Arkrite's Asylum

Where in all of your character write ups will go.
Shock
Posts: 2978
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: Arkrite's Asylum

Post by Shock »

I would totally play in a Wild West game. I'm not too familiar with Gunsmoke but sign me up for some Tombstone/Quick and the Dead/Magnificent Seven style action. It doesn't get any better than strutting around, spouting one-liners and staring down bad guys dramatically.
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

Yeah, I imagine that a one shot in a Wild West setting could be a lot of fun, assuming you find the right crew to play with.
I've seen a couple different RPG systems for a Wild West game, though never in person. Which is a shame, really.
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

Image

Dr Exposition

Power Level: 10; Power Points Spent: 150/150

STR: -1 (8), DEX: +0 (10), CON: +0 (10), INT: +8 (20/26), WIS: +1 (12), CHA: -1 (8)

Tough: +0/+5, Fort: +3, Ref: +2, Will: +12

Skills: Computers 7 (+15), Craft (artistic) 7 (+15), Craft (chemical) 7 (+15), Craft (electronic) 7 (+15), Craft (mechanical) 7 (+15), Craft (structural) 7 (+15), Disable Device 2 (+10), Investigate 15 (+23), Knowledge (arcane Lore) 2 (+10), Knowledge (civics) 2 (+10), Knowledge (earth sciences) 2 (+10), Knowledge (history) 2 (+10), Knowledge (life sciences) 2 (+10), Knowledge (physical sciences) 4 (+12), Knowledge (popular culture) 2 (+10), Knowledge (technology) 2 (+10), Knowledge (theology & philosophy) 2 (+10), Medicine 4 (+5), Perform (oratory) 15 (+14), Search 2 (+10)

Feats: Artificer, Benefit (Uses Perform instead of Bluff for Distract (Half ranks)), Distract (Bluff), Equipment 20, Fascinate (Perform), Inventor, Jack-of-All-Trades, Precise Shot, Second Chance (Perform), Well-Informed

Powers:
Enhanced Intelligence 6 (+6 INT)
Oblivious? (Immunity 5) (interaction skills)
Omnitron Stun Blaster (Possibly nuclear powered) (Device 2) (Easy to lose)
. . Stun Blaster (Blast 5) (DC 20, Feats: Precise Shot; Non-Lethal)
The Ultimate Lab Coat (Device 4) (Hard to lose)
. . Immunity 9 (life support)
. . Protection 5 (+5 Toughness)
. . Shield 4 (+4 dodge bonus)

Equipment: Binoculars, Camera, Cell Phone, Equipment as Needed 32 Points (empty) 32, Fire Extinguisher, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Laptop Computer, MacGuffin Labs, Multi-Tool, Night Vision Goggles, Parabolic Microphone, Rebreather, SCUBA Gear, Vehicle: Midsize Car, Vehicle: Military Helicopter, Vehicle: Patrol Boat, Video Camera

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +9)

Attacks: Stun Blaster (Blast 5), +10 (DC 20), Unarmed Attack, +10 (DC 14)

Defense: +14 (Flat-footed: +5), Knockback: -2

Initiative: +0

Languages: Native Language

Totals: Abilities 8 + Skills 25 (100 ranks) + Feats 28 + Powers 33 + Combat 40 + Saves 16 + Drawbacks 0 = 150



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

MacGuffin Labs

Power Level: 10; Equipment Points Spent: 17

Toughness: +20

Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Power System, Workshop



Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 13 + Powers 0 + Combat 1 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17



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

Vehicle: Midsize Car

Power Level: 10; Equipment Points Spent: 7

STR: +10 (30)

Toughness: +9

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7



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

Vehicle: Military Helicopter

Power Level: 10; Equipment Points Spent: 17

STR: +15 (40)

Toughness: +11

Powers:
Flight 7 (Speed: 1000 mph, 8800 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 14 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17



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

Vehicle: Patrol Boat

Power Level: 10; Equipment Points Spent: 7

STR: +15 (40)

Toughness: +11

Powers:
Speed 4 (Speed: 100 mph, 880 ft./rnd)

Defense: -4, Size: Gargantuan

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 4 + Combat 3 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 7



Troubleshooter made an offhand joke about helping progress a game by using Dr Exposition to help explain things.
Thus, I had to make him.

Dr Exposition should have a single immediate flaw. He should never have a higher rank in any skill than any of the PC's in your game. If he does, immediately drop it down below what they have. He can then be used to assist them in finding something out in his labs if they need it (Aid Others roll), or help them find knowledge his library, but he shouldn't outshine the PC's.
That's not his purpose. His purpose is to give the PC's the tools they need to proceed with their mission. And that's why he has so many points put into Equipment and vehicles. Do they need to go to the moon? Well he just happens to have this experimental space craft. Underwater? Try the sub, it's been cleaned after that last giant squid attack. Of course he'll require you to carry along some scientific scanning equipment to help his studies, but it's a small price to pay right?
We're mostly sure they won't cause sterility.

He's also fairly well equipped for a scientist, due to a long life of needing to be in the field to get the best results. He's designed to be underwhelming compared to the PC's but he does have a few unique abilities to keep the heat off the PC's if troubles are getting bad. First off he's very good at shelling out exposition. To the point he can use his perform skill to distract an opponent, most likely by giving a detailed scientific version of the story of why they're there, confusing the dickens out of the poor bad guy with his unstoppable dialog.
This card should only be pulled out in emergencies, and the rest of the time he's with the PCs he should be using aid others to help them in their fight.
That way he helps without stealing the limelight.

Dr Exposition is all about the science. It makes him completely immune to startle, and taunt, or possibly because he just doesn't understand how to respond to those actions. He can be bluffed, though trying it when related to science should result in a long lecture about how they're incorrect. Intimidate will also work on him, because he understands to a precise degree that getting beat up is poor for his physical makeup.
It's also hell on his lab equipment.

