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  This is a Thing that's Happening.
Posted by: Yoshimitsu - 11-17-2014, 01:43 AM - Forum: Omniverse Discussion - Replies (19)

Quote:"FEEL THE LOVE OF THE NIDHOGG!

[Image: nidhogg_tearer_of_corpses_by_genzoman-d7k3b8j.jpg]

Glory to Nidhogg! The World Worm!

A tournament is being held in the honor of all those worshipping The Nidhogg and those who wish to come to know Its Excellence. The champions will all face off one another as they struggle in mortal combat to give glory to the mighty Nidhogg. Winners will be swallowed by the beautiful Nidhogg for great honor! Losers will be executed and doomed to an afterlife without the Nidhogg's love!

[Footnote: Nidhogg may or may not look as or more terrifying as pictured. Praise the Nidhogg!

This flyer has been going around to numerous cities and villages. Normally we don't care about a bunch of fanatics if they sacrifice each other to some unholy monster, but that's not the case here. There have been multiple abductions and we're hoping a Prime or a team of Primes could save the kidnapped victims and shut down this cult by any means necessary.

A sizable reward will be given to the Primes along with the glory of slaying a dangerous monster."

Here it is! I told you guys I was gonna make this thing happen. Who's in for a little waltz into the Pale Moors to shut down a cult and kill a giant snake/worm? It'll be good practice before Yoshimitsu sets up his big speech to convince everyone to go after the Tarrasque. Nothing bonds people together like cult killing a monster murdering. And OM. And bragging rights.

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  Let's Read: Book Club # 3, 12
Posted by: Sarah_Kerrigan - 11-16-2014, 04:33 PM - Forum: Bookkeeping Archive - Replies (9)

Just Some Regulations:

  • Please follow all site OOC rules to the letter.
  • Format can be whatever you’d like providing that you follow these rules.
  • This shouldn’t need to be said, but please be respectful and offer positive comments. Negativity in any form is highly discouraged. While pointing out all the errors may seem useful – to you – it certainly doesn’t make that person feel good. There are ways to help someone improve without nitpicking. As a rule of thumb try to have 5 Positives for every 1 Negative (courtesy of resident teacher protoman).
  • The above doesn’t mean you can’t criticize, but there’s a way to do it without being negative. For example, make suggestions – don’t say something about the topic is ‘wrong’ or poorly written. Maybe point out a confusing section and suggest revising it for instance, or even offer what you think may have worked better in that situation. Additionally, you could offer to proofread a member’s next post for them – be helpful instead. Positive reinforcement will keep people writing and reading here.
  • While you’re free to develop your own way of critiquing and commenting – I wouldn’t recommend making a ‘scoring’ scale. This isn’t competitive and you’re not grading topics. Instead, only offer advice and comments in whatever format you wish. Maybe offer directions the Plot can go from there (whether that is into a new topic or not).
  • As there is a flat rate of 50 OM for participating, I feel I need to include this: please do not skim, thoroughly read before posting. If you skim – especially the wordy topics – you’re likely to miss a lot. In addition, please put actual effort into your written responses. I don’t want to have to put up a word count requirement for these; so please don’t make me question whether or not you have actually tried to help a fellow member, or if you’re just trying to get easy OM.
  • OM is a nice incentive but if this starts to be abused – I doubt it will continue to be a reward. Do not abuse this for easy OM. I highlighted that above already, but it deserves a separate bullet. Seriously don’t. Please.
  • As a final point – yes you can offer suggestions as to what topics you would like to be included here next. I have no problem with that if you happen to be dying to read a given topic but need some excuse to do so.
  • These regulations should be copied and pasted into every new Book Club topic (in case I don’t do it for some reason).

This Week's Topic Options:
  • Revelations
    Magus’ first topic since returning from a prolonged hiatus. Its serious business: he fell off a dragon.

