This thread is for tropers who have trouble with English and would like some help with the crazy grammar of this crazy language.
Write down what you wish to edit on the wiki. If you have been suspended from editing, another troper might be kind enough to edit for you after your suggestions have been corrected.
The thread is for help and feedback on your own suggested edits.
If you want help correcting other people's edits (e.g., if you find a page which seems to have grammar problems but want a second opinion, or you don't feel able to fix it by yourself) then that's off-topic here, but we have a separate Grammar Police cleanup thread
that can provide assistance.
Edited by Mrph1 on Nov 16th 2023 at 5:37:57 PM
Page 901 @brb1006
...Fair, <- comma Alice...on for the animatronic for "John/Father", <- comma Alice...lap, <- comma trying...behind it to snap the pants closed behind it. However...curtain had opened up at that exact...This resulted in Alice...audience, <- comma since...Alice ran off stage, but Walt later reassured her by telling her "That...of people at the...
^ The first four sentences were two sentences that had been improperly split in half.
Page 901 @Orror SANESS
Part 4-5: From World War 2...dictatorship, pushing back and almost defeating the...innovation, <- comma leading to...
...Fox Empire to...month, <- comma until the Fox Empire ...Fox Empire than...Alpatets (the CSA)...off, <- comma unlike...tribes seceded from the Fox Empire and...with the Fox Empire turning...
Page 901 @Ian 78668
...later voice Nekojar...Odyssey, <- comma as he speaking...Japanese subtitles and...to Rasputin's from...
This had so many problems an was so confusing that I can't be sure that my changes are true to the work.
...IOTL, <- comma with Hachi voiced by...Nekojara voiced by...Izumiya, <- comma as he turned down...commitments. <- period Nekojara's...motives are very...Anastasia. <- period They both...the Devil, <- comma then become undead Evil Sorcerers to...and they abuse ...Sharmee, <- comma who will both later reform. <- period They suffer a...death, <- comma with...effects which debut in 1997. <- period and where Lloyd also voices a Soviet...2 in the same year as he send a Soviet spy voiced by...to steal the Giant and was responsible...
^ There was a huge run-on sentence
connected together by a comma splices
.
Edited by Arivne on Jan 30th 2023 at 10:08:03 AM
Lanfeust: Character (C'ian)
- Personality Powers: Her healing power matches her gentle personality.
Adiboo: Magical Playland: YMMV
- Signature Scene: The cooking minigame is without a doubt, the most iconic part of the game.
Ib: Characters (Weiss Guertena)
- Colourful Theme Naming: "Weiss" means "white" in German.
- Meaningful Name: His names means "white" and he's wearing white clothes on his self-portrait. Having a color for a name is also fitting for an artist.
For https://tvtropes.org/pmwiki/pmwiki.php/Main/AudienceAlienatingEnding
- Man of Steel is a rare example of the ending of a first film overshadowing the rest of its franchise. The climax of Man of Steel has Superman and Zod square off in Metropolis, causing billions of dollars of property damage and likely countless deathsnote with Superman making no attempt to mitigate the damages or take the fight elsewhere. The final nail in the coffin for many came when Superman ended the battle by killing Zod. This proved to be controversial for many fans (and even some comic writers) as Superman is the poster boy for The Cape and one of the shining pillars of Thou Shalt Not Kill in comics. The fact Superman moves on from Zod's death after a single scene and is never shown mourning the civilian deaths he indirectly caused adds more fuel to the fire. The reception of the final battle in Man of Steel was enough to tarnish the image of this incarnation of Superman for many, with some critics going as far to say Superman killing Zod destroyed any hope or further interest they had in the DCEU.
Edited by Mariofan99 on Jan 31st 2023 at 11:15:08 AM
Borderlands Children Of The Vault
Folder->Tyreen Calypso
- Would Hurt a Child: An ECHO Log titled "Poetry Contest" found in the Cathedral of the Twin Gods has her read off poems from Troy's "Praise Be the God-Queen" poetry competition. The poem from a young Psycho named Gut Rot is praiseworthy, but because he called her Vault Girl instead of God-Queen, he's marked for death.
