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Official Information & Sign-Up Notice - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Discussion Forums (https://omni.zulenka.com/forumdisplay.php?fid=3) +--- Forum: Omniverse Discussion (https://omni.zulenka.com/forumdisplay.php?fid=22) +--- Thread: Official Information & Sign-Up Notice (/showthread.php?tid=5628) |
Official Information & Sign-Up Notice - Nebula - 01-06-2017 Dark Data
![]() As has been mentioned, a saga has been in the works, friends. And now is finally the time for it to get underway and officially open its doors for information regarding it to be revealed. Sign-ups are not actually open just yet. But every few days -- or at least once a week from now -- another section of the rules will be added here. When the section regarding sign-ups is finally posted, consider that your window of opportunity open, and feel free to begin submitting your sign-ups at such time. Until then, here is some basic information. Glossary
[spoiler]Nebula: The name of the organization sowing chaos and spreading Darkchips and the resulting Dark Power. Nebula Gate: A gate, much like the ones leading between verses, though with a uniquely purple energy field where the vision of the gate's destination would usually be. It leads to the Nebula Space for each verse, where the Darkloid in charge waits. Nebula Space: A small pocket verse, usually with vastly different physics and rules compared to the normal Omniverse. Usually not more than a few square miles in area at most, but the Darkloid in charge often has absolute control and/or awareness of it and the inhabitants are naturally acclimated and familiar with each one's unique rules. Liberation Mission: The act of undertaking an offensive incursion into Nebula-controlled territory to destroy the Darkloid in charge and break their hold on a verse. Darkloid: A powerful commander in Nebula's forces, possessing substantial power and the ability to directly manipulate Dark Power and subjugate lesser beings like Darklings. They oversee distribution of Darkchips, and when defeated, Nebula's control over the area is shattered and the dark power begins to fade. Darkling: Creatures who have used Darkchips and given into the powers of darkness they provide. May or may not be actively enslaved or addicted to the power, but are ever-increasingly dependent on it. Darkspawn: Mindless creatures born of pure Dark Power, which are completely at the whim of the Darkloid in command. They constantly generate Dark Power and corrupt the area around them, and can empower Darklings in their range. Darkchip: Small electronic chips which contain data for a specific function, which is usually very powerful. Some are more powerful than others, but all are strong enough to make a sizeable difference in a battle. They may not turn a battle around entirely, but certainly have the power to turn a certain death into a loss you can walk away from. Battle Chip: A non-corrupted version of a Darkchip. Less powerful on their own, but without the corrupting, dangerous effects of Darkchips. Can usually be found in Nebula Space or dropped by Nebula’s agents. They only function within Nebula Space, but enable additional moves and abilities outside a player’s normal repertoire. Liberator: Player characters actively opposing Nebula. Corruption: A term describing the effects of using Darkchips on player characters. Consumed: The state a player character enters if they reach 0 HP with a Corruption score above a certain threshold. Challenge: Exactly what it says on the tin, various challenges which are not directly tied to combat. Obstacles and puzzles which stand in the way of players continuing in their mission. Encounter: Any type of event pitting the player characters against an obstacle they must overcome in some fashion. May be combat against Nebula's forces, unexpected dangers from outside the mission's anticipated scope, or fighting among the ranks if a player's Corruption score rises high enough or decides to betray his allies for any reason.[/spoiler] Section 1: The Event
[spoiler]Your character may learn of the event in one of two ways: 1) Having been keeping tabs on things via his own methods, Dr. Regal, in his growing paranoia, reaches out to you with a request for assistance. This may come either via the Dataverse, if you have access to it, or by a physical message delivered in-person by a messenger or courier. The message is always more or less the same: asking for assistance in this matter, and requesting you contact him directly if you have further questions or wish to assist. 2) You stumble across the scene of one of Nebula's recent 'recruiting drives' and are attacked by a crazed Darkling, oozing Dark Power. In the aftermath, you may find a Darkchip or solid hunk of Dark Power left behind among the chaos. What you do with it is up to you, but eventually one of Dr. Regal's scouts will track it down, and warn you of its dangers, directing you to the doctor himself if you want more information. Whether you use one of the above methods, or become involved entirely by accident is, of course, up to you. Once you have made your way to Dr. Regal, he will accommodate you with any information and assistance he can, answering any questions you may have to the best of his ability, and waiting until a sufficient number of interested and willing parties have gathered before he begins to detail the true nature of the threat, and make a final request for help, offering any involved one last chance to back out. The Quest: The end goal is, of course, to shut down Nebula and destroy its leadership so that it cannot continue its spread of Darkchips and corrupt anymore of the Omniverse's inhabitants. The means to do so involve Liberating all 8 major verses, destroying the Darkling in charge, though there will be a great many obstacles in the way of doing so. Once the 8 main verses have been Liberated, all involved player