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Topics - emeraldfool

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1
The Hydlaa Plaza / Psions and Psionics
« on: March 12, 2007, 03:56:11 pm »
This is something that has always deeply fascinated me: The concept that there are people who can - or at least believe beyond all doubt that they can - control the physical world with their minds (known as 'psionics')

For one thing, I'm fairly open-minded, and a part of me wonders if these people really are creating balls of colour with their mind, or using their abilities to 'spar' or turn invisible.
Although I am rather skeptical, I'd be even more interested if it wasn't true - it means that there are people who believe so strongly in this phenomenon that they can actually force each other to hallucinate!

Here's some sites:
http://psionguild.org/php/index.php?page=home - that's an actual online 'guild' (or rather a NPO) for Psions, which has them looking out for one another and such things. They have a forum too: http://www.psionguild.org/forums/index.php

http://zhkyrl.brinkster.net/psionline/home.html - a site dedicated to fostering 'psions', containing guides on 'psionic techniques' (such as a "Psiball")



Just read the tone of one of those articles (like the Psiball one I showed you). These people aren't psychotic, and they're not on drugs (at least it doesn't seem that way). Except for this ability (- to hallucinate at will, or to control their environments, depending on your beliefs) they seem pretty much normal.

Either way, I would love to meet one of these 'elite' psions...


What are your thoughts? 

2
General Discussion / Iron more common?
« on: March 11, 2007, 11:26:57 am »
(I'm not sure if this is a bug or not, so I'm not sure where it should go...)

Lately I've been noticing Iron being FAR easier to dig up. Even easier than gold. Normally (with lvl 10 in mining) it takes me 1-3 tries for a gold ore (maybe 1.5 on average) and about 5-8 tries for iron (7 on average).

Lately it's taken me an average of about 0.5 tries to dig up iron. I've been getting 5 irons in a row, then one miss, then 5 irons, then one miss. One time I got a chain of 12 ores without a single miss.

The most bizarre thing is there was a guy standing next to me who got 1 ore in the time it took me to get 16, and he had nearly double my level in mining (he had lvl 17)! When I had gotten my 10th ore in a row, he was on his 10th unsuccessful try in a row.


I'm just wondering what the heck is going on. Is my Irish Luck on overdrive today (and if it is I'd rather use it on a lotto ticket than virtual iron lumps :P), or has iron been made easier to mine and that other guy was just very unlucky...?

3
Guilds Forum / [Guild] The Organization
« on: March 09, 2007, 06:06:37 pm »
The sweet tendrils of the Rose's scent waft upwards from the belly of Yliakum, slicing through the haze and luring those with Understanding into Our Garden. Fear not the rose, nor its scent, but the drive of men to acquire it.

[Note: This is a long post. Informative, but long. Took weeks of solid thinking too (and hours of writing). Hope you like it.]


Introduction
The Organization has existed within Yliakum for a long time, with its headquarters situated on the Fifth Level. However it is only now that the decision has been made to move to the First Level.

The first thing that must be understood is that we are not a secret guild - we are anonymous. There is a difference. Secrets breed fear. Weakness. We are the ones which wield fear. Which have no weakness. We are a weapon of the public, and a weapon can bear no blame, nor guilt, for the purposes it is employed with. We have no enemies, nor friends - only those with the means to enlist our aid, and those without.

The second thing you - as one who is interested in us - must understand, is that we stand for nothing. Neither good, nor evil, nor chaos, nor order, nor the neutrality between. We threaten no one by nature, and yet threaten all by practice. The Organization  asks nothing of our operatives except for their loyalty. You will have no ideals forced down your throats, no stipulation on your behavior, no obligations to us other than adhering to the directions set out by any contracts or assignments you may accept, should you accept them.

In simpler terms: This is less a guild, and more a union. We offer protection, and work to acquire contracts for you to realise. You are free to think and act and be as you wish, a freedom that is not truly granted to you outside of The Organization.



Contracts/Assignments

A contractor can be anyone with enough trias to entice an operative into service, and can target anyone who is not within The Organization, or covered by an Active Security Package. The contractor's name will never be disclosed to anyone except for the Agent securing the contract, and the Handler whom double-checks and approves it. 

Contracts
Almost anything can be requested in a contract, so long as the bounty correlates to the task at hand. For example, the price of an assassination contract is related to the strength and capability of the target, and their social/political standing (well-known targets will cost more to eliminate). Most large contracts will be investigated and weighed after submission, and the contractor will be contacted with a quotation. Smaller, more immediate contracts will simply be evaluated by the negotiating Agent and accepted or declined on the spot. 