Tyreen: "Roses are red, but Pandora has none. Tyreen is the Vault Girl. She is my sun." Aw, that's so sweet! But he didn't get my title right, so... sacrifice him.
Bandit: He's only seven, God-Queen! And he's got a gimp leg!
Tyreen: Oh! [winces] Oh, I didn't realize. Then, he'll be easier to catch, won't he?
For future trope examples in Slender: The Arrival:
- Hollywood Darkness: You can see fairly well with the flashlight off.
- No Fair Cheating: Glitching through the map triggers Slenderman's Snowy Screen of Death, and to add insult to injury, Slenderman has this to say:
Edited by gamerzillasaurusrex2000 on Jan 30th 2023 at 1:00:36 AM
- Becoming the Mask: In "Handsome Jackpot," you can find a series of ECHO Logs titled "Lost and Found from a Trashlantis Citizen who came to the city for safety, to get whatever she can and to get out. On a scavenging run, she finds her old luggage, tossed down into the garbage after bandits picked her old hotel room apart. She considers her clothes gross, but not "this smells like the wrong end of a dead ratch," but more like why materialism ever mattered. She leaves the clothes behind, grabbing a tube of toothpaste for the town to share.
I am planning to create pages for Warcraft's units from the RTS days of the franchise. This is for the units in the first two games, I didn't think I would be able to fit those and the units for the third game in one page.
General
- Cosmetically Different Sides: The Orc and Human units have identical stats, barring the Archer and Spearmen, with the only difference being the spells used by their magic units.
Peasant / Peon
The Worker Unit for the Humans and Orcs, respectively. They are essential to a player's economy, but are also weak and cannot fight.
- Informed Flaw: Peons are described as dumb in the manual, even though in gameplay they are just as good at their jobs as Peasants. Though this description is from the perspective of the Orcs and could be the result of Unreliable Narrator.
- Non-Action Guy: Unlike in later games, Peasants and Peons cannot attack.
- Worker Unit: They act as the builder and resource gatherers.
Footman / Grunt
The basic combat units for both sides in the first game
- Armor Is Useless: Despite the Footman being covered from head to toe in armor, his armor stat is the same as the Grunt, who is only wearing regular clothes.
- Cannon Fodder: Both units are cheap and easy to amass.
- Informed Ability: Grunts are described in the manual as being trained to use shields, even though they do not carry shields in the game.
- Shields Are Useless: Footmen carry shields that serve no purpose in gameplay.
Archer / Spearman
The ranged units for both sides of the war. Unlike other units, there is a slight difference in their stats with the Archer having an extra point of range while the Spearman has slightly higher damage.
- Annoying Arrows: Averted hard. While neither of these units hit as hard as the Footman and Grunt, in large enough groups they are devastating.
- Blade On A Stick: The Spearmen throw spears at their enemy.
- Chuck Cunning Ham Syndrome: The Orc Spearmen vanish after the original game, never to reappear. Human Archers likewise never appear again.
- Long-Range Fighter: Both of them, the Archer having slightly longer range while the Spearman has slightly greater damage.
Knight / Raider
The advanced melee units for their respective sides. They are faster than the infantry due to their mounts, are better armored, and hit harder.
- Armor Is Useless: Like with the Footman and Grunt, the armor stat for both units is the same despite the Knight being the one drawn as wearing actual armor.
- Canis Major: Raiders ride on top of wolves that are as big as horses.
- BFS: The Raider carries a sword that based on the image of his sprite is as tall as he is.
- Epic Flail: While the Knight's description says his weapon is a mace, the chain on it makes it a flail.
- Horse of a Different Color: Raiders right giant wolves in place of horses.
- Lightning Bruiser: They are more durable than basic infantry, hit harder, and are the fastest units in the first game.
- Put on a Bus: Raiders disappear in Warcraft 2 with the Ogre taking their place as the counterpart to the Knight.
