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The Oddestsey
Now people are going to complain and say Alex, uoi€™re already running the VGC and Wars Incarnate, but this differs because I€™ll write it in real time and is not a touney as such, the closest thing to it I an think of would be Wars Incarnate meets the RW RPG that Steve did, but anyway heres the deal:
I need five people to enter, each of them must create for themselves an character, the more surreal the better to enter this world. They do it in the following way. This seems very long but isn€™t too complex. Finally do not rip off existing trade marked characters, I dotn mind if there based on something vague but not something specific - eg. If you made a character that resembled Link eg. Elf with a sword out of Zelda aslong as you could tell it wasn€™t Link I won€™t mind but if I recognise Mario eg. Italian plumber in red and blue I won€™t have it. Yuo all participate in an adventure, the details of which will be revealled once we start.
Step 1:
Name your character, no expletives please.
Step 2:
Describe your characters appearance, it can be realistic (tho that€™s boring), sci-fi, fantasy, surreal, horror, whatever, just make it interesting. Include; gender, size, limbs number and type, skin appearance, face appearance, appearance of sense, how they move, does it have fur, feather, scales proportions etc. Bear in mind that this will not directly effect your characters capabilities in most circumstances unless you actually give it an ability corresponding to the feature in the strengths and weaknesses part later.
Step 3:
Allocate 70 points however you see fit to the following categories;
Strength or STR
Pretty self explanatory, governs how hard you can hit with melee weapons, how much you can lift or carry or push etc.
+ For a High Score: Able to carry much more, able to move obstacles and clear paths, higher melee
- For a Low Score: Very low scores will add a penalty to your SPE and DEX, lower melee attack and make it difficult to carry anything beyond the lightest of things
Senses or SEN
How keen your senses are, effects accuracy, detection of things, searching ability, early warning of encounters etc.
+ For high scores: Avoiding traps easier, hidden items found more easily, bonus to COR, can spot enemies before they spot you
- For low scores: far more vulnerable to enemies, will miss items, really low score will cause far more misses in combat
Intelligence or INT
Governs how smart you are, not what you know, helps with reasoning with puzzles or outsmarting others.
+ For high scores; Will be able to solve problems or see how things work, will get more detail when looking at objects that rely on mechanisms, need less experience to advance in the skill of item use
- For low scores; Will be a liability - may attack someone before know if they are hostile, may misunderstand new items and damage them or themselves, an intelligence of below 3 will cause lower speech ability
Wisdom or WIS
Essentially common sense, is basically how good your judgement is, when talking to someone a character with low wisdom is more likely to offend someone even if their intelligence and knowledge is high.
+For a high score: sensible balanced choices in all aspects
- For a low score: misjudge fights; may do stupid things even with high INT, may risk themselves
Knowledge or KNO
Measures what the character knows, a knowledgeable character will be able to find the solutions to technical problems and will be able to make use of far more items.
+ For high: will get more detail when looking at things, in some situations may get a strength and weakness analysis of opponents.
- For low: will be lost and not have so much information, including what exactly thigns are (more vague descriptions) may not recognise certain items
Constitution or CON
Governs how much life your character has and how resistant they are to things such as disease, poison and radiation.
+ For high; higher HP and resistacnes
- For low; will be easy to kill
Dexterity or DEX
How flexible your character is, a high dexterity score will allow you to move through mall spaces that don€™t allow for larger people, to dodge projectiles (when combined with a high speed) and also to perform better vital hits to an enemy by hitting them in more hard to reach places.
+For high; better hits, able to get through small places, can dodge more obscure shots, can hit more agile opponents
-For low; will miss far more, especially against fast enemies, will be unable to navigate certain places and certain movment kinds such as climbing and swimming will become much more decreased.
Speed or SPE
Self explanatory, how fast you can run, how quick your movements are, what the maximum speed of an attack can you dodge etc.
+ For High; Will be faster obviously, can hit quicker and more often
- For low; the opposite
Will or WIL
How strong your mind is, essential for magic and psychic powers if you have any, but also useful if you want a character to be persistent and see through arguments.
+For high: can win arguments, resist mental domination, channelling magical powers
- For low; magic will be unpredictable, causing random effects, you will give up easily and admit defeat
Charisma or CHA
How outgoing you are.
+For high; will get better reactions from characters, certain magic will work better especially summonings, better prices at stores; makes a better leader for your party.
