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Hmmm. We seem to be a treacherous lot, on the whole.
It does indeed seem that way. Thank the Maker I'm just a harmless protocol droid completely incapable of doing any harm whatsoever to any living, sentient being
Regards
Melkhor
From the ashes of Paragon City... it rises!
It's a bit early, but since there's no decisions outstanding for you all to make until the game starts, I figure I might as well get us started.
Round 1: The first stop on the navigation chart is the planetoid Junkion. But to get there, you need a space ship, don't you?
Fortunately, there are any number of small ships in the Mos Eisley spaceport that are just begging to be stolen. To do so, though, you will need to distract some guards with mental illusions while one or more of you hot-wires a ship.
To do this will require a total of 30 Tech/Repair points and 70 Psychic points.
The Deadline is Noon Eastern tomorrow (Wednesday). You have until then to post what attribute you are contributing to the effort. Also, you have till then to PM me if you want to try to backstab one of your opponents.
While I'm not certain this is an entirely legal use of my programming skills, I will add my 12 repair points to the cause, as I trust my faitful companions would never lead a harmless protocol droid astray or trick him into using his skills in a manner that would be frowned upon by the local law-enforcement agencies
Regards
Melkhor
From the ashes of Paragon City... it rises!
*Translated from Wookie-ese: What say we get this little expedition of ours going, eh chaps? A little Jedi mind trick ought to distract this guard blighter, while our more mechanically-minded peers secure our transportation. Tally ho!
I'll contribute 13 Psychic points.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America
Stealing a ship, you say? Well, I guess I can't agree to getting on the bad side of the law this early, instead of finding some way to buy a ship (surly there must be loans we can get that would easily be paid off with the treasure), but if we must steal a ship, then steal we will.
Lacking any psychic abilities, I will join the team that is hot-wiring the ship with my 8 Tech/Repair points.
We should have just enough Tech/Repair now. May I suggest that the remaining players pool their skills towards the Psychic requirement?