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  Alt switch: Autumn Rose -> The Teal Kunoichi
Posted by: Amber Veritz - 10-19-2015, 03:43 AM - Forum: Joining - Replies (13)

Character name: The Teal Kunoichi

Character source: OC, A human from Quotin

Character history: Teal is Ninja human from the land of the elements know as Quotin. This human somehow made there wasy in to the world of Quotin, where humans aren't supposed to be. Oddly, she was able to learn how to use magic and became well know on the continent of Verrona, where Dawnika is from. She is a bounty hunter assassin that goes by alias rather than a real name.

Teal had been planning her biggest bounty attempt yet before she disappeared to the Omniverse. She was paid by a king, to murder another king. Dirty, and never before had Teal taken interest to politics before but the money bags, man. THE MONEY BAGS. She ended up agreeing but vanished a couple days later never to be seen again. Most believed her plans were discovered and she was killed before she could string her plan, but she knows where she is now. This is her second universe jump and she is not surprised.

Physical Description:

5' 5", 120lb. Her face is always hidden by the mask she wears.
[Image: avatar-body_zpsuikygj58.png]

Stats: (+1 first stat increase, 11 total 1000OM)
ATK: 1
DEF: 3
SPD: 5
TEC: 2

Starting Proficiencies: Physical Strength and Ranged Prof. (2000)

Starting Powers: Basic Super Jump (300) Master Acrobat (400)

Starting Moves:

Dagger Gauntlets - Requires Physical Strength (900)

Teal's prefered weapon. These gauntlets have a dual function mechanism that allows them to extend and retract blades from her fists like claws, or blades from her elbows. The reach of the blades are 8" from her fist, and 12" from her elbows when they are extended from their mechanism. Used mainly for close quaters combat. Both blade types cannot be used simultaneously, and the blades take half a second to retract and extend. This means it takes a full second to switch blade types. Lastly, the gauntlets are plated with black steel, allowing her to stop blades with her forearm. If it takes too much damage however it could break her guantlet's mechanism, rendering it useless offensively and defensively For as long until Teal finds time to repair them, which takes 4 seconds per gauntlet.

The fist blade
[Image: images-2_zpsjczai80z.jpeg]

The metal plating of her gauntlets
[Image: images-1_zpsrl5w88qv.jpeg]

Shuriken - requires Ranged Prof. (300)

A simple ranged attack for a ninja. A four bladed star that is thrown at the enemy. Teal can carry a maximum of 15 in her sack hoisted over her shoulder. These Shuriken can be retrieved where the land if they are not damaged and can be thrown up to 15 meters. If Teal summons more it takes a second to make a single shuriken. One shuriken is about the size of an average human palm.

I confirm that I have read and agreed to the Rules of Conduct.

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  Magic, as Fast as You Can Finger: Switching to A Wizard.
Posted by: The Dreamer - 10-19-2015, 02:02 AM - Forum: Joining - Replies (1)

Character name: Wizard

Character source: Magicka 1

Character history: Instead of saving Midgard from The Yellow King at World's End, this Wizard fell straight into one of the Yellow King's Vortexs. Instead of death, we has greeted by "The White King".

Physical Description:
No one really looks under the hood of a Wizard in Midgard, so no one could tell you what the Wizard's face looks like. I wouldn't suggest trying to figure it out. All Wizards carry a staff from which all Spells and Magick is cast, as well as a weapon of some sort to defend itself with.
[Image: Magicka-Vanilla-Wizard-Cosplay-Costume-Version-01-1.jpg]

Stats:
ATK:2
DEF:1
SPD:3
TEC:4

Proficiencies:
Physical Strength 1000, Area Attack Prof. 600, Area Shield Prof. 400 (2000 Total)

Powers:
Teleportation: Basic 1500 (3500 Total)

Moves:

Quote:Shield (Requires Area Shield Prof.) - 900 OM
By calling out the word "Shield", the Wizard can conjure a shield in many forms to project itself of create structures.
The Wizard can conjure a shield of yellow energy to encompass its body and reduce damage taken. It takes 1 second to do so. The shield protects best against energy-like attacks; has average resistance to sharp attacks like those from a blade, and has little resistance to blunt-force attack.
There is a 1 second cooldown after this cast before any other spell can be cast.

