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Posts posted by Arklytte
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@Paxon With regards to the various 'Roles' for The Crew, is that something we should be aiming for when putting our characters together (ie should we build the character with a focus towards 'The Commander', or 'The Gunner', or whatever), or will that even be a consideration when you're choosing players? I ask because I'm giving very serious thought to giving my character Oath Against Harm (he is a Doctor, after all) and if I do that, there are a couple Roles that he straight up wont fit (Gunner, for example).
Or are the Roles something we're going to hash out once The Crew is actually chosen? And, if so (and if necessary), will we be able to make spot tweaks to our characters once that happens (ie to move around skill points, if someone ends up being The Driver, even though they didn't actually put points into that skill initially)?
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CHARACTER NAME
QUOTE
Class: Class 1 Link | Class 2 Link
Race: Race Link
Gender:
Age:
Height/Weight:
Hair/Eyes:
Appearance
TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE
Personality
TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE
Backstory
TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE TEXT GOES HERE
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41 minutes ago, Demented said:
I don't know about categorization, but I suggest calling it "Easy Rider".😀
👍
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[list][*]Testing
[*]One
[*]Two
[*]Three
[/list]
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2 hours ago, PigLickJF said:
That might be the only reason it's actually survived all this time! That journal they pass down is actually just a recipe book...
👍
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1 minute ago, PigLickJF said:
Well, technically, I don' think either of those two are options. Don't get me wrong, I'm not trying to be a jerk or argue with the DM here, lol. I just spent a ton of time last night trying to figure out how the dang Transformation feat actually works, and I'm pretty sure I've got it right (although I could well still be wrong).
Transformation only lets you choose from (transformation) or (body) talents; neither Powerful Limbs or Size Change are (body) or (transformation), so they're not actually valid choices.
You can choose other traits, but you have to have the appropriate talents. And since we can't take magical talents, Transformation is highly limited.
That said, if Pax were willing to let you take those talents, with the caveat of not actually being able to actually cast Alteration spells, it would work fine. It'd be a bit of a 'wasted' talent, in a sense, since its literally only there for your Transformation feat, but if it fits the character vision, it might be worth it. YMMV
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1 minute ago, Paxon said:
It may be the apocalypse, but at least there's good food and coffee aboard this tank!
Damn straight. How can we fight Kaiju, radiation warped !onstrosities, and post apocalyptic warlords without a good, strong cup of joe and a blueberry scone?? Anything else would be barbaric!!
2 minutes ago, Llyarden said:3 minutes ago, Llyarden said:Oh, heck, I thought you [i]were[/i] going for Barista, my bad. But yeah handling all food and beverage needs between us works, or I could just flip back to being an actual Blacksmith.
Nah, play what you want. I honestly hadn't made up my mind, though, tbf, I was leaning towards Barista. 🙂
I was also pondering pairing Scholar/Doctor with Alchemist/Physician, and really doubling down on things.
I honestly haven't made up my mind re:mechanics, though I'm definitely committed to playing The Doc.
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4 hours ago, Llyarden said:
I'm probably going to go Iron Chef, so the 5th-level Techsmith feature giving a Maintenance option doesn't really work for me, unfortunately. Or I guess I can just ignore that ability.
Well crap, looks like we were thinking along similar lines, Llyarden. Heh...I could take Barista instead, and we could handle all the teams food and beverage needs between us. 😄
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Same, though I also made sure my antivirus was cranked up to 'paranoid' as well. 🙂
Thanks Pig and Nib for the links!!
