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Nioca

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Everything posted by Nioca

  1. Still working on a character; hopefully, I should have it submitted soon.
  2. Originally Posted By: Thin Gypsy Thief Originally Posted By: Nioca Um... that seems like an awful lot of work and added complication just for the sake of avoiding base attributes. Base attributes do not help remove the problems of Quote: specialist/generalist balance breaks down at higher levels and the requirement to invest in unused stats or skills just to maintain reasonable survivability This has less to do with base attributes, and more to do with the fact that survival and weapons skills are lumped in with non-combat skills. The way the current skill system works (Either Classic AIMHack OR CreepingHack), there's just not a whole lot of ways to properly balance between someone who's heavily investing in a single martial skill and those that aren't (there's also not a whole lot of ways to balance between people who focus on martial abilities, and those that focus on NC-Skills). (I'll leave the flexibility versus raw numbers argument to a later debate.)
  3. Originally Posted By: Sarachim We've had this conversation so many times that I'm kind of shocked that this part still needs to be said, but here it goes: the problem with STR/DEX/INT (and with having combat and noncombat skills overlap) is that there's an inevitable trade-off between making a fun, interesting, unique generalist and an effective specialist. False dilemma, Sarachim. A generalist is not necessarily fun, unique, or interesting. Likewise, a specialist is not necessarily boring or bland, either.
  4. Um... that seems like an awful lot of work and added complication just for the sake of avoiding base attributes.
  5. Yemirrr needs a vacation. Sadly, he's not getting one. But he does get the consolation prize of a point each in Athletics, Acrobatics, and Perception, so that's something. Click to reveal.. (Yemirrr, XP-72) Yemirrr Unfettered Male Nephilim Raider Physical Description: Dark fur, large muscles, dark-colored eyes. Has tattered ears and a large scar from his left shoulder to his chest. Wearing ratskin pants and a small, tribal-reminiscent necklace. (If you've played BoA and seen the 5th nephil portrait, it'll give you a pretty good idea. Except with pants.) 04/29 HP [+1] / 6/10 STM 17 DEF / 13 WIL 5 SPD / 00/72 XP Melee (Axes) - 7 Magic (Force) - 3 Athletics – 5 [+1] Perception - 4 [+1] Thievery – 3 Stealth - 2 Acrobatics - 1 [+1] Click to reveal.. (AXE TECHNIQUES (5)) BLITZ BARRAGE (1STM) – Unleashes a devastating and lightning-quick barrage of blows onto a target, doing elevated damage and either penalizing or outright stunning the victim for 1 round. GRAPPLE BREAKER (1STM) - Counter-attacks an opponent that has grappled the character, adding the character's Melee skill and bonuses to their save versus the grapple. If successful in breaking the grapple, the opponent will take damage. UNSTOPPABLE RAGE (1PD) – Goes into a berserk rage. All attacks gain a notable bonus to hit and do extra damage, at the cost of defense. The effects last until the end of the current battle. WIDE CLEAVE (1STM) – As a full-round action, winds up and performs a massive cleaving attack, striking up to four adjacent enemies in one hit. Each additional enemy targeted inflicts a -1 penalty to-hit. SHATTER STRIKE – As a full-round action, delivers a savage strike against an enemy, targeted to harm both the enemy and a specified item; a successful hit will, depending on the targeted item and strength of hit, either damage the item (reducing its effectiveness) or destroy it beyond usability (although not necessarily beyond repair). Magical items are far more resistant to the sundering effect. This technique can also be used outside of combat to provide a bonus to breaking an inanimate object when using the appropriate weapon type. Click to reveal.. (FORCE MAGIC (3)) CHILL – Hits the target object with a burst of cold. IMPULSE – Creates a short-range pulse of force. Does minimal damage as an attack, but is capable of throwing, knocking back, or deflecting enemies and objects. Additional stamina can increase the power of the force pulse or spread it out into a small cone of effect. DISPERSION – Creates a temporary shield around the target tuned to a specific element or form of energy (heat, electricity, cold, etc.), deflecting and dispersing it into the recipient's surroundings. This reduces its damage/effects while also potentially dumping it into nearby creatures or objects. Stronger castings can disperse greater amounts of energy, and multiple energy types can be shielded against at 1STM per additional type. Click to reveal.. (INVENTORY) Ratskin Pants – Pants stitched together from ratskins. There's a few pockets for storing things. Fine Steel Helmet – A sturdy steel helmet looted off of an Empire Captain. Round Shield – A non-encumbering round shield. Protects one from blows. Battle Axe – A nasty-looking steel battle axe that Yemirrr wields one-handed. Bone Necklace – A necklace made of rat bones. Pack – A slightly-frayed pack that was looted off of an adventurer. PACK Dried Meat x6 – Portions of dried lizard meat. Bread x5 – Loaves of bread. Healing Potion – Restores missing HP. Potion of Battle – Provides a boost to accuracy and defense for a short time. Industrial Axe - A heavy axe meant for industrial use. Empire Sword x7 – A fine imperial steel blade. It's marked as an Empire weapon. Knife – A small tool knife.
