Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
I don't like the proposed gamble mechanic because it's either ludicrously broken or something you regret doing. It's like taking storm and expanding it to an entire block mechanic.
Here's a crack at the wager mechanic, inspired by David Sirlin's Chess 2 stones mechanic:
Bullets
- At the beginning of your upkeep, you gain a bullet. You are encouraged to use poker chips to represent bullets.
- Any time you could cast a sorcery, you can give bullets to or take bullets from a consenting player.
- Whenever a creature you control blocks or becomes blocked by one or more creatures, if you have any bullets, you may initiate a showdown. You can showdown any number of times in one combat, one after the other.
- To showdown, you secretly wager one or more bullets, then the controller of those creatures wagers any number of bullets. Then you reveal the number of bullets you wagered.
- If you wagered more bullets, that player sacrifices all creatures blocking or blocked by your creature. Otherwise, you sacrifice your creature.
Then you can have cards that interact with bullets and so on. This version of the bullet mechanic encourages a focus on creature combat, but makes it more about bluffing than the power/toughness, which plays into the gambling and "guns equalize everything" theme. It also means that creatures will die a lot, which helps to break board stalls.
I love this idea. The gamble mechanic seems a little gimmicky, but so did conspiracies and look how well they turned out. The one problem I see is that I don't want this set limited to Commander. I originally thought that Conspiracy was for Standard, and I got so excited about the reprint of Brainstorm for my instant/sorcery deck...yeah.
Also, about the luck thing? I say we roll with it. Make as many luck cards as we want.
Then add luck manipulation and luck hate. Examples: Doublethink Instant If a card has a luck mechanic, you may choose the outcome. (A card with a luck mechanic involves rolling a die, flipping a coin, or any other method of producing random results to choose an outcome. You still have to flip the coin, even though it has no effect.) If he knows I know that he knows, then I know that he knows...
Cheat's Punishment Enchantment On each player's end step, if that player has won 2 coin flips in a row, Cheat's Punishment deals 5 damage to that player. Hang on a sec-he's dealing from the bottom of the deck!
Also, CKY? I love the new bullet mechanic. However, I do like the gamble idea as a concept. Not as a command zone thing, though...maybe it's an enchantment with a 0 cost and has our new wager keyword? Or maybe it could be like Planechase with the separate plane deck.
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My MTG RPGthat probably sucks completely NO SHUT UP IT'S FINE
I have been entertaining a horrid little idea for some time now. Horrid in that it has been tremendously fun to think about, and yet I honestly have no clue whether it is a good idea or a bad idea.
The answer to that essentially depends on whether or not people around these parts would like it.
This actually seems like a nice chance to float that little thought balloon. I'd be very interested to get people's gut reactions - to the card itself, obviously, but also the bit of revealed information it implies.
Spoiler
Hush-Hush, Silent Sisters
Planeswalker - Hush-Hush
{+2}: Spells your opponents cast this turn are countered. A spell's controller may pay to counter this effect for that spell. {0}: Each player returns a creature he or she controls to his or her hand. {-8}: You get an emblem which reads: "Any time you cast a spell from your hand, you may cast an additional copy of that spell without paying it's mana cost. If you do, you may choose different targets for that copy."
Loyalty: 2
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"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
I wondered from their time "away" that they mentioned in "Blood on the Tracks" if that's what you were thinking. As someone who has created a planeswalker set of twins, I feel badly about saying this, but I don't think it's a good idea. The likelihood of one set of twins both receiving the Spark is almost mathematically impossible. For us in the M:EM to have two sets of twin 'walkers, I think we might be pushing those odds a bit.
Like I said, I feel badly that some of my characters potentially interfere in other people getting to do what they want with their characters, and I won't absolutely veto it, of course. I feel a little like I'm just sort of saying "NO!, That's MY idea, you can't have it!" and stomping off to pout in a corner, so I hope it's not coming across that way. I'm just concerned about the implications.
Ilarion Vale was able to take his sister with him as he explored the multiverse. It could be a similar thing here. Maybe one of them has the Spark, and drags the other along, because they can't go anywhere without each other. There's no reason both of them would need the Spark for this to work.
That said, I don't know if it's something you necessarily SHOULD do, even if you can. I don't know if it would add anything to their characters to have them be 'walkers.
