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Interra Nex - Printable Version

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Interra Nex - SleepingOrange - 02-11-2012

In the Age of Exploration, when the world was new and the maps unfilled, the first wizards discovered the tantalizing call of magic; as others blazed trails and sought the secrets of the land, they penned grimoires and sought the secrets of the unseen. In a world where everything was strange and new and unknown, magic itself was no more magical than the strange properties of herbs or the flow of a river. Wizards were considered no more mystical than any other man, and none gave a second thought to learning a touch of spellcasting if it could help them find what was over the next ridge or keep their crops from withering.

In the Age of Dusk, when the world was more easily explain and the boundaries of The Continent had been found, the concept of mundanity began to make itself known. While the world was less of a mystery, there always seemed to be more to discover about magic; wizards became exalted, their powers bringing them prestige, wealth, and egos. The borders of the world closed in, so the greatest wizards decided to find new borders: they struck out beyond the sky, opening great gates to new worlds and constructing vast networks of tunnels between the planes beyond the material. It was their thirst for knowledge and novelty that was their undoing, as the fabric of reality could only take so much stress before it collapsed. Great waves of fire and frost and nothing lashed the land as the world unravelled, and only the intervention of the greatest mages sealing their gates prevented the unmaking of all that existed. Ultimately, though the archwizards were the saviors of those who survived, it was they who had brought about the cataclysm to begin with.

In the Age of Shadow, the masses turned against those who studied magic, seeking to remove every trace of arcane power and knowledge from what remained of the shattered world. Even the mightiest wizard couldn't hold off an army of enraged warriors clad in magic-dampening nullsteel, and the towers that had so long dominated The Continent fell, taking their inhabitants with them. Those few who survived lost much of their power and knowledge, and were forced to hide or abandon their pursuits. Many even willingly submitted to the mobs or took their own lives, unable to live with what magic had done to so many.

Now, in the Age of Dawn, memories of the cataclysm have faded, and the scars left on the land have receded. Power and knowledge will always have its seekers, and without the sky disintegrating as they watched, people once again sought to improve their lives through thaumaturgy. Magic as a study and career is returning, although without the fervor and glamor it had in the past and with a fair amount of opposition from those who staunchly believe it will only cause more pain. Wizards freely walk the street without fear of more than the occasional jeer or thrown stone, and all manner of magic is freely studied.

Well, nearly all magic.

The School of Translocations is forbidden to study and even more forbidden to be practiced; with the world still torn around the edges from the vast interplanar explorations undertaken in the Age of Dusk, mages worry that even minor teleportation could gradually weaken or break it. Rumors persist of renegade wizards who blinked across a room only to have demons or worse push themselves through the gap left in the air. Only the mad still pursue this branch of study, and they are ruthlessly hunted by magebanes and wizards alike.

More generally, those who practice what could loosely be called "necromancy" have only rarely found acceptance in society, even before the cataclysm. The reminder of mortality is rarely taken well, and more importantly people tend to assume all those who deal in death are the sort to raise zombie armies or subjugate the souls of the deceased. All types of death mages tend to band together in secret, for mutual protection and because more "virtuous" mage guilds would refuse to accept or even incinerate them. These cabals tend to be small and varied, and generally hide themselves in small towns and rural villages where they can ply their trades without arousing suspicion or attracting attention.

You are a member of one such cabal, and this is your story.

---

Welcome to Interra Nex! This game is a strategy RPG for approximately five people, with as much or as little focus on role-playing as the players decide. Every character will be an aspiring wizard with a focus on one aspect of death magic, with a wide variety of classes and races and customization allowing the players to make each one unique.

One thing to know before you sign up and to remember as you play is that I intend to make it harder than most forum games of this sort. Characters can easily die with bad luck or bad decisions, and death may well prove permanent. I've been on a roguelike kick lately, so expect a lot of elements drawn from that type of game.

Without further ado, the signup sheet!

Name: Your character's name. No gameplay effect, of course.
Race: Your character's species. Affects your starting stats, what equipment you can use, and how you grow as you level up.
Gender: Your character's biological or self-identified gender. Few, if any, gameplay effects.
Class: Which of the nine classes detailed below are you? This determines what skills you have available to you and more broadly how your playstyle will likely be. Very experienced or powerful characters will gain the ability to branch out from their archetype, but for now – and for a long time – the classes will each be very distinct and interclass skills will be rare.
Equipment: What, if anything, you bought before the game began. All characters begin with 20 GP.
Biography: A bit about your character's history, personality, and motivations. Largely optional and unlikely to impact the game, but I may use how interesting I find the various characters to determine who gets to play if I get more signups than playable slots.

