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Nonek

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Everything posted by Nonek

  1. I'd like to play a character who has a believable and logical motivation for all his actions, and who can claim to be following his personal ethics on whatever path he chooses to pursue, no matter how outrageous and despicable they may seem on first impression. Definitely don't want the moronic upper right, middle right and lower right morality meters, as i'm not five.
  2. Just watched Lincoln, very good film and not too much Spielsberg sentimentalism, but at a few points I was left a little bemused. Mainly when the revered gentleman was pontificating on how the world would change with slavery being outlawed, forgive me if i'm wrong but hadn't the largest empire and political entity on the planet (England) abolished slavery quite a few years before the United States? Don't mean to denigrate the USA and Mr Lincolns achievements, but that was surely the world changing blow against slavery.
  3. Monsters from the Id - Within every man lurk hidden fears, the Cipher cracks open the doors of childhood dread and releases a devil to feast upon the recipients mind. At first this is a small thing, and the target is merely dicomforted and uneasy, but as the Cipher delves deeper into the deep instinctual level of the psyche more horrendous banes are called forth. Some subjected to such intrusive methods have been known to collapse into catatonic states, or even have their hearts burst from the strain. A rare few are said to have conquered their fears, by knowing themselves and accepting the beast. To Sleep Perchance - The Cipher quietly begins to hum a lullaby, a little nonsense childhood tune made to lure babes to their pillows. The minds of all those around begin to grow drowsy as they hear this, and slowly sweet slumber becomes an insistent demand. Eventually only those most strong of mind will avoid the temptation of sleep, but others will fall all too easily. It is said that an heroic Cipher once bound a cruel tyrannous princess and her entire court into such a slumber, and left them to die dreaming their sweet dreams, justice of a kind.
  4. I still think it's a very pretty game, probably using incorrect terminology there, but in some ways it beats Dragon Age in the looks stakes.
  5. Thought the mid atlantic accents spiced with an old world gravitas were quite well presented in Relics Dawn of War games or the dwarves of Orzammar in Biowares Dragon Age, they inhabited for me that fine line between what is too english and what is too american english. Obviously both carry a vast amount of cultural baggage, and create a dissonance for some.
  6. I'm increasingly liking the setting, ripe with all kinds of possibilities, reminds me of a book I read ages ago though for the life of me I can't recall the title or author. Touch concerned that Mr Avellone is not on board, it was his writing in large part that drew me into the original Torment. Not really got an opinion on the name issue one way or the other, so long as it's a deep, philosophical and intrinsically personal narrative then i'll be content. I would like to see how Wasteland 2 turns out before pledging however.
  7. My brother (filthy degenerate that he is) caught a touch of the Dragonball after a trip to Thailand, apparently an over the counter antibacterial cream will get rid of it in a few days.
  8. Be nice to see the dream/meditation chambers of an upper level antagonist Cipher however, somewhere secure and hidden where the players can rest, and be haunted by strange disturbing dreams.
  9. At least we can all agree, religious or not, that Dan Brown sucks.
  10. In terms of weight training I like the high intensity, basic power exercises: Overhead press for shoulders, bent over rows for back, barbell curls for arms, deadlifts for the torso, squats for legs and that's about it. Low reps but high weights, one day on and one off. For aerobic exercise I like to rep out on crunches of a morning, then walk/jog the dogs for 5-10 miles before breakfast and after supper. This is all mainly catered for the weekends rugger matches though, it can make you a bit too bulky, most people I know favour a more slender hollywood stature.
  11. Like english second world war fighter pilots: I say Minty, bally Gerry dicky birdied and turned his ack acks on ones under carriage, barely got out in one piece! Blaggards! Long story short, early bath time in the drink. Had a frightful time, caught a damned cold and arrived late at mothers. Not bloody cricket! Mind you, had just emptied me payload all over sausage eater HQ, might have been a bit upset that he wasn't invited to the barbecue. Yes, bit of a sticky wicket, what.
  12. To Dream the Impossible - The Cipher lets loose the bonds of the flesh, his soul flying free into the Ether. Here he has neither eyes to see or ears to hear, but somehow he does sense life and souls. Here he can speak with other Ciphers a thousand miles away, or bedevil an enemy with nightmares, even take control of an impressionable and weak willed dreamer. The vast variety of life roars all around him, but above there is silence, serenity and the hint of something more. Throwing himself into the cosmos he hears far off the vast susurrous of beings that slumber beyond life and death, racing past suns and nebulae he ventures into the darkness between the stars. Here dwell eternal entities so utterly beyond him that he does not even register as existing to them, Gods, Demons, who can know. Parasitically he may feed off them, but their dark wisdom bears bitter gifts, and he may return changed from that dream quest.