Assignments
Assignments are different from contracts, in that an Assignment concerns the Organization as a whole, rather than a contractor. Where usually the contract reward is split between the Organization and the Operative based on his/her trust-level, an Assignment has no monetary reward for whoever is sent on them. Instead, Operatives who accept Assignments will receive extra Bounty - or trust - from the Organization in appreciation for free service, which leads to greater benefits in the long run.

Voiding Contracts
As stated, the Organization is completely neutral - we take the side of those who pay the most. Should you take out a security package, or should the contractor allow it, you may be given the opportunity to void a contract taken out against you. In order to do this you must offer the bounty set forth by the contract, plus 50% if you are not covered by an Organizational Security Package. The contractor will then be notified of his/her contract's invalidation, and advised to either increase their pay-off, or take out a contract against someone who is not covered by a Security Package. 



Security and Protection

Aside from informal arrangements and Escort/Protection Contracts, there are two types of security The Organization offers: Active, and Passive Security. As you may have inferred, Active Security is more costly than Passive, but has more benefits...

Passive Security
 Passive Security is inexpensive and can be useful to avoid being targeted by us. It is a simple arrangement: In exchange for a small weekly fee, all members of The Organization will be forbidden from preying on you so long as you are not targeted by a contract. Passive Security also ensures that if you are targeted by a contract, that you will be notified in advance, and given the opportunity to void the contract by paying the reward specified.

Active Security
 Active Security is more expensive than Passive Security, but is far more beneficial. With an Active Security Package you will be entitled to protection just as if you were a member of The Organization. Also, any contracts taken out against you will automatically be denied. Individuals under Active Security will be considered a benefactor, and will be treated with respect and may even be included in important administrative decisions or votes.
In an effort to keep them in favour of us, any individuals or Associates who are denied membership in the Organization will be offered a discount to an Active Security Package to compensate.


Professions

There are 6 professions within the Organization, each with their own specific purposes. As well as these 6, there are 3 non-profession-specific positions that correspond to the Organization's inner-workings. The Professions are divided into three categories: Combat, Stealth and Public Relations. It is best to first consider your strengths to choose the most suitable career within the Organization.


 Assassin
Assassins - also known as "Bounty Hunters" - are assigned to contracts regarding the elimination of a certain individual. They should be adept at killing quickly and efficiently, and then retracting back into the shadows undetected. A working knowledge of disguises is recommended. They are possibly the most feared, and most mysterious profession within the Organization.

 Enforcer
Enforcers are the second combat-oriented profession within the Organization, and are most commonly assigned to contracts requiring some raw muscle. Although they are similar to Assassins in that they must be proficient in eliminating any threats, their role is quite the opposite. Whereas Assassins deal with external and offensive matters, Enforcers deal with internal and defensive matters. It is they that protect the other members of the Organization - especially those that deal with the public - and straighten out any problems that may arise, such as unpaid debts, problematic riots, conflicts with other guilds or anything else that does not warrant a Writ of Execution.


 Thief
The role of a Thief is self-evident. It is their job to attain the otherwise unattainable, and are assigned to contracts which require a skillful contrivance to part an individual from their possessions. In addition to training in pickpocketing, lock-picking and evading capture, Thieves are encouraged to work on their charisma and charm, too. They must be able to talk their way into someone's pockets, as well as simply having manual dexterity. Another function of thieves is to supply the Organization's Fences with stolen goods to sell. Although this is not an obligation, it will quickly earn trust and respect within the Organization.

 Spy
Spies are the most secretive members of the Organization. They are often sent into other guilds - either at the request of a contractor, or simply to keep the Organization's intel up-to-date - in order to gather their secrets and learn of their activities. For this reason, undercover Spies often have little contact with other members of the Organization, and are discouraged from affiliating or communicating with the Organization, in order to deflect suspicion. This is not, however, the sole role of a Spy: they are also very useful for trailing, and spying on certain individuals, and recording their various mannerisms in a profile - from personality flaws to fighting styles and proficiency - to be used against the mark at a later date. Profiles are then stored within the Organization's archives, which can be accessed and perused by anyone with the proper clearance.


 Fence
A Fence deals with the trading and financial aspects of the Organization. They may be contracted to find, sell or transport certain items for another individual, and also serve to sell the Organization's 'acquired' goods. They work closely with both Thieves and Enforcers - Thieves for their supplies, and Enforcers to ensure all transactions run smoothly. They also may - with an official's approval - create and keep track of item or monetary loans.

 Agent
Agents are very important to the Organization. They are the liaisons between the public and the Handlers, and deal with most of the administrative work, as well as anything that doesn't pertain to the other professions. Becoming an Agent is a little more difficult, and takes longer than the other professions, but they are considered The Organization's representatives on a basic level. They negotiate contracts (to be submitted to a Handler for approval), seek out and recruit potential members, deal with minor internal affairs and direct assignments.



