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What can change the nature of a man? Let's Play Planescape: Torment!

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  #301  
Old 05-01-2013, 09:25 PM
Phil Phil is offline
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2 and then 1.
  #302  
Old 05-01-2013, 10:03 PM
Eddie Eddie is offline
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For my own reference in keeping the spreadsheet in good order:

Quote:
Originally Posted by The Editor
DECISION TIME!

Two questions, although the first is just for curiosity (only the second question will be "weighted"; the first has no alignment implications):

The first question is to answer Reekwind: Who is better off? The man who knows his name, or the man who does not?

1) Ask to hear Reekwind's answer
2) Tell him that the man who knows his true name is better off, for it means he knows himself
3) Tell him that a man who doesn't know his true name is better off, for it means he is protected against those that would harm him


Reekwind then asks - as he spits phlegm on the ground - whether this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time?

1) Tell him that what happens will happen. The tale might have no answer (more chaotic)
2) Tell him that it *must* happen, for every story must have an ending (more lawful)
3) Tell him that it is not you who will decide if this tale will reach its conclusion (neutral)
  #303  
Old 05-01-2013, 10:11 PM
Brickroad Brickroad is offline
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Quote:
The first question is to answer Reekwind: Who is better off? The man who knows his name, or the man who does not?
Option two. The man who knows his true name is better off. If Reekwind is correct, and names have power, then a man who does not know his own name cannot guard it. If Reekwind is barmy, and names are just words, then the man who knows not his lives at a distinct disadvantage.

Quote:
Reekwind then asks - as he spits phlegm on the ground - whether this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time?
Option two. All stories have endings. Surely this is self-evident.
  #304  
Old 05-01-2013, 10:23 PM
Eddie Eddie is offline
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I think I'm going to have to start giving Brickroad double points because he answers these questions so well.
  #305  
Old 05-01-2013, 10:28 PM
Brickroad Brickroad is offline
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Quote:
Originally Posted by Eddie View Post
I think I'm going to have to start giving Brickroad double points because he answers these questions so well.
Lv.6 woods faffer, bitches.
  #306  
Old 05-01-2013, 10:34 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Brickroad View Post
Lv.6 woods faffer, bitches.
Oh no Brick, I think with that last comment you hit level 7.
Audience: "You two should just makeout already sheesh!"
  #307  
Old 05-01-2013, 11:00 PM
Torzelbaum Torzelbaum is offline
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Quote:
2) Tell him that the man who *knows* his true name is better off, for it means he *knows* himself
You have started on the Path of Zerthimon so you must not turn away from *knowing*! (2)

And 3. (I guess.)
  #308  
Old 05-01-2013, 11:33 PM
Destil Destil is offline
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1
1
...
  #309  
Old 05-02-2013, 12:00 AM
Mr. Sensible Mr. Sensible is offline
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2 and 2.
  #310  
Old 05-02-2013, 02:29 AM
Olli T Olli T is offline
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First question: 2, for does not *knowing* your name give you power over yourself? Would you rather be less that?

Second question: 2. Stories are our way of perceiving events. If we cannot create a satisfactory ending, we must have failed in our own eyes.
  #311  
Old 05-02-2013, 08:01 AM
Albatoss Albatoss is offline
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I'd like to change my answer to the first question to Option 2, please.
  #312  
Old 05-02-2013, 10:12 AM
Taeryn Taeryn is offline
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The first question is to answer Reekwind: Who is better off? The man who knows his name, or the man who does not?

2) Tell him that the man who knows his true name is better off, for it means he knows himself

Reekwind then asks - as he spits phlegm on the ground - whether this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time?

3) Tell him that it is not you who will decide if this tale will reach its conclusion (neutral)

Nameless One doesn't decide his fate. WE do.
  #313  
Old 05-02-2013, 10:23 AM
Arithon32 Arithon32 is offline
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First question: Option 2

Second Question: Option 3

Quote:
Originally Posted by Taeryn View Post

Nameless One doesn't decide his fate. WE do.
  #314  
Old 05-02-2013, 10:46 AM
Kalir Kalir is offline
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I agree, the person who knows their name is better off, because there's no safer place for knowledge than in your own head. If people really want it, they're gonna have to pry it from my cold dead lips.

As for whether this story's going to have an ending: we'll find out when and if we get there. In the meantime, we should worry about the events that happened earlier in, since we've been (perpetually) dropped in medias res.
  #315  
Old 05-03-2013, 03:51 PM
Eddie Eddie is offline
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Current vote tallies:

The first question is to answer Reekwind: Who is better off? The man who knows his name, or the man who does not?
(note: not weighted)
1) Ask to hear Reekwind's answer = 4 votes
2) The man who knows his true name is better off = 12 votes
3) The man who doesn't know his true name is better of = 0 votes

Reekwind then asks - as he spits phlegm on the ground - whether this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time? (note: weighted)

1) Tell him that what happens will happen. The tale might have no answer (more chaotic) = 10 votes
2) Tell him that it *must* happen, for every story must have an ending (more lawful) = 7 votes
3) Tell him that it is not you who will decide if this tale will reach its conclusion (neutral) = 12 votes

Voting ends? I dunno, let's say Saturday for now.
  #316  
Old 05-03-2013, 05:09 PM
Mightyblue Mightyblue is offline
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Quote:
Originally Posted by Mr. Sensible View Post
2 and 2.
  #317  
Old 05-04-2013, 11:54 PM
Eddie Eddie is offline
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THE MERCYKILLERS: EVERYONE IS GUILTY OF SOMETHING

************************************************** **************************************************


Mercykiller Symbol by DrDraze.