Catapults
The siege weapons for both sides. Unlike other units, they are identical in appearance in Orcs and Humans.
- Chuck Cunning Ham Syndrome: The Humans' catapult disappears after the first game and never returns.
- Mighty Glacier: Catapults are slow, but have more HP than Knights and Raiders, albeit with less armor. A direct hit from them is enough to kill any unit instantly aside from a Daemon or a fully upgraded Knight or Raider, and their splash damage alone kills most weaker units.
- Siege Engines: Their range isn't any longer than the basic range units, but they make for it with much greater damage.
Cleric / Necrolyte
The basic spell casters of the humans and orcs, Clerics using the magic of their respective religions. While their states are identical their spells are completely different.
- Cool, but Inefficient:
- Both of them have a spell that reveals an unexplored portion of the map. The spell in question costs a fifth of their mana and a hefty amount of gold to unlock, so the money is better spent using a regular scout.
- The Necrolyte's Raise Dead creates a unit that is actually weaker than basic infantry, so it’s not worth using.
- In the Hood: Necrolyte wears black hoods.
- Invisibility: Clerics can make themselves or a friendly unit invisible until they attack an enemy.
- Light 'em Up: The Cleric's basic attack spell Holy Lance shoots a projectile made of light, which their order devised due to the necessity of fighting the orcs.
- Martial Pacifist: Clerics loath violence, but will use it to protect themselves and others from the Orcs.
- The Medic: Clerics can heal allies with their magic.
- The Necromancer: Necrolytes can cast Raise Dead to create skeleton warriors called The Dead.
- Put on a Bus: Both units are gone after the original game, the Cleric never appearing again. Warcraft II explains the Clerics were deemed ill-suited for combat so they instead taught their ways to a select few Knights, creating the Paladins. The Necrolytes were killed and their energy was used as fuel for the Death Knights.
- Squishy Wizard: Both magic users are as frail as a Worker Unit.
Conjurer / Warlock
The advanced casters of both armies, the Conjurers rely on the control of Elemental Powers while the Warlocks study Black Magic that even other Orcs are horrified by.
- Elemental Powers: The Conjurer uses the powers of the elements, combining fire and water to create a literal Rain of Fire and the control of water to create a Water Elemental.
- Hellfire: The Warlock’s Fireball is described as them channeling the fires of the underworld.
- In the Hood: Like the Necrolyte, the Warlock wears a hood, though theirs is red.
- Shrouded in Myth: The Summon Daemon spell is described in the manual as only being rumored to exist with the orcs only having a vague idea about how it works. In game however it is researched liked any other spell.
- Squishy Wizard: Like the basic magic users, they die easily in combat. As a result, a common strategy for many players is to simply keep them at their base and rely on their Major Summons.
- Summon Magic: The main thing players use them for, specifically their Major Summons, which are so strong that once unlocked games tend to revolve around them.
- Wizard Classic: Conjurers have the look to a Twith the robe, pointed hat, and Wizard Beard.
Tropes applying to their summons
- Big Creepy-Crawlies: The Minor Summon for both units summons giant bugs, scorpions for the Conjurer, and spiders for the Warlock.
- Big Red Devil: The Daemon is the standard red demon with a pair of bat wings.
- BFS: Even in proportion to the size of the wielder, the swords carried by the Daemons are huge.
- The Dreaded: The orc and human descriptions of Daemons make it clear both factions are afraid of them.
- Mighty Glacier: The units created by the Major Summon are only as fast as basic infantry, but they are the most powerful units in the game.
- The Water Elemental is a ranged unit that hits harder than a Knight or a Raider, dealing enough damage to kill weaker units in a single hit. Despite being ranged it has more than double the HP of any normally trained unit.
- The Daemon has the highest HP in the game, enough that it can survive a direct hit from a Catapult, and its attacks kill most units in one hit.