The three other positions not related to specific professions within the Organization are as follows:

Associate
 Those who first enter into the Organization spend a brief period learning about their trade, and about the Organization. This stage also serves as a period in which the new recruits are evaluated. Those deemed to be detrimental to the Organization are dropped, and the more resourceful individuals are utilized in whichever profession they have trained for. Associates are usually mentored to a Handler or prominent member of their desired profession, and may observe or even engage in minor assignments.

Handler
 Handlers are the main decision-makers, and leaders of the Organization. They are on almost equal terms with the Controller, and have the say in most instances. Handlers may veto each other's decisions, however, in which there is either a vote, or the Controller makes the final decision. It is their approval that is necessary for most of the Organization's dealings and activities. Ideally there should be 6 Handlers - one for each profession - but in the early stages of the First Level Organization's growth there may be less.

Controller
 The Controller is the head official of their Level. There are 5 in total, with the Fifth Level Controller sharing most of his power with The Director - the very top of the Organization's chain-of-command - who resides in the Organization's Headquarters. The duties of The Controller is to serve as a figurehead, and primary representative of the Organization, second only to The Director himself. Although in practice they are nothing more than a Handler, The Controller is seen as 'the leader' of each Organization's division.



Trust in Bounty

Unlike most 'guilds', your standing in the Organization is not determined by 'ranks', but by a far more practical and measurable system - Bounty. A member's 'Bounty' is not actually how much money is out for their arrest, but rather a representation of their monetary worth to the Organization - and a constant reminder of our mutual arrangement. The more profitable and enterprising you are, the more money you will be worth - and thusly the more trust you will garner.

The higher your Bounty the more benefits you will receive: bigger cuts, access to sensitive information - including spy profiles and lists of prominent members of the Yliakum community and their weaknesses, more important assignments, discounts on fenced goods, price lists, greater protection, more respect, etc. 
Of course, it is not obligatory to increase your Bounty, and aid the Organization, but it is never a bad thing to have our trust.

Increasing your Bounty
There are several ways to increase your Bounty - and by extension your 'rank' - within the Organization. It is not simply left to some 'higher-up' to acknowledge you and 'promote' you. Every method, however, revolves around the same basic idea: profit. We believe giving of yourself is the ultimate expression of trust, so whenever we make a profit from your activities, the numbers next to your name go up. A Handler may choose to reward you with Bounty for various reasons, but in general, these are the most common ways to move up:

Contracts: Simply put, the money you don't receive from completing a contract (i.e. the money that goes to us) is added to your Bounty.
Assignments: The Bounty received from an Assignment is contingent on several things; primarily the difficulty of it, and any profit or advantage the Organization may have gained from it. Usually - since there is no other incentives to undertake Assignments - these generate the most Bounty.
Fenced Goods: One of the most common and reliable sources of Bounty is fenced goods. The money from fenced goods is usually split three ways in a 10%:20%:70% / Organization:Fence:Thief ratio. The money that goes to the Organization is added to the Bounty of both Thief and Fence.
Donated Goods/Money: Another, even more reliable source of Bounty is donating. Should you choose to donate an item or sum of money to our treasury, you will receive 100% of its value in Bounty.


Infamy, Secrecy and Codenames

Discretion Policy
The Organization advises you not to advertise your affiliation with us unless absolutely necessary (such as when privately recruiting a new member, or when you feel threatened and want to warn off your aggressor), and also to deflect any suspicion on your part - this means dress and act casually, if at all possible. If an individual discovers your identity and begins to extort you - and us by extension - any funds poured into the matter will be deducted from your Bounty. The same goes for any other matter that the Organization is instigated in as a direct result of your actions - you are free to do as you wish, so long as you are discreet, and keep us out of your mess. That is not to say you will not be protected, but our protection does not entitle you to pick fights with whomever you want and expect us to pay the costs.

 
Identification and Communication

The Engraved Emerald
A small emerald with an engraving on its surface is the universal call-sign of the Organization. The actual engraving is immaterial - it could be an intricate design or a simple X-mark - but the significance of it is what is important. They are generally used as warning signs - to mark target's homes, hide-outs, meeting points, murder scenes, and generally anywhere those who are not looking to cross paths with The Organization should stay away from. All Organization Associates are taught some rudimentary engraving techniques, and most Levels, Units or even individuals have their own engraving.

The Enchanted Signet
All members of The Organization are provided with a signet - or circular disc - bearing a design that reflects their profession and standing, as well as identifying them as a member of the Organization. It also may incorporate their personal engraving and/or symbol. The Signet also has a more practical use: some powerful enchantments bind each signet to its bearer's consciousness, and each signet is also linked to one another. This effectively allows Operatives to silently communicate with each other simply by 'aiming' their thoughts at whom they wish to contact through the Signet (it seems odd at first, but it is quite intuitive). This also means that were the Signet's link with its bearer to be broken (for example it is stolen), it would come unstable and disintegrate, making it proof of your affiliation with the Organization.

