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薔薇語

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Everything posted by 薔薇語

  1. Tittle says it all, I think. Just in general, I am trying to get more and more ideas for PCs and NPCs alike for a low level modern fantasy style game. Because it isn't all that genere specific, so I was thinking that posting it in the general forum would be best. There are no hard n' fast build guidlines other than have fun. That said, though, maybe try and get the PC oriented characters around 225 pts (225/25complication). That is how I built Jeremiah. And I think the standard rules for Heroic level characters would be best (don't have to pay for ordinary equipment but special equipment needs to be paid for). Let dramitic sense prevail in consideration, too. Likewise, villain or mooks would be good too. I like the villain build that MisterVimes has underway and think it would be a good fit: The Crimsom Emperor. I likewise have a work in the pipes with the *name* Sisters Any input is appreciated. Even if you don't want to do character write ups, good ideas would work, too. I can always work on a write up (or some other industrious person here can). Anyway, I look forward to any and all collaboration and help. La Rose.
  2. Re: Jeremiah - the Watcher Sorry that I didn't make it more explicity, but Maccabe is correct. The Voiceless Voices power was to allow Jeremiah to listen in on the conversation of near by watchers. Now, he doesn't know where they all are and it is a bit of crap shoot if he will run across one on any given investigation, but they can prove to be helpful. The reason I went with this build idea is because it a) isn't designed for any specific campaign that already has hard fast rules and because it takes as an assumed that the watchers, like any other NPCs, are already there but there exists a kind of 'language' barrier that just needs to overcome. I like it more than telepathy because for the costs it will yeild better results. It also doesn't require a suite of other powers to also detect the watcher in order to use the telepathy attact. Next, it is already inobvious (or invisible - can't recall witch) because it is a natively 0 end and persistent power. Thus, to get the same effects, I would probably be spending triple the costs. As to the Mind link idea, I handn't thought of that at the time I wrote it up. But I think it would also suffer from the same limitations as the telepathy. Not a bad idea, though. Most certainly if I was building a character with a most consistant connection to the other watchers, I would probably go this route. As to the Universal understanding, I choose the way I did becuase it more closely emmulates the Universal translator talent than simple telepathy. Indeed, UT is built as this same kind of detect with transmit and a skill roll. I got rid of the transmit and skill roll. Thus it is a more consistant talent, but weaker in utility. Likewise, this build lacks the same minuses as Mind Link and Telepathy would from the above (end, obvious, etc). Lastly, with the above builds, I avoid any isues with the character being an odd mentalist rather than a mysterious human(oid). Thanks for the rep, btw. And I do appreciate the feedback. I now know I need to be a bit more clear in how I explain the character and his powers. La Rose.
  3. Re: Snake Sisters Nope. No such connections. I actually didn't even try to explain that in there and I should have. In a lot of Asia, snakes are generally thought to have various mystical powers. Hypnotism among them. Likewise, Snakes / Dragons are a common theme for Yakuza in Japan - my original image for these three girls was that they were Japanese. Actually, I was watching the video below when I had the idea. That said, the actual name isn't all that important. And up for change. But I do like your angle of trying to bring in a loose Medusa tie in. AAA - Samurai Spirit - Featuring Rin La Rose.
  4. Re: Snake Sisters Actually, I managed to figure out how to do some things with the combined powers. Too late (2am here in Japan) for me to actually to do the adjustments, so I am posting them to remind me. Naked advantages like with a limitation requiring her sisters could help me offset power costs and give more validity to the power's collective nature. Team work still works. But I could also build in Performer skill bonuses that require assist rolls from her sister. This should be cheap and let me have a higher chance to pass the checks. Anyway, I still welcome any critiques or advice. La Rose.