- For low: will be nervous, a really low score will add a penalty to wisdom.
Stamina or STA
How long you can keep going.
+For high; will be able to fight or run for logner without getting tired
- For low: will quickly become fatigued and need to rest at any kind of exertion, a really low score will add a penalty to carry weight.
Co-ordination or COR
How accurate you are.
+for high; can avoid things better, more accurate, very useful for ranged weapons
- for low: will not be able to hit anything or avoid anything
Stage 4: List all your abilities under strengths and weaknesses, you need to balance them out as I will give each strength a plus rating and each weakness a - rating. If you have more than 5 you will advance really slowly in experience, if you have less than -5 you will be quite weak but advance quickly. After you submit your character I will give you a breakdown of how these thigns score; how to tell if it needs including - anything about your specieis that differs from humans and has an effect on it which effects how it is, not jst how it looks.
Stage 5:
The last stage is basically picking one out of each of the following sections:
Thinking
Logical, methodical, abstract, average, imaginative, mad, conrolled or erratic.
Alignment:
Divine, good, warm, neutral, cold, nasty, evil, diabolical.
Mindset:
chaotic, neutral, lawful, random
Finally if you want your character to have magic give a few word description of what type or just say general for overall magic.
Heres a sample character that will make it easier for you to do:
Pedro the Communist Caterpillar
A 8 foot long green caterpillar with 8 arms and 10 legs, green and squishy and has no head as such, covered in spines. No ones worked out the gender as yet. Has some feelers at the front end.
STR **********
SEN *****
INT *****
WIS *****
KNO *********
CON ***************
DEX *
SPE *****
WIL *****
CHA *******
STA *
COR **
Advantages ;
Regeneration, adhesive feet, completely immune to poisons, spines are poisonous
Disadvantages:
Can€™t swim at all, very heavy, very soft skin
Mad
Diabolical
Random
Magic: slime magic
And there you go, a completed character. Please have a go, its good fun, I hope.
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The Oddestsey
Ooooooo! Me! Me! Me! :proud:
NAME: Professor Vengeance (evil Steves back, baby! :proud:)
DESCRIPTION: http://www.fightingrobots.co.uk/discus/messages/760/3660.html?1103142735http://www.fightingrobots.co.uk/disc...0.html?1103142 735
POINTS (/70):
STRENGTH: 2
SENSES: 6
INTELLIGENCE: 9
WISDOM: 8
KNOWLEDGE: 10
CONSTITUTION: 4
DEXTERITY: 5
SPEED: 6
WILL: 5
CHARISMA: 6
STAMINA: 4
CO-ORDINATION: 5
PERSONALITY: logical, diabolical, chaotic
MAGIC: the mystic art of science :wink:
ADVANTAGES/DISADVANTAGES: see link
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The Oddestsey
Thought this might interest you Steve. lol
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The Oddestsey
Leave me a spot, just drawing a character up
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The Oddestsey
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The Oddestsey
Ehh, why make a character up when I have hundreds of MSN battles to draw upon:proud:
Name: Frank
A 56-ish guy with a solid build, blue/grey eyes and brown hair. Looks unassuming, but has a full compliment of cheap bastard powers, plot devices and holes, an alternate form and, of course... The trousers.
STR 3
SEN 3
INT 6
WIS 7
KNO 8
CON 7
DEX 4
SPE 5
WIL 8
CHA 6
STA 5
COR 8
Advantages
Trouser pockets contain every type of weapon known or unknown to mankind, can get out of any kind of trouble using cheap bastard powers, and never ever admits defeat:proud:
Disadvantages:
Deaf in left ear, so a weak sense score, and only close range weapons seem to be fish. Goes hyper after too much coffee, and starts walking into walls.
Thinking - Imaginative
Alignment - Neutral. Would like to be evil, but too soft.
Mindset - Random. Extremely.
Magic: Can morph into Electric Frank, gaining lightning powers and the ability to travel through cables.
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The Oddestsey
Ok, sod the innuendoes, we all know Im gay anyways, Im gonna edit a girl I use in Buffy Fanfics.
Name: Sarah Elliot
Appeareance: Cold blue eyes, pale skin, raven black hair that reaches to her shoulder. For the purpose of this she is an half elf, her ears point slightly but are mainly hidden by her hair. She is about 5€™6, 115 pounds, athletic build.
