Sure.
Adhoc vote count started by Venerable Ro on Jan 2, 2025 at 9:24 PM, finished with 124 posts and 38 votes.
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[X] Plan: Architect of oneself
-[X] How does your tinkering work?
--[X] Architect
--[X] Magi
-[X] What does your tinkering do?
--[X] Life
--[X] Ego
-[X] What do you value most?
--[X] Aspiration
--[X] Introspection
-[X] And... where are you, exactly?
--[X] The Suburbs
-[X] What's your backstory?
--[X] A failed, disabled doctor who wants to change the world despite his own flaws
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[X] Plan IT'S ALIVE!!!
-[X] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
--[X] Controller: You know those tinkers who make robots, and not much else? That's you. You're the robot tinker. Good news is, you're really good at making robots.
--[X] Focal: You have a favorite kind of tool or weapon, and you make them very good. You're really only good at that one toy, but good gravy are you good at it.
-[X] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
--[X] Life: You know those stories about bio-tinkers? You're a biotinker. You work with living systems, whether it's the leafy greens, chimeric abominations, or the science of life itself.
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
--[X] Aspiration: You aspire to greatness and personal success, and you measure your worth by your accomplishments. Yours is a road paved with milestones.
--[X] Foundation: You know a good life is built on a good foundation, and every wonder needs a rock-solid one. Build stable now, and you can build taller later.
-[X] What's your backstory? (write-in vote; no trigger events!)
--[X] Grew up in a military family, tried to join the army but was rejected due underlying congenital health problems - something recessive, no one could've predicted it until he got checked. Ended up a serial part-time worker at any place that would hire.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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[X] Plan: Master of the Tower
-[X] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
--[X] Focal: You have a favorite kind of tool or weapon, and you make them very good. You're really only good at that one toy, but good gravy are you good at it.
--[x] Architect: You have a plan, and it's a big plan. In fact, it's so big, you could probably take over a city with it! You're on the fast track to building a megaproject.
-[X] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
--[X] Element: There's a whole world of power out there, and it's yours for the taking. Tectonics, hydraulics, cryogenics, atomic power... whatever it is, you're about tapping into that natural force.
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing.
-[X] Aspiration: You aspire to greatness and personal success, and you measure your worth by your accomplishments. Yours is a road paved with milestones.
--[X] Foundation: You know a good life is built on a good foundation, and every wonder needs a rock-solid one. Build stable now, and you can build taller later.
-[X] What's your backstory? (write-in vote; no trigger events!)
-[X] And... where are you, exactly?
--[X] (Write-in): Somewhere else, not among the other places. Unfortunately municipal zoning laws don't play well with, creative building proposals. And that was before you decided to build a structure to rival the mythic Yggdrasil Tree! No, if you were going to have the freedom and room needed to build your grand edifice right you'd have to get away from all those petty bureaucrats and "civil" engineers complaining about aggressively expansionistic foundations and Tinker-forged building materials.
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[X] Plan: Community Dreams
-[X] How does your tinkering work?
--[X] Hyperspecialist: You have your field of expertise, and you're very good at it. You're the best in your field, and you can do just about anything with it, but you just don't get other fields.
--[x] Architect: You have a plan, and it's a big plan. In fact, it's so big, you could probably take over a city with it! You're on the fast track to building a megaproject.
-[X] What does your tinkering do?
--[X] Data: Knowledge is power, and you've got both. Computers, tactical communications, surveillance, artificial intelligence... whatever it is, they're probably putting you on mission ops.
--[x] Artifice: You work with the technology of technology, whether it's yours or somebody else's. Nanobot swarms, modular engineering, incubation vats... your tech's the meta-tech.
-[X] What do you value most?
--[x] Community: You know the value of a little generosity, a little happiness, and a little hope. What we give to each other lets us all rise higher, and you've got a lot to give.
--[x] Harmony: You value a world where everyone can live together and enjoy their lives to the fullest. A little bit of moderation, a little bit of balance, and a little bit of trust.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
-[X] What's your backstory?
--[X] Someone born in 1955, worked on Community Memory. Remembers a time of optimism, a time of hope and a dream of connecting people together.
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[X] Plan: Sword-Logic
-[X] How does your tinkering work?
--[X] Focal: You have a favorite kind of tool or weapon, and you make them very good. You're really only good at that one toy, but good gravy are you good at it.
--[X] Combat: Most tinkers can build tech for combat, but not like you can. In fact, you're so good at combat tech that you're not much good at anything else!