  • A New Realm
    The introduction of Shang Tsung. He is totally just a weary old man trying to get back to his family – nothing suspicious in the least – no reason to avert your gaze. It’s short, but written so well that someone without any knowledge of the Lore behind the character would want to read more.
Carried over from Previous Book Club
  • Return to Coruscant
    Samus returns to Coruscant after the incident with the dragon Rathalos. After upgrading her suit she pursues the ebil (just kidding) robit Vitruvius to claim the Bounty on his parts. It turns out that she didn’t quite see eye to eye with the reported information however . . . exciting stuff happens. Again not saying more in case you haven’t read it.


That’s all happy reading~

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  Guilmon Log
Posted by: Omni - 11-16-2014, 04:53 AM - Forum: Purchases and Deductions Log - Replies (13)

All purchases for Guilmon go here.

Current post count: (your current post count, viewable on your profile)
Current Earned OM: (your current Earned OM, viewable next to your posts)
Current Spent OM: (total, viewable on your roster)
Buying: (whatever it is you want to buy).
Cost: (the cost) OM.
New Spent OM: (your total Spent OM after the purchase)

All moves must be approved here before purchase.

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  Descriptivery
Posted by: Omni - 11-15-2014, 11:05 AM - Forum: The Creative Corner - Replies (6)

So Dark Link mentioned this in a review recently and I gotta admit, flowery desciption is probably the area in which I'm weakest as a writer. As aomeone who aspires to write fantasy books, this shall not do. So I figured I'd ask for a little more advice on this. Anyone got tips on 'illustrating' through writing, as it were? Any great examples to share from authors or such? I am good at visualising but bad at taking the time to convey scenery to the reader.

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  Working on a Tabletop system...
Posted by: Albert Wesker - 11-14-2014, 10:59 PM - Forum: The Creative Corner - No Replies

So a while back I finally got around to playing my first bit of tabletop roleplaying. It was a simple one, based on One Piece with a unique system that was also simple, and took less than an hour to understand. It got me to thinking about a world born from the imagination of a friend and myself, and several weeks and headaches later, I finally sat down to put my thoughts to text in a rough draft of simple rules for a tabletop system for an RPG set in this made up, crazy world my friend and I made. It takes inspiration from a lot of sources, and is designed to be simple and easy to grasp.

At the moment, having just finished my first rough draft of the basic rules, I was wondering if anyone here (since I'm fairly certain there are people here with more experience of these games in regards to playing and otherwise than I) has any input, whether problems they can spot right offhand or general advice on improvement. This is....shall I say, not my exact area of expertise, but it's something that's gotten my interest enough to try it. So, here we go, then:


[spoiler]Main Statistics

Health -- A representation of your physical health and well-being. If it hits 0, you're down.
Stamina -- How much energy you've got left, how much fight you've got left in you. Used on special techniques and abilities, and for specific tasks.
Strength -- How hard you can throw a punch or swing a weapon, how strong you are.
Dexterity -- How fast you are, how quick your reflexes are, your balance and flexibility.
Endurance -- How tough you are, how much of a beating you can withstand, both physical and magical, how much stamina you have.
Mind -- How smart you are, how quick and sharp your mind is, how much magic bite you have.
Willpower -- How much force of will you have, how well you can push through debilitating injuries or exhaustion and resist the will of others.

Strength, Dexterity, Endurance, Mind and Willpower range from 1 to 10, with 2 being an approximate average. At first level, you will have 8 points to distribute among these stats. At each level, you receive 1 additional stat point to distribute. You cannot increase the same stat more than once in a row.



Classes

Heavy Fighter

30 + (4 * Endurance score) = Health at first level; 1d10 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
12 + (2 * Mind score) = Skill Points at first level; 1 + Mind score = Skill Points per level
+3 Attack Bonus every other level
+1 Perk every other level

Light Fighter

24 + (4 * Endurance score) = Health at first level; 1d8 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
16 + (2 * Mind score) = Skill Points at first level; 2 + Mind score = Skill Points per level
+1 Attack Bonus every level
+1 Perk every other level

Support Fighter

18 + (4 * Endurance score) = Health at first level; 1d6 + Endurance score = Health per level
10 + Endurance score = Stamina at first level; 2 + Endurance score = Stamina per level
20 + (2 * Mind score) = Skill Points at first level; 3 + Mind score = Skill Points per level
+1 Attack Bonus every other level
+1 Perk at first level
+1 Perk every other level



Skills

Strength Skills
Climb -- Climbing walls, mountains, trees, extremely tall monsters, etc.
Jump -- How far and high you can jump.
Swim -- How well you can keep yourself moving in the water.
Grab -- How well you can keep hold of something or someone.