Because she is an half elf, her life cycle is out of sync with both elves and humans, living much longer than humans but not as long as elves, ie, at forty, she would look a teenager whereas a human is middle aged and an elf is still a kid. Her age is actually forty but she looks sixteen.
STR *****
SEN *******
INT *****
WIS *****
KNO *****
CON ******
DEX *******
SPE ******
WIL ********
CHA ******
STA *****
COR ******
Strengths
Sarah is a practising wicca
She is silent when she moves
She has peripheral vision, can see from nearly behind her
Good with knives if needs be
Her most fluent magic is white magic (healing and holy spells)
Weaknesses
Sarah must scar herself to use magic, bigger magic, bigger scars
She is not very trusting so she can rub people up the wrong way
She must rest after large amounts of magic use
Spells take time to take effect and she cannot fight while casting
Because she is mainly in tune with white magic, dark magic discomforts her, she may feel ill in areas of dark magic
Thinking: Imaginative (for her spells)
Alignment: Good (uses Holy powers but can use darkness though it would hurt her to, fire, ice, etc)
Mindset: Neutral (Law and order is all good, but sometimes the rules need to be broken to advance)
As I said earlier, her magic is mainly Holy, she is strengthened in areas where large amounts of light magic reside (there are always residual effects of magic) and weakened with darkness though she can (rarely) use it, elemental magic can also be used.
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The Oddestsey
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The Oddestsey
One more thing for Sarah, both strength and weakness is her appearence in relation to her age, some people will underestimate her while sometimes she wont be taken seriously when she needs to be.
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The Oddestsey
It would be more intersting btw if anyone else entering used non humanoid characters, it doesnt matter if you ignore that, im just making a comment, or at lest make them cyborgs or vampires or soemthing
Chris: I wont use innuendos anway for several reasons a) im not gay but a large proportion of game characters i have are female b) id put in more innuendos anyway if all the characters were male and c) im not nasty in that way
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The Oddestsey
I didnt think you would Alex, just when ive used female characters in efeds, there have been some.
And as for the humanoid thing, yeah, she has some charactistics of the elf with a very small blind spot behind them and keen senses (ie, my character has a high sense and can see better in dimly lit areas, ie, she could surprise someone sneaking around.
To clarify why she can use magic types.
Light: This is her natural magic
Elemental: She is a druidic pagan, she can use nature as well as Holy
Darkness: Where there is light, there are shadows, the darkness is there if it needs to be used, but it is VERY dangerous to her with larger usage, requires her to scar herself more and it has a bad effect on her body anyway. I guess you might call my system ritualistic
For magic acts, she must scar herself (I always have a cost/benefits system), but as she is a healer, the larger ones will go in time, but she will always have most of the smaller ones.
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The Oddestsey
Seeing as I have an entry ready now, can I enter?
NAME: Tom Roper (aka. Kranken Versicherung)
DESCRIPTION: An idiot, really. Always dressed in khaki shirt & shorts, desert boots and a cork hat. Is know to say WTF, mate?!? amd Chuck another shrimp on the barbie this arvo, cobber!. Main weapon is the confusing Aussie lingo he uses.
POINTS (/70):
STRENGTH: 3
SENSES: 6
INTELLIGENCE: 13
WISDOM: 8
KNOWLEDGE: 9
CONSTITUTION: 4
DEXTERITY: 3
SPEED: 5
WILL: 3
CHARISMA: 8
STAMINA: 2
CO-ORDINATION: 6
PERSONALITY: Stereotypical Australian, incoherent and intelligent.
MAGIC: Linguistics in incomprehensible accents, a dense knolwedge of Chemistry from a crazy Irish Chem teacher.
ADVANTAGES/DISADVANTAGES: Smart, confusing & charismatic; a bit slow in movement, not that much dexterity either.
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The Oddestsey
NAME: Nimera Valencia
DESCRIPTION: 6ft tall male Vampire, Ice Blue eyes, spiked blonde hair , wears a pair of Blade X sunglasses 24/7, dresses in night camo clothing and caries a utility belt with a unlimited amount of useful and useless items attached. Packs a lot of firepower and always carries a Katana.
