Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Jump #151: Star Fox
- >Queen of Wands (A radiantly vital person, cocky and charismatic, who sees what she wants and goes after it.)
- I should start pulling cards BEFORE I finalize a jump. This is what I get for going to a jump with a blue chick in it.
- >Specialization: Star Fox Adventures
- Not exactly space, but hey, close enough.
- >3 Gold Rings (600)
- The endurance of any vehicle I pilot is doubled? That has... potential.
- >Hand To Hand (Free, Adventures)
- As though I wasn't already an expert in hand to hand combat.
- >Puzzle Solver (500, Adventures)
- Again, something I already have covered. But why not?
- >Don't Worry, I Speak Dino (300, Adventures)
- Knowing that language and being able to pick up on new languages are both useful things.
- >Telepathy (0, Adventures)
- Actually, this is an interesting thing - leaving telepathic messages in objects isn't something I've come across anywhere else, with the possible exception of D&D psionics. Useful.
- I'm not going to comment too much on how badly I'm throwing everything off the rails, other than to say that I am vastly amused at how bad the plot is. The game's cheesy enough considering how it normally goes, and this should make it much more fun. No, where we're going, we don't need rails.
Add Comment
Please, Sign In to add comment