Friday, December 30, 2011

N is for Navi

So I've been playing a lot of Legend of Zelda: Skyward Sword lately., and so I decided to honor the franchise with everyone's FAVOURITE fairy (not)! Seriously, November was a HUGE month for video games (I know, I know, I'm late, but what could I do? I was too busy playing them!), and I've managed to get my hands on almost every major title that came out by Christmas time (except for MW3, I've never been a big fan of the CoD series.). I'll try and line them up for you, with what I though about 'em. Bear in mind, I've only had Skyward Sword since last Sunday, so I haven't beaten it yet. I take my time-ish on games.
Cedric's Game Reviews:

1.
   Now, I really like the LotR movies and games. They're good (which is a surprise for anything based off of a book. It's almost invariably awful). War in the North was a fast-paced game that was great if you wanted to get in and just kill stuff. Here's the thing that really sold me on it, though: it has a local co-op that's actually fun! 
You can play through the main campaign with a friend, not unlike the Halo franchise. The cool thing, though, is that you and your friend play two different characters in a three person party of adventurers set in the north of Middle Earth, essentially buying time for the Fellowship to get to Mordor.I played as the dwarf berserker Farin from Erebor, and my dad (who played through the whole campaign with me) was the Dunedain Ranger Eradan. That's another cool thing about this multiplayer, though. It didn't jump on the Fable bandwagon and make co-op play creepy. There's no romance between players or anything, it's just straight-up fun.

There's this baddie, Agandaƻr, who was sent to the north to destroy Rivendell and conquer the Free peoples yada-yada-yada. I have to say, the story in this game is pretty lacking, Basically, the bad guy's just evil for the sake of being evil, and the good guys are completely selfless and righteous and stuff. A bad story makes for a great hack-and-slash, though, and that's basically what this game was. A hack-and-slash, plus equipment. There's a lot of equipment, which was my favourite part. My dad never got it, though.
Anywho, here's my final verdict on LotR: War in the North:
Story: 6/10. This game was lacking any real depth, and was obviously just inroduced to add another money-maker to the game franchise.
Gameplay: 8/10. This game is fun for a while, but I personally found little replay value in it. it's a really linear RPG with a lot of the illusion of choice. (little do you know, if you say 'no' to a main quest, you end up doing it anyway...) The gear system was fun for a while, until you have a ton of amazing weapons and armor and you're basically invincible. It's a great game to just play with some friends that are over or whatever, though.
Learning Curve: 9/10. I feel that if my dad (who hasn't been good at a video game since SMB) can pick up a controller and be hooked on a game, it's pretty easy to learn. It's a difficult game to master, though, especially if you're not familiar with the control scheme (pretty standard x and y to attack, b to dodge, a to interact, but you've gotta start somewhere with these games).
Overall: 7.7/10.


2.

   Bethesda's long-awaited Elder Scrolls game didn't disappoint. Right from the start I had fallen in love with the graphics, and not long after I could tell I was going to love the absolute freedom it gave me. Also, Dragons are badass. I would say it's hard to go wrong with dragons, but I've been let down by enough games to hold my tongue there. Anyway, the game is beautiful and the story is pretty good. Again, the main villain in the main(ish) story is pretty much evil just for the sake of being evil. Why can't you guys get original?
  
Essentially, there's the big evil dragon who's resurrecting dragons (which had been dead since 1E or before... I don't really remember) around Skyrim, the Nord province of Tamriel. In the meantime, there are two factions of people battling it out against each other. The Empire is the same one from Oblivion in 4E, but now the High Elves (calling themselves the Second Aldmeri Dominion, or the Thalmar) have their hands in much of the power, ever since the old Empire singed the White-Gold Concordat, which essentially settled for Altmer ideals in the Empire's law. The Stormcloaks are rebels calling themselves the "Children of Skyrim," battling against the Empire's laws they are trying to impose on the people, most prominently the worship of the God Talos (formerly Tiber Septim, who founded the Empire and joined Divines as a god.).So while all of this is going down, your character finds out that he(or she) is the only Dragonborn in this age. You are the only person who can permanently slay a dragon, by absorbing its soul into yourself. Pretty cool, eh? It doesn't stop there. 

