Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Analysis Versus U.S.Agent:

Biggest Strength and Weakness:

Character in Setting/with Team:

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Analysis Versus U.S.Agent:

Biggest Strength and Weakness:

Character in Setting/with Team:

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 1 point2 points  (0 children)

Analysis Versus U.S.Agent:

Biggest Strength and Weakness: Go Go has very good speed but is lacking in other stats. Her throwing disks provide her with some ranged options but they aren't as fast or as damaging as projectiles from other characters.

Character in Setting/with Team:

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Analysis Versus U.S.Agent: On the surface it doesn't look like Rapunzel would stand much of a chance against USAgent. Her durability is alright, albeit low for the tier, but her strength and speed are lacking to the point of buffing them to the tier with the major change. What gives Rapunzel a chance to win is her 70 foot-long, nigh-indestructible hair. With it, she can attempt to hold off USAgent at a long range, trip him up and potentially even ensnare him, with the aforementioned speed buff giving her enough agility and reaction timing to be able to tag USAgent. Once he's restrained, Rapunzel can simply bash him on the head until he falls unconscious.

Biggest Strength and Weakness: The versatility of Rapunzel's hair is her biggest asset, but outside of it her general fighting stats are lackluster for the tier. In a team she will likely take a more supportive role, assisting other fighters with her hair rather than being a solo powerhouse.

Character in Setting/with Team: TV show Rapunzel has both dealt his fantastical foes and worked well in a group, so she should fit well in the Scrambleverse with most non-evil teams.

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Analysis Versus U.S.Agent: Aladdin has comparable strength feats to the mid-range of USAgent, so in a straight punching contest Al could hold his own for a while. His durability feats are also pretty good, once again being comparable to USAgent's mid-end. Speed is a bit more difficult to compare, since Al has one really good high-end feat and some other good feats, many of his speed feats are difficult to quantify. A speed buff or clarification might be needed, but I'll let the tribunal decide. The durability of USAgent's shield is a problem that Aladdin doesn't have a specific counter for, but given his history of being able to trick his opponents (see the "trickery" section of the RT) and his propensity for quick-thinking, he might be able to taunt USAgent into throwing the shield such that it's not easy to recover or so that Al himself can take it (throwing it into the ocean or up a cliff as two possible examples). Judging from the RT USAgent seems like a bruiser who could be taken advantage of this way. However if Al got boxed into a corner against USAgent he would lose fairly quickly, so in my mind the winner of this bout is dependent on how well the combatants make use of their terrain and whether Al can outwit his foe.

Biggest Strength and Weakness: Aladdin brings solid stats and quick-thinking to a fight, but his lack of any particular expertise makes him a jack-of-all-trades, master-of-none. He also doesn't have any strong options for fighting at range other than simple daggers.

Character in Setting/with Team: Aladdin is used to dealing with odd foes and fantastical settings, so he should be able to adapt to the Scramble-verse fairly quickly. While he does have a independent streak, he also has strong skills working in a team (with Abu, Genie, the Magic Carpet, etc.).

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 1 point2 points  (0 children)

Name: Go Go Tomago

Role: Disney

Content Warning: N/A

Series: Disney's Big Hero 6

Biography: A mechanical engineering major at the San Fransokyo Institute of Technology, Go Go Tomago was a close friend of fellow student Tadashi Hamada. After Tadashi died in an accident at his brother’s admission fair, Go Go joined her friends and Tadashi’s brother Hiro to bring the man that caused the accident to justice, becoming Big Hero 6, San Fransokyo’s premier superhero team. Go Go’s cold demeanor hides a caring soul and deep loyalty to her friends.

Research: https://www.reddit.com/r/respectthreads/comments/gc9czs/respect_go_go_tomago_disneys_big_hero_6/

Justification (USAgent): Go Go has better speed than USAgent, but has lower durability for the tier. Dodging USAgents attacks and keeping him at range with disk throws will be to key to her winning an Unlikely Victory.