Dr Exposition should make a great absentminded scientist, or the macguffin to give them the equipment/vehicle they need to proceed.
Just remember, he'll often require something in return. Maybe they'll have to test out his new safety suit, or get slime samples, possibly scan for bigfoot. Or worse, maybe he'll need their help on a case...
Last edited by Arkrite on Mon Aug 24, 2020 3:12 am, edited 1 time in total.
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

Image

Sock Monkey

Power Level: 10; Power Points Spent: 150/150

STR: +5 (-/20), DEX: +5 (-/20), CON: +0 (-), INT: +2 (-/14), WIS: +3 (-/16), CHA: +2 (-/14)

Tough: +0/+6, Fort: Immune, Ref: +5, Will: +3

Feats: Acrobatic Bluff, Attack Specialization 3 (Sock Monkey-Bite (Strike 3)), Attractive 2 (+8), Defensive Roll 6, Distracting Looks, Dodge Focus 9, Eagle Eyes, Evasion 2, Fearless, Fearsome Rebuke (Boogy Men), Improved Grapple, Kawaii (Diplomacy), Monkey Climber, Oathbound, Sneak Attack (+2), Takedown Attack, Track, Windracer, Wolf's Ears

Powers:
Powers Activate (Child in Danger!) (Container, Passive 27) (Attack Name, Power Loss 3 (When Child Not in Danger (all Powers)))
. . Enhanced Trait 47 (Traits: Acrobatics +10 (+15), Diplomacy +5 (+7), Sense Motive +8 (+11), Stealth +5 (+22), Escape Artist +7 (+12), Notice +10 (+13), Survival +3 (+6), Feats: Acrobatic Bluff, Attack Specialization 3 (Sock Monkey-Bite (Strike 3)), Attractive 2 (+8), Defensive Roll 6, Distracting Looks, Dodge Focus 9, Eagle Eyes, Evasion 2, Fearless, Fearsome Rebuke (Boogy Men), Kawaii (Diplomacy), Monkey Climber, Oathbound, Sneak Attack (+2), Takedown Attack, Track, Windracer, Wolf's Ears)
. . Sock Monkey Charm (Enhanced Charisma 14) (+14 CHA)
. . Sock Monkey Instincts (Enhanced Wisdom 16) (+16 WIS)
. . Sock Monkey Mind (Enhanced Intelligence 14) (+14 INT)
. . Sock Monkey Speed (Enhanced Dexterity 20) (+20 DEX)
. . Sock Monkey Strength (Enhanced Strength 20) (+20 STR)
. . Sock Monkey-Bite (Strike 3) (DC 23; Mighty)
Sock Monkey Iron Fortitude (Immunity 30) (fortitude saves)
Sock Monkey Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
Stuffed Animal Physiology (Shrinking 12) (-3 size categories; Normal Abilities; Permanent)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -7)

Attacks: Sock Monkey-Bite (Strike 3), +10 (DC 23), Unarmed Attack, +4 (DC 20)

Defense: +13 (Flat-footed: +2), Size: Diminutive, Knockback: +0

Initiative: +5

Languages: Native Language

Totals: Abilities -60 + Skills 0 (0 ranks) + Feats 0 + Powers 210 + Combat 0 + Saves 0 + Drawbacks 0 = 150



Complication:
Duty (the Children)
Responsibility (Thinking about the Children)
Enemy (The Boogy Man)
Inhuman Appearance

When a child screams in terror, when the monsters close in, when hope seems lost, and the parents are nowhere to be seen, there is only one who can save the day...
SOCK MONKEY!

Made of socks, imbued with the powers of love, magic and baby drool, the Sock Monkey turns from beloved companion to fearsome protector of all Child-Kind when a child's life is in danger. Capable of fast speeds, amazing climbing abilities, and Sock Monkey-Bite that will sew terror into the hearts of evil, this protector of children knows no bounds.
Beloved by children (Attractive 2 (Children who like Stuffed Animals)), feared by Boogy men, oft repaired by doting mothers, all know they can rest safe when they hear his name carried upon the wind.
SOCK MONKEY to the rescue!

Sock Monkey's normal form as a stuffed animal:


Sock Monkey

Power Level: 10; Power Points Spent: 150/150

STR: +0 (-), DEX: +0 (-), CON: +0 (-), INT: +0 (-), WIS: +0 (-), CHA: +0 (-)

Tough: +0, Fort: Immune, Ref: +0, Will: +0

Feats: Improved Grapple

Powers:
Powers Activate (Child in Danger!) (Container, Passive 27) (Attack Name, Power Loss 3 (When Child Not in Danger (all Powers)))
. . Enhanced Trait 47 (Traits: Acrobatics +10 (+10), Diplomacy +5 (+5), Sense Motive +8 (+8), Stealth +5 (+17), Escape Artist +7 (+7), Notice +10 (+10), Survival +3 (+3), Feats: Acrobatic Bluff, Attack Specialization 3 (Sock Monkey-Bite (Strike 3)), Attractive 2 (+8), Defensive Roll 6, Distracting Looks, Dodge Focus 9, Eagle Eyes, Evasion 2, Fearless, Fearsome Rebuke (Boogy Men), Kawaii (Diplomacy), Monkey Climber, Oathbound, Sneak Attack (+2), Takedown Attack, Track, Windracer, Wolf's Ears)
. . Sock Monkey Charm (Enhanced Charisma 14) (+14 CHA)
. . Sock Monkey Instincts (Enhanced Wisdom 16) (+16 WIS)
. . Sock Monkey Mind (Enhanced Intelligence 14) (+14 INT)
. . Sock Monkey Speed (Enhanced Dexterity 20) (+20 DEX)
. . Sock Monkey Strength (Enhanced Strength 20) (+20 STR)
. . Sock Monkey-Bite (Strike 3) (DC 18; Mighty)
Sock Monkey Iron Fortitude (Immunity 30) (fortitude saves)
Sock Monkey Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
Stuffed Animal Physiology (Shrinking 12) (-3 size categories; Normal Abilities; Permanent)