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Heckin reserved
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Markus "Doc" Strumpky - Wasteland HealerAlchemist 6 (Physician)
Scholar 6 (Doctor/Harmacist)
OOC Stuff
TESTING
ONE
TWO
THREE
Combat Mechanics
___________________________________________________
TEMPORARY EFFECTS
STUFF GOES HERE
HERE TOO
ALSO HERE
ETC
___________________________________________________
COMBAT ACTIONS
STUFF GOES HERE
HERE TOO
ALSO HERE
ETC
___________________________________________________
ACTION ECONOMY
Free Action: -
Immediate Action: -
Swift Action: -
Move Action: -
Standard Action: -
Full Round Action: -
5 Foot Step: -
General Info
_________________________________________________________
OFF-TURN/CONTINGENT ACTIONS
STUFF GOES HERE
AND HERE
HERE TOO
ETC
_________________________________________________________
NOTABLE SKILLS/SKILL CHECKS
Will ALWAYS use Hermit Motif outside combat (+4)
Applied Consistency add +2 when Taking 10/20
Craft(Alchemy): Base +26 (Can always Take 10)
Alchemy Kit: +3
Alchemy Lab: +5
Craft(Leatherworking): Base +20
Leathercrafting Kit: +3
Heal: Base +29 (Can always Take 10)
EX Healer's Kit: +7 (+8 Deadly Wounds)
GM Healer's Kit: +5 (+6 Deadly Wounds)
Healer's Kit: +2
Knowledge (All): Base +21
Perform (Diplo; Hndl Animal; Intim; Sense Motive) : Base +20
Hammered Dulcimer: +3
Profession (Doctor): Base +21
Profession (Pilot): Base +23
Perception: Base +22
_________________________________________________________
SENSES
Low Light Vision
Can see 10' in Smoke, Fog, etc
Perception: +22 (+1/20' Range Increment)
Sense Motive: +20
Stealth: +11
_________________________________________________________
DAILY ACTIONS/LONG TERM BUFFS
These abilities are activated at the beginning of each day, or when they expire.Fate: The Hermit Motif: Can Aid Another on self as a Swift Action. Bonus is +4; Duration: Permanent (Fated Oath Boon)
War Paint: Can have 3 War Paints active at once (Highland Clansman (Refluffed @Tanker Crew); Painter talent)
Blue: +15' Enhancement Bonus to Speed
Green: Increase duration of Morale bonuses by 2 rounds
Yellow: +7 Competence Bonus to Perception
_________________________________________________________
CONSTANT EFFECTS/STATBLOCK
Current Run Speed: 45 (30 Base; +15' Blue War Paint)
Current Initiative Bonus: +2 (DEX)
Current Hit Points: 72/72 (78 Max/-6HP for Oath of Ritual)
Current Temp Hit Points: XX
Primary Martial Focus: Yes
Secondary Martial Focus: Yes
Current AC: 26 (Base 10; +2 DEX; +1 Inhuman Resilience (Natural); +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))
Current Touch AC: 25 (Base 10; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))
Current Flat Footed AC: 24 (Base 10; +1 Inhuman Resilience (Natural); Prescient Dodger +7; +5 Unarmoured Training; +1 Enhancement (Oath Boon))
Current CMB: 6 (4 BAB + 2 DEX)
Current CMD: 30 (Base 10; +4 BAB ; +1 STR; +2 DEX; +7 Prescient Dodger; +5 Unarmoured Training; +1 Enhancement (Oath Boon))
SAVES
FORT: +11 (Base: +5; +4 CON; +2 Inhuman Resilience)
REF: +9 (Base: +5; +2 DEX; +2 Inhuman Resilience)
WILL: +9 (Base: +5; +2 WIS; +2 Inhuman Resilience)
Resistances: N/A
Equipment
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Daily Carry Gear - 36.9 lbs
Tank Key
On dog tag style necklace if not in use
Wastelanders Outfit
Heavy Jeans
Cotton Shirt
Flannel Shirt (in cold weather)
Combat Boots
Leather Duster
Black Felt Stetson
Chiurgeon's Kit (Strapped to Left Thigh)
Antiplague (2)
Antitoxin (2)
Bloodblock (2)
Calming Cider (2)
Revitalizing Rum (2)