I wondered from their time "away" that they mentioned in "Blood on the Tracks" if that's what you were thinking. As someone who has created a planeswalker set of twins, I feel badly about saying this, but I don't think it's a good idea. The likelihood of one set of twins both receiving the Spark is almost mathematically impossible. For us in the M:EM to have two sets of twin 'walkers, I think we might be pushing those odds a bit.
Like I said, I feel badly that some of my characters potentially interfere in other people getting to do what they want with their characters, and I won't absolutely veto it, of course. I feel a little like I'm just sort of saying "NO!, That's MY idea, you can't have it!" and stomping off to pout in a corner, so I hope it's not coming across that way. I'm just concerned about the implications.
Spoiler
Don't feel bad about it! That's one of the reasons I asked the question, and I think it's a totally valid concern. Too many twins is probably a bad thing.
Since identical twins are, for the briefest of moments, the same single organism, my thought was that it might not stretch spark metaphysics as much, but I make zero claim to expertise on that subject.
And, again, to be clear, I don't have my heart set on this. It's just an idea which I've always found interesting, and while I've written things in such a way as to leave that door open, it's in no way essential that we ever walk through it.
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"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
Ok, so sorry I've been away! Busy weekend painting miniatures and all that. Sort of lost track of time. T_T
@OL:
Just because they're two separate people, and everyone assumes that they are twins, doesn't mean they actually ARE twins.
They already speak in tandem and have no individual personality as it is. Food for thought - maybe they aren't actually a separate entity at all.
@CKY: Bullets seems a bit... hmm... complex. I like the idea of making this a "gambling matters" set, and I really think we should run with that, but we should probably keep that on the cards - though you have given me a few good ideas...
If we decided to run proliferate, it may be a good idea to reintroduce luck counters. As Daedulus suggested, we could have cards that directly interact with coin flips or dice rolls. The key is to find a healthy way to negate luck, while still keeping it semi-random - people tend to hate losing to a coin toss.
The easiest way to manipulate luck in magic is to manipulate the deck.
All that being said, let's continue to brainstorm ideas for that.
Mechanic - Showdown (thanks to CKY for the cool name): Whenever you cast a card with Showdown, you may pay any amount of life. Then, each opponent may pay any amount of life. If you paid more life, you win the Showdown, and gain an effect. Example:
Three Duels at Dawn
Sorcery As an additional cost to cast Three Duels at Dawn, sacrifice a creature. Destroy up to three target creatures. Showdown - If you win the Showdown, return the sacrificed creature to the battlefield tapped.
I believe the easiest thing to "wager" would be life. Given this fact, we can have the aristocracy faction focus a great deal on life gain, and have the oppressed faction focusing on getting additional mileage whenever they voluntary pay life. Examples:
Bank Note
Enchantment When Bank Note enters the battlefield, gain 2 life. Whenever you gain life, put a charge counter on Bank Note. Sacrifice Bank Note: Gain 1 life for every charge counter on Bank Note.
Pain for Gain
Enchantment Whenever you pay life, draw a card.
***
Those are my thoughts on our "clash" mechanic - it keeps it a little more controllable, but still lets you play mind games with your opponent.
As for our luck mechanics - outside of leylines and gemstone caver effects - we can most deal with luck/charge counters, methinks. Each different color can gain luck counters on various permanents for different things. For instance:
Lucky Find
Sorcery Search your library for a land card and put it onto the battlefield tapped. Put a luck counter on target permanent.
Lucky Break
Sorcery Destroy target artifact. Lucky Break deals 2 damage to that artifact's controller. Put a luck counter on target permanent.
Lucky Save
Sorcery Gain 6 life. Put a luck counter on target permanent.
Lucky Guess
Sorcery Draw two cards, then shuffle one card from your hand into your library. Put a luck counter on target permanent.
Lucky Shot
Sorcery Destroy target creature. Lose life equal to it's power. Put a luck counter on target permanent.
This allows us to interact with luck counters in a similar fashion that we do charge counters - but instead, the permanents that benefit from having luck counters don't start with those counters in play, or any way to generate luck counters themselves.
Outside, of course, lucky situations, like having them in your starting hand. Or maybe controlling a certain amount of luck counters. Like so:
Lucky Sevens
Instant When you draw Luck Sevens, you may reveal it. If you do, and you have exactly seven luck counters among permanents you control, you may cast Luck Sevens without paying its mana cost.