You can use these souls to unlock "shouts," which are a powerful kind of magic using combined words in the dragon language to produce effects from the famous "Fus Ro Dah" shout, which sends a wall of force blasting your enemies back, to others like "Ful Mey Gut," which throws your voice, fooling enemies into investigating.

This game is practically endless. I must have over 100 hours logged, and I've barely scratched the surface! I'm level 40, I've beaten both the Dragon story and the Sotrmcloaks vs Imperials story, but there's still so much to do that I've just gotten lost in the possibilities! I must have made three or four different characters just to try out different play styles, but I like the sneaky-stabby approach the most. =3

Here's my rating for Skyrim:
Story: 8/10. It's alright, but the general idea's been done before to the point where one of the only cliches that was left out was the hero's dead parents. Good game, though, and I had a lot of difficulty picking sides between Stormcloaks and Imperials, because both believed their cause was noble and that the other side was evil, even though they both were pretty much bad on a ton of different levels. I love that stuff.
Gameplay: 9/10. High replay value, and everything that sucked about Oblivion was fixed. I mean, seriously! Not only did they add dual-wielding, but they made Magic work as a weapon instead of some separate thing that made little sense. The level up system is awesome, but it punishes people who power level with things like pickpocket or some other easy skill severely. Oh, your highest combat skill is 35 one-handed, but you're level 30? Let's see how you do against a Frost Dragon. Good luck! Also, killing witnesses to keep your bounty from going up was a brilliant idea.
  Learning Curve: 8/10. My dad wouldn't take part in this experiment because "he likes to be contrary, and everyone plays Skyrim." This basically means he's being a huge video game hipster. Anywho, I feel like if I put someone who doesn't play video games in front of Skyrim, they'd have to fumble about for a bit before they got the general idea of how stuff works. I mean, it seems simple to gamers, but it's tough for the average I-don't-really-play-video-games Joe.
Overall: 8.3/10.
  
3.

About a year ago, I would have told you that the AC series was lame, that sneaking around and killing stuff was all that there was to the game and that it couldn't be fun at all. I would have 1:been lying, and 2:judging a series that I had never played. After playing Brotherhood, I feverishly ran through the other games to get the story and everything (The first one wasn't very good in my humble opinion.), and I couldn't get enough. Naturally, when my sister bought Revelations, I pounced. I obsessively played the game until all of Ezio's and Altair's were cracked, and I knew all of their history.

If you remember Brotherhood, some shit went down (I won't say what, in case anyone reads this and doesn't want spoilers) and crazy stuff was going on. Well, in Revelations, Desmond wakes up, and he's in the Animus again! Only this time, he has to work faster than before. His mind is hash, and if he can't relive all of the memories his ancestors are sending his way, then he'll go crazy and suffer the same fate as Subject 16, who makes a few appearances in the game.

This story is fantastic. I've always loved the AC stories, and this one was one of my favourites (still debating with my sister, who thinks AC 2 was the best.). It's a beautiful blend of Altair and Ezio, and it takes place in Istanbul/Constantinople, 60ish years after the Byzantines were overthrown. Ezio's looking for access to Altair's Library to learn more about the Assassins, so he journeys to Masyaf (remember this place from AC 1?) where he finds he needs 5 keys. Each time he gets a key (1 in each sequence, ish.), he goes back and relieves a memory from Altair's life (with a better voice actor! Praise the lord!). By the last memory, Altair is 92 years old, which is crazy given that he was living in medieval times.
Anyway, here's how I'd score this game:
Story: 9.5/10. I can't get enough of Assassins' Creed, and I love where it's going. I can't wait to play AC 5 as Desmond! The story was fast, fun and dynamic. Every sequence has a memory that's part of the Masyaf Key search, and a memory that's part of the Constantinople Assassins' story, which come together masterfully. I could not ask for a better game from Ubisoft.
Gameplay: 9/10. Seriously, if you get bored with the gameplay, there are a million different things to do to keep you occupied! Personally, I didn't enjoy the Desmond's Journey crap, which essentially consisted of Desmond talking to himself while you did stuff that wasn't related to what he was saying at all. However, I loved the Assassins' Den Defense, even if I was awful at it. =p In the primary gameplay, however, the controls were smooth, the graphics were beautiful, it was really neatly stitched together. It was great, and fun to play.
Learning Curve: 8/10. I put this game in front of my girlfriend (who pretty much just plays wii when she does play video games, and to my understanding had never touched an xbox controller) and she could figure it out, with a bit of coaching. This game is another one of those "easy to learn, difficult to master" titles.
Overall: This game deserves its rating of 8.83/10. It's truly a very well done game.

