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54. Remember, every supervillian's fortress has some sort of self-destruct device. As such, make sure you know the fastest way out, as it will either be turn on by the villian as a last gamble to kill the hero, or by the plucky, comedy-relief party member.
55. Stick with the girl you know. If a seductive tempress comes out of nowhere, chances are she's working for the villian. 56. If an old sage says you cannot defeat the villian without a certain weapon/artifact/gizmo, don't try to defeat the villian without it. It will only end in tears and defeat. |
57. If an old man stops you in the street and tells you a story, listen to him. Somehow, it will help you out later.
58. Under NO circumstances will I be angsty all the time unless I have a good excuse. Being an orphan doesn't count, especially when everyone else in your group was also an orphan, and they seem pretty damn chipper. (FF8) |
59. If I am able to do a good deed and a bad deed, I will consider them carefully. If the good deed is more good than the evil deed is evil, I will do both and gain a net amount of positive alignment points, in addition to getting whatever cool items can be obtained.
60. If I can convince bandits to follow me, I will not sacrifice them to a temple, despite the fact that killing them would be a good deed, because you become evil for sacrificing them. Go figure. 61. If I have a large amount of money and nothing to do with it, I will look up the best time to donate it to the nearby temple so as to get the maximum effect from it. |
IHMN, rule #6 neglected just one thing...quest-givers and several kinds of supporting hero wear cloaks. Aragorn wore one, for instance.
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61. The more annoying something/someone is, the more useful it tends to be. If a party member or sentient weapon, chances are it will end up saving your life...or providing comic relief that leads to your eventual success. 62. Do not push the big red button. If the villain is an incompetent moron, trick him into pushing it for you. If he/she is not, then the button is probably going to hurt you when pushed. 63. Do not trust anyone you KNOW is evil. Ever. Even if they do become a party member for a short time, and have incredible abilities, it just means you will have to fight them eventually. 64. Talk to everyone, especially old men who tell stories. 65. Never use a magic item you haven't identified first. |
66. I will not allow any youths with an emotional stake on the quest to participate in it, unless they have some sort of extremely powerful ability or spell that only they can use. Even if they do, I will keep them in check. Chances are, the youth will "accidentally" lead me to the villain too early, and we will very nearly perish, and be set back from any real chance at killing the villain for quite some time. Or, he will get emotional and freeze up at a crucial moment, and we will perish/very nearly perish, and be set back from any real chance at killing the villain for quite some time.
67. If I happen to find myself at some foreign realm or time, I will try to locate someone who speaks my language and have them get me up to date on all current events, popular opinions, religious materials and general knowledge. I will also ask for a brief summary who's who, where's where, and who is in command. In the case of memory loss, I will have a piece of paper with these directions on it in/near my shiny runed object, along with a brief explanation of my life. (FFX, and a bit of FF6) 68. I will have backups to all special weapons, spell books, and quest materials. In the case of weapons, this may vary from extra plug-ins on my ship, to a back-up Master Sword in a Bag of Holding, depending on genre. Regardless, I will not allow a bunch of worthless enemies to take all my weapons/special spells/items at the beggining of the quest. (Metriod Prime 2. Probably many/most/all Metroid games.) 69. If after defeating the villain, I have a bunch of weapons or powers that I don't know what to do with, I will save them to be prepared for when the villain escapes of a new villain appears, not dump them or give them away. (Megaman) |
DB, all rules have exceptions. And for the most part, shadowy people in equally shadowy cloaks are evil.
70. I will always make sure that my vehicles' gas tanks, or whatever fuel they use, are completely full before using them. I will carry extra fuel as well. |
71. If a party member betrays me, I will remember the betrayal, and treat him as I would any monster. If he then decides to repent and rejoin the party, and proves that he can fight (and not like a half-hearted wuss), I will accept any aid he is willing to lend. However, from the moment I see him, I will put away all special quest items and anything that the villain he betrayed me for might want, and make sure he cannot get at them ever. (FF4)
72. I will not throw one-liners. As a hero, I wish to be remembered for my actions, not some stupid line I felt compelled to say at some time. 73. I will not be a racist. If any particular member of any non-monster race wishes to join me, he may. If any race is particularly repressed, I will attempt to help them. This way, I make no unnecessary enemies, and gain some friends. |
74. If the thing my enemy desires is encased in an unsolvable puzzle contained in the center of an unnavigable maze, surrounded by feared legendary creatures on an unfindable island, and the tatoo on my arm is the only key...I will leave the thing there. I can't match that kind of security.
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75. I will keep a pet. The pet will be trained to be able to find me or anyone I want him to find (that he already knows, be it by sight, scent, or sound), will answer a magic call, and will be able to fly, and be able to carry me/my party (this is meant to imply that he'll be fairly large, and strong). I will also insure that he is able to fly over all terrain. And, lastly, I will give him love and respect. This way, I'll be able to find anyone I want, my life will always be saved, I'll never be trapped in some hole surronded by mountains, and if I'm ever captured, screw getting him to fetch the keys, he'll bring down the castle!
76. If I work in parties, there will be a limit to one woman per man. One, the lead female, will be the hottest and attacted to me. All others will be a bit less hot, and attacted to one (1) other person. They will never more than one woman per man. I will NOT stand to hear a single arguement over who gets to walk next to John! If I have reason to believe that this is happening, I will ask the man to knidly choose, and kill/kick out (if we are conveniently near a town) whomever he doesn't choose. 77. If I work alone, I will be a womanizer. After all, I may be a hero, but I get lonely too. And many a woman would probably be willing to spend time with me. However, I'll never, under any circumstance allow a woman near my weapons. If I think she got near my weapons, I will check their effectiveness. This means ammo for guns, sharpness for blades, ect. As a matter of fact, it is a good idea to check the effectiveness of my weapons regularly. And, if any woman has tampered with my weapons, I will conduct another test for effectiveness on her. And, is anyone counting, or perhaps keeping track of when we'll reach 100? And, will anyone make a website for it? |
Does rule #77 comes from James Bond? It seems like an awfully familiarly situation...
78. If the archvillain's daughter falls madly in love with me, and is incredibly hot and/or holds the secret to her father's downfall, then I will not reject her because of her dark past. If I do, I will have lost a valuable ally, and probably created an enemy far scarier than the original villain. |
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