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

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 >
  #91  
Old 04-09-2013, 05:16 PM
Destil Destil is offline
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Sigil, the City of Doors, is a city of chaos, whose contradictions give it purpose.
  #92  
Old 04-09-2013, 05:25 PM
Gerad Gerad is offline
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Quote:
Originally Posted by Destil View Post
Sigil, the City of Doors, is a city of chaos, whose contradictions give it purpose.
  #93  
Old 04-09-2013, 05:33 PM
Teaspoon Teaspoon is offline
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I would third this.
  #94  
Old 04-09-2013, 05:40 PM
Mogri Mogri is online now
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As an advocate for chaos, I vote against the other readers, in favor of law.
  #95  
Old 04-09-2013, 06:41 PM
Dawnswalker Dawnswalker is offline
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You're not The Lady, Destil! I don't have to listen to you!

Sigil, the city of doors, is a city of order, whose contradictions give it purpose.
  #96  
Old 04-09-2013, 08:15 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Dawnswalker View Post
You're not The Lady, Destil! I don't have to listen to you!

Sigil, the city of doors, is a city of order, whose contradictions give it purpose.
I'm going to put you down as "abstaining".
  #97  
Old 04-09-2013, 10:12 PM
Phil Phil is offline
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The Lady doesn't speak anyhow, unless you consider mazing or flaying a form of speech.

Sigil is, of course, a city of chaos and contradictions. Devas and baatezu having a beer? It speaks for itself!
  #98  
Old 04-10-2013, 12:03 AM
Mr. Sensible Mr. Sensible is offline
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Sigil seems to be the most cosmopolitan city in all of existence, so I'd have to go with chaos and contradictions.
  #99  
Old 04-10-2013, 01:05 AM
Brickroad Brickroad is offline
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Sigil is very clearly a city of law. It is governed by unbreakable rules, divided into clean sections, and populated with a series of classes and castes. The multiverse itself is an orderly place, though it contains disorderly things, and Sigil is the center of it all. It is the hub around which the spokes of the Great Wheel turn.
  #100  
Old 04-10-2013, 01:12 AM
Nodal Nodal is offline
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Quote:
Originally Posted by Destil View Post
Sigil, the City of Doors, is a city of chaos, whose contradictions give it purpose.
  #101  
Old 04-10-2013, 01:23 AM
Knurek Knurek is offline
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Chaos all the way in this case.
  #102  
Old 04-10-2013, 01:38 AM
Kalir Kalir is offline
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Sigil is a place.
  #103  
Old 04-10-2013, 04:57 AM
Olli T Olli T is offline
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There are laws in Sigil, no question about it. Cross them and you will be punished.
  #104  
Old 04-10-2013, 10:26 AM
Taeryn Taeryn is offline
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I have no personal experience to draw from. All I have is what this thread has revealed. That said my vote is that...

Sigil is a city of Order, defined by its laws
The city is very orderly. A city with no end over a mountain with no end, over a plain with no end. Districts are defined. Factions are defined. Travel is regulated.
  #105  
Old 04-10-2013, 10:28 AM
Albatoss Albatoss is offline
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Sigil is a city of order.
  #106  
Old 04-10-2013, 10:37 AM
Eddie Eddie is offline
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This has been kind of back and forth so far! Current vote totals:

NAME (ALIGNMENT) = (VOTE WEIGHT), (VOTE CHOICE)
Austin (Chaotic Good) = 1, 1
Brickroad (Lawful Evil) = 3, 2
Dawnswalker () = 1, (abstaining?!)
Destil (Chaotic Good) = 1, 1
Gerad (Chaotic Neutral) = 2, 1
Knurek () = 1, 1
Mogri (Chaotic Neutral) = 3, 2
Olli T (Lawful Evil) = 3, 2
Phil (Chaotic Good) = 1, 1
Soren Highwind (Neutral Good) = 1, 2
Taeryn (Chaotic Good) = 1, 2
Teaspoon (Chaotic Neutral) = 1, 1
Mr Sensible () = 1, 1


CURRENT TALLY:
Sigil is a "City of Chaos" = 8 votes
Sigil is a "City of Order" = 11 votes

I don't know when I'll close the voting, but let's say I'll give it a few more days as I'll probably be too busy to play anyway.
  #107  
Old 04-10-2013, 10:56 AM
Arithon32 Arithon32 is offline
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  #108  
Old 04-10-2013, 05:22 PM
Falselogic Falselogic is offline
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BTW: Khorne could totally take the Lady of Pain
  #109  
Old 04-10-2013, 08:29 PM
Mr. Sensible Mr. Sensible is offline
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This LP is making me wish I'd made more effort to seek out a decent D&D group back in the day. Planescape is a super-interesting campaign setting and this game feels like this amazing convergence of pen-and-paper and video gaming that will probably never happen again.