4.

I won't lie; the trailers I saw for the newest installment in the Legend of Zelda franchise did not impress me one bit. I thought that it looked like Wind Waker trying to be Twilight Princess, and I thought the Wii MotionPlus was gimmicky. (I still do, a little bit) I received it as a Christmas Present, though, and I figured I'd give it a shot. It was Assassins' Creed all over again. My low expectations were blown out of the water by beautiful graphics (I don't know what I thought was wrong with them before), fascinating gameplay, and (quite possibly my favourite part) completely orchestrated music!

I haven't beaten it, yet, but at the point that I'm at Link is a Knight-in-Training, and the game starts at teh day of the Wing Ceremony, where every Knight Academy lower-classman races to beat the others on their Loftwings, giant birds that bond with their masters empathetically (or something like that). Anyway, Link wins (ta-da, nothing new there) and he gets to spend some alone time with Zelda (I know what you're thinking, you're wrong.). Anywho, they go flying around the clouds, and I giant tornado launches Zelda off of her Loftwing and sends her plummeting through the clouds toward the Surface. Basically, Link and Zelda are parts of this divine plan by the Goddess that watches over everything, and Link sets off  (with a shiny sword he gets while he's finding all of this out) to go find her. Most of the adventuring takes place on the surface, but you can sort of think of the Sky as the Great Sea from Wind Waker, with some smaller Islands and the One giant one that you live on. First he's just chasing Zelda like mad trying to catch up to her, but later he realizes his destiny needs to set off on a different path for a time and he has to go purify his Goddess Sword with the three Sacred flames (remember Farore, Nayru and Din? Instead of Pearls like in WW, this game has you looking for flames instead.). It's pretty crazy stuff.
Anywho, I'll rate this when I'm done with it, but expect somewhere in the 8's for it.

Wednesday, August 17, 2011

M is for Metroid

Ah, the Metroid. How such a generally terrifying life-sucking bloodthirsty parasite can be so loveable is beyond me. :3 Metroids are my personal favorite aliens, with a close second being Doctor Who's Weeping Angels.

For those of you unfamiliar with these little terrors, the Metroid is a native to the planet SR-388, and the only known predator of the parasite known simply as "X" mentioned in Metroid: Fusion (great game, by the way. Definitely worth the 3 dollars at any video game store that has it.).

I personally think one of the draws of the metroid is the fact that it is constantly the victim of an all-out war between the Galactic Federation (and thus, Samus) and the Space Pirates. The space pirates keep trying to breed metroids for themselves, and Samus keeps killing them. They really are the most innocent of all of the evil things in the metroid universe, really. Poor Metroids.

IN OTHER NEWS:
SKYRIM IS JUST AROUND THE CORNER!
Well, just around 4 months (2 months and 25 Days)
ANYWAY!
It's gonna be righteous, here's a video about the way most of my friends (myself included) are feeling about its release:
http://www.youtube.com/watch?v=c9eGtyqz4gY 

Thursday, February 17, 2011

L is for lightsaber!
So, I said I would update this ASAP, but I didn't. Anywho, here goes:

 The lightsaber is an extension of the force wielder that uses it, but it goes beyond even that. A samurai uses his sword as an extension, but a lightsaber becomes a conduit; a conduit of the wielder's combat prowess, and even more so a conduit of the Force. Both Jedi and Sith use lightsabers, as well as some other Force sensitives that are not aligned with either.