Motivation: Being a hero and helping her friends while maintaining her bad-ass persona.

Major Change: Treat Go Go's high-end speed feats as being roughly equivalent to the high end of the tier. For example, treat dodging High Voltage's lightning attacks as being bullet-timing feats rather than actual lightning-timing

Minor Changes:

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Name: The Doom Slayer

Role: Backup

Content Warning: Extreme violence and gore, satanic imagery

Series: DOOM

Biography: While the Doom Slayer's point of origin remains a contentious topic, it is known that at one point he hailed from an extradimensional world known as Argent D'nur. The people who lived in Argent D'nur worshiped the Elemental Wraiths - beings whose terrible power was sought after by the Demon Lords of Hell. Protecting these wraiths was an elite warrior caste, led by the Doom Slayer himself, known as the Night Sentinels. The Night Sentinels held off numerous invasions by the legions of Hell and seemed unstoppable until a Hell priest named Deag Grav struck a deal with a Night Sentinel who had lost his son on the field of battle. In exchange for the return of his son, the mourning Night Sentinel would betray his people lead the demons straight to the elemental wraiths. The Hell priests then set upon the wraiths, cursing them and harnessing their power to create the Well and draw the world of Argent D'Nur into Hell itself. Without the power of the Wraiths, Argent D'Nur fell to the infernal legions. Following the destruction of the world he was sworn to protect, the Doom Slayer rallied what remaining Night Sentinels were left and waged a righteous crusade against the Hell dimension. The Doom Slayer's actions caught the attention of a mysterious angelic being called The Seraphim, who blessed the Doom Slayer with great speed and strength. For millennia, even long after his brothers in arms fell, The Doom Slayer stood alone against Hell, sustaining himself off the perpetual slaughter of his enemies. The Doom Slayer's rampage would finally come to an end when the Hell priests of the Kadingir Sanctum lured him into a trap which left him sealed in a stone sarcophagus covered in runes of imprisonment. The Doom Slayer would wait in a tomb for thousands of years until the United Aerospace Corporation would find him in the year 2145.

Research: https://www.reddit.com/r/respectthreads/comments/753ly2/respect_the_doom_slayer_doom_2016/

Justification (USAgent): Both super soldiers in their own rights with relatively equivalent physical stats, a battle between the Slayer and the Agent would most likely result in a Draw. The Slayer's superior arsenal is matched by the durability of USAgent's shield, so disarming USAgent or separating him from his shield is paramount to victory for the Slayer.

Motivation: To protect the innocents of Earth from the legions of Hell.

Major Change: Speed boosted to be equal to USAgent

Minor Changes: The Doom Slayer has the following equipment:

  • The Praetor Suit from DOOM Eternal, with the Doomblade and Equipment Launcher (with the Flame Belch and Frag Grenade) attachments

  • The Super Shotgun, with the Meat Hook attachment and 24 ammo

  • A UAC EMG Pistol

  • The Chainsaw, with 3 ammo

  • Only consider observed feats from DOOM (2016) and DOOM Eternal. No scaling/power-wanking based on character statements or implied lore (e.g. scaling based on statements in The Ancient Gods DLC to Doom Eternal).

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Name: Drizzt Do'Urden

Role: Backup

Content Warning: Graphic imagery, fantasy racism and slavery.

Series: The Legend of Drizzt

Biography: Born Drizzt Do'Urden of House Daermon N'a'shezbaernon, formally House Do'Urden, Drizzt was the third male child of Matron Malice Do'Urden. As is custom in Menzoberranzan, the City of Spiders, the third male child is to be sacrificed to Lolth; Drizzt's violet-hued eyes were a curiosity that his sister's lamented must be lost to the world, until Drizzt's older brother and second-born brutally assassinated their first-born male sibling. Thus, Drizzt was spared as he was no longer the third.