Smelling salts (2)
Soothe Syrup (2)
Stable Salve (3) 3d8+52HP
Exquisite Healer's Kit (Strapped to Right Thigh)
(10) Uses
Modern, high end first aid kit (+5 to Heal Skill)
Surgeons Tools (+1 to Treat Deadly Wounds)
Natural & Alchemical Meds
GrandMaster Tactical Shotgun (Back Sheath or In Hand)
Standard Load: (8) Beanbag Rounds
Deadly Nightblade: Activate @ Move Action
Progressive Neurodegenerative Toxin
Sanpkhang (Right Boot)
Poisoning Sheath (Current Poison: Debilitating Toxin)
Butterfly Knife (Left Forearm/Left Boot)
2x Concealable daggers: Open @ Free Action (Quick Draw)
Masterwork Needle Launcher (Right Forearm)
Standard Load: (10) Accupuncture Needles
Can be coated with any Toxin/Poison @Free Action
Fanny Pack (@Adventurer's Sash) (Waist (Lower Back))
3x Shotgun Box Mags
Beanbag (8)
Shell (8)
Slug (8)
5x Loading Tubes for Needler
Standard Action to load
50 Accupuncture Needles in leather case
Weapon Maintenance Kit
Gasmask
MW Binoculars
2 Rechargable Batteries
Flashlight
2 Bota Bags of water
Flask of high proof rum
2 Days Rations (Jerky, Trail Mix, Hard Tack)
Zippo Lighter (US Flag Motif)
Poison Pouch (Left Belt)
Materials collected through day for combat Toxins
Formulae Pouch (Right Belt)
Leather pouch w/sewn in tubes
Holds 15 formula vials
Materials collected through day for Formulae
Flashbang/Stinkbomb Bandoliers (Chest)
Materials collected through day for Flashbangs/Stinkbombs
Small clay forms to fill/throw
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Go Bag (Sturdy Backpack+2) for emergencies - 42.6 Lbs
ALWAYS PACKED/In Personal locker
Exquisite Alchemist's KitSwift: Checks longer than 1 rd take half time
+3 to Craft (Alchemy)
GrandMaster Healer's Kit x2
(10) Uses
+4 to Heal Checks
Fishing Kit
+1 to Survival checks to fish
Gear Maintenance Kit
Survival Kit
+2 to Survival Checks
Climbing Kit
Silk Rope, Pitons, Climbing Harness
+2 to Climb
Includes Climbing Pick (+1 to Climb)
MW Nightvision Goggles
Flashlight
4 Rechargeable Batteries
5 Loading Tubes for Needle Launcher (loaded)50 Accupuncture Needles in leather case
6 Shotgun Box Mags (8 rounds per mag)2x Beanbags
2x Shells
2x Slugs
3 Boxes of shotgun shells
(20) Beanbags
(20) Shells
(20) Slugs
100' silk rope2x Sunrod
10x Candles
3x Torches
5x Smokesticks
Butane (for refilling lighter)
Machete6x Throwing knives
Skinning & Boning knives
Harvesting tools
Change of clothesGrooming Kit
Bedroll
Blanket
Small Hand Drum
4 Waterskins7 days rations
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Additional Gear Stored in Tank
MW Tactical ShotgunShotgun Shells, in boxes of 20
200 Shells
200 Slugs
200 Beanbags
12 Mags
4 of each type
Needle LauncherAccupuncture Needles
300 in leather case
10 speed loading tubes (loaded)
Exquisite Alchemist's Lab (Set up as needed)Profitable: 2x profit on created items
Swift: Checks that take longer than 1 round take half time
+5 to Craft (Alchemy) check
GrandMaster Healers Kit x5+4 to Heal Checks
Surgeon's Tools +1 to treat Deadly Wounds
GrandMaster Leatherworking KitProfitable: 2x profit on created items
Includes Tanning Kit
+6 to Craft (Leather) checkGrandMaster Hammered Dulcimer
Profitable: 2x gold for busking
+2 to Perform
GrandMaster Gunsmithing Kit
Swift: Checks that take longer than 1 round take half time
+2 to Gunsmithing
Grooming Kit
Sleeping Box (Can be broken down)
Medical Tablet (No in game use, RP only)
Chronicler's Kit w/ex journals
Spelunker's Kit
Eventide Outfit3x Explorer's Outfits
Alchemy
Formulae (# Carried)
Can have 15 Formulae 'active' at one time.
