Thursday, January 2, 2020

May the Power Protect You: Rocky DeSantos (MMPR Red)

The next few posts are going to be on the second generation of MMPR. I will not cover zords in these posts, as they're relatively self-contained and advising on them wouldn't change terribly much between the differing characters. Yes, these are Kickstarter-exclusive characters. They use the same deck with a different character ability, which changes their playstyle quite a bit. 


No other character in the game has given me half the trouble that Rocky has. Every time I've played with him I continuously find that I have a bad time. After talking with a few other people about him I've come to the conclusion that Rocky is not my playstyle, in the slightest. And, given most of the reactions I've read he's not most people's cup of tea. I think that has to do with the fact that Jason works so well, standard and Dragon Shield, that trying to work Rocky's ability to his deck is a hard proposition. Rocky is the hardest transition of all the Gen 2 characters. He occupies an almost completely different role than Jason, and without that knowledge and a frank appraisal of his deck in light of his ability you're just going to have a bad time. But Rocky's playstyle is every bit as good as Jason's. He's the man with the plan and, even though he needs more support than Jason, his wider access to his deck will prove to be just as helpful, if that's the sort of thing you like.

Rocky's ability is the most deceptive in the game. At any point you take a hit and you can put the card at the bottom of your deck you can instead put the card in your hand. It's a powerful ability, but you have to be careful, because this means that your deck gets smaller at a faster rate than anticipated. This means that Rocky should not take all the hits, and when he does he should definitely not use his ability all the time. Unlike most characters who have at-will abilities Rocky's should not be used at very opportunity. It's your deck you're playing with, after all. Caution is a must.

Block is the most valued card in your whole deck, just full friggin' stop. This card lets you grab the card you need right now. This does not mean that you should take hits every time you get a Block, however. Do not do what I did, but stop, think, and be judicious. Your hand size is going to be larger than other people's, but at the cost of the size of your deck. Use this card to get what you need and then get the hell out of the way. Rocky is not a tank. Do not play him like one. Use Block to grab what you need and then go back to support. 

Never lead a battle. Rocky is not someone who gets out in front of everyone and uses his actions to Attack. Move to the location required, Recover, and support whoever attacks. You can't afford to take the hits that a Lead Ranger often does, nor should you try. You are the Swiss Army Knife of the Power Rangers, not a friggin' battering ram. Don't act like one and you'll be alright. Throw out Team Tactics and Lead the Charge with wild abandon, but for goodness sake let everyone else do the fighting. Be cautious!

Rocky may be the hardest ranger in the game. He requires far more careful planning and strategy than Billy, while living in the shadow of a far easier and flashier option (Jason). You are the man with the plan, you have answers, but do not lose your head. You can't afford to, otherwise you'll be a liability. Plan ahead, be smart, and, love of God, don't get hit unless you need to be.

Saturday, December 28, 2019

Risk Legacy: War Three

Yes, this is a play report of a Legacy game. That means there's spoilers.


Ben- Khan Corporation, starting in Indonesia
Nathan- Imperial Balkania in Argentina
Logan- Enclave of the Bear, starting in Central Africa
Matt- Die Mechaniker, starting in Japan

Year One

Khan Corporation took over all of Australia and then stopped in South East Asia. Imperial Balkania took all of South America (as well as Central America) and then walked into North Africa, taking the city and the increased forifications within it. Enclave of the Bear's response to their new neighbors was swift and brutal. They flattened Balkania, despite their improved fortifications. They then swept the rest of South America, leaving Balkania respite in only Central America. Die Mechaniker took over half of Asia.

Year Two

Khan Corporation expanded into Africa and took Enclave's HQ, and then blazed right into South America, taking the HQ in Argentina. They then took Peru, but could not eliminate the Enclave in Venezuela. Khan Corporation then withdrew what he had left of his troops to Indonesia. Imperial Balkania and The Enclave of the Bear made a deal to leave each other alone. Balkania expanded into North America as far as Alberta. The Enclave took back Peru, but could not take Argentina back from Khan Corporation. Die Mechaniker took China and South East Asia from Khan, but had a surprise upset in Indonesia, losing almost all of their forces in the process.

Year Three

Khan Corporation's revenge was brutal. Coming from India they overwhelmed Die's forces in China, and then cut a bloody swath across Asia to Japan, where they took the last HQ on the board.