The Wizard can also conjure a shield of the same energy 1 ft in front of itself. It takes 1 second to do so. The shield is a half moon shape, reaching from the ground to about 6 ft at it's highest point. This shield can be 'fire-and-forget' but can only take 1 hit of any type, or it can be channeled by the Wizard. If channeled, it holds as long as the Wizard channels, but the Wizard can do use no other Move or Power while channeling. The shield is impassable from both sides; you cannot walk, shoot, and attack through it, you must go around.
There is a 2 second cooldown after this cast before any other spell can be cast.

The shield can also be cast in a dome around itself, with a radius of 5 ft, but the Wizard must channel to maintain the barrier. It takes 1 second to do so. No one (friend or foe) can enter or exit the barrier while it is up, and it extends to, but not into, the ground. This barrier lasts as long as the wizard channels, but any attacks made on the barrier physically harm the Wizard as well, with about 2/3 effectiveness.
There is a 2 second cooldown after this cast before any other spell can be cast.

Quote:Ice (Requires Area Attack Prof.) - 600 OM
By calling out the words "Water, Cold", the Wizard can combine the elements of Water and Cold to fire Ice at its opponent.
The Wizard can fire a shotgun blast of 12, 2 inch long ice shards at an opponent. The max range is 6 feet, the max effective range is 3 feet. The shards hit with the same power as an actual shotgun blast, and any that do hit may stick and protrude from the skin of the affected areas.
There is a 1 second cooldown after this cast before any other spell can be cast.

The Wizard can also use the power of Ice to summon shards of ice from the ground, in a 5 ft radius around it, to impale and targets around it. These shards are cone-shaped, sharp on all sides and pointed, reaching 4 ft from the ground to their tips. They are space about 9 inches apart. One who was fast enough and on the skinny side maybe be able to dodge the shards by standing between them. These shard rise over 1 second and recede over 1 second.
There is a 1 second cooldown after this cast before any other spell can be cast.
(5000 Total)

I confirm that I have read and agreed to the Rules of Conduct. Yes.

I would also like to get these moves approved for the future if possible. If not I can put them into the Approval thread of course. I'll do this later.
[spoiler]
Quote:Earth (Requires Area Attack Prof.) - 900 OM
By calling out the word "Earth", the Wizard can conjure the element of Earth to fire rocky projectiles at its opponent.
The Wizard can charge for up to 5 seconds, increasing the size of the projectile that of a baseball at 1 second to that of a 5 ft diameter boulder at 5 seconds, and fire it at an opponent. The speed of the projectile varies depending on it's size. At 1 second charge, it flies at about 80 mph (a little less than a good baseball pitch), and at 5 seconds, it flies at about 15 mph. The density of the rock at all sizes is that of an actual baseball. The projectile's effective range is 12 ft. After 12 ft, it touches the ground and rolls at at paces that is easily dodged.
There is 1 second of cooldown after this cast before any other spell can be cast.

The Wizard can also use the element of Earth to shake the ground around it in a 6 ft diameter area. This cause the ground to split as it shakes, and may cause those who stand upon to misstep or loose their balance. The shaking occurs for 1 second.
There is 1 second of cooldown after this cast before any other spell can be cast.

Life (Requires Regeneration: Basic) - 600 OM
By calling out the word "Life", the Wizard can conjure the power of Life to heal itself or others
The Wizard fires a green beam of light in a direction reaching a max distance of 12 ft in 3 seconds, healing any ally caught in the beam, with the same effectiveness and requirements of Basic Regeneration (Upgrade-able with Upgraded Regen Ranks). The beam is 1 ft in diameter. This beam can be channeled for continued effect for as long as the Wizard pleases, but the Wizard can do use no other Move or Power while channeling. If the Wizard were to try and turn while channeling, it would take 5 seconds to rotate 90 degrees.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast the same green energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. This takes 1 second to reach max distance. While this allows for group healing, it costs the Wizard more energy (SP) per ally healed.
There is a 2 second cooldown after this cast before any other spell can be cast.

Death (Requires Debuff Prof.) - 600 OM
By calling out the word "Death", the Wizard can conjure the power of Death to inflict damage to others.
The Wizard fires a red beam of light in a direction reaching a max distance of 12 ft in 3 seconds, causing any surface caught in the beam to decay; alive, dead, or inanimate. Flesh and the like began to rot and decay, while inanimate surfaces like stone or metal begin to weaken and crumble to dust. Five seconds of continued exposure to the beam is enough for it to crumble to where an individual with an ATK of 1 could break it regardless of material. This is also long enough for any flesh to decay to the bone. This beam can be channeled for continued effect for as long as the Wizard pleases, but the Wizard can do use no other Move or Power while channeling.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast the same red energy in a circle around it in a 'one-shot' blast, with a max distance of 6 ft. This takes 1 second to reach max distance. This would have an effect equivalent to 1 seconds of channeling.
There is a 1 second cooldown after this cast before any other spell can be cast.