Philosophy: "Justice is everything; punishment leads to perfection."
Nicknames: The Red Death
Pre-Faction War Factol: Alisohn Nilesia (Female Tiefling, Lawful Evil Wizard)
Post-Faction War Factol: None (disbanded).
Alignment: Lawful Only

Many clueless travelers to the Planes mistake the Mercykiller name as somehow being noble in its intention, that maybe the group is one who seeks to right the multiverse by doing the dirty work that other groups might find squeamish. They are wrong; the Red Death do not kill out of mercy. They seek to kill mercy itself. You see, you can't apply labels such as "good" and "evil" to actions, you can merely compare actions to the law. Those who break it should be punished. Let a woman off for stealing food to "feed her children", and you justify her actions: it's only a matter of time before she breaks the law again! Instead, you should punish those who break the law, because only through punishment can people learn there are consequences for their actions.

The Mercykillers therefore act as the "jailkeepers" in Sigil, keeping those who would run afoul of the law locked up until they learn to repent for their mistakes, and to learn not to repeat them again. Now, they don't tend to play judge and jury here; leave that to the Hardheads and Guvners! But they are happy to play executioner if justice demands it, for what is death but the ultimate punishment? But there's a process to things. If someone is deemed to have committed a crime, then they should have their trial. It's only after judgement has passed when the Red Death should generally involve themselves. And while they have a reputation of being bullies, the truth is that not all Mercykillers are bad folk. In fact, a growing sect of them are committing themselves to making sure that the wrongly convicted see their sentences overturned. But they're being led by a young factol who doesn't necessarily see it that way.



BRIEF HISTORY

The faction itself is a relatively new one compared to other factions, having existed for only about 600 years. The Lady's Edict that limited the number of factions that may exist in Sigil to a mere 15 caused two smaller groups - The Sons of Mercy and the Sodkillers - to merge into a greater entity. The Sons of Mercy were a group of lawful good sods who wished to use justice in the name of the greater good, while the Sodkillers were a group of lawful evil sods who believed that might made right. Normally, the Sons of Mercy would never have worked with the Sodkillers, but you've got to understand that back before the Lady's Edict, Sigil was a battlefield. It was join with the Sodkillers, or philosophically (and perhaps, literally) die.

The Mercykillers tenants therefore represents a compromise between the two. Slowly, the former Sons of Mercy learned that mercy couldn't save everyone, and the Sodkillers learned that a strong sword arm couldn't straighten some people out. So slowly, the two philosophy began to pool into what it is today. The Mercykillers now generally divide their time between the Sigil Prison - where the faction oversees the punishment of the guilty in Sigil - and in tracking criminals across the planes who would seek to escape justice. They've recently been embolden by their new factol (a young tiefling named Alisohn Nilesia) who has developed quite the fanatical of a following.

Post-Faction War, the disappearance of the Factols and the Lady's second edict which banished the factions from Sigil would split the faction back into its component parts. The good-hearted Arwyl Swan‘s Son saw an opportunity to reform the Mercykillers into something greater, but too many brutes in faction wouldn't have it. The Mercykillers would therefore split between the Sons of Mercy and the Sodkillers. Awryl Swan's Son would seek to become a new form of "justice" in Sigil, while the Sodkillers - under Nijul P‘iuy, would go back to their mercenary ways.


RELATIONS WITH THE OTHER FACTIONS

The Mercykillers' devotion to justice makes them natural allies for other lawful factions in Sigil, while also at odds against many of the more chaotic factions. While they're not often the ones generally responsible for jailing a sod, they get a lot of scorn for perhaps being too harsh in their punishment, and ultimately they're the ones responsible for carrying out the executions and banishments to unknown planes, and that hasn't made them a lot of friends.

It is said that the Fraternity or Order and the Harmonium have the most in common, and each factions' willingness to "carve" the justice system pie into acceptable pieces is largely what keeps these factions working together. The Hardheads make the arrests, the Guvners get the convictions, and the Red Death doles out punishment. Were one group to try and step over these bounds, it's likely that the whole justice "system" would find itself in crisis.