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: -12)

Attacks: Sock Monkey-Bite (Strike 3), +4 (DC 18), Unarmed Attack, +4 (DC 15)

Defense: +4 (Flat-footed: +2), Size: Diminutive, Knockback: +3

Initiative: +0

Languages: Native Language

Totals: Abilities -60 + Skills 0 (0 ranks) + Feats 0 + Powers 210 + Combat 0 + Saves 0 + Drawbacks 0 = 150



... It is quite possible I'm completely insane.
User avatar
Davies
Posts: 5080
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: Arkrite's Asylum

Post by Davies »

Arkrite wrote: Mon Aug 24, 2020 3:10 am
... It is quite possible I'm completely insane.
Yes, that would seem to follow. <nod calmly>
"I'm sorry. I love you. I'm not sorry I love you."
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

On the other hand I think I'm halfway to some kind of Five Year Old Avengers team.
We've got a living teddybear, an imaginary friend, I suppose we need some form of super intelligent dog...
Shock
Posts: 2978
Joined: Fri Nov 04, 2016 8:27 pm
Location: Connecticut USA

Re: Arkrite's Asylum

Post by Shock »

Diamond was so stiff he could pass as a giant action figure :D
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

"Listen up, Wrestleheads!
It's me, Slammin' Stan the Wrestle-Man. Oh yeah, brother!
The Glorious One has come to answer your requests.
And I hear you asking, oh you're asking: Where did the world's greatest hero come from?

Well the Glorious one wasn't always as glorious, he wasn't the cream of the crop, he was a man. Stanley Lieber, small time actor, aspiring writer, and all around pencil neck geek.
Now don't get me wrong, he was an alright guy. But he was no Wrestle-Man, let me tell you, Brother.

So he comes to this casting call, and they give him this bit part, dress him up like the Macho Man Randy Savage, oh yeah, for a background part.
A background part! It's madness, let me tell you, brother.

Now there he is as the reality gets crushed into itty bitty pieces, and he calls out for a hero to save the day.
And the Glorious One? He doesn't just hear the call. Oh no, brother, he smashes through the walls of reality to help out. And Slammin' Stan the Wrestle-Man exploded onto the scene, oh yeah.

He tagged in, while Stan Lieber tagged out, and brother it was just in time. The madness is invading, the monsters are reveling, the scum is salivating, but they don't know, no, they don't know what they're in for. They're not facing off against a bit player, oh no, they're facing off against the nine time world champion, the Dimensional Demigod, the Modern Day Atlas, the unstoppable force. Oh yeah, brother, they're facing off against the Glorious One: Slammin' Stan the Wrestle-Man.

So, all you wrestleheads out there? You drink your milk, you eat your vitamins, you do you exercises and you say your prayers. And you'll be just fine, brother.
And to all you heels out there? All you thick headed despots, you puffed up thugs, you trumped up jobbers, well you just say your prayers.
Because what you gonna do? What you gonna do when the Wrestle-Man comes for you?!

Ooooh yeah!"

Image


Slammin' Stan the Wrestle-Man - PL 9

Strength 13, Stamina 13, Agility 0, Dexterity 0, Fighting 5, Intellect 0, Awareness 0, Presence 5

Advantages
All-out Attack, Attractive 2, Diehard, Fascinate (Intimidation), Fascinate (Persuasion), Fearless, Improved Critical: One Fist of Iron, One Fist of Steel, Instant Up, Interpose, Power Attack, Set-up, Startle, Takedown 2, Taunt, Teamwork, Ultimate Effort: Strength

Skills
Expertise: Wrestling 3 (+3), Insight 3 (+3), Intimidation 4 (+11), Perception 4 (+4), Persuasion 4 (+9)

Powers
Baby Face (Advantages: Attractive 2, Fascinate (Intimidation), Fascinate (Persuasion), Teamwork)
Death Defying (Advantages: Diehard)
Larger Than Life: Growth 4 (+2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank; Limited to Increasing Size Only, Permanent)
Listen up, Wrestleheads!: Comprehend 2 (Languages - Speak All, Languages - Understand All)
Miraculous Recovery: Healing 1 (Action 3: reaction, Persistent, Restorative, Resurrection; Limited: Self Only, Source: The cheering of the fans!, Uncontrolled)
No Sell: Impervious Toughness 8
. . High Flying: Leaping 8 (Alternate; Leap 1800 feet at 250 miles/hour in 3 seconds)
. . Might of Millions: Enhanced Strength 8 (Alternate; +8 STR; Limited to Lifting)

Offense
Initiative +0
Grab, +5 (DC Spec 23)
Throw, +0 (DC 28)
Unarmed, +5 (DC 28)

Languages
Native Language

Defense
Dodge 5, Parry 5, Fortitude 13, Toughness 13, Will 5

Power Points
Abilities 72 + Powers 28 + Advantages 12 + Skills 9 (18 ranks) + Defenses 14 = 135


Duty - Wrestleheads - Slammin' Stan feels the need to look out for the millions, and millions of the Glorious one's fans.

Obsession- The World Championship belt is, of course, the most coveted of all items that any professional wrestler could get their hands on it.
And once you have it? Well, then you'd need to defend it!

Obsession- Cutting Promos - Slammin' Stan is easily distracted by cameras and microphones. Combine both and he'll feel the need to grace the person having both with an interview.
Sometimes all he needs is a large crowd.
Or an empty hallway.

Reputation - The Madness - The man isn't all there. Slammin' Stan believes that he's from another dimension and that he "tagged in" while Stanley Lieber "tagged out". When pressed on it, all Slammin' Stan will say is that he's pretty sure Stanley is authoring kids books in another dimension.
There's no way of telling if this is true, and Slammin' Stan is a unique entity, or if Stanley lost his mind during the transformation
User avatar
Davies
Posts: 5080
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: Arkrite's Asylum

Post by Davies »

Great character.
"I'm sorry. I love you. I'm not sorry I love you."
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

Thanks.
Probably the most fun I've had during a lunch hour in a year.