  6. Don't worry about it; crap happens. That said, yeah, the party most definitely needs a medic. Spots are still open, so anyone who's interested just needs to drop me a PM. But that's not why I'm making this post. I'm making it because I got the Core Rules ported over to the AIMHack Wiki. It's a little messy, but it's up, and it covers both the original rules plus some of the little revisions I've made.
  7. A reminder! The next Abyss session is tomorrow, Caturday at 8:00 PM EST in SWAbyss! Yes, I'm going to drive that joke into the ground. It's part of a new environmentally-safe excavation process for oil and ore drilling. The only fear is that we'll run out of jokes.
  8. Er... unless I'm missing something, Marra's missing 2 Sword techniques and 1 Free technique. Just thought I'd drop a note there. Also, if no one else takes any of the other stuff, Yemirrr will take it. No sense leaving good loot behind.
  9. I'd like to call dibs on the helmet, if at all possible. I think I need to start looking into armor if Yemirrr keeps taking on a dozen Empire Soldiers at a time.
  10. ...I really need to stop forgetting to level. Anyway, there's a new archery technique in here that is NOT yet approved. But I figure every little accuracy bonus counts. Also, if I ever get the urge to play a character with two martial skills, a magic skill, and an alchemy skill again, someone please smack me. Click to reveal.. (Amadan Rayton, XP-214) AMADAN RAYTON Pragmatic Male Human Alchemical Hunter of Liea HEALTH: 28/29 [+1] STAMINA: 5/10 SKILL POINTS: 000/214 Missile (Archery): 11 (66) [+1] Magic (Transmutation): 9 (45) Alchemy: 5 (15) Perception: 5+1 (15) Stealth: 5+1 (15) Arcana: 5 (15) Nature: 4 (10) Acrobatics: 4 (10) Melee (Knives): 4 (10) Artifice: 4 (10) [+1] Athletics: 2 (3) HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained. LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy. NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight. Click to reveal.. (Transmutational Spells (5+2)) Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow. -Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials. -Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow. -Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals. -Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down. Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM. Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying. Detrimentum: Disintegrates a targeted creature or object. Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina. Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive) Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself). Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina. Click to reveal.. (Archery Techniques (6)) Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment. Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin) Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty. Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage. Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk. Shooter's Stance (MAct): The archer holds their current position and remains steady; so long as the character does not move from that spot, they gain a bonus to missile accuracy and can inflict additional damage on stronger rolls. However, remaining still also makes the character an easier target, causing their defense to drop until they break the stance. Click to reveal.. (Knife Techniques (2)) Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO. Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina. Click to reveal.. (Alchemical Recipes) PRIMARY RECIPES (1 REAGENT) Healing Tonic (Water) – Heals 6 HP when drunk. Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes. Alchemical Fire (Fire) – Catches fire when exposed to air. Stamina Potion (Earth) – Recovers 3 STM. Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others). SECONDARY RECIPES (2 REAGENTS) Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking. Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom. Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound. Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged. Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes. TERTIARY RECIPES (3 REAGENTS) Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects. Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force. Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes. Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer. Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes. Click to reveal.. (Inventory) WEALTH - 5 Gold, 11 Silvers, 17 Coppers (TOTAL – 5.27) EQUIPPED/WORN Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal. Quiver – A standard quiver for holding arrows. ____8x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks. ____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break. ____9x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break. Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy. Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs. Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals. Beetle-Shell Shield (+1DEF, +1 Magic & Elemental Resist) – A shell made from a highly-resistant form of giant beetle. Its toughness provides extra protection from hostile magic and elements. Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger. Leather Boots – An important feature of any rugged ensemble. Hand Axe - A crude hand axe. Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea. Lit Lantern – A simple light source. Pack – An adventurer would be nothing without his or her trusty pack. PACK Wand of Enchantment Breaking - A wand designed to break enchantments. If used too frequently in too short a period of time, it may break. Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents. ____5x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents ____0x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites. ____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials. ____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom). ____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs. ____9ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages. ____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels. Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself. Stamina Potion - A potion that eases fatigue and recovers stamina. Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time. Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc). Large Vial of Insect Poison (6/10 Doses) - A powerful insect poison useful for repelling and killing insects. 3x Vials of Insect Poison - An insect poison useful for repelling and killing insects. Now in small vial form for added description redundancy! 3x Aerolyzer - Renders a liquid aerosol on contact. 3x Explosive - Vials of alchemical explosive, which detonates on impact or under extreme heat. Alchemical Fire - A potion that ignites when exposed to air. 3x Jerky – Portions of dried meat. The tastier alternative to hardtack. 2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each. 25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching. Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times. Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor. Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down. Insect-Repelling Plants - Plants that repel insects when burned. Click to reveal.. (Animal Companion) EMBER [Gender?] Warhorse STATUS: Reasonably Healthy TYPE: Mount ABILITIES: Running swiftly, maintaining composure during combat.
  11. I just got confirmation from Sylae that she won't be coming back. So, yeah, we're going to need a new medic. On the bright side, she's still alive. So that's something.
  12. *update* Originally Posted By: Calamity Refuge Chat (18:35:37) Sylae: nioca (18:35:47) Sylae: we must talk (18:35:47) Nioca: Hiya. (18:36:05) Sylae: you may have heard but [censored] has hit the fan (18:36:14) Nioca: Talk? That doesn't sound good. (18:36:18) Sylae: and, like, everything is canceled. Well, at least she's alive. But... yeah. Looks like, unless someone else wants to take the reigns, this is over.
  13. Originally Posted By: Rowen Originally Posted By: Nioca January 24th (Saturday) at the usual 7:00 PM EST. In the year 2012, January 24th is a Tuesday with the 28th being a Saturday. I can't make the 28th as my wife told me I have to take her out that night for her birthday and I fear her more then I ever will any zombie. ...I need a new calendar. I meant the 21st and 22nd. Fixed. Originally Posted By: Rowen I can't make the 28th as my wife told me I have to take her out that night for her birthday and I fear her more then I ever will any zombie. Hmmm... *jots down 'zombie wife' in z2 notes*
  14. Well, since we're all just sitting here waiting, I think I'd like to point out that Zombies 2: Electric Boogaloo is looking for two new level 3 characters. It's the same basic system as FoD, it just is set in modern times. And has more undead.
  15. Originally Posted By: Excalibur I am still very much interested in playing. Originally Posted By: Thin Gypsy Thief I definitely still want to play. Originally Posted By: Rowen I am ready to get shot in the name of killing zombies. Originally Posted By: B.J.Earles I'm goin' through zombie withdrawal over here. Must kill zombies! Glad to hear it. In the interest of trying to make sure we've got more than four characters, I'm setting the date of the next session at January 21st (Saturday) at the usual 7:00 PM EST.. The 22nd will serve as a fall-back date in case the 21st falls through for some reason. In a way, this sort-of hiatus we went through is appropriate; Chapter 1 of Z2 just finished, and Chapter 2 is about to begin. Originally Posted By: B.J.Earles Originally Posted By: Nioca Would you still be interested in playing even if we were down to just four characters? I'd be okay with it, though I must confess myself somewhat perplexed. With all the people who are obviously interested in joining a campaign and with a campaign that has twice now called for new characters, why has no one stepped up? You aren't the only one. Sarachim mentioned something along the same lines as Excalibur, that the call out has only been in this thread (and in my signature). I don't want to just spam announcements everywhere, but I think what I'll do is (non-disruptively) bring it up at the next Abyss session. There'll be a lot of people there, and hopefully a few will be interested. Originally Posted By: B.J.Earles Hm. Maybe we should advertise in the Frontiers of Darkness thread. ...Sylae's gonna kill me once he gets back, but that's a good idea. I think I'll do that.
