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Comeau

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Posts posted by Comeau


  1. Translations:

    Schnell: Quickly

    Beachtung: Compliance, or Attention

    Teufel: Devil

    Verdammt: Damn it

    Sich beeilen: Hurry up

    Geschwind: Fast

    Verwenden zurück: Use back

    Warten sie: Wait

    Mischling: Mongrel, or hybrid

    Aussteigen: Get off/out

    Trunkenbold: Drunkard

    I like it! Maintains character and dialogue well, and doesn't seem too gaudy.

     

    However, I'm finding it difficult to see the pacing behind the "for the sake of God" line working; I'm considering this (italics indicating sharp and harsh yelling; think "I'm mad as hell, and I'm not gonna take this ANYMORE!"):

     

    DOC: Warten sie! (Now wait a minute!) I paid you in advance - and for God's sake, I am paying you extra! (I'm payin' you extra, for God's sake!)

     

    Please tell me what you think of the change, and feel free to provide me with any additional information (I can't decipher the tonality you're planning to deliver without some description, after all!). Thank you in advance!


  2. Alex was probably swapping to Cavalier instead (since the Mad Dog Barbarian is pretty shit...) so you won't have an overlap.

     

    Just passing that along. Won't be joining this one myself, got too many games on my plate as-is.

     

    And pestering me for advice is fine. =)

    Oh. Alright.

     

    Well, my character sheet is set up; I just have to change the name. I'm rolling with an Ork Savage Barbarian (loses trap sense to gain AC bonuses) who I'll buff with Rage Powers so he can heal and wreck giants. Sound good?


  3. I would like to join, except I already had a Barbarian character in mind. In that case, I'll need some time to figure something out.

     

    EDIT: personally I wouldn't take any offense if you flat out rejected me from joining. I honestly need to brush up more on Pathfinder in general, and it really isn't a problem to be sent off because of that.


  4. You could make it a hook hand,

     

     

     

    You could make it a hook hand,

     

    Which is basically more or less what the Spider Splicer's have. They have these crude gauntlets with hooks that can shoot out at the end Hidden Blade style, except it's a whole lot less discreet and easily countered with the right plasmids, aka the great "Return to Sender" plasmid that wins you the game.

     

     

     

    I'm aware. I'm just letting him know that there is a hook hand weapon.

     

    1d4 damage, x2 crit. Simple Light weapon.

     

    Aaaaaaaand done! I gave him two hook hands in addition to Two-Weapon Fighting; I'm not sure if it must be specified that they're not worn, but I'll safely assume not until proven otherwise.


  5. Grumps; what have you done?

     

    You've abandoned what you've stood for: honesty; understanding; complexity in simplicity; and being fuckin' BROS. And what do we have left? Money. No skill at vidya (dare I say it), no comedic talent, but you're fucking rubbing the money down yourselves. Face it, Grumps; you haven't improved since Jon's left. You've LOST since Jon's left, regardless of his personal reasons (I respect him dearly, god fuckin' bless ya Jon JafarECH).

     

    Please, Arin. Remember the 06'. Never forget the 06'. Don't lose hold of what mattered: the Boopin', the glitchin', the HECKH. All of those things that made us love you.

     

    -rant over, I'm a fuckin' lose-


  6. So the other day I decided I wanted to waste time by making moonstas for Pathfinder.
     
    We may or may not be taking requests at one point; I'm terrible at that shit, but I'll improve!
     
    Please note that if you wish to use these terrible things in an actual campaign, you should ask me for approval; I'm not sure if I have any right to these things being used, but I would like to think so.
     
    Anyways here I go BOOP BOOP
     

    Completed Works

     

    Snatcher (from Hideo Kojima's "Snatcher")