And now, for The Mechanical Stuff:

Stats
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Races
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Classes

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Equipment
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RE: Interra Nex - fakeimpostor - 02-11-2012

Reserved


RE: Interra Nex - Akumu - 02-11-2012

HERE IS A CHARACTER

Name: Pethenar
Race: Forest Elf
Gender: Male
Class: Hellcaller
Equipment:
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Biography: Pethenar struck out from the ancestral forests at a young age for no particular reason other than wanderlust. This drive to explore has led him across the land and has taken the sting out of being ousted from many a temporary home due to curiousity towards matters the locals would rather have left well enough alone. For instance, necromancy. As of late he has fallen in with a necromancer's cabal, primarily for their usefulness in furthering his studies. Pethenar dreams of swashbuckling adventure, and the caution and secrecy of the cabal is starting to grate.


RE: Interra Nex - Schazer - 02-11-2012

Name: Zuine
Race: Mycolid
Gender: Neuter-she
Class: Corpselord
Equipment: Gauntlets, Ring of Power, Potion of Mana
Biography: Zuine learnt two things in life while growing up. One, the ossified knuckleheads were in charge of the world, and there wasn't a hell of a lot one disgruntled Mycolid could do about it. Two, good manners could get you anywhere in life - or at least cushioned your fall into the less pleasant bits. The fact the knuckleheads in the former couldn't recognise the latter as trouble-dodging rather than sincere contrition didn't improve Zuine's opinion of the backboned bourgeois any. Instead, it pushed her from a more respect branch of destructive magic into something a lot less accepted by the establishment.

Zuine probably hates your guts. Eternally resentful of the flesh-and-blood she believes has no place at the top of the food chain, Zuine has quiet aspirations to someday take over the world. Considering how well a sudden villainous reveal with a legion of corpses would go down, she's settled for being the self-styled head of the local necromancers' cabal.

I mean, her necromantic profession's the only one with "lord" in the name. She's perfect for a leadership postion, right? Truth be told, the whole thing is an exercise in keeping tabs on useful allies when she deems the time ripe for world domination.

She loves to nurse her opinion of animals all being equally rude and crude no matter how many legs they walk on, and her mild manner and impeccable courtesy are merely part of her well-buried condescensions. Because Zuine's had her studies interrupted more than once by forced relocation (following some apparently-sympathetic snitch sneaking a confession of megalomania out of her), she still maintains a policy of honesty - just one that often relies on tactical omission.


RE: Interra Nex - AgentBlue - 02-11-2012

Name: Deta Cayla
Race: Human
Gender: Female
Class: Haruspex
Equipment:
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Biography: Deta Cayla saw her mother die, slowly – a wound, incurred by crossbow bolt after being run out of town by a riot, stubbornly refused to heal – becoming infected despite the best intentions of their cabal. As her mother drew ever closer to the afterlife, it grew harder and harder for her to enter her mother’s room – not out of bravery, a sense of acceptance or maturity, but for fear of what she could see. Secrets, memories, things long buried – and should stay that way, necrosurgists notwithstanding. One thing she saw still haunts her: a man she could swear was her father, at the head of a mob.

Deta is a shy, reserved young woman. She doesn't like to talk much, and is deathly afraid of people she doesn't know - especially if they're holding pitchforks and torches. For some reason she can't shake the paranoid feeling that her father is hunting for her, and is behind every mob they encounter...


RE: Interra Nex - thriggle - 02-11-2012

Name: Sparkles Slimeburg
Race: Orc
Gender: Female
Class: Haruspex
Equipment:
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Biography: Sparkles was raised among the nomadic Slimeburg tribe of orcs in the Kriwork swamplands. Where the others of her tribe enjoyed bashing things with clubs and eating their entrails, Sparkles delighted in bashing things with clubs and then studying the way the entrails spattered. Some days the spleen would sploosh to the east, sometimes a kidney would squelch in a very distinct way, and she gradually, unconsciously, learned to correlate many of these details with the events that would happen throughout the day. With no true magic users in the tribe, and magic almost wholly unknown to her, Sparkles began--without realizing it--to teach herself the natural ways of haruspicy. When her tribe disbanded after a particularly bad encounter with some toxic mushrooms, she made her way into a small township, making a living as an herbalist... or at least, as someone who goes out in wolf-infested woods to gather simple herbs, killing anything that moves.

