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Oddestsey III
Time for the third installation of the Oddestsey! Now with an actual plot! Also with structure! Questions you may want to ask characters will be answered regularly, but there will be only actual full story updates on fridays. Each week in real life will represent a day in the story.
All of the game will be set in the city of Melded, but more detail on that later.
Steve, Martijn and Joey have booked places, I now need two more people to enter and hopefully I can begin next friday!
Character creation is as follows:
Your character can be any species imaginable, fantasy, sci-fi, whatever. You can have powers - supernatural, weapons, spells, whatever.
Entry form:
Character Name:
Character Species: (Can be anything - human, animal, robot, alien, mutant, monster - just so long as it can move and communicate)
Physical Description: Describe your appearance enough that you can. At the least - gender, skin and hair colour, distinguishing features.
Equiptment: Clothes, weapons and other stuff they might be carrying on them. Again, can be sci-fi, fantasy, realistic or whatever. Ten items cap.
Abilities Slightly more complicated. If you have any powers or abilities they go here, try to keep a sensible limit, and no 'absolute powers' unless they have a downside. Also try to keep any powers along a vague single theme unless you've got a good story as to otherwise. Bear in mind, this wont be just fighting, so some practical utility powers might help.
Also, you may pick 3 skills, whatever you like - martial arts, hacking, lockpicking, stealth, alchemy, robot building, magic knowledge or whatever. These are just to give your characters some unique ways of dealign with the situation!
Now, lets see some entries and we can begin next friday!
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That's fine!
Now we just need entries from everyone and I can begin next week.
I can answer any general question about the game, but nothing too specific as I don't want to ruin the surprises!
Just a quick note - if you choose to be a magic spellcasting character, you are limited to eight spells to begin. There *might* be the oppertunity to learn a few more later, but don't count on it. So pick wisely. The in game reason is that it takes a lot of study to perfect a spell. The out of game reason is to prevent anyone becoming an overpowered swiss-army knife character.
The principle kind of applies to any kind of powers/special weapons etc, so keep a realistic number, or stick to a common theme. If you are going over I'll tell you anyway, so don't worry too much about it.
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Reserve me a spot please.
Ill get my stats up tomorrow. :P
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:D
Character Name: Alex Rowen
Character Species: human, but has the ability to morph into a robot :)
Physical Description: 6ft 2, blond hair, blue eyes, muscular
Equiptment: sun glasses (they have 3 settings, heat seeking, night vision and normal), a radio, a compass, a first aid kit (for living creatures and robots) and a torch
cloths: red and wight checkered t-shirt, blue jeans and red and wight all stars
Abilities: can morph into a robot, the robot looks like a humanoid, and has a varius weapons mounted in its arms, (1: a cannon, 2: a machine gun, 3: a plazma gun, 4: a machette)
:)
jack orr
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Re: Oddestsey III
Thanks for your entires Lian and Jack, but I'm afraid that all the spots are already filled. I don't want to really have more than five players as it gets unwieldy to get people agreeing on anything.
If there are spots left on the Friday after this one coming, you can have them as by that point people will have had plenty of time to enter, but otherwise, sorry I'm afraid you'll have to wait until next time.
Also, if you do want to prepare some stats just in case, make sure you don't miss the Skills section - it'll really make a difference to what your character can do.
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Character Name: Patricia Smith
Character Species: Coelophysis bauri - a species of Triassic carnivorous therapod about 200 million years old, looks and is about 14-15 though. Is cold blooded with all that that entails.
Physical Description: About one metre high and two and a half long, mottled light green/yellow/black dinosaur coloured...well...dinosaur. Female, although you wouldn't be able to tell without some zoological and paleontological knowledge, and about three quarters of the way to full maturity.
Equipment: Always wears a black fleece jacket and in cold weather various socks/fabric tubes over her neck and legs for extra warmth. Her rucksack contains a wallet with various cards and about £15/equivalent in loose change, a towel, a rope, a couple of good novels, an emergency chemically exothermic hot water bottle and half a large packet of Revels.