POINTS (/70):
STRENGTH: 3
SENSES: 5
INTELLIGENCE: 11
WISDOM: 8
KNOWLEDGE: 9
CONSTITUTION: 5
DEXTERITY: 5
SPEED: 6
WILL: 3
CHARISMA: 8
STAMINA: 2
CO-ORDINATION: 5
PERSONALITY: Mystical, Quiet and Independant.
MAGIC: The art of Stealth and Illusions
ADVANTAGES/DISADVANTAGES: Quick, Fast and moderately smart, but lacks will and stamina.
Side Note: Not like the stereotypical vampire. Isnt affected by sunlight, but prefers to live in the shadows. Garlic has no effect and is immortal
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The Oddestsey
Prof. Vengeance
HP: 80
Weapon: Emerald Laser Cane
Damage: 45-55
Stat Up Bonus/Penalty: +2 XP Needed
Frank
HP: 140
Weapon: Wet Fish
Damage: 5-15
Star Up Bonus/Penalty: -1 XP Needed
Sarah Elliot
HP: 120
Weapon: Scarring Knife
Damage: 15-25
Stat Up Bonus/Penalty: +3 XP Needed
Tom Roper
HP: 80
Weapon: Barbecue Fork
Damage: 10-20
Stat Up Bonus/Penalty: +0 XP Needed
Nimeria Valencia
HP: 100
Weapon: Katana
Damage: 30-45
Stat Up Bonus/Penalty: +1 XP Needed
Thankyou you five, now one last thign is required before I begin, which character is going to be the group leader as in the person who will talk to characters if you dont have chance to decide who due to you not seeign them til too late or if someone just comes over to talk to you?
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The Oddestsey
Not the strongest, yet not the weakest. I think this will be more fun then vapourbots.
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The Oddestsey
Ok, we need to vote and i suggest that we do not vote for ourselves, five ones is hard to decide between :p
I say we let Frank take lead, he has most HP to spare :p Far as i see, a caster needs to keep his/her distance so im not throwing my name in the hat for leader anyway.
One thing i need to know, what do i do with the magic at one particular level? Id assume that, for example, i cant do high level spells from the start.
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The Oddestsey
that would be a correct assumtion, essentially your magic will increase in effective it is as you advance throguh magic skills also i forgot to work out peoples defense and armour but ill do that later.
You do not have any particular spells as such althoguh Ill say what your spells can do to effect the environment and items.
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The Oddestsey
I vote the kangaroo. *kangarro appears* WTF mate? ^^
My magic skills pwn already. :rofl:
I vote Prof Vengeance, because I want to see Steve die first. I mean, because hes a good sacrifice. I mean candidate.
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The Oddestsey
Oh yeah, the stuff I missed:
Thinking
Logical.
Alignment:
Diabolical.
Mindset:
Random.
The magic the character uses is the ability to summon random Aboriginal folklore creatures to scare the bejeezus out of Prof. Vengeance primiarily and secondarily to attack the opposition using their ethereal nature.
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The Oddestsey
Complete Stats
These are the compelted version fo each characters stats, which you can request for your character at any time if you wish, although if your sensible youll keep track of them yourself so you dont need to continuosly ask me.
Notes:
Weapon Speeds rate; very slow, slow, medium, high, very high
Natural Defense + Armour Rating = % of attack damage subtracted from a hit unless there are other factors involved
Armour and Weapons can be gained and replaced
Prof. Vengeance
HP: 80 / 80
XP: 0
Weapon: Emerald Laser Cane (weight 7)
Weapon Damage: 45-55
Weapon Speed: slow
Stat Up Bonus/Penalty: +2 XP Needed
Natural Defense: 7
Armour: White coat (weight 4)
Armour Defense: 3
Max Carry Weight: 50
Special Ability Type: Science
Current Special Abilities:
Basic Chemistry
Inventory:
Emerald Laser Cane (weight 7)
White coat (weight 4)
Current free weight: 39 / 50
Frank
HP: 140 / 140
XP: 0
Weapon: Wet Fish (weight 3)
Weapon Damage: 5-15
Weapon Speed: high
Star Up Bonus/Penalty: -1 XP Needed
Natural Defense: 7
Armour: Shirt and Trousers (weight 2)
Armour Defense: 3
Max Carry Weight: 60
Magic Type: Electrical Magic
Current Special Abilities:
Painful sparks
Inventory
Wet Fish (weight 3)
Shirt and Trousers (weight 2)
Current free weight: 55 / 60
Sarah Elliot
HP: 120 / 120
XP: 0
Weapon: Scarring Knife (weight 2)
Weapon Damage: 15-25
Weapon Speed: high
Stat Up Bonus/Penalty: +3 XP Needed