Wednesday, February 16, 2011

K is for Kryptonite

I'll post a picture when I get home, but for now I have work to do.
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A Clean, Well Lighted Place for Me

       Laughter Erupts from the group of teens as a 20 sided die lands on the worst possible side. Out of the other 95%, it landed on a 1. This is my clean, well-lighted place; anywhere that I can be on a Saturday evening, playing Dungeons and Dragons with my friends. The escape from reality sets in quickly as I play, feverishly thinking about Montisqeau Fleetwood the Elf bard would do.
       D&D isn't the only escape from the world that I have, though. I use creation of anything, whether it be the dungeon or epic battle in my head to a more fine art; music. When I need to escape from reality and nobody's there for me, it can be expected that i'll be in my sanctuary, playing or writing music. The feeling of singing in consonance to the chords I play takes me away from the worry and puts me right where I want to be: in with my music. Most of my songs are actually about fictional people, told from the perspective of an alter ego of mine. My core longs for creation, and so I indulge it whenever I can.
       One cannot escape from the nothingness that is life, but one can live with it, or even accept it. When you let the nothingness fill you, you can find a peace, but only if you don't try to push it away. The nothingness neither hurts or helps us, but it only fights us when we try to keep it away. The Buddhists actually believe that nothingness is a good thing-- the state of "no mind" is a peace and quiet in the bustle of our lives as we struggle to fill our voids with superficial somethings.
      "What is an hour?"
      "More to me than him."
      "An hour is the same."
      An hour is a human creation, just another superficial "something" that we put in our lives to fill the void. Like the waiter in Hemmingway's A Clean, Well-Lighted Place, many people struggle to try and squeeze every hour out of every day whilst doing something. More somethings. We can't get rid of them, really, no matter what we do, it's in our nature to try and fill the void. A person weighed down with "somethings" would think that they must be home by a certain time so that they can do what they do every day; nothing, in the scheme of the universe.

Tuesday, February 15, 2011

J is for Jamgo Fett

Alright, I know I haven't been keeping up with this, but I need to catch up, now. Today is pretty much just going to be catching up, so I'm sorry if you're expecting more than just assignments:
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So, I needed to do a couple of poems (in addition to the I is for Internet ones), so I need to post those up here:
The Computer
The Wizard sits upon my desk, stubborn as he is wise.
I never could keep all of his knowledge,
But he willingly shares whatever I ask for.
Wise as he is, though, he only knows what we commonfolk tell him.

The Refrigerator
A silver hulk of frost and cold,
Keeps m y foods so it won't get old.
It welcomes me home with a wide grin
So I can pick my lunch at my whim.

The Hourglass
"Tick Tock," The woman whispers,
gazing at the scene.
"Time's almost up," she reminds gently,
as she drops each pebble quietly.
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Friday, February 4, 2011

I is for Internet

That's right. Today's letter is I, and what would work better than "Internet?" Certainly not "Illumise..." > . >
Anywho, I'm back in school today and I have an assignment to post, so expect that.











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Here's one of the assignments needed to be moved to a computer:

Haiku

It’s overrated.
Love is just another thing
That we have made up.

Song in Couplets

Maybe Love isn’t so bad,
that we have to make Valentine’s Day a drag.
Love is as great as you make it to be,
And sometimes it helps us to see.

Our world is tough enough already,
And why make it worse with everything?
When love is your greatest treasure,
It’s folly to avoid it forever.

Being in love seems to happen so fast,
But the right people make the feelings last.

Sonnet

Love is not a thing to structure into
A poem in its tiny box of rules.
No, love is so unpredictable, to
Force to keep one way would take a fool.
Yet here I am, a fool to say the least,
fitting my love into a tiny box.
Trying to confine the wild, untamed beast
While covering the container in locks.
I guess it’s just natural for humans,
to make what’s natural the opposite.
We take into our hands all that happens,
And do what we may to change all of it.
Love is more than what we make it to be,
But we’re far too blind to be able to see.




Thursday, February 3, 2011

H is for Harry Potter and HK-47


Statement: Today is Speech Conditional Day, where each uttering is identified before being uttered.

Example: If I were to inquire about when school gets out I would say "Query: What time does school get out?"

Addendum: It's a lot of fun, and it happens to coincide with today on this blog, where HK-47 is recognized.