Abilities: A good melee fighter if needs be, posesses quick reflexes, predator eyesight and good technique with sharp claws and talons. No real abilities other than that but she is reasonably intelligent for a dinosaur and has a tough hide somewhat more resistant than human skin, though far from impenetrable. Has a somewhat heightened sense of smell compared to humans.
Biography: Patricia's story began when a slightly eccentric divorcee, Colin Occupantsofinterplanetarycraft, found an almost perfectly preserved egg walking along the Pembrokeshire coast one early morning, and was surprised when two days later he was woken in the middle of the night by it hatching to reveal a juvenile dinosaur. Rather than report this to the police - presumably Dyfed-Powys Police's Anachronistic Beings department - he decided to attempt to raise the chick by himself, and was surprised when it began to exhibit sentience and an awareness of its surroundings. She took her first name from a TV movie and her last name from her father (thankfully for all concerned, his middle name), who taught her to speak using ventriloquism and pulled some strings to get her a place at a primary school in Haverfordwest, where she recalled semi-fondly being treated about halfway between a strange scaly student and a class pet. On leaving she started semi-obsessively reading everything in the local library relating to dinosaurs and biology in general in an attempt to find out more about herself and how she could have come to exist 200 million years in the relative future, and why on earth she was as human as she'd turned out - this didn't work too well but she did integrate loosely into human society and passed two A levels (with the aid of a scribe) with the knowledge she gained. She was still trying to find her purpose and reason for being when her adoptive father died from stomach cancer, which prompted her to move from Haverfordwest to seek the aid of science and outside scientific expertise to find the answers she was seeking, and was travelling to the Natural History Museum in London when she fell asleep on the cold train and was only woken up when the train had inexplicably pulled into Melded Central station with no discernible way back.
Skills: Gymnastics, rock climbing, particular adeptness at melee fighting (largely as a result of the aforementioned gymnastics)
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People of Oddestsey III, Have I Got A Character For You ;)
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Character Name: Blotter
Character Species: Marowak ( http://bulbapedia.bulbagarden.net/wiki/ ... 3%A9mon%29 )
Physical Description: For a basic description see the link in the species section; male, has a triskelion emblazoned on his 'forehead', hidden a bit by the hat. Is about 1.5x the size of his species if you go only by height.
Equipment: Black fedora hat with white stripe in the middle, with an equally black Chesterfield overcoat and also equally black Oxford broque shoes. (I can send some wikipedia links if required :P) Wields a Thick Club (which doubles his Attack power) that has been modified into a sort of cane, rather shaped like the upper part of a modern question mark. ( a ? with the lower end of the upper part extended to the period underneath). Has a few Rare Bones used for decoys; they are incredibly valuable and can be sold at shops for high prices, but they are of little worth to him save being decoys.
Abilities: For a Marowak, and for his size of that species, he is very quick on his feet. He also has exceptional stamina and great endurance. His actual Ability is Rock Head, which prevents any recoil damage whatsoever. His 4-move moveset consists of:
- Bonemerang (hurls his cane like a boomerang, doing great damage to any target)
- Earthquake (does what it says on the tin, able to manipulate the very earth into striking its enemies; drawback is that any allies in the vicinity get hurt unless they are airborne; this doesn't affect airborne targets)
- Ancientpower (summons enemy-seeking boulders; each enemy that gets hit heightens his power levels for the time being; once danger is gone, he'll revert to normal levels of power)
- Sandstorm (again self-explanatory; summons a monstrous sandstorm that pelts anything in the vicinity, even allies; he isn't affected at all, being Ground-type, and nor will Sandstorm effect allies/enemies with a tough-hide or being of Ground/Rock/Steel origin).
