Jump to content

Thud

HERO Member
  • Posts

    10
  • Joined

  • Last visited

Thud's Achievements

  1. Re: Build Help CHAR: Motley Fool I never did see the point of "double knockback". It costs +3/4. So, you can either buy a 12d6 EB for 60 AP or a 7d6 EB for 61 EB. The one gives you 12 dice of attack and 12 dice of kb (minus the appropriate modifiers), the other gives you 7 dice of attack and 14 dice of kb (minus the appropriate modifiers). Am I looking at it wrong or does double knockback weaken your damage capability?
  2. Re: WWYCD/W:The gift Detritus - one day, just 24 hours, of a normal life like everyone else where mom and dad are alive and we can eat dinner together and maybe kick back and watch some tv Alpha - To be the biggest, baddest superhero on the block!..no, I mean, truth, justice, and the American way! Jack - err..hey, is the council listening..is this a trick?
  3. Re: ideas/name for my character? One of my favorite abilities for speedsters is stretching. It allows you to run up and punch someone and end up back in your starting square before they can react. If you set it up right, it can be a pretty impressive pre attack to boot. And if you buy it with invisible power effects, you can pull off that schtick where the speedster, quick as a blink, disarms the villain. Without IPE, its like a move-by but with a longer range for the amount of points spent and works particularly well when you are surrounded.
  4. Re: Is your character religious? Revenant is absolutely certain in his belief that the Christian God is real. And he doesn't believe that that God is worthy of worship. He's a nihilist.
  5. Re: WWYCD: King Arthur's back
  6. Re: WWYCD: King Arthur is back As I recall from the legends, the blade of Excalibur was secondary in power to the sheath. The sheath made Arthur invulnerable (according to morte d'Arthur - assuming my memory is correct).
  7. Thud

    Dr. Who

    Does anybody have a writeup of the most recent Dr Who? I'm wondering how it would be done.
  8. Re: Need help with some characters Thanks guys. I'll have to work on Jack's defenses vs. AoE - any suggestions? Revenant's symbiote is on his abdomen under his shirt, rather like a Jaffa's (from stargate) symbiote. However, it can be grabbed in combat and when grabbed, it'll shut down. It stays under his shirt, though - no tentacles or eye stalks come out, it just enhances his natural abilities. "25 Psychological Limitation" - sorry, I forgot that was in there. I was just fooling around trying to come up with some disads and was feeling particularly impish, so I hammered the French. That disad needs to be replaced with something else, though. Any suggestions? Thanks for the rabbit-like characters, those ought to help me get the rabbit done quickly. I'll have to point out to the other player that his character's name is feminine - I don't speak French. Again, thanks for all your help, everyone. Now, I've tried to use the suggested template, so if all goes well, you'll be able to see the characters below Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 10 CON 0 11- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 3/11 PD 0 Total: 3/11 PD (0/8 rPD) 2/10 ED 0 Total: 2/10 ED (0/8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 8 REC 6 24 END 2 31 STUN 6 Total Characteristic Cost: 95 Movement: Running: 6"/12" Flight: 10"/20" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 20"/40" Cost Powers END 15 Stuck between the worlds: Elemental Control, 30-point powers 12 1) Counter spell: Missile Deflection (Any Ranged Attack), Uncontrolled (+1/2) (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 3 40 2) Exit - stage left: Teleportation 20", No Relative Velocity, Position Shift (55 Active Points) 5 14 3) Inner Sight: Retrocognitive, Precognitive Clairsentience (Sight Group And Normal Hearing) (65 Active Points); No Conscious Control (-2), Vague and Unclear (-1/2) 6 27 4) Loopier than a Big Box of Cheerios: Drain EGO 2d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (55 Active Points); Always On (-1/2) \tab Notes: Jack