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Nonek

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Everything posted by Nonek

  1. Wrapped in cloth stained red, there lies a blood stained, chipped and crudely carved flint spearhead. When its swaddling is opened the flint begins to emit a piercing psychic cry that either drives the listener into a rage or fills him with terror. Blood begins to pour from the blade, a steady stream that has no discernible source. The radius of the screaming effect grows with every moment it is revealed, until an entire city can languish under its madness. This truly ancient relic is said to be one of the first weapons made by man, and has known millenia of war and slaughter, others insist it is the soul of a prehistoric Cipher driven mad by his imprisonment in the blade. In truth whatever history it may have is unknown, for the madness infecting it cannot be spoken with by even the strongest Cipher, and no record kept by man can match its antiquity.
  2. So if i'm getting the final scenes straight (watched them on Youtube,) the Reapers are present to ensure that organic species do not advance so far as to create something like unto themselves, that could potentially wipe out all organic life. But what about all the spare retail lying outside the mass relay network? As we know from the hitchhikers guide to the galaxy, space is big, really big, and didn't the first games codex state that the mass relay network barely covered a tiny fraction of the Milky Way? How do they ensure the species out there for the last however many million years do not advance, and that the synthesis and control endings affect them? I'm honestly curious whether this has been covered, as it seems to be a rather large flaw in the Reapers scheme. Would they even have the time in fifty thousand years to scour all the Milky Way for any advancing life, and without their mass relay network could they? Damn i'm doing it now, I shouldn't expect a logical cohesive plot, the two games were good for what they were ie brainless action and power fantasy escapism, thus they succeeded in their objective.
  3. Go to the northwest of that area, or ask the locals for interesting features of the lower ward that match what you're looking for.
  4. Ouch, sorry if I touched a nerve there NKKKK.
  5. There were even worse punishments, such as being sat in the comfy chair, or poked with the fluffy cushions. I believe however that the next Dragon Age game, "Inquisition" will be dealing with those dark matters in more detail. The release date is however totally unexpected.
  6. Tree of Misery/Dyrwood Dolmen/Henge of Haunting? In the depths of the tangled forest, upon an old mound stands a black obsidian monolith. In small alcoves carved into the standing stone are set ancient skulls, skulls that seem to look at you as you approach. Striding to the top pf the mound you reach out to touch one, then recoil in fear. The skulls moved, all of them. Slowly the skulls extend on impossibly long spinal cords, swaying in time to a howling moan that tears at your mind. They bob and weave, darting forth to gnash at you and you realise the scream piercing your brain is their maddened, bound souls crying out as one for release and murder. They are hatred and self pity, and they were placed here as punishment for some terrible crime. Perhaps a Cipher might be able to free them or a chanter to listen to their song and alter it so that they might sleep.
  7. I Seeeeeee You - The Cipher suspicious and wary stops in his tracks, squints his eyes, puts his head to one side and looks beyond. Thieves in shadow and those hiding within a cloak of invisibility are not revealed to his eyes, but he senses their minds and souls as clearly as if they were shouting. At higher levels he may reveal the location of said hidden opponents by creating illusions of their presence in his allies eyes, thus making far more viable targets. If the Cipher has no reason to be suspicious however he will not use this ability, as it necessitates a good deal of immobility and concentration. My Lord the Ciphers are Revolting - A Cipher attacked by opponents whom he believes are too great in number too defeat through other mind magics may use this repulse technique, he slams his palm forward towards his foes and cloaks himself in a sickening aura of stink, sickness and plague. He will appear as something horrible to all who behold him, so that if they fail to bolster their willpower, they may gladly let him walk free. At higher levels he may appear so grotesque and wrong as to cause vomitting and unconsciousness, or even prompt the onlookers to flee.
  8. I thought that was the accepted standard in character creation now rather than the unusual, bad ass, sarcastic, good heart deep down, really cares for what he sees as family, problem with authority, hides a tragic past etcetera. Probably black haired, blue eyed and with a modicum of facial hair. Seems like the template that most players seem to aspire to. Not criticising it or anything, but hardly seems unusual.
  9. Not ironic exactly, more allegorical or maybe metaphorical. What dread beast has caused more bloodshed, spread more fire and death than a tyrannous conquerer who believes he is doing what is right? Of course who knows what beast lurk within a mans soul, perhaps his death would release the creature that has waited and watched the world of men through cold serpentine eyes. Perhaps he is how Dragons were born, long ages past. Just spitballing really.
  10. New take on Dragons, how about this: The old king sits on his throne, a horned crown circling his brow. At his feet lie the treasures which conquered peoples and nations have lain there, a vast hoard. His past glories are only legend now, but his strength is still terrible and always he is clad in a heavy coat of mail. His slitted eyes carry all the weight and power of royalty, and to look into there depths is to be enchanted by a soul of immeasurable potency. Above his head fly the winged banners of his many armies, and these loyal warriors still stand by his side, poisoned by the hatred from his duplicitous forked tongue. His fiery rhetoric has brought bloody war and ruin to entire nations, for his words carry the hatred, greed and jealousy that taint his mighty spirit. He is the Dragon, king of a vast empire.
  11. Yes. Complete the personal quest given to you by Nemelle in the Clerks Ward, talk with both parties again and joining the Sensates will become pointless. Hope that's vague enough and not too spoilery.