  5. The following character is suppose to a prelim of a Master Villainess for a low level game. Well, actually, one of three villains who are almost going to be exactly the same. My original concept is a trio of three young Japanese sisters (but there is no reason they have to be Japanese - I was just taking inspiration from a band of three women here in Japan). These triplets had a very troubled youth. Horribly Abusive father and a mother who died in childbirth. While still young, their father was in a drunk driving accident and perished. From then, the three of them were moved to an orphanage that was a far cry from salvation. They learned lessons that no young women should ever learn. But as time grew they learned that they had a special gift; they could influence people's attitudes and behaviors with the sound of their voice and music. When they realized this, they took it as a chance to escape their torment and try and make it in the world. Starting off as bar performers, they quickly honed their techniques - finding that they could strongly influence others, so long as the three of them were together. Even separately, they could but it took more and effort. With this, they started to hatch their plans. First was to take vengeance on those who slighted them. Some through incriminating photos of them doing horrendous stuff - and others, perhaps the lucky ones, by being on the receiving end of those acts. Since that time, these young girls have grown up into a criminal enterprise. Their expertise being in trafficking of drugs, weapons, and even human trafficking. To help maintain this, they also have a successful club in the campaign city. One that is a front for a high market gambling bar and brothel for the city’s elites. And thus one that serves as a chance for them to work their skills on the most influential people in the city. Those that can’t be wholly corrupted are found in compromising situations - usually with illegal young girls or boys. This tactic has not earned them much in the way of love and respect of politicians or criminals (especially those who work the same business), but most are too afraid to strike back. Campaign Use: The snake sisters are meant to be a big time King-Pin style villain group. They have the resources and drive to make the life of any PC horrible. And with their unique power, they rarely find that they are lacking in supporters. ---- One thing I want help on to help finish up the character above along with copying it for the other three is on how to coordinate powers. I want for each girl to have the same power concept as above, but for them to be able to do it better when together. My only way of doing this that I can think of off hand is to have them use “team work” to help increase the ‘damage’ done. Any advice would be appreciated. La Rose.
  6. Re: Jeremiah - the Watcher Sorry for the delay in getting back to this. Yes, RanXerox, you are right. The write up above is simply human durability. It would seem that I forgot to save between a couple drafts. One of which I had remember to boost up his PD and ED a bit. But with a slight increase to the PD (including a bit of resistant defense from having strong skin) and he becomes more durable. I was trying to be extra point conservative, but I think maybe just letting go and building up the to 225 target line would be best. Thus, I decided to go with the current write up. Any thoughts would be appreciated. Player: [TABLE] [TR] [TD=align: right]Val [/TD] [TD]Char [/TD] [TD]Cost [/TD] [/TR] [TR] [TD=align: right]15 [/TD] [TD]STR [/TD] [TD]5 [/TD] [/TR] [TR] [TD=align: right]11 [/TD] [TD]DEX [/TD] [TD]2 [/TD] [/TR] [TR] [TD=align: right]13 [/TD] [TD]CON [/TD] [TD]3 [/TD] [/TR] [TR] [TD=align: right]10 [/TD] [TD]BODY [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]18 [/TD] [TD]INT [/TD] [TD]8 [/TD] [/TR] [TR] [TD=align: right]15 [/TD] [TD]EGO [/TD] [TD]5 [/TD] [/TR] [TR] [TD=align: right]15 [/TD] [TD]PRE [/TD] [TD]5 [/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD=align: right]10/15 [/TD] [TD]PD [/TD] [TD]8 [/TD] [/TR] [TR] [TD=align: right]10/15 [/TD] [TD]ED [/TD] [TD]8 [/TD] [/TR] [TR] [TD=align: right]3 [/TD] [TD]SPD [/TD] [TD]10 [/TD] [/TR] [TR] [TD=align: right]4 [/TD] [TD]REC [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]20 [/TD] [TD]END [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]20 [/TD] [TD]STUN [/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD=align: right]12m [/TD] [TD]RUN [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]4m [/TD] [TD]SWIM [/TD] [TD][/TD] [/TR] [TR] [TD=align: right]4m [/TD] [TD]LEAP [/TD] [TD][/TD] [/TR] [/TABLE] Characteristics Cost: 77 [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Power [/TD] [TD=align: right]END [/TD] [/TR] [TR] [TD]5 [/TD] [TD]The Voiceless Voices: Detect A Class Of Things 16-/13- (Hearing Group) [/TD] [TD][/TD] [/TR] [TR] [TD]20 [/TD] [TD]Universal Understanding: Detect A Large Class Of Things 16-/13- (Hearing Group), Discriminatory, Analyze [/TD] [TD][/TD] [/TR] [TR] [TD]9 [/TD] [TD]A lifetime of watching: +3 PER with all Sense Groups [/TD] [TD][/TD] [/TR] [TR] [TD]3 [/TD] [TD]Power Defense (3 points) [/TD] [TD][/TD] [/TR] [TR] [TD]3 [/TD] [TD]Mental Defense (3 points total) [/TD] [TD][/TD] [/TR] [TR] [TD]3 [/TD] [TD]Stone Eyes: Sight Group Flash Defense (3 points) [/TD] [TD][/TD] [/TR] [TR] [TD]15 [/TD] [TD]Resistant Protection (5 PD/5 ED) [/TD] [TD][/TD] [/TR] [TR] [TD]2 [/TD] [TD]Life Support (Longevity: 400 Years) [/TD] [TD][/TD] [/TR] [/TABLE] Powers Cost: 60 [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Skill [/TD] [/TR] [TR] [TD]4 [/TD] [TD]+1 with all Detective Skills [/TD] [/TR] [TR] [TD]6 [/TD] [TD]Detective [/TD] [/TR] [TR] [TD]2 [/TD] [TD]1) Bribery 12- (3 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]2) Concealment (Everyman) 13- (2 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]3) Conversation (Everyman) 12- (2 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]4) Criminology 13- (3 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]5) Cryptography 13- (3 Active Points) [/TD] [/TR] [TR] [TD]3 [/TD] [TD]6) Deduction (Everyman) 14- (4 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]7) Forgery (Documents) 13- (2 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]8) Interrogation 12- (3 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]9) KS: Cops (3 Active Points) 13- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]10) KS: Cults and Creepos (3 Active Points) 13- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]11) KS: The Underworld (3 Active Points) 13- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]12) Lockpicking 11- (3 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]13) PS: Private Detective (Everyman) (2 Active Points) 13- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]14) Security Systems 13- (3 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]15) Shadowing 13- (3 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]16) Stealth (Everyman) 11- (2 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]17) Streetwise 12- (3 Active Points) [/TD] [/TR] [TR] [TD]1 [/TD] [TD]18) WF: Small Arms (2 Active Points) [/TD] [/TR] [TR] [TD][/TD] [TD]Acting 8- [/TD] [/TR] [TR] [TD]3 [/TD] [TD]Charm 12- [/TD] [/TR] [TR] [TD]3 [/TD] [TD]Combat Driving 11- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]Gambling (Card Games) 13- [/TD] [/TR] [TR] [TD]4 [/TD] [TD]KS: History 14- [/TD] [/TR] [TR] [TD][/TD] [TD]Language (idiomatic; literate) (5 Active Points) [/TD] [/TR] [TR] [TD]2 [/TD] [TD]Language: French (fluent conversation) [/TD] [/TR] [TR] [TD]3 [/TD] [TD]Mechanics 13- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]Persuasion (Everyman) 12- [/TD] [/TR] [TR] [TD][/TD] [TD]TF: Common Motorized Ground Vehicles, Everyman [/TD] [/TR] [/TABLE] Skills Cost: 60 [TABLE] [TR] [TD=align: right]Cost [/TD] [TD]Perk [/TD] [/TR] [TR] [TD]5 [/TD] [TD]Money: Well Off [/TD] [/TR] [TR] [TD]15 [/TD] [TD]Contact: The Watchers (Contact has significant Contacts of his own, Contact has useful Skills or resources), Organization Contact (x3) (15 Active Points) 12- [/TD] [/TR] [TR] [TD]6 [/TD] [TD]Contact: Thugs and low lifes. (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8- [/TD] [/TR] [TR] [TD]2 [/TD] [TD]Fringe Benefit: Private Investigator License [/TD] [/TR] [/TABLE] Perks Cost: 28Total Character Cost: 225 [TABLE] [TR] [TD=align: right]Val [/TD] [TD]Disadvantages [/TD] [/TR] [TR] [TD]10 [/TD] [TD]Distinctive Features: Stone Eyes (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) [/TD] [/TR] [TR] [TD]5 [/TD] [TD]Physical Complication: Heavy like a stone (Infrequently; Barely