  13. The Clouded Mind - The Cipher distracts those who look upon him, they suddenly have an urge to look elsewhere. Aids sneaking tremendously and at higher levels could become almost a cloak of invisibility. Disorient - Like the strongest of hallucinogens, the Cipher sends the targets mind into delicious or demonic fever dreams. At low levels this would be a shaken head and a few blinks, as the target finds his focus ruined. At higher levels a man can be trapped in his own mind, You're in the matrix Neo. The Shadow Knows - The Cipher asks a number of banal and pointless questions, each a careful probing attack against a mind. If the targets willpower cannot resist him, then he steals information from their mind. Alas Poor Schmuck - The Cipher converses with a restless soul, but the veil of death is hard to pierce and all too soon his willpower is shattered from piercing that barrier. At higher levels he can call forth the dead, to experience the thrill of life once again, though ultimately they find this unsatisfying. Bide With Me - Death can wait. The Cipher grasps the soul of a close acquaintance, someone he knows well, and does not allow it to join the great wheel. Hoping that the body may be healed while the soul tarries. This is a high level ability, and there is the risk of undeath occuring. Find The Lady - Who needs sleight of hand? A turned card, the value of a coin, the look of a face, all can be altered for a few moments for those with an awoken mind. Duel - Two Ciphers lock minds and attempt to break each others willpower, so that they might destroy or dominate their opponents minds. They battle in a landscape of pure imagination, and with weapons limited only by their own perception. Those approaching two duelling souls are repulsed and terrified in equal measures, something sickening is occuring. Edit: Sorry Hormalakh, didn't notice your above post.
  14. I'm with Hormalakh on this, at least in the sense of pen and paper campaigns, I began with the usual vast maps and international quests but they were always a little dry and lacking. The more I scaled things down, and added detail and reactivity, the more my settings came alive and jumped into the players minds. To the point where I ran a city campaign for two years, in which we hardly ever left the metropolis. It was heartening when my players could remember street layouts from memory, have a whole host of associates and antagonists to draw upon, and prefer to drink at the pub where they knew the clientele and got free ale for past deeds of heroism. It became their place as much as mine, to the point where they actually corrected me on a few issues, which I grudgingly conceded while quietly rejoicing inside. Don't know if that can be achieved in a computer simulation, the closest I would say that came to it was the ever changing lands of Britannia, as the Avatar ventured through them in Ultima 4-7. Be nice if Eternity is successful and can grow like that in future instalments.
  15. Of course there's also that most fearsome of modern day viking women, Margaret Thatcher, hammer of the miners.
  16. Surely the Avatar was more of a Paladin than a monk? Incidentally friar, the Ultima series (from number 4 onwards) with its focus on virtues stemming from bell, book and candle might be something to consider playing. Your senior brethren might be amenable to the moral lessons suugested in those games, and the protagonist pursuing a path of relentless self improvement. They might also get a chuckle from the fellowship presented in game 7, with its scientology parallels.
  17. So it's kind of like the Monk turning the agressors own strength against him?
  18. Kreia, makes the pathetic writing of the caricatures that represent most games female characters all the more glaring. Dogmeat, best friend a vault dweller can have. Oh and Steven Heck, because even though you said no characters from Alpha Protocol, you didn't say please.
  19. Yes women had the right to divorce, to own the property they'd brought to the marriage and had absolute rule of a household. In many ways viking women had a much better life than their southern counterparts, their are quite a few impressive female individuals in the sagas and histories, most notable was probably Aud the Deep Minded.
  20. Great idea, but make every speech option have an invisble willpower check, with increasing penalties the more you use the artifact? Yeah I thought the spirit eating was well implemented PrimeJunta.
  21. Yeah but if you do create a game based around a curse, then you risk getting endless amounts of people complaining about how the curse has detrimental effects. *Cough* Mask of the Betrayer. *Cough*
  22. At some point i'll probably do a runthrough as a puritan paladin, who despises magic and such devilry not born of the divine, it will probably ramp up the difficulty of the game but i'd be in favour of such a runthrough being viable.
  23. I'd prefer that cursed items be useful, very useful and that there use had no visible side effects at first, that they were not even stuck to the character. Yet with each use we are pulled more deeply into their possession, until we start to merge, perhaps then you could add the unremovable state. We could be ridden by dreams of the thing, and its uses would become more powerful not less, so that we rely on it like a crutch. Then at some point as we go to do something it does not particularly desire, we find we can't. "I can't let you do that Dave." Then you figure out that the master/servant relationship has just changed, and it's time to seek out help or quest for salvation. maybe it's too late in the game however and you're doomed, or the symbiosis between you has become too deep, and the severing of those bonds hurts your character physically and mentally. Now that would be one hell of a choice and consequence.
  24. As well as Wizard Eye, Legend Lore and other such divinatory powers, aimed at revealing hidden enemies, lost information or the properties of relic, I suppose you could use main quest divinations. You know, atop Mount McGuffin lies the temple of the revered and everlasting Tow Me Koopa, you must consult him on how to proceed in your quest. Personally I have a philosophical problem with this, because I dislike the idea of fate and destiny, or that there is a higher power manipulating my every action (and thus making them meaningless.) It's been used before, and most likely will again, but I found a much better implementation of it was in the original Legacy of Kain: Blood Omen. There we are guided by a seemingly all knowing Oracles, who turns out to be an enemy, manipulating you to his own ends. Nice reversal of prophecy, in that there were individuals making them come true to their own specifications.
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