of Hearts mind is so warped and bent around itself that making mental contact with him is hazardous 16 Tuxedo: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) 100 Flick of the Wrist: Variable Power Pool, 60 base + 40 control cost, Cosmic (+2) (150 Active Points); all slots Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) 0 1) Grand Illusion: Sight Group and Normal Hearing Images Increased Size (8" radius; +3/4), +/-7 to PER Rolls (59 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 26 6 0 2) Playing with Fire: Telekinesis (33 STR), Fine Manipulation (60 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (Energy (Fire, Lightning, etc.); -1/2), Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 22 6 0 3) Abracapocus!: Major Transform 4d6 (Human into rabbit, time) (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 27 6 0 4) Quick Change Artistry: Cosmetic Transform 2d6 (clothes into clothes) (10 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 4 1 0 5) Lions and Tigers and Bears: Summon 4 122-point Animals, Friendly (+1/4), Expanded Class of Beings Limited Group (+1/2) (59 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 26 6 0 6) Flock of Doves: Drain DEX 6d6 (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Physical Manifestation (-1/4), Gestures (-1/4) Real Cost: 24 6 \tab Notes: Jack can cause a flock of doves to appear from his hat. This flock flies around Jack's target, confusing him and putting him off balance 0 7) Card Sharp: Killing Attack - Ranged 2d6, Autofire (5 shots; +1/2), Penetrating (+1/2) (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 27 6 \tab Notes: 52 card pick up with razor sharp cards 0 8) Party Favors: Energy Blast 8d6, Explosion (Cone; -1 DC/2"; +1/2) (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 27 6 \tab Notes: Jack of Hearts launches a cone shaped spray of fireworks from his hat, damaging anyone in the area of effect 0 9) Ten Ton Rabbit: Summon 302-point creatures (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 27 6 \tab Notes: The old chestnut of pulling a rabbit out of your hat takes on a whole new meaning when the rabbit is ten feet tall, looks like something out of a child's nightmares, armed with big sharp teeth and can be 'sic'ed on a bad guy. Unlike the animals he summons, though, the ten ton rabbit isn't necessarily friendly to Jack, so Jack must first convince the rabbit to help him. 0 10) Tatterdemalian: Entangle 7d6, 5 DEF (60 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 27 6 \tab Notes: Jack can pull an endless stream of colored handkerchiefs out of his sleeve - well, actually, he can launch them in a torrent which entangles his target 0 11) Stardust: Flight 10" (20 Active Points); Requires A Skill Roll (-1/2), Side Effects (-1/2), Gestures (-1/4) Real Cost: 9 2 \tab Notes: Jack can grab of mote of light, often he uses a star, and stand upon it. He can ride upon it as if it were a magic carpet 0 12) Mesmerism: Mind Control 12d6 (Human class of minds) (60 Active Points); Eye Contact Required (-1/2), Requires A Skill Roll (-1/2), Side Effects (-1/2), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4) Real Cost: 20 6 \tab Notes: Once Jack makes eye contact with someone, he can induce upon them a hypnotic trance in which he can control their mind Perks 1 Reputation (A medium-sized group) 11-, +1/+1d6 Skills 3 Acting 13- 3 Conversation 13- 3 Oratory 13- 3 Mimicry 12- 3 Sleight Of Hand 13- 3 Disguise 12- 2 PS: Stage Magician 11- 3 Animal Handler 13- 9 Deduction 15- 8 Magical Defense: +4 with Counterspell Total Powers & Skill Cost: 265 Total Cost: 360 200+ Disadvantages 20 Normal Characteristic Maxima 20 Psychological Limitation: Code vs. Killing (Common, Total) 15 Psychological Limitation: Flair for the dramatic (Very Common, Moderate) 15 Dependence: Drugs for Mental Stability Powers Gain 11- Activation Roll (Uncommon, 6 Hours) 10 Vulnerability: 1 1/2 x STUN Mental Attacks (Common) 20 Hunted: The Pythagoreans 8- (Mo Pow, NCI, Harshly Punish) 25 Psychological Limitation: Obsessive Compulsive - Jack believes that, if