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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 >
  #121  
Old 04-11-2013, 04:43 PM
Mr. Sensible Mr. Sensible is offline
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As a proponent of Neutral Good, leave the poor guy be! Besides, the Nameless One isn't really in a position to criticize someone else's lack of insight.
  #122  
Old 04-11-2013, 05:03 PM
Nodal Nodal is offline
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It's none of our business.
  #123  
Old 04-11-2013, 05:48 PM
Destil Destil is offline
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Quote:
Originally Posted by Austin View Post
It's none of our business.
  #124  
Old 04-11-2013, 06:49 PM
Eddie Eddie is offline
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TORMENT'S ADVANCED DUNGEON AND DRAGONS 2ND EDITION RULES

************************************************** **************************************************
The following is a primer on how the underlying mechanics of this game work. A lot of this is cobbled together from various sources (unlike Final Fantasy Tactics, one man did not compile nearly every scrap of info about the game into one place), but should be generally accurate.

Planescape: Torment - like Baldur's Gate before it - uses a modified version of the Advanced Dungeons and Dragons 2nd Edition rules. Some things are translated straight from the game, other things are specific to Torment, and other aspects have been dropped entirely. The skeleton of these rules is as follows:


STRENGTH

Strength is a measure of how strong a character is, measured in their ability to strike blows that would normally glance off an opponent with melee weapons ("to hit"), how strong their melee blows are ("to damage"), how much they can carry ("weight allowed") and how easily they can use their strength to open locked or stuck objects (bash %). Strength is somewhat unique compared to the other stats in that an "18" strength is further divided into "percentiles"; percentile strength is only available to fighters.

If adding points at the beginning of the game, The Nameless One will go from 18 strength to 18/30, to 18/60, to 18/90, to 18/99, to 18/00. If adding points gained from levels, The Nameless One will go up in 10 percentile increments (from 18 to 18/10, to 18/20, to 18/30, etc.).

Quote:
Originally Posted by The Editor
I can't recommend start the game with higher than a simple 18 strength; a bonus gained from those who specialize in being a Fighter will bring it from 18 straight to 19 at level 7. More on that in a future update.


DEXTERITY

Dexterity measures nimble your character is, represented as their ability to hit an opponent with missile weapons ("to hit"), and how agile they are dodging incoming blows (AC Bonus, represented here as a negative because 2nd Edition).


Quote:
Originally Posted by The Editor
In most editions, a high Dexterity helps give you a bonus to initiative. This feature has been disabled in Planescape: Torment, as it doesn't use a traditional Initiative system.

Also, there is only one character in Planescape: Torment who uses ranged weapons, and he won't appear until much later in the game.

CONSTITUTION

Constitution measures how healthy the character is. In general, it's used to determine the hit points of a character, with any bonus (or rarely, penalty) applied at each level, up until level 10 (where hit points gained becomes fixed). This bonus is retroactive, so if a Constitution score raises (or falls) to a new bonus/negative it will often dramatically change a character's hit points. At higher levels (20+), it also can allow a character to regenerate hit points over time. A round is typically considered to be '1 minute' in D&D 2nd Edition, but as time is "sped up" in Torment, it roughly corresponds to (I believe) 6 seconds.

Non-Fighters have the bonus hit points gained from a high constitution capped at +2 per level. On the table below, Fighters use the numbers in brackets instead for determining hit points.


Quote:
Originally Posted by The Editor
In 2nd Edition, a high Constitution also normally conveys a saving throw bonus against poison, as well as give a character better odds of "surviving" a resurrection, but each has been removed for this game.

INTELLIGENCE

Intelligence roughly measures how smart a character is. It affects three areas that generally only a concern Mages, as this stat is their prime stat. "Spell Level" indicates the maximum level of spells that a Mage can learn (from level 1 spells to level 9 spells). "Max # Spells/Lvl" indicates how many unique spells a Mage can learn for a particular level. "%to Learn New Spell" indicates the chance to copy a spell from a scroll successful into a spellbook (failure ruins the scroll). "Lore Bonus" indicates a bonus to the chance that a character to identify a magical item upon seeing it (without the use of a spell or otherwise).


Quote:
Originally Posted by The Editor
In Torment, there are also several conversation paths that won't open up without a high enough Intelligence, although many of those can be still be opened with a comparatively high wisdom.

