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teh bunneh

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Everything posted by teh bunneh

  1. Re: WWYC say after meeting YOU? What about Cinnabar?
  2. Re: [Campaign] The Black Watch No, Sadly. Our GM Richard moved, so the game ended pretty abruptly. Kinda sux, cause the game was shaping up to be a good one. The worst part was that Richard had been looking for a good group to game with for something like 6 years. He found us, and then less than a year later he had to move.
  3. His partner helps carry him, though... .
  4. Sausage party! I call this one, "So guys, explain to me again why she quit the team?"
  5. Re: Avengers: The Next Generation on Hero Central Hey folks! I've gotten quite a few PMs, so apparently there has been some confusion. Right now, I am not accepting applications for new players for either the West Coast or the original Avengers teams. When I am looking for new players, I will let y'all know here. You can post characters and concepts all you want, of course. But keep in mind that until such time as I start looking for new players, I probably won't do much more than glance at any characters posted. This is because, until I have space for another player, I have no idea what the team will need. So feel free to post, but I probably won't comment on the character. Again, I'm very gratified that so many people want to play. Thank you all for your support.
  6. Re: A DC Animated-style HeroMachine All together now! Poor, poor Banner and Hornet, surrounded by all those beautiful, intelligent, competant women...
  7. Re: D&D 4th I would play that game.
  8. Re: D&D 4th I remember, back in the days when AD&D 2nd edition came out, I was reading the chapter on rolling your stats. They had (IIRC) a sidebar titled something like, "This character is useless!" The gist of it was that you could create interesting and playable characters who had only so-so stats. It talked about how you could take that 14 and put it into your INT, giving you a young, not-great-but-potentially-promising wizard. Or put it into DEX and you've got a quick-on-his-feet young thief, or into CHA and you've got a friendly, jokesy bard. And that 6 you rolled? There's all sorts of stuff you could do with it -- your wizard might be heavyset and kinda slow (DEX), your bard might be a fun guy but sort of dense (INT), your thief might be spry but scrawny (STR). Man, it was just a short paragraph, a quick aside, but it was a revelation to me. Spending time coming up with a background and personality that explained why your stats were the way they were? Gaming could be about more than just being the toughest/smartest/strongest badass in the world? There was still plenty of room to play "Ultimate Badass," but now... now it wasn't required. Wow. It was a revolutionary concept at the time (at least, to me). I don't know. All this emphasis on Cool Stuff and Awesome Powers seems like a step backwards, to me. But obviously, I'm not their core audience anymore.
  9. Re: Your Dream Projects For Hero Books You and me both, brother. We have an artist now, but I guess he's taking his sweet time.
  10. Re: Complicate the Person Above Death Tribble has three balls. One cricket ball, one football, and one rugby ball.
  11. Re: D&D 4th http://paizo.com/pathfinderRPG
  12. Re: Jokes Guy goes to see his doctor. He says, "Doctor, I've got this problem with gas. I'm constantly passing gas -- but the thing is, my flatulence is completely odorless, and completely silent. In fact, you probably haven't noticed but I've been farting since I came in here." So the doctor gives him some pills to take and says to come back in two weeks. Two weeks later, the guy goes back to the doctor. "Doc, I don't know what was in those pills you gave me, but now my gas smells horrible! It smells like a raccoon died in the middle of summer in a dumpster full of burning baby diapers!" The doctor smiles. "Excellent! We've fixed your sense of smell! Now to work on that hearing problem..."
  13. Re: Quote of the Week from my gaming group... BTW dude, you need to post some of the quotes from the Fearless Monster Hunters game. I know there were a bunch of good ones this week, but for the life of me I can't remember any of them.
  14. Re: [Campaign] The Fearless Monster Hunters (Obviously, this is a mix of Norse mythology and a bunch of stuff from my own world. In my universe, Hel isn't Loki's daughter, she's sort of an alien, outsider undead goddess who causes trouble for all the other pantheons. The thing with the moon is a strange phenomena wherein the moon literally disappears for three nights of the year).