Statistics:
Level 75
HP: 245
Attack: 150
Defense: 253
Sp. Atk: 124
Sp. Def: 198
Speed: 156
BIO: Once owned by a Trainer known as Kipling, Blotter now resides as an alley-type wanderer. Long story short, Kipling was murdered in his bed and all his friends were taken with him by the murderer. Suffice to say, Blotter wasn't too happy about that and after being released (being the first) from his Ball and learning about this, Blotter proceeded to bludgeon the murderer's eyes with his club, effectively avenging his former master. However, callously deciding that Kipling deserved what he got if someone this pathetic could murder him, Blotter freed Kipling's other Pokemon and raided the murderer's house, finding plenty of Rare Bones and a curiously-shaped Thick Club. He claimed them all...and upon closer inspection of the house, he found that the murderer was a Cubone and Marowak hunter. This shock numbed Blotter to the point where, in a frenzied rage, he burned the house down with the body of the hunter still inside, and watched it burn. Feeling a sickening wave of remorse for the earlier thoughts of his former master, Kipling, he vowed to protect the innocent, even to the point of death, be it his own or his victims. Styling himself accordingly, he took to the streets as a renegade Marowak, and sought out villainy. His way. His rules.
EDIT: Skills, huh? Stealth, I guess. Writing very speedily and adaptability would be the others.
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Hope that's okay. XD
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Character Name: Maurice Francois
Character Species: Frenchman
Physical Description: Long and slim man, with a curly, curly moustache!
Equiptment: Typical French clothing, really, including a beret, shawl, black and white hooped shirt and a baguette and a glass of wine, http://www.istockphoto.com/file_closeup.php?id=8522889 . Maurice Francois carries with him a 5-seat tandem bike, which is his preferred mode of transport, be it when he is on his own, or with a group of up to 5 fellow travelers (what a coincidence!), http://www.schwinncruisers.com/wp-conte ... n-team.jpg . Hidden in his baguette is a rapier, often the man€™s weapon of choice, and a great surprise element. He has to be constantly weary though that nobody accidentally wants to take a bite out of his baguette, that would be disastrous for the obvious reasons (the obvious reasons being that he has been carrying the same baguette with him for well over 10 years now, which oddly you wouldn€™t guess when you look at the bread, that€™s quality baking!). Also always with him is a bottle of French wine, which has a positive, strengthening affect on Francois since, well, he€™s French. To everyone else though, it€™s poison, it drugs the mind, even when someone is made to smell it, people can behave oddly, especially when combines with the garlic he always carries with him. Also always with him, bunch of old croissants, they got as hard as diamond over the years, and make an excellent boomerang like throwing weapon.
Abilities: Zeh legs can easily be qualified as superhuman, allow him to jump for hundreds of meters, both horizontally and vertically. The French charm would be superhuman too, the French are superpowered really, its just not all that widely known. As a Frenchman, he also has a natural ability to mime.
Skills: Savate http://en.wikipedia.org/wiki/Savate , bicyling and fencing
Bio: My bio will follow later€¦
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Bio: Maurice Francois has dedicated his life to the French cause, especially to le Tour de France. By the age of 2 he won his first senior road cycling contest. At that time he still used a 3-seat tandem bike, as opposed to the 5-seater he opperates these days, he was still learning. At this moment Maurice is 40 years old, has won le Tour de France 25 times in a row, all 25 times on his trusted 5-seat tandem bike as it was the only way to keep it challenging for him. Maurice has only recently retired, but not because he was showing any sign of wear. Quite the opposite, after being the supreme cyclist for so long Maurice needs new challenges. He has tried anything, such as putting 4 blue whales on the other 4 seats, he did this 7 years ago, and still won le Tour de France with ease that year. Francois excells at every discipline, mountains, flat stages, sprinting, time trials, mountainbiking, and it doesnt matter what bike you give him, he will take any hazard at an incredible pace and with incredible skill, easilly the speed of sound. Right now, or rather, right before he got dragged into this RPG, Francois was seeking his rightful place among the cosmic pantheon of road cyclists, to test his skills against the best cyclists of the universe. He didnt exactly know where to begin his quest though, but being dragged into this strange RPG world is certainly an interesting twist.
Of course, being Francois, he also excells in other French diciplines, most notably savate, or French footfighting, he is a master, not in the last place because of his most excellent cycling legs http://en.wikipedia.org/wiki/Savate . Fencing is also a dicipline not unknown to Francois, as is, of course, miming.
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Ok thats fine with me Alex
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Ladies and gentlemen, are you ready to rock!? 8)
CHARACTER NAME: Phil Harmonik (Real name: Dr Philip (Ale)Xander White, EngD)
CHARACTER SPECIES: Human (Though there have been rumours by the paparazzi...)