  12. Thought it looked eminently sensible and hard wearing, fits the character and his role.
  13. Watched an old Disney film called "Dragonslayer" with the kids recently, very good implementation of a Dragon in that film, rather imaginatively called Vermithrax Perjorative. Quite awesome, in the old meaning of the word, not press button.
  14. How would one pronounce "Woedica?" Looking at the name my mind immediately leapt to the native British queen of the Iceni "Boudicca," but with it being revealed as an old english like name i'm left wondering whether it may be pronounced "Vodissa" or "Vodyka."
  15. Oh I agree that it shouldn't get ridiculously complicated, just a nice immersive living world, I think Ultima 7 got it bang on in most areas except for travelling. We should have fast travel and random encounters.
  16. Is it possible that societal change can influence a gods standing? Say an old god of hunter gatherers suddenly becomes obsolete when the agrarian revolution takes place, and the gods of the herd and the field suddenly gain dominance.
  17. I just regard it as necessary expense and maintenance, that to me happens to be part of the fun, armours gets worn over time when battered so I have it repaired. I certainly hope we're able to deal with wounds, vittles and such (though water closets only need to be included in game to represent their use - a matter of taste) that made New Vegas much more strategically interesting, and daunting.
  18. Sorry i'm not very au fait with internet terminology, half the abbreviations pass right over my head. Well personally i'm hoping as I said to not engage in too much melee, because my characters will be wary of dying. As for the repair items, i'd like them to be temporary measures, in the field resources to be used in desperation (ideally only at campsites when one has time to affect repairs) and not half so effective as an apprentice trained master smith/leather worker what have you. I regard prepping my gear, readying myself for the tribulations ahead and gathering rumours and such to be almost as much fun as the dungeon/lair delving itself. Certainly a worthy thing to spend money on as it's keeping my virtual self alive, well maintained kit is the sign of a good adventurer. I don't think innkeepers have medical knowledge to be able to estimate their clients injuries, they just rent rooms. I don't see why spells would consume gold, unless that's a material component I suppose. I hope poisons are utterly deadly or extremely debilitating, one of the finest dm tools you can use.
  19. I'm getting a Tyrion Lannister with an even more developed mind vibe from the Orlan Cipher, sounds very interesting.
  20. Don't go into that dungeon with equipment that's near breakage, as I said they shouldn't fall apart every battle. As far as i'm concerned i'd like as many mechanisms as possible, that's why I backed the kickstarter, to campaign for a game stepping away from the idea that anything other than combat and conversation is superfluous. I'm capable of handling quite a few things in game, certainly checking on the state of my gear and keeping it in good working order is hardly overly onerous. By the way why do you keep calling me a whelp, I don't really mind or anything, it just seems a little strange.
  21. Don't have the armour degrade too quickly, should be good for a small adventure/few combats and be makeshift repairable at campsites and such. We should have wear and tear as we go through an adventure, makes combat more of a risk. I certainly don't want to be going through adventures in a permanent state of perfection, there's no strategy in that. Item degradation's a simple system, and doesn't get in the way too much, there's really no need to fix what works or overthink it. The more elements the better, still say to please everybody however that they should stick it in expert mode, obviously a lot of you gents have problems with it.
  22. I still don't see what's so onerous about a bit of inventory management, I went through Betrayal at Krondor repairing my gear and it was a nice little immersive touch, not some horribly jarring and monotonous experience. Still horses for courses I suppose.
  23. And yay I looked and saw that the third seal was broken, from it came a host of surprisingly weak dragons to bedevil the lands of Skyrim. All manner of nice scenic hikes were interrupted by draconic flames, so that the people rose up and cried in one tormented voice. "Bugger, was hoping to get a few rounds of golf in at Whiterun today as well." And there was much clipping of teeth.
  24. Personally i'm hoping to not run into combat too frequently, and I certainly wouldn't leave palais de Nonek without my arms and armour being 100% tickety boo, so that i'm prepared for all manner of frolicsome endeavours. I'm hoping that I come back with a comatose companion over one shoulder, my weapons notched and bloody, a few mile of bandages wrapped around the parties wounds, my mages fingers showing signs of repetitive strain injury and my armour sporting that latest off the shoulder/hacked to pieces fashionable look. Having item degradation to me just means that I prepare more, and so take the role of protecting my hirsute behind all the more seriously. It's not that big of a fuss having to partake of a smiths services and clicking a few times after all. They'd just have to balance it correctly so that our sturdy buff coats are not falling apart every few feet.
  25. Never got much satisfaction from the "Against the Giants" series, had a few high points but not particularly liked by my group or myself, then again we were never fond of the whole elemental evil campaign. There was a series of adventures set in Greyhawk City that were very good however, all revolving around a villainess known as "Falcon." With a bit of jiggery pokery and a few style adjustments they really brought the Jewel of the Nyr Dyv to life, always thought they'd have made an excellent game. Nice one set in Dyvers called "Puppets" as well. Currently having a bit of a romp through NWN2 with a monk, got to say that i'm quite enjoying it, i'm picturing him as being made into a living weapon by the shard embedded in his flesh. Finding West Harbour to be quite an appealing locale, and once again am quite impressed by the whole concept of the fair as a way of introducing the protagonist, who he knows and his background. May half inch for the next time I get the pnp group together.
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