Author Topic: The Anteheroes... EDITION 2.0! (1045 Hours FREE for 45 Days!)  (Read 12997 times)

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AstralFire

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Re: The Anteheroes System (What, do I smell funny or something?)
« Reply #20 on: September 10, 2008, 10:40:11 PM »
Don't scrutinize the wording please, I have a headache and this isn't the final version. (Though suggestions are always great.) Some thoughts would be el awesomeo.

Magic Rituals:
These are only examples; they are provided for reference, but a player should not feel as though these are the only options available to them.
Rank I:
Detection: When you use a primary action to focus on your third eye, you can 'see' the presence of normal magic being used within 30 spaces. Extremely powerful magical beings that make no effort to hide themselves may be detected. Extremely powerful effects may be detected at a longer range, or passively.

Summon Small Animal: If you tucked a hand-sized animal or object elsewhere within 1 space of you, you can pull it out of your hat as a primary action.

Spirit Sense: You can see fey of all kinds.

Light: As a primary action, you can create a small orb of light in the palm of your hand that illuminates the area like a flashlight.

Sound: You can amplify, muffle, or create sounds up to 105 decibels as a primary action. The quality of the sound depends on how intimately familiar you are with it; a musician could play their part in a symphony, but a casual fan could not.

Rank III:
Subtle Magic: You can disguise your magic to be undetectable to most. If the magic ability normally uses a primary action, you must also spend a secondary action that round (and vice-versa). If it has a longer casting time, double it. If you do so, then the spell becomes undetectable to people with fewer ranks in Magecraft than you, and harder to detect for those with equal or more ranks.

Climate Change: You can affect the future weather in minor ways. If you spend two hours a day in the same place for four weeks engaging in magic rituals, you can affect the weather in a 20-km radius for four weeks exactly one year in the future. (Measure time from the beginning of the ritual casting.) The temperature may rise or fall by 5 degrees, you can add or subtract an inch of precipitation per day, or determine if the days will be cloudy, windy, or clear.

Enough magi engaging in synchronized rituals can even avert major hurricanes or other natural disasters. A category 5 hurricane generally requires at least two dozen magi to avert.

Summon Object: You can summon a handheld personal effect to your hand as a primary action. If the distance summoned is greater than 10 squares, the item can take anywhere from a few minutes to a few hours to arrive - but it will come as long as you are not barricaded by an impenetrable or unavoidable barrier, or more than 50,000 kilometers away.

Arcane Wards: You can place an arcane ward on an adjacent object or creature with a minute of focusing. Anyone not specifically intended by you (either by name, or by a broad general category such as 'those wishing to harm me' or 'idiots who didn't solve the puzzle here and say the solution aloud') to come into contact with the ward takes 1 point of energy damage every turn they do so. If you personally force the ward into contact with a person designated as anathema to the ward, the ward is destroyed. You cannot place more than one ward of your own make within a space of each other, or all of your wards within 10 spaces will spontaneously explode, dealing 2 points of energy damage to everyone adjacent to a ward. You also take 2 points of energy damage if you are within 10 spaces of the reaction.

Sealing a lock or orifice with the ward essentially prevents anyone from tampering with it effectively, though you can still remove the entire lock mechanism safely in many cases.

You can dismantle a ward placed by a lesser magus if you take a primary action to touch it. If they have an equal number of ranks in Magecraft as you, dismantling the ward requires an hour of study. A ward made by magus with more ranks in Magecraft than you requires at least a day of study to dismantle, if it can be dismantled at all.

Alchemy: You can brew a variety of alchemical potions. Each alchemical potion requires at least a week to brew successfully; more time may be required for very potent potions. The traditional love potion, an instant curative that restores one life within a half-hour of ingestion, water-breathing elixirs, and very complex and deadly poisons are popular favorites.

Finding: As an hour long ritual, you can cast a finding spell which leads you to the nearest creature or object within 20 km that matches your specifications. A more powerful magus or magic-inhibiting materials such as veritaurorum can stop your finding attempt.

Rank V:
Ward Projection: You can place a Ward on two different unoccupied squares within ten spaces of you as a primary action. (But note the resonance effect as mentioned in Rank III.) Wards placed as a primary action count as being made by a magus 2 ranks lesser.