Clarification: HK-47's signature behavior consisted of identifying speech conditionals throughout the whole game.
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Title: Dungeons and Dragons quote for the day!
Statement: Sense I figured that getting SRDs fro random things wouldn't be fun, I decided to find funny things that can be found on the d20srd website, where you can get major props for finding where it's said.
"Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. "-direct quote from the d20srd website-

Wednesday, February 2, 2011

G is for GAMEBOY!

Yeah, that's right. None of that GBA or NDS crap, straight up gameboy. It's all about the LCD, man.:
Now for the nitty gritty stuff:
Here's your Table of Contents for this blog:
[ASN]-- Today's Assignment for English; observations of two disc golf stations.
[NEW]-- What's new in the world of nerdiness
[DND] Random Dungeons and Dragons tidbit of the day
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[ASN]
Station 1:
      The muttering of the crowd in response to their peer's narrow miss rose in volume as the flimsy "E!" Entertainment Frisbee was returned. As time passed with little more luck than glancing the disc off of a tree, the muttering and laughing died down as people lost interest.
     Narrowly missing one of the teens, a backhoe rumbled and clanked angrily up the drab gray path, paying little heed to the class. Alow roar of confusion rose from the kids once more.
     The childish giggle of teenaged girls rose in the midst of the chatter, in response to a quiet, almost inaudible remark in comparison to the rest of the noise.

Station 2:
It's colder here; we're further down the hill. The giggling is continuing, but this time it's over a game of tag separated from the class. The chaos further up the hill made the laughing and disc tossing seem like a pristine silence.
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[NEW]
From Slashdot.com:
--"Dell has released two servers for the U.S. market that have been customized to run Ubuntu-based cloud services. The company has outfitted its PowerEdge C2100 and C6100 servers with Canonical's Ubuntu Enterprise Cloud (UEC), an implementation of the Eucalyptus private cloud software that runs on the Ubuntu Server Edition operating system."

--"The organizers of the Cyber Foundations program have some lofty goals. In addition to identifying a new generation of security experts, they want to make cybergeeks as cool as sports stars, said Alan Paller, director of research at the SANS Institute, a sponsor of the competition. The competition includes tests in computer networking, operating systems and systems administration. Registration is open until Feb. 18. and prizes include four full-ride college scholarships sponsored by the U.S. Navy, gift certificates, and letters of recognition from governors and members of the U.S. Congress."
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[DND]

Planetouched click to see monster

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

Aasimar


Aasimar, 1st-Level Warrior
Size/Type: Medium Outsider (Native)
Hit Dice: 1d8+1 (5 hp)
Initiative: +4
Speed: 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)
Full Attack: Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Daylight
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats: Improved Initiative
Environment: Temperate plains
Organization: Solitary, pair, or team (3-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually good (any)
Advancement: By character class
Level Adjustment: +1
Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Combat

Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
Daylight (Sp)
An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Skills
An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Aasimar As Characters

Aasimar characters possess the following racial traits.
  • +2 Wisdom, +2 Charisma.
  • Medium size.
  • An aasimar’s base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
  • Racial Feats: An aasimar gains feats according to its class levels.
  • Special Attacks (see above): Daylight.
  • Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
  • Favored Class: Paladin.
  • Level adjustment +1.

Tiefling


Tiefling, 1st-Level Warrior
Size/Type: Medium Outsider (Native)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)
Full Attack: Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness
Special Qualities: Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Skills: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1
Feats: Weapon Focus (rapier)
Environment: Temperate plains
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually evil (any)
Advancement: By character class
Level Adjustment: +1
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Combat

Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Darkness (Sp)
A tiefling can use darkness once per day (caster level equal to class levels).
Skills
A tiefling has a +2 racial bonus on Bluff and Hide checks.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Tieflings As Characters

Tiefling characters possess the following racial traits.
  • +2 Dexterity, +2 Intelligence, -2 Charisma.
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Racial Feats: A tiefling gains feats according to its class levels.
  • Special Attacks (see above): Darkness.
  • Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.

Tuesday, February 1, 2011

F is for Flickr

That's right. F is for "Flickr." I've 'stolen' many a picture from Flickr, so here is me atoning for my crimes by recognizing the source.
Anywho, here's today's assignment, 4 Haikus about the seasons:
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Winter:
Snow's falling outside.
I have never lived like this.
I wish I were home.

