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05-03-22 06:25:37 PM
Jul - Display Case - Let's Play Grey Star (Now at Book 1: Grey Star the Wizard) New poll - New thread - Thread closed
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Taryn

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Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-20-10 08:20:24 AM Link
Yep, a new thread. This one works similar to my Lone Wolf thread, only this time, you're Grey Star, a Shianti wizard in the very southern part of the continent of Magnamund. It's the same world as Lone Wolf, but very far from Sommerlund this time around The Grey Star series is contemporaneous with Lone Wolf, so I figure that I should introduce it to all of you. It only has 4 books, although they're pretty tough and tricky toward the beginning!

[Of The Coming of Grey Star] and [The Story So Far] The gist of it is that you are Grey Star, a human who was rescued by the Shianti, a.k.a. the Ancients. You were trained in wizardry. The humans in that part of Magnamund are slaves to the Wytch-King of Shadaki, and Grey Star must go to the Daziarn plane to get the Moonstone to save his people. His first goal is finding the Kundi, a lost race who can see Shadow Gates that go to the Daziarn.

This time around, we have 3 numerical stats. Combat Skill and Endurance work like they do in Lone Wolf, but we also now have Willpower, which is magical energy, like MP in electronic RPG systems. Willpower, strangely, has no upper bound. It's used to both perform magic and multiply enemy damage when using our weapon, the Wizard's Staff.

Our random initial scores are:
CS: 12 (a high CS isn't quite as important in this game, at least)
WP: 25
EP: 25/25

[Magical Powers] There are 7 Magical Powers to choose from, of which Grey Star now knows 5. They are:
Sorcery - Uses a lot of WP, but can create force fields to block doors, move objects, etc.
Enchantment - Can charm other creatures.
Elementalism - Can use the powers of Earth, Air, Fire, and Water.
Alchemy - Can create magical potions. This needs no WP.
Prophecy - Can tell the future.
Psychomancy - Gathers information about things that Grey Star touches.
Evocation - Can talk to the dead, but possibly at the cost of a wizard's life!

You may notice that Grey Star has no direct equivalent of Lone Wolf's Healing ability Select the 5 Magical Powers you want.

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Posted on 08-20-10 09:32:44 AM Link
Sorcery
Elementalism
Alchemy
Prophecy
Psychomancy

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Posted on 08-20-10 12:30:17 PM Link
Sorcery
Elementalism
Alchemy
Prophecy
Psychomancy

Yea, this sounds like a good choice, too =)

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Posted on 08-20-10 01:31:35 PM Link
I think Enchantment would be a good skill to have, but I can't think of what to replace. So these are fine:

Sorcery
Elementalism
Alchemy
Prophecy
Psychomancy

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Posted on 08-20-10 02:47:27 PM Link
Well, aren't I awesome at choosing stats.

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Posted on 08-20-10 10:46:03 PM Link
Yeah well hold on, let me take a look at all of these...seven. Well that's a low skillset supply.
SORCERY: Block paths and retrieve items through force of mind, but drain WPow faster than anything else.
ENCHANTMENT: Influence the minds of lesser creatures to your will, leeching information or showing illusions to get your way. Greater beings are well resistant to this.
ELEMENTALISM: Summon aid from the spirits of the Elemental Plains for your journey. But you never know how you will be 'aided'...
ALCHEMY: Without using WPow, create from various substances (Leaf of this, liquid of that) a potion to aid you on your way.
PROPHECY: Use meditation to fortell the immediate future of the area and gain the knowledge of what to do. Sometimes, however, magical objects/creatures fail to show up in predictions.
PSYCHOMANCY: With object in hand, learn all there is to know including what it has been used for and where. Information obtained through Psychomancy can often be cryptic and riddled, plus in the cases of magical items will frequently be false or uninterpretable.
EVOCATION: deadly deadly deadly Contact with Spirits of the Dead to request aid. Simple in theory, but each time a service will be requested of you as well that could be costly if done incorrectly, and sometimes an evil type of Spirit will be called forth and possibly end you then and there...
WIZARD'S STAFF: An item given to you regardless of your skillset. Choose to open battle with a GIANT AND DESTRUCTIVE LASER at the cost of 1 WPow, or slap an enemy stupid during combat with electric bolts delivered like a stun rod would. Additionally, during combat, sacrifice a number of WPow to multiply EP damage to the enemy by that amount. Going into battle without the Staff OR without WPow results in -6 CS, but going without a weapon at all means -8 CS.

Drop these two tasks: Evocation and Psychomancy. Why Psychomancy instead of Enchantment? I like the idea of deluding enemies, even if everyone's already voted otherwise. Besides, Psychomancy is the only skill that I see that is able to give us false information (while Evocation decides to just outright take your life if it doesn't work out correctly).

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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-21-10 07:14:18 AM Link
OK, we have these 5 powers.