    Spoiler

     
    Snatcher (Advanced Clockwork creature Doppelganger)         CR 8
    A small gash appears on the side of your comrade's face; though blood pours out, a clockwork skeleton lies beyond the skin.
    ---------------------------------------------------------------------------------------------------------------
    XP 2500
    N Medium advanced clockwork creature construct (augmented doppelganger, shapechanger)
    Init +2; Senses darkvision 60ft., low-light vision; Perception +9
    -----------------------------------------------------------------------------------------------------------------
    DEFENSE
    -----------------------------------------------------------------------------------------------------------------
    AC 20, touch 12, flat-footed 14 (+4 Dex, +1 dodge, +10 natural) Hardness 10
    hp 28 (4d10+8)
    Fort +2 Ref +5 Will + 6
    Immune charm, sleep, construct traits Resist acid 10 cold 10 fire 10
    Weaknesses metal body, light sensitivity (take 1d4 of lethal damage in sunlight), vulnerability to electricity
    ------------------------------------------------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------------------------------------------------
    Speed 30 ft.
    Melee 2 claws + 25  (1d10+20)
    Ranged integrated laser rifle + 18 touch (2d10 + 2 fire)
    Space 5 ft. Reach 5 ft.
    ------------------------------------------------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------------------------------------------------
    Str 24 Dex 19 Con - Int 15 Wis 16 Cha 15
    Base Atk +12; CMB + 20 CMD 22
    Feats Point-Blank Shot, Precise Shot, Dodge, Combat Reflexes
    Skills Bluff +10 (+14 while using change shape ability), Diplomacy + 7, Disguise +10 (+24 while using change shape ability), Perception +9, Sense Motive +6, Stealth +5; Racial Bonuses +4 Bluff, +4 Disguise, +5 Craft (armorsmithing), +5 Craft (weaponsmithing), +5 Disable Device
    Languages: Common
    SQ change shape (alter self), snatcher replacement, mimicry, sound mimicry (voices)
    ------------------------------------------------------------------------------------------------------------------
    SPECIAL ABILITIES
    ------------------------------------------------------------------------------------------------------------------
     
    Mimicry (Ex)
     
    A snatcher is proficient in all weapons, armor, and shields. In addition, a snatcher can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.
     
    Snatcher Replacement (Ex)
     
    When a snatcher uses change shape, it can assume the appearance of specific individuals that it has killed.
     
    -----------------------------------------------------------------------------------------------------------------------------------------
    ECOLOGY
    -----------------------------------------------------------------------------------------------------------------------------------------
    Environment large cities
    Organization solitary, pair, or gang (3-6)
    Treasure NPC Gear
     
    Snatchers are invasive and stealthy beings who kill humans and other civilized creatures and take their forms. In their basic state, they look like frightening skeletons of plate and cog, with a vaguely humanoid shape to them. Their eyes glow a phosphorescent green.
     
    Snatchers prefer to invade large human settlements as to avoid attention from their victims' disappearance, although they will target elves or dwarves if no other option exists. Often or not, snatchers attempt to target lower profile individuals, raising the notoriety of their victims gradually. When transformed, snatchers are nearly identical to their victims; they can even bleed and sweat. However, a snatcher can easily be identified by their inability to handle sunlight, as their artificial skin is translucent when exposed to ultraviolet rays. As a result, they must infiltrate their targeted society during the winter, or find alternatives to prevent the heat from damaging their inner workings.
     
    Snatchers are adept at lying, imitation, and fooling even trained detectives into believing their stories. Snatchers were programmed long ago by their master as a weapon that could replace a nation's people, control the society under the command of their master, and oppress anyone who would try to stop them. Using their talents to further their plans, they desperately strive to rid themselves of weakness, and become untraceable.
     
    Rumors speak of a Snatcher whose artificial skin is biologically accurate enough to prevent the issues caused by sunlight; some Snatchers themselves have sought out such an individual as to replicate the original formula and become unstoppable.

     


     

    Spider Splicer (from BioShock; requested by DrEvilBrain) [iN PROGRESS]