Wrap Up

Four cities were founded: the major city SingaBorland (yes, that's Ben's last name, yes it's funny, yes, let's move on), Alamo in Central America (which has an Ammo Shortage scar on it), the minor city of Bunker in Venezuela, and then Borderland in Afghanistan.

The world is now a mess. Hooray. 

Wednesday, December 25, 2019

Christ is Born!


Christ is Born, and all things have changed.

Christ is one with Nature.

He is one with you.

He is one with me.

Christ is Born!

Christ is Born, and He is now in the rapists.

Christ is Born, and He is now in the child molesters.

Christ is Born, and He is now in the politicians.

Christ is Born, and He is in the genocide.

Christ is Born, and He is in the poisoned air.

Christ is Born, and He is in the tsunami.

Christ is Born, and He is in the earthquake.

All is now altered. All is now changed. The cycle need not repeat. We will be judged if it does.

You share a nature with the rapists.

You share a nature with the child molesters.

You share a nature with the politicians.

You share a nature with the butchers.

The poisoned air was made so by those of our nature, unable to resist the poison we speak.

The tsunami is reacting to our nature, in self defense of the creatures that live within the seas.

The earthquake is responding to our nature's insistence on instability.

It need not be this way.

Christ is Born, and He is in your heart.

Find Him and many more than a thousand around you will be saved.

Christ is Born, today!

Saturday, December 21, 2019

Risk Legacy: War Two

Yes, this is a play report. Yes, that means there's spoilers.
Nathan: Die Mechaniker, HQ was Fortified (+1 both defensive rolls), began in Eastern Australia
Logan: Enclave of the Bear, began in Argentina
Matt: Imperial Balkania, began in Alberta
Ben: Khan Corporation, began in Iceland

Year One
Die Mechaniker exploded out from Australia, as far as the Middle East. Enclave of the Bear took all of South America. Imperial Balkania took all of North America but Greenland, afraid of overextending, since Greenland still has a Ammo Shortage. Khan Corporation took all of Europe.

Year Two
Die Mechaniker took all of Africa, clearly not intent on doing anything more than being a spanner in the cogs. Enclave of the Bear reinforced Venezuela and Brazil, and nothing else. Imperial Balkania took Greenland and reinforced the Ammo-Shortaged Central. Khan Corporation, however, took Egypt and the Middle East from Die Mechaniker.

Year Three
Die Mechaniker tried to take back Egypt.. .and lost horribly. Enclave expanded into North Africa, taking it from Die. Balkania took Ural, which had the minor city Philippines, as well as Venezuela from Enclave.. Khan attempted to take North Africa from Enclave, only to find that Die had built bunkers for Enclave; the two had set up an alliance after their brief spat in North Africa. The bunker turned the invasion into a rout; Khan had to back off. Khan instead took India from Die. 

Year Four
Die  took back India and the Middle East, and then broke Khan's European continent by taking Southern Europe, as well as taking Afghanistan. Enclave took back Venezuela from Balkania, even with a Bunker being built.  Balkania returned the favor and took Venezuela back. Khan, however, had the most dramatic shift of the round. They struck back against Die, taking back Southern Europe, the Middle East, took East Africa, Madagascar, Central Africa from them as well, and then kicking Enclave out of North Africa. 

Year Five
Striking from Afghanistan, Die Mechaniker took Russia and Scandinavia, and then called in their favor with Enclave, who Ammo-Shortaged Iceland, Khan's HQ. While they didn't take the HQ Die wore it down within an inch of its life... and then backed all the way up to Southeast Asia. Enclave tried to take Venezuela back, and lost. As Balkania began its turn Khan trained Southeast Asia's peoples in the way of the Mercenary, permanently making them a fighting force to be reckoned with; they could see the writing on the wall and knew it was time to prepare for the future. Balkania took Peru, Brazil, and then Argentina, claiming Enclave's HQ. And then, with a massive force stored up in Greenland, Balkania stormed the massively weakened Iceland. With that HQ claimed Imperial Balkania claimed victory.

South America found strength in this series of wars, becoming a more militaristic populace (South America bonus now +3). Kremlania, a minor city, was founded in Russia. Baby Guns, a minor city, was founded in North Africa. Everyone retreated to lick their wounds. A minor city was founded in Venezuela.