  15. Re: [Campaign] The Fearless Monster Hunters A Northman Legend Lôk is famed for getting into – and then getting out of – trouble. But there are times when even his clever ways are not enough to stem off disaster. This is the story of one such time. While Lôk was wandering the earth, he came upon a maiden of untellable beauty. He wanted to make her his, but she refused, saying that she could not be with a man until her father was freed from Tötenheim. Although Lôk knew that the Highfather had forbidden any departed mortal soul from ever leaving the lands of the dead, he felt he was clever enough to break Wode’s decree and get away with it. Lôk snuck into Wode’s bedchambers, took the keys to Tötenheim and Vanir (the realm of heroes), and brought them back to the woman. She was delighted with the young god’s daring, and lay with him. She bore him three children – the wolf-demon Fenris, the great serpent Sørmen, and the devil-child Djävuli. Afterwards, the woman took the keys to Tötenheim and opened the gates to that realm – but instead of just freeing one soul, she began taking many. Lôk, horrified at what he had done, changed himself into a hornet and flew back to Aesgard, where he found the Highfather sleeping. He landed on Wode’s arm and stung him, then quickly flew away. Wode woke up in a fury and noticed that the keys to the afterlife were missing. He immediately roused the other gods. Some of them flew to Vanir to bar the gates, others to Tötenheim where they found the gates wide open. They slammed them shut, but the damage had already been done – the evil goddess Hel had already taken what she needed from the realm of the dead. Luckily, she never had the opportunity to use the other key, and so those souls which make it to the realm of heroes are never subject to her power. Though Lôk tried to hide what he had done, he could not hide the children he had spawned. Wode was so furious with his son that he took Sørmen and threw it into the sea. Unfortunately, the serpent grew so rapidly that eventually it encircled the entire earth. One day, the story goes, the serpent will rise up from its watery home and crush the earth within its coils. Only Tor will be strong enough to stop it, but even he fears the foul poison that drips from the snake’s great fangs. Tyr, the god of war, offered to adopt the wolfpup Fenris, but this soon proved to be a mistake. The playful puppy grew into a monster whose strength and hostility threatened the whole world, so the Aesir decided to render him harmless. None of the gods had enough courage to face the gigantic wolf, so instead, they tried to trick him. They told the wolf he was weak and could never break free if chained. Fenris accepted the challenge and let the gods chain him, but he was so immensely strong that he managed to break the strongest fetters as if they were cobwebs. The gods saw only one alternative: a magic chain. They asked the gods of the Dwarves to make something so strong it could hold the wolf, and they agreed. The result was a soft, thin ribbon, called Gleipnir. It was incredibly strong, despite what its size and appearance might suggest. The gods tried to trick the wolf again, only this time Fenris was less willing to show his strength. Suspecting treachery, he asked the gods for a token of good will: one of them had to put a hand between his jaws. The gods were not overly eager to do this, knowing what they could expect. Finally, Tyr agreed, and the gods chained the wolf with Gleipnir. No matter how hard Fenris struggled, he could not break free from this thin ribbon. In revenge, he bit off Tyr's hand. Very pleased with themselves, the gods carried Fenris off and chained him to a rock under the earth. They put a sword between his jaws to prevent him from biting. Earthquakes are attributed to Fenris’ struggles to escape, and to this day the gods fear that Fenris will someday break his chains and come after them. Lôk's third child, Djävuli, was not like the other two. She was fair of face and form, and the Aesir could not bring themselves to harm her, despite her foul parentage. They took her in and raised her as one of their own. But the child, though beautiful to look on, had an evil heart. A child of darkness, she could not stand the light of the sun, but she loved the night. Only one thing marred the beautiful blackness for her — the moon and stars. Even as a child, she hated these lights in the night sky, and she swore that one day she would extinguish them. Once, on a winter night when the moon shone so brightly off the snow that it seemed