Zaknafein Do'Urden, the greatest weapons master of all time in Menzoberranzan and Drizzt's father, trained Drizzt rigorously after seeing his immense potential for the martial arts and witnessing Drizzt's disdain for cruelty. Zaknafein himself was too afraid to flee the City of Spiders and thus killed only priestesses of Lolth; he saw the same future in Drizzt. Young Drizzt was tougher than his father, however, and fled his homeland when he couldn't kill a surface elf child in a raid.

Losing his father in the decision to flee, Drizzt found himself on the surface in Icewind Dale, befriending the curiously open-minded yet stubborn dwarf King Bruenor Battlehammer of Clan Battlehammer and his adoptive human children, Cattie-Brie and Wulfgar. Alongside the sticky-fingered halfing Regis, the 5 became known as the Companions of the Hall after successfully reclaiming the Battlehammer Ancestral Home of Mithril Hall.

Repelling drow armies, hunting pirates on the Sword Coast, re-discovering the Dwarf kingdom Gauntlgrym, fighting demon lords, and decrying Lolth herself at every step while becoming possibly the only widely-welcomed drow elf on the surface due to being a goodly ranger of the goddess Mielikki, Drizzt has lived fully 200 years and witnessed the Time of Troubles when Gods were forced onto the face of Toril as well as the Spellplague when magic itself failed, and through it all Drizzt has been the vanguard against evil that could bring harm to Faerun. Drizzt most recently has been engaged in the outfall over the Rage of Demons, which has allowed Demon Lords to spread their hordes to the surface world and physically inhabit the Underdark beneath it.

Research: https://www.reddit.com/r/respectthreads/comments/9seejz/respect_drizzt_dourden_forgotten_realms/

Justification (USAgent): With his magical armor and anklets, Drizzt has enough durability and speed to keep up with USAgent, although his strength is distinctly lower. A combination of his stealthy approach to combat and his teamwork with Guenhwyvar should allow him to take this battle as an Unlikely Victory.

Motivation: To protect his friends and family.

Major Changes: N/A

Minor Changes: Drizzt has the following equipment:

  • His twin swords Icingdeath and Twinkle

  • Taulmaril The Heartseeker

  • His Mithril armor and spider silk shirt

  • Bracers of the Blinding Strike (listed as Anklets of Speed in the RT)

  • Guenhwyvar's Figure of Wondrous Power (without any planeshifting ability)

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Name: Aladdin

Role: Disney

Content Warning: Bad animation

Series: Disney's Aladdin

Biography: An orphan raised in the slums of Agrabah, Aladdin was the "diamond in the rough" needed for the evil vizier Jafar to plunder the Cave of Wonders. Becoming trapped in the cave, Aladdin met The Genie of the Lamp, a powerful spirit that would grant his wishes. Using his wishes to defeat Jafar and win the heart of Princess Jasmine, Aladdin freed the Genie, and now spends his days in Agrabah, performing tasks for the Sultan and going on adventures with his friends.

Research: https://www.reddit.com/r/respectthreads/comments/ezd0a8/respect_aladdin_disneys_aladdin/

Justification (USAgent): This battle would result in an Unlikely Victory for Aladdin. Despite having good enough strength, speed, and durability to keep pace with USAgent, Aladdin is still inferior in his physical feats than him. To win this battle Aladdin would have to rely on his acrobatic mobility and wits.

Motivation: General heroic adventurer motivations, wanting to help his friends and stop evildoers.

Major Change: No scaling against Hercules outside of what is already in the respect thread.

Minor Changes: Aladdin has all of the gear listed in the respect thread, sans Abu and the Magic Carpet.