- Overshadowed by Awesome: The Minor Summon lets this unit create free units as long as they have mana. But the units created by the Major Summon are so much better that players tend to skip researching the Minor Summon to save gold for the Major Summon.
- Put on a Bus: All the summoned units besides the Daemon are gone after the original game, and even the Daemon is a completely different unit in Warcraft II.
Neutral Units
These are units who will appear in either campaign as enemies.
Brigand
Thieves who rob defenseless humans are encountered in only one level in the Orc Campaign.
- Palette Swap: Of the Footman, also possessing identical states.
- Unique Enemy: They only appear in one of the Orc missions, and ironically they are helping the humans against the orcs.
Fire Elemental
Fire Elementals created by human mages who proved uncontrollable and will attack either side of the war.
- Mighty Glacier: Fire Elementals are not as strong as Water Elementals, but they are still more powerful than units besides the Water Elemental and the Daemon. They are slow as those units as well.
- Playing with Fire: They are beings made of fire who throw it at their enemies.
- Turned Against Their Masters: The Fire Elementals turned on the humans who created them and will attack humans and orcs alike.
- Unique Enemy: Fire Elementals only appear in one mission in the Human Campaign and one in the Orc Campaign. Ironically in the latter, the Fire Elemental is fighting alongside the humans.
Ogre
Huge dull-witted brutes from the same world as the orcs, though they are not on the side of the orcs. They have the same HP as Grunts and Footmen, but higher armor and damage.
- Ascended Extra: Ogres in the original game were enemies who only appeared in a few levels. Later entries and lore feature them far more prominently.
- Carry a Big Stick: Ogres carry large clubs.
Skeleton
Reanimated skeletons of the dead seeking to their anger out on the living.
- Dem Bones: They are walking skeletons outside of the control of the orc Necrolytes.
- Informed Ability: The manual describes the Skeletons as more difficult to destroy than expected, but they have less HP than a Worker Unit.
Slimes
Blob Monsters of unknown origin attracted to warm bodies with the intent of sucking the life from them.
- Blob Monster: Green creatures made of slime that are hostile to humans and orcs.
- Stone Wall: Slimes have a pitiful attack, but the highest HP next to Elementals and Daemons on top of the highest armor in the game.
General
- Cosmetically Different Sides: Like in the original game, the units for both sides have identical stats. The only difference between them is the spells used by magic casters and upgrades for the ranged units.
- Put on a Bus: All the naval units were removed from Warcraft III.
Peasant / Peon
The workers of both sides. While not designed for combat, they can now attack.
- Informed Flaw: Peons are again described as being dumb even though they are capable of the same tasks as the Peasant, who is made out to be the smarter of the two units.
- Simpleton Voice: The Peasant uses a voice that makes them sound dull-witted, despite the descriptions in the manual making them out to be intelligent.
- Worker Unit: They are the builders and gatherers of land resources on both sides.
Footman / Grunt
The basic fighters of both sides.
- Armor Is Useless: Like in the original game, the Footman wearing armor doesn't make his armor any better than the Grunt.
- Badass Mustache: The Footman sports an impressive one in his character portrait that extends down below his mouth.
- Heavily Armored Mook: Footmen are covered in heavy armor, not that it does them any good in gameplay.
- Sleeves Are for Wimps: Grunts have no protection of any kind on their arms nor do they wear sleeves.
Elven Archer / Troll Axthrower
The ranged units for the Alliance and the Horde, respectively. The Archer can be upgraded to the Ranger and the Axthrower the Berserker, which grants the increased HP, access to upgrade to their range, and a unique upgrade for each faction.
- All Trolls Are Different: In this game, they are essentially leaner, thinner Orcs who can gain a Healing Factor
- Anti-Villain: In contrast to the orcs whose only motive is warfare and bloodshed for its own sake the trolls are motivated by the oppression they suffered at the hands of humans, elves, and dwarfs.
- Boring Yet Practical: Compared to the Berserker granting access to an upgrade that allows for a slow, passive regenerative ability, the Elven Ranger gets a simple but more useful damage upgrade.