Does anyone still play Second Edition D&D?
  #110  
Old 04-10-2013, 08:33 PM
Destil Destil is offline
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Quote:
Originally Posted by Mr. Sensible View Post
Does anyone still play Second Edition D&D?
Lots of people, but turnover in that sort of group is typically on the order of decades.
  #111  
Old 04-10-2013, 08:41 PM
Brickroad Brickroad is offline
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Quote:
Originally Posted by Mr. Sensible View Post
Does anyone still play Second Edition D&D?
Only every available chance I get.
  #112  
Old 04-10-2013, 08:41 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Mr. Sensible View Post
This LP is making me wish I'd made more effort to seek out a decent D&D group back in the day. Planescape is a super-interesting campaign setting and this game feels like this amazing convergence of pen-and-paper and video gaming that will probably never happen again.

Does anyone still play Second Edition D&D?
I imagine it really depends on the GM, especially a setting as complex as Planescape
  #113  
Old 04-10-2013, 09:04 PM
Eddie Eddie is offline
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The setting has been touched upon in 3.5 (see: The Manual of Planes), but you can also find a pretty indepth 3.5 "conversion" at www.planewalker.com (and it's free too!). Word of warning: their 3.5 setting follows the 2e module, "Faction War" which shook up the Planescape universe quite a bit.

4e's treatement of the setting has been, in a word, dismal. I love 4e, but they removed much of the complexity of the planes in order to create something that's easier to learn, but (in my view) feels much more generic. And Planescape should feel anything but generic. That said, the Planewalker material can be adapted with some work.

As a 4e champion (and DM of a 4e Planescape campaign), I will be doing my best to add some 4e relevent material that will allow someone to run a 4e Planescape game. There's a lot to write about in Planescape, so I'll have ample opportunity to "homebrew" some stuff. That way even if you can't enjoy Planescape in it's original 2e format, you might be able to enjoy it in the later editions!
  #114  
Old 04-11-2013, 08:34 AM
Eddie Eddie is offline
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I was planning on letting the poll run for a few more days, and then an ICE STORM happened in Toronto and I can't go out to do the work I wanted to do. So... Planescape!

Name (alignment) = (vote weight), (vote choice)
Alpha Werewolf () = 2, -
Arithon32 () = 1, 1
Austin (Chaotic Good) = 1, 1
Brickroad (Lawful Evil) = 3, 2
Dawnswalker () = 1, -
Destil (Chaotic Good) = 1, 1
Falselogic () = 1, 1
Gerad (Chaotic Neutral) = 2, 1
Heffenfeffer () = 1, -
JFink () = 3, -
Knurek () = 1, 1
Kylie () = 1, -
Loki () = 2, -
Mogri (Chaotic Neutral) = 3, 2
MoneyCityManiac () = 3, -
Mr Sensible () = 1, 1
Olli T (Lawful Evil) = 3, 2
Phil (Chaotic Good) = 1, 1
Raven (Neutral Evil) = 3, -
Soren Highwind (Neutral Good) = 1, 2
Taeryn (Chaotic Good) = 1, 2
Teaspoon (Chaotic Neutral) = 1, 1

Option 1, Sigil is Chaotic = 10 votes
Option 2, Sigil is Lawful = 11 votes

Sigil is Lawful wins!

New vote weights (only those greater than "1" listed):

Alpha Werewolf () = 2
Arithon32 () = 2
Austin (Chaotic Good) = 2
Destil (Chaotic Good) = 2
Falselogic () = 2
Gerad (Chaotic Neutral) = 3
JFink () = 3
Knurek () = 2
Loki () = 2
MoneyCityManiac () = 3
Mr Sensible () = 2
Phil (Chaotic Good) = 2
Raven (Neutral Evil) = 3
Teaspoon (Chaotic Neutral) = 2

If you haven't, please give me your chosen alignment!