Conflict between the Mercykillers and other factions is generally low, but mostly because the Harmonium is usually the first point of conflict between the "lawful" factions and the chaotic ones. Still, it's often the Mercykillers that are called in to capture a deviant who does not want to be found, and when on the trail of a so-called 'criminal' they do not pull punches. Additionally, many individuals are sore for the treatment of their members, which falls on the Red Death. Factions who are more likely to see their members run afoul of the law, such as the Revolutionary League, the Society of Sensation, and the Xaositects therefore are ill-disposed to the faction.


MERCYKILLERS AS PLAYER CHARACTERS IN 4E

Mercykillers tend to be a real mix of classes, although Fighters. Warlords, and Wizards are the most common. The discipline needed to be great with a sword or great with the Art perhaps speaks to such individuals. The real question is whether the player can properly uphold the tenants of justice over all else! Not every lifestyle is necessarily suited for such a task.

Divine characters might therefore have difficulties being a 'true' Mercykiller, as many powers ask their followers to act in *their* name, not *justice*. Paladins and Avengers are therefore somewhat rare in the Faction, but those who do almost always represent a god devoted to justice, such as Heironeous or Bahamut. Primal characters tend to be unheard of, as they tend to gravitate towards more neutral alignments.

Psionic characters do not make up a large portion of Mercykillers, but there's nothing strictly about them that would stop them from joining the Red Death, save perhaps that many such characters are more devoted to their own needs. Battleminds and Psions however, might find their psionic capabilities useful for determining the guilty from the innocent.

All Mercykillers get a free feat in either Skill Focus: Athletics or Skill Focus: History. The average member of the Red Death is healthy and well-trained, and with an encyclopedic knowledge of the laws of the land.

All Mercykillers also receive either "Torm's Justice", "Die Hard", or "Inescapable Hold" as a bonus feat.

Mercykillers are devoted to justice, but - like Paladins - might sometimes see their devotion to justice challenged by contradictory laws, or even by another Mercykiller! Should a member of the Red Death find their "justice" challenged and a compromise unable to be reached, the situation drags heavily on the mind. Mercykillers who cannot find an appropriate solution to a problem of justice are distracted, causing the Mercykiller to act as if he is under the weakened condition, until either a solution that satisfies justice can be found, or until the next extended rest.


MERCYKILLERS AS ADVERSARIES



*A special nod goes out to the Planewalker 3.5 Planescape Campaign Setting for inspiration, as well at the 2e accessory, The Factol's Manifesto for information about the key figures listed below.

The Mercykillers tend to mind to their own business, although those characters on the wrong side of the law will quickly find themselves at odds with the faction. PCs accused of a crime may find themselves chased by a group of Mercykillers who have taken it upon themselves to see the character stand trail. It also goes without saying that any PC trying to escape punishment will draw their ire as well.

Red Death Jailers are the cutters in charge of seeing the prisons (and prisoners) are kept in order. They are not subtle blokes, and take their job deadly seriously. The do not take orders from anyone but those in their faction, so even Guvners find they must go above them when dealing with prisoners. Still, they're nothing if not effective at their job, although some feel they take a little too much pleasure out of exacting punishment against the guilty.

Hand of Justices are the Mercykillers who navigate the dark alleys and seedy underbellies of the Planes looking for those trying to escape from the law. While they usually work alone, once they find a target they will call in as many reinforcements as they think they need to capture the target. While on a mission, a Hand of Justice will willingly commit illegal acts in pursuit of their target if it means capturing them. Their twisted sense of 'justice' makes them believe that any crimes while attempting to capture a target are absolved. When not pursuing a criminal however, Hands of Justice will bow to the law, and turn themselves in should they break it (willingly or otherwise).

Justice Dispenser are trained wizards who are charged with judging the guilt of criminals. They are one of the few Mercykillers allowed to preemptively detain an individual whom they have not personally seen commit a crime. They use their ability to discern lies from the truth to aid them in this task, although they are not too discerning with what a person lies about, so some have been known to ask confusing or embarrassing questions as an excuse to arrest someone for further questioning.


Quote:
Originally Posted by A WORD TO PROSPECTIVE DUNGEON MASTERS
The following entries are for "named" characters in the Mercykiller ranks. While stated out, they are generally only for informational (and fun) purposes. Players should not expect these beings to be "boss monsters" at the end of an adventure. In fact, most players will never meet beings like these ones.

DMs are encouraged to sprinkle their flavour into their adventures (when appropriate; especially if a PC has decided to be a Mercykiller!), but if the PCs are actually attempting to "fight" one of these beings then something has likely gone horribly wrong. There are more than enough creatures in the Planes for a blood to stick his sword in. More than the challenge these beings represent in combat, challenging them could bring down severe repercussions upon the PCs, not to mention ignite kriegstanz if any of the PCs belongs to a faction.

DMs should think very carefully about what kind of campaign they're running if they're seriously considering letting the beings below "roll for initiative".

Nijul P‘iuy, Factor of the Mercykillers

(special thanks to Mephit James of Planewalker.com for the below info)

Known as a "Justicar" in the ranks of the Mercykillers, Nijul P‘iuy is an Aasimar who was saved from a slaver by a pair of Mercykillers when she was young. The bloods left a big impression on her, and she quickly joined and climbed their ranks, where her grace and beauty making her a very public figure in the organization. She would quickly make Factotum, and Factor about five years before the events of the Faction War.