- Cool, but Inefficient: Troll Berserkers can get an upgrade that grants a Healing Factor, but the slow rate it heals, on top of the cost of upgrading to the Berserker in the first place means it doesn't help much.
- Informed Ability: Trolls are stated to be more agile than orcs, even though their speed is identical.
- In the Hood: Upgrading an Archer to a Ranger causes their portrait to include a hood, though their sprite looks the same.
- Long-Range Fighter: They act as the basic ranged units for their respective sides.
- Suspiciously Similar Substitute: To the Archer and Spearman from the original game, fulfilling the same role.
- Throwing Your Sword Always Works: Axes in the case of the trolls. They are just as accurate with them as the elves are with their arrows.
Knight / Ogre
The advanced melee units for their respective sides. They are stronger, faster, and more durable than the basic units, and can be upgraded to use spells.
- Acrofatic: Ogres are huge and very fat, but are as fast as the horse-mounted knights
- Armor Is Useless: The knight is covered in armor while the Ogre wears nothing beyond a piece of cloth, yet their armor stat is the same.
- Cool, but Inefficient: Upgrading a Knight to Paladin isn't worth the cost since the spells gained from the upgrade aren't especially useful.
- Crippling Overspecialization: The Paladin's Exorcism spell does damage to undead units. Since there are only two of those in the game, it doesn't see much use.
- Drop The Hammer: Knights and Paladins wield huge war hammers.
- Dumb Muscle: Ogres are very dumb thanks to their heads arguing, but they are very strong. They also do as much damage with their fists as a Knight does with their hammers.
- Faster Than They Look: The huge bulking Ogre is as fast as a Knight on horseback.
- Genius Bruiser: Ogre Mages have all the strength of a normal Ogre with the intelligence to use magic.
- Lightning Bruiser: They are strong, fast, and durable. Despite the Ogre's bulk, he's just as fast as the knight. The Ogre Mage can take this even further by casting Bloodlust on themselves which triples their damage.
- Magic Knight: Upgrading to a Paladin or an Ogre Mage allows the units to use spells, though it does nothing for their stats beyond a minor improvement to their sight range.
- Multiple Head Case: Ogres have two heads, and they are prone to arguing with each other.
- Non-Action Guy: The Eye of Kilrog created by the Ogre Magi is the fastest unit in the game by a wide margin, but it can't attack.
- Simpleton Voice: Ogres are stated to be dumber than Orc Peons, and their voices give the air that they are not very smart.
- Stout Strength: The huge and fat Ogre is so strong he can simply rely on his fists instead of a weapon. The build of the Ogre is closer to a weightlifter than a person who is overweight so he has very bulky arms to deliver those punches.
- Useless Useful Spell: A problem holding back the Paladin. His Healing spell sounds useful a paper, but between its high mana and the game doesn't let players set spells to autocast, it is not worth using on anything besides a really expensive unit. Exorcism is even worse since the only thing it is good for killing a Death Knight.
Ballista / Catapult
The long-range siege units of the war.
- Long-Range Fighter: Both units have the longest range in the game.
- Nerf: Compared to the Catapult of the original game, the Orc Catapult has a massive reduction in damage so it can no longer one-shot most of the game's units. It does however possess a much greater range.
- Siege Engines: They act as the long-range building destroyers of their respective factions.
- Suspiciously Similar Substitute: The Ballista is this to the Catapult the Humans had in the original game.
Demolition Squad / Goblin Sappers
Suicide units who are meant to carry explosives to their target.
- Action Bomb: Both units attack by blowing themselves up. While they explode when they are killed by enemies, this does no damage.
- Glass Cannon: They deal enough damage to destroy any unit caught in the blast and instantly destroy less durable buildings. They are also fast but are no more durable than a Peasant or Peon.
Mage / Death Knight
The magic units of the game. They are extremely frail but possess destructive spells.
The mages have seen the failures of the Conjurers in the First War and worked to ensure they would stronger and better prepared to face the Orc Horde.