Lightning (Requires Area Attack Prof., Homing Prof, Debuff Prof.) - 900 OM
By calling out the word "Lighting", the Wizard can conjure the element of Lightning to shock its opponent.
The Wizard fires a literal lightning bolt at its opponent. The max distance of the bolt is 12 ft, after which is just dips to the ground and dissipates harmlessly. If struck, the opponent would be electrified, stunning them for 1 second, and causing a circular burn mark on the clothing or skin where it struck them. If a target is struck, the lightning can jump to an additional target, fried or foe, who within 3 ft of the one being shocked. this can jump 3 times total, but deals half the current arc's damage to the 'jumped' target. Full damage to original target, 1/2 damage to 2nd target, 1/4 damage to 3rd, 1/8 damage to 4th. The 'potential damage' that can be dealt to each target is what is reduced, not the damage the previous target would actually receive.
There is a 2 second cooldown after this cast before any other spell can be cast.

The Wizard can also cast an array of lightning bolts around it for 2 seconds, channeling while doing so. The max distance for these bolts is 6 ft, and cause only damage to the opponent, as well as a burn mark where struck, and making them feel winded.
There is a 1 second cooldown after this cast before any other spell can be cast.

Fire (Requires Area Attack Prof., Debuff Prof.) - 600 OM
By calling out the word "Fire", the Wizard can conjure the element of Fire to burn its opponent.
The Wizard can spray fire in a cone at a target for up to 3 seconds. The cone is 12 ft long, and 6 ft at its widest. Those hit 6 feet or closer are severely burned, as well as having an flammable clothing set ablaze or melted. Those hit by the flames at farther than 6 feet only have their clothing set ablaze or melted, no damage is cause directly to the flesh. Those with low defense may be caused extra burns by their flaming clothes.
There is a 1 second cooldown after this cast before any other spell can be cast.

Fire can be cast in a circle around the Wizard to the same effect, but with a max distance of 6 ft, and an effective, flesh damaging distance of 3 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

Water (Requires Area Attack Prof.) - 600 OM
By calling out the word "Water", the Wizard can conjure the element of Water to wet and knock away its opponent.
The Wizard can spray high pressure water at a target for up to 3 seconds. This water hits as hard as a fire hose, but spray in a cone in the direction the Wizard points its staff. The cone is up to 12 feet in length, and 6 ft at it's widest. While this can wet any targets up to its maximum distance, it really only has enough power to knock over an average person at a distance of 6 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

The same water can also be cast in a circle around the Wizard in a 'one-shot' blast, with a max distance of 6 ft, and an effective range of 3 ft.
There is a 1 second cooldown after this cast before any other spell can be cast.

Cold (Requires Area Attack Prof., Debuff Prof.) - 600 OM
By calling out the word "Cold", the Wizard can conjure the element of Cold to chill and freeze its opponent.
The Wizard can fire a chilling gust of wind and snow at a target for up to 3 seconds. The cone is 12 ft long, and 6 ft at its widest. Those hit within 6 ft are chilled to the bone, causing general pain in the limbs and making it painful to move. This effect last for 1 seconds after they are no longer being hit with it directly. Those hit at farther than 6 ft feel generally cold, like midnight during a snowy winter. Regardless of the distance, the targets hit accumulate snow on their clothing, more and more as they stand within the blast. Snow also accumulates across the ground of any area affected by the blast, up to a foot over the 3 seconds.
There is a 1 second cooldown after this cast before any other spell can be cast.

Cold can be cast in a circle around the Wizard to the same affect, but with a max distance of 6 ft, and a bone chilling cold at 3ft or less. A light dusting of snow appears on the ground of the area affected.
There is a 1 second cooldown after this cast before any other spell can be cast.

Time Warp (Requires Time Manipulation) - 300 OM
Ever feel like your time is running out? This Magick enables you to slow down the flow of time so you can really savor those precious final moments.
By Calling out "Cold, Shield", the Wizard can combine those elements to cause time to slow for everyone within 50 ft of it. This slows down literally everything. All affected individuals move and react 50% slower. Projectiles are summoned and move 50% slower. This effect lasts for 7.5 real-time seconds, making them feel like 15 seconds to all affected. Leaving the affected area does not nullify this effect for you. Any projectile shot into the affected area will be affected, even if it enters the area after the initial cast. The affected area is signified by a dome, with a 25 ft radius from it's original cast point, where all thing have their color(s) desaturated by 10%. At add the end of the 8/15 seconds, everything immediately snaps back to real-time.