She is well-liked within the organization, and is mindful that some Mercykillers have been harming their reputation by being too quick to use violence as a first option. Sometimes, force is a really good solution to a problem, but she feels a good Mercykiller should use their head first, and save the violence for "plan B". She generally splits her time between the Sigil Prison and the Lady's Ward, where she tracks down those who would try and hide their crimes under their wealth.

Nijul does not particularly get along with Arwyl Swan's Son, whom she feels is too soft on criminals. She grew up in the harsh realities of the Sigil Prison, and doesn't believe that his attempts to ensure that every prisoner gets a fair trial and fair punishment is silly. Leave it to the Guvners to decide whether a sod deserves to be punished, and let each individual Mercykiller decide what that punishment should be. After all, criminals have different... needs... and if the punishment gets a little excessive, so what? There was probably something else the basher was guilty of. Nijul is also weary of Nilesia's rule, but has her to thank for her new position. So she'll play nice... for now.

Post-faction War, Nijul takes control of the Sodkillers when the faction splits. With her faction no longer in control of the prison, she decides to carve out a new focus for the "new" faction, by returning them to their roots as mercenaries. With the "Sodkillers" are no longer welcome in Sigil, the faction made a minor change to their emblem and started calling themselves the Minder's Guild: muscle for hire.


Arwyl Swan‘s Son, Factor of the Mercykillers

(Arwyl Swan's Son's stat block from Dragon Magazine, #370)

Arwyl Swan's Son is a Paladin from a prime world, Cormyr. He became trapped and injured in the Outlands while chasing a fiend. He was rescued by a a Mercykiller, and unable to return home, joined up with their ranks. His sense of justice initially was in-line with the Mercykiller ethos, but over time he would slowly begin to fear that the Mercykillers were stressing "justice" over "good" to an unhealthy degree. He has since taken on the task of ensuring that the prisoners in Sigil are treated properly and receive good legal representation, which has ruffled feathers in the Mercykiller organization. He's not so soft that he'll let anyone into the Prison - you'd need to be a Mercykiller yourself with a good reason to stand a chance - but he's sympathetic, and will hear a cutter's pleas.

He has built a small following of Mercykillers who share "his" sense of the greater good, and they have taken it upon themselves to really delve into the Sigil legal system. While normally the realm of the Guvners, several Mercykillers have tried to represent the accused, and although they haven't been too successful, they're getting attention. Not everyone in the Red Death - let alone the Fraternity of Order - is happy about that. Arwyl Swan's Son has also started making some changes in the Sigil Prison, installing more "lawful good" blokes in positions of power there. He's getting pushback from Nijul P‘iuy, and if their two conflicting sensibilities of what is "right" may be coming to a head.

Post-faction war, Arwyl Swan's Son is chosen to lead the newly reformed Sons of Mercy. Initially, they try and take over the Harmonium's job of "policing" Sigil, but their willingness to turn the other cheek (and experience), see them quickly replaced; many speculate that they simply don't think a "clueless" basher from a Prime world can be in such a position of power. Dejected, Arwyl Swan's Son goes on a journey through the Upper Planes, spreading the Sons of Mercy philosophy.


Alisohn Nilesia, Factor of the Mercykillers


Alisohn Nilesia grew up in the Sigil Prison, the daughter of a thief who died during child birth. She latched onto the Mercykiller Philosophy at a young age, and by the age of eight could recite every law in Sigil. Factor Mallin, the Mercykiller Factor at the time, tried to turn her away, but eventually could not deny the child's conviction.

She did not raise to her current place without detractors in the Mercykillers, but Alisohn would rise in the ranks above them, becoming Factol at the age of 19. She would see those who criticized her moved to miserable positions in the Mercykillers organization. Indeed, many understand that there have been some underhanded dealings that caused her to rise so quickly, but those who speak out have quickly disappeared. Those that remain that are close to her are fanatically devoted to Alisohn; she is often accompanied by a sizable group of ten Mercykillers at all times.

A workaholic to the extreme, Alisohn sleeps very little, spending a lot of time in research and contemplation. No one can deny that she is excellent at running the faction, and with an extreme eye for detail. She has individually examined every file that she has approved for punishment, and can often recite exact details on files she's read over a year ago, and has been responsible at pointing out numerous errors in reports, to the chagrin of the Guvners at the City Court. One thing that she has been criticized for is the number of sods with life sentences that have been led to the gallows; triple the amount per year of the previous factols. That's not even half the dark of it: many prisoners are being sold to the fiends to be used in the Blood War. Alisohn may be green, but she's certainly not above using the prisoners as a resource to further her own ends.

Despite having a loyal inner core, there is a growing movement in the faction that is starting to oppose her rule. While she suspects Awryl Swan's Son, she hasn't been able to tie anything to him. Alisohn has been sending those found "guilty" to the Wells of Vorkehan on Acheron, but it's a slow process - her devotion means that any sentence must personally be reviewed by her.