PHYSICAL DESCRIPTION: Caucasian male, thin-to-medium build, aged late 20s to mid 30s. Blonde hair, curly, neck-length.
EQUIPMENT: Wears a denim jacket with matching jeans, red T-shirt and black Docs, topped off with a black peaked cap with Union Jack ensignia, goggles and a large set of headphones.
Carries around a lightweight 'V'-shaped electric guitar, custom-built by Phil himself. The guitar powered by a portable generator strapped to his back. Wears a toolbelt to help him repair any 'vintage' tech. Carries a wallet filled with money half a century out of date (see Biography) and mild hallucinagens. They won't help his fighting prowess, but they will make him see pretty colours.
ABILITIES: Phil Harmonik is as close to fun personified as you're likely to get. Though not a particularly able fighter, or even very physically fit, he has seemingly boundless energy and can rock out with the best of them. He has an extensive knowledge of both musical theory and electrical engineering, and a deep love of tinkering. Phil has almost child-like levels of curiousity and bravery (both a blessing and a curse for those around him) and is adept at managing and mediating other people. You don't get to front a successful rock band without having some experience in diplomacy.
Phil's primary weapon is his electric guitar, able to produce powerful sonic pulses and electrical charges by playing it. Its destructive effects tend to depend on what sort of music he plays on it. If he starts playing Queen, for instance, get out the freakin' way!
SKILLS: Advanced knowledge of electronics, highly talented musician, solid organizational skills
BIOGRAPHY: An avid music lover since birth, Kent-born Phil Harmonik was born to be a rock star. He even became a fully qualified physicist and electrical engineer just so he could make his instruments rock even harder than everyone else's. Together with his friends Francine Horne (French Horne), Billy Bastian (Big Mouth Billy Bass), Keanu Yahama (Grand Keanu) and Timothy Thomas (Tim Pani), they became Phil Harmonik Orchestra, one of the world's most popular and eccentric rock acts.
Fifty years from now.
Phil Harmonik Orchestra is/was/will be famous for its unique fusion of orchestral composing techniques, classic rock anthems and advanced sound-engineering technology, even by the standards of the not-too-distant future. Their self-titled debut album went double-plutonium within a decade, with several subsequent albums going gold, platinum and even unobtainium (Their critically-acclaimed best-seller, A Day in the Life of Time and Space). The band are particularly famous for their surreal sense of humour, their over-the-top live shows (featuring holograms, a full forty-piece orchestra and robot poledancers) and their often raucus private lives (Billy and French's on-off relationship, Keanu's 'moon dust' addition, rumours that Phil is a reptilian soldier from Neptune etc).
All good things must come to an end, however, and Phil went out with a bang. Following experiments into the musical merits of explosions, Phil was opening a gig in Cardiff promoting their seventh album when he played the opening chord to the first song and spontaneously combusted on stage.
Or so it seemed.
Phil's explosive chord had actually ripped open a hole in time and space, and blasted himself into the middle of Melded nearly fifty years in the past. Unable to recreate or relocate the time rip, Phil repaired his equipment as best he could and decided to stay in the town until he could find a way home again, busting baddies, trashing hotel rooms and gaining new groupies.
N.B. Phil refuses to talk too much about the future for fear of buggering up history even more than he is already, although he can't help letting a few small-scale predictions out now and then.
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Great entries everybody! If we get Tracy's entry in by friday night I can begin then!
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Character Name: Taranis
Character Species: Mutant, though not a 'Look, I have a foot growing out of my forehead!' kind of mutant, more like the 'I'm a X-MAN' kind. :P
Physical Description: Taranis appears human enough. He also appears to be a very short, very pale, and very thin 12 year old boy, possessing bright green eyes, and messy sticky-uppy black curly hair which would be chin length at it's longest.
Equipment: A large dark brown coat that looks slightly beat up, over top of a white t-shirt and jeans. He wears simple boots on his feet. He carries with him a sack of candies and a sack of rocks, both clearly labeled after one incident where he reached into the wrong sack for a snack. The rocks inside the Rock-sack are pretty to look at, and can make some pretty wicked projectile weapons, and a nice close-range weapon when left in the sack. Also, two picks for locks, never know when you'll need them, after all.