Dexterity Skills
Balance -- Keeping your balance on precarious footing.
Escape -- Getting out of unfortunate situations, such as being tied up or extremely small spaces.
Stealth -- Moving quietly, and without being seen, hiding, and thieving.
Tumble -- How well you can take a fall.
Run -- How fast you can run.

Endurance Skills
Resistance -- How well you can handle injuries, pain and debilitating effects.
Breath -- How long you can hold your breath underwater or in adverse conditions.
Resilience -- How well your body handles extreme conditions like poisoning, extreme heat or cold, or other adverse conditions.

Mind Skills
Deception -- Lying
Sight -- How sharp your eyesight is.
Search -- How good you are at ferreting out hidden objects of interest.
Lockpick -- How good you are at getting locks open.
Sense -- How good you are at picking up on minor details.
Knowledge -- How generally smart and informed of the world you are.
Healing -- How versed you are in tending to your own, and your allies', injuries.
Persuasion -- Convincing someone to see things your way.
Craft -- Making something from scratch.
Perform -- How good you are at putting on a show, like dancing or singing, or just being amusing and distracting.

Skill Ranks

All skills have ranks of 0 to 5. Each rank of a skill costs one more Skill Point than its current level to increase by one rank.

0 to 1 would cost 1 SP.
1 to 2 would cost 2 SP.
2 to 3 would cost 3 SP.
3 to 4 would cost 4 SP
4 to 5 would cost 5 SP.

A rank 0 skill is considered to be 'Untrained'.
A rank 1 or 2 skill is considered to be 'Practiced'.
A rank 3 or 4 skill is considered to be 'Skilled'.
A rank 5 skill is considered to be 'Mastered'.

When checking skills, roll 1d10 for each point in that skills respective stat (Strength, Dexterity, etc.), and check on the following table.

Untrained: Success on 9 or 10
Practiced: Success on 8, 9 or 10
Skilled: Success on 7, 8, 9, or 10
Mastered: Success on 6, 7, 8, 9, or 10

Some checks will require only a single success, while others may require multiple successes to pass.

In the event of an opposed check, the opposition will make their roll(s) as would a player. Opposed successes cancel out player successes at a rate of 1 to 1. If the player has at least 1 success remaining after opposition check, they succeed.



Combat

Combat is a simple measure of rolling a number of d10 equal to the appropriate stat for the attack in question.

Heavy Melee -- Strength
Light Melee -- Dexterity
Fast Ranged -- Dexterity
Precise Ranged -- Mind
Sorcery/Psychic Attack -- Mind
Willpower Attack -- Willpower

When defending against attacks, you may choose to block or dodge incoming attacks, and roll a number of d10 equal to the appropriate stat.

Block -- Endurance
Dodge -- Dexterity

In combat, the range for success is always 8, 9 or 10. A Defender's success in this range will cancel out an equal number of an attacker's successes. After defense has been resolved, the number of remaining successes is multiplied by the attack in question's power, resulting in the final damage.

In the event a Defender scores the same amount of successes as the Attacker, the Attacker will still deal minor damage, equal to half of one success, rounded down. If the Defender scores more successes, damage is negated entirely.

Combat Turn Order: 1d10 + Dexterity

Movement Range: 3 spaces + 1/2 Dexterity
Movement ranged can be increased by using the Run skill. Each success on a Run check adds 1 space of movement range, costing 1 Stamina for the check. By giving up the option to attack, a character may move 2 extra spaces per success.

In combat, a character can rest to recover their Stamina. Resting involves limiting movement to 1/2 Dexterity, and no attacks may be made. One round of resting restores Stamina equal to your Endurance.
Note that if you are attacked while resting, you will only recover half of your Endurance in Stamina, but you may defend yourself as normal.