  16. Well this is getting kind of disheartening. I currently have zero entrants for the two empty slots. In addition, only two people responded to the inventory check or perk awards. Both combined, it's starting to raise some serious questions. Is there still interest in this campaign? I don't want to just bandy on, dragging a bunch of bored players along behind me. So I guess I'm asking the players here: do you guys still want to play, or should I bring the campaign to a close? Would you still be interested in playing even if we were down to just four characters? And is there something I should be doing differently in the campaign? I'd really appreciate some feedback on this.
  17. *bump* Sarachim, speaking from personal experience here? If you want to handle looting in this thread, you're going to want to get it up soon. It usually takes several days for everyone to respond (not everyone checks the board on a daily basis), which means if you put it up right before the session, it'll accomplish little or nothing.
  18. Originally Posted By: Actaeon I suppose we could try to take it up ourselves using the stats already made, or launch an alternative campaign to take up the slack. I'd offer myself as a DM, but I'm already running a Zombie campaign (which needs a couple new players </shameless plug>), and am playing in two others. I don't think I can add DMing another campaign without overloading myself. Quote: Or just wait and see and be chill like the cool cats we all are. In case you haven't noticed, my cat is on fire.
  19. Nalyd: Don't forget the two extra HP for leveling up Melee skill.
  20. Originally Posted By: Lilith Originally Posted By: Nioca Still no word from Sylae. at this point i have officially shifted from hoping she's okay to hoping she's alive You're not the only one. Usually, when something like this happens, she manages to slip out at least one or two messages to CalRef. This time? Not a peep.
  21. As a heads-up; Still no word from Sylae. He didn't show to his own campaign (I left the room not long after the session was supposed to start when no one else showed, but I'm pretty sure I would have been yelled at if the problem was just me not being there). I've been checking CalRef, and haven't seen him there, either. Also, any word on the looting or the next session?
  22. I'm hoping Sylae shows up to start this thing off tonight. Seeing as he's completely disappeared off the internet, however, my hopes are not high. Still, it's scheduled for tonight, so... fingers crossed?
  23. ...maybe not. Something's come up on this end that pretty much nixes the entire evening. So, no session tonight, and sorry for the short notice. In addition, while I'd normally be more patient, there has been absolutely zero word from Sylae. So unless I get something out of him within the next few days, it seems that Larry is indeed out of the campaign until further notice. There is some good news: I'm re-opening character submissions. To any spectators who want in on Zombies 2, there are now TWO (2) slots open for new characters. To enter, simply PM me a Level 3 character as per the Zombies rules. It does not have to be a finalized character; inventory and backstory can be worked on after submitting the character. And as per usual, characters from the original Zombies are welcome. A link to the core rules, and the changes for this system, can be found in the opening post. I'm not setting a deadline this time around, but I'm eying the 14th or 15th for the next session, so it'd be really awesome if I could get submissions before that date. Thank you for your patience, and hopefully things pick up a bit now that we're getting out of the holiday season. Happy new year!
  24. We're two days out, and I have some bad news. To the best of my knowledge, Sylae has completely dropped off the internet for as-of-yet unknown reasons. He missed the last Abyss session, and I strongly suspect he'll probably miss the upcoming Zombies 2 session. We're pushing ahead anyway; unless someone else has a conflict, the next session is still January 1st. And yes, that means you're going to be without a medic, so try not to die this time around, eh? Depending on what I hear (or don't hear) about the situation, I may be opening up slots for one or two new characters next session to replace Larry. Here's hoping everything's alright in Sylae's life, and that we hear from him soon. _________________________ Originally Posted By: Allison Parker's Daybook So here I am, stuck in the middle of the desert with a bullet-riddled truck and a bunch of dead raiders. I am not looking forward to walking back to Lund, but who knows? Maybe it's for the best.
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