characters will receive a message from the leader of Nebula, inviting them to a final showdown, and the final Liberation mission, with a vague hint as to where to find it. Tracking down this hint will lead to another, and tracking down that one will finally lead to the location of the final Nebula Gate, where the leader of the Darkchip Syndicate awaits. Defeat him, and contend with the aftermath of his defeat, and the organization will crumble. The Reward: The Liberators involved will be free to take whatever salvage and trophies from Nebula's fallen subordinates that they desire (opening potential for new moves and weapons for many), and will all be promised a generous reward of Omnilium from Dr. Regal once the matter is settled. There may be chances for other rewards along the way, for those who keep their wits about them. Once Dr. Regal has informed the assembled characters of the situation, he will give each of them an item unique to the saga: a Vita Compass modified to track down the particular signal emitted by those saturated with Dark Power. It will be used to track down the Nebula Gate in each verse, a process which will be the equivalent of an easy quest (made even easier with multiple individuals searching), after which you will be confronted with the a powerful Darkling Lieutenant and a squadron of lesser Darklings guarding it, forcing an Encounter. It will not be an easy Encounter, and it is recommended you fall back or have assistance with you. Once the Encounter is defeated, the Nebula Gate will be open and the Liberation Mission in that verse can begin. Once a player submits their intention to begin a Liberation Mission, there will be a 24 OOC hour window for any other interested parties to get to the location and join to complete the mission. Liberation Missions: Liberation Missions will not be easy, as you will be beset by Nebula's forces from the very moment you begin. The physics and rules of the normal Omniverse are warped within Nebula Space, and will force Liberators to adapt to the new rules quickly, lest they be overwhelmed by the inhabitants of the pocket verse who are already acclimated to the unique layout and physics presented. There will be a series of challenges, with their number and difficulty ranging depending on the verse in question, and when completed the Darkloid in charge will present itself, beginning the final Encounter. When the Darkloid is defeated, the Nebula Space will begin to collapse, and players will retreat, with the option to make a post to possibly find additional flavor 'loot' or rewards, and possibly lessen any damage they take in the frantic retreat. Side-Missions: Occasionally, you may receive a prompt for a side mission during a Liberation Mission. These can range from minor objectives, to entire challenges in their own right, but will always have rewards of some kind, whether it is immediately apparent or not. It may be battle chips, a darkchip, another Encounter for additional ‘experience’ (omnilium) if you overcome it, or on occasion it may be nothing at all. It’s a gamble every time. Dangers: There are myriad ways you can suffer damage and risk death or being consumed. They include, but are not limited to, the following: -- Encounters -- Challenges -- Fleeing Nebula Space after defeating a Darkloid -- Various dangers unique to each Nebula Space[/spoiler] Section 2: The Dark
[spoiler]Though you are highly encouraged to destroy and Darkchips or solid Dark Power you come across during your mission, you may feel inclined to make use of the readily available power to make your task easier. Any time you find a Darkchip or a suitable chunk of Dark Power you will have a choice to make: You may Destroy it, or you may Keep it. Destroying it will grant you no rewards, and will likely not make your task any easier, but will be better for your health in the long run. Keeping it will grant you a great deal of power in the short term and overwhelming abilities, though with limited use and grievous side effects. Using Darkchips: In the event your character finds a Darkchip and decides to keep it, you are free to use it at any time, whether during an Encounter or to overcome a Challenge, or for any other reason you see fit. If you decide to do so, send a PM to the Nebula account stating your intent to do so. You will receive a reply detailing its effects and consequences, and be requested to confirm you are using it. Using Dark Power: In the event your character finds a usable chunk of Dark Power and decides to keep it, you can use it during any Challenge or Encounter. If you wish to do so, send a PM to the Nebula account stating you wish to do so, and you will receive a reply stating effect it will have and a request to confirm you are using it. Side Effects: The effects of Dark Chips and usable chunks of Dark Power are varied, in both strength and scope of what they do at all. The same is true for their side effects and consequences. In the data-based terms of the items themselves, they can cause various ‘bugs’ in the short term, and will all cause some self-inflicted damage to the user, clawing at their soul and life force to fuel them, as well as dragging them one step deeper into the dark, corrupting and eroding their will. How strong these side effects are will vary, depending on the power of the effect. Be advised that using more than one Darkchip or chunk of Dark Power simultaneously is ill-advised, as the power would prove disastrous and likely too much for you to stand. It is also worth noting that merely having one of these items on your possession will make you a virtual beacon for Nebula’s forces, and you will find yourself hounded by them more aggressively. In addition to that, they will disrupt your future searches for other Nebula Gates, increasing the difficulty of the ‘quest’ to track them down.[/spoiler] Section 3: Powers, Moves, Items and HP