Perks

At first level, all characters are allowed to choose two Perks that they qualify for.


Skill Focus -- Gain +1 rank in a Skill of your choice.

Skill Specialization -- Gain another +1 rank in your chosen Skill. Requires Skill Focus.

Weapon Focus -- Choose one type of weapon. All attacks made with that weapon type gain +1 to their success range.

Weapon Specialization -- Your chosen weapon type gets +1 damage. Requires Weapon Focus.

Hit the Deck -- Spend 2 Stamina to roll one additional d10 when making Dodge checks. Cannot be taken with Stand Fast.

Stand Fast -- Spend 2 Stamina to roll one additional d10 when making Block checks. Cannot be taken with Hit the Deck.

Perfection -- Force one perfect 10 on any roll, once per encounter.

Vigilance -- Gain +1 to Initiative rolls at the beginning of combat.

Ever-Vigilant -- Gain +3 to Initiative rolls at the beginning of combat. Requires Vigilance.

Rapid Fire -- When making a ranged attack, you may make a second ranged attack with one less d10 for a 2 Stamina cost.

Flurry Strikes -- When making a melee attack, you may make a second melee attack with one less d10 for a 2 Stamina cost.

Diehard -- When reduced to 0 HP, make a Willpower check. A roll of 9 or 10 will allow you to remain conscious and fighting for one more round, after which you will fall unconscious as normal unless you are healed. May only be invoked once per battle. Requires 5 Endurance.

Die Harder -- When reduced to 0 HP, make a Willpower check. On a success, remain standing and fighting for one more round. At the beginning of each following round, make another Willpower check, but with one less dice in your pool. When you run out of dice to roll or fail a check, fall unconscious as normal. Requires Diehard, 5 Endurance and 5 Willpower.

Second Wind -- Once per encounter, restore your Stamina to full, and make an Endurance check. On a success, no additional effects are incurred; on a failure, increase all Stamina costs by 1 for the remainder of the encounter. Requires 5 Willpower.

Sneaky -- At the beginning of combat, make a Stealth check. On a success, only enemies you attack will target you for one round per success.

Battle Aura -- Spend 6 Stamina to gain +1 to Damage and success range for one round. Requires 5 Willpower.

Toughness -- A flat gain of +5 Health. Can be taken up to three times.

Power Attack -- Spend 2 Stamina to gain +2 damage to one attack.

Focused Attack -- Spend 2 Stamina to roll an extra attack die for one attack.

Headlock -- When in melee range of a target, spend 2 Stamina, and make a Grab check. On a success, immobilize the target for the remainder of the round.

Crushing Grip -- Spend an additional 1 Stamina to force a Headlocked target to make an Endurance check or suffer 1d10 points of damage. Requires Headlock.

Two-Weapon Stance -- Reduces the penalty for wielding two weapons to simple one less die roll for each attack. Requires 4 Dexterity.

Two-Weapon Focus -- Completely removes the penalty for wielding two weapons. Requires Two-Weapon Stance and 5 Dexterity.

Two-Weapon Specialization -- Gain +1 to success range in combat when wielding two weapons. Requires Two-Weapon Specialization and 6 Dexterity. Cannot be taken with Weapon Focus.

Focused Defense -- Forgo attacking and spend 2 Stamina, but gain +1 dice rolls and +1 success range to Dodge and Block checks for one Round. Requires 3 Dexterity and Endurance.

Absolute Defense -- Spend 4 Stamina and forgo attacking for one round, but gain +1 dice rolls and +2 success range for Dodge and Block checks for one round. Requires Focused Defense and 5 Dexterity and Endurance.

Deep Reserves -- A flat gain of +3 Stamina. Can be taken up to three times.

Critical Blow -- Rolling a natural 10 on any attack roll counts as two successes.

Quick Recovery -- Resting restores 50% more Stamina.

Stunning Blow -- Spend 4 Stamina. On a succesful attack, the target makes a Willpower check. If they fail, then they are stunned and lose their next action.

Invigorate -- Make a Perform check. Add your successes to one allies' next attack or defense action.