Death Knights are dead Warlocks brought back to life by placing their souls in the bodies of dead knights. Further empowered with the energies of dead Necrolytes, the Evil Sorcerers of the Horde continue to wreak havoc with their Black Magic.
- Baleful Polymorph: The Mage's Polymorph turns the target unit into a harmless critter, effectively killing the target since they are rendered harmless.
- Cool, but Inefficient: The Death Knight has the Raise Dead thanks to their theft of Necrolytes' energy. Despite creating a greater number of units because they are still too weak for the spell's cost.
- Do Not Touch the Funnel Cloud: The Death Knight's Whirlwind creates an uncontrollable tornado that damages anything it touches, friend or foe.
- Elemental Powers: Like the Conjurers, the Mages use a lot of spells based on elemental magic
- Shock and Awe: Lightning, their basic attack.
- Playing with Fire: Fireball, which sends out a fireball that hits enemies in a line, and Flame Shield, which creates a barrier of flames around a target that damages anything it touches.
- An Ice Person: Blizzard, which calls down a barrage of ice shards.
- Glass Cannon: Both units can inflict considerable damage with their spells, but they die very easily if they come under attack.
- Invisibility: The Mage can make units invisible, including himself. This makes for a dangerous combination since it allows him to easily get into a position to kill enemy workers with Blizzard.
- Make Them Rot: Death and Decay, which damages anything in its radius, friend and foe alike.
- Non-Indicative Name: Despite their name, Death Knights are not so much knights as they are horseback-mounted liches.
- Power at a Price: The Death Knight's Unholy Armor makes the target temporarily invincible at the cost of their HP.
- Squishy Wizard: Both units do not have much HP or armor so they die easily in a direct fight.
- Unfriendly Fire: Flame Shield, Whirlwind, and Death and Decay can damage friendly units.
Gnomish Flying Machine / Goblin Zeppelin
Speedy fly recon units that cannot attack.
- Fragile Speedster: They cannot fight, but they are fast.
- Non-Action Guy: Neither of them can attack, but they are the fastest units in the game next to the Eye of Kilrog and can see submerged units, making them useful for spotting turtles and submarines.
- True Sight: They see the otherwise invisible Gnomish Submarines and Giant Turtles.
Gryphon Rider / Dragon
Offensive flying units. They are fast and inflict heavy damage.
- Drop The Hammer: Gryphon Riders attack by throwing their magic Stormhammers at enemies.
- Herd-Hitting Attack: Attacks from both of them hit units behind their target.
- Lightning Bruiser: They are the fastest units in the game next to the Flying Machine and Zepplin, have above-average health, and on top of hitting hard their attacks hit units in a line.
- Non-Mammalian Hair: Dragons are reptile-like creatures with hair. This feature was dropped in later games.
- Our Dragons Are Different: Dragons in this game are the standard fire-breathing variety, and they are green aside from their wings and hair. This was before most of the lore on dragons was established.
- Throwing Your Sword Always Works: Or throwing a hammer in the case of the Gryphon Rider.
- Thunder Hammer: The dwarfs riding the gryphons use Stormhammers, hammers with electrical powers that trigger when thrown.
- True Sight: Both units can spot submerged units.
Oil Tankers
Ships that are built to gather oil.
- Cool Boat: The Orc Tanker is partially constructed out of bone, and has a huge skull on the front.
- Non-Action Guy: Tankers are used to build oil platforms and haul back the oil. Unlike other ships, they have no weapons and no armor.
- Worker Unit: An usual one that exists to gather a resource that is only found on the water.
Transporters
With the introduction of water maps, Transports are added to carry units it.
- Non-Action Guy: While more durable than Tankers, they are still defenseless.
Eleven Destroyer / Troll Destroyer
The basic warships of both sides. They are mobile and can attack ground and air targets with their cannons.
- Anti-Air: Aside from attacking air and land units, they can also fire at air units.
- Cool Boat: They are fast ships that pack a considerable punch with their cannons.