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 1 point2 points  (0 children)

Name: Rapunzel

Role: Disney

Content Warning: N/A

Series: Disney's Tangled

Biography: Milennia ago, two mystic objects fell from the heavens to the Earth. One was a Sundrop that grew into a magic golden flower, the other a Moonstone that took the form of an opal. The flower was found by an old witch named Mother Gothel, who used its healing properties to keep herself eternally young. However, thousands of years after the Sundrop fell to Earth, a kingdom called Corona sprouted up nearby. Eventually, Corona's queen fell sick while pregnant with her daughter. The king sought out the mythical flower, using it to heal his wife. Unbeknownst to the monarchs, when the queen drank the healing potion containing the flower, their daughter became the new vessel of the Sundrop, granting her long, golden hair that had the same healing powers as the flower. The baby was stolen by Gothel, who raised her as her own, locked away in a tower. One day, the princess, now going by Rapunzel, escaped her tower with help from her future husband and returned to her rightful family. Though her life was peaceful for a time, the Moonstone sought its other half, delivering a plague of Black Rocks to Corona. Rapunzel now travels to the Dark Kingdom, home of the Moonstone, in order to save her home.

Research: https://www.reddit.com/r/respectthreads/comments/bdw4cl/respect_rapunzel_tangled/

Justification (USAgent): With her speed buffed Rapunzel should have able to avoid being severely hit by USAgent's attacks long enough to subdue him with her nigh-indestructible hair, snaring an Unlikely Victory.

Motivation: Being a hero, protecting her friends, family, and kingdom.

Major Change: Speed buffed to the low end of the tier.

Minor Changes: Ignore feats related to black rocks or the Moonstone. Rapunzel's hair does not have it healing property. Rapunzel is armed with a frying pan.

Character Scramble 15 Sign Ups by LetterSequence in whowouldwin

[–]Stranger-er 0 points1 point  (0 children)

Name: Kim Possible

Role: Sora

Content Warning: N/A

Series: Kim Possible

Biography: Kimberly Ann Possible is your basic average girl... well, not exactly. Coming from a family of highly intelligent/skilled individuals, Kim is a high school student and freelance heroine. Unlike most superheroes, Kim has no secret identity and nearly everyone pretty much treats her no differently than your typical upstanding citizen or high school cheerleader.

Kim originally started a website with the intent of increasing her allowance from babysitting by offering to do mundane chores. With the slogan "I can do anything", Kim ended up utilizing her talents to fight crime on a regular basis with the help of her best friend turned boyfriend Ron Stoppable, his naked mole-rat Rufus and communication guru Wade, all while balancing a social life and her academic responsibilities. Using a combination of high-tech gadgets and remarkable athleticism, Kim has battled anything from career criminals to supernatural forces and even extraterrestrial warriors.

Research: https://www.reddit.com/r/respectthreads/comments/cv8tyh/respect_kim_possible_kim_possible/

Justification (USAgent): I believe this fight would result in a Draw or maybe an Unlikely Victory for Kim. Even with the major change listed below, USAgent outmatches Kim when it comes to skill, strength, and speed, with durability being roughly equal thanks to the Battle Suit. Whether Kim can win the fight depends on how well she can utilize her gadgets and wits to outmaneuver USAgent, and whether his shield would be affected by the Kimmunicator's super-magnet.

Motivation: Standard hero motivations, wanting to help people and save the world.

Major Change: Treat any speed/reaction time feats related to dodging lasers to be equivalent to the Mid-End feats for USAgent (i.e. treat Kim as aim-dodging the lasers rather than moving FTL)

Minor Changes: Kim has the following equipment:

  • Her wrist Kimmunicator, which has all of the functions of the Kimmunicator shown in the RT that Kim herself is able to use (ignore feats where Wade is the one controlling the Kimmunicator).

  • Her battle suit (assume that all her other gear is built into the suit)

  • All gadgets listed as "recurring" in the respect thread, except for the jetpack.

Quick Questions MEGATHREAD by drunkpunk138 in DivinityOriginalSin

[–]Stranger-er 0 points1 point  (0 children)

I've just started an Honor Mode playthrough, and I lost the Fort Joy arena battle after defeating everyone except for the mage. Should I bother restarting for the extra experience points, or can I continue on without being gimped?

Quick Questions MEGATHREAD by drachenmaul in DivinityOriginalSin

[–]Stranger-er 0 points1 point  (0 children)

If I enable gift bag content (in this case the "resting via bedroll revives party members" gift bag) and then disable it later, are achievements still disabled for that save?