Note: there are - compared to Baldur's Gate - not many spells that can be gained at any particular spell level. The most is 17 spells at level 1, the total number of which begins to drop sharply at level 3 spells and beyond. There is therefore no benefit to having greater than an 18 intelligence, aside from the Lore Bonus (which is not really worth it). Save before trying to learn spells, and simply reload if it fails.

WISDOM

Wisdom roughly measures a character's common sense and intuition. Wisdom is the main casting stat for clerics, offering them bonus spells. While the Nameless One cannot become a priest, he still greatly benefits from Wisdom, as it opens up a great deal of conversation paths, and gives a passive bonus to experience gained. This makes it by far, the most valuable stat for the Nameless One.


Quote:
Originally Posted by The Editor
As far as I can tell, other characters in your party do not get a bonus for having a high Wisdom. They still get the Lore bonus if they qualify however.

In 2nd Edition, a high Wisdom also gives a bonus to yorr saving throw against spells (not ALL magical spells, just ones that specify the particular "save vs spell" category), but this feature has been removed in Planescape: Torment.

CHARISMA

Charisma indicates a character's force of personality. It sometimes references beauty, sometimes their way with words, other times the supernatural "aura" they give off. What is there to say about Charisma in Planescape Torment? Very little, as this stat only does two things. The first is that it opens up some conversation paths, usually through charm or through bold-faced lying. The second is that a very high Charisma (20+) will offer you a discount at some stores.

Quote:
Originally Posted by The Editor
Unfortunately, the level of discount has not been documented. Unpatched versions of the game allow you to exploit a high charisma, in that vendors will be willing to sell you items for less than they'll buy them back from you!

EXPERIENCE

Experience is generally divided evenly between all party members. However, some actions will give experience only to particular individuals (usually the Nameless One). When the total to the next level is reached, a level is gained. Each class gains levels at a different rates, as summarized on this chart below:



HIT POINTS

From levels 1 to 9, all classes gain hit points when they gain a new level, based on their class. A high constitution may modify the amount gained:

Priests: 1 to 8 hit points
Fighters: 1 to 10 hit points
Thieves: 1 to 6 hit points
Mages: 1 to 4 hit points

From levels 10 onward, the amount of hit points a character gains is fixed, based on their class. A high constitution is no longer added for the purposes of determining hit points:

Priests: 2 hit points
Fighters: 3 hit points
Thieves: 2 hit points
Mages: 1 hit point

A multi-class character does not gain full hit points for levels they gain; they instead get half the regular number of hit points per level instead.


SAVING THROWS

Saving Throws act as "defenses" against spells and effects that would harm your character. They are determined by your level, and can be modified via spells and magic items. When making a saving throw, a character must get a random number between 1 and 20 (generally by rolling a die) and comparing it to the relevant save. If the number is higher than the saving throw, the character fails the saving throw and suffers the consequences.

The table below summarizes. Multi-class characters (like Dak'kon) choose which "class" they are for the purpose of determining saving throws; in this case, Dak'kon chose "Mage".



ARMOR CLASS (AC) AND TO HIT ARMOR CLASS "0" (THAC0)

THAC0 is a character's ability to hit an enemy 's Armor Class with their attacks. Armor Class is improved through heavier armour, a high dexterity, and magic (typically magical armor). THAC0 is improved through gaining levels, a high Strength (for melee attacks) or high Dexterity (for ranged attacks), and magic (typically magical weapons). A character's base THAC0 is determined by their level and class. Multi-class characters (like Dak'kon) choose the best (i.e. the lowest).

When making an attack roll, a player generates a random number from 1 to 20 (typically by rolling a twenty sided die), and compares it to their THAC0. If a character has a THAC0 of 18, then a roll of 18 is required to hit at least an AC of 0 or higher (a roll of 19 would hit AC -1, a roll of 17 would hit AC 1, a roll of 16 would hit AC 2, a roll of 10 would hit AC 8, etc.) If their roll matches or is greater than an opponent's AC, the attack hits.

"To hit" bonuses subtract from the THAC0 number, while "to hit" penalties add to the THAC0 number. Similarly, AC bonuses subtract from a target's AC, while AC penalties add to the target's AC.

A "roll" of 1 is a critical failure, and never hits regardless of a character's THAC0 or opponent's AC. A "roll" of 20 is a critical hit, and never misses, regardless of a character's THAC0 or AC, as well as dealing double damage.