Instant Weather: You can affect the present weather in significant ways. If you spend an hour engaging in an elaborate magical ritual, you can change the weather for the next eight hours in a 5-km radius significantly. You can banish clouds, bring rain on a sunny day, amplify already present rain, create lightning during a blizzard, etc. Bizarre changes - like snow on a hot day, or rain in the middle of a drought - are generally impossible for a single wizard, but multiple acting in tandem may be able to perform something.

Divination: As an hour-long ritual, once per week you can peer into the murky mists of the ley and see what they predict. You get a vague and unclear vision of the future. You can try to specify what the vision should be of, but there is no guarantee that you will be able to direct the vision, and trying too hard may result in your divination failing.

Erase Magic: As a primary action, you can undo the effect of the most recently placed, currently active magic effect on an adjacent target (such as Quickness VI, Mental Static, or Mind Slave). This has no effect on abilities with a mundane or technological origin.
« Last Edit: September 11, 2008, 07:26:55 PM by AstralFire »


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Re: The Anteheroes System (What, do I smell funny or something?)
« Reply #21 on: September 11, 2008, 05:56:41 AM »
That looks pretty cool; should we consider a "Dispel Magic" ritual?

Also, maybe a couple of divination rites (auguries, divining tops, etc) might be useful. Maybe a Rank III ritual that gives a cryptic message related to the near future?
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AstralFire

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Re: The Anteheroes System (FRAGILE: Keep away from Silverback Gorillas)
« Reply #22 on: September 11, 2008, 10:01:16 AM »
That looks pretty cool; should we consider a "Dispel Magic" ritual?

Also, maybe a couple of divination rites (auguries, divining tops, etc) might be useful. Maybe a Rank III ritual that gives a cryptic message related to the near future?

Ah, I meant to have a location spell. Divination I'm not sure how I feel about yet.

'Dispel Magic' seems like a good one to have, but I'll have to come up with more impermanent effects that that would be applicable to.
« Last Edit: September 11, 2008, 07:36:29 PM by AstralFire »


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AstralFire

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Re: The Anteheroes System (What, do I smell funny or something?)
« Reply #23 on: September 11, 2008, 07:34:44 PM »
Updated the Magecraft list a little. More feedback would be nice. Tomorrow I'll clean it up and put it in the SRD, though the PDF won't be updated... for the foreseeable future, due to my main computer, Eduardo, being broked.

I should probably give a similar list for Techcraft, but it's not as essential, since not as much of its power lies in vagueness and we have more rules for what Tech can do. Still, expect one either later tonight or tomorrow sometime.

I'd also like to provide some examples of combining ranks in different paths to create different effects. I kind of hint at it with Illusion from Matter + Energy Control, and some others occur to me, like Teleportation + Magecraft (Summoning!), Spirit Control + Life Control (For those of you who want faster, in-combat healing), Techcraft + Magecraft + Spirit or Life (Allowing you to treat robotic creatures as living ones), etc. Ideas would be nifty. I want to encourage creativity here, so these won't be the only combos available, but guidelines are good.
« Last Edit: September 11, 2008, 07:38:42 PM by AstralFire »


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Re: The Anteheroes System (FRAGILE: Keep away from Silverback Gorillas)
« Reply #24 on: September 11, 2008, 11:42:36 PM »
Potential Combination List:
Purpose of this list is to identify combinations that make sense thematically, but do not have strong mechanical synergy, and give DMs guidelines for synergizing them. Swiftness + Flight, for example, are mechanically synergized.

Energy Absorption I + Life Control VI:
Whenever you would gain a point of spirit from an energy attack, you instead gain a point of life.

Energy Absorption I + Magecraft I:
When you would ordinarily grant an ally a +2 bonus to resolve defense, you also can give them the benefit of your Energy Absorption for the round. While this is in effect, you cannot absorb energy.

Energy Absorption I + Spirit Control I:
When you gain a point of spirit from an energy attack, you can use a secondary action to distribute that point of spirit to an ally within 10 squares instead.

Energy Absorption I + Spirit Control VI:
When you would ordinarily grant an ally infinite spirit, you also can give them the benefit of your Energy Absorption for the duration. While this is in effect, you cannot absorb energy.

Energy Control II + Matter Control I:
You can create transient illusions using your chosen matter. You can fire your energy weapons from these illusions, though they do not gain the benefit of any bonuses you have to accuracy from other paths. These illusions cannot be targeted by positional attacks and have a resolve defense of 4. Any attack that hits destroys them as long as it would do damage.