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Save DC: 19 (Unless otherwise specified)
Attack Mod: +13 vs Touch (Splash)
Range Increment: 25'AOE Splash Acid Damage; Lingering Damage
Struck Target takes 4d6 Acid 15' radius
+15' Half damage
+15' Radius 1 pt
Any target that takes 2HP dmg or more takes 1/2 next round
AOE Splash Cold Damage; Can Freeze liquid
Struck Target takes 3d6 Cold 15' radius
+15' Half damage
+15' Radius 1 pt
Can freeze 12 5' cubes of liquid solid
Can freeze AOE 80' diameter
This AOE can support Huge creatures
Staggers targets via uncontrolled sneezing
Struck Target or Adjacent FORT 23 or Staggered 1 round
On fail, save for 1d4+1 rounds of stay Staggered
20' Radius: FORT 18 or suffer all above effects
Sticks target in place via glue-like substance
Struck target-2 att/-4 DEX; REF 19 to stuck to floor
STR Chk or 20HP Slashing dmg to remove
Half speed for 3d4 rounds
10' Radius - REF 19 or suffer all above effects
Panacea (2)
Cures a multitude of ailments
Cures Blinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
Salve (4)
Heals 3d6+52 HP; Healing beyond max becomes Temp HP for 6 hrs
Can only be given 9x/person/day
Any healing beyond max becomes Temp HP for 6 hours
Universal Alcohol (1 (6 doses))
Single shot alcohol (Combines Cider (Base); Rum; Vodka; Whisky)
Calming Cider: +3 vs Emotion for 1 hour
Invisible Ichor: 2x strength, no taste
Lullabying Lager: Fall asleep in 1 hr
2x resting Healing; stacks w/Heal check
Mindbending Mead: -3 Perception; +3 vs Illusions
Painkilling Perry: +3 vs Pain for 1 hour
Revitalizing Rum: +2 to next save, lasts 1 hour
Sobering Schnapps: Ignore Drunk penalties for 1 hour
Sickened penalty reduced by 1/2
Vitalizing Vodka: +3d4 Temp HP for 1 hour
Wakeful Whisky: +3 vs Sleep Effects
Can ignore sleep requirements
Circumstance boosts 1/tgt; 3 on self (Blue; Green; Yellow)
Black: +7 Competence Bonus to Stealth
Blue: +15' Enhancement Bonus to Speed
Green: Increase duration of Morale bonuses by 2 rounds
Yellow: +7 Competence Bonus to Perception
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Toxins (Can create/apply as Free Action)
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Save DC: 19Can be contact, ingested, inhaled, or injury.
Chosen at the time of creation.
Last 1 minute
To cure, 1d20+Heal Skill vs DC 17
Attack Mod: N/A - Dependent on VectorNumbs pain in target temporarily
First 14 HP damage after dose becomes nonlethal
+3 to save vs Pain
Can only be applied 1/hour
Slowly erodes stat(s)
-4 to one ability score (except CON)
Can be split -2/-2
Stacks with self
Makes target increasingly sleepy
1st Failed save: Target becomes Fatigued
2nd Failed save: Target becomes Exhausted
3rd Failed save: Target falls asleep
Can be awakened (@Std Action) by slap or dmg
Neurodegenerative (Deadly Nightblade)
Causes mental ability damage over time
Activate as Move Action; lasts til deactivated
Alchemy Sphere Toxin talents apply
1st Failed save: FORT 19 on dmg or Confused for 6 rounds
Successive Failed saves: -1 (stacking) to all Mental Stats (Min 1)
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Alchemical Items (# Carried)
________________________________________________________Antiplague (2)
Antitoxin (2)
Bloodblock (2)
Calming Cider (2)
Revitalizing Rum (2)
Smelling salts (2)
Soothe Syrup (2)
Stable Salve (3)
3d8+52 Healing (Does not count against daily doses)
All HP above max become Temp HP for 6 hours
Alchemical Item Creation Time
Time Savers
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Swift Alchemy: All Alchemical Items take half the normal time to create
Rapid Alchemy: Alchemical Items costing 150GP or less can be made in 30 minutes
With Improved formulae, reduce crafting time to 15 minutes (result is still basic item, just made faster)
Increase DC of item by 6 (INT); this bonus does not apply to Alchemy Sphere Improved items
Swift Quality: Any skill check that takes longer than 1 round, takes half the normal time
Craftsman: Mundane items take half normal crafting time
Natural Materials: Counts as having Alchemy Kit for the purpose of creating Alchemy Sphere materials only.