Medical Expertise -- Increases Health restored by Healing checks by 50%.

Guardian -- Intercept an attack aimed at an ally within ten feet.

Falling With Style -- Increase your safe fall distance by 20 feet.

Aimed Shot -- Skip your move action, but increase the effective range of ranged attacks by 50%.

Sorcery Focus -- Reduce Stamina costs of Sorcery abilities by 25%. Cannot be taken with Psychic Focus or Willpower Focus. Requires 5 Mind.

Psychic Focus -- Reduce Stamina costs of Psychic abilities by 25%. Cannot be taken with Sorcery Focus or Willpower Focus. Requires 5 Mind.

Willpower Focus -- Reduce Stamina cost of Willpower abilities by 25 %. Cannot be taken with Sorcery focus or Psychic Focus. Requires 5 Willpower.




Weapons


Melee Weapons

Barring certain techniques or especially long-reaching weapons, melee weapons may only be used in melee combat, against targets directly next to you.

Ranged Weapons

Ranged weapons are typically powerful, but cannot be used effectively in melee range. Targets within 5 feet impart a -1 penalty to success range with ranged weapons.

Additionally, with regard to ranged weapons, attacks must have a clear line of sight to a target, or else an attack cannot be made. Ranged weapons must also be kept within proper range of effect. Going over a weapon's maximum range incurs a -1 success range penalty.

Two-Weapon Fighting

At times, you may wish to wield more than one weapon at a time. It has its advantages, but there are penalties for doing so due to the difficulty of wielding multiple weapons. All attacks made when wielding multiple weapons suffer a -1 penalty to both the success range for inflicting damage, and the number of dice for your attack roll, but when determining damage, roll for each weapon individually. While it is harder to connect with succesful attacks, you may inflict much more damage if you do.



Magic

The term 'Magic' encompasses a wide variety of powers in the world of Ferma. Whether it be actual sorcery, or using the power of your mind for psychic abilities, or even raw force of will to effect changes in the world around you, it is all reffered to in a blanket term as simply Magic.

Magic is difficult to learn, barring simple innate talent for it, and requires special study or gross amounts of effort to master even relatively simple spells. At first level, all characters may select one beginning spell or ability to have mastery of.

Sorcery

Perhaps the most 'conventional' form of magic on Ferma. Dealing with the working of and manipulating the elements of nature in the world around you. It is, at its core, inherently destructive, though the forces of nature may well be bent to other purposes by a creative mind.

Psychic Abilities

Exerting the power of your mind on the world around you, performing feats as simple as telekinetically pushing or moving objects about, or as violent as psychically restraining someone by crushing their body with your mind. Powerful abilities to be sure, with a wide range of applications, but strenuous to use.

Willpower

Willpower is an exceedingly simple force to describe, but difficult to accurately define. It is, at its most simple, the force of will of any particular creature, how strong their drive to live and fight on is. In certain individuals this manifests as otherwise unexplainable powers, capable of creating invisible armor, or surviving lethal injuries and many other fantastic abilities. The scope of Willpower and its range of powers is nearly limitless, only given limit by your imagination and spirit.[/spoiler]

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  Revelations
Posted by: Magus - 11-14-2014, 09:51 PM - Forum: Camelot - Replies (8)

He awoke with a splitting headache and a stormy disposition. His gaze shifted, frantic, across the room. The room. Magus sat up, simultaneously realizing he’d been lying prone and that the last thing he’d remembered was riding the back of a goddamn dragon.

Falling off a dragon.

The last thing he remembered was falling off a goddamn dragon.

So, then, he was in some sort of infirmary. He cast another glance around the room, this time measured and appraising.

If this was an infirmary, it was of the shoddiest quality. The building was made up from only one room, comprised of a haphazard blend of hand-hewn stone and mud bricks. The floor was dirt, and the bed he sat upon seemed to be made from natural, unprocessed wood. A tiny table and two chairs sat against the wall opposite him, and a small, wood-fired stove sat opposite of what appeared to be a ramshackle bookshelf, only stocked with all manner of cups and cookware. A wooden chest sat next to that.