Energy Control IV + Techcraft IV:
By expending an additional point of spirit, your energy weapons deal 2 less damage, but also deal damage to robotic creatures' spirit.

Life Control All + Techcraft IV:
You can use your Life Control abilities on robotic creatures.

Matter Control II + Teleportation III:
You can render affected chosen matter intangible as a primary action. While intangible, creatures are immune to positional attacks, but take a -2 penalty to resolve defense, and take double damage from all attacks that hit. You cannot affect the world in any way while intangible.

Spirit Control IV + Techcraft IV:
You can use your Spirit Control abilities on robotic creatures.


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AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #25 on: September 11, 2008, 11:59:21 PM »
Some other notes:
- Unless there's request for elaboration on Techcraft, I don't think it's necessary. People have a much better idea of what should be allowed with those guidelines, given that the Western Civilization is inundated with tech and fictions that are only slightly unrealistic about it.
- I am a little concerned about the amount of freedom given to Magecraft currently, because versatility is a very strong advantage in a system not based around constant balance like D&D. (Heck, it's already a massive advantage there, though magic dominates for other reasons in addition to that.)
- That said, I think there's enough here to begin playtesting with. I haven't the inclination for finishing the flavor on the government, and that's not really necessary (just nice) for a playtest. So, AIM playtest, Sunday night, 7:00 PM EST. 20 points. I'll figure out a premise in a bit.

I swear no one actually reads this but I'm going to keep developing this system with the bloody-mindedness of a foaming badger if I have to.
« Last Edit: September 12, 2008, 12:05:58 AM by AstralFire »


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Re: The Anteheroes System (FRAGILE: Keep away from Silverback Gorillas)
« Reply #26 on: September 12, 2008, 12:07:55 AM »
This adds a <i>lot</i> of flexibility and a wider spread of powers creatable by the system. I approve, most definitely.

I'm also a bit worried about the versatility of magic listed. Perhaps a list of guidelines as to what magic cannot do would be appropriate?

Likewise, there aren't many examples of what channeling-based or tantric magic can do. It seems like a fair bit of it could be accomplished with various other advancement paths with "Learned Magic" as the justification, though.

I'm looking forward to the playtesting, and thinking about different character concepts!

(As a random aside, are werewolves still extant in The Anteverse? I don't know if I want to play one or not, but someone probably will want to in their own game that may verge outside of your own constructed canon. Supernaturally empowered gribblies should have ways of being represented. Hmmm....probably big handfuls of invulnerability and Fighting, I guess.)

AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #27 on: September 12, 2008, 12:10:25 AM »
Werewolves are still around, but I haven't figured out how to handle shapechanging mechanics in a generalized fashion that I like yet.

A lot of the things listed in magecraft are generally common to all three traditions.


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AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #28 on: September 12, 2008, 06:58:05 PM »
Two slots taken so far.


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AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #29 on: September 14, 2008, 09:26:18 AM »
First playtest is tonight, could use 2-3 more people still.


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Re: The Anteheroes System (Initiating Playtesting)
« Reply #30 on: September 14, 2008, 04:16:01 PM »
Ack, tonight? I expect I'll be able to whip up a character, but what time? After work I drive down to Mary Lou's house for dinner, and that starts at seven. I dont' know when I'd be back.

AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #31 on: September 15, 2008, 03:07:30 PM »
Due to my mother being -exceptionally- ill last night (and continuing today) and my father being too much of a TV addict to let me do stuff for an hour or two besides sitting next to her bed and watching her, yesterday's playtest didn't occur. Will keep posted for when I have free time to do this.


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AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #32 on: September 19, 2008, 08:24:29 PM »
I'm still around! I was too busy to work on this system during weekdays after I got hired, but now that I've promptly been fired by an arbitrary, histrionic woman going through menopause, that's no longer an issue! :D


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AstralFire

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Re: The Anteheroes System (Initiating Playtesting)
« Reply #33 on: September 20, 2008, 06:40:46 PM »
Okay, this is all hypothetical. Want some feedback.

ANTESOCIAL COMBAT

Composure: A third 10 point track like Life and Spirit. When Composure hits 0, damage is dealt to spirit instead. This damage does not carry over to life once spirit hits 0, since the original target was not the spirit bar. When Composure hits 0, the target is usually swayed to your side, afraid of you, etc as appropriate.