Codenames

The Organization requires all members to have at least one codename, which they are to be referred to as in any instance where they may be associated with the Organization (such as in documents, or during an Assignment), to conceal their identity. Operatives must also remember to NOT refer to another member by that codename in public, while that member is not in disguise, as this may compromise the codename - once it becomes associated with that individual, it is just as bad as a regular name.

All official codenames must be registered with a Handler, and will be recorded in a list that will be viewable by members of equal or greater Bounty. It is also good practice to change your codename on a regular basis, to prevent that eventuality that your identity be compromised without your knowledge. Feeding incorrect codenames to contacts and other members of the public is also a good idea.

If you do not choose a codename for yourself, you will be given one based on your profession and standing. The profession themes are:
Assassin: Plants (Nightshade, Lotus, Rose, etc.)
Enforcer: Animals (Wolf, Scorpion, Raven, etc.)
Thief: Weather (Cyclone, Zephyr, Squall, etc.)
Spy: Spirits (Spectre, Wraith, Ghost, etc.)
Fence: Gemstones (Ruby, Amethyst, Diamond, etc.)
Agent: Materials (Steel, Ivory, Stone, etc.)
Non-Professionals: Colours (Black, Beige, Turquoise, etc.)

However these are only guidelines, and a codename will only be forced upon you if you request one, or a Handler/Agent deems that your original one has been compromised and has no time to arrange for a new one.



Recruitment

Lastly, but most importantly, is what we are looking for in a recruit, and why you should join us. If you read through this document, you should have a fairly good idea of who and what we are, and whether or not you are interested in joining, or availing of our services. If not, or if you are still not sure, here is a summary:

Requirements
There is little in the way of 'requirements' to join the Organization. Senescence, nor fame, nor influence is important to us, only that you are:
- Fit for the tasks at hand. A weak Enforcer is of no use to us, as is a reluctant Agent or careless Spy.
- Creative and resourceful. Contracts and Assignments are not always straight-forward: quick-thinking and ingenuity will more often than not be required to accomplish your goals.
- Devoted and Loyal to the Organization. To believe in its potential and support its integration into First Level society

Benefits
It's obvious what we're offering you if you've read this far: wealth, freedom, adventure, excitement, power, influence, and support for the habits that would normally see you ostracized from any other guild.
If you are someone who likes to think for themselves; who is tired of the mundane life of hard work and being bossed around; who has been scorned by society and seeks others like him; who wishes to experience the thrills of a life on the edge; who wishes for money and glory and power; or anything else that may make you think twice about 'following the rules'... The Organization exists for you.

Just make yourself known, and we will find you...

4
The Hydlaa Plaza / 975 things Mr. Welch can no longer do during an RPG
« on: March 01, 2007, 02:46:05 pm »
[This is a loooong list, but it's damn funny. :D And note: most of these refer to RPGs in general, but others to specific ones. Don't worry if you don't get a few of them...]