As she learned more about the study of wizardry from other townfolk, she came to realize that her hobby was in fact a form of magic, and a frowned-upon one at that. Having a hard enough time getting along with the locals due to her race, she took pains to conceal her haruspicy from them, while keeping an ear to the ground for the so-called necromancers that might tolerate her practice. Eventually she was able to join up with a necromantic cabal and begin her studies and arcane arts in earnest.


RE: Interra Nex - fakeimpostor - 02-11-2012

Name: Amanita Vasgnuk
Race: Mycolid
Gender: female
Class: Ressurector
Equipment:
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Biography: Amanita originally lived in a small town that was plagued with scandals, feuds, and family-destroying secrets. This was largely Amanita's doing. An infamous drama monster, Amanita is a meddler of the highest caliber and not all who cross her path come out of it emotionally unscathed. A source of many Ill-fated romances and tragic misunderstandings, Amanita carries out her sinister manipulation of the lives of others under the guise of "friendly advice". However, when one of her most favorite romance plot was fatally cut short by a nut allergy, Amanita quickly went into the study of Necromancy, more specifically, Ressurectory. Citing "a need to fix this rather anti-climatic ending and provide some much needed closure" as reasons for taking up this practice, many of her fellow townsfolk were stunned and disgusted by her callous attitude towards the lives of others. Upon her immediate exile, Amanita joined a nearby cabal of necromancers. Amanita has high hopes for these turn of events, as this dangerous and much maligned practice of arcane arts will surely lead to passions and tensions running high. At least. If Amanita has anything to say about it.


RE: Interra Nex - Anomaly - 02-11-2012

Name: Somerled Kilmuir

Race: Mountain Dorf

Gender: Male

Class: Reanimator

Equipment:
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Biography: Somerled didn't really have time for the whole "every dwarf ever" thing growing up, and in fact enjoyed neither imbibing copious amounts of alcohol or digging holes. He spent more time than not locked away in his room, though what exactly he did while there was a mystery to all. What was noticed, though, was the periodic disappearance of various deceased animals from cages scattered throughout the Dwarven city of Belegrodia, and perhaps the occasional scratching or clattering noise from behind Somerled's door. Little heed was paid to him, though, and he was put to work in the mines all the same. After a few unfortunate incidents he was transferred to livestock care, which did nothing to stop the disappearances of animal corpses (if anything, it increased them).

Naturally, this was more due to a natural affinity for the necromantic arts, or rather, the art of reanimation. He practiced this skill as often as possible, hence the disappearances, though he had no intention to test his abilities on the dwarven deceased. But eventually, enough notice was taken of the disappearances and the odd sounds from behind Somerled's door that an investigation was finally launched. Evidence of Somerled's powers was discovered, and he was ultimately thrown into Belegrodia's prison for his use of the "dark arts", as it were.

After a number of years isolated in this prison cell, the city of Belegrodia was attacked by enormous mole-like creatures, unleashed from underground by an errant mining operation. These creatures tore through the dwarven population, murdering all in their paths before just as quickly disappearing into the depths. All, that is, except for Somerled, kept safe in the isolated cell. Driven near to starvation, Somerled managed to animate the skeleton of the nearby deceased guard, retrieving the keys and letting himself out.

Driven half-crazy by his stay in prison, Somerled stumbled out into the devastated city, dwarven corpses littering the streets. Somerled could scarcely believe what he saw. The city had been destroyed, except for him. Why hadn't he been killed?

No, he decided, the city wasn't lost. He could bring them back, and he could rebuild the once-great city of Belegrodia.

And so it was that stories spread of the so-called "Mad King of Belegrodia", based on the report of adventurers with (disputed) first-hand experience with the halls of the ghost city. Eventually a formal investigation was launched, and the public was turned against him. Raids on the city became too much for Somerled to withstand, and so he fled to one of a number of hidden necromantic cabals. His goals hadn't changed since his early years - perfect the art of reanimation, no matter the cost.

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RE: Interra Nex - Godbot - 02-11-2012

Name: Vahrlan
Race: Mountain Dwarf
Gender: Male
Class: Lightbringer
Equipment:
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Biography: Vahrlan isn't into the whole "necromancy" thing so much as he's into the whole "power of the gods" thing. He's the leader and only frequently-practicing follower of Solism, a fake religion that he's mostly just making up as he goes along in hopes that he can sucker a few fanatics out of their money. It isn't really working out.