Ice Armor - Tier 1 Power-Up - 1000 OM
By calling out the words "Shield, Water, Cold", the Wizard can combine those elements into a more effective armor.
ATK: +2
DEF: +2
SPD: +0
TEC: +1

Haste - Tier 1 Power-Up - 1000 OM
By calling out the words "Lighting, Death, Fire", the Wizard can combine those elements into a spell to drastically increase its speed.
When danger rears its ugly head, this Magick makes it a lot easier to bravely run away.
ATK: +1
DEF: +0
SPD: +2
TEC: +2

Charm - Tier 1 Power-Up - 1000 OM
By calling out the words "Life, Shield, Earth", the Wizard can combine those elements into a spell to charm the nearby wildlife to aid it in combat.
The ultimate magick for having your way with people. Only works on the weak-minded, which, by the way, is a rather sizable number.
ATK: 2
DEF: 1
SPD: 2
TEC: 0

Nullify - Tier 1 Super Utility - 600 OM
Removes bothersome stains, spells and status effects. Nullify is 42% more effective than other leading brands!
By calling out the words "Death, Shield", the Wizard can combine those elements into a spell to nullify any bothersome anythings.
When cast, all individuals (friend or foe) are freed of any buffs or debuffs they might have. This includes buffs or debuffs from moves of any kind (Tier 1 Super or lower), any Power-Ups (Tier 1 only), or Assists (Tier 1 only). Transformation of any kind are unaffected. Anyone affected can reapply and buff or debuff dispelled by this at there next opportunity.
[/spoiler]

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  SO WHO WANTS TO PLAY A (BAD) GAME
Posted by: Roger Smith - 10-18-2015, 11:32 PM - Forum: The Arcade - Replies (14)

So I've been working on things and stuff in RPG Maker, and have two projects currently in a state of any appreciable sort of progress and still kind of like where they're headed. Only one of them is in anything approaching a "demo-ready" state.

If anyone is interested, I would very much appreciate some additional, external eyes on the project to make sure there are no glaring errors and just, y'know, offer general opinions.

If anyone would be interested I can get a demo compressed and playable and upload it, and dispense with all the need to knows and what not. Just lemme know.

-------------------------------

The RTP.

The RPG Maker VX Ace Run-Time Package. Contains all the base/default/required files to run the VX Ace game engine. Instlaling this means you won't need to download an extra 200~ with each demo. Which is convenient, i guess?


The game

Download it, run the exe to extract it to a location of your choosing, run Game.exe to start it up.


Primarily I'm looking for anything that outright breaks/crashes the game, that's the big one. Aside from that, any instances of text running off the side, or anything that seems....off are also important, but not anywhere near AS important.

If my obtuse game/puzzle design has you stumped I can offer hints.

There's a tutorial for controls within the game, right after the startup screen.

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  Arena drawing: Jak vs Dante
Posted by: Jak Mar - 10-18-2015, 08:31 PM - Forum: The Creative Corner - Replies (4)

[Image: sketch-66042647.png]

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  Quick Questions Archive
Posted by: Minato Namikaze - 10-18-2015, 07:16 PM - Forum: Help Desk - Replies (775)

Too afraid to make your own topic? No question is too small or inane!* Anyone can answer these.


For an official staff answer or bigger questions, make your own topic.

*I'll still beat you if you don't use the search function


Also, can we keep Non-Staff member replies to a maximum of two or three sentences? If you need more information, or you just wanna discuss something, then just create a Help Desk or Discussion thread for it.

There's no point in clogging the Quick Questions thread with long winded replies and discussions that could easily be in another thread. It makes it harder for members (new and old) to search for the answers they need.

Before Asking your questions take a look through the old Quick Questions thread. Chances are your question could have already been asked.

Don't forget about the search function!

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  Banned RP Flavor
Posted by: Schwi Dola - 10-18-2015, 05:30 PM - Forum: Help Desk - Replies (5)

Ms. Marvel Wrote:
Desco Wrote:A sword with area shield, a proper move. I said nothing about not having it.

You said you couldn't deflect a fireball with a sword. I cite canons that do just that, or with less.

The question asked if you need Area Shield Proficiency and you said you can't do it with a sword.

2+2 = 4 but so does 1 + 3. Having the higher tech and speed is the best way to counter and defend, but in cases where you don't have the advantage, having a move and the Area Shield Prof is the next best option.