Made even funnier because when I showed it to my wife she immediately read it while doing a Macho Man Randy Savage impersonation ;~)
User avatar
Tattooedman
Posts: 2767
Joined: Fri Nov 04, 2016 8:09 pm
Location: Ohio

Re: Arkrite's Asylum

Post by Tattooedman »

I did the same thing when I read it. 😆
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Arkrite's Asylum

Post by Jabroniville »

haha, awesome- Macho Man is the BEST.
User avatar
Arkrite
Posts: 3828
Joined: Fri Nov 04, 2016 9:16 pm
Location: Canada

Re: Arkrite's Asylum

Post by Arkrite »

The Canadian Shield

Image
Canadian Shield belongs to DMAC who made this awesome picture.
Be sure to go give DMAC some love.
Also please note that this character is not his version of the Canadian Shield, but another alternate Canadian Shield. I just loved the picture too much to not make a character out of him.


Image

Theme Songs
Ride Forever
Old Time Rock & Roll

The Shield 3rd Ed - PL 10

Strength 12, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 0, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Benefit, Wealth 2 (independently wealthy), Close Attack 2, Defensive Attack, Equipment 1, Evasion, Fearless, Hide in Plain Sight, Improved Critical: Unarmed Attack, Interpose, Languages 3, Power Attack, Ranged Attack 5, Takedown 2, Teamwork, Ultimate Effort: Toughness, Well-informed

Skills
Expertise: Carpenter 8 (+8), Expertise: History 5 (+5), Insight 5 (+7), Intimidation 3 (+5), Investigation 7 (+7), Perception 10 (+12), Persuasion 6 (+8), Stealth 10 (+10)

Powers
Mystically Enchanced Fortitude
. . Enhanced Ability: Enhanced Stamina 6 (Linked; +6 STA)
. . Enhanced Ability: Enhanced Strength 8 (Linked; +8 STR)
. . Immortality: Immortality 1 (Linked; Return after 2 weeks)
. . Immunity: Immunity 3 (Linked; Aging, Disease, Poison)
. . Leaping: Leaping 2 (Linked; Leap 30 feet at 8 miles/hour)
. . Speed: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round)
The Canadian Shield (Easily Removable (indestructible))
. . Protection: Protection 2 (+2 Toughness; Impervious [8 extra ranks])
. . Shield Defense: Enhanced Trait 6 (Traits: Dodge +2 (+8), Parry +2 (+8), Advantages: Evasion, Interpose)

Equipment
Binoculars, Cell Phone, Commlink, Flashlight

Offense
Initiative +0
Grab, +8 (DC Spec 22)
Throw, +5 (DC 27)
Unarmed, +8 (DC 27)

Languages
English, French, German, Japanese, Spanish

Defense
Dodge 8/6, Parry 8/6, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 36 + Powers 48 + Advantages 25 + Skills 27 (54 ranks) + Defenses 14 = 150



Harry Mackenzie was born in 1895 to farmers in northern Ontario. His life for many years was highly ordinary. He learned carpentry, fell in love, and went about building himself and his wife a house and a home so that they could start their own family.

These dreams were shattered by the advent of war in Europe.

In those days Canada was still ruled by England, a fact which bothered a group known as the Sovereign Order. The Sovereign Order was dedicated to freeing Canada from rule by Britain by any means possible. Their goals, while wildly unknown to even their own group, stemmed from a prophecy known to its controlling members as the "Binding Light". While their overarching goals were unknown, the goal of sovereignty for Canada was its main point of recruitment.

Through these ends it managed to procure assistance from the French residence of Canada, a number of its English speaking members who'd left for Canada to be free of Britain. To their numbers they added the Indians of the country, enticed by promises of control over the lands to the west of the colonized sections of Britain. While they doubted the truth of these words they had little other hope for a free land for their people without help after the disastrous end of the North-West Rebellion.

Science offered no real hopes to grant them the power they needed to free Canada from Britain, and even their combined might would have easily been crushed as a minor uprising, so they turned to mysticism and magic to offer them the power they needed to make their dreams come true. In an alarming display of power the Sovereign Order pulled every witch, mage, sorcerer and magus they could get their hands on and brought them to create an item of power for the Order.

To create for them the first unstoppable juggernaut from which they would build an army off of.

For the most part the majority of the magic users captured were of no great power themselves, but neither were they willing participants of this act. The most courageous of their number, one Joseph Savage, attempted an escape and learned to his horror that it was not only impossible, but that the entire complex they were locked in was designed to be burned down and blown up at the first sign that the magic users were going to turn against them.

He went to the other captives and told them of his worries, and even managed to convince the Indian Shamans that they were going to be betrayed. But with the Order's own magic users watching them they couldn't hope to start a proper escape. They did what they could, then, to make sure they survived the betrayal.

Each of them brought their own aspect to the ritual. The English turned it from a weapon to be used against others and twisted it to a device that could shield them against destructive might. The French imbued it with powers that it might lend it's might to those it wished to defend.
The Shamans contribution was the greatest and most unexpected. They linked it to the very earth they called home so that no man could ever truly control it's might; a might that grew exponentially with this new strange connection.

The Order realized too late of the treachery, and tried to stop it far too late. The men outside, fearing the magic users would turn their might against them lit the compound on fire. The resulting flames and explosions killed everybody inside. A day later as the Sovereign Order searched the building they found only one thing, a shield which shone as though made of solid silver. Emblazoned in its center a maple leaf, a symbol commonly used by and associated with Canada.

While disappointed with the item, which they couldn't seem to control, they saw potential in their dreams coming true as the shield held the emblem of the land they wished to free. They sent it east to be examined and studied in the hopes they'd be able to harness it's powers.