[spoiler]Powers: Every zone of Nebula Space has its own varied rules and specific set of unique physics, but all of them operate on a mostly similar set of general ideas and mostly maintain a constant set of guidelines, in which many powers and abilities are restricted or nullified altogether, making the going that much tougher for those involved. It should be noted that, after a participant’s first trip into Nebula Space, the effects will linger on them and not fade until they either die and respawn, or the saga comes to an end. To such an end, saga participants should be prepared to commit to the business of ‘saving the Omniverse’ for at least a fair while. The following powers are completely Nullified in all Nebula Space zones: -- Shapeshifting -- Growth and Shrink -- Mimic -- Hive Mind -- Phasing -- Foresight -- Time Manipulation -- Regeneration and Healing The following powers are Limited in one way or another in all Nebula Space zones: -- Flight is restricted to only about fifteen or so feet off the ground. Super Jumping is likewise restricted to Basic. -- Fusion is restricted to Basic -- Enhanced Senses is limited to 20 meters -- Insight is limited to direct line of sight only, and will only tell you a general sense of how strong a target is compared to you, as well as identify any moves if you have seen them use it before. -- Telekinesis is limited to half the range of Basic level -- Teleportation is limited to Basic level Items and Moves: Items of all sorts are generally permissible to be brought with you into Nebula Space. Consumable items and even Artefacts will all function as normally within Nebula Space. Items that function as Moves, however, will not fare so well. There are a few exceptions to be noted, which may very well impact your fighting style by a sizable margin. -- Natural weapons, such as claws or fangs, will be largely unaffected by the transition to Nebula Space. -- You may designate one weapon on your person as your Signature Weapon, which will remain with you and fully effective. If you do not have any weapons, you may instead designate a second Signature Move, as mentioned next. -- You may designate one Move of your choice as your Signature Move, which you will retain and be able to use at full effectiveness. This move may not be a Super Move. -- You may designate another Move as your Special Move, which is usable once per Challenge or Encounter at full strength, and may receive a slight power buff. This move may not be a Super Move. Its use must be noted in your post when you make use of it, just like a Super Move. -- Other moves will be unavailable to you. -- Super Moves will remain uneffected. SP Usage: SP works differently in Nebula Space, and during Liberation Missions in general. The collective SP of all participants in a mission will be pooled together into a collection of Order Points, and the total number of players added to that to get a collective pool which is jointly available to every Liberator on the mission. Super Moves, Assists, Power-Ups and/or Fusions are available to use as normally, but they cost an amount in Order Points equal to their normal SP cost. Order Points will only be restored by finding special items during a Liberation Mission, and at the end of a mission any remaining Order Points will be evenly divided among the Liberators left standing, based on the amount left. Using Order Points must be clearly noted in any post in which you use them, just like usual. It is also worth keeping in mind that Order Points are a communal pool, hence their combined nature. This means that, for example, in a group with characters consisting of Level 2, Level 7, Level 4 and Level 5, there would be a total of 22 Order Points available at the start of a mission. In this instance, the Level 2 character, for example, would not be limited to just using 2 of the available Order Points, but could (potentially) use all of them by themselves! It’s not suggested one person monopolize the Order Points in this way, but it is an option. Liberator Aide: Dr. Regal will provide you with a bit of assistance before you leave to tackle the Liberation of various verses, gifting you with an armband that provides a number of useful functions, called the Liberator Aide. It provides an at-a-glance indication of your current condition, and comes complete with a shielding and accelerated healing routine, bolstering your ability to survive damage. To such an extent, the maximum hit points of every player involved is increased to 30. It comes complete with the ability to read and make use of data from Battle Chips and Darkchips as well, allowing anyone to make use of them. And lastly, it contains a function to replicate itself, should you encounter others who have not spoken to Dr. Regal and received one from him. Omnilium Usage: While within Nebula Space, Omnilium use is effectively nullified. Any items you have on hand which are usable can still be summoned normally, but summoning new items is impeded, and will result in the same jarring feedback normally associated with trying to summon something you don’t have enough Omnilium for.[/spoiler] Section 4: Action Structure
[spoiler]The flow of actions during this saga will be a bit different compared to normal. Things will mostly be freeform as normal, up until the ‘quest’ to track down a Nebula Gate finishes. Upon successfully finding a gate, things will switch to a more structured, turn-oriented ordeal, with a time limit per ‘round’ as well as a strict word limit, which may vary depending on myriad factors, but will generally be no more than 1000 words. All participants involved may make a post, after which the Nebula account will post, and finish the situation if an end is easily reachable, or progress it if one is not.Typically, most Challenges and Encounters will be resolved in only a few ‘rounds’, though certain situations may last longer. Once a Nebula Gate is cleared, and the Darklings guarding it destroyed, a Liberation Mission can be started. Once it is started, things will move very quickly, with a number of fast-paced, low word count rounds of posting. Occasionally, the Nebula account will provide various prompts for side missions or opportunities for gaining an advantage in Encounters or Challenges, but may also drop surprises and ambushes on you, so be prepared for anything.[/spoiler] Section 5: Challenges and Encounters
