ElectricMonkey

Recruit
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  1. I'm up for the Cavern of Transcendence with Mormaer, my BS/DA scrapper. Unfortunately, I also want to get him the badge for killing MoI bosses, so I'd prefer a kill all team.
  2. My natural origin mercs/traps mastermind is a former military officer with a grudge who's been brought into the Arachnoss fold for his tactical ability. I've so far been limiting the amount of sci-fi tech he has access to (no force-field yet), but I justify the stuff he does have by saying Arachnoss gave it to him as part of the deal. For teleportation, Arachnoss allows all villains to be teleported to hospital anyway - having expanded access to that system isn't a big stretch
  3. I'm not particularly imaginative, so I'd give Red Hammer "the Internationale" and my villain, General Slaughter "Mars, bringer of war" from Holst's planet suite. As for Mormaer, my reincarnated Pictish swordsman, I'd want to have something on old celtic instruments, but nothing really comes to mind.
  4. I think the Masks that count for the banisher badge cap at 25, and the only bosses in the 25-30 range are totems. I've not seen masks higher than that in Talos or DA, and when I did the final mission of the Scroll arc at about level 30 the guardian masks in that were level 25.
  5. I've noticed a few roleplayers have bios saying that heroes with some kind of vision mode (I can't remember the exact name right now) should PM them for more information. What exactly are these vision modes, and what characters can I justify having them?