RE: Interra Nex - whoosh! - 02-11-2012

Name: Akurac
Race: Marsh Elf
Gender: Female
Class: Gravechiller
Equipment:
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Biography:

Akurac was always a dreamer and a wanderer. Her childhood days were spent under the open sky, exploring the broken and collapsed ruins of buildings claimed by the marsh. Most dwellings built by the marsh elves were successful in staying upright on the fickle land of the swamp, but there would always be those that failed. When it happened the owners would always flee and move miles away, as if the ghost of the house might seek vengeance. No marsh elf family would live too close to another, but the spaces surrounding these ruined homes were always the emptiest.

Perhaps it was because the owners didn't always get out alive.

Day and night she would slip away and lose hours in the derelict structures, surveying her empire. Sometimes she would feel something swirl around her, something deeper and darker and colder than night, and sometimes she would feel the gazes of those who no longer breathed, but she was never scared. This was her domain.

In time, even when she walked under sunny skies and far from the houses of the dead, noting the presence of that deep dark coldness became second nature. It seemed quite natural to her that there was a potent power in this chilling void, and from there it was only a small leap for her to be able to tap into it. It was quite comforting for her to be able to form some tangible effect from what had previously perhaps only been a part of her daydreaming.

As she grew older she was no longer satisfied by the small scale explorations and expeditions within the marshes. She left for longer and travelled further, testing the boundaries of her world, until one day she simply ceased to return to her home. She explored the world, led by curiosity and unfettered by commitments, and sooner or later she found herself amongst fellow necromancers, even though it wasn't a name she had ever thought to give to herself before. Even so, she was far too passive and far too interested by them to leave. She was, as she had been for the majority of her life, perfectly content.

(Easily pleased, solitary but always smiling. (It can be a little unnerving, or perhaps just irritating.) Most of her time is spent with her imagination running wild, but she's quite good at keeping enough awareness about her to not die. Akurac is quite gullible. However, being so solitary for most of her life makes it difficult for her to connect with people and she's often quite cold without intending or even caring when it's pointed out.)


RE: Interra Nex - Gnauga - 02-12-2012

Wanted to say that the term "corpse-botherer" appeals to me greatly.

Name: Benpa
Race: Gelkin
Gender: Asexual
Class: Animancer
Equipment:
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Biography: A natural outcast from most thought-clusters across the land, Benpa found it unnatural and frustrating that it should be unable to access thoughts and ideas that the elder pieces found free access to. Although sometimes permitted to co-exist physically beside elder pieces, it was never granted the same permission to co-exist mentally. Sound conversations ceased, piece-related cues was fouled with unnatural self-consciousness, mailboxes were locked tight from his seeking eyes.

Even amongst fellow Gelkin, the limitations of its physical piece irritated it. The tedious process of resolving reflected light and cross-referencing vocabulary and previously read texts into ultimately a paltry sum of arbitrary thoughts left much to be desired. The ritual of converting infinite overlapping atmospheric vibrations into a handful of ideas was tiresome. It branched out into more senses and more knowledge, seeking to further expand and accelerate the thoughts it could access. Accessing the thoughts of minds that lack cumbersome pieces was a logical option.

It finds it easier to hear thoughts when the speakers are unaware or unattentive of its presence. It tends to be reserved and quiet when in public, covering itself with whatever clothing fits, but generally sees no reason for being private for privacy's sake and will speak freely and openly in a conversation.


RE: Interra Nex - Not The Author - 02-12-2012

Name: Vassilis Fane
Race: Dark Dwarf
Gender: Male
Class: Reanimator
Equipment:
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Biography:
Mr. Fane, if asked, will say that he is a junior officer in charge of managing a rather large, ongoing mining operation. If pressed about his choice of magical expertise, he'll say that, due to a series of unfortunate setbacks, they're currently experiencing a bit of a labor shortage. Mr. Fane has been assigned to find an alternative source of workers, and believes Necrosurgy to be the best option. He's trying to get some field experience, get a feel for the magic before reporting the results to his superiors. He's not received much support for the proposition, but to all appearances he's not been outright rejected, either.

Mr. Fane is a stern dwarf who looks out for himself below others. He's gruff, stubborn, and reserved, and tends to get along better with the dead than the living.


RE: Interra Nex - SleepingOrange - 02-16-2012

Alright, so!