like day, she decided she had had enough. Djävuli had a pet wolf, which she fed with her own blood until it had grown nearly as strong and fierce as her brother Fenris. This night, she jumped on the wolf's back and commanded it to leap up into the sky, so she could pluck the moon from its orbit. The wolf did as he was told and the two of them flew through the air. Djävuli reached out, grabbed the moon, and extinguished its spark. However, the heat of the moon burned her hands. The other gods noticed immediately that the moon had gone dark, and began to panic. They knew that the moon going dark was a sign of the coming apocalypse, which they call Ragnarok. They immediately gathered together in a council to determine what had to be done. After much debate and discussion, the young goddess Bil, daughter of Bald, volunteered to re-light the moon. The other gods, knowing that she might die in the attempt, tried to talk her out of it, but her mind was made up. Bald hoisted his daughter on his shoulders so she could reach the sky, and she took the cold embers of the moon in her hands. With all her strength, she poured her life into the spark, and it came back to life, glowing with a warm silver hue. The gods mourned the loss of their daughter and were determined to find who was responsible for the near-destruction of the world. Wode had each god hold out his or her hands and examined them each in turn. When he came to Djävuli, he saw how her hands were burned black and knew that she was the culprit. Despite Lôk's protests, Wode declared that she was to be punished. The gods carried her to an island far to the west, far away from the rest of the world, and threw her into Tötenheim, the realm of the dead. “You wished to plunge the world into darkness,” Wode told her. “Now you will stay forever locked among the cowardly, the unjust, and the cursed dead.” They sealed the great black gates of Tötenheim behind her forever. In her blind rage, she rattles the bars of the gates, which causes the mountains to shake. Someday, the gods are afraid that Djävuli will break lose and finish what she started — extinguishing the sun, moon, and stars forever. Every year, the moon disappears for three days. On the first night, the people mourn the loss; the second night, the people honor Bil's sacrifice by giving gifts of great value; the third night, people celebrate the re-kindling of the moon.
  16. Re: [Campaign] The Fearless Monster Hunters FMH Recap for May 31, 2008 The heroes spent a few days in South Mountain Pass to recuperate (and to wait for Leth to bring up their supplies). While they waited, they went through the belongings that the priest had on his person. Among other things (cash, trade stones, some rough gold jewelry, weapons, armor, etc), he had several scraps of paper that look like they were torn out of a book. They contaiedn what looked like a map of an island with some charcoal sketches and notes written in Dwarvish/Runik. Castilla spent a few days tracking down a scribe who could read the writing. Eventually, she found someone who translated it for her. The notes read: "Down the 1000 basalt steps, only revealed when the moon is full" (This was alongside a drawing of an enormous cave mouth, near the ocean). "Appease the sleepless guardians" (There was a picture of a chalice). "Beware Wolves" (With pictures of – you guessed it! – several fierce-looking wolves). "Gaze not on the dead goddess" (This had a picture of a huge gate – the size of the gate was apparent from the tiny human figures standing near its base). When Leth returned, the heroes showed him the pictures. The pages looked very familiar to him – in fact, they were torn out of his Uncle Slan's journal! It appeared that this priest may have been Slan's killer (or at least intimately associated with him/them). The heroes continued their journey up to Titan's Pass; it was relatively without incident, as they were now accompanied a large number of merchants and their guards, and the Giants are pretty well broken now. Upon arriving at the fort at the foot of Titan's Pass, Leth was greeted like an old friend. The Dwarves had already held a wake in honor of Slan, but they hosted another so that Leth could properly mourn. Dwarves hold elaborate wakes in honor of the dead — drinking, singing songs, and telling tales of the deeds of the dead and her ancestors. The goal of a Dwarvish wake is to "make enough noise that the gods take notice when another Dwarf arrives in heaven." After the wake, the body is entombed in the earth, among the bones of her