The Warring States of NPF

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-   -   Answer to the 100 rules of being an Overlord (http://www.nuklearforums.com/showthread.php?t=8211)

Toastburner B 01-12-2005 10:05 AM

IIRC, aren't there like 300 rules for the evil overlord?

If not...too bad, I'm still adding the ones I came up with.

102. Never, ever, ever throw everything you have at the main villian during your "final" battle. Chances are, he'll have some sort of uber-second form, and as such, I must be prepared to battle that as well.

103. If the villian asks for mercy, ignore it. It's not very heroic, but the fact is he/she is trying to get you to lower your guard so that he/she can stab you with the dagger they have up their sleeve.

104. After you finish off the final villian, live happy ever after in an undisclosed location. This will make it someone else's problem when the villian comes back from the dead.

pochercoaster 01-12-2005 03:32 PM

Pshaw. *points to her sig* That's where all the REAL rules are. But these are good, too.

GrrBear 01-12-2005 04:41 PM

has anybody tried
105 be cute and fuzzy
106 remember to ask for a receipt

Skyshot 01-12-2005 06:04 PM

105 and 106 make no sense. To continue...

105. If some weakling of some kind demands to accompany me, I will not refuse them, as they will only stalk me and cause more trouble. Instead, I will accept the offer and let them find out for themselves why they shouldn't have come. (Kind of like letting little Billy stick a bobby pin in a wall socket so he'll know not to do it again.)

Rayinne 01-12-2005 07:09 PM

106. If a party member has the ability to communicate with the dead or other spooky supernatural forces, I will expect possession or madness to follow, and banish them from my party at the first sign of trouble. The only exception is if he or she shares an origin with me, because if I do that, I'll be creating an immensely powerful villain.

Gorefiend 01-12-2005 08:56 PM

107. I will buy only from authorized vendors, and from ones I trust. I will also be willing to pay the full price for everything, if haggleing is not an option. It may be more expensive, but at least my Silver Sword won't be made out of shiny tin.

108. I will attempt to balance out my stats. I will also perform several reality checks per day. That way, I won't be too stupid/naive to figure out if there is a plot by any of my party members to kill me.

109. I will not sign any contracts, or join any guilds, or have any entanglements of any kind, without first reading their text (or in the case of guilds, charter) in full, including any fine print. I will then have them checked over by my lawyer.

(can anyone guess where these come from?)

Myst 01-14-2005 12:46 AM

110: I will wear all black and/or leather, it will confuse the villains.
111: I will have an entire stable of cute and annoying animals, to bail me out of trouble.

Dragonsbane 01-14-2005 10:49 AM

112. I will have at least one incompetent, generally clueless, goof-off of a friend. He/she/it will be my most trusted companion, advisor, and sidekick, because they WILL end up saving my life.

Soldier3001 01-17-2005 11:59 PM

113. If the boss begins to transform after I defeat him, I will compose myself and WILL ATTACK HIM DURING HIS TRANSFORMATION!

RagnarofBurland 01-18-2005 12:24 PM

114. Under no circumstances will I ever celebrate any occasion in public. This will by default lead to either to the destruction of a town/ressurection of a villian or A bad hangover after which I will have lost something of critical importance to my current predicament.

115. I will always have at least one party member with a name I can't pronounce. This will ensure that my primary foe will be similarly unable to and thus in his confused state I will take the opportunity to sneak attack him.

116. I will refer to the above mentioned party member by their initials or some nickname approved by them. I wouldn't want him getting pissed off and betraying me, now would I?

117. All Old men I encounter either have some unusually useful tale or are a very powerful wizard. As such, if the old man is a tale-spinner I will right down his tale, ask about any other recent tellings of this tale so I can get to jump on my enemies then end his life as an act of mercy because he is old/depressed/crippled. This will ensure later on no one else will hear the tale. In the case of a very powerful wizard follow along, He's probably to powerful for you to do anything about.

118. Every town has a sign near the main gate denoting its name or a person who will willingly blather the name of the town out to you. In the case that it doesn't it is probably integral to the story line becuase it was supposed to be hidden/abandon/has wonderful shops but isn't on your 'return' spell list so you'll have to walk back to it from half way across the continent later.

119. Don't touch the glowing stone. Especially if it fits conviently into that slot over on the wall or the door with the glowing runes. Chances are you'll be instigating the release/destruction of something.

120. Always bring extra healing potions/herbs/antidote/ethers/restorative items. You will run out of MP before boss at the end of a cave or end up in a cituation where your casting ability is hampered.

121. If anything ever says "Mwahahahahaha" just stab it while it is doing so.


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