Quote:
Originally Posted by The Editor
Many monsters in Planescape are protected from attacks from mundane or "weak" magical weapons. In these cases, they are immune to all attacks that hit them - critical or not.

The "simple" way of determining what you need to roll to hit would be this formula:

(Attackers THAC0) - (Defenders AC) = number you have to roll on the die or higher

The problem is of course that most players won't know the Defender's AC, so hence the problem with THAC0. You might wondering where it comes from; the answer is likely an attempt to remove attack matrices from the game. It essentially functions the same way, to figure out what number you need to roll to "hit".

Luckily for everyone, THAC0 would be replaced in 3rd Edition and may it's corpse never rise again.

SPEED IN COMBAT

Characters "act" within six second increments (i.e. rounds); during this time, the "order" that their actions go off is determined by looking at the speed of the attacks. The higher the number, the later in the "round" the action will take place.

Quote:
Originally Posted by The Editor
Lower numbers are generally advisable, especially against enemy mages, but damage should generally trump both.

WEAPON PROFICIENCIES AND GROUPS

Characters can specialize in using particular weapons by investing proficiency points into them. In Torment, this requires finding a trainer.

If a character is not trained in a group of weapons, they receive a penalty to their THAC0 as follows:

Fighters: -2 penalty
Thieves/Clerics: -3 penalty
Mages: -5 penalty

All classes can obtain basic proficiency with a group of weapons, but only fighters can reach double proficiency. The Nameless One can reach a higher level - up to five - by "specializing" as a Fighter (more on this in a future update).

The bonuses for weapon proficiency/specialization are as follows:
Level 1 (proficient): no penalty for using this weapon
Level 2 (specialization): +1 to hit, +2 to damage; additional attack every second round
Level 3 (mastery): +3 to hit, +3 to damage; additional attack every second round
Level 4 (high mastery): +3 to hit, +5 to damage; additional attack every second round
Level 5 (grant mastery): +3 to hit, +5 to damage; additional attack every round

The weapon groups in Torment are as follows: Axes, Clubs, Edged, Fists, Hammers, Missiles, and Teeth.

Some classes are restricted to what weapon they can use; the Nameless One's proficiency in a weapon carries over if he switches classes, but he will still be restricted to the weapons allowed by the class:

Fighters: Axes, Clubs, Edged, Fists, Hammers
Thieves: Clubs, Edged, Fists
Mages: Edged
Morte: Teeth
???: Missiles

Quote:
Originally Posted by The Editor
Some weapons are restricted to a particular class, despite falling into the weapon "group" that a class could normally use. In general, Thieves should use Fists, as they've got strong weapons.

The priest in this game does not use a weapon, and is thus not listed here.

FIGHTER EXTRA ATTACKS

Fighters get the ability to make extra attacks as they gain levels. At level 7, they can make an additional attack every second round. At level 13, this improves such that they can make an additional attack every round. This is cumulative with weapon specialization, such that a level 7 fighter who is specialized in his weapon gains an additional attack every round.


THIEF SKILLS

Thieves get access to four exclusive abilities:

Pick Pockets: attempt to steal an item from someone. Can be used at some stores to pinch items.

Open Locks: Pick locks instead of trying to break them open.

Detect Traps: Find hidden triggers that would fling danger (magical or otherwise) at the party.

Stealth: Hide in the Shadows, and sneak around under your the noses of your enemies.

Each skill has a base, which is then modified based off a character's dexterity (and in some cases, race). Each time the character gains a level, they get points which they can assign to these skills in order to improve them up to (and over) 100%. When checking to see if a roll succeeds, a random number between 1 and 100 is generated. If the number equals (or is lower) than a character's thief skill, it succeeds. Many thief actions face penalties based on the difficulty of the action (i.e. stealing from a high end store is more difficult than a junky one), so a score of 100% (or higher) may not succeed. The bonus to thief skills is as follows:



MAGE SPELLS

As Mages gain levels, they gain the ability to cast more (and more powerful) spells, up to level 9 Wizard spells. Some magical items may add to this total. The total number of spells of each level is summarized on this table:



PRIEST SPELLS

As Priests gain levels, they gain the ability to cast more (and more powerful) spells, up to level 7 Priest spells. Some magical items may add to this total. The total number of spells of each level is summarized on this table:

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

Last edited by Eddie; 04-11-2013 at 08:13 PM.
  #125  
Old 04-11-2013, 07:55 PM
Teaspoon Teaspoon is offline
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Leave him be for the time being. Perhaps he'll open up to us more later on.
  #126  
Old 04-11-2013, 08:59 PM
Falselogic Falselogic is offline
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Question: All this artwork you (and Destil in the Mafia game) are showing is this from the original sourcebook?