I didn't expect to get this much interest; I honestly thought that the wall of intro and great wall of mechanics would chase more than a few people off, and I wouldn't have to pick anyone over anyone else. When I got a couple more than I planned for, I just figured I'd run a bigger game and ramp the difficulty up a bit; when I got several more, I figured I'd just have to cut a person or two; now I'd pretty much have to halve the entrants, and too many of you have too-interesting characters to do that.

So what I'm going to do in the interest of fairness is roll a d%; everyone who wants to play, PM me a number between 1 and 100, inclusive. The people who come closest to the number will be the starting party; others will be added (as soon as narratively convenient) as the original players die off. In the event that people send in the same number and it's relevant (two people are tied for the last slot, for instance, or reserve characters are tied), I'll flip coins.

I'd like to start the game tomorrow night or Friday, so hurry hurry hurry!


RE: Interra Nex - MalkyTop - 02-16-2012

Name: Qiklik Hodhedkin
Race: Kobold
Gender: Female
Class: Brain-picker
Equipment:
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Biography: What Qiklik really most desires is knowledge. It's a rather insatiable thirst that drives her to do a lot of reckless and stupid things. Like try to subtly figure out forbidden spells. Like teleportation. To see what all the horror stories are about. If these interdimensional demons (or whatever?) can be contained and tamed. For science. Sure, she's read history books about this stuff and the ripping of the fabric of the universe and crap, but wouldn't it be cool to see it for real? For science?

She really hasn't made much progress on that, though. Partly because she's still figuring out what the necromantic community's all about and seeing what's kosher or not, partly because she's somewhat of a kleptomaniac. Or, at least, she uses it as an excuse. In any case, not many people like trusting her too much. And how she tends to ask too many questions? Highly suspicious. Where'd she even come from? She just seemed to have always been there, roaming between streets, hiding in alleyways. And have you seen how friendly she acts? Highly suspicious.

She really only thought that brainpicking would be helpful for her pursuit of knowledge and got into necromancy only for that. But really, she likes learning things first-hand. Hands on kinda gal, y'know? ...It's a wonder she hasn't killed herself yet.

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RE: Interra Nex - SleepingOrange - 02-17-2012

Well, everyone's gotten their numbers in. New players are still welcome to queue up later, but they'll go at the end of the list. Without further ado, the Official Roster™ for the game set to start tomorrow afternoon isss...

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Congratulations to all the players, and to the alternates... Well, cross your fingers for dangerous monsters and angry peasants and bad decisions. You should be playing before too long.


RE: Interra Nex - Schazer - 02-17-2012

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RE: Interra Nex - SleepingOrange - 02-19-2012

Beginnings are funny things. There's no real way to ever go all the way back to the absolute start of the chains of events that eventually form a narrative without simply starting with the universe, but no-one would have the time or patience to listen to such a wandering tale. So where do you start? What's salient, and what's not? It's different for every story, of course, but if you asked most anyone who knew this one, they'd start on a cool evening in late spring in the little town of Ordburg.

You know the town well, of course. Most of you have lived there for years, and even those of you who are newer would have had a hard time not becoming accustomed to the tiny hamlet fairly quickly. There simply wasn't much to confuse, and not much to take note of. It was quiet and reliable, and the perfect place for people of your predilections to practice their arts without too much scrutiny.

But there are always those who will seek out what they fear. Or perhaps one of you was careless. Maybe simple chance conspired to reveal your cabal. It would be hard to know; there certainly wasn't much time to talk once things began.

That night began as most others did; several times a week, the members of your group would try to meet together in the house you'd chosen for its location and carefully cloaked with subtle illusions. It was as much a social event as it was an experimental one, and most of you liked being able to freely talk as much or more than you did being able to ply your spells. There was little worry about discovery. Why should there be?

Maybe there should have been. When the sound of angry voices and dozens of feet approached, most of you perfunctorily grabbed a weapon and threw on your armor as usual; you expected it to be a werewolf hunt or chasing a thief out of town. You expected it to be another of the hundred times a potential threat had arrived and proved to be completely unrelated to you. But when the mob outside stopped by your house, panic rose in your throats and you pulled your protection closer around you.

Several harsh words rose above the noise of the crowd, and with them a screeching, grinding cacophony. A wall collapsed, and with it, the illusions that hid your corpses and masked the scent and made your arcane decanters seem mundane. Dozens of eyes looked in at your stunned faces, some furious, some seeming betrayed, others terrified.

A forest elf in the front of the group, slotting a nullsteel bolt into his crossbow, sneered.

"I told you! I told you they were devils!"