Lucky Sevens deals 7 damage to up to seven target creatures or players.
@Moonbeam: Illarion Vale is a corner case. His special ability is to be able to bring along one passenger with him when he goes travelling. It's unique to the character.
Not gonna lie, I... kind of really like the fact that a LOT of the characters involved with Jakkard right now are non-walkers, and that sort of goes doubly for Hush-Hush who is one of the rarest things in Magic fiction: a weird, very unique, powerful spellcaster that isn't a 'walker.
That said, the fact that Hush-Hush is also kind of a single entity makes this feel more possible to me. Buuut the downside of that would be explaining more about Hush-Hush and to some extent I think the mystery of her/their nature shouldn't be tampered with too much.
I'm still not totally feeling the Gamble thing. I'm... honestly not sure why.
Maybe because while Conspiracies and Planechase work in-narrative, the Gambling cards feel more external to me? More like a game mechanic than a flavor mechanic?
(Also yes, Illarion is an outlier adn should not have been counted)
Done and done. Hush-Hush will stay where they belong, which is in the Waste. And they will continue to do what they do best, which is simultaneously warm my heart and creep me out.
I just hope people find some reasons to write about them. Because God do I love Hush-Hush.
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"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
(Also yes, Illarion is an outlier adn should not have been counted)
I laughed so hard that I had to immediately get up and go to the back room because the customers were giving me strange looks.
@PostNegativity: Hey, can't agree with everything! I thought I had hit on something pretty cool with Showdown - what do you think of that mechanic?
While it does a good job at capturing the idea of gambling, I don't think it does a good job running parallel with gunfighting. That's one thing that I think you're just not going to be able to remove luck from because it is such an integral part of it. Sure, there's a lot of skill involved, but that last little edge of luck makes the world of difference.
At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
As I think about it, you're kinda right. Gamble, while awesome, is kind of a game-style mechanic. You wouldn't set up a gambling table in the middle of a magic duel, would you? (Although maybe gambling would start a magic duel...) And now I'm noticing that this set seems to be a lot of "luck matters." You and your opponent betting life secretly for Showdown, luck counters, etc. Like I said, we need more luck manipulation. Just one thing about Showdown, though-betting life seems like a really bad idea. Esper control would promptly become the top deck, black and red would be almost completely abandoned, and nobody would be terribly happy. Maybe there could be luck counters-choose an amount from a permanent you control and bet those, your opponent bets, and then the reveal? That might work better.
Spoiler
I kind of agree about not pushing Hush-Hush as a planeswalker. Though they definitely need a card. Maybe something like:
Hush-Hush, the Quiet Ones [MR] Legendary Creature-Human Wizard Twins Haste, shroud When you cast Hush-Hush, the Quiet Ones, you may search your library for a card and exile it, then shuffle your library. , : You may play the spell exiled with Hush-Hush, the Quiet Ones if X was the exiled spell's mana cost. Then you may search your library for a card and exile it, then shuffle your library. : Untap Hush-Hush, the Quiet Ones. 2/2
I kind of tried to make it an even more powerful version of Elite Arcanist. What does everyone else think?
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My MTG RPGthat probably sucks completely NO SHUT UP IT'S FINE
Since it seemed potentially useful, and since we probably ought to have this anyway, I have assembled a list of notable Jakkard natives.
The list includes people mentioned by name in Jakkard stories which are currently in the Archive. So the list will expand as more works get voted in (possibly as early as this week).
(Apologies in advance for whoever I accidentally left out.)
I didn't include planeswalkers or characters who already have dossiers on the Wiki.
Hopefully people may find something here which stirs the creative juices.
Keeper - this seems like the sort of thing which ought to go on the Wiki, but I held off for now in case we decide to implement a compact character infobox template at some point.
