Quarterstaff.

From Create Your Own Story

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You fetch your staff, lock your car, and put the key in a pouch on your waistline of your skirt. Time to check in at the tent. You head that way and are met by an older man in the simple brown robe of a monk. He's sitting at a table with two sign-in sheets. "Good morning, lass." He greets you as his eyes quickly roam down your body, hesitating on your cleavage. "Which side do you want to play on today?"
You fetch your staff, lock your car, and put the key in a pouch on your waistline of your skirt. Time to check in at the tent. You head that way and are met by an older man in the simple brown robe of a monk. He's sitting at a table with two sign-in sheets. "Good morning, lass." He greets you as his eyes quickly roam down your body, hesitating on your cleavage. "Which side do you want to play on today?"
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You glance at a poster with some of the rules for the game: Each adventurer starts with 1 hit point, armor grants 1 extra HP, leaders have 3 HP, and mighty villains and great heroes have 4 HP. Completing quests or bounties, defeating enemies, or capturing your foes will reward experience points that can lead to perks or villain/hero titles. Once per day, a healer can use their power to return 1 HP to a fallen comrade to prevent them from being defeated. Should you be totally defeated, you must return to the starting area and sit out for an hour before returning to the game with no experience or titles. If you are captured, you retain your experience, but may face the depravations of your enemies.
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You glance at a poster with some of the rules for the game: Each adventurer starts with 1 hit point, armor grants 1 extra HP, leaders have 3 HP, and mighty villains and great heroes have 4 HP. Completing quests or bounties, defeating enemies, or capturing your foes will reward experience points that can lead to perks or villain/hero titles. A healer can use their power to return 1 HP to a fallen comrade to prevent them from being defeated. Should you be totally defeated, you must return to the starting area and sit out for an hour before returning to the game with no experience or titles. If you are captured, you retain your experience, but may face the depravations of your enemies.
*[[The forces of good.]]
*[[The forces of good.]]

Current revision as of 18:59, 24 January 2023

Status: LARP costume: skirt, thong, and bustier

Sword and shield is always a good pick and you decide to put them in the trunk of your car just in case. But today, you want the quarterstaff. It's still likely to be hot even in the mountains and lugging around that shield sounds awful. Plus, you can use the quarterstaff as a walking stick. You carry the weapons, your purse, and your phone out to the car and load up. It'll take an hour to get to the meadow where the game is held.

The drive out of the city is pleasant enough, but your small compact car's AC struggles mightily against the heat and you're slowly getting drenched in sweat. Finally, you give up and roll down the windows as you turn off the main highway and head deeper into the foothills. The warm air is cooling you notice. This is going to work. Soon, you're nearing the parking area. You pull off the road and into a dirt lot, there are maybe 20-ish cars already parked. You frown slightly, usually there are almost a hundred cars here. The heat must be keeping people away.

You park near the sign-in tent and get out of the car. You stretch with your arms raised high above your head, your bustier riding up. You glance around, there are a few guys and one other girl at their cars and getting their stuff ready. You're pretty sure at least two of the guys are checking you out. You walk around your car and lean into the passenger window to lock your purse and phone in the glovebox. You smile to yourself, knowing that if they really were watching you, they'd have seen a hint of your butt as you bent over.

You fetch your staff, lock your car, and put the key in a pouch on your waistline of your skirt. Time to check in at the tent. You head that way and are met by an older man in the simple brown robe of a monk. He's sitting at a table with two sign-in sheets. "Good morning, lass." He greets you as his eyes quickly roam down your body, hesitating on your cleavage. "Which side do you want to play on today?"

You glance at a poster with some of the rules for the game: Each adventurer starts with 1 hit point, armor grants 1 extra HP, leaders have 3 HP, and mighty villains and great heroes have 4 HP. Completing quests or bounties, defeating enemies, or capturing your foes will reward experience points that can lead to perks or villain/hero titles. A healer can use their power to return 1 HP to a fallen comrade to prevent them from being defeated. Should you be totally defeated, you must return to the starting area and sit out for an hour before returning to the game with no experience or titles. If you are captured, you retain your experience, but may face the depravations of your enemies.

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