Crafting Times
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Alchemy Sphere Formulae
Can create 2 Formulae per crafting
Base Time w/o kit: 15 minutes
Swift Alchemy = 7.5 minutes
Craftsman = 3.75 minutes
Can create 16 Formulae per half hour
Base Time w/Kit or Lab: 15 minutes
Swift Alchemy = 7.5 minutes
Craftsman = 3.75 minutes
Swift Quality = 1.875 minutes
Can create 16 Formulae per fifteen minutes
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Create Alchemical Items
Can create 1 regular Alchemical Item costing >150GP in 30 minutes
Swift Alchemy = 15 minutes
Craftsman = 7.5 minutes
Swift Quality = 3.75 minutes
Can create 16 Alchemical Items per hour
With Improved Formulae (Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag) can create in 15 minutes
Swift Alchemy = 7.5 minutes
Craftsman = 3.75 minutes
Swift Quality = 1.875 minutes
Can create 32 Acid Flask, Liquid Ice, Sneezing Powder, Tanglefoot Bag per hour
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Create Stable Formulae/Toxins
Create item using only Base Talent (Can increase DC as normal)
Base Complexity 1
Adding effect of additional talents = +1 Complexity
Max Complexity 6 (equal to Heal skill)
DC to Craft = Equal to Base Complexity OR 10+Complexity
Cost to create; can be sold for 4x this value (Profitable Kit/Lab)
Formulae: 10GP x Heal ranks x Complexity
Toxin: 5GP x Heal ranks x Complexity
Time to create
Creation Cost >250GP: 8 hours (1 day) per 1000GP
Creation Cost <250GP: 2 hours
Swift Alchemy: 4 hours / 1 hour
Craftsman: 2 hours / 30 minutes
Swift Quality: 1 hour / 15 minutes
>250 GP = 1 hour/1000GP, up to 8 hours
<250 GP = 15 minutes or 4/hour, up to 8 hours
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Daily Heal Count
Det
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Doc
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Duende
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Martin
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Packer
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Tanya
Revitalizing Compounds: 5 / 6 Remaining
Treat Deadly Wounds: 6 / 6 Remaining
Salve: 9 / 9 Remaining
Non Crew
Jana: Revitalizing Compound: 1 Dose
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Idea: 'Doc', using a combination of scrounged bits of tech, herbal remedies, and 'hoodoo', Doc keeps the team healthy and ready for battle. Handy to have around in a fight, as he can use his concoctions to cause just as many problems for the enemy as he makes benefits for the team.
Takes the Hippocratic Oath dead seriously (Oath against Harm?)
Scholar - Doctor?
Blacksmith - Barista and/or Iron Chef?
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“You know how sometimes you tell yourself that you have a choice, but really you don't have a choice? Just because there are alternatives doesn't mean they apply to you.” PRIMARY ROLE Buffer/Debuffer; Healer SECONDARY ROLE Crowd Control CREW POSITION Driver; Commander in a pinch -
Here's hoping everything is ok. I have a fair number of Spheres books, but a fair bit is pre - USoP. Definitely need the wiki to make a character.
Well, at least I can work on fluff. 😁
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On 5/1/2022 at 9:27 AM, Colin said:
@Miss@Arklytte@bwatford@DarkisNotEvil
I addressed a lot of the why and reasons here, in the Path to Baldr Release thread.