1. Cannot base characters off the Who's drummer Keith Moon.
2. A one man band is not an appropriate bard instrument.
3. There is no Gnomish god of heavy artillery.
4. My 7th Sea character Boudreaux is not 'Southern' Montaigne.
5. Not allowed to blow all my skill points on 1pt professional skills.
6. Synchronized panicking is not a proper battle plan.
7. Not allowed to use psychic powers to do the dishes.
8. How to serve Dragons is not a cookbook.
9. My monk's lips must be in sync.
10. Just because my character and I can speak German, doesn't mean the GM can.
11. Not allowed to berserk for the hell of it, especially during royal masquerades.
12. Must learn at least one offensive or defensive spell if I'm the sorcerer.
13. Must not murder canon NPCs in their sleep, no matter how cliche they are.
14. Ogres are not kosher.
15. Plan B is not automatically twice as much gunpowder as Plan A.
16. I will not beat Tomb of Horrors in less than 10 minutes from memory.
17. Collateral Damage Man is not an appropriate name for a super hero.
18. When surrendering I am to hand the sword over HILT first.
19. Drow are not good eating.
20. Polka is not appropriate marching music.
21. No longer allowed to recreate the Death Star Trench Run out of genre.
22. There is no such thing as a Gnomish Pygmy War Rhino.
23. Any character who has a sensitivity training center named after him will be taken away.
24. Even if the rules allow it, I am not allowed to summon 50,000 Blue Whales.
25. The green elf does not need food badly.
26. Valley speak has no place in a fantasy setting. Especially if you're the paladin.
27. I am not to shoot every corpse in the head to make sure they aren't a zombie in Twilight 2000.
28. The Goddess' of Marriage chosen weapon is not the whip.
29. I cannot have any gun that requires me to continue the damage code on back.
30. I am not to kill off all the vampires in the LARP, even if they are terminally stupid.
31. The backup trap handler is not whoever has the most HP at the time.
32. I cannot buy any animal in groups of 100 or over.
33. There is no such skill as 'improvised cooking'
34. I am not allowed to base any Droid off any character played by Joe Pesci.
35. I am not allowed to convince the entire party to play R2 units.
36. I am not allowed to convince the entire party to sit on the same side of the table.
37. They do not make black market illegal cyberweapons for rodents.
38. When investigating evil cultists not allowed to just torch the decrepit mansion from the outside.
39. Gnomes do not have the racial ability 'can lick their eyebrows'
40. Gnomes do not have the racial ability to hold their breath for 10 minutes.
41. Gnomes do not have the racial ability 'impromptu kickstand'
42. Having a big nose adds nothing to my seduction check.
43. No longer allowed to set nazi propaganda music to a snappy disco beat.
44. Not allowed to spend all 100 character points on 100 1pt skills.
45. My character names are not allowed to be double entendres.
46. Sliver rhymes with silver because the computer frelling says so.
47. They do not make Nair in wookie sizes.
48. The elf is restricted to decaf for the rest of the adventure.
49. Not allowed to blow up the Death Star before that snotty farm kid gets his shot.
50. Not allowed to use thermodynamic science to asphyxiate the orcs' cave instead of exploring it first.
51. No longer allowed to use the time machine for booty calls.
52. My bard does not know how to play Inna Godda Davida on marachas.
53. Not allowed to start a drow character weighing more than a quarter ton.
54. Cannot pimp out other party members.
55. Before facing the dragon, not allowed to glaze the elf.
56. No matter how well I roll, a squirrel cannot carry a horse and rider at full sprint.
57. In the middle of a black op I cannot ask a guard to validate parking.
58. Expended ammunition is not a business expense.
59. Not allowed to pose the Netrunner in embarrassing positions when he's on a run.
60. Not allowed to short sheet the bedroll of impotent deities.
61. Can only taunt the ranger about his lack of swimming after my USCG E8 saves him.
62. I am not allowed to do anything I saw Han Solo do once.
63. No, I cannot buy 10,000 marbles even if I say please.
64. My paladin's battle cry is not "Good for the Good God"
65. There is no Summon Bimbo spell.
66. Not allowed to start a character that speaks every language except ones the party speaks.
67. There is no Kung Fu manuever "McGuire Swings For Bleachers"
68. Bring him back intact includes redundant organs.
69. There is more to wizardry than magic missile. Even if I can do 200 damage automatic with no save.
70. Not allowed to cook up nerve gas in the sink even if the target number is 5.
71. There is no 'annoy' setting on a phasor
72. Not allowed to start a character who is over 100 years old unless he's an elf or dwarf. Humans are right out.
73. Not allowed to name my cudgel Ceremonial Whoopass Stick.
74. My thief's battle cry is not "Run And Live"
75. Nor is it "You take care of the orcs, I take care of the traps"
76. I am not allowed any artistic license while translating.
77. I did not get my super powers from James T. Kirk.
78. Not allowed to commission a pistol that costs more than a sedan.
79. I am not liquid metal.
80. When accepting a challenge for a duel, I must allow the other guy time to find a pistol.
81. A picture of my ex-wife is not an acceptable backup weapon.
82. Victory laps after killing the dragon with my 1d2 bow is considered in poor taste.
83. My gnome does not like big butts and he cannot lie.
84. Not allowed to talk my fellow inquisitors into buying a 220lb pull crossbow.
85. Not allowed to talk my fellow inquisitors into buying an industrial strength flamethrower.
86. Not allowed to make a superhero with a 99% chance of dodging even after the -10 penalty for a successful called shot.
87. There is no such thing as a dwarven katana.
88. My bard does not get a bonus to perform if she is obviously not wearing anything under her tabard.
89. The elf's name is not Legolam.
90. My swashbuckling fop cannot take the flaw Dark Secret: Not Gay
91. A wet towel does not constitute an improvised weapon.
92. The name of the weapon shop is not "Bloodbath and Beyond"
93. I am to remind my DM that he must never, ever give my paladin a dire boar for a mount again.
94. I cannot base my ancient kung fu master on neither Gene Simmons or Bluto Blutarski.
95. I must not put the Thunder God on the spot again.
96. No making up polearms.
97. My one wish cannot be 'I wish everything on this piece of paper was true'
98. There is no such thing as Speed Polka.
99. Not allowed to see if Jedi can parry a shotgun blast with their lightsaber.
100. When any character from a d20 sourcebook is allowed, that doesn't include System Lords.
101. I am not allowed to pave ANYTHING.
102. I am not authorized to start any civil engineering project on the taxpayer's dime.