-[X] What does your tinkering do?
--[X] War: You're all about that military tech. Maybe you're guns, radar, artillery, tanks, flamethrowers, chemical weapons... whatever it is, you've got the art of war down to a science.
--[X] War: You're all about that military tech. Maybe you're guns, radar, artillery, tanks, flamethrowers, chemical weapons... whatever it is, you've got the art of war down to a science. x2
-[X] What do you value most?
--[X] Authority: You know a person is shaped by the world around them, so you shape the world in turn. Maybe not everyone will appreciate it, but not everyone has to.
--[X] Courage: You know the value of personal strength, and what it means to test your resolve. When the going gets tough and others turn away, you press on.
-[X] What's your backstory?: When Dad immigrated to the US after Kyushu, he did two very important things: he opened a Kendo dojo and fell head over heels in love with Mom. You were their very happy accident. Much to Mom's fond exasperation, you were every bit your father's child with him training you in Kendo moves while you were still in diapers. Ever since Kendo's been a central pillar to your life, both as a sport and to connect deeper with dad's culture and homeland (which you know despite what he says he still misses deeply). You were planning on joining a professional tournament when it happened.
-[X] And... where are you, exactly?
--[X]New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.
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[X] Plan: DOCTOR! HELP NOW!
-[X] How does your tinkering work?
--[X] Hyperspecialist
--[X] Liberty
-[X] What does your tinkering do?
--[X] Life
--[X] Aspiration
--[X] Commitment
-[X] And... where are you, exactly?
--[X] The Suburbs
-[X] What's your backstory?
--[X] A Doctor that just graduated from Med School.
-[X] What do you value most?
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[X] Plan: Architect of Dreams
-[X] How does your tinkering work?
--[X] Hyperspecialist: You have your field of expertise, and you're very good at it. You're the best in your field, and you can do just about anything with it, but you just don't get other fields.
--[X] Chaos: Ask a tinker how their tech works, and they can talk for hours. But not you. You aren't even sure how you built this darn thing, but when it works it works.
-[X] What does your tinkering do?
--[X] Psyche: Your tech's about getting into people's heads. Whether it's hypnosis, dream manipulation, mind control rays, or the classic brain-in-a-jar, you're great at making new friends.
--[X] Safety: The word's out to get you, but that's okay. You're ready for them. Underground bases, life-support systems, power armor... whatever it is, you're a tough nut to crack.
-[X] What do you value most?
--[X] Introspection: You know the value of turning your mind's eye inward, understanding your own motivations, and coming to terms with your flaws.
--[X] Clarity: You know what matters most. When all is cast to ruin, when all is left to dust, when the star of hope has fallen, your tower still stands among the ashes.
-[X] And... where are you, exactly?
--[X] The Suburbs
-[X] What's your backstory?
--[X] An architect with revolutionary ideas in a creative crisis.
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[X] Plan: Young Fanon Armsmaster (but less of an asshole)
-[X] How does your tinkering work?
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
--[X] Combat: Most tinkers can build tech for combat, but not like you can. In fact, you're so good at combat tech that you're not much good at anything else!
-[X] What does your tinkering do?
--[X] Ego: Your tech's all about you. Clones, mutation, blood, medicine, implanted technology, remote operation systems... whatever it is, it's hard to tell where you end and your tech begins.
--[X] Data: Knowledge is power, and you've got both. Computers, tactical communications, surveillance, artificial intelligence... whatever it is, they're probably putting you on mission ops.
-[X] What do you value most?
--[X] Optimism: You know the value of believing in a better world. The night can't last forever, and the only way up is to go up. Sometimes you gotta rise and shine.
--[X] Courage: You know the value of personal strength, and what it means to test your resolve. When the going gets tough and others turn away, you press on.
-[X] And... where are you, exactly?
--[X]New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.
-[X] What's your backstory?
--[X] You've always had dreams of being a Hero, of making the world a better place. But you've also always been painfully shy, preferring computers and machines to other people. Therein lies the problem, how do you change the world when you struggle to leave your room?
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[x] And... where are you, exactly?
-[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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[X]Plan: Option of options.
-[X] How does your tinkering work?
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
-[X] What does your tinkering do?
--[x] Artifice: You work with the technology of technology, whether it's yours or somebody else's. Nanobot swarms, modular engineering, incubation vats... your tech's the meta-tech.