Abilities: Taranis isn't strong, or all that fast. About his only true ability is what makes him a mutant: Electricity generation and manipulation. Due to his young age, he doesn't know how to use it to its full potential, and if he tried to use it in a extreme way he'd likely lose control, so he limits the use of this skill through touch. If he can't reach it and touch it, he won't try to tinker with it or zap it into submission. If he generates the electricity on his own, he will tire faster then if he was using some sort of power source. Incidentally, it doesn't seem like Taranis can kill with this ability, at least not yet, though he can get in some pretty nasty burns if he is truly angry.
Skills: Taranis is very good at sneaking around and getting into places he really isn't supposed to go. Due to his electrical talents, he can also power some 'gadgets' powered by electricity with a touch, though never for very long. (Stealth, Lock Picking, potential of starting some things powered by electricity.)
Bio to follow, provided Taranis is acceptable. XD
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Looks good to me, hopefully I'll have the start of the story up tonight!
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The door creeks open slowly, letting the light of the hall spill into the dimly lit room. The five rather confused individuals seated within shield their eyes briefly and then inspect the figure in the doorway as they become adjusted to the light.
It appears to be a tusked green skinned humanoid, seven foot tall with the physique of a body-building gorilla. Oddly, it appears to be dressed in something that looks like a police uniform, and has a pigeon on its shoulder.
€œThat will be all officer, leave us€Â
The pigeon flutters down to the table while the massive Ogre-thing stalks out.
€œApologies if Officer Pansy intimidated you€ announces the bird. €œLet me introduce myself - I am Fernando the 57th, Prince Among Pigeons, and I€™m in charge of the police in the Commercial District of Melded, the city in which you sorry lot have found yourselves.€Â
The five assorted beings look at each other confusedly. Fernando rolls his tiny beady pigeon eyes.
€œOK - so you are new to this place, here is the deal, I won€™t repeat myself, so listen closely. You came from other universes, and all the universes combine to form the multiverse. Almost at random you can fall through universes sometimes, and here we are at the bottom of them all. The sludgy moat below the bottom of the gleaming spires of possibility where all the rubbish dropped from the rest falls off. Melded is the biggest city on the face of this world, and as such, it€™s the biggest concentration of filth. You five just happen to be the five newest bits of cosmic litter in the City€Â
He eyes the five, as if daring them to ask them to repeat himself, but then continues.
€œNow, to business€Â
€œFrankly, I think this is slightly ridiculous, but it came from Mr Panginoon'soffice, and you don€™t question orders from there if you want to keep your job. But you five are to solve a murder for us, and you have fifteen days to do it€Â*
After a lot of monologue from the Pigeon, who has somehow acquired a tiny cigar and proceeded to fill the room with incredibly vile smoke, you find out the following information:
The murdered party was called The Mechanist. He was the Cities most powerful industrialist, responsible for pretty much half the technology in the city, as in not only his company having sold it, but he personally, and solely invented every single iteration of every product his company released. He also hand build all the manufacturing machines, and pretty much all the rest of the development staff seemed to do was choose colours for the packet, play backgammon and enjoy substances of debateable legality.
Not only that, but he was also the cities premier superhero, albeit mainly of the kind that single-handedly fought giant lizards emerging from the harbour and battled Evil Space Gods in the skies above the city. He€™d never had to even go into a second round fight. For all anyone knew, he was a guy in a bulky silver and copper coloured suit of flying armour that could fire lasers from everyplace you could conceivably fire lasers without it being considered indecent. No one knew who or what he was inside.
At 25 o€™clock last night however, the reports claimed that the armour had crashed into the ground on the street outside Mechanicium Interspacial (his company) like a comet, and then after a few seconds, crumbled to dust. The whole place was now pumped full of tech and spells designed to prevent anyone getting within viewing distance of the crime-scene, or at least knowing they were within that distance.
Pretty much anyone with any power in the city might benefit from his death, but more of a mystery is who might actually have the means to do so. A single paint scratch was generally considered a nasty battle.