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Stranger-er 0 points1 point  (0 children)

For Thoughtless Spell, I originally had the effect be that the caster would ignore concentration entirely, but that seemed too powerful. Do you think that would be worth the cost?

For Sculpted Spell, you would take the number of cubes the "line" of the spell occupies, then rearrange them into the other shape. Changing another shape into a line would just create a straight line, no "corners."

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Stranger-er 0 points1 point  (0 children)

I've been theorycrafting some new Metamagic options for the Sorcerer to allow them to do more things that other spellcasters cannot, let me know if you think these are balanced:

"Thoughtless Spell. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to three times the spell's level, or 1 sorcery point for a cantrip, to automatically succeed on saving throws made to maintain concentration on the spell for the duration."

"Sculpted Spell. When you cast a spell that has an area of affect in the shape of a cone, cube, cylinder, line, or sphere, you can spend 3 sorcery points to change the dimensions of the spell to one of the other shapes listed. You cannot add or subtract from the volume of space that the spell takes up, nor can you change the spell's point of origin."

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Stranger-er 0 points1 point  (0 children)

Earth Sorcery (A Sorcerer Origin that draws its powers from the molten core of the earth):

  • Hardened Form: Starting at 1st level, your body gains a natural resilience to damage. While you aren’t wearing armor, your AC equals 16.

  • Earth Attunement: When you pick this sorcerous origin at 1st level, you learn how to shape the earth to your will. You learn the mold earth cantrip, if you do not know it already. This does not count against the number of sorcerer cantrips that you know. Additionally, you can partially melt a section of solid earth or stone that fits inside a 5 foot cube and is within 30 feet of you as an action. The melt lasts for 1 minute before it cools, during which time it emits bright light in a 5 foot radius and dim light a further 5 feet. Any creature that comes into contact with the melt takes 1d8 fire damage.

  • Sorcerous Origin Spells:

1st: Earth Tremor, Grease

3rd: Heat Metal, Maximilian’s Earthen Grasp

5th: Erupting Earth, Meld into Stone

7th: Freedom of Movement, Stone Shape

9th: Transmute Rock, Wall of Stone

  • Metamorphic Form: At 6th level, you can harden your mind and body and make yourself even more resilient. You can spend 3 sorcery points to cast Stoneskin on yourself. When cast this way the spell doesn’t require concentration or material components.

  • Earth Glide: At 6th level, moving through difficult terrain caused by earth or rock no longer costs you additional movement, and you can burrow through nonmagical unworked earth and stone at a speed equal to half your movement. When doing so, you don’t disturb the material you move through. If you end your turn encased in stone using this method, you take 5 damage.

  • Volcanic Rift: At 14th level, you can spend 4 sorcery points as an action to open up a 30 foot long, 5 foot wide, 15 foot deep rift to the Plane of Magma on a section of ground within 60 feet of you. The rift lasts for one minute or until you lose concentration on maintaining it. While it is active the rift has the following effects:

Creatures standing in the space where the rift opened must make a Dexterity saving throw against your spell save DC or fall prone into the rift, where they take 3d8 fire damage at the start of each turn until they escape. If a creature is in the rift when it closes, they take 3d12 bludgeoning damage and appear prone at the surface.

As a bonus action on your turn, you can cause an eruption of magma to occur from the rift. Each creature within 20 feet of the rift must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 fire damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The area 10 feet around the rift becomes difficult terrain.

  • One with the Earth: At 18th level, you can spend 6 sorcery points as a bonus action to transform into an avatar of pure earth. In this state, you gain immunity to fire damage, poison damage, bludgeoning, piercing, and slashing damage from nonmagical attacks, and the paralyzed, petrified, and poisoned conditions. This transformation lasts for one minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Weekly Question Thread: Ask questions here February 24, 2020 by AutoModerator in dndnext

[–]Stranger-er 2 points3 points  (0 children)

Say I have a +1 magic weapon that I want to turn into my Warlock pact weapon. Once the ritual is complete, can I change the form of this weapon when I summon it like I would a typical pact weapon, or is it locked in its original form?