    Spoiler

     
    Splicer, Spider (Alchemically quickened Amalgam creature Troll, Cave-Human Barbarian 1)         CR 6
    Formerly human aristocrats, these maniacs have used potions and genetic magic to modify their body's potential. In particular, this strand of Splicer has the innate ability to crawl along walls thanks to their mixed cave troll genes.
    --------------------------------------------------------------------------------------------------------------------
    XP 2,000
    CE Medium female alchemically quickened amalgam creature humanoid barbarian 1
    Init +6; Senses darkvision 90 ft., low-light vision, scent; Perception +7
    --------------------------------------------------------------------------------------------------------------------
    DEFENSE
    --------------------------------------------------------------------------------------------------------------------
    AC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, +5 natural)
    hp 52 (5d8+25 plus 5); regeneration 3 (fire or acid)
    Fort +9 Ref +10 Will +0
    -------------------------------------------------------------------------------------------------------------------
    OFFENSE
    -------------------------------------------------------------------------------------------------------------------
    Speed 80 ft., climb 20 ft.
    Melee +1 Flaming Hook Hands +6 (1d4+3 plus 1d6 Fire), and Bite +3 (1d4+1)
    Special Attacks rend (2 claws, 1d4+3)
    Space 5ft. Reach 5ft.
    -------------------------------------------------------------------------------------------------------------------
    TACTICS
    -------------------------------------------------------------------------------------------------------------------
    Able to stick on to the ceiling, perform acrobatic feats impossible to a "pure" human, dart across the room before anyone could target them, and twirl red-hot hooks from afar at their foes, Spider Splicers provide a dangerous challenge to any adventurer they encounter. Spider Splicers always try to approach from the ceiling, and sometimes frighten those who step into their lair due to their ability to practically come out from anywhere. Spider Splicers attack using their incredibly sharp teeth, and by throwing their heated hooks.
    --------------------------------------------------------------------------------------------------------------------
    STATISTICS
    --------------------------------------------------------------------------------------------------------------------
    Str 15, Dex 22, Con 20, Int 6, Wis 9, Cha 6
    Base Atk +8; CMB +5; CMD 22
    Feats Lightning Reflexes, Skill Focus (Perception), Toughness, Throw Anything, Run, Two-Weapon Fighting
    Skills Climb +11 Perception +8
    Languages Common, Giant
    SQ haste, spider climb, rage, insane, alchemically quickened
    --------------------------------------------------------------------------------------------------------------------
    SPECIAL ABILITIES
    --------------------------------------------------------------------------------------------------------------------
     
    Haste (Su)
     
    A cave troll is affected by a permanent haste spell (caster level 8th). This grants the cave troll a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves (both already figured into the stat block above). Any condition that makes the cave troll lose its Dexterity bonus to AC also makes it lose its dodge bonus. This is an inherent bonus and cannot be dispelled or negated.
     
    When making a full attack action, a cave troll can make one extra attack with any weapon it is holding or one extra claw attack (if using natural weapons). The extra attack is at the cave troll's full attack bonus.
     
    Spider Climb (Su)
     
    A cave troll can climb sheer surfaces as though by a spider climb spell (caster level 4th). This ability is always active, but can be negated or dispelled. The cave troll can restart it again on its next turn as a free action.
     
    Insane (Ex)
     
    A spider splicer suffers from the effects of insanity (caster level 1st) every 1d6 rounds due to their damaged nervous system and shattered mind.

    --------------------------------------------------------------------------------------------------------------
    ECOLOGY
    ---------------------------------------------------------------------------------------------------------------------
    Environment any (Rapture)
    Organization solitary or gang (2-4)
    Treasure spider splicer organ [Knowledge (local) check, DC 23 to identify as healing item. When used, applies heal CL 15. Weighs 1 lb.], standard
     
    Spider Splicers, like most Splicers, were normal humans who traveled far under the ocean to find the technologically advanced city of Rapture. Modifying their genetics with magically-infused potions sold by the rulers of such a city, they experienced full force the effects of the unstable magic warping their body. Spider Splicers most often attack those who wander too close, only hunting when it is aggravated.
     
    A Spider Slicer weighs 170 lbs., and stands at 5 feet 6 inches tall.


     


    Unfinished Lumps of Crap

     
    Man in Black (Deus Ex; request by FreshHalibut. I used some stuff from the new "Pathfinder Campaign Setting: Technology Guide"; forgive me.)

    Spoiler

     
    Man in Black (Advanced Amalgam creature Alchemically quickened Human-Dark Stalker)         CR 6
    This peak-humanoid creature, garbed in a nondescript black suit, catches your eye as he slowly encloses on your position from a corner. With a robotic monotone, the creature delivers demands while taking aim at you with a highly advanced firearm.
    --------------------------------------------------------------------------------------------------------------------
    XP 2500
    N Medium male advanced amalgam alchemically quickened creature humanoid (dark folk, human)
    Init +; Senses see in darkness; Perception +
    -----------------------------------------------------------------------------------------------------------------
    DEFENSE
    -----------------------------------------------------------------------------------------------------------------
    AC , touch , flat-footed  (+ Dex, + dodge, +1 natural)
    hp  28 (6d8+)
    Fort +2 Ref +5 Will + 6

    Immune compulsion and charm effects (see "mental conditioning" below)
    ------------------------------------------------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------------------------------------------------
    Speed 40 ft.
    Melee Unarmed strike (1d4+21), and dagger (1d4+ )
    Ranged Pistol (1d6