Fernando suggests numerous options at this point. You could investigate the crime scene; you could go talk to the heads of any of the other four police district areas (Docks, Industrial Estates, Residential Quarter or the Castle Rock) to see if they have leads. It might also be worth going to the €˜Red Hyperlion€™ a bar renowned for being where mid level supervillains hang out and talking to the patrons there - criminals tend to know more about other criminals.
Before you go, you may also ask Fernando anything you want (unless he thinks you are mocking him) and, at the request of this Mr Panginoon you are also all to be allowed one pick from the confiscated locker each. However, they won€™t be able to offer that much assistance in helping you choose or work out how to operate things. They don€™t know how they work themselves for the most part.
Now people, choices!
* As I may or may not have mentioned earlier, a real world week = one Oddestsey day
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Patricia: Can I ask what's in the confiscated locker, before we do anything? There might be something we could protect ourselves with, we could end up being targets if whatever dark forces committed this crime decide it would be better left unsolved.
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Fernando taps his beak on the table a few times, and in marches a different police officer. This one looks suspiciously like a large fluffy guinea pig with very serious eyebrows and a holstered weapon at it's hip. It deposits down a brief list.
Current confiscated artifact locker contents:
22 Rings - mixed technological and magical
35 Bladed weapons - Mostly NR*, '7 varied remarkable weapons'
72 Firearms - Mostly NR, 6 exotic weapons, 9 fire exotic projectiles
2 Crossbows
3 Pairs of powered gauntlet, plus 2 individual ones
1 Cape, magical
1 Sitar, magical
Various items of clothing
1 iSlayer - irreprably damaged
Assorted enchanted buttons, jewels, coins, necklaces, playing cards, candles
Several books
12 Staves, wands or rods of power
13 Misc Technological artifacts
6 miscellanious magic artifacts
Several Miscellanious Miscellanious Artifacts
*Melded Police Slang - NR = Non-remarkable
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Dibs on the magic sitar! Phil's been meaning to enter the 'eastern philosophy' stage of his music career for months now.
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Dibs on the magical cape! Then a quick 'thanks' to said officer and then off to the crime scene...care to accompany me, Marti? What does everyone else think? :)
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Patricia: I...I feel a bit underequipped to start poking around crime scenes, heh. I suggest we split up and one or two of us go and talk to the police in other areas, something like this can't have been planned and confined to just this area of the city.
I'd also like to have a closer look at the magical staves if that's alright?
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ok, 2 things... can I get a look at the 7 blades classified as remarkable? and can I please be told how far away the crime scene is? if its anywhere beyond walking distance, me and Kody's character are gonna take a bicycle ride there, together with whoever wants to join us, although Im all in favour of people staying here to have a conversation with the police pigeon
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Maurice strides with his powerful cyclist legs down the hall and into the confiscated room. He heads straight over to the blades and takes a look. He sees:
1) A massive broadsword -a foot wide and 15 foot long. Unliftable.
2) A 5 inch tanto - not explicitly magical or technological, but it€™s made with such skill as to be the perfect blade
3) A flaming longsword which smells like burning hair when ignited
4) A Singing sword. Unfortunately, the singing is limited to really off pitch renditions of Cher songs.
5) A slightly more plain longsword, this one doesn€™t have a clear power, but has a tag labelling it magical
6) and 7) Two similar atomic powered chainsaw knives. One is newer and smaller, the other an older model, and rusty, but designed for more difficult materials.
The crime scene is proably 20mins away for a normal cyclist.
________________________
Phil takes the Sitar. He immediately feels more at one with the universe and more balanced, though this is possibly not the limit of it€™s power. Having selected an item he is immediately transported outside the room by the security systems, and a forcefield prevents it getting back in.
________________________
A similar thing occurs with Blotter and his cape. It has an odd texture to it - touching it€™s surface is strange, a weird sensory confusion feeling like simultaneously touching the finest silk and a rough steel bulkhead. Blotter also exits the room in a brief flash of light and finds himself outside.
________________________
Patricia inspects the staffs. They are a mixture of science and magic. All but three seem to be various projectile powers, water jets, fire, magic missiles, lasers, acid etc. Out of the remaining three, one seems to have some kind of transmution based power. Another seems to be project a forcefield €˜umbrella€™ from one end. The third reeks of evil even to the non magical and you can€™t even bring yourself to look at it let alone try and take it.
