has been most consistent throughout his history. The one fans of the character know.
But I always GM my games grin , I never play a character which I really want to. Hehe.
But the players in my game don't wanna Game mastering.

All of the abilities that i've given him have been representative of thing that he has doen in the comics. Though there has been some confusion on how physicaly strong he is. I would probably lower his strenght now to 20.

Hmm... I think I see your point.
But I mean, your build is so insanely powerful that nothing in the universe could even challenge him. It's just too much. For one; his skills are way too high. No one would enjoy playing him (or against him) because he can do everything!
I think that if you take a sec and re-evaluate your build, and maybe compare it to other characters, you'll see that it's just.... ehm "wrong" happy
I mean you yourself said that you tend to overpower your builds. This is indeed one of those times.
I don't mean to sound like a jerk, but thats how I see it.

I've only played a few times, it's difficult to find a gaming group around where i live so, you probably have a better read the power a character should have in game terms.

I think this is true. Your builds are cool and you know alot about the characters but I think you just take it a step too far happy .
Even with his newly found memories Wolverine is just not a level 20. I know he's over 200 years old but Yaddle's age is over twice that and she's "only" a level 15.
I could see him as a level 15 with his newly found memories though grin . If you took my build and increased his levels by 4, then he would more or less be capable of the feats you decribe. He would be a Monster with a capital M but he wouldn't be an unstoppable unbalanced character.

None the less, your superhero stats are creative and cool.

Right back at ya, my friend hugs .

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 8/27/06 2:46pm Subject: RE: The Man of Steel
don't see this as ganging up, but maybe one way of putting it is that with his insanely powered attribute scores and DR etc (i'd probably have had the DR higher myself, due to it being the strongest metal on earth etc :P), that's why he's so powerful, not becaumse of his massive experience. A lot of why he's so awesome, in the proper sense of the word, is because of who he is naturally, from birth, and because of his adamantium skeleton.

A bit like ROTS Anakin Skywalker, kicked so much butt because of his chosen one status, and not his experience level. happy

 

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NJOfan215 
Registered: May '03
19671_Obi-Wan
Date Posted: 8/27/06 4:22pm Subject: RE: The Man of Steel - Date Edited: 8/27/06 4:23pm (1 edits total) Edited By: NJOfan215
Not feeling ganged up on. This is a discussion board so we are doing the right thing. I can live with level 15. I thought about it and even though he done a lot of fighting, he's been fighting a lot of low level people which probably wouldn't do a lot to raise his experiance. I think 15 is a good compromise. As fo his skills they were crazy. I knew that when i was making him, but it was difficullt to try to balance all the factors that you need to take into account when you try to make an NPC.

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 8/28/06 7:56am Subject: RE: The Man of Steel
i'd probably have had the DR higher myself, due to it being the strongest metal on earth

Yes but it only covers his skeleton. So many of his vital organs are not completely protected from harm, but I see your point.

can live with level 15. I thought about it and even though he done a lot of fighting, he's been fighting a lot of low level people which probably wouldn't do a lot to raise his experiance.

This is what I was thinking too. happy

As fo his skills they were crazy. I knew that when i was making him, but it was difficullt to try to balance all the factors that you need to take into account when you try to make an NPC.

I totally understand this. Skill points are easily the most difficult part of character making.

I'm glad we found a middle ground. Wolverine is a level 11 without his past memories and a leve 15 with. I think thats fairly accurate.
And I hope you don't feel like I attacked your Wolvie build or anything, but I just felt (and as far as I understand now so do you) that some things were a bit off.
I think you are a talented stat builder, and please keep 'em coming happy

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 8/28/06 9:59am Subject: RE: The Man of Steel
NJOfan215 posted:
he's been fighting a lot of low level people which probably wouldn't do a lot to raise his experiance.


Including an entire Ninja Clan (The Hand, not to be mistaken for TMNT "The Foot" laugh ). While the flunkies wouldn't be worth much to him, the grand master beat the snot out of wolvie at least twice. shock He might have been worth more than pocket-change-xp. wink Ah, the original miniseries...