Battleship / Ogre Juggernaut
The advanced warships, armed with a battery of cannons on top of carrying heavy armor for their protection.
- Cool Boat: The Battleship is a huge sailing ship with a battery of large cannons. The Juggernaut is even larger.
- Mighty Glacier: While much slower than destroyers, these ships have more armor, and HP, and do more than twice as much damage.
- Not the Intended Use: Their "Attack Ground" command allows them to hit submerged units even if they cannot see them as long as the player aims for the area where the submerged unit is.
Gnomish Submarine / Giant Turtle
Stealth ships that are invisible to all but a few units with True Sight.
- Cool Boat: The submarine is a sub that packs a powerful cannon.
- Glass Cannon: Both units have strong attacks, but low HP and no armor.
Daemon
Campaign only units who appear in a few missions, never under the control of the player. While they share the name of the Daemons from the original game, they are functionally completely different.
- Flaming Sword: They wield burning swords.
- Fragile Speedster: In contrast to the original game, Daemons in Warcraft II are speedy but fragile flying units
- Villain Decay: Compared to the Daemons of the original game, these do not pose much of a threat. Their descriptions also do not hype them up as powerful monsters feared by both sides of the war.
Thanks
@ Fast Times at Ridgemont High
- They Wasted a Perfectly Good Character: The cheerleader played by Kelli Maroney has a good combination of humorous pep and dignified bitterness during her brief screentime that makes many people wish she'd at least been a secondary character.
- The first battle between Batman and Killer Croc in Swamped. Croc nimbly dodges several blows while watching his opponent’s fighting style, much like Batman does to so many of his opponents. Then, once Batman finally lands a blow, Croc quits messing around and his first punch collides with Batman’s next punch in midair, with the impact knocking Batman several feet back. And then, before Batman can recover, Croc tackles him into the river, drags him underwater and nearly drowns him.
@ Jeremiah
- At the end of the finale, the Founders, the leaders of Daniel's government, are exposed as the callous, manipoulative Not So Well Intentioned Extremists they are, with this revelation coming while one of them is surrounded by angry soldiers, but it is never shown what punishment he faces, or if his three colleagues are also caught.
- Androcles' Lion: In To Sail Beyond the Stars, Kurdy is being chased by several gunmen and encounters an impoverished and homeless young mother who he gave food to and then acted as a midwife for when she went into labor. She lets him hide under her sleeping bag, saving his life.
@ Jeremiah
- Fanfic Fuel:
- How a lot of the communities (even well-equipped ones like Thunder Mountain) shown in the show, despotic and peaceful alike, made it through the initial years after the death of adults is interesting to imagine. There are also a lot of blanks to fill in about how the leaders of so many settlements (like Millhaven and the village from "The Touch" fell under the Valhalla Sector's influence.
- Moe
- The pregnant girl from To Sail Beyond the Stars who is about to give birth while alone, homeless, and in a post-apocalyptic world where there are no support systems or people who explain how this works has a strong air of sweetness and vulnerability, although she does ultimately show a smart and snarky side as well.
@ The Golden Age They Wasted a Perfectly Good Character
- Miss America never gets to demonstrate her unique Transmutation powers. She is also primarily characterized in her role as Thompson's abused mistress rather than as the political aide who could have provided an interesting Sympathetic P.O.V. to the people who believe in Thompson's (supposed) vision for the country.
- While there really wasn't enough room to feature too many heroes in a four issue miniseries, a lot of the many Golden Age heroes who cameo in the fourth issue can feel underused, as there are fans who would have liked to see them interact with the main characters, adjust to the postwar world, and do more in the final battle (especially since it is hard to tell what happened to many of them).
- Miss America's prime timeline teammates the Freedom Fighters (especially Human Bomb, whose drawn-out fight with Dynaman is largely off-panel) get a few panels of pagetime but not a word of dialogue.
- Wildfire only reappears for a single panel after being absent from comic pages for decades and having been very popular during her original run.