not for a long list of rituals he performs throughout the day (a certain way he folds his napkin and arranges the food on his plate, for example), reality would fall apart (Very Common, Total) 1 Custom Disadvantage - The presence of milk causes him to gag 20 Psychological Limitation: Germaphobe/Neat Freak (Very Common, Strong) 14 Experience Points Total Disadvantage Points: 360 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Val Char Cost Roll Notes 25 STR 15 14- Lift 800.0kg; 5d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 13 INT 3 12- PER Roll 12- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 8 PD 3 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 9 REC 0 36 END 0 35 STUN 0 Total Characteristic Cost: 132 Movement: Running: 16"/32" Leaping: 5"/10" Swimming: 23"/46" Cost Powers END 16 Symbiote: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) \tab Notes: An octopus looking symbiote attached to his abdomen 1u 1) Override: Aid Str, Dex, Con, or Body 3d6, Can Add Maximum Of 22 Points, any [special effect] power one at a time (+1/4) (40 Active Points); Activation Roll 14- (-1/2), Side Effects (Drain Stun 4d6; -1/2), Self Only (-1/2), Restrainable (Symbiote; -1/2) 1u 2) Pheromonic Control: Mind Control 8d6 (40 Active Points); Based on CON (Defense: PD; -1), No Range (-1/2), Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) 4 2u 3) Pain Killer: (Total: 40 Active Cost, 16 Real Cost) Energy Damage Reduction, 50% (20 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 8) plus Physical Damage Reduction, 50% (20 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 8) 1u 4) Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2), Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) 1u 5) Enhanced Running: Running +10" (16" total), Reduced Endurance (0 END; +1/2) (30 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) 1u 6) Enhanced Swimming: Swimming +21" (23" total), Reduced Endurance (0 END; +1/2) (31 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) 1u 7) Heightened Senses: (Total: 34 Active Cost, 14 Real Cost) +4 PER with all Sense Groups (12 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 5) plus +12 versus Range Modifier for Normal Sight and Normal Hearing (12 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 5) plus Tracking with Normal Sight (5 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 2) plus Nightvision (5 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) (Real Cost: 2) 1u 8) Surefooted Equalibrium: Clinging (normal STR) (10 Active Points); Restrainable (Symbiote; -1/2), Activation Roll 14- (-1/2), Side Effects (stun drain; -1/2) 25 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) (37 Active Points); Restrainable (Symbiote; -1/2) 3 Martial Grab -1 -1 Grab Two Limbs, 45 STR for holding on 3 Martial Throw +0 +1 7d6 +v/5, Target Falls 4 Choke Hold -2 +0 Grab One Limb; 3d6 NND 4 Martial Strike +0 +2 9d6 Strike 5 Joint Break -1 -2 Grab One Limb; HKA 2d6 , Disable 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 8 +2 HTH Damage Class(es) Talents 12 Combat Luck (6 PD/6 ED) 3 Bump Of Direction 17 Combat Sense, Ranged (+1/2) (25 Active Points); Restrainable (-1/2) 14- 16 Danger Sense (self only, out of combat, Function as a Sense) (24 Active Points); Restrainable (Symbiote; -1/2) 14- 2 Trackless Stride Skills 3 Acrobatics 14- 3 Analyze: Combat 12- 3 Animal Handler 13- 3 Breakfall 14- 3 Concealment 12- 3 Contortionist 14- 3 Conversation 13- 3 Deduction 12- 10 Defense Maneuver I-IV 3 Lipreading 12- 3 Lockpicking 14- 3 Mimicry 12- 3 Navigation 12- 3 Paramedics 12- 3 Persuasion 13- 5 Rapid Attack (HTH) 3 Seduction 13- 3 Shadowing 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 13- 3 Survival 12- 3 Tactics 12- 3 Teamwork 14- 3 Tracking 12- 20 +2 Overall Total Powers & Skill Cost: 236 Total Cost: 368 200+ Disadvantages 15 Social Limitation: Fish out of water (Frequently, Major) 50 Mystery Disadvantage 15 Vulnerability: 1 1/2 x BODY Electricity/Lightning (Very Common) 10 Reputation: Son of Archvillain, 11- (Extreme; Known Only To A Small Group) 