Composure returns with your Calm. Calm recovers 1 point of Composure every ten minutes.

Social attacks universally use the Resolve Defense; I realize this might be baffling to some of you, since Invulnerability increases Resolve. This is intentional; the mind is not separate from the body, and increased physical hardiness is a big compensating factor (if not the only one) for being able to hold debate.

A social attack, like all other attacks, requires a primary action to use; however, you can only use a social attack once per minute (to adequately represent the length of debate and that screaming "YOU'RE A MORON" 12 times in a minute really does little more than seem highly ironic.) They can be targeted at multiple people at once, but the GM must rule that the statement is equally applicable to all of them.

Wild Cut [Social]
+0 Resolve
Composure Damage: +4
Effects: Stun
Special: A failed Wild Cut deals 4 damage to its user's Composure instead.

A Wild Cut is a revelation of some damning flaw in the opponent's argument, a statement taking refuge in audacity, scaring someone into staining their pants or an unexpected ad hominem. A successfully rolled Wild Cut always presents one of these; one that misses its mark usually does not, or exploits a false opening that is quickly deflected. A Wild Cut, like all attacks (particularly social ones), should be rolled before it is described. It cannot be used if the character does not have anything new or at least sufficiently well-timed to slam the opponent with.

Precise Jab [Social]
+1 Resolve
Composure Damage: -1

A Precise Jab needles the target on a known and relevant point of attack, or uses a believable (if unlikely) statement to a disbelieving target. It is predicted, but not blockable, or it may be a weakly delivered Wild Cut which uses platitudes and conditional statements - making it harder to refute, but also less volatile of an attack.

Bludgeoning Words [Social]
+4 Resolve
Composure Damage: 1 (Not +1, just 1)

Bludgeoning words are the safest and slowest way to debate, involving an awful lot of saying little-or-nothing in very stressful, condescending, or angry manners. Repetition in truth-telling (or lie-telling, as the case may be) is a Bludgeoning Words tactic.

CONVERSATIONALIST
Rank 1: Your Calm doubles, to once every five minutes.
Rank 2: Your Social attacks gain +1 accuracy.
Rank 3: You ignore the first 1 point of Composure damage every round.
Rank 4: Your Social attacks gain +2 accuracy.
Rank 5: You deal an extra 1 point of damage with your Social attacks.
Rank 6: Your Social attacks gain +3 accuracy.

This system I'm thinking about adapting as well for Cyberspace and Telepathic duels, since it's still pretty abstract.


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AstralFire

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Re: The Anteheroes System (Now with added Antesocial Tendencies!)
« Reply #34 on: September 20, 2008, 09:59:04 PM »
Comments:
- The system should only be used when two characters are at odds. Something incredibly plausible is not to be questioned.
- Draining someone to 0 Composure is not a sure victory the way diplomancy is. The character's reaction upon reaching 0 is based solely on the DM or the player controlling him. It could be changing sides, it could be infuriation, it could be shutting up, etc, as appropriate. Whatever happens, it should reflect losing composure more than losing the argument, directly. Infuriation, for example, should result in the character acting a lot more aggressively than usual, making mistakes in placement and attack.

Concerns:
- Should this be tied to the Spirit bar? I wanted a way to represent demoralization, but I'm not sure if I like the implication that twenty minutes of talking can make someone tired. Then again, being tired is something easily remedied in this system; it's 50 minutes at most to clear your head and rest, and often as little as 15 minutes or less.
- The unpredictability that results from taking someone to 0 Composure could be seen to make this system largely irrelevant from a practical point of view, especially when coupled with the long time to use. I feel this is counterbalanced by the fact that you upset no legal authorities by using this (usually) and it doesn't actually require knowing where the person is as long as they can converse with you.


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AstralFire

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Re: The Anteheroes System (Now with added Antesocial Tendencies!)
« Reply #35 on: September 21, 2008, 10:34:49 AM »
Splitting into two Customization Paths. Composure no longer directly links to spirit, and I'm going to suggest that social paths advance separately.

If a Wild Cut hits, it is always a stun. This is no different from before, just restating.

Wild Cut beats Precise Jab beats Blunt Words beats Wild Cut.