It looks in remarkably good taste for a D&D product...
  #127  
Old 04-11-2013, 09:22 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Falselogic View Post
Question: All this artwork you (and Destil in the Mafia game) are showing is this from the original sourcebook?

It looks in remarkably good taste for a D&D product...
I'll likely go into this more in the future, but there artwork was mainly the work of three people: Tony DiTerlizzi, Robh Ruppel, and Dana Knutson.

Knutson was (from my brief research so far) the one who really set the tone; the Lady of Pain is his design. I will dig up some more pieces when I can, but they do give a rather fantastic tone to the setting.
  #128  
Old 04-11-2013, 09:59 PM
Phil Phil is offline
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Let it pass, berk, let it pass. We've got more important things to get to, like fixing the wrongs in the multiverse.
  #129  
Old 04-11-2013, 10:36 PM
Brickroad Brickroad is offline
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Never travel with a man who has secrets*. No good can come of it. Press the issue and make him talk.


*Morte doesn't count because he's not so much a man as a weird floating head.
  #130  
Old 04-11-2013, 10:49 PM
Cort Cort is offline
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Leave him be (and put me down for Neutral Good)!
  #131  
Old 04-11-2013, 11:09 PM
Gerad Gerad is offline
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Push him on it. We don't want any non-self-*know*ing weaklings in our crew.
  #132  
Old 04-12-2013, 03:27 AM
Olli T Olli T is offline
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Push it. Might give us an advantage in a critical situation.
  #133  
Old 04-12-2013, 04:22 AM
Knurek Knurek is offline
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Arghh, both choices don't speak to me, not pushing the guy (for now) seems to be the lesser of two evils.
  #134  
Old 04-12-2013, 02:53 PM
Kalir Kalir is offline
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I guess I should take an alignment if I'ma vote here? Whatever, I guess I'm True Neutral, since I can't decide whether I'm more Chaotic or Lawful at the end of the day.

So yeah, leave the dude alone. He already done taught us his language and his religion, ain't no reason to distrust him in my book.
  #135  
Old 04-12-2013, 04:14 PM
Alpha Werewolf Alpha Werewolf is offline
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My alignment is probably Chaotic Good.

Drop the matter.
  #136  
Old 04-12-2013, 04:17 PM
Falselogic Falselogic is offline
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The one time I played a D&D game I played a Tiefling Thief that was Chaotic Evil. In the matter of just two sessions I destroyed said game, said RPing group, made two friends hate each other in real life, and never had to play another D&D game again.

To this day I consider it one of my finest achievements.
  #137  
Old 04-12-2013, 05:56 PM
Mr. Sensible Mr. Sensible is offline
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did you kick a puppy on your way out
  #138  
Old 04-12-2013, 05:57 PM
Dawnswalker Dawnswalker is offline
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I said I was Neutral Good and you ignored me!

I think you should drop the matter. Nobody likes a nag.
  #139  
Old 04-12-2013, 06:13 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Mr. Sensible View Post
did you kick a puppy on your way out
I'm chaotic evil not a MONSTER!
  #140  
Old 04-12-2013, 08:23 PM
Nodal Nodal is offline
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Quote:
Originally Posted by Falselogic View Post
and never had to play another D&D game again.
The easiest way to not have to play games is to drive away friends.
  #141  
Old 04-12-2013, 08:38 PM
Falselogic Falselogic is offline
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Quote:
Originally Posted by Austin View Post
The easiest way to not have to play games is to drive away friends.
Oh we still play games, we just don't play D&D
  #142  
Old 04-12-2013, 08:40 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Falselogic View Post
I'm chaotic evil not a MONSTER!
That changed in 4e.

  #143  
Old 04-12-2013, 08:53 PM
Falselogic Falselogic is offline
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Default Thanks for nothing Eddie!

Quote:
Originally Posted by Eddie View Post
That changed in 4e.

Well, now I HAVE to play D&D
  #144  
Old 04-13-2013, 12:04 PM
Kylie Kylie is offline
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In *knowing*, we grow strong, and in *knowing*, we grow wise. There is no evil in *knowing*, there is only the path to improvement.