Who's Who (and Who *Was* Who) in the Waste
Name: Cosette Desandro Description: Damsel in distress who seeks Fisco Vane’s protection after rebuffing Don Marco’s advances. She warms then breaks Old Smokey’s heart; her death triggers Fisco’s infamous campaign of revenge. Race: Human. Current Status: Dead. (Killed by Abellus in Fisco’s showdown with Don Marco; laid fully to rest later by Fisco.) Appears In: Two Bullets
Name: “Mal” / Malzeth Description: Powerful sangromancer who acts as Fisco Vane’s demonic legman on Jakkard. His contract to Old Smokey almost keeps his unpleasant demeanor in check. Shot by Jackie DeCoeur. Race: Demon. Current Status: Unknown. Appears In: Two Bullets, A Moral Compass, The Sincerest Form of Flattery
Name: “Lucy” / Lucrecia Description: Temptress and master of subterfuge who serves with Mal under Fisco Vane’s contract. Smiles while she devours your soul. Abducted by Jackie DeCoeur. Race: Demon. Current Status: Unknown. Appears In: Two Bullets, A Moral Compass, The Sincerest Form of Flattery
Name: Don Marco Description: Jakkard big-shot who controls both legitimate and illegitimate business throughout large parts of the city. Fisco Vane’s plan to muscle him out of the way goes horribly awry. Race: Fox. Current Status: Dead. (Killed by Fisco Vane in perhaps the archetypical instance of “Old Smokey got him.”) Appears In: Two Bullets
Name: Vaik Four-Horns Description: Minotaur kingpin in Verkell’s Yolk District, known for his unique headwear and violent tendencies. Allied with Don Marco against Fisco Vane. Race: Minotaur. Current Status: Dead. (Killed by Fisco Vane at high noon.) Appears In: Two Bullets
Name: June Description: Proprietor of the Horse’s Hitch saloon. Rare confidant of Fisco Vane, entrusted with keeping watch on Abellus’s grave. Race: Centaur. Current Status: Dead. (Death mentioned in passing by Fisco Vane.) Appears In: Two Bullets, A Moral Compass
Name: Tirk Description: Friend of Cosette who first helps Fisco Vane but ultimately betrays him to Abellus and Don Marco. Summons Fisco back to Jakkard to tell him of the crystalline state of Cosette’s tomb, gets a bullet by way of thanks. Race: Viashino. Current Status: Dead. (Got his thirty seconds to talk before Fisco shot him dead.) Appears In: Two Bullets
Name: Victoria Description: Daughter of Vaik Four-Horns, and a slow learner when it comes to not angering Fisco Vane. Race: Minotaur. Current Status: Unknown. Appears In: Two Bullets
Name: Abellus Description: Leader of a flight of angels in Verkell with a strictly utilitarian notion of “keeping the peace.” Sides with Don Marco over Fisco Vane on the grounds that the fox kingpin is a lesser evil than Old Smokey. Cosette’s killer. Buried alive by Fisco. Race: Angel. Current Status: Dead. (Along with Tirk, the recipient of one of the titular two bullets from Fisco’s gun.) Appears In: Two Bullets
Name: Aerock Description: Travelling gunfighter who challenged all comers to a duel. Race: Minotaur. Current Status: Dead. (Underestimated Harrish Krell in the third duel.) Appears In: Three Duels at Dawn
Name: Old Blue Description: The first champion to fall victim to Aerock’s challenge. Race: Centaur. Current Status: Dead. (Killed by Aerock in the first duel.) Appears In: Three Duels at Dawn.
Name: Jaran Description: Putative challenger to Aerock who drank too much and drew too slow. Race: Human. Current Status: Dead. (Killed by Aerock in the second duel.) Appears In: Three Duels at Dawn
Name: Harrish Krell Description: A not-so-crazy Noggle who knew that a blast of fire on “three” beats even the fastest draw on “four.” Defeated Aerock. Race: Noggle. Current Status: Unknown. Appears In: Three Duels at Dawn
Name: Horatio Description: Owner of a little, rickety bar frequented by card players. Known to play a hand or two of Fox’s Run himself. Race: Centaur. Current Status: Unknown. Appears In: All-In
Name: Jimbob Description: Tavern piano man, fond of playing “Centaur Wine and Noggle Ale.” Race: Noggle. Current Status: Unknown. Appears In: All-In
Name: Sneaks-by-Sand Description: Card player who receives an unwelcome lesson in living history. Race: Rattler. Current Status: Unknown. Appears In: All-In
Name: Biggs Description: Card player who talks too much and wins too little. Race: Minotaur. Current Status: Unknown. Appears In: All-In
Name: “Trotter” / Dyan Description: Dancer, cabaret singer, escort, and small-time crook. A white fox who grew up on the streets of Verkell. On-again, off-again paramour of Jackie DeCoeur. Race: Fox Current Status: Unknown. Appears In: Love and Theft, Stare Down the Basilisk, Foxtrox, The Sincerest Form of Flattery
Name: Silversides Description: Backstage manager at Diamond Jane’s cabaret whose main problem is Trotter’s diva behavior until Sax confesses to murder. Race: Centaur. Current Status: Unknown. Appears In: Love and Theft
Name: “Diamond” Jane Vaanderly Description: Verkell gang leader turned mining tycoon and proprietress of the Zymmer cabaret. Once ordered Jackie DeCoeur ambushed and left for dead. Race: Fox. Current Status: Dead. (Killed by a penknife in the back; husband Sax executed for the crime.) Appears In: Love and Theft.