Magical Powers:
Sorcery
Elementalism
Alchemy
Prophecy
Psychomancy

[Equipment] Our inventory consists of an 8-item Backpack, an 8-item Herb Pouch (some books say 6 items, but that is an error), 2 Weapon slots, and unlimited items in the category of Special Items. We start with:

Backpack:
1. Meal
2. Meal
3. Meal
4. Meal
Herb Pouch:
1. Empty Vial
2. Empty Vial
3. Vial of Saltpetre
4. Vial of Sulphur
Weapons:
1. Wizard's Staff
Special Items:
Map of the Shadakine Empire - Does anyone else think it looks sort of like North America?
Belt Pouch:
0 Nobles

You also have a choice of 1 of these:
- Jewelled Dagger - This adds 1 CS if you use it as your weapon, However, you lose 6 CS if you use any weapin that's not your Wizard's Staff (-8 CS if you're unarmed).
- Magic Talisman - Adds 2 points to your initial WP.
- Vial of Laumspur - Restores 4 EP.

The Jewelled Dagger and Magic Talisman are Special Items; the Vial of Laumspur can go in your Herb Pouch or your Backpack. Any Herb Pouch items can also be stored in your Backpack.

Which 1 of those 3 items do you wish to take?

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Danika
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Posted on 08-21-10 01:39:27 PM Link
I guess we can take that Vial of Laumspur... since that's more important here with a lack of healing ability. =P

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Posted on 08-21-10 04:55:54 PM Link
Vial of Laumspur.

____________________
"The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-22-10 07:44:22 AM Link
OK, we have Laumspur!

Backpack:
1. Meal
2. Meal
3. Meal
4. Meal
Herb Pouch:
1. Empty Vial
2. Empty Vial
3. Vial of Saltpetre
4. Vial of Sulphur
5. Vial of Laumspur [+4 EP]
Weapons:
1. Wizard's Staff
Special Items:
Map of the Shadakine Empire
Belt Pouch:
0 Nobles

[1] You leave the Isle of Lorn. Shianti's eyes have mirrors as pupils, interesting enough. You take a ship toward the Shadakine mainland to the west.

Do you use your Magical Power of Elementalism to help you cross the waters?

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Sunny

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Posted on 08-22-10 08:30:21 AM Link
I got kind of confused from your description of the Jewelled Dagger, so I had to research it myself. Depending on the person playing, it can be viewed in two ways.
A: A dagger like other daggers, used in battle. If for some reason you can't use your Wizard's Staff to fight, use this to only lose 5 CS (Only?)
B: A sidearm weapon to wield in one's offhand, to complement their main weapon. This effectively makes it a +1CS special item (or so I say), something you don't see often.

In regards to the Magic Talisman, would it be said that we only earn the extra 2 WPow while we have it, meaning if we lose the item we take a 2-point penalty? Or would we just earn the 2 WP and be done with it

HERB POUCH: there's liquid in it

As for what we are doing now, I believe that using any of our abilities at all (sans Alchemy) will reduce our WP? In that scenario, I wouldn't bother using Elementalism just yet. It's a simple journey, but...
Do we really know where to go? The only thing I can identify is that we're sailing towards Port of Shun, but I don't know / see a destination after that...

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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-22-10 03:56:50 PM Link
Other than that, we're looking for the Lost Tribe of Lara to help us find a Shadow Gate. They're lost, so we don't know where they are yet

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Posted on 08-23-10 01:29:01 AM Link
Let's go ahead and cross the waters... sounds like a great idea. =)

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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-23-10 06:57:48 AM Link
[202] You're helped across the sea by Wind Sprites and a Gale Wraith, costing 1 WP.

WP: 24

[140] The sun is setting and you see more and more fishing boats, then the Port of Suhn. It's the first city that you've ever seen in your life.

Do you enter the port now or wait for nightfall?

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Zero One
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And as we fall the spirit carries on,
That a hero'll come and save us all,
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Posted on 08-23-10 07:23:54 AM Link
Enter now.

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Posted on 08-23-10 08:27:30 AM Link
PROS OF NIGHTFALL: Nobody around
CONS OF NIGHTFALL: Nobody around but us murderers
Enter now--oh shit that's the same thing he said

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Posted on 08-23-10 07:59:17 PM Link
Введите, пожалуйста.

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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-24-10 05:00:03 AM Link
[112] You approach the harbour and the people pull your boat in and hail you as a god, one of the Ancients or Shianti. They want you to save them from the Wytch-King and the Skadakine. There are 2 armed soldiers coming at you with swords.

We don't have the Magical Power of Enchantment.

Do you attack the warriors or try to escape the crowd without magic?

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Sunny

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Posted on 08-24-10 06:35:26 AM Link
Originally posted by Terra
There are 2 armed soldiers coming at you with swords.
And there's an entire CROWD of people pushing us towards them!

Mleeeh I'm not liking this position right now...wish Enchantment was an option. As it is now, we can:
1. Fight the soldiers and risk early EP damage, making ourselves known to the enemy in the process but possibly earning some support from people across the land
2. Run away from combat to preserve our EP and possibly stay hidden from the enemy but be known as a coward to the people across the land

...The ends may justify the means. By ends I mean completing our mission and by means I mean retreating from this crazy-town.

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Taryn

Passed away.

Thanks for being a part of us, even if it wasn't always on the best of terms.

1987-2014


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Posted on 08-25-10 08:11:59 AM Link
[28] You dive into the horde of people and get to your feet. Soon, 2 Shadakine warriors are cutting a path through the people to reach you.

Do you aid the people or escape from the area during the confusion?

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Jul - Display Case - Let's Play Grey Star (Now at Book 1: Grey Star the Wizard) New poll - New thread - Thread closed


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