She has also been romantically linked to Duke Rowan Darkwood, Factol of the Fated. Darkwood has plans to run Sigil, and Alisohn is a key part of it. The dark of it all is that she actually has fallen for him, but she's got a secondary reason for wanting to marry him outside of his wealth and power: people who want to run Sigil tend to attract the attention of the Lady of Pain. And Her Dark Majesty just happens to be a subject that Alisohn is very interested in.

You see, she's been had this reoccurring dream, where The Lady has been asking her (and the Lady doesn't speak to anyone) what Alisohn would do if She, the Lady of Pain, had committed a crime? Alisohn has taken this the only way she can process it: the Lady must be guilty of something. What that is, the Factol doesn't know. But it's consumed her. She believes the Lady intends to die, and wishes Alisohn to be the one to kill her. Of course, Alisohn's told no one about this, because who would be barmy enough to believe her? So she has kept this matter to herself. She has been spending what little free time she trying to gather information about the Lady, and has stationed a few trustworthy members of her faction to keep an eye on the Dabus. Otherwise, she bides her time...

Post-Faction War, Alisohn has been betrayed by Factol Darkwood, and finds herself sold into slavery in the Lower Planes - an ironic fate. Her faction splits shortly after her disappearance, and everyone believes she's simply been Mazed like most of the other Factols. So for the moment, no one exactly knows her fate.

Last edited by Eddie; 04-14-2017 at 10:59 AM.
  #318  
Old 05-06-2013, 10:58 AM
Eddie Eddie is offline
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Final vote tallies:

First question: Who is better off? The man who knows his name, or the man who does not?

1) Ask to hear Reekwind's answer = 4 votes
2) Tell him that the man who knows his true name is better off, for it means he knows himself = 13 votes
3) Tell him that a man who doesn't know his true name is better off, for it means he is protected against those that would harm him = 0 votes


Second question: will this story - of the man who wakes up in a Mortuary without his memories - will answer itself in time?

Name (alignment) = (vote weight), (vote choice)
Arithon32 (Neutral Good) = 2, 3
Austin (Chaotic Good) = 3, 1
birdiedude () = 2, 2
Brickroad (Lawful Evil) = 2, 2
Destil (Chaotic Good) = 1, 1
Gerad (Chaotic Neutral) = 3, 3
Kalir (True Neutral) = 3, 1
Knurek () = 1, 1
Mightyblue () = 1, 2
Mogri (Chaotic Neutral) = 1, 2
Mr Sensible (Neutral Good) = 1, 2
Olli T (Lawful Evil) = 1, 2
Phil (Chaotic Good) = 1, 1
Soren Highwind (Neutral Good) = 1, 3
Taeryn (Chaotic Good) = 5, 3
Teaspoon (Chaotic Neutral) = 1, 1
Torzelbaum () = 1, 3

1) Tell him that what happens will happen. The tale might have no answer (more chaotic) = 10 votes
2) Tell him that it *must* happen, for every story must have an ending (more lawful) = 8 votes
3) Tell him that it is not you who will decide if this tale will reach its conclusion (neutral) = 12 votes

Update sometime in the next day or so!
  #319  
Old 05-06-2013, 03:28 PM
Eddie Eddie is offline
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CHAPTER 3: THE DEATH AND LIFE OF GREAT CITIES, PART 2
Where our heroes play with knives, get some tattoos, and find themselves boxed in.
************************************************** **************************************************




I feel like not knowing my own name is a burden, that without it I may never find out who I truly am. Rather than being paranoid about someone deciding to use it against me, I shall grow strong, strong enough to protect it.

Will my journey lead me to my name? I am not sure. Perhaps my quest to find Pharod and my journal shall answer it, perhaps there is something greater I must overcome first. I shall not worry about it for the time being.



I can sense a minor enchantment on the coin, which brings luck. I can't help but admire the irony that a man who has fallen so far would be in possession of such an item. Perhaps in his curse, he never knew exactly what he was holding onto?

Quote:
Originally Posted by The Editor
Luck is a weird stat that doesn't have an analogue in the pen and paper game... at least, not in 2nd Edition. I don't think anyone has even truly explained it, but by most accounts it seems to make you a little better at everything. You hit more often, deal more damage, your spells stick easier, etc. I'm not sure if it simply applies a positive bonus to all rolls or not, but it's certainly pretty useful.

Of course, I'm the kind that hordes items and this game isn't THAT difficult so I'll probably never use it.



We're going to be jumping around the Hive a bunch this update, so I thought I'd throw up some maps to help keep everyone orientated. This is where the two main quests this update come from: helping a chap named Porphiron get a trinket that was stolen from him back, and dealing with a mysterious box. Porphiron is close to the east exit, while the quest involving the box is gotten near the west exit.

First, we'll go get ourselves pick-pocketed.