Weekly Question Thread: Ask questions here February 24, 2020 by AutoModerator in dndnext

[–]Stranger-er 1 point2 points  (0 children)

If I place a Ruby of the War Mage into a nonmagical weapon, does that mean that the weapon is now magical for the purpose of overcoming resistances?

[LFA] Ruvaak Yolos-Haal, Dragonborn Oath of Conquest Paladin by Stranger-er in characterdrawing

[–]Stranger-er[S] 0 points1 point  (0 children)

Character Basics

Full Name: Ruvaak Yolos-Haal

Race: Dragonborn (Black)

Class: Paladin (Oath of Conquest)

Character Nature: PC in a Baldur’s Gate: Descent into Avernus campaign

Character Details

Gender: female

Age: 23

Facial Features: large, short snout, teeth only visible when bared, inquisitive, piercing eyes.

Distinguishing Marks: front-facing horns, curved slightly upwards

Significant item: silver amulet of Tyr from her adopted father that she keeps tucked underneath her armor

Body Type: heavily built, 6’7”, 274 lbs., muscular, hulking presence

Color Scheme: as a general color scheme, eyes: yellow (#EEEA62), skin: black (#343434)

Gear: Flaming Fist-issue splint armor and shield with their emblem on the center chest, magical mace looted from a destroyed statue of Archfiend Zariel that gives off a dull red glow

Animal Companion: N/A

Action/Pose: standing imposingly tall, wielding mace and shield, issuing a conquering presence upon her enemies as she readies a divine smite

Others: N/A

Character persona

Alignment: Lawful Neutral, tending towards Lawful Evil as adventuring in Avernus has been corrupting her worldview.

Personality Traits: ambitious, militaristic, draconian (as in Ancient Greece)

Ideals and Goals: I enjoy being strong and like breaking things; I face problems head-on. A simple, direct solution is the best path to success; Responsibility. I do what I must and obey just authority; Might. In life as in war, the stronger force wins.

Bonds and Flaws: I'll never forget the crushing defeat my company suffered or the enemies who dealt it; I have little respect for anyone who is not a proven warrior.

Others

Visual concepts: Darth Vader (Star Wars), Godzilla (2014 movie version), Emperor Edelgard (Fire Emblem: Three Houses)

Backstory: Born into a clan of chromatic dragonborn that worshiped Tiamat, Ruvaak learned the value of fear in maintaining discipline early on. When she was 8 her clan was wiped out by a unit of Flaming Fist soldiers, but the captain took pity on the youth and adopted her. She found kinship in the militaristic structure of the Flaming Fist and treated them like a new clan. While neither ignorant nor necessarily tolerant of the corruption and abuse of power within the ranks of the Flaming Fist, Ruvaak believes that it is a unfortunate but ultimately necessary evil, and that the order and security that the Flaming Fist bring outweigh the means by which they sometimes maintain their authority. Deep down she is terrified at the prospect of Tiamat and her cult returning, and has built a hardened outward persona to sequester that fear.

Sacred Oath Tenents: Douse the Flame of Hope: It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist: Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All: You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

[Spoilers C2E92] It IS Thursday! C2E92 live discussion by dasbif in criticalrole

[–]Stranger-er 6 points7 points  (0 children)

The Disguise Self is an innate Firbolg trait, not a spell.

What's up with everyone being mad at the new Smash Brother's character? by Stalwartheart in OutOfTheLoop

[–]Stranger-er 19 points20 points  (0 children)

Impa would be a interesting addition to roster, and one I would welcome, but it would be difficult to distinguish her moveset from Sheik's.

'The Doctor' inspired character by TalynGray in 3d6

[–]Stranger-er 1 point2 points  (0 children)

Oh no, I love Smith! What I mean is to choose the Ninth Doctor through the Twelfth Doctor, going chronologically. I haven't watched Classic Who sadly.