Natural Defense: 11
Armour: Jeans and T-shirt (weight 3)
Armour Defense: 4
Max Carry Weight: 80
Magic Type: Primarily White Divine Magic
Currently Special Abilities:
Close Wounds
Inventory:
Scarring Knife (weight 2)
Jeans and T-shirt (weight 3)
Current free weight: 75 / 80
Tom Roper
HP: 80 / 80
XP: 0
Weapon: Barbecue Fork (weight 1)
Weapon Damage: 10-20
Weapon Speed: Very High
Stat Up Bonus/Penalty: +0 XP Needed
Natural Defense: 6
Armour: khaki shirt, shorts, boots and cork hat (weight 6)
Armour Defense: 5
Max Carry Weight: 60
Magic Type: Tribal Aborigine summoning
Current Special Abilities:
Summon lizard
Inventory:
khaki shirt, shorts, boots and cork hat (weight 6)
Barbecue Fork (weight 1)
Current free weight: 53 / 60
Nimeria Valencia
HP: 100 / 100
XP: 0
Weapon: Katana (weight 2)
Weapon Damage: 30-45
Weapon Speed: High
Stat Up Bonus/Penalty: +1 XP Needed
Natural Defense: 8
Armour: night Camouflage (weight 4)
Armour Defense: 5
Max Carry Weight: 60
Magic Type: Illusions
Current Special Abilities:
blinding light
Inventory
Katana (weight 2)
Night Camouflage (weight 4)
Current free weight: 54 / 60
Incidentally you lot should really have had one person get a really high strength score cos youve all got lousy rating cept Chris who has an average one
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The Oddestsey
The world has no name, no purpose and nothing of its own, it is a world but not, made up of tiny fragments of an infinite number of worlds, things that are lost end up here, forgotten by where they came from. The world is a mixed up place with little logic, and that which it does have is only used to hold the place together. There are few who can recognise any order of things, there are few countries, few comprehend the world to an extent where they could have some form of power over it.
The five members of the party awake, but the setting is not familiar to them, after finding out about each other they all discover how they came to be here, each went into a place where they had not been before, each wandered in until nothing but darkness filled there senses, and then they woke up here.
The place where they find themselves is on a beach of fiery red sand leading down into a slightly muddy sea which seams to be unusually free of debris. It seems they arrived in this place along with a random selection of other items, mostly worthless and broken but there are some items which may be of interest, from the look of it they probably arrived at the same time you did. The rest of it is broken and useless.
A small bag containing 300 silver coins (weight 1)
An old flintlockpistol that can take 2 shots, along with a bag containing 30 pellets (weight 4, attack 30-60, attack rate, slow)
A small grey scientific calculator (weight 1)
A worn but still good condition knee length leather jacket (weight 6, defence 7)
Two small medi-kits including bandages and plasters (weight 1 each)
A Penny farthing bicycle (weight 35)
A large box of leeks (weight 9)
A reel of masking tape (weight 1)
A random computer motherboard (weight 1)
A crystal ball with a couple of cracks in it (weight 3)
One handgrenade covered in what appears to be pink fur fabric. (weight 2, attack 100-190, attack rate fast, one use only)
An inflatable plastic flamingo (weight 4)
An octopus tentacle (weight 1)
A glowing golden feather (weight 2)
A small device for cutting gun-pellet sized pieces of material (weight 2)
Its who ever gets there first as to who gets each thing however if your on before someone else and think they need it more you may say get that for so and so if you think someone else will take it.
List what do you want to take, who wants to take what?
Afterwards you look at your options, the group discusses what they may be able to do: they come up with. You appear to be on the tip of a long peninsula, there appear to be two ships out to sea, relatively close is a small steel ship that is very low in the water but looks quite powerful, further out is what appears to be a Spanish galleon. Behind you smoke rises in the west. There is sufficient waster material to create a small fire without any problems.
What do you wish to do:
Signal the steel boat
Signal the Galleon
Wait where you are overnight
Follow the Coast east
Follow the Coast West
Try to create a raft from the remaining rubbish on the beach and go out to sea.
Head towards the smoke
Head Directly Inland
Something else.