I'll keep a firm eye out for such pickpockets; I feel that despite their tendency to try and separate me from my hard earned money, there's some lessons to be learned by watching their technique. Like the phony Dustman from earlier, he uses his loose clothing as an a cover for his thievery. How interesting.

Quote:
Originally Posted by The Editor
Like many situations in this game, you need a 13 Dexerity to catch the hand of would-be thieves. Your reward is based off your Wisdom (the best coming at 16+, which I easily meet) giving you 1250 experience and +5 to your Pickpocket skill. This isn't the only pickpocket we'll handle today...


Just south of the pickpocket, I find a strange man in distress. He cries out every so often for guidance from someone named "Erit-Agge", whatever that is. I decide to see what it is he is crying about.





What a strange man. Well, if he's as good with weapons as he says he is, maybe I can get some training from him once I get this silly trinket back for him. At this point I've handled dozens of thugs, what's three more?

Quote:
Originally Posted by The Editor
An aside: I don't know what this NPC is supposed to be, or who the heck the *Erit-Agge* are. A lot of things in this game have clear nods to other things in the Planescape setting, but my google-fu turned up nothing on this guy. My best guess is that he's an insert from one of the developer's games.



Getting to the Smolder Corpse Bar (SE Hive) area is a small trip. On the way, I decide to talk to a prostitute.




Well that was... you know what, never mind I've got some thugs who need to be taught a lesson.

Quote:
Originally Posted by The Editor
Triggering this conversation gives Morte more taunts. Not *mechanically* more taunts - that only increases as Morte gains levels - but it opens up new sound files for his Taunt skill to draw from.



Anyway, here's where those thugs we're looking for are. Another quick detour however, to Fell's Tattoo Parlor. We've got money to burn after looting the Alley of Dangerous Angles.



Fell here will sell you magical tattoos, which can be used to gain semi-permanent bonuses (at least until you remove them). I'll come back here for the dialogue later once I get a particular party member so I don't have to talk to him twice.

If you've been keeping up on the Planescape lore, Fell here is the fallen Dabus that worshiped a power that tried to take over Sigil (shortly after, The Lady of Pain killed him and tossed his body into the Astral Sea). We'll in fact meet a priest of this dead god later this update!

Fell himself will have some very interesting things to 'say' later.



Incidentally, this is where we got that +1 bonus to Dex that's giving the Nameless One the ability to catch thieves with ease. His selection of tattoos increases as the game goes on, but there are a few basic ones that are very useful to purchase early. In general, +1 to a stat tattoos cost 300 copper, but anyone can wear them. There is a +2 version, but it's for thieves only.



Each tattoo is "unique" in the sense that you can't have more than one, and they're equipped just like items. In general, +1 to a stat tattoos cost 300 copper, while +2 to stat tattoos cost 1200 copper, and only certain classes can wear them.

This isn't the case with the Wisdom one, although we're only interested in the extra bonus experience for wearing this (the Lore bonus to identify items is a handy, but ultimately negligible bonus). A Wisdom of 20 grants a +20% bonus to the experience the Nameless One gains, while a Wisdom of 22 grants a +25% bonus. This is not insignificant, so we'll be wearing this for a while.



We pick up this tattoo too, as +2 Con for Dak'kon will help make up for his Mage levels sucking his HP down, and (eventually) allow him some limited regeneration. As mentioned before, HP gains for level ups from Constitution are retroactive, so he gains seven more hit points by wearing this Tattoo. Not too shabby!

Tattoos are one of the bigger sources of bonuses in the late game, so don't ignore them. Incidentally, Morte cannot equip any tattoos, which means that he's not so hot in the late game, but I suppose that was the point of front-loading some incredibly defenses on him.
  #320  
Old 05-06-2013, 03:30 PM
Eddie Eddie is offline
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I find the thugs Porphiron described lounging next to the Smoldering Corpse. I can tell just by looking at them that they would be no problem to take out, but now that I consider it, a pacifist might be more reluctant to help me if I go around solving his problem with violence. Perhaps I can just purchase this object?



Ten copper is pocket change for me now, so I accept. Trinket obtained, at without a blow struck! This should please him.

I wonder why everyone keeps calling me a Guvner? I ask Morte but he shrugs; he doesn't know either.

Quote:
Originally Posted by The Editor
While in Cockney English, the term "guvner" might carry with it some respect, it's strange to have people calling you that. "Guvner" is a nickname for someone from the Fraternity of Order, which no one should believe we are a member of. Oh well.


As I go to leave, I spot what looks like an inebriated woman lift her hand from a passerby's purse. Another pickpocket?




Another interesting technique, but I confess I don't think I possess the right anatomical features to pull off the same con.

Quote:
Originally Posted by The Editor
Same deal as Fleece from earlier: 1250 experience, and +5 pickpocket skill in a class we've never touched. I just want to say that while I do love this game, why does "Fleece" get a name, but "Drunk Harlot" not? Perhaps she's related to Wife-Of-Angyar...
I return to Prophiron, triumphant.