Thank you for the link. I hadn't seen that post, so I appreciate it.
Also, credit where it's due. Over the last couple of days, it looks like some of my concerns were addressed (and yes, I'm self aware enough to know it wasn't my concerns, in particular, but since many others seemed to have similar concerns, it's nice to see them being addressed :)). The option to change to a more 'standard' forum view is very welcome, and the landing page layout is definitely a bit easier to navigate.
That said, the Games layout still leaves much to be desired (not trying to be snarky, trying to offer constructive criticism). No matter what layout I choose, it still seems to 'bunch up', whether it be on PC, or Mobile. It's definitely a challenge to navigate, but I'm not sure what would make it better. Perhaps a more 'folder/old school forum' interface?
Either way, it will definitely require more poking and prodding on our part, as well as work on y'all's. Thank you for being responsive and receptive, rather than simply dismissing genuine concerns. Makes for much better outcomes all round. All of us are here because we love this site and this community, which makes us passionate. That can certainly be a good thing, but sometimes it brings out folks' inner curmudgeon, especially when change happens.
I look forward to seeing how things continue to change and grow, warts, bumps, and all. 🙂
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A wonderful, wonderful post.
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44 minutes ago, Miss said:
I must admit- I'm (regrettably!) not really a fan of things so far. I'm guessing this is going to be a forced-change when it happens, isn't it?
Same.
My biggest issue is the fact that I feel like we was basically lied to in the BALDR preview thread. It was brought up, again and again and again, that it felt like everything we were being told was alluding to the fact that the new site was being turned into a Mobile Oriented site, to the exclusion of, and at the expense of, those of us who prefer to be on MW at our PC's. Our concerns were shouted down by the admins (sometimes in fairly obnoxious ways), outright ignored, or we were given 'pat on the head' reassurances that the aim was for "Mobile Friendly-ness".
Considering the fact that I'm, right this minute, looking at the site on my phone, my tablet, and my PC, and it looks exactly the same...that's not just "mobile friendly".
I get that making the site more mobile friendly makes sense. The regular site is pretty annoying to navigate on one's phone. What I DONT get is why I have to put up with that exact same interface on my PC. It's inefficient, annoying, and totally unnecessary. I dont run my laptop in portrait mode, yet the interface is clearly intended to be optimized for that view. The menu button in the upper right corner that's handy to tap on with my finger, on my phone's small footprint, is obnoxiously annoying to use with a full monitor/mouse. The dropdown that springs from said menu is, ironically easier to navigate with a mouse, and difficult/annoying to navigate with my finger, but that doesn't change the fact that it's still irritating, and overly fussy compared to the simple dropdowns of the regular site..
Navigating the site has proved difficult and not even the tiniest bit intuitive (as opposed to the old site, which is simple, fast, and, yes, highly intuitive). I'm a qualified IT guy, with multiple certifications, and decades of computer experience. Yet I've spent the last several hours struggling to navigate this site. I could understand if I had trouble for a little while, then eventually worked out the kinks with experience, but the fact that I'm still having issues does not fill me with confidence. -
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Are themes (especially a dark theme) on the radar?
Firefox issues
in Closed Feedback Items
Posted · Edited by Arklytte (see edit history)
WTAH?!?
Ok, so in addition to the crappy
Mobile look/interface
'Oh, no, we're just making it Mobile Friendly'...yeah, uh huh, pull the other one, it's got bells on it...
, apparently the editing function is screwed up as well. Every time I edit a post the idiotic WYSIWYG editor has decided that it needs to add carriage returns at the beginning and end of my post for some stupid reason.
If any of you Mod types aren't too busy making this site so much more "wonderful", does anyone have any thoughts of how to correct this extremely irritating behavior?
EDIT: AAAAARRRRRGGGGGGGGGHHHHHHHHH!!!!!!!!!!!!!!!!! And why in the actual hell wont Spoilers BLOODY WELL STAY INLINE?!?
Further EDIT: It doesn't happen in every thread, but it's happened in a couple. In THIS ONE, it is literally every time I Edit/Save.