FIND OUT WHAT MINOR CITY WAS FOUNDED

Friday, December 20, 2019

The Rise of Skywalker: Review



Over the last few days I resolved to try something that I've not seen anyone else do: approach the Sequel Trilogy on its own terms. I would try to forget the first six films, if only so that I could see what this trilogy had that the other two did not. And what I found was a discussion on the importance of tradition and family to the human condition. One cannot forget what came before, no matter how flawed the previous generation was. Trying to destroy the past inevitably destroys you, whereas trying to conserve its lessons, but to do so with a strong critical lens. And that tradition, provided it's properly followed, will rejuvenate who you are.

This movie takes all of those ideas and dials them all the way up to 11, while adding its own ideas to the mix. Palpatine's return is foremost in the narrative, with a directness that I found to be surprising and refreshing. Palpatine is not presented so much as his individual return but that of the Sith tradition. There's a ritual element in Palpatine's dealings that are hard to ignore, right down to the ritual dagger used to find him. And Rey is presented as someone trying to inherit the tradition of the Jedi, of being worthy of it, which is presented as something more than just being able to lift rocks, but being aware of the people who gave that tradition.

And that's the big addition to the mythos that Rise of Skywalker gives: actual tradition is the awareness of the people who came before you. The ending of The Rise of Skywalker, with all of its pop and flash, reminded me of stories of the Desert Fathers, like Saint Anthony needing an answer to a text from the Old Testament and so Moses came to talk to him about what he had written and why. Tradition is the collective dead, pushing forward to influence us. This is not a passive thing. The dead know. They care. They want us to learn from them. And how we react to this consistent push from beyond the grave is a large part of how we become defined as people.

The last (and most important) thing I want to comment upon is upon the nature of death as it's discussed in Rise of Skywalker. My father once told me that the best thing parents could do for their children was to die when it was time. We pass things down to the next generation by the simple act of dying. This was so that way the child could finally begin to live a life that was no longer defined by the living presence of their parent.  It's an amazing gift to give, to no longer have to be like your predecessor, but yet still have the lessons they gave you so that way you have their wisdom. They are put out of your conscious mind so that way you can just make decisions, just for you.

The Rise of Skywalker closes out a trilogy of movies that is about what came before and how it intersects with the now. It takes the very real issue of how one is to identify oneself and puts it into an incredible showcase of spaceships, lightsabers, and explosions.  And for all of its craziness Rise of Skywalker uses these crazy, child-like, things to say something that everyone needs to hear, all the time. We are not just us. We are those who came before, and we get to choose how that gets shown to those around us.

The Undertow: Session Four


CONTENT WARNING
Discussions of rape, abuse and profound despair incoming. Avoid if you want/need to.

Mikansia: The female elf, played by Lena. Mikansia is currently trying to capture her evil father, Krakeru, who had raped her mother Makirta, who had sailed into the Void a long time ago. She had been sent to the surface by her friend Jabez, who had pushed her into a pirate ship to get her to the surface. Last session she was captured by the human fort of Elfwatch, after asking for assistance in destroying dark elves. It's almost like humans who are fighting elves don't want to tell them apart. One of the guards, Pierre, is going to break her out.

 Captain Akseli: Mikansia's captain from The White Tower. Last session Mikansia ducked a flying ship with The White Tower's flag flying from it. Yngvar is on the ship as well.

The Creature from Dream: a huge, green-scaled creature with mulitcolored feathers coming out of its head. It wears a strange iron mask. It's made offers to help Mikansia before, but always at a cost. Mikansia has never agreed. She doesn't know what the thing is, and was quite unsettled by the incident.

Lore: Due to a misunderstanding of elven courtship and marriage practices from Morgoth's Ring I had thought that elves conceived principally by deciding to. It was what I assumed, practically from the beginning, meaning that Mikansia was born from someone's active and conscious choice. Lena, being the far bigger LOTR nerd than I, said that was certainly one way to look at it. We both agreed that would make Mikansia's journey a lot more satisfying. Why on earth had Makirta, Mikansia's mother, choose to conceive a child in the midst of rape??
   

Over the course of the next few days Pierre revealed his plan to Mikansia. A few months ago the fort had begun a series of excavations under The Iron Forest, due to how incredibly dangerous it was to travel through it. The dark elves didn't know anything about them, and Pierre knew enough of the guards to where they could slip past with little trouble. the commander of Elfwatch was in no mood to see Mikansia, and so the chances of her getting a hearing at all were slim to none. So Mikansia agreed.