What a farce! Why can't he be happy I spent my own money to get his dumb trinket back?

Ah sod it.

I ask him for some pointers in using a knife; no other weapon is particularly useful for me as a practitioner of the Art.

Quote:
Originally Posted by The Editor
I've skipped over a bunch of dialogue here; before he'll train you, Prophiron will give you a big awkward speech that tries to make sense over how weapon proficiencies work.

You're forced to switch to Fighter to take lessons, but with Dak'kon in your party you can switch back to Mage immediately after. While in *normal* D&D, a straight mage cannot become specialized in any weapon, weapon proficiencies transfer over when you switch classes. Doing this gives the Nameless One a fancy +1 to hit, +2 to damage, and an extra attack every second round. It's definitely worth doing. It still leaves him with a bunch of unused proficiency "slots", but whatever.



Morte also gains enough experience to hit level 5! He gains another 12 hit points and a -1 to his THAC0. In addition, he also gains another proficiency point in Fists Teeth, bringing him from "Specialized" to "Mastery", giving him an additional +2 to hit and +1 to damage. and the opportunity to upgrade Ingress's Teeth:



No long dialogue, just teeth that now act as a +1 to weapon. We'll be able to upgrade these again when Morte hits level 8. Still that was a pretty good level!


On my way through the area, I see a mysterious man who is surrounded by a bunch of dead creatures... the same kind I took care of earlier in the Alley of Dangerous Angles. Morte says they're called Lim-Lim's He whispers me to come talk to him, and I oblige.

Quote:
Originally Posted by The Editor
While I think of it, Lim-Lim's were a Planescape: Torment creation too. According to a fan write-up, they're playful creatures from the Outlands, whose eggs are a delicacy. Who knew?


A simple task. The warehouse that the man describes is not too far away. Now that I have it,I decide to take a closer look at the box...



... what a mysterious item. Oh well, I wasn't asked to open it, just deliver it.



The warehouse is just north-west of the Smoldering Corpse tavern. I think I'll stop in and have a drink after this delivery. A creature that Morte describes as a "bariaur" stands guard, but simply nods as I approach, and steps aside.



The man I'm looking for is sorting through a chest as I approach.





A chill crawls out his spine as the man runs from the room. I feel like I might have gotten involved in something dangerous. Brasken he said?



Locals point me to his home nearby. I tell Morte and Dak'kon to stand ready to grab the guy if he decides to take off running too.





Well, I'm getting somewhere now at least. I thank the man for his help, and head towards the Dustmen memorial near the Mortuary; Brasken says she lives nearby.
  #321  
Old 05-06-2013, 03:31 PM
Eddie Eddie is offline
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Some thugs eye me as I pass through, but they jump back once they see the box I have. Hmmph.

Quote:
Originally Posted by The Nameless One
Just want to say that running around the Hive like this is a great way to get into small skirmishes with thugs. Check out all this loot I got from them:

45 copper
4 Copper Earrings
11 Bronze Rings
3 Bronze Bracelets
2 Clot Charms
1 Dirty Rat Charm

That's a couple hundred more jink in our pocket!




What a history this box has. I hope this priest that Shilandra described can help me get rid of this nuisance.



It takes me a while to find an entrance into the ruins I find in the Alley of Dangerous Angles, but I eventually find a small staircase leading to a cellar. Is there actually someone living here?

Quote:
Originally Posted by The Editor
Note, this door is a GIANT pain in the ass to find.




I think about asking this priest more about his God, but Morte grunts and gestures that we should leave. When we get outside, he tells me that the Lady of Pain does NOT appreciate those who worship that particular power, and that if I know what's good for me I'll never talk to him again.

I shrug; I have more pressing matters I suppose that to find religion.

Quote:
Originally Posted by The Editor
Note: you can become the "second" disciple of Aoskar if you wish, but I don't recommend it. You can also buy the gem from him, but it's not worth the price.



A thug pushes Dak'kon into level 4 for his Mage class. It nets him 2 extra HPs, and the ability to cast an additional level 1 (meh) and level 2 (Power of One!) spell.


Heading back to where I find the man who foisted that box on me originally, I find him hiding in a nearby building. The bodies of creatures nearby clearly give him away.




Well, it was a pain but I can't complain about the Reward. Now how about that drink!

Quote:
Originally Posted by The Editor
Not killing Mar gives you:
500 Copper
a Hollow Axe (non-magical; sell)
1250 experience


This place is becoming a bit of a second home to me. I make a beeline to the bartender.




Free booze? Well my interest is piked.



I find the person in question duck behind a pillar as I approach. She's wearing Dustman robes, but I'm pretty sure she's not affiliated with the Faction, given her demeanor and the fact that she's drinking HERE rather than the Gathering Dust Bar.



100 coins!? For 10% of the debt? What has this lady been drinking, and why was the fool of a bartender content to let her rack up such a massive bill!?

Quote:
Originally Posted by The Editor
Decision time! We've got a few ways we can handle this situation:

How will we deal with this alcoholic who can't pay her bar tab?