10 Distinctive Features: Symbiote (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Social Limitation: Chick Magnet (Frequently, Major) 20 Psychological Limitation: Code against killing (Very Common, Strong) 10 Psychological Limitation: Sucker for a good sob story (Common, Moderate) 5 Unluck: 1d6 18 Experience Points Total Disadvantage Points: 368 Background/History: Post apocalypse, the son of an infamous arch villain comes from the future to prevent the awesome destruction but the time travel leaves him with a swiss cheese memory about what to do to stop it Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance: Val Char Cost Roll Notes 17 STR 7 12- Lift 263.9kg; 3d6 [2] 18 DEX 24 13- OCV: 6/DCV: 6 12 CON 4 11- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 14 PRE 4 12- PRE Attack: 2 1/2d6 18 COM 4 13- 8/24 PD 5 Total: 8/24 PD (0/16 rPD) 8/32 ED 6 Total: 8/32 ED (0/24 rED) 5 SPD 22 Phases: 3, 5, 8, 10, 12 5 REC 0 24 END 0 25 STUN 0 Total Characteristic Cost: 100 Movement: Running: 6"/12" Flight: 15"/30" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 35"/70" Cost Powers END 40 Electricity Manipulation: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 3m 1) St Elmo's Fire: Sight Group Images Increased Size (16" radius; +1), +/-6 to PER Rolls (56 Active Points); Limited Power Power loses almost all of its effectiveness (Only creates illumination; -2), No Range (-1/2), OIF (-1/2) 6 6m 2) Blackout: Suppress 3d6, all electricity powers simultaneously (+2), MegaScale (1" = 1 km; +1/4), Explosion (+1/2) (56 Active Points); No Range (-1/2), OIF (-1/2) 6 4u 3) Lightning Bolt: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 6 4u 4) Bright Lightning: (Total: 60 Active Cost, 40 Real Cost) Energy Blast 8d6 (40 Active Points); OIF (-1/2) (Real Cost: 27) plus Sight Group Flash 4d6 (20 Active Points); OIF (-1/2) (Real Cost: 13) 6 \tab Notes: He can shoot a lightning bolt which is brighter. It does less damage, but is more likely to blind the target. 4u 5) Continuous Charge: Energy Blast 6d6, Continuous (+1) (60 Active Points); OIF (-1/2) 6 4u 6) Taser Blast: Energy Blast 6d6, No Normal Defense ([standard]; ED FF or being fully insulated; +1) (60 Active Points); OIF (-1/2) 6 \tab Notes: This attack is fairly harmless - well, you can't normally kill anyone with it. Ask anyone whose been hit with a cattle prod about how harmless it actually is. The good thing? With such low amperage, it'll penetrate through most any defense. 3u 7) Power Down: Drain Electrical Powers 3d6, any Electrical power one at a time (+1/4), Ranged (+1/2) (52 Active Points); OIF (-1/2) 5 2u 8) Arc Travel: Teleportation 20", Safe Blind Teleport (+1/4) (50 Active Points); Limited Power Power loses about a third of its effectiveness (only along wires and conductors; -1/2), OIF (-1/2) 5 3u 9) Ride the Lightning: Teleportation 15", Safe Blind Teleport (+1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (60 Active Points); OIF (-1/2), Limited Power Power loses about a fourth of its effectiveness (requires a navigation roll to arrive at the right place; -1/4) 6 \tab Notes: Can transform his body into raw electrons and merge with electron travel along phone lines or similar - instantly travelling almost any distance, but must make a navigation roll to know where he's going 2u 10) Electric Glide: Flight 15" (30 Active Points); OIF (-1/2) 3 23 Electrosense: Detect A Single Thing 16- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense 20 Battery: Endurance Reserve (55 END, 15 REC) (20 Active Points) 24 Recharge: Absorption 3d6 (energy, end in end reserve), Can Absorb Maximum Of 108 Points' Worth Of Energy Damage (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (electricity only; -1 1/2) \tab Notes: Whenever struck by electricity, or just sticking his hand into a light socket, his internal electrical charge powers up again 20 Powerhouse: Elemental Control, 60-point powers, (30 Active Points); all slots OIF (-1/2) 8 1) Electro Shock Therapy: Entangle 2 1/2d6, 2 DEF, Limited Power Power loses less than a fourth of its effectiveness (Only