Magus cast aside the hempen blanket that covered him and reddened at the sight of himself in the nude. Where the hell are my clothes? he looked over to the chest. Who the hell undressed me?

He leapt from the bed to the chest, a blur of pale skin and hair. He threw open the chest and breathed a sigh of relief at the sight of his clothes, ragged and dirty though they were. Magus reached into the chest, prepared to put on the soiled and sweat-soured clothing, before the thought of Omnilium crossed his mind.

Right.

He closed his eyes and thought of a new set of clothes. He settled on something decidedly more regal than his last outfit, and kept the outfit pictured in his mind. He began to feel the material form around his flesh, brushing against it as it stretched and manifested upon him.

When he was finished, he was adorned in tall, black boots and tight-fitting pants, a matching, button-down formal coat, and a bright red cape with a tall hood. The thing would drag behind him as he walked. Appropriately inappropriate. It was brilliant.

It was also just then that he realized a peasant girl – probably the one who lived here – had come into the hovel as he’d been dressing himself. He’d had his eyes closed the entire time and had no idea what she had seen – or hadn’t.

The girl was pretty. Big, green eyes and long, frizzy red hair. She seemed elegant and beautiful despite her plain clothes. Despite her lowborn heritage.

“Uh…” the Prince of Zeal managed. Eloquent.

“I… see that you’re awake,” the girl replied. “I’m glad; my uncle found you while hunting a few weeks ago. You were lying in the middle of the field, as though you fell out of the sky.”

“I did.”

“…I see. Well,” she seemed a little surprised by Magus’ curt reply. Actually, though, he was impressed; this peasant was quite well-spoken. “Like I said, I’m glad you’ve woken up. It was no trouble, though I’m glad to get my bed back, if I’m honest.”

He looked at the dingy old bed. “I’m sure.”

“Primes usually heal faster than you,” the girl added. “You must be new here.”


Great. Being talked down to by the rabble. She must have gathered he was a Prime when she caught him making clothing out of thin air. So she had seen everything. Lovely.

“Yes. I was in pursuit of the Rathalos before I was… injured,” Magus replied, too tired and confused to appropriately respond as a man of his station. “Do you know where it’s gone?”

The girl seemed flustered. “It- It’s been slain. I told you; you’ve been unconscious for weeks. Nearly a month, actually.”

“I see. Most unfortunate,” Magus grumbled.

“Unfortunate?”

Magus suppressed a sigh. He was sent to defeat the Rathalos in exchange for information about Omni. Information. Word couldn’t have traveled too terribly quickly in a place such as this. A magic city would certainly be aware of the death of the Rathalos, to be sure, but so many were involved in its demise – there was no way for them to know how involved Magus was or wasn’t. Besides, he’d wounded the creature, even if only superficially.

“Nevermind, I’m just… disoriented. I fell off a dragon and woke up in a hovel-”

The girl seemed offended.

“I apologize,” he said, and he’d meant it. “Thank you for your hospitality and for caring for me. I very urgently need to go, but I shall remember your kindness,” he strode past her, and though she made to stop him, she hesitated, and Magus used that moment’s hesitation to pass her up and into the entrance. “What is your name?”

“A-Abigail,” she said.

“Abigail,” Magus parroted. “I am Magus, Archmage and King of the Mystics – and a Prime. I will return here one day soon to express my gratitude,” he paused. “Ah, …which way to Dalaran?”

The girl giggled, as though he’d asked a question that even toddlers knew the answer to. “Go outside, face west, and walk. Keep your eyes on the skies, and you’ll spot it in no time.”

The Magus nodded and stepped outside to find himself in a tiny village. Four or five tiny huts like Abigail’s dotted a tiny stretch of road, and a small vegetable garden curled halfway round one of the humble homes.

He’d have been quick to dismiss the place but found himself appreciative of the privacy it had likely afforded him. If he had been away for nearly a month, perhaps the authorities in Dalaran had forgotten about him. Perhaps anyone who had been keeping tabs on him since his incident with Sif and his men had been forgotten about.

Sif.