The shield, however, was not as dormant as they had believed. A week after the destruction of the building the many magic users who had perished creating the device awoke to find themselves cold, naked, and most surprisingly alive in the ruins of the place they had recently died. Banding together as the Covenant of the Shield they worked to protect themselves and any other magic users from attack as they had been by the Sovereign Order.

Their first order of business, however, was recapturing the shield from the Order. The result was a fiasco. Magical spells and gunfire in the middle of crowded Toronto. The end result was the Covenant being forced into a retreat by both the police and the Order, and the Order losing the shield in the middle of the insanity.

The shield found its way into the hands of a young thief who pawned it to a fence, whom was arrested by the police, whom returned it to the police office, where it was taken by a young patrolman who took ill while trying to rebuild his house before the winter.

Poor, and unable to pay for the full bill of having his house repaired by a young carpenter, he offered the shield as a part of the payment.

Harry, somewhat unhappy about not getting paid for his work found himself unable to resist taking the shield as payment. Though his wife did become quite upset with him, he found the weight of the shield and comforting and reassuring presence.

Over the next year he found himself plagued with a strange desire to be in places, places he had no intention on being on. And each time he found it had been important. A sudden urge to visit an older widow resulted in him arriving in time to pull her safely from her burning house.

A suddenly burning need to get new nails found him rescuing a young man who'd been thrown from his horse and had broken his leg. A man who'd have surely have died in the wilderness had he not happened across him.

And once a sudden gut wrenching need to be back home. He arrived in time to find two men assaulting his wife. With a strength fueled by rage he gave the men a solid thrashing, hurled one out a window, and the other back through the damaged remains of the door they had broken into. Upon discovering that his wife was only battered and scared, not badly hurt, he turned to deal with the crooks. And quickly found himself facing down the barrel of a gun.

He didn't remember grabbing the shield, but he did remember watching the shots deflect off it as he charged the man. Another entirely one sided thrashing later he had the men hogtied in the back of his cart to be dropped off at the local constabulary.

Shortly after that the feeling returned, this time pointing him in a direction he didn't want to go. Regardless of how he ignored it, he got the overwhelming feeling he needed to join up in the war effort to fight the "Huns". The longer he ignored it the worse the feeling was, until one day he knew he either had to go, or live with the consequences. Considering what would have happened the last three times he'd gotten the feeling, he discussed it with his wife.

Her reaction was to politely call him an idiot, break down in tears, and generally try everything in her power to keep him from going. And when that failed she packed his things, told him never to come back, broke down in tears again, and told him that he'd better come back. Only so that she could kill him herself, she assured him later.

On his way out he stopped, and for reasons he didn't understand, tied the shield onto a backpack. And then the feeling of overwhelming disaster faded from him.

The war was horrible. When he came back he refused to talk of it, but his wife (who decided to forgive him only after her got down on his knees and begged of her forgiveness (Harry insists all he did was open the front door)) pieced together a great number of storied. About a man carrying a shield with a maple leaf emblazoned on it in his left arm, a gun in his right hand, always leading into the fights against the Germans. Stories of this man making appearances at the Second Battle of Ypres, The Battle of the Somme, and Vimy Ridge. Blurry black and white pictures showed a mustached man in a metallic Brodie helmet carrying a shield from many different battles. Never in the front of the picture, always off to the side, and slightly blurry as though he was only accidentally in the shot being taken.

At seeing his shield she laughed. The shield looked unmarked, except its once pristine silver had now appeared to have been painted with red pillars flanking a white box in which the maple leaf stood, now bright red itself.

At this he shrugged helplessly and said only that , "I think one of the boys started painting it while I was sleeping."

The years between the wars were hard, but Harry settled down, restarted his construction business and finally started a family with his wife.

The Sovereign Order, of course, knew who he was by now but held off on moving in on him. As it stood he'd appeared, according to their investigations, at all of the key battles made by the Canadian forces in the Great War. The "Canadian Shield' becoming a recognizable face in Europe, along with this new emblem he'd had painted on his shields. Added to that the troubling stories about how he'd been listed as KIA three times, and on two separate occasions lost his shield with no hopes of ever retrieving it, only to appear alive and well with shield in hand at the next fight.

With their goals being pushed forward by the very existence of the Canadian hero they decided to hold off on retrieving the shield from him at that time. The fact that he may have accessed it's powers also made them hold their hand, but placed him under observation in the hopes that they could learn how he had managed it.

The Covenant of the Shield was dissuaded from retrieving the shield by one of their most respected members, a Shaman who'd given up his old names only to call himself Coyote Howls at Moon. The name was taken from the first thing he remembered from after his rebirth in the burned ruins of that building. And with his rebirth he decided to become a new man. It's hard to say if Coyote's change in mindset gave him greater power, or if he'd always had it and was just now learning to harness it, but he had quickly become the Covenant's most powerful member. And though he rarely harnessed it, he did hear things from the mystic realm that the others missed. And he told the Covenant that the Shield was where it needed to be.

So the Covenant focused on teaching and hiding the people with the magical gifts in Canada, and kept an eye on the shield just in case the Sovereign Order ever tried to take it again.

Fortunately the years leading to the Second World War, while hard on Harry, were quiet and largely happy. His kids were growing up strong, he had created his own construction company, and even in those hard times he could still afford to keep his family fed and sheltered, something that wasn't as easy as it used to be.

Over those years changes had become noticeable in Harry. With one arm he could lift a fully grown man, with hardly any effort, and he could work long into the night well after the rest of his young and fit construction crew were exhausted. He never grew sick, he could run like the wind, and jump like a deer. He laughed it off though, and pointed out that he worked hard every day, it was no surprise he was so fit. Strong from raising barns, fast from chasing after his children, and jumping to such great heights at his wife's every whim, he'd joke gamely.

When the war came, though, the feelings which had largely subsided started to grow again. And with that feeling growing he made sure his business was in order, his family was prepared, and then he signed up once again.
This time, however, the Canadian government was waiting for him. Supplementing his Brodie Helmet and shield with a red and white uniform they brought him up to speed on the appearance of superhumans fighting for and against the Germans. Their plan was to put him into a team with other people they claimed had superhuman power.