A few evenings later Pierre came into the cell, with all Mikansia's things, a cloak, and some gloves. As he handed her stuff back his nose wrinkled in disgust; Mikansia needed a bath. No one on the fort smelled as she did and she would get them caught within seconds. After Mikansia dressed snuck outside.

It was dusk. Guards patrolled the walls, off-duty soldiers filled the brothel's bathhouse, and everyone else was either huddled around a fire or in their barracks. They snuck into the soldier's bathhouse. Pierre checked to make sure no one else was in there, and then he stood guard outside while Mikansia cleaned up.. The bathhouses were built on a natural hotspring, so the water wasn't uncomfortable, not by any means! When she got out she and Pierre snuck over to the guardhouse, where the tunnels were, and climbed down.

The earth bore down upon Mikansia the second she was underground. Forcing herself to concentrate, she made herself figure out the layout of the tunnels as they traveled along them. It helped her calm down .

There was not one solitary guard. The whole way.

By the time they had gotten to a tunnel that forked Pierre was beside himself with worry. He pointed to the left passageway and told Mikansia that was the way out, but he couldn't go with her. He had to know why the normally heavily-guarded  tunnels were empty. Mikansia said she'd go with him.

On their way back Mikansia could hear, just barely, a low moaning. And along with it, a scraping. It was the sound of knife on flesh. Pierre couldn't hear it, so Mikansia stopped him and motioned down a passage to their left, indicating there was something that way. They crept towards the steadily increasing sounds. All of a sudden Pierre audibly gasped. He knew who it was that was being tortured!

The knife stopped scraping.

The painful gasps and small cries didn't.

Mikansia could hear foot steps.

Slow.

Unhurried.

But they were coming.

It was another elf. Pierre yelled a blood-curdling war cry and charged. The elf kept coming, unconcerned for the charging man, but began to wave at Mikansia. Mikansia ran up to intercept Pierre, to get him away from the elf.

But once she got closer she stopped; she was so aroused she could barely think straight, just looking at Krakeru, who had her eyes. He stopped, looked at her a moment, and began laughing. Pierre stopped, looked at Krakeru and Mikansia, and it clicked into place in his head.  Mikansia charged Krakeru, but he caught her wrist in a troll-like grip. His grip hurt and thrilled her.

Krakeru stared at Mikansia. he remarked that she looked just like her mother, Makirta. He'd had no idea that Makirta had chosen to conceive, but he was thrilled that she did! Krakeru was grinning like an idiot. His touch was making Mikansia more and more aroused, which made her grimace in her confusion; he understood the grimace and his smile became so large it could have swallowed both their heads. Pierre made a movement toward Krakeru, who spun around, still holding onto a struggling Mikansia, and splattered Pierre's throat acrost the wall directly behind him with one stroke of his sword. Pierre stopped twitching a few minutes later.

They struggled a minute, but Krakeru was far too strong for Mikansia, and so she stopped. Krakeru continued to look at her, drinking in every inch of her with his eyes. She asked him to stop... whatever... it was he was doing to make her react the way she was. Krakeru looked at her, confused. Do what? When Krakeru finally understood what was bothering Mikansia he laughed so hard he almost fell over; he still had a vice grip on her arm. Krakeru asked what on earth Mikansia thought he was doing, dark elf magic or something?? She nodded and he continued laughing even harder, saying that he was like her when he was her age, before he learned the wisdom of the Nameless and their Music.

Mikansia was furious, how dare he compare the two of them! But Krakeru persisted, congratulating her on hiding the truth from herself so effectively. I mean, why accept a deal from a creature from Dream if she could dupe someone into giving her the excuse of literally being shoved? And why break yourself out of a prison if you can get a human guard to do it for you??

Mikansia's jaw dropped. Krakeru laughed again. She was definitely his daughter! No doubt about it. Mikansia asked how he knew so much about what had happened. She wanted to know how he did what he did.  Krakeru told her that there was a stench upon those who had gone to dream. But the rest?