This LP will hopefully be moving into more bite-sized updates (ending with an alignment decision). Expect one soon!
  #115  
Old 04-11-2013, 12:56 PM
MoneyCityManiac MoneyCityManiac is offline
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Quote:
Originally Posted by Eddie View Post
If you haven't, please give me your chosen alignment!
Lawful evil!
  #116  
Old 04-11-2013, 01:46 PM
Eddie Eddie is offline
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As I approached the Smoldering Corpse Bar in celebration of my recent magical training, I saw a half dozen men move toward me with blades drawn. One of them yelled at me that they were planning on mugging me... but I got the feeling that they weren't after my coppers.


CHAPTER 2: WELCOME TO THE JUNGLE, PART 2
In which our hero meets a man on fire, a man who is a letter, and a man who *knows* too much.
************************************************** **************************************************




I stepped back and fumbled in my pockets for the corpse of a dead fly. The "Swarm Curse" spell would likely be effective here, but I had to be careful: I only wanted to swarm to attack the thugs, not the people. Perhaps the other strangers had a problem with me too, but this was no time to be find out.



The insects began attack two of them, but all but one moved towards Morte. "Don't worry chief, these berks have found someone who can bite off more than he can chew!" he yells.

Trusting him, I turn my attention to the one coming after me, tossing a Chromatic Orb spell at him. It doesn't appear to affect him at all, piece of junk magic. I draw my knife and move to engage.



The insects soon cause a few of the thugs to run in fear, while Morte rips the throat out of another one. I exchange a few knife scars with the one in front of me before he panics and begins running too.



The two of us scramble after those that are still looking for a fight, and myself and Morte each give them a blow that knocks them out cold.



It's a bit of a bloodbath (mixed with insect shells), but we're both generally no worse the wear. We strip a handful of copper off the thugs, straight ourselves, and enter the bar.

Quote:
Originally Posted by The Editor
Loot:

19 Copper Commons
2 Clot Charms (healing item)
1 Copper Earring (sell)


This bar is fairly warm, with all manner of creatures sitting at tables, chatting, and nervously glancing as I enter. In the middle of the room, a man floated slightly off the ground, completely engulfed in flame. He just stands there, rotating in place, as if looking for something...

A lady nearby seems mesmerized by the man.





Ingus is his name, and he was a great wizard was he? I wonder if he would have anything to teach me? Still, I wonder what he did to cause his enemies to dole such a horrendous punishment to him...

I also wonder what this "Plane of Fire" is but decide to just ask Morte later. People really don't seem to like me asking such questions. And why do they keep calling me clueless?



Just up the stairs, two individuals catch my attention. One looks mundane enough, but I can just tell there is more to him than that, least of all because none of the other inhabitants in the bar - even the tough looking fiends - meet his gaze as he stares around the bar.

Another looks like an aging man with thin, alien, features. He is sporting what looks like a truly magnificent weapon.

I decide to talk to them in turn.






I... I wish he hadn't disappeared... he knew so... so much. For a little more than that glimpse! I ponder what I saw briefly. Morte gets a concerned look on his face, but I wave like nothing is wrong. What a mystery... I collect myself and turn to the elder. He apparently has been in his own world the entire time I've been standing here.

Quote:
Originally Posted by The Editor
Talking to this man (and not angering him, and you don't want to anger him) gives you a +1 bonus to your Wisdom, which takes us up to 20.

Fun fact: his name is likely a play off the Star Trek: The Next Generation friend/foe, "Q".
  #117  
Old 04-11-2013, 01:48 PM
Eddie Eddie is offline
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Another companion, and one - unlike Morte - who knows to choose his words carefully. I can see whispers of the Art on him, and resolve to ask him about it.

Quote:


Dak'kon is our next party member, and he's pretty great. He's a multi-class character, which means he splits his experience between both his Fighter and Mage classes evenly. This means he'll always be about a level behind both Morte and the Nameless One in either class, but the sum total will make him a powerful ally.

He's got excellent stats for a Fighter (17 Str, 16 Dex, 16 Con) and his Int is high enough that he'll be able to learn most of the spells we'd want to teach him. He comes with his own unequippable magic weapon that grows with him that hits hard (about twice as hard as Morte does right now). He's not the tank Morte can be without Morte's great physical resistance, although he has a pretty good AC.