103. There is no such thing as a Club 3 of Cup Checks
104. Nor is there a 1 Longsword, 5 against party members.
105. I am not allowed to polymorph anyone into Abe Vigoda.
106. I do not have weapon proficiency in cat.
107. There is no such game as Wereshark the Buffet.
108. No, I do not get XP for every single crewman on that Star Destroyer.
109. Not allowed to kill a vampire with any part from a DC-10 larger than my car.
110. Not allowed to serenade the party even if my character has an internal tape deck.
111. I did not pick the garrote skill last week from my grandmother.
112. If the gun can't fit through the x-ray machine, it doesn't go on the plane.
113. My Droid is not allowed to paraphrase any Jack Nicholson soliloquy.
114. The Demilich only falls for getting stuffed in the bag of holding once.
115. My musical instrument does not double as a personal flotation device.
116. Not allowed to take a coffee break during the final super villain showdown.
117. I am restricted to memorizing Floating Disc only once per day.
118. I will pick a more traditional paladin weapon instead of a sledgehammer.
119. My character's names cannot be anagrams of playboy playmates.
120. Not allowed to kill another party member with a boomerang again.
121. I am not a contractor for Dragon Cave Cleaning Services Inc.
122. The paladin's alignment is not Lawful Anal.
123. Not allowed to forget to mention traps when the powergamer has point.
124. I cannot insert the words "Kill Phil, Sorry Phil" into any list of instructions.
125. Lingerie can only snap coincidentally so many times per day.
126. Dwarves do not count as burrowing animals.
127. Not allowed to download AOL 6.0 on the Arasaka mainframe.
128. Polka Gnomes exist only in my mind.
129. Not allowed to name my ship The Antidisestablishmentarianism.
130. I am not authorized to form the head.
131. Not allowed to bet how many times the lich bounces.
132. There is no such feat called "Death Blossom"
133. My acrobat cannot balance on the warlord's head for more than one round.
134. The King's Guards official name is not "The Royal Order of the Red Shirt"
135. I cannot demand payment in electrum, backrubs or bubblewrap.
136. I cannot start the 7th Sea campaign with 3 confirmed Drachen kills.
137. I do not have a scorching case of lycanthropy.
138. If the mere thought of it costs the others sanity, I'm forbidden from doing it.
139. My bard is required to take levels in the perform skill and cannot 'just play by ear'
140. The Dutch language does not exist in the Forgotten Realms.
141. My maid does not know kung fu.
142. Not allowed to give a 4 year old a sugar rush just to jack up the CR later.
143. Not allowed to by a holy symbol for every god just in case one of them is right.
144. There is no such thing as pleather armor.
145. I cannot go back in time to cut in line at the Declaration of Independence so everybody now is asked for their Terrence E. Woczinski when signing documents.
146. Not allowed to play an Australian in any game set before 1600.
147. Hobbits are not allowed to have Norse ancestry.
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
149. Looting the unguarded baggage train is not considered a glorious victory.
150. Not allowed to create recreational drugs in suppository format.
151. Halflings do not have a racial proficiency with the flamethrower.
152. When the guy is at -9 HP is not the best time for my cleric to convert him.
153. I will not propose to every noblewoman at the royal ball until I crit my charisma check.
154. I am not allowed to rub the monk's head for luck.
155. I am not allowed to rub any part of the elf chick for any reason.
156. When one person forgets to buy rations eating the half-elf is not our first option.
157. Any capital scale weapon is not 'my little friend'.
158. I will not declare myself a god just so I can grant myself spells.
159. Airlocks do not double as trash disposals.
160. I will not load any gatling weapon with nothing but paint rounds.
161. I will not nail every single female party member except for the elf chick played by that creepy guy.
162. What ever monster we just killed is not to be tonight's dinner.
163. Not allowed to try and make a dire version of any dog of the toy breeds.
164. I am not to tattle to the halfling assassin's mom about his career choice.
165. I am forbidden from replacing anything with folger's crystals to see if they notice.
166. Not allowed to bribe the enemy commander into withdrawing with a stolen Elvis LP collection.
167. I was not recruited by Star League for any reason.
168. I was also not recruited by 12 dwarves and a wizard to rob a dragon.
169. I am neither the pagan god nor goddess of fertility.
170. I cannot name my character Xagyg or any anagram thereof.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
172. At no point can I justify spending force points on a seduction check.
173. I am not allowed to recreate Veers' March of the AT-ATs on Zhentil Keep.
174. There is no use of Shatner's spoken word album that doesn't require a humanity check.
175. I am not directly descended from either Huey Lewis or any member of the News.
176. I cannot make called shots to the plectrum, anvil, stirrup, hammer or Isle of Langerhans.
177. Stinking cloud is a privilege, not a right.
178. There are no profanities in Celestial.
179. Chummer means he is my friend, not that sharks find him tasty.
180. I have neither the touch nor the power.
181. I cannot quote Shakespeare in Crinos.
182. No figuring out the plot and killing the actual villain five minutes into the adventure.
183. There are no rules for cooking corn dogs in any d20 supplement.
184. A starting character has no need for 100gp worth of hemp rope.
185. My bard does not need roadies for a dungeon crawl.
186. No cutting line to be a god.
187. I cannot gain more than three drama die per session for making the GM pee.
188. I cannot play a elf with a scottish accent, nor a cajun dwarf.
189. Tourretes is not a flaw, it is a reason to kill the character at creation.
190. Duel wielding small animals is strictly forbidden.
191. My character is not related in anyway to Boba Fett. This goes double for Star Wars characters.
192. If the gun is best fired using the artillery skill, my character is not allowed to have it.
193. Not allowed to kill vampires with seismic charges.
194. When the other guy picks swords for the choice of weapons, that does not leave me pistols.
195. I cannot use a silent feat enabled power word stun and blame it on the dog.
196. I cannot name a character anything that I can't say politely in another country.
197. My epic level character cannot take on the minor goblin menace to his country just to stay sharp.
198. Not allowed to steal my own soul.
199. My third wish cannot be 'I wish you wouldn't grant this wish'
200. I cannot name my character cliche canon characters from other systems.