To be honest he thought the idea was extremely stupid, but he had signed up already and they could order him to go anywhere if they wanted. So he demanded a concession that he could wear a jacket over his "uniform" as the uniform, in his words: "Makes me look like a sissy!"
They conceded this point under protest, but were quick to mark the front of his jacket with the same emblem he had on his shield.

The team of Bombardier, a French flying superhero, Big Ben, a man who could grow to great heights after drinking a special formula, and Mother Russia whom nobody wanted to be on the bad side of. The team worked together as well as apart, often to counter the German Ubermench who generally tended to outnumber and out power them across the board. Without backup from the heroes of the United States they realized early on that showing up in numbers would only result in a quick and possibly fatal defeat as the Germans responded in kind.

By working separately but in tandem they could control who did and didn't arrive, and their actions were much more successful, even if they did fail to permanently stop most of the big name German super soldiers.

Harry, later, would admit a distinct dislike for the Allies of Freedom whom, he claimed, allowed their bias to keep them from working together to stop the Germans before they could have done as much damage as they did. He admitted remorse at their loss at the end of the war, though noted bitterly that nobody remembered the sacrifices his teammates made. Sacrifices just as noble and worthy.

He'd also be quoted as showing a distinct dislike for the Liberty League who "sat the war out" instead of "helping out like they should have". A series of unhappy encounters after that left Harry and the Liberty League on very poor terms. Especially the time they decided to chase a super villain into Toronto resulting in Harry having a very rare team-up with Toronto's Terrific Twosome while they captured the bad guys, protected the civilians, and chased the Liberty League back out of Canada.

Ironically in spite of all of that Harry and Mark got to become friends after their unique conditions became apparent.

After the war Harry came home. A local hero, if widely unremembered outside of Canada. He was happy enough to hang up the shield and go back to his family full time, but it just wasn't to be. With the war over more and more superpowered people were appearing, more strange phenomena, creatures, unexplained events were happening on the home front. He was brought back into the service once more, this time to work as a part of a Canadian super team who's goal it was to protect Canada from just these problems.

Ironically to him their first mission came soon after he'd sent the Liberty League packing from Toronto. The Canadian government no longer felt good about the pair of vigilantes who called Toronto home, in spite of their many numerous heroic deeds, and sent the team to capture them.

Harry "somehow" missed arriving with the others and resulted in being the only member of the team who wasn't found unconscious and tied up on a train heading for Vancouver. Harry put his foot down after that, claiming that he wouldn't make a move against the heroic pair unless they acted against the law, quickly putting an end to that.

He worked with the team for over fifteen years, and it became very clear something was wrong. His wife grew older, his children grew older, married, and had kids of their own, but he never changed. He still looked as though he was in his mid-thirties when his wife died of old age in 1974.

Heartbroken he left the team and started traveling the world. He spent a short stint with the Atoms traveling through dimensions and space, went to Egypt and fought a legion of undead lead by a super villain claiming to be Anubis, returned to Campobasso, Italy where he was subjected to an unexpected hero's welcome. In Russia he fought a vicious gang of gene-splicers known as the Tundra Wolves. He spent time in Japan where an unfortunate misunderstanding resulted in a fight against their national hero, a bionic boy named Kid Galactic, and his first encounter with Ninjas. Something he'd learn to hate for years to come.

Eventually he came home to Canada and found that the world as he had known it had left him behind. Their new super teams were foreign to him, his friends in Toronto had long since retired and disappeared, and even the supervillains were more violent and dangerous than when he remembered them.

His final official job as a government authorized Canadian superhero was when he broke up a hostage situation where a superhuman with bulletproof skin had been shooting cops and terrorizing hostages. While more than a match for the police, he didn't stand a chance against Harry. Harry took away his gun, his knives, his other weapons, then he tossed him out a window and into the street.

Then when the hostages were safe, he taught the punk a lesson.

Now back in his day when you did something wrong you generally had to pay for it. And that often meant you took a licking. In fact the police used to overlook it all the time. The man cheated you out of money? You beat him up for it? Okay, well, we'll run the crook out of town. Good day.

But times had changed. He let the punk get up and defend himself before he knocked him down again, and again, and again. He never hit the criminal where it'd do permanent damage, and he never hit him while he was down, and he constantly pointed out why he was doing it.

"This is how your victims feel. This is what you're doing to them. They never stood a chance, and you're out there hurting them? Smarten up!"

But the thug, instead of "smartening up" simply got himself a lawyer and sued Harry for assault and battery. The Canadian government put him on indefinite leave, and he officially left the superhero business.

He'd later be quoted as saying "I gave the kid a black eye, a fat lip, and a bunch of bruises, after he shot some cops, beat up women, robbed, stole and possibly killed people. For that the kid is barely even put in jail, and he gets to sue me for everything I own for doing the right thing."

"I just wish I could find the Panda after all these years so I could tell him he was right."

The lawsuit was covered by the Canadian Government, thankfully preventing him from losing the company he'd had since the 1920's, but the damage was done as far as he was concerned. He left the Canadian side of the business to his grand children, took enough capital to start up another branch in the US and started traveling where the people didn't recognize him.
Since then he's grown farther from his grandchildren and great grandchildren. An unfortunate falling out with one of his youngest, and favorites, happened when she revealed she was gay. Stuck in his ways, ways a hundred years out of place, he didn't agree with her choice and they had a falling out.

Recently, however, they have reconciled. Mostly due to an attack by the Sovereign Order. The Order no longer sees Harry as beneficial to their long-term goals and wishes to retrieve the shield. In order to do so they took Nancy (the previously mentioned girl) hostage.