Using a social attack on someone whose most recent social attack within the past minute was immediately higher on the triangle than you gives you a -1 penalty to your accuracy. Using one on someone immediately lower on the triangle gives you a +1 bonus. (A wild attack cuts through a brittle set-up before it is complete; the parry easily slides through a simple punch; vehement denial and putting up a strong front can cause a volatile point to get dismissed.)

COMPOSED
Rank 1: You double your calm rate. As a secondary action, you can restore 1 composure to yourself by expending 1 spirit.
Rank 2: Your maximum composure increases by one.  You ignore the first point of composure damage you take every hour.
Rank 3: As a secondary action, you can restore 2 composure to yourself by expending 1 spirit.
Rank 4: Your maximum composure increases by two. You ignore the first point of composure damage you take every minute.
Rank 5: As a secondary action, you can restore 4 composure to yourself by expending 1 spirit.
Rank 6: Your maximum composure increases by four. You ignore the first point of composure damage you take every round.

CHARISMATIC
Rank 1: When you make your social attack, you may opt to increase or decrease your damage with any given social attack based on the social triangle rather than your accuracy.
Rank 2: Your Social attacks gain +1 accuracy.
Rank 3: When you make your social attack, you may use a point of spirit to double the effect of the social triangle on any given social attack made by or against you in the next minute.
Rank 4: Your Social attacks gain +2 accuracy.
Rank 5: When you make your social attack, you may use a point of spirit to double or triple the effect of the social triangle on any given social attack made by or against you in the next minute.
Rank 6: Your Social attacks gain +4 accuracy.
« Last Edit: September 21, 2008, 10:36:49 AM by AstralFire »


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Re: The Anteheroes System (Now with added Antesocial Tendencies!)
« Reply #36 on: September 21, 2008, 11:23:12 AM »
A character brought to 0 Composure can have one of two resultant states; the exact result should be appropriate to the nature of the social conflict, as determined by the attacking and defending players.

- Demoralized. A demoralized character is afraid of, sympathetic to, believing of or otherwise would prefer not to hurt the people who just lowered his composure. Until he has at least 4 points of composure, he makes no attempts to attack or harass them and may try to help them. If forced to fight, he takes a -1 penalty to accuracy and damage rolls.
- Infuriated. An infuriated character seeks to actively harass or damage the source of her anger until she has at least 4 points of composure again. Distractions are dismissed entirely unless it is very obviously impossible to further the goal of revenge that round. Infuriated characters are considered to be very tired.

Bringing someone to 0 Composure is no assurance that they will be permanently convinced, and generally, effective methods of quickly reducing composure - wild bluffs, ad hominems, surprise evidence - are good ways to cause someone to not want to believe you in the future. More subtle and slow methods of persuasion are not well-modeled  by this system.
« Last Edit: September 21, 2008, 11:26:28 AM by AstralFire »


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Re: The Anteheroes System (Now with added Antesocial Tendencies!)
« Reply #37 on: September 22, 2008, 09:13:54 AM »
Due to some bungles on my part and just some bad luck, I'm setting up the next playtest date now rather than later. Friday night, 8 PM EST/5 PM Pacific, AIM. We'll go with 40 points.


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Re: The Anteheroes System (We Got Ya Covered...)
« Reply #38 on: September 22, 2008, 06:32:46 PM »
9/22/08
- Exhaustive (and I do mean EXHAUSTIVE) upgrade today. Several style errors fixed, Composure system officially added (Calm has been dropped), Mind Control and corresponding attacks altered to work on a Perturbed (0 Composure) target, Techcraft III allows you to attack non-sentient robotic Composure. Rules for cover added. Rules for taking aim added. Marksmanship II loses the hamstring effect, gains the ability to take aim as a secondary action + spirit expenditure, greatly increasing the accuracy of guns (and melee if anyone really thinks melee needs the bonus accuracy.)

The ritual examples will get cleaned up and merged into the SRD tomorrow.


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Re: The Anteheroes System (We Got Ya Covered...)
« Reply #39 on: September 22, 2008, 07:16:18 PM »
Wow.  Just, wow.

I've been reading through your posts and others for a while, but I still have a lot more reading to do before I can comment on anything.

At this point I want to applaud your effort.  :clap  Also, the formatting makes this a very easy read. 

I like the idea of using one mechanic for modern, futuristic, and magical settings.  This is something I've tried off and on for over a decade, but I've never gotten very far.
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Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
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