Nothing more would be shared until Mikansia told Krakeru her name. Mikansia flushed. Krakeru sat down, pulling her down with him, and then let go of her wrist. It ached. She gave him the name Miekonnen, but Krakeru saw right through that; stroking her eyes and nose, he told her that Makirta's eyes and nose wrinkled when she lied, even if it was only a second's twitch. Just like hers. Mikansia asked why he wanted to know her name. Krakeru told her she was his only child and that meant something to him. Mikansia asked why he couldn't just find out the way he had found out everything else. Krakeru told her he could, that the Music that he always heard, which let him see through the lies the Khen-Zai had programmed into their race, would let him know, but he didn't want to know that way; he wanted to hear her say her own name. Then he would teach her everything he knew about the Music. Repulsed, but curious, Mikansia stood back up. Krakeru stood up with her, but made no other movement toward her. Mikansia said her name, aloud, to him.

Her face was slammed into the bloody wall. She struggled, but still could not throw him off. Grabbing her by the arms, Krakeru pulled her back and whispered into her ear the first lesson: the Music was not something you heard audibly, not at first; you needed to hear it in your heart, first and foremost.

When he was done he could see how ashamed she was. And he smiled paternally, like a father seeing his daughter taking her first steps.

Mikansia wasn't present. Not anymore. He had pulled her pants back up, patted her rump reassuringly. She found her eyes couldn't focus, try as she might. Nor could she move. He grabbed her by the scruff of her shirt and began to pull her back. Toward Elfwatch. Up the ladder he pulled her, into the chaos.

Elfwatch was locked in battle. Humans were running away, fighting dark elves, and dying. The ship from the White Tower flew in low, dropping Elfhell atop the invading dark elves, lighting up the night in an eerie blue glow. Krakeru laughed aloud when he saw the ship. Sitting Mikansia down against a wall, he told "Mikki" that he was going to show her some real dark elf magic.

Nothing with a throat could have ever made the noise that came roaring out of Krakeru's soul.

Mikansia found she was back. Not all the way, but enough. She could try to get even, to embrace that awful... whatever it was... that Krakeru was channeling.  She could reach out, channel it into her soul, give her strength.

The flag of The White Tower, atop the crashing elven ship, which was rendered unflyable by Krakeru's scream, went through her vision. Mikansia rallied. Using every last vestige of that strength, she rejected that call. She would not be her father.

The ship of The White Tower crashed into the soldier's bathhouse.

The dark elves began their retreat, as the humans had rallied, using their superior numbers to their advantage. Krakeru ran off with the rest of the dark elves, back into the tunnels telling "Mikki" that he'd see her soon. Mikansia couldn't move. She couldn't focus.

Someone picked her up, someone elven was holding her. And then she heard Captain Akselli, comforting her, trying to get her to to sing the Lament of Mourning. And she tried (oh she tried!) to sing along; the song caught in her throat. It would not come. She shook, curled up in his arms as he sat down in a more secluded area. He asked her what Krakeru was to her, and she finally told him. Akselli was startled. He then realized what Krakeru had just done. And he swore that he would help her find justice. He had known Makirta, a long time ago, but had not realized that she was that Mikansia. But, regardless, Krakeru would die. Akselli laughed; Yngvar was going to be pissed. He liked hunting Nameless. And they weren't going home anytime soon.  Not to mention their wrecked ship. Yngvar loved that ship.

The cries of the wounded from the soldier's bathhouse could be heard. Akselli, along with Yngvar, went out to help. Mikansia, after some prodding, said she would catch up in a minute.

Mikansia sat alone, by herself, for a moment.

It didn't help.

She went out to rescue whoever she could.

Hi.

We're going to take a breather here. And talk.

So, when I asked Lena for what she thought would be interesting, she responded that she wanted the character to be the daughter of a rape victim. Given my own history, this engendered a very long conversation about what this would entail. And I do mean a long one. Hell, it's still happening now. We talked about what she wanted, what I wanted, and then we made a decision to tell the best story we could out of the desire we both had to explore something a good deal darker than normal.

If there was a goal to this campaign it was to explore the arc of abuse and its effects upon the secondary parties. How do people who are connected to these horrific incidents cope with the ripples such events undoubtedly create?  Having met more than a few female rape victims, several of which bore children from those unions, that's always been an issue on my heart. The issues of what is evil and good go into sharp contrast when one starts talking about rape, and I've spent a very long time considering this sort of stuff. This interested Lena as well, and so we resolved to make a narrative where the themes of abuse, friendship, and genuine grieving were explored. 