--[X] Alter: You're not about a specific focus, you're about the flexibility. All-terrain accessories, adaptive evolution, alternate settings... whatever it is, your tech never does just one thing.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
--[X] Flexibility: You like to keep your options open, even if it means you never really get anything done. But when your time comes, you'll be ready for it... you hope.
--[x] Harmony: You value a world where everyone can live together and enjoy their lives to the fullest. A little bit of moderation, a little bit of balance, and a little bit of trust.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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[X] Plan "Worlds Best Mug" Mug
-[X] How does your tinkering work?
--[X] Focal
--[X] Hyperspecialist
-[X] What does your tinkering do?
--[X] Alter
--[X] Alter × 2
-[X] What do you value most?
--[X] Introspection
--[X] Opportunity
-[X] What's your backstory?
--[X] Your a simple young man whose always been fascinated by doctor who, so you set out to try and build the ultimate tools for experiencing life to the fullest. Time Travel was probably asking a lot, and not something you entirely trusted yourself with anyways after a good think on it, but a sonic screwdriver. That you could make, and by the time your done with it, it's be truly amazing.
-[X] And... where are you, exactly?
--[X] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And they are probably right.
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[X] Plan My Lawn
-[X] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
--[X] Free: You have a special trick like every tinker, but it's not about how you do it. It's about how it holds you back. You get to build all the things, but you don't get them easy.
-[X] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
--[X] Control: Your tech's all about being in charge. Fortifications, battlefield suppression, administration, strategy, absolute domination of free will... whatever it is, you're the boss of it.
--[X] Safety: The word's out to get you, but that's okay. You're ready for them. Underground bases, life-support systems, power armor... whatever it is, you're a tough nut to crack.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
--[X] Foundation: You know a good life is built on a good foundation, and every wonder needs a rock-solid one. Build stable now, and you can build taller later.
--[X] Authority: You know a person is shaped by the world around them, so you shape the world in turn. Maybe not everyone will appreciate it, but not everyone has to.
-[X] What's your backstory? (write-in vote; no trigger events!)
--[X] People claim nobility no longer exists but they are only lieing to themselfs. Your family became a major land owner over generations, basicaly owning nearby town. With falling economy it dont bring riches as in past yet its still more then others. And you were preparing to step into helm of running it all your entire life.
-[X] And... where are you, exactly?
--[X] The Suburbs: Any city has small towns around it, and the big three above practically spill over into each other.
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[x] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
-[x] Mad Scientist: The tech you build is risky. Unsafe. Dangerous. Sometimes even to you. You're a cut above the rest, but you'd better have a backup plan for when it all goes wrong.
-[x] Free: You have a special trick like every tinker, but it's not about how you do it. It's about how it holds you back. You get to build all the things, but you don't get them easy.
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[x] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
-[x] Life: You know those stories about bio-tinkers? You're a biotinker. You work with living systems, whether it's the leafy greens, chimeric abominations, or the science of life itself.
-[x] Artifice: You work with the technology of technology, whether it's yours or somebody else's. Nanobot swarms, modular engineering, incubation vats... your tech's the meta-tech.
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[x] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
-[x] Victory: You know being right doesn't matter if nobody stands up for it. In a world where evil only triumphs when good does nothing, you're gonna do something.
-[x] Acceptance: You know the only end worth having is the one you can reach. When the journey's over, when the story's told... you can live with what you've done.
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-[X] Chaos
-[X] Controller
-[X] War:
-[X] Control
-[X] Companionship:
-[X] Community:
-[X] Former military officer turned used car salesman
-[X] Brockton Bay:
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[X] Plan: War Good
-[X] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
-[X] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
--[X] War: You're all about that military tech. Maybe you're guns, radar, artillery, tanks, flamethrowers, chemical weapons... whatever it is, you've got the art of war down to a science.
--[X] Control: Your tech's all about being in charge. Fortifications, battlefield suppression, administration, strategy, absolute domination of free will... whatever it is, you're the boss of it.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
--[X] Totality: You know the world is made up of all its parts. Not just the ones you like, and not always the ones you want. But that diversity is what makes us who we are.
--[X] Acceptance: You know the only end worth having is the one you can reach. When the journey's over, when the story's told... you can live with what you've done.
-[X] What's your backstory? (write-in vote; no trigger events!)