Impairing) [/TD] [/TR] [TR] [TD]10 [/TD] [TD]Psychological Complication: Mentality of the Punished (Common; Moderate) [Notes: He doesn't know why he is free now but doesn't trust it was just an accident. SO he constantly is under the suspition that he is being watched and judged.] [/TD] [/TR] [/TABLE] Disadvantage Points: 25 Base Points: 200 Experience Required: 25 Total Experience Available: 0 Experience Unspent: 0 This is suppose to be in essence the same character but with more time out and thus a lot more training. Also I boosted his defenses so that he really is more like a stone. I need to put a bit more time into some complications but some of those will depend on exactly where I want to go with the setting for the character. Among the things I did, I adhered to some long used rules for my games about creating nitch skill lists (like detective above). Increased his contacts. Rapidly expanded his skills. Bumped up his defenses. And made rather minor adjustments to his Stats. Now, he is tough enough to be able to survive basic encounters but he isn't all that stellar. The basic concept is that he is in a heroic level game where basic and average equipment is available. Thus, I see him being armed with a simple pistol as his only truly offensive ability. While he may not be able to do much in a combat, he shouldn't need much protection and can serve as a nuisance to people and their plans. La Rose.
  7. Re: The Crimson Emperor -- Build Critique Wanted It is of note that with selective, you can avoid the issue of accidently burning down his personal library by having selective and then not targeting the books, alchemic chemicals, and henchmen. If you (or, more aptly, the big guy) doesn't care, then don't even worry about the Personal immunity since he will only take 1, 2, 3, or 4 stund damage at max. But if you don't want to calculate that in a combat, then don't worry about it and just tack on Personal immunity. La Rose.
  8. Re: Speak with the dead Personally, I don't like the summon mechanic for this; not unless the ghost can be seen by all. Likewise, it can get very expensive very quick for even low point joes - not to mention more costly individuals. I think the simpliest way to handle this is to go the route of some earlier posters - contacts. Although, to be honest, I don't like just using that alone. What I think would be the best blend is to have the following: 9 Contact (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11- (adjust the roll as needed) 10 Can You Hear Them?: Detect A Class Of Things 11- (Hearing Group), Discriminatory 10 Can You See Them?: Detect A Class of Things Thing 11- (Sight Group), Discriminatory 12 Cold Shivers: Detect A Class Of Things 11- (Mental Group), Increased Arc Of Perception (360 Degrees), Sense I know that Hearing and Sight are already partially Discriminatory but, to be honest, I thought the detects were too cheep without it. The detects, as built, will allow the character to sense the presence of a ghost. He may not be able to locate the ghost, but he can at least tell if one is near by. He will be able to listen to their voices even though no one else can. He will be able to see their movements, even though no one else can. Thus giving the mechanics the ability to aptly account for the mad-man nature of such a power. It also allows the GM to establish certain ground rules for how ghosts opperate - and how the after life operates. For example, not all people need become ghosts. Thus, if the deceased died happy and content, he has no ghost for the PC to talk with. Not all ghosts are cooperative - they are just like any other NPC. It is possible to confine or otherwise hush a Ghost up so that the PC can't find it / communicate with it. It means that ghosts, while they may prefer to stay by their body, are not always going to. This could lead the PC(s) into a wild adventure in hopes of finding a ghost who has decided to go out clubbing or cross country sight seeing. Basically, it allows the GM to put in place some reasonable blocks to keep this from being too abusive - and increase the RPing possibilities. The above is something I'd allow in a game (indeed, it is like a character I posted earlier - Jeremiah). It costs the PC about 41pts (could be 31 if you take of the Descrim) - and is thus a good chunk of points without being out of reach. La Rose.