Spring:
Do you remember?
This is the day we had met.
I didn't forget.

Summer:
The Sun is blazing,
and we chase the sun down the trails
laughing as we go.

Fall:
The Trees are hiding,
but not where we think they are.
Our feet hide them here.

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So today I continued to work on my D&D Campaign, and resumed my Star Wars argument with Brian. I need to finish writing the music for "Duel of the Fates" for small ensemble, but it will happen. =D
Also: if you have an idea for something nerdy to add to this blog, just lemme know in the comments section. I enjoy a variety of nerdy stuff, and I can't possibly think of everything.
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RANDOM D&D TIDBIT OF THE DAY:
Sorry about slacking a bit here, guys, I love this blog but I can't keep up, even this early off. I'll try and have more lessons, but for now, I'm just going to put up an article from the srd for everyone to see:
 WRAITHS

Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.
A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.
Wraiths speak Common and Infernal.

Combat

Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex)
Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Wraith

Constitution Drain (Su)
Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su)
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Dread Wraith

The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows—or the walls.
Lifesense (Su)
A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution Drain (Su)
Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.
Create Spawn (Su)
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
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In addition to my regular blogging, here's a picture to send you on your way with:

Monday, January 31, 2011

E is for Ethereal Filcher

 For those of you not familiar with the strange aberrations of the Dungeons and Dragons world, this is what Ethereal Filchers look like:
Ugly, huh? I would say not to tell it, but it can't hear or speak, so no worries.


Hey, everyone! So, starting from now until the assignment is finished, I'll be posting work (ugh.) on here. This is going to consist of:
The Assignment
A Journal
An Observation and finally
A Reflection.

I don't know how much it counts but I feel that I can count all of my stuff about nerdy things as a journal, but I dunno- I'll ask Middlemiss tomorrow.
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THE ASSIGNMENT!
Prompt 1: Respond Emotionally, intellectually and honestly to 5 projects that Goldsworthy presents in the film "Rivers and Tides."
           Most of my questions/responses were mechanically-based, because that's what caught my attention first, and what stuck with me the longest.
My first question had to do with this picture /|\. I really wanted to know how he managed to keep the icicles together effectively enough to hold some of those heavier bits on the far ends?
Next I focused on this motif of his:
When you make that cone, is there a way the area around it has to be? Is balance on the surface taken into consideration when you make it, or do you figure if it falls over after you're done that it's part of the art, or maybe there's something that you feel that you want it to guard or look over? I seem to remember that you said that it has sort of a feel like a silent guardian, but what exactly is it guarding?
My next response/question for Goldsworthy had to do with all of his changing works:
How quickly does the change happen? Does it happen relatively quickly, or do you watch it for extended periods of time? Do you ever leave a piece and come back the next day to see how it's changed, or do you just watch for the first bits of change?
My final response/question had to do with the wool on the wall, which I couldn't find on the internet. :\ Ah, well. Anywho, I was really curious as to if he intended the wool on the wall looking like the horizon between the back ground and foreground  looking like a tear, almost like the paper was ripped away to show something behind it. I loved the effect, but I couldn't help but feel that I'm over thinking that piece.

Prompt 2: Discuss why Goldsworthy is consumed with motifs.
                As a song writer and poet, I feel that a lot of artists, including myself, use motifs as a way to center ourselves and reach a certain level of our work that we feel connected to it again. However, it looks like the Motifs themselves serve as a constant where in nature everything else is always changing. The cone serves as a silent sentinel, watching over the world around it as the forest grows, taking it with it. However, it's still there, watching everything. The hole in nature, as he put it, really didn't show it's meaning until something sprouted out of it, showing the life crawling out of the void and taking it's first glimpses of light.
The ribbon had me for a bit, until I though about how it flows; the ribbons just goes however everything around it moves, and slowly disappears into the ether as time goes by.