The actual scene when played out came as a bit of a surprise to both of us. While we had talked about the possibility of rape we had never really flesh it out more fully than that. This is one of those moments where play can take you by surprise.  but it felt like a genuine thing to happen, given the what we both knew about the characters, and so we let it evolve. There was a lot of "Are you OK? Are you sure this is OK with you?", from both sides. We knew the incident happened, and we needed to get a few facts set down, and that was as far as we wanted to take it.

And you better damn believe we cut to black as fast as we could. 

I will not pretend it is not vile. It is. Rape is vile. But rape is a symptom for something far worse, something far more universal, which is the weaponizing of pain. And that's something Lena and I are interested in exploring. Mikansia passed the test, as well as any of us can. 

Thursday, December 19, 2019

May the Power Protect You: Jason Lee Scott (MMPR Dragonshield Red)


Every single time I've played MMPR Dragonshield I find myself wondering "Why am I playing without the re-roll?" And then that Dragon Dagger comes out. Or I tank a shot that would kill every other character in the game. Or I realize that my deck is pretty hale and healthy, and everyone else's decks are in shambles. Don't play DS Jason if you want something flashy, cause you'll be in for a bad time. DS Jason is not flashy, he's not sexy, and he's certainly not going to have any tricks that you can say to others "LOOK AT ME!" But DS Jason doesn't care about that. He's here to tank shots, support his friends, and walk out like a bad-ass. And he accomplishes all these things with aplomb.

Your hand starts with the Dragon Dagger and Shield. Given how much energy we start with at in the early game that means that DS Jason can begin the game with a true explosion. Don't hold back this card! Just throw it out there and kill two minions and revel in the slaughter! Heck, take a hit on purpose so you can use the Dragon Shield and then follow up with the Dragon Dagger. This is one of the few times you'll be flashy, so take advantage of it! It will create an opening for your players that they'll appreciate.

Now, part of the reason why I suggest going all out in the first fight is because one of your next actions needs to be Recovery, so that you can put those two cards right into your deck. And this is where DS Jason begins to actually shine. You now have more cards in your deck than anyone else, and not only that but you have tougher cards than anyone else in the whole game. This means that there is no one else in the game that should be taking shots, by default. If someone else doesn't have a fancy trick you really should be taking those hits. And even then, sometimes you should take the hit anyway.

You can do either the Tyrannosaurus or the Dragonzord. Whichever one you pick is based solely upon what you think you'll need. The Tyrannosaurs zord is more generally useful, but the Dragonzord can take a single roll and make it so efficient that you may not need the Tyrannosaurus. If you don't have anything that really boosts attack power I'd go with the the Tyrannosaurus. But if the other zords are able to boost attacks I'd go with the Dragonzord.

This is not a flashy job. It is not a nice job. You are not going to be on the front lines, by and large, except for enormous bursts of power as you realize that you have the Dragon Dagger and the Power Sword, and then you get giddy. And yeah, you're doing things like Lead the Charge and Team Tactics and whatnot, but you really are there for one reason: to tank the hits so that way your team doesn't have to. And, assuming you do some smart uses of Recovery, you will find that you are still faring better than everyone else. And that's when you carry your group as they hurt. And they will. Trust me, they will. At that point you will walk out and practically solo whole fights, burning through your deck at a rate that will surprise even you. The entire paradigm will flip as your group supports you; you certainly have the depth of deck to do it!

But the moment will end; your compatriots will recover, and you will be back to your support and punching bag roll. But that's OK, because you're about the group. Unlike regular Jason, DS Jason can pull through in spots that no sane ranger could, ever. It's not flashy, because there's no insane tricks, you're just a badass. But it's never about you, it's about the group. Trust me, they'll forget about what you did. Who could blame them? They've got all these cool tricks and things they did that are really flashy and everyone will think about those! No one will remember you. But you, the player of DS Jason, didn't play this character to be remembered. You did it so that the group will triumph. And they will, because you were there.


And you'd have it no other way. I mean, c'mon, you're a Jason player

A special thanks to Jonathan Ying, who convinced me to try DS Jason again (and who I still apologize to for underestimating this character), and Joseph Cpg West, who proved I'm not alone in loving this character once I came around.