PS: Do not name types of fire-arm or explosivs with their correctly spelt name because otherwise i wont be able to access this apge at school and everything will go slower
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The Oddestsey
This is so going to rule... :proud:
Right, I might as well take the calculator, the Flintlock and the gun-pellet cutter. And perhaps the feather. Yknow, in case I have to battle a tribe of Amazon women. :proud:
As for what to do, I say either signal the steel boat or head westward.
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The Oddestsey
Oh and a note upon currency
10 copper coins = 1 silver coin
10 silver coins = 1 gold coin
pretty simple
I need a majority descision of most popular descision after a day to progress
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The Oddestsey
I dont need the medkits, seeing as i can heal, someone else might want to take them though, just in case. Ill take the leeks seeing as i can carry more weight, the money seeing as i have the highest strength rating, ill also take the masking tape if only to shut up that confounded aussie :p. The jacket is useless to me if i have to cut my arms,i have decent HP as well.
I dont like the idea of smoke, so i think that that is a no-no right off, what do you guys think about that?
My vote goes to following the West Coast, see whats around before we leave this little bit of land, West because we may possibly see who is behind the smoke without them seeing us.
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The Oddestsey
Oh, one other thing, i dont need the gun but if we should come across a bow and arrow at some point, its mine. Frank might want the shooter.
Another option in the air, though mine for now is West, if we stay the night, most of us have good sense, let Frank and Aaron kip, im sure well find another use for them and the rest of us split nightwatch.
Final vote tomorrow morning when the rest of you check in, with arguements, ideas etc for now its West.
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The Oddestsey
Ill take the jacket, seeing my defense is joint lowest with Steves and hes already passed up his chance on the jacket. I dont need the flintlock or grenade, seeing I have my trousers. Ill also take the motherboard because you never know when youll find a random computer, and the octopus tentacle in case I run out of fish. Hey, it could be used as a good whip:)
I dont like the idea of smoke. I dont want to draw attention to our position until I know who or what is watching. I agree with the idea of following the coast.
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The Oddestsey
Two of us are saying maybe (myself, for now) and one of us deffinate to head west, if you other two think something else, give us a reason, we have until tomorrow right?
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The Oddestsey
You have until roughly 10.15 GMT
May I suggest that Steve may want to give his old emerald rod to someone else seeing as that had the highest attack already
1) Youll notice i did decide to use spells now, youll get a new one each time you advance enoguh in special ability
2) Remember that just because Ive put an item doesnt mean it has any use at any point in the sotry, in reverse just because an item looks useful doesnt mean it will be. It all depends on your choices combined with mine.
3) If you want aboriginee monsters Tom youll have to provide me with some for higher levels, the only ones i know offhand are bunyip and wulgaroo and that probably more than most people do
4) Remember if you think of soemthign else i dont have a set plan at to where this is going so suggest it and i can write it
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The Oddestsey
OK, hows this - I give the Flintlock and pellet producer to someone else and take the fluffy Holy Hand Grenade instead. Sorry, chaps, but NOBODY touches the cane but me :proud:
Ill also take the old crystal ball and use my enormous scientific know-how to merge it with the calculator. With it, I have created the worlds most accurate Magic 8 Ball - which can also compute the nastiest of sums (good for fortune-telling with its high probibility level and for techno trouble we encounter later on :proud:)
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The Oddestsey
One idea is perhaps the Summoner idea of levelling up, each character has a set of abilities, they learn more as they get more expirianced (like the warrior, forgot his name, in the late stages manages to learn some white magic), whenever you level up, you get 2-5 attribute points (depends how generous youre feeling) and your HP/MP maxes out. Now, the abilites you learn depend on how you attribute the points, the only restriction being that they can only go up to your current overall level.
Say that as a default, i had three points for white magic, that is what allows me to use Close Wounds (which i assume is heal right?), if i wanted the next white ability which may be, oh, i dunno, regeneration so that HP heal over a period of time, i might have to put one or two into white.
At the same time, next time i level up, i might also have one fire point, meaning that i start off with a low level fire attack, like fire arrow, but i can put more points in to get a higher ability, you can bring these in at any time and they would be different for each character, ie, Sarah would eventually have fire, ice, air (including at higher levels,lightening), earth or dark spells to call on,darkness only as she gets more advanced and her body can take it. At the same time, the option to level up an attack ability like melee or archery may also be in play. For the spell abilities, each character would need to know the next unlockable ability qand how many stat points that would require, melee or archery would mean higer attack in those areas.