Name: Saxifrage “Sax” Vaanderly Description: Cuckolded trophy husband of Diamond Jane. Blackmailed into submission by his wife – until he claims credit for killing her, that is. Race: Human. Current Status: Dead. (Hanged for Diamond Jane’s murder.) Appears In: Love and Theft
Name: Ruby Description: Working girl at Diamond Jane’s who spills the beans on Jane and Sax to Jackie DeCoeur. Possibly relocated to New Progress in later years. Race: Human. Current Status: Unknown. Appears In: Love and Theft, Stare Down the Basilisk
Name: The Judge Description: Crooked Zymmer lawman with a drinking problem. Diamond Jane’s person executioner. Race: Minotaur. Current Status: Unknown. Appears In: Love and Theft
Name: Presto Description: Artificer with questionable people skills and shoddy safety protocols, but a brilliant mechanist’s mind. Built “The Machine.” Known associate of Jackie DeCoeur. Race: Human. Current Status: Alive. Appears In: Love and Theft, Stare Down the Basilisk, A Moral Compass, The Sincerest Form of Flattery
Name: Brax Description: Railroad magnate, leader of the iron cartel, and mean son-of-a-snake. Devoted himself to killing Jackie DeCoeur for robbing his trains and stealing his iron. Race: Fox. Current Status: Dead. (Shot between the eyes by Jackie DeCoeur after the smashing of the iron cartel.) Appears In: Red Eyes, Stare Down the Basilisk
Name: “Sharpy” / Mister Sharps Description: Head of security for Brax who is Jackie DeCoeur’s inside snake within Brax’s organization. Helps facilitate the raid on the iron stockpile. Deputized to run Jackie’s railroads. Race: Rattler. Current Status: Alive. Appears In: Red Eyes, Stare Down the Basilisk, The Sincerest Form of Flattery
Name: Tishia Description: One-time deputy to Jackie DeCoeur who makes a bad career choice when she tries to betray the Red-Eyed Woman to Brax. Race: Human. Current Status: Dead. (Shot either by her own hand or by Jackie DeCoeur.) Appears In: Red Eyes
Name: “Shakes” / Mister Wacha Description: Self-proclaimed finest train driver in all Jakkard. Known associate of Jackie DeCoeur. Leaves Brax’s employ to help the Red-Eyed Woman rob his former employer blind. Race: Noggle. Current Status: Alive. Appears In: Stare Down the Basilisk, The Sincerest Form of Flattery
Name: Dazie Description: Jackie DeCoeur’s right-hand-woman. Her gruff, no-nonsense demeanor may not win any popularity contests, but she’s a crackerjack bandit and amazingly strong. Strikes out on her own after Jackie becomes semi-legitimate. Race: Minotaur. Current Status: Alive. Appears In: Stare Down the Basilisk, The Sincerest Form of Flattery
Name: Hush-Hush Description: Identical twins known for their singular mind, silent demeanor, and skill as countermages. Built “The Device.” Known associates of Jackie DeCoeur. Race: Human. Current Status: Alive. Appears In: Stare Down the Basilisk, The Sincerest Form of Flattery
Name: Booker Description: Managed Brax’s iron stockpile at Little Forks before being sucked into the aether by The Device. Also, what a racist! Race: Fox. Current Status: Unknown. Appears In: Stare Down the Basilisk
Name: Hooper Description: Former railroad owner and member of the iron cartel. Red-faced and bowler-hatted. Race: Human. Current Status: Unknown. Appears In: Stare Down the Basilisk
Name: Vanatter Description: Former railroad owner and member of the iron cartel. Short-tempered and feather-boa’d. Race: Fox. Current Status: Unknown. Appears In: Stare Down the Basilisk
Name: Peepers Description: Blind receptionist at Madam Roxy’s bordello. Lost his dark glasses for withholding Dyan’s tips. Race: Human. Current Status: Unknown. Appears In: Foxtrot
Name: Harris Description: Bank robber who fell-out with Jackie DeCoeur over how to share out the spoils. Race: Human. Current Status: Unknown. Appears In: Foxtrot