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Since most of the others are still picking their goodies, I'll give the sitar a test run while I wait, see how she plays. I'll bet Norwegian Wood sounds totally sweet on this baby.
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The Sitar plays perfectly. Not only that, but after a single note, Phil finds himself with some perculiar side effects. He is able to filter through every sensory input he has, and just see what he wants to do with perfect crystal clear focus that the human mind shouldn't be able to do. Like silencing every sound in the station except the ones he wants. He also finds himself able to broadly detect the prevalent emotions in any place. It seems to be mostly boredom here.
Lastly he finds himself better able to controll his own movements, to the point where he feels he could move serenely out of the way of a bullet while playing this thing.
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Think I'll inspect the cape a bit more before hopping on the bike with Marti. Sounds interesting at the very least...very ve-ry interesting.
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I wish to:
Take mysterious magic sword for a swing to see if I can discover anything magical about it
and take the flaming sword for a quick swing too
Im intrigued by the iSlayer too, the police may have labelled it irreparable, but surely they have never had a living battery on their team like we do
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Patricia: *inspects staves, pondering the ones that shoot water and missiles before eventually indicating that she'll take the forcefield projecting one*
Before I leave...erm...I was wondering if Taranis wanted to come with me to check with the other police departments? You don't have to, but I reckon it's easier if I don't split off from *all* of the others, although if you'd prefer to go to the crime scene I'd be happy to go on my own.
I'd also like to ask who this Mr. Panginoon is, if that's alright? and which of the police districts would Fernando, Prince Among Pigeons, reccommend we/I go to to seek out leads, if any particular one?
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Taranis takes a interest in the iSlayer, he would like to see how much damage that has done to it. He also curious about the gauntlets, and wouldn't mind having a look at those as well.
As for going with Patricia, Taranis has no problem with that idea.
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Given my sitar's funky sense-heightening powers, I'm not sure if I should follow you two to the crime scene. A rousing rendition of Love You To could allow me to get the clearest analysis of the area for anything suspicious.
Then again, I could probably use its mood-reading powers to aid the questioning of the police chiefs or the villains in the Red Hyperlion. Crooks do love a mad rock star.
What do you think, chums?
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Maurice wishes to know what other police station the team wishes to investage and exactly how far away it is... just maybe I can drop my party members on their destinations with my soundspeed pace before ultimately investigating the crime scene with Blotter and maybe Phil. Personally Id suggest Phil to tag along to a police station, Im getting a nasty feeling about what these police officers do and do not wish to tell us and a little bit of persuation would not hurt, plus Blotter is an excellent detective as it is to help out at the crime scene.
Edit: after swinging the magic and flaming sword for a bit, may I also have a closer look at the enchanted playing cards and check out exactly how enchanted they are?:)
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Answers to questions, including ones covered on MSN last night:
The Cape seems to possess some degree of damage resistance
The Magic sword seems to be effectively just more powerful as a sword than it should be proportionally. Effectively, it's a +1 sword.
The Flaming sword is what it says on the tin. Two and a half feet of steel which magically lights on fire when drawn.
Patricia picks up the Force field staff - it seems to be technological, a steel staff with a crystal filled with circuitry on the end. The forcefield raises to full effectiveness over ten seconds with an increasing hum.
Fernando seems a bit awkward about questions about Mr Panginoon. I've never seen him, and I don't know anyone who has, but he runs the police department for the entire city. He's based up in the Castle apparently, and all I know is, people have been fired for thinking about potentially not following his orders before. They don't come too often, they don't usually make sense, but you have to follow them
Fenando also goes on to recommend the Docks, as that's where the criminal element tend to hang out. He also recommends checking back with him later in Commercial, to see if they turn up any leads on any business rivals who might be suspects. Industrial *might* have some leads, and the other two probably don't have any leads at this point.
