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Neues "Feature" im Captains...
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Dienstag, 22. Juli 2008

Weit weg wars nicht

Heute hat sich ein netter Teil unseres Freundes-, Bekannten- und Familienkreises gemeldet, wegen der Windhose bzw. dem Tornado, der Montag abend über einen Teil Appelhülsens hinweg gefegt ist. (Ja, das ist die Residenz vom Captains Log, die vulkanische Botschaft, sozusagen.)
Besorgte Menschen fragten, ob denn alles okay ist, und ja, offiziell kann das Captains Log verlauten lassen, dass nichts passiert.
Ich habs erst heute morgen erfahren, durch die Mail eines Kollegens und fragte mich, welche Windhose er wohl meinte. Meine Freundin konnte dann nähere Aufklärung liefern.
Da muß wohl gestern nett was los gewesen bei uns um die Ecke, so titelt eine Zeitung Windhose versetzt Appelhülsen in Angst. Interessanter ist aber die Fotostrecke. Ja, ich bin geneigt, das Wort Tornado für diese Windhose stehen zu lassen.
 
Habe heute mal in die Satellitenkarten geschaut und festgestellt, dass die Windhose in knapp 500m Entfernung hier durch ist.

Der Captain als AD&D Chara: Chaotisch guter Mensch Zauberer/Hexenmeister

I Am A: Chaotic Good Human Wizard/Sorcerer (3rd/2nd Level)

Ability Scores:
Strength-14
Dexterity-11
Constitution-13
Intelligence-14
Wisdom-10
Charisma-13

Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

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