Doesn't matter what your canon is, without the advantage in tech and speed, your sword shouldn't be deflecting all that much and to a character like this, in order to deflect something with any degree of success, you would need the move and Shield Area Prof. Make sense?

Guys, what Minato said is very important. It does NOT matter what your character was capable of in their canon, the only thing that matters is what is capable in the Omniverse. Goku could punch through fireballs in canon, but without the proper stats/moves/powers/prof he wouldn't be able to do so here.

All correct (I assume you meant to put Def and not Spd in there, this is blocking not dodging) EDIT: Unless you are just referring to the speed factor necessary to move your arm fast enough to counter-block bullets Generally not applicable to area attacks but I suppose if someone made a huge, really fast attack it could matter then... All not relevant. The question and answer I oppose is the RP factor and not the stats and powers required to do it. Yes it would take 300 OM to do it. No, you can't say that a katana, or a fist, couldn't be used to just swing to block or deflect a blast much larger than the weapon you are using.

Quote:Ki Block (600) (Area Shield, Insight) - Goku focuses and with two fists, slams an incoming energy projectile of any size in an attempt to deflect it changing the trajectory. Goku can charge additional Ki into his fists, using his Insight to evaluate his opponent and the projectile to match the energy needed to deflect it.

Fists, blocking X meter wide energy blasts. Geno Beam is a 2 meter wide energy blast, I would have no doubt that Goku or the like should be able to deflect it, especially on its lowest setting provided he has sufficient Def and Tec compared to Att.

Quote:Derflinger (900) (Area Shield, Area Attack) - Derflinger is a two handed, 6 foot talking sword. While he looks like an old and outdated sword. He is a strong and capable weapon and very tough. Swung quickly enough, Saito can use Derflinger to throw a rush of wind in a 200 degree arc knocking back (but dealing no damage) to opponents. Derflinger's inherent magic also allows it to absorb incoming magical spells or energy attacks. Touching a spell or energy blast will allow him to completely negate the attack. However, with extremely powerful spells or repeated use Derflinger may fail and shatter. Saito normally always has Derflinger at his side, but should Derflinger die he takes 10 minutes to re-summon with Omnilium making it difficult in combat.

These two sample moves may take a little tweaking here and there, but as a basis they shouldn't fail because a small weapon is being used blocked a large attack. This is about the RP flavor

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  Where....?
Posted by: Shadow Erebos - 10-18-2015, 04:52 PM - Forum: The Nexus - Replies (44)

I jolt awake. I don't see anything familiar to me. I'm alone....... ''Where am I?" I say to no one in particular. I try to think back, desperate to get to the bottom of this, but everything is a blur. I remember my past, who and what I am, where I used to be, and my skills, but anything pertaining to I ended up where I am currently is just...... fuzzy....... I do remember, however, a voice talking to me, they said something about me being in a place called the 'Omniverse'..... "Well..." I say to myself finally, "There's no use of me just sitting here, I should start walking, maybe I'll remember more.....Hopefully". With that, I got up and started walking, with no real destination in mind.

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  Sub-Zones and Points of Interests
Posted by: Jaixe Furiael - 10-18-2015, 04:27 PM - Forum: Omniverse Discussion - Replies (9)

So I was looking through the verse’s information topics and I’m finding more and more that there isn’t so much go on in a lot of verses. Furthermore, we’re not even drawing from some popular IP’s as we could be, such as Pixars films, other Final Fantasies aside from VII (FFVI is pretty good too, you know), Starcraft, Tron, Megaman, Star Trek, LoZ, and various animes I could probably list... Not to mention that we can certainly add our own ideas into the mix from time to time.

I mean, yeah, this place is not designed to wholly encompass every other universe, fandom, and original idea out there, and I get that. I also understand that too much variety can be a bad thing, it spreads people out too much, and we probably don’t have enough players to rationalize adding more verses or otherwise massive locations. I’m not suggesting adding new verses though, I’m more thinking of adding sub-zones, and points of interests within those new sub-zones as well as already existing ones. This would be to incentivize more exploration and lingering within a verse rather than skipping from one to the next like a sped-up game of Kingdom Hearts. It may also incentivize actually going to a sub-zone that isn’t frequented as much due to there now being something noteworthy.

You could add places like a look-alike Grid from Tron to give us another smaller faction with some quests and a good, exploration-heavy location for the physical Dataverse to make it more than just a fancy teleporter with some Digimon on an island for funsies.