Charles Wokansin, a locally-notable playwright and vehement decrier of magic in all its forms, appeared to be the one heading the mob. He leveled his crossbow at poor Deta, who happened to be the closest, and shouted at the crowd to burn the warlocks.

Apparently the only thing keeping the mob from leaping at once was the presence of Father Solmson.

"Please," the priest said. "Come quietly, and renounce your wicked ways. The Seven can forgive even the most grievous of sins if the repentance is sincere."

The future split into a dozen paths before the six of you, and the potential filled your minds. Would you stand and fight? Could you perhaps stand against the mob, even outnumbered two to one? Their only real mage was Ari Goldsmith, a second-rate geurgist who was already winded from taking down your walls, and most of the peasants were armed with nothing more than pitchforks. Would you flee, trying to find your way in the world somewhere else? Give in to the crowd and trade your skills for your life?

[Image: IN1.png]

Turn Order: (PC turns always precede NPC turns, but NPCs choose their own order within the NPC phase. PC order is randomized each encounter.)
Somerled
Amanita
Sparkles
Deta
Pethenar
Qiklik

During your turn, you may move one square or make a single action. Actions include casting spells, making an attack in melee or at range, switching to another weapon in your possession, picking up an item on the ground, and opening doors or otherwise interacting with the environment. Movement and attacks can be made along the four cardinal directions as well as at diagonals; obstacles like rubble or other characters (NPC or PC) don't block vision, but cannot be stood on or passed through.

Remember that you can't fire through characters, but can fire through obstacles that block movement but not sight. Long-range attacks must be made along straight lines, but are not restricted to 45- and 90-degrees. If you're not sure about the validity of a shot, just ask and I'll show you the lines I draw to determine whether an obstacle is in the way.

EDIT: Oh, and it occurred to me to mention this for those who don't play RPGs and the like often... The mantra every tabletop gamer knows is "Talking is a free action"; feel free to role-play even if it's not your turn, and discuss strategy to a point. If things get too out of hand with that last bit, I'll hurry things along, but I expect I can count on everyone to be reasonable.


RE: Interra Nex - fakeimpostor - 02-19-2012

OH dear oh dear, whatever are we to do? Do the rest of you feel up to a fight? I must admit I feel rather put upon on the moment!
I suppose a plan is in order... preferably one that involves the majority of our group surviving. Though that is negotiable!


RE: Interra Nex - Anomaly - 02-19-2012

"Bah. It's only the villagers. Damned if they could actually stop us from escaping. Just need to take out the guy with the crossbow, the rest'll scatter. I don't mean we have to kill him, just send him running for his life."

Somerled moves southeast.


RE: Interra Nex - SleepingOrange - 02-19-2012

[Image: IN2-1.png]

Turn Order:
Amanita
Sparkles
Deta
Pethenar
Qiklik
NPCs
Somerled

Pretend-Edit: Hurf Durf this is something I needed to include:

Pethenar
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Deta Cayla
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Sparkles Slimeburg
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Amanita Vasgnuk
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Somerled Kilmuir
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Qiklik Hodhedkin
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RE: Interra Nex - fakeimpostor - 02-19-2012

"I suppose you are right, dear! You go show those ruffians how a REAL MAN handles things! I am sure the rest of the team supports you."
Moves towards the back wall, away from any nasty surprises.
moving right right right!


RE: Interra Nex - SleepingOrange - 02-19-2012

[Image: IN3.png]

Turn Order:
Sparkles
Deta
Pethenar
Qiklik
NPCs
Somerled
Amanita

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RE: Interra Nex - thriggle - 02-19-2012

Sparkles hefts her halberd with a grunt.

"That... was my favorite wall. You want to talk? Let's talk."

She advances west toward the waiting mob.


RE: Interra Nex - MalkyTop - 02-19-2012

"I'm not sure if that crossbow guy's gonna just flee if we attack him. Attacking's also really just gonna turn all fourteen of them against us rather than just get them to run away, I think? Though he is also apparently the leader! But you know, there's also the priest there I guess! It'll be okay if we can keep ahead of all of them, though. But yeah, if we're gonna run instead of kill 'em all, it'll be good to take out Mr. Crossbow first somehow! We'd just have to do it quickly before any of them comes too close. But there's also a mage! (Something to do with rocks?)"


RE: Interra Nex - SleepingOrange - 02-19-2012

[Image: IN4.png]

Turn Order:
Deta
Pethenar
Qiklik
NPCs
Somerled
Amanita
Sparkles

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