I dunno, not telling you how to run this.
If no one else wants the med packs, put them on my list also, but only if no one else wants them.
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The Oddestsey
PS: you just tell me what to combine i combine it, otherwise itll be too easy
Part looses
Scientific Calculator
Cracked Crystal ball
Party Gains:
Foe-checker (weight 3)
A clever device that when used in battle will show the attack defense and HP of an enemy. may occassionallu give out dodgy readings which can be warped into reality
PS That reminds me give me an overall battle strtegy as to positions and whatnot,
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The Oddestsey
For now, ill have to melee with my scarring dagger, Sarah aint afraid of diseases by cutting herself after, high immune system :p. If we can find some wood at some point, twine would also be useful (do we pass a shop at some points?), she could fashion a bow and some arrows, but shed still keep that blade, she could not cast while using the bow.
As for travelling, she has eight for senses, put her in the middle if there is a running order, also, at night, shed be pretty good to take some of the sentry duty, a couple of hours is all she needs to meditate.
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The Oddestsey
Woot! Ive made a mini HitchHikers Guide to the Galaxy! :proud:
As for battle positions, the Professors probably the weakest physically, so Ill stay near the back during duels and let the tougher fighers have their fun while I charge the Cane up. Once done, everyone can stand back while I let rip the wootilicious power of a Chaos Emerald beam...and if any enemies get through to me beforehand, I give em a quick whack with the Cane before getting back to charging it up :proud:
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The Oddestsey
you should encounter stores unless you pic a really stupid set of plot lines
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The Oddestsey
One of the other two should take the gun as well as the device for making ammo.
If no one takes the gun, ill take that device, might be good to make ammo for the bow im planning on getting/making if i run out of wood (do NOT take that as an innuendo :p) Not sure how accurate it would be, but worth a try, i can always sell it :p
The rest of the stuff, we should split between us, if nothing else, maybe itll get us some money, we can always drop something if we find anything else we want.
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The Oddestsey
Can I take the two medikits still? Time-difference sucks. Ill take the gun & the flintlock too.
During battles, I shall confuse people using phrases like Crikey barbie shrimp yabbie & slab of VB, cobber and then attack with the barbeque fork. I shall allow the Katana-armed character to go first though.
Most Aboriginal spirit creatures are basically huge versions of animals; huge snakes, lizards, the Bunyip etc.
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The Oddestsey
Youre ok for the med kits, i say we split the rest except that big heffin bicycle.
If youre not taking the ammo thing, its mine.
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The Oddestsey
Ill take:
An octopus tentacle (weight 1)
I believe using my rogue(Stealth & Illusion) based skills Ill extract any poisons from the tentical and use it as weapon to throw in an opponents eyes to blind them. Is this playable Alex?
Ill scout around if the party needs to find where things are since I have a good speed and dexterity.
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The Oddestsey
Frank has already taken the tentacle.
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The Oddestsey
OK to clarify here€™s what you lot have decided:
Prof. Vengeance:
Gained 1XP for successful item combining
Gained the glowing feather, the furryhandgrenade and the foe checker, no change to equipped items
Weight Capacity: 32 / 50
Frank:
Equipped leather jacket over shirt and trousers raising overall armour rank to 10
Equipped octopus tentacle in off hand with an attack of 15-25, bringing overall damage potential to 20-40
Gained octopus tentacle, leather jacket and computer motherboard
Weight Capacity: 48 / 60
Sarah Elliot:
Gained bag of silver coins, box of leeks and reel of masking tape
Weight capacity: 64 / 80
Tom Roper:
Equipped flint lock, removed barbecue fork from hand
Gained flint lock, pellet cutter and 2 medi kits
Weight Capacity: Current free weight: 45 / 60
Nimeria Valencia
Gained 1 XP for successful extraction of poison (tentacle borrowed from Frank then given back)
Gained Jar of Octopus Venom
Weight Capacity: 54 / 60
There you go, that€™s everything you€™ve chosen to do, and your current choice is to head West, but before you leave you have left: The Inflatable Plastic Flamingo, the Penny Farthing Bicycle. Dunno if they would have been any use, that depends on if you could have thought of one for them, but unless you decide to head back that€™s it for now. Anyway next section of the story in a minute.