Well, the true reason is quite simple: just like his boss Vimes, Vairs will often drink until he is completely hammered, and often incapable of walking without accidentally kicking a dwarf in the face. However, when he wakes up the next morning, he often has an unbelievably bad hangover. As a result, loud noises, which normally just seriously irritate him, make him practically suicidal, as he'd rather die than let his poor ears recieve such punishment. That's why he wants to stop drinking: because every night after a particularly bad binge, he'll wake up to a truly hellish audio experience. Every step a troll takes sounds like the gods smashing an anvil on his head, as if to say, "See what you get for having no social life, you stupid horned tosser? Hah!" Every tea cup that hits a table sounds like a swanp-dragon exploding. You know the deal. So, if he stops drinking, he can get to work in a much better mood than usual. Go to Comment
It'd be a little more interesting if you expanded on her past, this supposed "love" she's got, and perhaps added a mentions of her more obvious screw-ups.
I'd personally find that entertaining. Personally, I'd find it funny if there was some incredibly cynical guy who hangs out with her, constantly contradicting her ideas with his own pessimistic world-view. Go to Comment
Su-weet! I love the idea of this, mate. It reminds me of the game S.T.A.L.K.E.R.: Shadow of Chernobyl, in that there are strange mutants created by a (fantasy equivalent of a) nuclear explosion, and that the area's been quarantined. If it's cool, I'd like to put in a li'l short story about a mercenary who is trying to escape from the zone after his unit was wiped out- he's been "infected" by the zone, and is desperate for any possible treatment. However, the mutations have, so far, proven at least somewhat beneficial: improved senses, a limited ability to morph his body, the ability to communicate, to some extent, with local monsters, etc. While he DOES enjoy those advantages, he's still scared as to what other horrifying events they could lead to. That cool?
Also reminds me of Warhammer 40k Daemon World, with what's-'is-name as the Greater Daemon running the place. Go to Comment
Okay. The Knights Medicus were formed roughly 150 years before the current time. The society that supports their operations is based at their great fortress in the Himalayas. The people are coming from both the descendants of the camp's original inhabitants and from groups of surviving refugees who are taken to said base by the Knights; to protect their home, each sub-order maintains a constant military presence their totalling roughly 8,000 personnel (in other words, about 15% of their forces), not including supplicant knights. The primary duty of the Knights Medicus consists of two objectives: eliminate the undead wherever they are found, and keep the people of the world safe from infection and danger. Whenever they find an enclave, they will attempt to make contact in hopes of finding an ally; however, many enclaves end up attempting to attack them.
As for moving in and out of infected areas? They've got a lot of methods, which they may or may not use based on the situation. Due to their base-building policies, most knights are actually able too simply move into the target area by foot or by horse (a tactic they make fair use of). This method is most effective during day-to-day operations, commonly known as "rounds", when a unit of 3-15 Knights will travel along an oft-used path, checking up on known groups of survivors along the route. This operation will often take at least three and a half weeks to complete, but is vital for their mission. Also, as part of their training and in addition to their final mission, each supplicant Knight must survive on his or her own in a highly-infected area for at least three months, and during this time they must complete a number of different objectives. Each Knight begins only with two weeks' worth of food, weaponry of their choice, and a horse.
If an on-foot method is not available, then the order maintains a fairly large motorpool, which includes large number of helicopters and APC's. When using choppers, they'll usually land on rooftops, clear the building they've landed on, then fortify the lower floors and begin depositing supplies so that the building can be used as a base of operations for further operations within the area. The order has also been seen utilizing a small fleet of ships, including scavenged submarines, to deploy Knights with scuba diving equipment. Go to Comment
Sort a like Sparta, mixed with Nazi Germany, mixed with the old Soviet Union, mixed with... I dunno, some place with pretty bad soldiers. Unlike Sparta and Hitler's Wermacht, the average DRP soldier -be he a tank pilot, infantryman, or airman (occassionally sailors, though their navy isn't very large)- is very poorly trained and equipped, but is mainly kept in line through an almost-religious fervour, a diehard belief in the theory of Greek mastery, and fear of the DRP's Special Forces infantry. These are the exception that proves the rule- the diamond in a dunghill, if you will. These guys are like the SS on steroids: equipped with futuristic assault rifles, battlesuits, access to all elements of DRP society, and an unswerving, fanatical belief in their superiority. These soldiers are trained from childhood to act this way, much like Medieval knights, and are renowned for their willingness to commit any act, no matter how atrocious- even against their fellow DRP soldiers. Go to Comment
I like the idea. Congratulation for putting a faceless on the unsung heroes of any fantasy game: the various insane vagrants and drunken idiots who make the game funny and entertaining. I especially like the drunk dude. Great job!
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Oi! Keep an eye on yer figgin! Go to Comment
Well, the way I was thinking of it was this: when you attack somone with a melee weapon, any damage you cause comes from pressure exerted into the target from the weapon. For example, much of the damage from a battle-axe comes from the fact that all of the pressure exerted by a strike from such a weapon is distributed across a very narrow area, right? What the Sash does is NOT slow down the weapon. Rather, when the weapon hits, it distributes the pressure exerted by the attack across his whole body, meaning that no one area is badly damaged (unless it was an absolutely catastrophic attack). However, this does have the side effect of making him a little easier to smash around, since every part of his body is porpelled backwards with equal force. That's the major disadvantage of the Sash. Go to Comment
NPCs (Extras) (Combative)