vs characters with muscles or similar structures; +0), Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1) (62 Active Points); Vulnerable (Very Common; electrical attacks; -1), No Range (-1/2), Lockout (character must maintain contact with target with at least one hand; -1/2), OIF (-1/2), Cannot Form Barriers (-1/4) 6 \tab Notes: by laying at least one hand on his target, he is able to send direct current into the target's body. This causes the target's muscles to lock up. As long as the character has at least one hand on his target, he can keep this effect going. The character's other hand can be busy mercilessly wailing on the unfortunate victi..er bad guy 26 2) Shocking Demeaner: Killing Attack - Ranged 1 1/2d6, Damage Shield (Offensive; +3/4), Continuous (+1) (69 Active Points); OIF (-1/2) 7 \tab Notes: Supercharging his body, he makes it dangerous - potentially lethal - for anyone to touch him or be touched by him. 20 3) Electric Shield: Force Field (16 PD/24 ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF (-1/2) Perks 11 Money: Filthy Rich 3 Contact, Organization Contact (x3) (3 Active Points) 8- Skills 3 Power 11- 3 electrical power lines: Navigation 13- 3 Gambling 13- 3 The Rich and Affluent: CuK 13- 3 Electronics 13- 3 High Society 12- 3 Tactics 13- 3 Bureaucratics 12- 3 Conversation 12- 3 Criminology 13- Total Powers & Skill Cost: 260 Total Cost: 360 200+ Disadvantages 25 Susceptibility: getting wet when using powers or using powers while wet, 2d6 damage per Phase (Common) 10 Social Limitation: Upset when the French are insulted (Frequently, Minor) 10 Distinctive Features: electrical arcs jump around face and body when upset (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 25 Psychological Limitation: is French (Very Common, Total) 5 Dependence: electricity -30 Active Points from Affected Power (Very Common, 1 Day) 15 Psychological Limitation: lady chaser (Common, Strong) 25 Psychological Limitation: arrogant (Very Common, Total) 15 Hunted: The Tyrant 11- (As Pow, Harshly Punish) 30 Experience Points Total Disadvantage Points: 360 Background/History: Personality/Motivation: Quote: Powers/Tactics: Campaign Use: Appearance:
  9. Okay, we're playing tomorrow night and I got to do everyone's characters. I need someone to review them please. The characters are 360 points - 210 base, 150 disad. The first one is a stage magician who has a fractured view of reality. He is able to bend reality and when he does so, he can achieve practically any effect he wants - but his manipulations are usually done around a "stage mage" theme. He is obsessive-compulsive (if he doesn't do certain things in a long and strange list of daily rituals - from how he eats soup to how he stands in line waiting for the bus - he believes that reality will fall apart). He is germophobic. He's a walking pharmacy of prescription psychoactive meds and he'd be pretty darn close to omnipotent if not for the fact that he's nuts. He's Jack of Hearts, prestidigitator extraordinaire. The next one is a guy from the future who has come back in time to stop the apocalypse. He's a great survivalist and experienced combatant, he has a symbiote which gives him some "mind over body" powers. Oh, and did I mention that upon reaching this time period, UNTIL discovered that he's the son of one of the world's great arch villains? And on top of all of that, his brain has been scrambled so he doesn't remember how he's suppossed to stop the apocalypse? He's "Revenant" - the man from beyond the end of the world. Finally, last but not least (at least to hear him tell it) is our favorite Frenchman "La Patriot - the Electric Lothario". Having discovered that he is the long lost great great (how many greats?) grandson of Benjamin Franklin himself and armed with that legendary key from the old kite experiment. The man who is charged and in charge - the lady killer with the sparkle in his eye, the one and only "La Patriot". Oh, one more thing if you don't mind. I need a ten ton rabbit writeup. Can one of you kind souls do that for me?
×
×
  • Create New...