His weapon is, as mentioned, great:

Quote:
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 2-9 Slashing
Special: +1 to Armor Class
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity. Limbo itself is a soupy mass of elements, and only through force of will can the githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind. Dak'kon's blade is composed of this substance; through mental discipline alone, Dak'kon maintains the integrity of the blade. He can shape is slightly depending on his skill, adjusting its length and sharpness of the edge. Presumably as he gains new levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a weapon that depends on the integrity of the wielder would be entrusted only to those who had learned to discipline themselves.

This blade appears to have a special religious significance for Dak'kon. Dak'kon has wound a series of parchments around the hilt of the blade. These appear to be mantras dedicated to Zerthimon.
This weapon changes based off two factors: Dak'kon's level of fighter (at 4, 7, and 10) and his morale (i.e. how well you treat him, although you can't generally manipulate this well). It's a great weapon, that will eventually give him a slew of bonuses.

He's also got the ability to let the Nameless One switch between being a Fighter and being a Mage, which is handy should the need arise. He's doubly useful if you make the Nameless One a Mage, as we'll see...



Before he hands me the Circle, he tells me some of the wondrous things that the Way of Zerthimon allows him to perform:

Quote:
Originally Posted by SUBMERGE THE WILL (Level 1)
Range: 10 ft
Duration: 12 seconds per level
Speed: 1
Area of Effect: One creature
Saving Throw: None

When the will is submerged, new strength is gained: The strength to endure and protect against adversity. With *knowing* the teachings of the Third Circle of Zerthimon, comes greater protection against all forms of attacks.

When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. it bestows an AC 2 against all attacks and a +1 to all Saving Throws for 12 seconds per level of the caster.

"This is a pretty strong effect, but it's weakness is that it doesn't last very long. That said, giving the Nameless One an AC of 2 - if even only temporarily - is a good way to start a combat, especially if the Nameless One wants to start the fight out with an AoE spell. - The Editor"
Quote:
Originally Posted by REIGN OF ANGER (Level 1)
Ranger: 40 ft + 15 ft per level
Duration: Instantaneous
Speed: 1
Area of Effect: 1 creature
Saving Throw: None

Zerthimon's teachings allow the channeling of anger into streams of unerring missiles that quickly strike those that oppose you.

This spell summons a magical missile that strikes its target unerringly for 3-5 points of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.

"This is essentially a slightly better Magic Missile spell. The range is cut in half (which is no big deal), but it deals slightly more damage. That said, even a "better" Magic Missile isn't usually worth a spell slot, but there are times when an unmissable burst of magical damage is just what's needed. - The Editor"

Quote:
Originally Posted by SCRIPTURE OF STEEL (Level 1)
Range: 150 ft.
Duration: 30 seconds
Speed: 1
Area of Effect: 50 feet cube
Saving Throw: None

One of the earliest teachings of Zerthimon, this incantation reflects what
*knowing* that flesh yields to steel achieves: bestowing a greater advantage
to strike and the strength to resist damage.

Scripture of Steel grants +1 to hit and +1 to saves to all creatures that are
"Friendly" to PC in a 50 feet radius from the casting point.

"This is essentially a Mage version of the Priest Spell "Blessing". Blessing is good for a level one spell, so having one or two of these memorized before wading into a fight isn't a bad idea. - The Editor"
Quote:
Originally Posted by VILQUAR'S EYE (Level 1)
Range: 45 ft. + 15 ft. per level
Duration: 30 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Negates

Vilquar's Eye is branded upon the one who is foolish enough to cross the
caster. Vilquar's shortsightedness becomes the target's vision, and soon
the world is muddled and dark.

If the targeted creature fails its saving throw at -1 penalty, the creature
will be struck with blindness and suffer a -4 penalty to its attack rolls and
a +4 penalty to the target's AC.

"Vilquar's Eye is essentially the Mage spell "Blindness" except with half the range and duration and a +1 to "hit". Not worth using over Blindness generally. as a small bonus to hit isn't generally worth the thirty extra seconds you would get for using Blindness instead. - The Editor"
Quote:
Originally Posted by POWER OF ONE (Level 2)
Duration: 30 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None

And from Gith, the warrior-queen, came the *knowing* of oneself. And from the *knowing*, came immense power.