The iSlayer is a *very* old model. Looking at it, it's potentially over 500 years out of date. It's batteries are flat, though that's not an issue. More to the point is that half its protective panelling is missing or cracked, it's entire left arm is gone along with a substantial chuck or the electronics from inside the torso from where that arm came. It also has at least 5 holes through it from various angles, looking to be caused by energy beams and high powered rifles. It also has a crossbow bolt going through one of it's vision sensors and out the back of it's head. It's poisons seem to almost be disipated to harmlessness. Though you might be able to extract some interesting components from it, as a robot, it's a write off.
The gauntlets vary. One pair seems to be a very heavy steampunk affair, allowiung you to give massively powerful steam-driven punches. One pair seems to function as some kind of magical divining rod (as in, for detcting contentrations of magic) and the third seems to bizzaely make your hands invisible when you wear them, possibly originally part of a bigger suit. The two individual gauntlets, one seems to be more of a shoulder length delicate silk glove, the label suggests it apparently makes men more readily agree with you, although. The final glove seems to a scanner of some sort, capable of identifying materials and giving information on them.
It turns out to be a single card, a three of clubs, which if you drop in the air, you can ask it one yes or no question a day. If yes or true it'll land face down, if false or no, it'll land right side up.
Just for the record, I'm not going to keep a list of your inventories, so it's up to you to remember what you have and when it might be useful. But just to start you off:
Blotter - Cape
Phil - Sitar
Patricia - Forcefield staff
Maurice -
Taranis -
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Re: Oddestsey III
Oui oui, Maurice finds the silk gove tres tempting, makes him feel like a manly man!
Maurice thinks tres long and tres hard and takes the playing card with him, the French card game of Belote is one of his many qualities, and everyone knows an extra 3 of clubs does not hurt their, especially one that says oui or non on demand.
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Re: Oddestsey III
Patricia: Hmm...I quite like the staff actually, should be good for a bit of extra protection.
And thanks for that Taranis! I think the docks or the industrial zone would be the best places to go at first - one or the other of those - but then afterwards it might be worth heading up to Castle Rock to see if we can talk to Mr. Panginoon...he's issuing the orders so I'm inclined to think that he'd be a good source of information, and I have a few things I'd like to ask him...er...relating more to myself than the mission, I think he'd be the best person to answer.
Before that though...docks, industrial zone, somewhere else entirely? *looks expectantly at Taranis and possibly Phil*
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Re: Oddestsey III
Taranis: Well, that scanner gauntlet could come in handy, ya never know when though... Before deciding for good though, I wanna go have a look at the bladed weapons! (specificly that tanto previously mentioned, it would made a better close range weapon then a sack of rocks.)
I think it would be a good idea to head off to the Docks first. I think it'd also be a good plan to bring Phil along with us, though it's really up to him in the end.
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Re: Oddestsey III
The Docks sound like fun to me. Let's get interviewing!
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Re: Oddestsey III
Fernando says:
There isn't much more detail to give on the weapons. The tanto is a plain weapon that isn't magical, just it's made with such incredible skill it may as well be.
If you decide to go to the docks, the Commander there is called Nickelson. Be careful there though, there was a period within the last ten years where the application form for Docks Police stated 'Must be Willing to accept suitable bribes' as a requirement.
At the suggestion that you try and meet with Panginoon, Fernando merely snorts and rolls his little beady pigeon eyes.
As a side note, Fernando gives you all a microchip injection to carry your financial circuit. It's like a debit card that you can never lose. Each is credited with fifty credits (this is roughly equal to £50 or $75 Canadian)
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Re: Oddestsey III
Maurice Francois:Monsieur Fernando, are you telling us the commander of the one area that is most crime heavy is corrupt? How does the Industrial commander rank up, and while we are at it, why are you avoiding the subject of us going straight to mr Panginoon? He's the man we are working for.
Thinking in himself, completely silent and unhearable by anyone, thanks to many years of miming experience:Ive been here for only a few hours, and the way this city's police is organised already worries me much more than the murder we are supposed to solve. I have 1 oui or non question I can ask my all-knowing playing card today, and I think I'll be using that to get to know more about our employer, I think the best thing I can do is go outside for a bit, where Fernando cant see or hear me, and ask my question there. Maybe discuss with my teammates what my exact question should be.