    Special Attacks death throes, sneak attack (+3d6)
    Space 5 ft. Reach 5 ft.
    ------------------------------------------------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------------------------------------------------
    Str  Dex  Con  Int  Wis  Cha
    Base Atk +21  ; CMB  CMD
    Feats Exotic Weapon Proficiency (firearms), Exotic Weapon Proficiency (heavy weapons), Improved Unarmed Strike
    Skills
    Languages: Common

    Gear black suit and tie (outfit, courtier's); tie-clip (brooch); tattoo (neck); veemod goggles, brown;
    SQ alchemically quickened, mental conditioning
    ------------------------------------------------------------------------------------------------------------------
    SPECIAL ABILITIES
    ------------------------------------------------------------------------------------------------------------------

     

    Mental Conditioning

    A Man-in-Black is under a constant dominate person spell (caster is treated as their master) that makes them ever loyal to their master. A Man-in-Black must preform any command requested by his master, and this effect does not incur a Will save. Men-in-Black are immune to any other mind-affecting or charm based spell that they are targeted for.

     

    Death Throes (Ex)

    When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A Man-in-Black's gear and treasure are destroyed by this explosion. This save is Constitution-based.

     

    List of Requests/Stuff That I'd Like to Make

     

    - Shrek (I shit you not)
     
    - Maybe some Metal Gear characters (because I'm stupid and don't know things)
     
    - Some form of ridiculously overpowered Giant piece of shit
     
    - Warhammer 40k Orks (might be interesting to see how it would translate into Pathfinder)
     
    - Rynjin from Battle for New York (again, might be interesting)
     
    - Deus Ex "MIB" (request by FreshHalibut)

    - ??? (YOU PEOPLE DECIDE IN THE REPLIES; I DUNNO)


  7. If we're doing summoning sickness, then I say Comeau is forced to repeat the moment of his death until the time is over (to analyze what went wrong). Afterwards, he respawns, but has to hear the sounds of his death and feel the pains of his death in addition to feeling uncontrollable jittery.


  8. Alright, current monster profile for the Snatcher is in the spoiler below. If there are any additions that I must make, any mistakes in calculations, or misunderstandings regarding formatting, PLEASE let me know (however, I may or may not have removed Windup Key from it's Special Qualities. That shit's stupid, yo. As a result, I'll add +1 to the previous CR 7.).

    Spoiler

     

    Snatcher (Advanced Clockwork creature Doppelganger)         CR 10

    A small gash appears on the side of your comrade's face; though blood pours out, a clockwork skeleton lies beyond the skin.

    ---------------------------------------------------------------------------------------------------------------

    XP 2500

    N Medium advanced clockwork creature construct (augmented doppelganger, shapechanger)

    Init +2; Senses darkvision 60ft., low-light vision; Perception +9

    -----------------------------------------------------------------------------------------------------------------

    DEFENSE

    -----------------------------------------------------------------------------------------------------------------

    AC 20, touch 12, flat-footed 14 (+4 Dex, +1 dodge, +10 natural) Hardness 10

    hp 28 (4d10+8)

    Fort +2 Ref +5 Will + 6

    Immune charm, sleep, construct traits Resist acid 10 cold 10 fire 10

    Weaknesses metal body, light sensitivity (take 1d4 of lethal damage in sunlight), vulnerability to electricity

    ------------------------------------------------------------------------------------------------------------------

    OFFENSE

    ------------------------------------------------------------------------------------------------------------------

    Speed 30 ft.

    Melee 2 claws + 25  (1d10+20)

    Ranged integrated laser rifle + 18 touch (2d10 + 2 fire)

    Space 15 ft. Reach 10 ft.

    ------------------------------------------------------------------------------------------------------------------

    STATISTICS

    ------------------------------------------------------------------------------------------------------------------

    Str 24 Dex 19 Con - Int 15 Wis 16 Cha 15

    Base Atk +12; CMB + 20 CMD 22

    Feats Point-Blank Shot, Precise Shot, Dodge, Combat Reflexes, Stealthy, Deceitful

    Skills Bluff +12 (+16 while using change shape ability), Diplomacy + 7, Disguise +12 (+26 while using change shape ability), Perception +9, Sense Motive +6, Stealth +7, Escape Artist +2; Racial Bonuses +4 Bluff, +4 Disguise, +5 Craft (armorsmithing), +5 Craft (weaponsmithing), +5 Disable Device

    Languages: Common

    SQ change shape (alter self), snatcher replacement, mimicry, sound mimicry (voices)

    ------------------------------------------------------------------------------------------------------------------

    SPECIAL ABILITIES

    ------------------------------------------------------------------------------------------------------------------

     

    Mimicry (Ex)

     

    A snatcher is proficient in all weapons, armor, and shields. In addition, a snatcher can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

     

    Snatcher Replacement (Ex)

     

    When a snatcher uses change shape, it can assume the appearance of specific individuals that it has killed.