Prompt 3: "It's the dialog with the stone that makes the wall."
"The Real work is in the change."
Explain these quotes and their meaning. What is a story that the wall can tell? What is the change?
                 I feel like a wall of any style, be it wood, stone, metal, etc. tells a wonderful story. With the stones that make up a stone wall like the ones in the videos, each stone has a slightly different story to tell about how it got where it was going, and all of these stories lead to the same destination: the wall. The stones' stories all intertwine and make the wall what it is.
As for the change, it's really straightforward, and I believe I sorta answered this in a previous question; the change gives the work meaning. Where he can make a hole in nature, nature, nature can make something sprout out of it. Where he can make a cone, nature can grow a forest around it.
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Now for the Journal. :D
So, I started making a D&D Campaign yesterday, as some of you may know. It's been chaotic, I haven't been able to think up a good plot for the first adventure, and, to put things simply, I didn't know how to start. Then, it hit me. With the aide of my friend's trusty Monster Manual, and my graph paper notebook, things are coming along swimmingly. I hope to have people show up to my campaign when it rolls around. That'd be fun.
Now, I'm sure you're all wondering "Cedric! When are you going to start your campaign and what's it called and etc.?!" Well, I can tell you only a few things:
-I'll probably have a game for my campaign in March, if I can fit two games into that month. Legacy of St. Vasco takes priority, since I'm not going to college this year.
-The Campaign will span a whole continent, and there will be more to it than you expect.
-The Campaign is called "The Locked Box," rightfully so. :)
-I already have 80% of the map done, but it's nowhere near as in detail or as large as Andrew's map. :\
-There will be a recurring antagonist, played by a non-DM player!
-I will be co-DMing with different people until I decide on a person's dependability and style that I can work with.

ALSO: I suck at Laser Tag, just so you all know. =)
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Observation: I suppose I just talk about something that I've noticed or something like that today. Well, I've noticed a lot of things ,but I think that I'd like to go with my favorite thing for today: the mantra of the day is "NO EXCUSES." I was talking with my friend about Star Wars, and he admitted to having NEVER seen the movies or read any of the books before. I was a bit appalled, and he promptly replied his obviously rehearsed excuse of "I don't have any time to watch them." This guy plays WoW. That's time that could be spent watching Star wars, so "NO EXCUSES" for inaction.

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Reflection: Is this where I reflect on the observation, or what? I feel that because of my constant chanting to myself of today's mantra has led me to do more than I normally would. It's been good for me, and I think I'll keep it tucked in my head for a while now. :)
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RANDOM D&D TIDBIT FOR THE DAY:

Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.
Ethereal filchers do not speak.

Combat

An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight.
Any number of simple ruses can blunt a filcher’s attack.
Detect Magic (Su)
Ethereal filchers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su)
An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills
Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.

Saturday, January 29, 2011

D is for Dantooine

Dantooine: It may not have the rebel base, but it has a ruined Jedi Enclave and a bunch of poor people!
It's Saturday, 28 JAN, and I'm about to head off to a D&D game, but I figured i'd give everyone a quick update before I take off.
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--If you haven't noticed the Runescape news feed to the right of the blog, it's there. Check it out to get some updates from Jagex!
--In regards to the Runescape News Feed, if you've been keeping up with runescape over the past 3 weeks or so, you'll know that there was a vote to bring back the Wilderness and Free Trade. It, of course, passed, and the Wilderness and Free Trade will be back in runescape starting on the 1st of February, if memory serves me.
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RANDOM D&D LESSON OF THE DAY:
Half-Elves. We've talked about a bunch of different classes, but the races may or may not be a bit of a mystery to people. This lesson's for you:
Half elves are the offspring of and elf and a human. They typically have the elf parent's knack for poetry and arts, and their human parent's ambition and versatility. Because of this, they are great for just about any class. They can use magical items that only elves can use because of their blood, but can still be affected by the spells that would affect their elven ancestors as well. For all intents and purposes, a half-elf can be considered an elf. Half-Elves typically get along well with other people, but they don't stay with people for too long. Because of this natural tendency to get along with others, Half-Elves get a +2 to diplomacy checks.
For those not concerned with the culture and stuff of half-elves, here are the numbers:

  • Medium size.
  • A half-elf’s base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-light vision.
  • +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them.
  • +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.