- Sportsmaster makes one appearence as a criminal Alan Scott fights, then makes a cameo appearence during the final battle, where he gets a Heroic Sacrifice after taking advantage of an amnesty offer. It would have been interesting seeing him between those two points, getting more Character Development.
- Red Torpedo, Sandman, Plastic Man, Wildcat, Guardian, and the Seven Soldiers of Victory appear so breifly (most of them just in background scenes) that it's easy to forget they appear at all.
@ Crossed They Wasted a Perfectly Good Character
- Remy Cowell and the people of her North Carolina colony in the first Mimic interquel (set in 2060) story attract a decent bit of interest due to having a lot of the culture of the +100 but without as much of the infamous Future Slang, as well as the novelty of being led by James, a Cool Old Guy who survived C-Day. Having a community with the same kind of atmosphere and characters as +100 and a living survivor of the original outbreak could have been a decent long-running story arc, and some fans lament the We Hardly Knew Ye "Shaggy Dog" Story treatment Janes, Remy, and their neighbors get instead.
- One-Scene Wonder: Every character or group of characters who Gideon and his pursuers briefly encounter get a lot of respect from most fans, but some are particularly memorable and feel like much bigger parts of the movie than they actually are.
- The Nice, Mean, and In-Between bank robber brothers and cousin who encounter Gideon.
- Carver’s wife is quite haunting in the flashbacks of her Plot-Triggering Death.
- Little Miss Badass Determined Homesteaders daughter Charlotte.
- Cold Ham Magical Native American Charon and the eerie saleswoman Madame Louise amp up the Magical Realism during their brief screen time.
Edited by Melinda on Jan 31st 2023 at 7:32:28 AM
For future We Are Not Going Through That Again examples:
- In Zathura, once the main characters return to Earth, Walter only has this to say to Danny:
Folder->Web Video
Folder->Vesper Noir
- In this clip
, while Vesper is reviewing Japanese convenience store (combini) food, he gets a $10 superchat from a user he thought existed only in legend: Eating Mike Tyson's Ass. He thinks at first someone took the name until the user clarifies it is indeed the real deal by sending him a couple more superchats. Vesper says he can get hit by a car and forget his family, but he'll never forget Eating Mike Tyson's Ass.
For The Mighty Thor: Thor Odinson
- Adaptational Superpower Change: Thor can use Mjölnir to channel several abilities his mythological counterpart lacked. Per instance, in the comics, Thor can fly by hurling his hammer in the air and holding onto its strap. In Norse Mythology, however, Mjölnir didn't have such power and Thor relied on his goat-drawn chariot to travel long distances. In fact, in some situations, such as in the "Hárbarðsjlóð", he couldn't pass through bodies of water by himself, something which he wouldn't have trouble with could he go over them.
Edited by good-morning on Jan 30th 2023 at 11:50:27 AM
oh hey how are you doing?

Page 901 @Melinda
She doesn't get along with Angelus or Drusilla, <- comma but...
...and doubts about being able to defeat Angelus...
She carves...bedpost, <- comma and he wastes no time...
...while also frustrating Drusilla and Angelus with occasional tantrums.
Jenna Duffy, AKA the Carpenter, <- comma is...Together, they defeat her clients, after which <missing text> pretend to have been kidnapped the whole time....fee, <- comma having been paid in advance, <- comma and...
^ Who pretends to have been kidnapped the whole time? Batman and Jenna Duffy, or the clients?
...professional burglar who...her exploitative and...and escaped from prison. Complicated security systems...crafted except for one ...window, <- comma and...
...now will commit murder over and has never...
...apparently been decades since most
ofdrinking...the state-run Orphanage...Melanie is a variant, being a...first) <- no comma born...She is praying educated...
^ "praying educated" is not correct English.
...The Virus had yet...show, <- comma but...evolutionary or a...
The pregnant girl from "To Sail Beyond the Stars" never even gets a name, <- comma but...
Edited by Arivne on Jan 30th 2023 at 9:21:22 AM