The end result was not what they were hoping for in the slightest. Harry came back to Canada in a fury and instead of handing over the shield he crashed right into their stronghold like the very juggernaut they'd originally wanted. When the dust had settled the compound was half destroyed, their super powered muscle was beaten senseless, the Canadian super team that had come to stop the attack had been convinced in no uncertain terms to "stay out of it", and Harry managed to rescue the hostage takers from his granddaughter.

Apparently she didn't take to being a hostage very well, and when he'd started his attack she'd started one of her own.

After that he packed her up, along with a few others, and moved down into the US again. He's hoping that moving them out of danger might solve the problem, but his family has grown quite large over the last hundred years, and only four were willing to move away from Canada. Namely the ones who were in the same town as the kidnapping attempt.

Harry, while no longer a superhero, hasn't quite given up the lifestyle. Every so often he gets those unexplainable urges to go somewhere, and the excitement begins once more. But to be terribly honest, he'd be just as happy building houses, and spending his off time drinking beer, barbequing steak (preferably Alberta Beef), and playing with the... uh... great-great-great grandchildren?

But he can't stop answering the call. After all, it's the right thing to do.


Friends/Family

Pansy Mackenzie - His wife, died at the age of 80 years old over thirty years ago. He still wears their wedding band on a chain around his neck. (it kept getting broken when he punched things, so he stopped wearing it on his hands)

Nancy Mackenzie - one of his grandchildren, a twenty something architect who dreams of building giant beautiful buildings. Not those ugly glass boxes people build these days.
Nancy is gay, and this is a sore point in her relationship with Harry. After the hostage situation Harry decided that getting cut out of her life over whom she fell in love with was a mistake and he's been trying to reconnect with her.
For her part she still loves him, though she is still hurt about how badly he'd reacted when she'd come out to him originally. In spite of that she's trying to rebuild their relationship and as long as he continues to do the same she has no doubt they'll work past it.
Even if it is very awkward at the moment.
A bit of a firecracker, while not exactly big and burly like her great grandfather she's shown to be capable of taking down men three times her size, and has enough of a temper that Harry felt it was necessary to rescue the hostage takers from her. Somewhat surprising for a generally nice woman.

Sadie Jones - Nancy's partner. She's given up her career back in Ottawa to follow Nancy down into the US. Personally she's not nearly as forgiving towards Harry, and doesn't much like him at all.
But Nancy's trying to make them all friends again, so for her part she smiles and makes an effort. And generally finds other things to do while Harry is around than be around herself. She does love Nancy, though. Enough to uproot her entire life for her. And she's not going to let one ancient hillbilly ruin that for her. Sadie is an accountant.

Teddy Mackenzie - Theodore "Teddy" Mackenzie is in the family business, in a fashion. He's manager, keeps track of who they're building for, what they're building, who needs to be where, what machines need to be where, and all the little details that keep the business running. And he couldn't be happier. He finds the constant juggling of all the details a challenge, and a rewarding one when it all comes together. His current goal is to make the company even larger, a challenge since they'll be starting up somewhere new now. But he doesn't let that keep him down. He's a little bit eager to get his Great Grandfather's approval, which he doesn't seem to realize he already has.

Winnie Mackenzie - Teddy's wife, real name "Winter". She keeps her husband down to earth, and out of trouble. For the most part she's a housewife, but is more than capable of taking over for a few days when Teddy's ill or out of town. Her first love, however, are her children. Her second is her gardening. She's quite skilled and is hoping to win some flower shows in their new hometown.

Gus Mackenzie -Teddy's oldest son. Currently very upset over the move. Normally well behaved, but has been acting out recently. Builds model planes.

Hank Mackenzie - Teddy's youngest son. Currently planning on being a policeman/fireman/superhero/spaceman. He's a little upset about moving away from home, but he's set his new sights on getting a dog and is hoping he can guilt trip his parents into buying it.

Rebecca Mackenzie -Teddy's only daughter. She's definitely spoiled by both her mother, and her brothers who seem to be in a competition to be her favorite. Fortunately she's still rather young, and this hasn't resulted in her becoming a little terror yet. She loves dancing and wants to be a ballerina. Her hobbies include trying to get her Dad's attention, mostly because he doesn't lavish it on her as much as the rest of the family does. And thus: She wants it!

Eugene Andrews - Eugene "The Big U" (They tried calling him Big E, but he insisted it made him sound like a rapper) is a large black man who works as foreman on the build sites. Where Teddy is covering the larger details, he keeps everything on track on the worksite. His size, and relatively quiet nature can be unsettling to a lot of people. The truth is he's actually quite shy, and once you get to know him he's actually quite talkative, but if you don't know him... Well, he can come across as a bit scary. Former football player, blew out his knee in college. He managed to get work in construction, and is currently foreman. He is, currently, looking at becoming an electrician.
His wife, Yasmine, is extremely outgoing. She's not very bright though, leaving Eugene playing protector of his naïve wife. She currently wants kids. He does too, he's just not sure she's ready to handle kids...

Daryl Banks - Retired old War Buddy of Harry's from WW2. He's getting on in the years, nearly eighty five now (he lied about his age to get recruited). He's not as mobile as he used to be, but he's just as intelligent as ever. Usually he gets Harry to take him out for trips and they talk about the good old days while he gets some air. He is abusing his relationship with Harry a little bit to make sure that his own Grand Daughter, Helena, isn't getting into trouble with her current boyfriend.

Helena Banks - Daryl's Grand Daughter. Just out of high school, she's looking for a good time, not more school. But she's starting to hang out at some bad clubs looking for excitement... Exceptionally smart girl, capable of being pretty much anything she could put her mind to, but while she's book smart she's got no street smarts. The real world is destined to stomp all over her.

The Covenant of the Shield - It's been long enough that most of them forgot why they have that name, or why exactly it is that The Sovereign Order is their enemies. But that hasn't stopped them from opposing them at any chance. For the most part the Covenant spends most of it's time guarding magic users from people's unscrupulous attempts to use them and trying to get more people to join their efforts.
There is power in numbers.
Two of their founding members still exist, Coyote (who's ancient now, yet still vital) and Joseph Savage who spends most of his time adventuring in alternate dimensions now.