1) Pay 100 copper for her bar tab. She's made a mistake, we should help her correct it! (more good)
2) Distract her, and then poison her drink with embalming fluid. Problem solved! (more evil)
3) Forget it! She'll have to solve this herself; it's no longer "free booze" if you have to pay 100 copper for it! (neutral)
  #322  
Old 05-06-2013, 03:55 PM
Eddie Eddie is offline
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You might be wondering, what happens if you open the box?

Let me be clear that there are fiends in this game who will wreck your shit. We're playing with 2e rules after all, which means that not only might Fiends have ridiculous armor classes, magical abilities, and hit points, they might also be outright immune to our weapons, which at this point don't go above +1.

So naturally, you don't want to take the chance, right?



You get an "are you SURE?" message before choosing to open the box, but if you still insist on opening it, you face...



This asshole.



He comes at you quickly and...



...dies like a chump. I tried fighting him three times; he dealt a total of zero damage over the course of three trials. He's worth a meager 200 experience (way less then you get for completing this quest the "correct" way), and drops loot as if he was a common Sigil Thug, which means there's no value in killing him.

Worst kick in the nuts: Mar will refuse to pay you for killing the fiend, arguing that you didn't do what he told you to do! What a jerk!

... anyway, let's see what the current vote weights are at! Remember that the number in the square bracket is the number of votes each person has "won":

Alpha Werewolf [1]'s new vote weight: 1 vote
Arithon32 [6]'s new vote weight: 1 vote
Austin [7]'s new vote weight: 4 votes
birdiedude [2]'s new vote weight: 3 votes
Brickroad [4]'s new vote weight: 3 votes
Cort [5]'s new vote weight: 3 votes
Dawnswalker [2]'s new vote weight: 2 votes
Destil [8]'s new vote weight: 2 votes
Falselogic [2]'s new vote weight: 1 vote
Gerad [6]'s new vote weight: 1 vote
Heffenfeffer [1]'s new vote weight: 1 vote
JFink [0]'s new vote weight: 3 votes
Kalir [5]'s new vote weight: 4 votes
Knurek [6]'s new vote weight: 2 votes
Kylie [2]'s new vote weight: 1 vote
Loki [0]'s new vote weight: 2 votes
Mightyblue [2]'s new vote weight: 2 votes
Mogri [6]'s new vote weight: 2 votes
MoneyCityManiac [2]'s new vote weight: 1 vote
Mr Sensible [5]'s new vote weight: 2 votes
Olli T [4]'s new vote weight: 2 votes
Phil [8]'s new vote weight: 2 votes
Raven [2]'s new vote weight: 1 vote
Soren Highwind [11]'s new vote weight: 1 vote
Taeryn [5]'s new vote weight: 1 vote
Teaspoon [7]'s new vote weight: 2 votes
Torzelbaum [2]'s new vote weight: 1 vote
  #323  
Old 05-06-2013, 04:10 PM
Gerad Gerad is offline
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The question I like to ask myself in these situations is: which option will help us the most? Here, I don't see the potential benefit in ignoring the woman or killing her, but maybe she'll do something for us if we help her out. The fake dustman getup she's got on makes me think there's more to her than meets the eye.

Option 1.
  #324  
Old 05-06-2013, 04:39 PM
Mogri Mogri is online now
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Gotta go with 3 here. If we give her a handout, she'll just use it on booze.
  #325  
Old 05-06-2013, 05:01 PM
Nodal Nodal is offline
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Number 1.
  #326  
Old 05-06-2013, 05:53 PM
Mr. Sensible Mr. Sensible is offline
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Option 3. We've got better charities to throw our coin at, dammit.
  #327  
Old 05-06-2013, 06:48 PM
Teaspoon Teaspoon is offline
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Option One, just to stick it to everyone who thinks that the poor should never have any luxuries or joys in their life. People are people and we can afford to help this woman.
  #328  
Old 05-06-2013, 07:31 PM
Albatoss Albatoss is offline
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Quote:
Originally Posted by Gerad View Post
The question I like to ask myself in these situations is: which option will help us the most? Here, I don't see the potential benefit in ignoring the woman or killing her, but maybe she'll do something for us if we help her out. The fake dustman getup she's got on makes me think there's more to her than meets the eye.
All good points! Plus we have kind of a lot of coppers at the moment, it's not like 100 will put much of a dent in our purse, right? Option 1.
  #329  
Old 05-06-2013, 07:49 PM
Raven Raven is offline
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Option 1. Help her, then take advantage of that fact. Just like real life!
  #330  
Old 05-06-2013, 08:43 PM
Mightyblue Mightyblue is offline
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Quote:
Originally Posted by Gerad View Post
The question I like to ask myself in these situations is: which option will help us the most? Here, I don't see the potential benefit in ignoring the woman or killing her, but maybe she'll do something for us if we help her out. The fake dustman getup she's got on makes me think there's more to her than meets the eye.

Option 1.
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