Name: Argyle Description: Bank robber who fell-out with Jackie DeCoeur over how to share out the spoils. Had a permanent case of rope burn from a botched hanging. Race: Human. Current Status: Dead. (Crushed by a falling sign dislodged by Jackie DeCoeur’s lucky miss.) Appears In: Foxtrot
Name: Madam Roxy Description: Proprietress of Roxy’s saloon, dance hall, and bordello in Jakkard. Dyan’s humorless employer. Takes “the customer is always right” seriously, but also takes gold bricks seriously. Race: Fox. Current Status: Unknown. Appears In: Foxtrot
Name: Katerena Description: Working girl at Madam Roxy’s. Never did get her dress back, but did get one heck of a story to tell. Race: Human. Current Status: Unknown. Appears In: Foxtrot
Name: Maddie Description: Saloon hostess and singer who takes pity on Quiet Lia and gets her a short-lived job. Race: Human. Current Status: Unknown. Appears In: Louder Than Words
Name: Stinky Paul Description: Bandit who should have found a better partner than Black-Tooth Bart. Race: Unknown. Current Status: Dead. (Presumably.) Appears In: Louder Than Words
Name: Deadeye Annie Description: Another bandit who made a bad decision to work with Black-Tooth Bart. Race: Unknown. Current Status: Dead. (Choked on a rope.) Appears In: Louder Than Words
Name: Noddy Nine-Teeth Description: Yet another former associate of Black-Tooth Bart who should have seen it coming. Race: Unknown. Current Status: Dead. (Hit by a train; presumably never saw it coming.) Appears In: Louder Than Words
Name: Black-Tooth Bart Description: A bandit who doesn’t much believe in honor among thieves. Eliminated all of his former partners and helped kidnapped Quiet Lia. Had untoward designs on the young planeswalker before she found her voice in an explosive way. Race: Human. Current Status: Dead. (Shot to death by Quiet Lia, buried with his ill-gotten gold.) Appears In: Louder Than Words
Name: Shady Sythis Description: Black-Tooth Bart’s longest-lived partner. Saves Quiet Lia’s life initially, but does a less good job of keeping himself alive when he and Bart face off on the ghost train. Race: Rattler. Current Status: Dead. (Shot by Black-Tooth Bart on the ghost train.) Appears In: Louder Than Words
Name: Harmon Ix Description: Member of the Merchants Union. Prefers Jackie DeCoeur to those fussy foxes, agrees to help her sell Fisco’s cigars. Race: Noggle. Current Status: Unknown. Appears In: A Moral Compass
Name: Snakes Description: Poorly-named gang leader who runs afoul of Jinsen. Race: Viashino. Current Status: Dead. (Sliced and diced by the Eightfold Lotus.) Appears In: The Eightfold Lotus
Name: Hurley Description: One-horned minotaur who traded a life of crime for a life of construction work after Jinsen let him off lightly. Race: Minotaur. Current Status: Unknown. Appears In: The Eightfold Lotus
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"And remember, I'm pullin' for ya, 'cause we're all in this together." - Red Green
Well, Wild Card hadn't been included in there, but we do sincerely appreciate what you've done.
Btw, I was sort of hoping someone might pick up on it, but I don't think anyone did. I specifically named my card playing minotaur in Wild Card to pair with the one from All In.
Biggs and Wedge.
Also, and there is no reason for you to have known this, but there IS another legend that bears mentioning.
The... Oso Del Diablo!
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
I failed to notice (because my mind doesn't work so quickly sometimes) but YES that is basically where I pulled the name from.
100% 10/10 would reference again.
@OL: That was truly a delight to read, even if I already knew all the characters. Your succinct summaries were tragic (occasionally) and hilarious (mostly). I don't think I've ever read a series of character biographies I enjoyed quite as much as this.
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