Or how about a group of Protoss making a small temple or homestead somewhere in Camelot or Coruscant? It’d be sorta like the Jedi Temple, only cooler. XD Surely that has its own amount of potential as well.

Or how about a Garden from FFVIII somewhere fitting?

Ultimately, what would be neat is more potential to explore, expand, and, when you’re just starting out, have issues choosing where to go because everywhere sounds exciting and interesting. That's probably too idealistic, but it's still a worthwhile goal I think. When I look at the verse topics, I don’t really get too much of that currently except in a few verses where there’s quite a bit of development because players go there with some level of frequency. Even then, though, some sub-zones in those verses get little to no attention when contrasted to the others.

What do you guys think? I’m curious to see some other arguments or suggestions on this topic.

I suppose a good counter-argument would be that it's up to the player to develop their own locations when the current ones aren't fitting for what they need. However, shouldn't there be limits to that?

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  Giving or taking from secondaries
Posted by: Stephan Donnel - 10-18-2015, 03:05 PM - Forum: Help Desk - Replies (8)

Question. Can i summon basic items and technology (eg Coffee machine, Workbench, a barrel of beer) for roleplaying purposes and/or to give to secondaries? No intention to use any of that for combat advantages whatsoever.

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  Mickey Mouse Clubhouse Presents: Blood on the Sand!
Posted by: Proto Man - 10-18-2015, 08:43 AM - Forum: The Endless Dunes - Replies (6)

When they entered into the Nexus, the pair of primes hadn’t expected to find the place rife with Imperial stormtroopers. A quick glance at the Dataverse news stories revealed that the Empire had increased its patrols of the area in the wake of some recent fights on the top tier of the mighty city. Rather than try and slip around the group to the Camelot gate, the pair headed in the opposite direction, hoping to escape any sort of interrogation.

The pair half-walked, half-jogged away from the wandering groups of troopers and slipped into the gate in the northwest. Instead of the verdant green fields, they’d stepped out into something that seemed pulled straight from North Africa. The ground that crunched beneath their boots was coarse sand, and the buildings that loomed a few dozen yards in front of them were a blend of steel and cloth.

“Where are we?” Mickey muttered as he lifted his eyes to the cloudless sky. “I don’t think I’ve been here before.” A few yards away, a cactus jutted up out of the ground. “Yea, I don’t believe I’ve seen a cactus yet.”

The answer to the mouse’s question popped up on Proto Man’s internal display. “That’s Carrefore up ahead… we’re in the Endless Dunes.” Up ahead, the android spotted a collection of armed storm troopers patrolling through the oasis town. “It’s an Empire establishment, and if I recall, you’re a wanted criminal.”

“Let’s slip out before we attract any attention,” Mickey muttered, but when Proto Man stepped out of the gate and into the Nexus, he spotted an oncoming stormtrooper patrol.

Stepping backwards into the Endless Dunes, Proto Man gestured to the north—a route that would hopefully take them around the town in front of them. “Patrols coming, we need to get out of here now before someone notices you.”

“Got it,” Mickey muttered as he reached back and pulled a hood up over his distinctive ears. The two scurried off in a route that would allow them to avoid Carrefore and the Imperial presence therein.

***

After an hour of silently trudging into the interior of the verse, Mickey and Proto Man stopped their trek. “From here, we can try and head out into one of the neighboring verses.” The android explained as he pulled up geographic and topographic information about the Endless Dunes.

“What are the options?”

Proto Man scowled as the information flashed onto his internal display. “Coruscant or the Ashen Steppes…”

A heavy frown spread across Mickey Mouse’s visage as he processed their options. “Well we don’t really have an option if we want to try and avoid the Empire. Have you been to the Steppes?”

“Yes,” the preteen machine replied. “Unpleasant place with a lot of volcanoes and lava flows.” What Proto Man left out of the story was the sociopath with an arm cannon and the sacrifice of a half-brother he barely knew.

“Wonderful.”

“We’re got something incoming…” Proto Man muttered as a few warnings popped up on his display. “Oh how wonderful, a sandstorm.”

“Gee, this is a great day,” Mickey chuckled halfheartedly as Proto Man untied his scarf and handed it to the mouse. “Thank you,” the king replied as he tied the yellow cloth tightly around his mouth and nose. “How long we got?”

Proto Man never got a chance to respond. Like a massive wave crashing on an unsuspecting beach, a shifting wall of wind and sand came crashing down onto the pair of small primes, swallowing them up as it rolled around the Dunes at the head of an even more massive storm cell.

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