5
Fan Art / Lameshift: Crystal Blues
« on: March 01, 2007, 10:35:51 am »
Warning! This comic may contain offensive language (although for 'legal purposes' those strips which contain expletives will be linked to remotely to avoid accidental soilage of one's innocence)

Please post any comments in this thread, to keep everything ordered and efficient.

I'll try to post at least one strip every week, if not more, so keep an eye out. Also, if there's any important announcements to make (such as late strips, downtime or whatever else) I'll modify this post and stick them up, so keep an eye here too.


Anyway... on with the fun :P (Oh, and I apologise in advance for my crappy art. Apparently, despite the enormous talent in this forum, nobody wants to be my underling... :P)

6
Wish list / Pet Lifespan
« on: February 25, 2007, 08:46:21 am »
With the dawn of the '/mypet' command, and the lack of a functioning empathy skill, I think the lifespan of pets should be increased from 2 minutes (to say... 20 minutes, or even infinitely). At least temporarily, until such time that empathy is implemented properly, or when pets actually have a use other than in RPs.


The reasons being:
- It's annoying, having to ration your time with your pet over the course of an RP, and usually it doesn't last long at all. (2 minutes of pet per game day just sucks, even if it pops out 5 seconds at a time)
- It's out-of-character that a pet just spontaneously disappears mid-action.
- It's disruptive to the RP to have it vanish, especially when the RP is based around it.


Basically, if the time limit was increased or removed it would finally give a solid use for familiars, and a decent reason to go on that long quest to get one.

7
Wish list / Instanced Quests
« on: February 24, 2007, 08:54:57 am »
Well, I've been thinking about how to make more involving, 'epic'-style quests, but I just can't seem to come up with any that doesn't involve things changing (NPCs dying, portals opening, gods' avatars appearing, villages burning, etc.). The problem with that is, only the people who have taken the quest would be able to see the changes, which would be just weird.

So, the only way I can really see it working was if some of the more important, 'epic' quests took you to an instanced location (i.e.  each person or group gets a version of their own zone). That way the quest can facilitate things like NPCs (that you meet in the instanced zone, and nowhere else) dying, or other changes that wouldn't effect the outside, non-instanced world (you could even have cutscenes this way).

Anybody think this would be possible?


(Note this is different from the topic of instanced dungeons, which is really just to avoid kill-stealing...)

8
Technical Help: IN GAME bugs (after loading world) / X-Ray Vision
« on: February 21, 2007, 06:55:56 pm »
Since the update my camera has been able to move straight through obstacles (rather than bump off of them), allowing me to position my camera so that I can zoom out and look through/under/over walls, or see outside of the buildings I'm in, etc.