  9. Re: The Crimson Emperor -- Build Critique Wanted Looks like a nice write up. Now, if your goal is to use the Desolid as an escape technique rather than some other facet that is possible, then might I suggest just buying a Teleport with "must pass through intervening space". This would allow him to perform the special effect of becoming a flame version of himself and move about. This would keep him from moving through solid matter, though. If you think his special effect should allow him to pass through a solid brick wall, then remove the MPTISpace limitation. Perhaps even buy it with safeblind to keep yourself out of trouble. With just 40pts, you can buy a lot of movement. It will also have the added bonus of given the PCs a resonably cheep and easy way to 'stop' him by just getting a barrier with "can not be escaped with Teleport". I don't know if this is priority #1 for you and your master villain, but it would help you out later on if your PCs want to try and develop such a device; rather than you haveing to build a wierd dispell or drain that would take up a LOT of points quickly. As a side note, you can help reinforce the special effects with things like "obvious" and "side effects". Obvious because the character doesn't 100% materialize back after a teleporting (enough to hit and hurt - but not enough to hide in a crowd of people). Side effects is a good way to represent things around him accidently catching fire - assuming they can. As to the explosion, I ask once again why you have selective? My first thought is that you did this to protect the fire lord himself. By simply not targeting him, you can spare him. If that is the case, I'd just go with personal immunity. If the goal is to keep from accidently setting things on fire - books, computers, chemicals, henchmen - then keep your current build. If the latter isn't of as much concern to you, then take it off and just go with Personal immunity. Heck, given the high defenses and damage reduction, the character would barely feel his own attack. 6d6 maxes at 36 stun and 12 body. Your defenses will cut that down to 16/0. Then with the DR, you'd only take 4 stun on the absolute largest amount of damage possible. On an average roll, he'd take 0 damage. Just FYI. All n' all, I like the character. If I ever run my Here There Be Monsters (thank KS for the setting), I will most certainly snatch the guy. La Rose.
  10. Re: The Crimson Emperor -- Build Critique Wanted I see that you have already corrected the first important thing I noticed; that being the 10d6 level of damage. Given his speed and that level of damage, it could very quickly turn into a wildfire for less than fully prepared PCs. Other suggestions I have are: Add in a 2-3d6 killing attack rather than using the blast. You could have it be lower dice and thus prevent the extreme nature of the standard stun of a 8d (28) or 10d (37) attack. Sure, the Killing attack and top that and has a wider spread given the erratic nature of Killing attacks, but having the dice low will help compensate for that. Likewise, I doubt the PCs have much in the way of Resistant Defense, so even low level Killing attacks should be able to pose a real threat to them without the worry of a quick KO. Next is a minor theme adjustment to the desolid power. I gather from all of this that he becomes a 'walking' flame and thus is hard to hit with anything physical and can pass through spaces that would be otherwise impossible. But I might suggest that he has some weakness applied to it. First is that it doesn't protect against water. Second is that it doesn't allow him to pass through impenetrable substances like a solid brick wall; still allowing him to easily pass through prison bars. Third is a side effects rule that catches things around him on fire. Kind of like how Johny Storm would accidently ignite papers around him when he went 'flame on'. Now, all of these are purely based on a baseline assumption by me that could be wrong. Given the PCs point values, I'm going to guess that they are operating on a 2-3 speed bases. 4 being reserved for in setting 'speedsters'. Is this fair? If so, your Mega Villain is a speedy individual. Not a bad Idea. And given that, he is fairly well set up with his damage values and defenses as is. But you could also lower him a notch and increase his damage and defenses. Given the PCs more time to act and react while still facing a big baddy. I have been in a battle where my character made a stupid decision at the very start of battle (in keeping with his nature, unfortunately) and was KOed with one surprise attack and left useless for the whole two turns of battle. And for our group, that was almost a dozen actions for the other two players each. So, although I enjoyed the back in forth, I worry about other Players who might find their character KOed quickly. Big Defense baddies can be a pain to stop, but at least they move slow enough that PCs get a lot of chances to act and push the tide. Without that, it might get boring. Last bit of advice is to help you be eve more treacherous. Instead of building the AoE attack with selective, why not go with a straight forward attack. I presume your reasoning is that you want to spare the various minions. But rather than do that, you can show off the devotional level of the minions by having them take the hit. Perhaps build each minion with a minor defense against the attack. Not enough to shield them wholly, but enough that they could still function. This gives your cult an extra creepy feel to it. It also expresses to the PCs how truly evil this guy is if he doesn't even care about his minions and it is so true that the Minions actually have developed slight resistances to this kind of attack. Just a thought. La Rose.