     

    -----------------------------------------------------------------------------------------------------------------------------------------

    ECOLOGY

    -----------------------------------------------------------------------------------------------------------------------------------------

    Environment large cities

    Organization solitary, pair, or gang (3-6)

    Treasure NPC Gear

     

    Snatchers are invasive and stealthy beings who kill humans and other civilized creatures and take their forms. In their basic state, they look like frightening skeletons of plate and cog, with a vaguely humanoid shape to them. Their eyes glow a phosphorescent green.

     

    Snatchers prefer to invade large human settlements as to avoid attention from their victims' disappearance, although they will target elves or dwarves if no other option exists. Often or not, snatchers attempt to target lower profile individuals, raising the notoriety of their victims gradually. When transformed, snatchers are nearly identical to their victims; they can even bleed and sweat. However, a snatcher can easily be identified by their inability to handle sunlight, as their artificial skin is translucent when exposed to ultraviolet rays. As a result, they must infiltrate their targeted society during the winter, or find alternatives to prevent the heat from damaging their inner workings.

     

    Snatchers are adept at lying, imitation, and fooling even trained detectives into believing their stories. Snatchers were programmed long ago by their master as a weapon that could replace a nation's people, control the society under the command of their master, and oppress anyone who would try to stop them. Using their talents to further their plans, they desperately strive to rid themselves of weakness, and become untraceable.

     

    Rumors speak of a Snatcher whose artificial skin is biologically accurate enough to prevent the issues caused by sunlight; some Snatchers themselves have sought out such an individual as to replicate the original formula and become unstoppable.

     

    I shall make more monstas in the future; maybe even dedicate a thread here for them. I dunno.

     

    EDIT: Added Stealthy and Deceitful to feats; as a result, I gave it +2 CR to it's already natural CR 8.


  9. To clarify, these are Snatchers:

    [spoiler2]

    0SNATCHER_016.jpg

    [/spoiler2]

     

    The robot subtype  gives the Construct an Intelligence score of at least 10. I am not certain if that can be boosted, but I am guessing no.

     

    I like the Doppelganger idea, and I'm wondering if I could change the style of the Snatchers to fit Pathfinder's setting (robots in a medium tech setting with magic? no thank you) ; in that regard, this sounds good.

     

    I like the attack solution too. I might have to figure a way to get the Integrated Laser Rifle on there, but I'm not sure.

     

    All in all, I'll keep reading up on the rules and update you when I've made changes. Thank you so very much for the help so far!


  10. So guys:

     

    I'm trying to export/make the titular bioroid enemies from Snatcher into Pathfinder for funsies. Here is what I have so far:

     

    [spoiler2]

    - NE Medium construct (robot); they're intelligent machines, not stupid magical tinker toys.

     

    - Give them some variant of vampire weaknesses, specifically focused on the sunlight bit (IG, Snatchers' artificial skin can contract cancer from ultraviolet rays quite easily; this means they have to have some form of damage/poison, right?)

     

    - Mouth cannon attack is magic missile as an Extraordinary Ability, and they have claws as a natural weapon

     

    - Make them beefy, but give them more an edge in Charisma, Intelligence and Wisdom (they're supposed to fool people into thinking their humans/elves/whatever humanoid they kill)

     

    - Give them a modified Change Shape that's only able to replicate the appearance of a small or humanoid creature they've killed.[/spoiler2]

     

    If you guys have any advice on monster making, please tell me; I'm kind of a fool.


  11. Chapter 2:

    [spoiler2]Chapter 2:

     

    As Comeau charged zealously from the prison of his home, he began to truly witness the tyranny and madness the dongers' plague wrought.

     

    Littered amongst the streets laid what looked like half-human half-donger hybrids; some merely covered in giant veins along their entire body, the worst half-finished pieces of what would be a donger legion, with a bulbous growth of a head. Meanwhile, some of the monuments to poster achievement in SPUF City were completely warped to suit the desires and mindless cravings of the demonic phalli; a donger was now held by a statue of the resolute Pyro Bard Huff, and was joined by other equally twisted mockeries of the companion statuettes.