 

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NJOfan215 
Registered: May '03
19671_Obi-Wan
Date Posted: 8/28/06 6:32pm Subject: RE: The Man of Steel
KAzur, i didn't feel attacked at all. Thanks for the complinet about being a talented builder.

Koohi, That arc with the hand was awesome.

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 10/16/06 3:50am Subject: RE: The Man of Steel - Date Edited: 10/16/06 4:03am (3 edits total) Edited By: MasterKazur
SUPERMAN, Last Son of Krypton


Revised and Expanded

Superman: Male Kryptonian Fringer 2/Scout 3/Noble 10; Init +20 (+0 Dex, +20 natural); Defense 19 (+9 class, +0 Dex); DR 25; Spd 700 m, flight 700 m; VP/WP 204/30; Atk +11/+6 melee (1d8+16, unarmed) or +10/+5 ranged (4d8, heat-vision); SQ Bonus class skill (Bluff), barter, trailblazing, heart +1, favor +3, inspire confidence, resource access, coordinate +2, invulnerability, enhanced physique, heat-vision, flight, super-speed, leaping, super-senses, x-ray vision, super-strength, hyper-breath, immunity, absorption, power boost, resurrection, weaknesses; SV Fort +18, Ref +9, Will +14; SZ M; FP 5; DSP 0; Rep +6; Str 12 (42), Dex 10, Con 14 (30), Int 14, Wis 16, Cha 20.
Equipment: Costume and cape.
Skill: Bluff +10, Diplomacy +13, Gather Information +11, Intimidate +10, Knowledge (bureacracy) +7, Knowledge (world lore) +6, Listen +11, Pilot +2, Profession (farmer) +4, Profession (journalist) +11, Read/Write All Languages, Speak All Languages, Search +9, Sense Motive +9, Spot +7, Treat Injury +9.
Feats: Endurance, Fame, Improved Grapple, Influence, Iron Will, Power Attack, Presice Shot, Starship Operations (space transports), Trustworthy, Weapon Group Proficiencies (blaster pistols, blaster rifles, primitive weapons, simple weapons), Zero-G Training.

Special Qualities: Invulnerability - - Superman’s dense Kryptonian body provides him with a damage reduction of 25. This protection is reflective so any melee damage that doesn’t surpass the damage reduction is automatically reflected back on the attacker.

Enhanced Physique - - Exposure to a yellow sun provide Superman with an unearthly physique. His Strength score is enhanced by 30 and this in turn affect his lifting strength, grapple checks and unarmed damage (but not his melee attack modifier). His Constitution is enhanced by 16 which directly affects his number of vitality and wound points as well as his Fortitude save.

Heat-Vision - - Superman can emit his body's stores of solar radiation through his eyes causing 4d8 damage.

Flight - - Superman is able to defy gravity and fly at 1700 km/h (7 squares/action) in atmosphere and Ramming (3 squares/action) in space.

Super-Speed - - Superman’s maximum running speed is 1700 km/h (700 m/action). He also recieves a +20 bonus to his initiative modifier and may use the benefits of the Whirlwind Attack feat. This includes a normal strike or a special action like trip or disarm. In addition Superman can preform “take 20” tasks 50 times faster than a normal person.

Leaping - - Superman is able to leap great distances in a single bound. Multiply his jump distance by 250 to get his total distance jumped.

Super-Senses - - When Superman makes Listen or Spot checks the DC for the check is at +1 per 40 kilometers from him, rather than the usual 4 meters. His super-hearing also enables him to hear
ultrasonic signals and high and low frequencies.

X-Ray Vision - - Superman can see through solid objects (except lead) as if they weren’t there. He can make Search and Spot checks through walls, doors ect. The DC for his Spot checks is still modified by distance.

Super-Strength - - Superman has a lifting-strength of 82 (heavy load: 1.200 tons) and a +8 bonus to his grapple checks and Strengths checks for purposes of breaking items. His unarmed damage die is also enhanced to 1d8, rather than the usual 1d3.

Hyper-Breath - - Superman can exhale a powerful blast of air, making a Strength check to trip targets within 55 meters of his position.

Immunity - - Superman has a great resistance to Heat, Cold, Disease, Corrosives, Toxins and Radiation.
Therefor any kind of attack (natural or otherwise) that would require Superman to make a Fortitude
save deals only half damage.