Push him.
  #145  
Old 04-13-2013, 08:52 PM
Eddie Eddie is offline
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I'm going to close voting tomorrow. Current vote counts:

Name (alignment) = (vote weight), (vote choice)

Alpha Werewolf (Chaotic Good) = 2, 2
Austin (Chaotic Good) = 2, 2
Brickroad (Lawful Evil) = 1, 1
Cort (Neutral Good) = 1, 2
Dawnswalker (Neutral Good) = 1, 2
Destil (Chaotic Good) = 2, 2
Gerad (Chaotic Neutral) = 3, 1
Kalir (True Neutral) = 1, 2
Knurek () = 2, 2
Kylie () = 1, 1
Mogri (Chaotic Neutral) = 1, 1
MoneyCityManiac (Lawful Evil) = 3, 1
Mr Sensible (Neutral Good) = 2, 2
Olli T (Lawful Evil) = 1, 1
Phil (Chaotic Good) = 2, 2
Soren Highwind (Neutral Good) = 1, 2
Teaspoon (Chaotic Neutral) = 2, 2

Option = Total
Option 1 = 10 votes
Option 2 = 18 votes

Looks like we'll probably be leaving him alone!
  #146  
Old 04-13-2013, 09:41 PM
Falselogic Falselogic is offline
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I don't know what we're talking about but we should push something anyway!
  #147  
Old 04-14-2013, 04:08 PM
Taeryn Taeryn is offline
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I say information is power

Push the issue
  #148  
Old 04-14-2013, 07:56 PM
Raven Raven is offline
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Push, push, push.
  #149  
Old 04-15-2013, 04:48 PM
Eddie Eddie is offline
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CHAPTER 2: WELCOME TO THE JUNGLE, PART 3
In which our hero gets into advertising, plays dead, and scalps some skeletons.
************************************************** **************************************************




I decide not to press Dak'kon on this issue. We all have things we can't talk about... although I suppose in my case it's due to my amnesia. That he's willing to lend his sword arm to me is enough for the moment. Perhaps once he gets to know me better he'll tell me himself.



As I had found enough conversation and excitement for one night, I decided to head back to Mebbeth's to get some sleep. I nodded to the burning man as I left.



Quote:
Originally Posted by The Editor
This is part of the little animation that occurs when you take a rest. I might use it in the future to indicate that I've rested.



We're going to spend spending most of our time here this update, first near the Gathering Dust Bar, then the Mortuary, then the Dustman Monument.

There was two fights - one leaving the Smoldering Corpse, and one on the way to Mebbeths, that gave us the following treasure:

20 Copper Commons
1 Clot Charm
1 Bronze Bracelet
2 Bronze Rings
1 Copper Earring



The Tiefling says hello again once she sees me. What's her problem?



I notice there's a zombie standing outside an establishment called the "Gathering Dust Bar", with fliers and notes all stuck to him. I stop to examine him:





Huh. At least this collaborates with what Mebbeth has told me. That insulting Tiefling... she said he was to the south. I'm getting the feeling that I got cheated out of 20 copper.

Quote:
Originally Posted by The Editor
We totally did.
I decide I should try and get back into the Mortuary and check out those Skeletons now.



As I'm heading towards the entrance however, I notice a horribly disfigured woman running around in a panic. She looked like she was being chased by some sort of invisible demons. I stopped her to see what the matter was.

Quote:
Originally Posted by The Editor
Ingress runs around this area in roughly clockwise circles. She can be pretty difficult to "find", so if you see someone running around this area, stop them! The reward for this quest is worth it, although we won't get it this update.




I feel for this woman, if not for her predicament, then her sanity. To avoid any and all doorways for thirty years...

Morte says that there are "bloods" (whatever that means) that make it their business to know what portals lead where. "One of them might be able to help this poor sod", he says. Guess he's got a heart...

...well, I guess not, but you know what I mean.



At the entrance to the Mortuary, I find an ugly man in Dustman robes who I *think* see nod as I approach.




Well that was easy. I find it a bit sickening that one of the - well, the me - of the past would kill himself just to get in this place. I think about asking Pox how many times that has happened but decide that there are somethings I don't need to know about myself.

Quote:
Originally Posted by The Editor
You can "play dead" with a 13 Charisma. Otherwise, he can get you in if you allow yourself to be killed. You get a bit more experience by faking it tho.