  11. The following is a character idea that had been nagging at me to write up and I thought I'd post it for some feed back. Write up: And below is a spoiled version of the history n' such. The gist of the character is that he was punished by being turned into an immortal watcher and trapped in a Gargoyle like statue. He wasn't the only being trapped in such a way. A vast network of them exist and they can all talk with each other - or at least the ones that haven't gone mad with the eons. Jeremiah, for no known reason, has found himself released from that existence. And while he can still hear the other watchers, he can only do so when they are close enough to be heard with his normal ears. He is on a search now for the answers behind what has happened to him. He is also trying to lead a moderately good and righteous life - just to play it safe. I don't seem him operating on anything resembling real comic book levels - but more of an urban fantasy level. He is tough and has some useful skills / powers, but nothing that'll give him a real edge in a fight. Anyway, just thought I'd see what others thought of the character concept. La Rose.
  12. Re: A Thread for Random Videos Are we talking about the video I posted or the actual actress Emma? La Rose.
  13. Re: A Thread for Random Videos Potter Rock Anthem Enjoy, La Rose.
  14. Re: Interesting article about Sexism in Geek Communities Hmm, I think this thread has taken a strange turn... La Rose.
  15. Re: Interesting article about Sexism in Geek Communities I've never locked my doors while at home. This is both while living stateside and while living here in Japan. Indeed, a house was far more likely to blow up in an explosion or burn in a fire than be robbed in my little section of the city; in 15 years, we had 1 explosion (my house), one burning (neighbor) and no robberies. And it was a rare thing for me to ever lock my car - and I had a fairly nice car (2000 Monte Carlso SS). But that was the nice thing about living in such a good place in the US. La Rose.
  16. Re: Interesting article about Sexism in Geek Communities Granted, it has been almost a year since I read the book, but I don't recall him trying to extrapolate to the rest of the western world. The bit about the Y chromosome is hardly the most important feature of the book since it is mostly consolidated into the first Chapter or so of the book. Add to that, I lack the Bio Background, and don't care to much about what someone who isn't a biologist says about biology. La Rose.
  17. Re: Interesting article about Sexism in Geek Communities While not to disagree with you, I'd think it is important to point out that issues of gender roles and other such cultural constructs are going to be relevant only in the culture under question. The US is not the same as Sweden. Conflating the two culturally would be a mistake. So, when talking about social trends in the US, I would hardly expect the author's points to be applicable to anywhere but the US. Nor do I think the author intended his work to be construed to apply in such a way. So, I am curious given that bit of info, what is the relevance in pointing out that a book discussing the US doesn't discuss the rest of the world. La Rose.
  18. Re: Interesting article about Sexism in Geek Communities For an interesting read that touches on the topic I talked about, I recommend a book called "The Decline of men". I had to read it in my gender and communication class in college and found it a great read. To the male posters out there, the first portion of the book may seem very down on us and harsh, but it doesn't stay that way. It is certainly a must read. La Rose.
  19. Re: Interesting article about Sexism in Geek Communities First, I want to apologize fort his post. It may come off less clear and empathetic than I want it to.
  20. Re: A Thread for Random Videos Pure awesome! I wonder where in the world they were that such a thing could happen, though. But that was cool! La Rose.
  21. Re: A Thread for Random Videos While I fully admit that I find it hard to object to the content of the video - very, very hard... Maybe it isn't the most appropriate thing for the forums. That said, feel free to personally PM as any such videos so that I can help, um, advise *yeah, advise* you as the acceptability of any given video.
  22. Re: Atlantis Found Well, that might explain how some early Britons made it to Great Britain in mass. It is, to the best of my knowledge, still a mystery how the earliest settlers arrived there. La Rose.
  23. Re: A Thread for Random Videos You all may have been able to watch Avengers before me (doesn't release until August here in Japan), but I get to watch this before ya'll. La Rose.
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