Galacticplumber
Not too sore, are you?
- Joined
- Jan 12, 2018
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For a more detailed description of Hawkgirl's toolkit, we've got flight, a degree of super strength, and most importantly that Nth metal mace. Why is Nth metal important? Antimagic properties, and dimensional fuckery. Nth metal cares not for most tech based immunity or magical immunity. I'd also give it good odds of fucking with phasing defenses like Martian uses, because dimensional fuckery. It also heavy as ALL HELL to permit maximal conversion of super strength to physical force.
Short version of Nth metal? The ball of hurt on a stick HURTS, no exceptions.
Now to deal with points as they came up in the chapter. I like the sun gun concept. Shows the kind of adaptation you want in a tinker hero. Best part? With some refinement to allow increase in intensity you could even keep it for buffing supes. Think back on all those times he gets depowered by red sun lamps or similar, or even just spending long periods without sun. STRATS!
Further, while the initial meeting with the league was a bit rocky from multiple angles, it was realistic and not localized to one person. I don't foresee issues. I also respect the skill comboing. It definitely increases the value of mental professions.
Short version of Nth metal? The ball of hurt on a stick HURTS, no exceptions.
Now to deal with points as they came up in the chapter. I like the sun gun concept. Shows the kind of adaptation you want in a tinker hero. Best part? With some refinement to allow increase in intensity you could even keep it for buffing supes. Think back on all those times he gets depowered by red sun lamps or similar, or even just spending long periods without sun. STRATS!
Further, while the initial meeting with the league was a bit rocky from multiple angles, it was realistic and not localized to one person. I don't foresee issues. I also respect the skill comboing. It definitely increases the value of mental professions.