This spell increases the target's Strength score by a certain number of points
(or tenths of points above 18) which will still be qualified by race/class
restrictions. The spell cannot bestow a Strength of 21 or greater. The bonus
is as follows:
Priest 1d6+1 points
Rogue 1d6+1 points
Warrior 1d8+1 points
Wizard 1d4+1 points

"Like most of Dak'kon's spells, this one is an alternative version of the Mage "Strength" spell. It loses half its duration (which isn't a big deal for a spell that's usually measured in hours), but gives an additional point of strength over the Mage equivalent. This spell is great to use on anyone who will be in melee combat, as long as their strength isn't abysmal. - The Editor"


Quote:
Originally Posted by THE UNBROKEN CIRCLE OF ZERTHIMON

This small round stone is the "Unbroken Circle of Zerthimon". The Unbroken Circle is a *zerth* religious text, containing teachings of Zerthimon, the founder of the githzerai people. The Circle is made up of interlocking circles that fold out from one another, depending on which branch the reader wishes to follow in the path of teachings... it is said that some zerths spend years poring over the combinations of the plates, looking for new significance in the teachings.

Dak'kon seems to use the text as a means of focusing his spell casting abilities, for he pores over the tablet occasionally, memorizing the words.

"If the Nameless One is a Mage, you can talk to Dak'kon to slowly unlock this item. It not only rewards quite a bit of experience, but will teach the Nameless One new spells. Unlocking it fully requires a high Intelligence - 18 - so we won't be unlocking it fully until later. - The Editor"


Quote:
Originally Posted by UNBROKEN CIRCLE OF ZERTHIMON - FIRST CIRCLE

*Know* that we are the First People.

Once all was chaos. The First People were thought drawn from chaos. When the First People came to *know* themselves, they were chaos no longer, and became flesh.

With their thoughts and *knowing* of matter, the People shaped the First World and dwelled there *knowing* to sustain them.

Yet the flesh was new to the People and with it, the People came not to *know* themselves. The flesh gave rise to new thoughts. Greed and hates, pains and joys, jealousies and doubts. All of these fed on each other and the minds of the People were divided. In their division, the People were punished.

The emotions of the flesh were strong. The green and hates, the pains and joys, the jealousies and doubts, all of these served as a guiding stone to enemies. In becoming flesh, the First People became enslaved to those who *knew* flesh only as tools for their well. *Know* these beasts were the *illithids*."

The *illithids* were a race that had come not to *know* themselves. They had learned how to make other races not *know* themselves.

They were the tentacled ones. They lived in flesh and saw flesh as tools for their will. Their blood was as water and they shaped minds with their thoughts. When the *illithids* came upon the People, the People were a people no more. The People became slaves.

The *illithids* took the People from the First World and brought them to the False Worlds. As the People labored upon the False Worlds, the *illithids* taught them the Way of the Flesh. Through them, the people came to *know* loss. They came to *know* suffering. They came to *know* death, both of body and mind. They came to *know* what it is to be the herd of another and have their flesh consumed. They came to *know* the horror being made to feel joy in such things.

The Unbroken Circle is the *knowing* of how the People lost themselves. And how they came to *know* themselves again.
I feel after reading the Circle, that it is trying to tell me more than just about these... illithids. This story has stressed "The People", and their struggles. I must take the story as I would a fable, and learn the lesson contained within it.

I turn back to Dak'kon.





Dak'kon hesitates at answering the question. Is he hiding something? I ponder whether to press him to answer my question.

Do I dare push him for an answer?

Quote:


To end this update, learning the First Circle of Zerthimon and the Githzerai language is enough to push us into level 4. Since we had reached level 4 as a Fighter, there is no stat gain, but we do get a slightly better chance to hit enemies, as well as an additional level 1 and 2 spell slot.

Twice the Swarm Curses!

Today's vote is a small one, but will hopefully suss out the "evil" viewers from the rest. Note that the other option has no effect on alignment.

QUESTION: Do we push him for an answer?

1. Yes. Let's see his true worth (more evil).

2. No. Let's let the matter drop (neutral).
  #118  
Old 04-11-2013, 03:02 PM
Mogri Mogri is online now
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Make him spill it.
  #119  
Old 04-11-2013, 03:39 PM
Albatoss Albatoss is offline
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Let's let the matter drop.
  #120  
Old 04-11-2013, 03:47 PM
MoneyCityManiac MoneyCityManiac is offline
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Quote:
Originally Posted by Mogri View Post
Make him spill it.
This.
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