--[X] Rex Williams, you used to be a soldier. Ke word used to be, that you didn't get discharged for dishonorable conduct, no an injury took you out of the fight. You keep in touch with your old squad when you can but its getting hard in the bay, work getting harder to get, the gangs growing worse.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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[X] Plan: Arbiter of E.G.O
-[X] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
—[X] Hyperspecialist: You have your field of expertise, and you're very good at it. You're the best in your field, and you can do just about anything with it, but you just don't getother fields
—[X] Magi: You're a master of self-modification, and you're the centerpiece of everything you build. Cybernetics, grafts, frames... everything you do makes you better
-[X] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
—[X] Ego: Your tech's all about you. Clones, mutation, blood, medicine, implanted technology, remote operation systems... whatever it is, it's hard to tell where you end and your tech begins
—[X] Element: There's a whole world of power out there, and it's yours for the taking. Tectonics, hydraulics, cryogenics, atomic power... whatever it is, you're about tapping into that natural force.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
—[X] Authority: You know a person is shaped by the world around them, so you shape the world in turn. Maybe not everyone will appreciate it, but not everyone has to
—[X] Commitment: There's something you value, and it's worth more to you than anything in the world. Whether it's family, career, or mission, it's your strength and weakness both
-[X] What's your backstory? (write-in vote; no trigger events!)
—[X] World is slowly falling apart due to people's natures. It needs some at the top to control them, some Head to control the body and its Wings
-[X] And... where are you, exactly?
—[X]New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.
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[X]Plan: Even more options.
-[X] How does your tinkering work?
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
-[X] What does your tinkering do?
--[X] Alter: You're not about a specific focus, you're about the flexibility. All-terrain accessories, adaptive evolution, alternate settings... whatever it is, your tech never does just one thing.
-[X] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
--[X] Flexibility: You like to keep your options open, even if it means you never really get anything done. But when your time comes, you'll be ready for it... you hope.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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[X] Plan: If Angels Fall, can Demons Rise?
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[x] How does your tinkering work? (pick any two; result combines the two, you can pick the same option twice.)
-[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
-[x] Free: You have a special trick like every tinker, but it's not about how you do it. It's about how it holds you back. You get to build all the things, but you don't get them easy.
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[x] What does your tinkering do? (pick any two; result combines the two, you can pick the same option twice)
-[X] Data: Knowledge is power, and you've got both. Computers, tactical communications, surveillance, artificial intelligence... whatever it is, they're probably putting you on mission ops.
-[X] Psyche: Your tech's about getting into people's heads. Whether it's hypnosis, dream manipulation, mind control rays, or the classic brain-in-a-jar, you're great at making new friends.
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[x] What do you value most? (pick any two; result combines the two, you can pick the same option twice)
-[X] Harmony: You value a world where everyone can live together and enjoy their lives to the fullest. A little bit of moderation, a little bit of balance, and a little bit of trust.
-[X] Community: You know the value of a little generosity, a little happiness, and a little hope. What we give to each other lets us all rise higher, and you've got a lot to give.
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[X] What's your backstory? (write-in vote; no trigger events!)
-[X] The result of a poorly thought-out night of passion between two College kids in the wake of an Endbringer attack, Evan Andrews didn't have an easy home life. He had a rough home life with his parents uncomfortable around each other, and highly argumentative. No physical violence ever occurred, but the tension was constantly high, and the stress left him a quiet and nervous child. After the college graduation, his parents married officially- mostly for his sake, even if they'd come to rely on each other- and they moved to a relatively small town with stable work. Once he started making friends, others in the town started noticing how often he'd spend at their homes to avoid his own, and- after getting to know the parents- everyone started working on helping the family through their issues. The sheer lengths the community went through to help the young family out were obvious to the young Evan, and made a major impact on him, as did the slowly growing sense of sincere affection between his parents. Things turned for the worse when they returned from a week-long family camping trip to find their former home had been swept through by the Nine. Evan didn't see much before the parents turned around and fled, but what he saw haunted him after that day. His mother called her brother, one Daniel Hebert, and he helped their family move over into Brockton Bay, a wildly different setting than Evan was used to, and he has lived there ever since.
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-[x] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem
-[x] Free: You have a special trick like every tinker, but it's not about how you do it. It's about how it holds you back. You get to build all the things, but you don't get them easy.
-[x] Control: Your tech's all about being in charge. Fortifications, battlefield suppression, administration, strategy, absolute domination of free will... whatever it is, you're the boss of it.
-[x] Safety: The word's out to get you, but that's okay. You're ready for them. Underground bases, life-support systems, power armor... whatever it is, you're a tough nut to crack.
-[x] Foundation: You know a good life is built on a good foundation, and every wonder needs a rock-solid one. Build stable now, and you can build taller later.