     

    "Disgusting fuckin' dongs. I'm going to shoot every last one I see . . ." muttered the repulsed commando. His home, an unrivaled utopia, now a paradise for the sickening eldritch forces of anthropomorphic penises! And the funny thing was that some of his friends thought the dongers were friendly, a joke to be laughed at by the crudest of citizens.

     

    And now they were dead.

     

    Surreptitiously  guiding himself down the shattered sidewalk, the young Canadian soldier picked up on the footsteps of another person from across the street; turning to face the oncoming sound, he turned and anticipated a struggle.

     

    "Oh look, it's Comeau." Rammite said waving at his friend.

     

    As if utterly ignorant to the wasteland around him, Comeau's former friend rushed along the sidewalk, a massive dong cutting through the air like a shark in water. Stupidly flailing his hand to the clearly armed man away from him, the innocent young man hurried into more of the desolate expanse ahead. Comeau noted the dong briefly turning to face him, emitting a low thrum, and then going back to it's hunt for steak.

     

    They say in the dark void of a universe we live in, our most valuable form of joy is within companionship.

     

    And in that moment, Comeau felt no joy within anything; and nor would he until his death. [/spoiler2]

     

    HA! ONE MORE TIME,

     

    I'M BACK WITH A NEW RHYME; HEY,

     

    HERE WE GO AGAIN,

     

    TURN IT UP MY FRIEND


  12.  

     

     

    Dammit I was working on a flamethrower-wielding character.  Will I look like an ass for making one right after Firebug does?

     

    (will edit in character later)

     

    Seems to be a pretty hot idea.

     

     

    These puns are just full of hot air.

     

    ooooooh

     

    doop's puns bring the heat

     

    and yours ain't so hot

     

    jesus, thems some sick burns


  13. For the purpose of adding depth to the whole "hypnotic persuasiveness" thing of the Mask of Bird Hitler, I'll give a little explanation.

     

    WARNING. THE FOLLOWING SPOILER CONTAINS INFORMATION ABOUT BIRD HITLER'S IDENTITY, AND THE FICTIONALIZED COMEAU AS A CHARACTER. AVERT YER EYES IF YOU DO NOT CARE FOR SUCH A THING.

    [spoiler2] For a while, people have wondered the reason why Comeau has the ability to persuade so well whilst in possession of the Mask of the Bird Hitler; well, nobody really has, but it'll make me feel special talking about it. So, here it is; the enigma behind Comeau's ability revealed!

     

    ---------

     

    You see, Bird Hitler was a concept merely in Comeau's head; a Tulpa gone out of merely the psyche of a young man whose mind sprawled meaningless drivel about hats all the time. He was a reflection of the inner curiosity for being a tyrant; a maniacal dictator whose words swayed the masses and drove the people flying into a rage for his cause, a man who could influence. And so, out of a spare hat and mask in a video game, Bird Hitler was a formulation of those concepts.

     

    The death of Bird Hitler symbolized, well, the death of Bird Hitler; a complete collapse of the ego whose ability to manipulate was his driving characteristic, one which the author lacked. And when that same young man ; who had herded the actions, the thoughts, and the history behind such a icon; shot the man "dead", he had taken upon the personality for himself, coming full circle for his ability that he mindlessly shoved to the worthless character archetype.

     

    But the main focus is not the biography behind the figure; it's the effect of his mask we are examining. And the effect, quite simply put, is the wearer being self-confident beyond the will and resistance of the listener; being able to push away the arguments of free will, and control the simple notion of morality of the fool being played at. Hell, it's worked so far! Look at the tech, the support team, the HECU Squad member on his team! The mask wasn't doing the talking; it was Comeau, the man who realized the need for the puppet he had been conducting was a middle man of his inner passion for leadership.

     

    But in the end, is it really the listener "hearing what they want to hear", or is it Comeau simply goading them into following his orders? Sadly, the world may never know. [/spoiler2]

     

    -end rant-


  14. From the sounds of it, Doc is intent on getting a fresh corpse because it still has life in it.

     

    Think about it; after even a few days, a stiff begins to rot away; this means it doesn't have life (and for that matter, the place for a soul) in even it's pinkie! Doc needs his fresh catch so he can make the best reanimation possible.

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