Absorption - - Superman can direct his body's stores of solar energy into his Strength granting a +5 bonus to his Strength score. Every 3 hours Superman’s body will have absorbed enough solar energy for him to argument his strength once again. Superman can store a maximum of 8 of these reserves at a time and they can be stacked providing anywhere from a +5 to +40 bonus. If they are all used, Superman will become fatigued until 3 hours has passed and he has gained another reserve.

Power Boost - - Whenever Superman flies through or close to a yellow sun his body will absorb massive doses of solar radiation. This energy boosts Superman’s strength and speed to epic levels.
- Strength 50
- Super-Strength bonus +12 (heavy load: 50.000 tons), unarmed damage die 1d12
- Flight - - 17.000 km/h (70 squares/action), Ramming (30 squares/action)
- Super-Speed - - 17.000 km/h (7 km/action), +40 bonus to initiative, “take 20” tasks x500
- Leaping x2500
The duration of this boost is 5 minutes at the end of which Superman is left fatigued.

Resurrection - - Superman's body continues absorbing solar radiation even after death. This energy will eventually return him to life when 5 hours after having his Wound Points reduced to -10, Superman will begin regaining Wound Points and Vitality Points at the normal rate, starting at VP/WP 0/-9.

Weaknesses: Magic - - Magical attacks directly effect Superman ignoring his invulnerabilities. Against
Magic attacks Superman loses his damage reduction and his immunity power.

Kryptonite - - Exposure to Kryptonite causes Superman’s cells to deteriorate, similar to radiation poisoning in a human being. Kryptonite causes Superman to lose all of his powers (VP/WP 84/14).
Every 10 rounds of exposure Superman must make a Fortitude save DC 18. The damage on a successful save is a 1d2 drain on his Constitution and a 1d3 drain on his Strength. The damage on a failed save is a 1d6 drain on his Constitution, a 1d4 drain on his Strength and a 1d2 drain on his Charisma. This effect will eventually kill Superman when his Constitution score drops to 0.
Removal of the Kryptonite returns Superman’s powers and enables his body to regain lost Ability
Points at a rate of one per round.


After really studying Superman Returns I decided to completely re-do Superman's stats.
I think you will all like this one.
He is much more powerful than the fist Superman Returns build I did, and I added some cool new features to him.
He is still very much useable in a high level campaign, but he is very powerful so be cautious if you're using him against your players.
He has a low dexterity and hence a low Defense, which I think suits him well.
He really doesn't dodge and weave. He usually takes the damage head on, and with a DR of 25, why not? happy
His DR will stop all slugthrowers and close to all energy weapons. You will still need a very lucky roll to be able to hurt him with even a blaster cannon.
Superman's heat-vision can blow a whole in a starfighter! It packs a better punch than a blaster rifle and is very precise.
Superman's listed flight and running speed of 1700 km/h is when he is moving "all out". That is when he is moving 4 times his normal speed. The meters or squares listed afterwards is how far he moves per action.
So Superman can move up to 700 meters as a single move action but run 2800 (1700 km/h) as a full round action. He can fly 7 squares as a single move action, 14 squares as two move actions or 28 squares as a full round action when moving all out inside the atmosphere. The same goes for movement in space (3 squares/action, 12 squares/full round).
This makes Superman faster than almost any vehicle or space craft when he is going his top speed.
I also gave Superman a huge bonus to his Initiative modifier on count of his Super-Speed, plus he essentially gains the Whirlwind Attack for free without needing to meet the prerequisites. Superman is now also able to preform rutine tasks much faster than before. This includes chopping carrots at lightspeed, reading a book in under a minute ect.
In game terms he could for example take 20 on a listen check as a move action (if it is under 3 seconds), which is really cool grin .
His average jumping distance is around 350 meters in one jump. Thats roughly four football fields.
Superman's hightended senses is extremely sensitive. He can litteraly hear a conversation 1240 kilometers away. Thats about 690 miles!
And again I would rule that with his x-ray vision Superman would get a bonus to his Spot check against opposed Hide checks to notice someone hiding.
I increased the base lifting-strength for Superman. With an 82 he is more than able to lift the 777 as he does in Superman Returns. In fact a Destroyer ship wouldn't be that much of a stretch.
As something new I increased his unarmed damage die to a d8 and here's why:
Superman's fist is harder than a normal fist. It would be like being hit with an iron bar... and add that to the strength Superman puts behind a punch and you've got cannonball power.
I initially thought about just adding his Super-Strenght bonus of 8 to his regular unarmed damage bonus (+16) but I think this makes more sense.
Superman's immunity combined with his high fortitude enables him to hold his breath for a long time, but eventually he will need an atmosphere to breath in.
I decided to give him the magic vulnerability afterall, so Jedi powers can hurt Superman as easily as anybody else. But his still has 204 VP and 30 WP. It won't be easy to take him out, even for the most gifted Jedi.
I pretty much explained his Kryptonite weakness in the stats. He may be the most powerful character ever, but he also has the biggest achilles heel happy
I really liked how his Absorption/Solar Reserves power came out.
This lets Superman boost his strength on a regular basis if the situation should call for it, without flying "into the sun".
Remeber that each +5 he puts into his Strength will effectively double his carrying capacity.
When activated the reserve last for "as long as it takes". Meaning, if Superman uses one to enhance his unarmed damage then the reserve has been used as soon as the attack is over. If he uses one to lift a particularly heavy object, it lasts until he puts the object down.
With his Power Boost Superman should be able to overcome any challenge.
The flying into or close to a sun part is not really that litteral. He could just fly out of our atmosphere and find a sun spot. Some GMs could argue that this would be enough.
Oh, man... He really is SUPER when he boosts.
This is actually based upon a senario in Superman Returns.
.... if you haven't seen it, don't read on.