-[X] Community: You know the value of a little generosity, a little happiness, and a little hope. What we give to each other lets us all rise higher, and you've got a lot to give.
-[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And they are probably right.
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[X] Plan: Vault-Tec Calling
-[X] How does your tinkering work?
--[X] Architect
--[X] Resource
-[X] What does your tinkering do?
--[X] Safety
--[X] Impulse
-[X] What do you value most?
--[X] Foundation
--[X] Community
-[X] And... where are you, exactly?
--[X] The Suburbs
-[X] What's your backstory?
--[X] Growing up, you were terrified at the threat of nuclear war, now you are certain the endbringers will kill us all before we can wipe ourselves out.
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[X] Plan: Premature Midlife Crisis Cape
-[X] How does your tinkering work?
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem.
--[X] Liberty: You don't quite play by all the same rules other tinkers do. No special benefits to what you build, but one of the usual 'being a tinker' problems isn't your problem. x2
-[X] What does your tinkering do?
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing.
--[X] Impulse: You make tech to do stuff for you. Robotics, automated security systems, monster hatcheries, tech-gardens... whatever it is, it'll do its own thing while you do your thing. x2
-[X] What do you value most?
--[X] Clarity: You know what matters most. When all is cast to ruin, when all is left to dust, when the star of hope has fallen, your tower still stands among the ashes.
--[X] Clarity: You know what matters most. When all is cast to ruin, when all is left to dust, when the star of hope has fallen, your tower still stands among the ashes. x2
-[X] What's your backstory?
--[X] You were one of the victims of a burgeoning global world dying to beasts of ash and tide. You know you could do so much more, you saw that the numbers and trends were there before the capes came. The world failed you, made you languish in a mediocrity of dead-end jobs to pay amounting debts. You're wasting away, forever obscure for failing the cosmic lottery.
-[X] And... where are you, exactly?
--[X] The Suburbs: Any city has small towns around it, and the big three above practically spill over into each other.
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[X] Plan: Fear Machine
-[X] How does your tinkering work?
--[X] Multithreaded: Most tinkers have a field of expertise, but you get two. Maybe even three. Each one's pretty okay on its own, but when you put them together, all kinds of fun can happen.
--[x] Architect: You have a plan, and it's a big plan. In fact, it's so big, you could probably take over a city with it! You're on the fast track to building a megaproject.
-[X] What does your tinkering do?
--[X] Psyche: Your tech's about getting into people's heads. Whether it's hypnosis, dream manipulation, mind control rays, or the classic brain-in-a-jar, you're great at making new friends.
--[X] Control: Your tech's all about being in charge. Fortifications, battlefield suppression, administration, strategy, absolute domination of free will... whatever it is, you're the boss of it.
-[X] What do you value most?
--[X] Aspiration: You aspire to greatness and personal success, and you measure your worth by your accomplishments. Yours is a road paved with milestones.
--[X] Victory: You know being right doesn't matter if nobody stands up for it. In a world where evil only triumphs when good does nothing, you're gonna do something.
-[X] And... where are you, exactly?
--[X]New York City: Somewhere in the general vicinity of greatness, that's for sure. Better bring your A-game to this one, pally.
-[X] What's your backstory?
--[X] A young politician who has been under pressure from competitors for a long time.
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[X] Plane: Architect of Dreams
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[X] Plan: It Doesn't Matter
-[X] How does your tinkering work?
--[X] Hyperspecialist
--[X] Mad Scientist
-[X] What does your tinkering do?
--[X] Data
--[X] Psyche
-[X] What do you value most?
--[X] Introspection x2
-[X] Backstory: You are one rich university dropout. Clever and aware of what you want, but knowing the world and humanity as it is going to end soon due to all bullshit in the world. So you decided to just live you last years as good as you can, doing what you actually want and spend the remains of your inheritance on hedonism.
-[X] And... where are you, exactly?
--[x] Brockton Bay: One might suspect this city was made to tell the stories of heroes and villains. And, well, they're probably right.
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Looks like we're in a very close race between a standard self-tinker, a minion tinker, and my own Tower. I would of course like to take the opportunity to stump for my own idea, as something really novel and particularly expressive of the Tinker fantasy. There's just something about the idea of building something magnificent, something improbably and impossibly vast for no other reason that you can. To stand on a balcony and watch the clouds pass by below you, because you not only climbed the mountain but built the very mountain itself.
The view, quite frankly, is magnificent.
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