But in case I wasn't clear earlier: dying doesn't have much of a consequence in this game, so don't be afraid to "choose" it as an option if it seems appealing enough.


Once it feels safe, I open my eyes to see both Morte and Dak'kon standing there. Morte I understand getting in here (being a skull and all), but I'm really curious how Dak'kon managed to sneak in here.

I head downstairs; time to break some giant skeletons.

Quote:
Originally Posted by The Editor
Your guess is as good as mine as to how Dak'kon got in here. Best explanation gets a Planescape No Prize!



The enchantment I manage to save on the skeleton has everything I need on it to add a protective spell to my spellbook:



I go around and dismantle the other three skeletons, and grab a protective spell of each too. Three of them are similar enough that I decide I'll just sell two of them, while the others I copy into my book:

Quote:
Originally Posted by ARMOR
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None

Physical attacks shall be better thwarted as protection is granted to those who have none.

This spell grants an Armor Class of 6 to the target. It is cumulative with Dexterity bonuses, but nothing else. The spell lasts until the wearer sustains cumulative damage totaling more than 8 pts. + 1 per level of the caster. Note that the armor does not absorb this damage; it only disintegrates after that much damage has been inflicted on it.

"This is pretty standard magical protection; it breaks fairly easily, but it might turn a few blows that would have hit you, and it's duration makes it a great fire-and-forget spell.

Note that this spell isn't any good for Dak'kon; the benefit of this spell does not stack with his armor. - The Editor"

Quote:
Originally Posted by SHIELD
Range: 10 feet
Duration: 25 sec. per level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None

This spell summons a globe of force that protects the caster from physical attacks.

When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows an AC 3 against all attacks and +1 to all Saving Throws for 25 seconds per level of the caster.

"Stronger than armor, but much shorter duration. It's worth casting if you find yourself facing another caster for the +1 to saving throws, but I wouldn't go out of my way to leave a slot open for this if you've got better things to memorize. - The Editor"
Quote:


The experience from the Giant Skeletons is pretty good this early, and it's enough to push Morte into level 4.

In case it wasn't clear above (it probably wasn't), dismantling these giant Skeletons effectively gives you three "scrolls" with the Armor spell, and one with the "Shield" spell. I see two of the Armor scrolls to Mebbeth because they're worth a nice amount for this stage of the game.
I notice that this time, they've left the front door unlocked, so after nodding to the confused Dustmen guards, I open the door and step out.

Quote:
Originally Posted by The Editor
You could exit with the portal you took earlier too, but once exiting once they simply let you out, likely in case you sell/drop the Finger Bone and don't have the Charisma to simply bluff your way out.


Back outside, I check out the monument nearby. Scratched in the black surface are uncountable amounts of names. A women nearby cries loudly in her grief; I decide to see what's the matter.




I wonder if perhaps this is an opportunity I can take...

Quote:
Originally Posted by The Editor
Trying a few new things this update! Let me know if it's reading better.

Anyway, we've got a few ways of potentially helping Sev'Tai:

1: Tell her that the killings were unjust, and offer to avenge her sisters (More Lawful)
2: Ask her if she'd be willing to pay you to kill these Chaosmen (More Evil)
3: Ask her if she'd be willing to pay you to kill these Chaosmen... and then don't, but lie and say you did (More Chaotic and Evil)
4: Mourn with her, but do not offer her vengeance. Blood cannot repay blood (Neutral)
  #150  
Old 04-15-2013, 04:54 PM
Eddie Eddie is offline
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Join Date: Jun 2007
Location: Toronto, ON
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In case it wasn't clear, Option 2: "drop the matter" won (although the late push for Option 1, "pushing him to tell you" came close):

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

Option = Total
Option 1 = 16 votes
Option 2 = 18 votes

Here's the new vote weights (if you're not listed, your vote weight = 1):

Arithon32's new vote weight: 2 votes
Brickroad's new vote weight: 2 votes
Falselogic's new vote weight: 3 votes
Gerad's new vote weight: 4 votes
JFink's new vote weight: 3 votes
Kylie's new vote weight: 2 votes
Loki's new vote weight: 2 votes
Mogri's new vote weight: 2 votes
MoneyCityManiac's new vote weight: 4 votes
Olli T's new vote weight: 2 votes
Raven's new vote weight: 4 votes
Taeryn's new vote weight: 2 votes

Let's leave the next vote open until around Wednesday night!
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