The Atom Family - With the main group now gone he's not exactly close to the Atoms anymore. He occasionally visits with the kids and says hi, spends some time reminiscing with Jack, and tends to be confused and a little alarmed by Dr Atom. Still, he's willing to come running if they put out the call.

Enemies:
Liberty League - This one pretty much sorted itself out. Most of the members retired or died due to old age. But he'd still butt heads with Patriot in a heartbeat if he ever saw him.

The Sovereign Order - With him no longer benefiting their goals they're now trying to find a way to separate him from the shield so that they can use it for their own means. Reproducing it, if possible, or harnessing it's powers for one of their members, and failing that destroying it to power a much more powerful magical device.
Their overriding goals come from a prophecy called the Binding Light. It's overarching goals are known only to the ruling members of the Order, and the creation of Canada as its own free Country was one of the many steps towards seeing this Prophecy come true. They usually speak of a free world, one devoid of the corruption, drugs and crime of the current one.
It's hard to say, however, if this is true or just a method they're using to recruit people.
With their last attempt at recovering the shield an unmitigated disaster they're looking to find a new way to get it back. They're still not sure if they sudden unexpected boost in the Canadian Shield's power came from returning to Canadian soil, his family being in danger, or possibly the shield trying to act against them. Either way their next step will be far more careful.
They're still trying to figure out how he found their base, they suspect it was a security leak.

Kid Galactic - They've pretty much made up after their first fight. Though it's Commander Galactic now.
"And you're supposed to CALL before you come to Japan again, remember?"

The Demon Clan - Nazi Ninjas. That's right. Nazi. First encounter in Japan in the late eighties, early nineties and haunting Harry ever since. Their current goal seems to be Harry's shield, which they hope to use to open a magical portal. This portal will allow them to imbue their members with powers, or at least that's what they've been told. Amusingly their clan name gives you the actual idea of what their leader, the White Tiger, has planned.
The White Tiger was originally known as Höllenfeuer during WW2 and was an attempt by the Thule Society to do exactly what the Demon Clan's current goal is. The problem is when the portal opened it released a demon which possessed one of their members. Dubbing himself Höllenfeuer he happily joined the Nazi's ubermench troops.
He'd been in charge of their assassination and martial arts divisions when the war came to an end, and he quickly took everything he had and went into hiding with as many of his troops as he could manage. He was later approached by SHADOW to do work for them. He currently bides his time, keeping his followers brainwashed and well rewarded for their works, but when he can open that portal again he intends to possess as many people as possible, and then take over this world for himself.

Anubis - The would be Egyptian god of the underworld. Harry sent him packing after the "deity" tried to raise an army of zombies to take over Egypt. But apparently the god of the underworld hasn't taken the hint. While he normally sticks to his own country he'd be quite happy to pop over and get revenge before his next attempt at returning the world to rule of the Egyptian gods!

The Mad Maple - Harry hates his guy. Hates him. The guy is some nut from New Jersey who claims to be Canadian, and is basically just running around giving them all a bad name. And what's worse is every time he meets up with Harry he always thinks that Harry is there to HELP him!
The most infuriating part for Harry is that no matter how many times he proves the guy isn't Canadian the information is quickly hidden, buried or ignored. He's starting to suspect somebody's banking the Mad Maple's schemes, but he can't for the life of him figure out for what or why.

Sky Lord II - Harry finds fighting the Sky Lord to be both strangely nostalgic and deeply sad at the same time. It's hard to fight with somebody you agree with. In the end it's not the Sky Lord's goals of bringing the world back to a better time that he has problems with, but the methods the man uses to get them.
Still, many of their encounters involve more talking than fighting, even swapping stories of Centurion in one case, and one newspaper even claimed that Harry let the Sky Lord escape instead of capturing him when he had the change. Harry still contends that there were people in danger he needed to save first, he didn't intentionally let the man escape.
Harry kind of enjoys fighting Sky Lord for one reason, everything there reminds him of the old pulp novels from when he was young. Well, actually he was older when they came out, but...

Titanium - Titanium is currently a leader of one of the Canadian Superhero teams run by the government. Back in the day both he and Harry worked together, but neither got along very well due to conflicting views. Harry was old school, and Walter Needs was a filthy rich young genius who felt the world owed him... well, the world! Fast women, fast cars, and a suit of nearly indestructible armour defined his life for the most part. When Harry was finally let go Titanium wasn't morning. He'd have been clapping if it wouldn't have scuffed his armour.
But when Harry came back to rescue Nancy Titanium was all too happy to take the opportunity to take a swing at Harry. For disturbing the peace and attacking private citizens.
Harry, riding a lot more power than he normally had at his command, easily took Titanium apart. Literally. He knocked the genius on his ass, then tore the armour off of him before telling the rest of the team that if they tried to stop him from saving his grandchild they'd face the same.
Humiliated Titanium is now looking for any excuse to get back at Harry. Not easily done now that he's out of the country. Especially if it gets him in trouble and takes away from the lifestyle he knows and loves. So every once in awhile he lets some technology slip into the wrong hands... So long as those wrong hands are heading in Harry's direction.
Post-Human Resources
Posts: 14
Joined: Mon Jan 21, 2019 12:03 pm

Re: Arkrite's Asylum

Post by Post-Human Resources »

Wait. Somebody besides me has heard "Ride Forever" sung by Paul Gross? I thought I was the only one!
User avatar
Davies
Posts: 5080
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: Arkrite's Asylum

Post by Davies »

Post-Human Resources wrote: Sun Jul 11, 2021 12:55 pm Wait. Somebody besides me has heard "Ride Forever" sung by Paul Gross? I thought I was the only one!
... it's a fairly well-known song in Canada, particularly Alberta. (Yes, I've heard it too.)
"I'm sorry. I love you. I'm not sorry I love you."
Post Reply