That sadist had also had a month to recover, albeit from far more severe injuries. Magus suspected Sif wasn’t a Prime, however, which would buy him some time. Still, it would likely be best to be in and gone from Dalaran with the information he needed before Sif or any of his associates realized he was there.

With that in mind, the wizard spent a few minutes conjuring a Pegasus rather than the dragon he’d become somewhat attached to, taking care to form the horse-like creature in as close an image to the others he’d seen as he could recall. It was probably off on a few details, but if he were suitably casual about his arrival, nobody would notice.

- - - - -

The somehow mundane Pegasus descended onto a large landing area for the creatures, landing uneventfully near a stable where dozens upon dozens of the creatures were being held. Magus leapt from his steed and, with no intention of returning to it, simply left it there. Somebody would be blessed with a new horse. Or maybe it would disintegrate once Magus got too far away from it; he wasn’t terribly certain how Omnilium worked yet.

Knowing where to go this time, Magus easily slipped through the rabble, ducking and weaving between the opening and closing gaps that naturally formed around people who weren’t as adept at getting where they needed to go in a crowd.

They moved as blood through veins and arteries, rhythmically pulsing this way and that, and backing up at intersections like clots, building up and getting worse and worse. Magus was not about to coagulate, however, and made his way through relatively cleanly, although he was forced to use a shoulder to shove one particularly rude, overweight woman out of his way.

Soon, he found himself in front of the unassuming entrance of the Library. Magus closed his crimson eyes and took a breath. He’d start with tact and grace. Throw in some diplomatic glossing-over of the events involving the Rathalos.

If and when that failed, it would be time to break some laws.

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  Vergil, Son of Sparda
Posted by: Guilmon - 11-14-2014, 08:41 AM - Forum: Joining - Replies (2)

Character name: Vergil, Son of Sparda

Character source: Devil May Cry

Character history: Original Devil May Cry continuity, up until the end of Devil May Cry 4.


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

Starting Proficiencies:
Physical Strength -1000 OM
Ranged Proficiency -1000 OM
Area Attack Proficiency -600 OM

Starting Powers:
Master Acrobat -400 OM
Burst Movement -800 OM

Starting Moves:
Yamato (formerly Katana) (Requires Physical Strength) -300 OM

  • A demon-forged katana, approximately 1 meter long. Can be used for slicing, stabbing, and any other sword techniques.
Judgement Cut (formerly Rift Edge) (Requires Ranged Proficiency, Area Attack Proficiency) -300 OM
  • Vergil steps back and sheathes his katana. He charges the attack for a 3 seconds before quickly drawing and re-sheathing. The speed of the attack creates a 1-meter diameter spherical dimensional rift up to 5 meters away and can hit multiple people. It deals damage as if the defender were to be hit with Vergil's Yamato. At a glance it appears to be a sphere of darkness, but upon a closer look, one can see that it actually appears to be swirling, much like one of those smoke balls. Can only be used once per round. Cannot be used while moving. Judgement Cut movements. I'm just giving it measurements and some description.

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

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  A Special T.V. Offer
Posted by: Ganondorf - 11-14-2014, 12:59 AM - Forum: The Creative Corner - No Replies

In the perpetually dark depths of the seventh layer of Coruscant, a window flickered with an artificial light. The window led to the apartment of a bearded young man, who was watching television after a long day of being a taxi dispatcher. His name was Greg and his lanky brown hair lay about his bare shoulders as he flipped through channels in his underpants.

“Ugh...” he groaned, his thick British accent plain even in this simplistic sound. In the best of times, he could barely make it through an entire show without changing the channel. But after a day like this one, he was changing the station within seconds. There just wasn't anything decent to watch. Greg nearly gave up, figuring he could probably put some work into the play-by-post roleplaying site he moderated, until...

“Don't change that channel!” the television instructed Greg. Never one to go against the wishes of his beloved viewing device, he set aside his remote and prepared to watch. A portly gentleman, likewise bearded, appeared on the screen, a sycophantic smile plastered on his face. He immediately began speaking, and it soon became apparent that he wouldn't be shutting up any time in the foreseeable future.