ancestors. Unfortunately, the heroes were now pretty much stuck here at the fort. Winter had already set in, and most of the roads were impassable. The determined to make the best of their entrapment, practicing their skills and learning new ones. Not only that, but they now had a great deal of time to plan their next destination. Leth wanted to find out what his uncle had been up to before his death, so he spoke with the fort's Commander. "Well, you know how your uncle was. Even as old as he was, he never slowed down. Still wanted to train the young folks, still wanted to go out on patrol. But in the last few weeks, he started acting strangely. Started talking about unfinished business from his days with the Fearless Monster Hunters. Kept saying how an old curse was coming back." The commander sighed. "We didn't even know he was gone until two days later. A patrol on the far side of the pass found him. We figured that a group of Bores found him alone out there and set on him. The only thing he had on his person – apart from his weapons and armor, was his old journal." "What kind of old business?" Leth asked. "Don't rightly know," the commander said. "Slan was never much one to talk about his old adventures – you know that as well as anyone." "Did you search his belongings?" Leth asked. "Of course. The only thing we found that was unusual was that big key that Thorsten and Od brought to you. Doesn't seem to fit a single lock in the whole fort. I have no idea where he got it, but it looked important so we packed it up and shipped it to you." After that, Leth kept a close hold on the key. He didn't know what it was for, but it obviously meant something to his dear departed uncle. Illy poured over the fragment of the magical map that Duncan had given them. After weeks of searching, she discovered an island in the north sea that matched the one sketched in Slan's journal. It was very remote and quite without anything to recommend it… except that the original Fearless Monster Hunters had once been there. In fact, it appeared to be the last destination they ever went to as a group. "This must be the island where the original Endeavor was destroyed," Illy suggested. "The final battle where so many Monster Hunters lost their lives." "All of these things seem to be pointing towards one conclusion," Leth said. "The question is, is that a conclusion we want to be a part of?" "Do we have any choice?" Kaira asked. "If some cult from the old days is trying to resurrect an ancient goddess, we need to put a stop to it. If not us, who? Don't you think?" "How about that other team?" Finnegan asked. "The Hunters' Legacy? Maybe they should be a part of this, too." "If we could contact them," Illy said. "Well, it's moot at this point. We can't get there without the Endeavor. We can't even leave this fort until the weather clears." "Then I will attempt to contact Captain Rackham and tell him that as soon as the weather allows, to bring the Endeavor back up to Masingberg. We'll meet him there." "And tell him to bring the Legacy along with him, if he can find them. If we're going to fight a goddess, we'll need all the swords we can lay ahold of," Finnegan told the others. Thus determined on their course of action, the heroes waited until the first signs of spring, then set out for parts south… TBC!
  17. Re: Avengers: The Next Generation on Hero Central Actually I think Lonewalker was just joking about dropping out.
  18. Re: Quote of the Week from my gaming group... Mighty Huntress is totally subtle! Witness her seduction attempt: MH (to Rocket Ranger): So... are you seeing anybody? RR (cautiously): Noooo... MH: Would you like to be?
  19. Re: Quote of the Week from my gaming group... Catgrrrrl!
  20. Re: Quote of the Week from my gaming group... That's the plan. She was an alternate character idea I had, but I decided I liked Patriot better. Important advice: Always keep a spare!
  21. Don't give it away! Dammit Log! Now I have to re-write everything.
  22. Re: A Thread for Random Musings Hello, Nurse! What's her name?
  23. Re: Quote of the Week from my gaming group... Another from the same Chronicles of the Agency game: Patriot (after having been shot a bunch of times, but still alive): You can't kill the Spirit of Liberty! Clubber (OOC): You can, however, blow big chunks out of it. Yeah, I got the hell shot out of me. Fortunately, Patriot has Regen+Ressurection (as long as he's on American soil). Unfortunately, it's going to take him the better part of a month to get well.
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