Here are some screenshots:

http://img.photobucket.com/albums/v602/EmeraldFool/shot65.jpg
http://img.photobucket.com/albums/v602/EmeraldFool/shot64.jpg
http://img.photobucket.com/albums/v602/EmeraldFool/shot63.jpg
http://img.photobucket.com/albums/v602/EmeraldFool/shot62.jpg


It's quite handy, if not a little OOC and exploitive... I can essentially see everything  :sorcerer:


------------------
System Information
------------------

Operating System: Windows XP Professional (5.1, Build 2600)
Language: English (Regional Setting: English)
System Manufacturer: TOSHIBA
System Model: TE2100
BIOS: v1.30 
Processor: Intel(R) Pentium(R) 4 Mobile CPU 1.80GHz, ~1.8GHz
Memory: 510MB RAM
Page File: 194MB used, 1054MB available
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DxDiag Version: 5.03.0001.0904 32bit Unicode

9
Complaint Department / I would like to file a complaint...
« on: February 21, 2007, 10:03:19 am »
... about the complaint department. :P

This idea doesn't make any sense. Having a forum dedicated to every other topic, so long as you have something negative to say about it, is a bad idea. Obviously. I mean, how could that possibly be construed as a good thing? No moderator/admin/whatever is going to want to trudge through that stuff, and if they're forced to, they wont last very long without losing the will to live :P

If 'complaining' is done properly, it's called 'constructive criticism' and should be in the respective forum for its topic. If it's just general pointless moaning about something it should be deleted, not given its own webspace. Simple as that. I mean, people can have moanfests through PMs or in-game all they want, but actually making a forum for it seems like you're actually encouraging it, which will actually lead to more of that stuff.

Think about it... before most people whine and complain to guildmates or friends in private because they didn't want to be hassled by Mods. Before it was just the most outraged, or the most opinionated that would start complaint threads. But now there's a place where people are actually encouraged to complain. Everyone will be complaining about everything. The floodgates are open :P

[ Edited for language. --Karyuu ]

10
General Discussion / Puck the talking Yulbar
« on: February 20, 2007, 03:45:27 pm »
Hmm, I was wondering if it would be against the settings to have a magical familiar who could talk (seeing as how it actually has 60 charisma and 60 intelligence, which is over triple the CHR of his owner, and only 5 less INT, it seems like it would be against the settings NOT to have it charming and witty... Plus I really want to startle and confuse newbies :P)


Anyway, I know there'll be at least a couple people who are against the idea, but I was just wondering if it would be strictly in breach of the Planeshift world...

(I also wanted to be the first person to officially come up with the idea within PS, at least since /mypet was introduced, so I can say I am the godfather of talking Yulbars/Groffels :P)

11
The Hydlaa Plaza / The Longest Journey
« on: February 13, 2007, 09:58:58 am »
The Longest Journey is one of the most captivating games I've ever played. It's sorta old (7 years, but although the 3D models sorta suck, the background art is awesome), but it's a classic. The characters are lovable and memorable (The main protagonist, April actually reminds me a lot of Karyuu - young, aspiring American artist with a similar goofy personality :P And then there's the foul-mouthed Burns Flipper and the smart-ass talking bird, Crow)

It's an adventure game (point-and-click), but it focuses on story mainly (there are some cool puzzles though). The story is inspired: two worlds, the world of magic (which reflects all the fantasy stories and fairy tales), and the world of technology (or own world, about 200 years in the future) are in conflict, and only April Ryan, as a 'Shifter', can travel between them in order to solve the mystery of what's going down. A perfect mixture of fantasy and sci-fi.

Anyway, I'm not sure you can still buy it, but there's a torrent for it, if you'd be so inclined. You should definitely play it, if you enjoy a good story, and like some challenging puzzles.




P.S. Don't read the wiki-article too much... even the character description parts. It's riddled with nasty spoilers...

12
Technical Help: IN GAME bugs (after loading world) / Random Teleportation
« on: February 09, 2007, 07:41:38 pm »
Okay, I was just casually minding my own business in-game - chatting with Paro and crafting by Harnquist - when suddenly, without warning, I was teleported to the cave in the Bronze Doors area!

Luckily I managed to grab the molten steel out of the furnace before I was whisked away, but not-so-lucky was the fact that I forgot to apply the BD fix to the new updated client, so I immediately crashed out.

After applying the fix, I logged back in, and yes - I'm still in Bronze Doors.


I'm just wondering what the heck I did. I'd never heard of that happening before, but I suppose I haven't been around that long either...



Edit: Changed the title... for clarity's sake...

13
I'm not sure if it's just me, but the letter 'R' seems to be missing from all floating system messages.







That's with everything on default since the update...

14
The Hydlaa Plaza / Final Fantasy XII
« on: February 07, 2007, 05:44:02 pm »
European Release Date: 23rd February. I have it marked on my calendar :P


I was just wondering, for those of you who've actually played it, what did you think?

Despite it being my second most-wanted game for the past few years (MGS4 being first), I'm a little apprehensive about the new battle system, and the seemingly more mundane story (about politics rather than uber bad guys trying to destroy the world)...

15
Fan Art / The New Planeshift Comic [Comments]
« on: January 31, 2007, 05:03:54 pm »


Well, I've started the comic off. It's in this thread.


I could always use some back-up artists, or guest comics, or all that other stuff, so don't hesitate to ask...

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