“Billy Mays here with a special T.V. offer!” the man exclaimed, hands gesturing excitedly. The camera panned out to show the display table in front of him, upon which a gently mewing infant lay.

“New from Gero-Genjuro Labs, creators of such great products as Ultra-Acid and Robby the Tiny Homicidal Robot comes: Franken-Baby! Franken-Baby is unlike anything else on the market. With me today is Ms. Lizzy Borden to help me give you guys the details on this wonderful product.”

A young, brunette walked onto camera, a similar smile to Billy's on her face.

“Thanks Billy! Now, I know what you folks at home are wondering: What IS Franken-Baby? Well, it's pretty much the best thing ever! Everyone loves being a parent. Everyone loves children. That is, until it starts crying. Or pooping. Or wants to eat. Or the bills come in. Franken-Baby solves all those little inconveniences, so you can experience the joys of parenthood without the problems that come along with it.”

“That's right, Lizzy,” Billy replied, gesturing to the naked babe before him.

“Franken-Baby never needs to be fed, never gets tired, never needs to relieve itself, and best of all, it never cries. Why, you ask? Franken-Baby's patented construction gives the impression of having a live child, without all the mess. But, how? Well, let's break it down to you. Gero-Genjuro Labs takes only the finest aborted fetuses and lovingly amalgamates them into a viable newborn body via alchemical and technological magic. You need only plug Franken-Baby into any standard socket at home for 20 minutes, and boom! You have yourself an undead child.”

Lizzy continues to description from this point, pointing to the various body parts on the child on the table.

“Because Franken-Baby is dead already, it cannot die. So, you save thousands by not having to buy things like child safety devices, car seats, food, a crib, or even clothing! Best of all, you can still have that fast-paced lifestyle you've grown accustomed too, without needing to worry about leaving it at home alone!”

“You might be asking yourself,” said Billy. “If this kid isn't alive, does that mean it won't grow up? Of course not! Part of the joy of parenthood is watching your children grow into fine adults. And Franken-Baby delivers on this at well. At every 6 month interval, Franken-Baby's limbs and organs will begin to necrotize. When they turn fully black, you need only replace them with the provide limbs and organs to bring your child to their next milestone. As you can see...”

Billy gestures to the table once more, as Lizzy places various human limbs upon it.

“Franken-Baby only comes with two extra sets of parts. But this doesn't mean that Franken-Baby is doomed to stop growing at a year. Nor does it mean you'll need to purchase more parts from the supplier. Gero-Genjuro Labs have graciously programmed their product to retrieve replacement limbs, from suitable donors in the area, after it learns how to walk, with no need for you to do anything but sit back and watch your child grow!”

Lizzy speaks again, “You might be wondering just how much a wonderful product like this would cost you. One thousand OM? Two thousand? Well, as part of this special promotion, Gero-Genjuro Labs has authorized us to sell their Franken-Baby product for the low, low price of only three easy payments of twenty-five OM, plus shipping and handling! Our number is on the bottom of the screen! Quantities are limited. Call now!”

Greg blinked as the infomercial ended. That was weird. Briefly, he considered purchasing one... but then he remembered that Dataverse Porn existed and gleefully left to room to retrieve his laptop.

Quote:Based on a dream I had the other day where one of my year old sons' limbs were dying off, because he was a "Franken-Baby". Also based loosely on Omni's life.

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  Surroundings affecting moves?
Posted by: Atelos - 11-14-2014, 12:37 AM - Forum: Help Desk - Replies (1)

Hey I'm currently thinking about completing the Dragon's Maw Quest after i finish my post with Shang Tsung but it got me to thinking. Since the Frozen fields are literally frozen glaciers how will my pyromancy help. If i went to fight a giant would my pyromancy be deemed useless?

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  Omniverse's first quest!
Posted by: Yoshimitsu - 11-14-2014, 12:10 AM - Forum: Help Desk - Replies (7)

Yeah, I did it. You wanna fight about it? Anyway, I did the quest thing and as such, I am pioneering the whole "Judge my quest" topic.

Crab People! (One of the Men Quest)

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