Okay, so Superman has taken a beating from Lex and his goons, and has lost some Wound Points.
This means that old Supes is fatigued. When he escapes and slowly regains his powers he flies straight up into a solar "patch" and boosts his powers. He knows that he will need to in order to lift the massive continent.
He then blasts away at the ocean floor with his heat-vision and flies under the ever growing continent. He quickly realizes that he will need to use all of his solar reserves to even get this baby off the ground. He stacks them all and with great effort his picks up the continent and flies it off into space*.
Superman saves the world...
But at a cost. As his boost runs out he is reduced from fatigued to exhausted, and with all of his solar reserves spent Superman is then reduced to... dying!
His Wound Points drop to -1 and he faints as plummets towards earth. The crash easily qualifies for the 206 maximum falling damage.
Thats an average of 60 - Superman's Damage Reduction of 25 = 35, which brings his Wound Points down to -36.
Superman is dead!
However, the earth's sun never stops healing Superman and approx. 5 hours after the crash the Man of Steel begins to resurrect. He finally awakens when Lois leaves the hospital room...
Superman Lives!


Hope you like these stats. I worked pretty hard on them.

*NOTE:With all his reserves stacked and his powers boosted Superman has a lifting strength of 150, which gives him a heavy load of 12.8 million tons!

 

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Rogue_Thunder 
Registered: Jan '03
14369_Vader Concept
Date Posted: 10/16/06 5:40am Subject: RE: The Man of Steel
applause

Awesome!

 

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NJOfan215 
Registered: May '03
19671_Obi-Wan
Date Posted: 10/16/06 10:52am Subject: RE: The Man of Steel
WOW! He's powerfull and that is an amazing write up and build!

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 10/16/06 12:29pm Subject: RE: The Man of Steel
happy
Thanks alot guys.
These are actually the stats that I'm most proud of, so I'm glad you like ém.
Alot of time and thought went into them, and I feel they're about as accurate and playable as they come.
If any of you use him in a campaign, I would love to know how it went. grin

 

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dp4m 
Registered: Nov '01
13878_Luke Skywalker<br>Dark Empire
Date Posted: 2/25 2:26pm Subject: RE: The Man of Steel
Upping because Kazur is lazy!

 

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MasterKazur 
Registered: May '04
7398_Darth Vader
Date Posted: 2/26 1:07pm Subject: RE: The Man of Steel
dp4m posted:
Upping because Kazur is lazy!


What do you mean?

 

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