[spoiler]Challenges: Challenges will be less combat-focused obstacles you must overcome, and more akin to ‘fighting’ against the environment or things such as traps and the like, or even something as simple as pitfall traps and mazes. They require more clever thinking than brute force, and are generally the more time-consuming of the two obstacles in your way during Liberation Missions, but at the same time are the easier of the two to contend with. Encounters: Encounters are far more dangerous, and deal directly with combat, against Nebula’s forces or against other dangers. When an Encounter begins, it will either begin as an ambush, in which case you will be taken by surprise and be at a disadvantage, or it will be presented that combat is imminent. At this point, there are several things to note: -- Some Encounters will be noted as ‘cinematic’ encounters. Think of them like cutscenes in a video game. These will only be mentioned, and then written entirely by me. In these instances, I will post up a notice of the Encounter, and you will have a window of 24 hours to PM me and let me know if you wish to Fight, Defend, or Retreat, and if you wish to spend any Order Points, make use of your Signature or Special moves, or use any Battle Chips or Dark Chips you may have. If I do not hear anything from you, I will use my best discretion to minimize damage. -- Everyone involved in the Encounter will have the option to write for it or not, which you will decide via sending a PM to the Nebula account. If you do not choose to write for it, you will receive no penalty, but no possible bonus. On the other hand, if you do choose to write for it and do not make a post in time, you will receive a penalty for it. -- Only I have the final authority to actually kill things beyond the myriad weaker enemies and Darklings you encounter. If it has an actual name, or is identified specifically with a capitalized term, assume it will be directly played by me and don’t go killing it off. There’s a method to my madness, as just about everything has tricks you might not expect. -- The final outcome of every Encounter will be 90% down to my own judgement, with the quality of your writing (both in general, and during the encounter itself) only serving as a buffer and guideline for my opinion and judgement. -- Every single encounter will deal at least some damage to all participants. Obviously, the better you do, the less you’ll take to some extent, but you’re never going to get out of things entirely unharmed. -- Remember, as it is very important: even the weakest, ‘cannon fodder’ level of enemies are still nothing to take lightly, and even a group of what would otherwise be harmless ‘mooks’ can and will overwhelm you and cause significant damage if you underestimate them. IMPORTANT: It needn’t be stated, but you are agreeing by reading these rules, and continuing to sign up and participate in this event that I will be writing your character at certain points. Typically this will only be to wrap up Encounters, or to progress things along. I can’t promise to get everything right, but hopefully you won't’ hold it against me if I don’t get it perfect. Whenever possible I will reach out to you if I’m unsure about something, so I do hope you’ll at least try abd be available, especially when a Cinematic is announced. Boss Encounters: Boss Encounters are a special type of encounter that only occur infrequently, typically only against Darkloids, or in special cases against powerful entities in side missions. These will always begin with a Cinematic, before launching into traditional combat for a number of rounds. When the battle ends, I will post a conclusion post to deal the finishing blow to the boss entity, and the one who I felt performed the ‘best’ during that mission/up to that point will be the one to deal the finishing blow, and receive a minor reward from the boss’s remains. It should be noted that Boss Encounters will be the single most dangerous events during the entire saga, and can inflict great damage to the entire group if you don’t bring everything you have to the table.[/spoiler] Section 6: Damage, Injury and Death
[spoiler]Thankfully, during this saga most participants will have a Liberator Aide to bolster their HP reserves to 30, instead of the usual 20. Damage can result from a number of sources, with the most common being Encounters. Botching Challenges, or being caught by other various dangers, can also inflict damage. In the event of an Encounter against a Corrupted ally, Super Moves will also do a set amount of damage, equal to the Order Point cost of the attack increased by one. Special Moves will also inflict a guaranteed damage, usually 1-2, due to their once-per-encounter nature. By the same token, Super Defense will absorb an amount of damage equal to their Order Point cost plus once, and defensive Special Moves will likewise absorb 1-2 points of guaranteed damage. Injuries: Injuries can occur as a result of combat. Typically, any Encounter with anything beyond minor, unnamed Darklings will result in at least a few injuries, and they can accrue alarmingly fast if you aren’t careful. -- Incidental Injury (0 points of damage): These are any injuries which won’t severely impede your activity. They may hurt, but won’t inflict any risk to your life. -- Minor Injury (2-4 points of damage): These are injuries which are a bit more of a threat. They will prove to be a nuisance in the long run, but shouldn’t immediately impede your ability to carry on. Things like heavily bleeding cuts, or mild sprains or a nasty knock to the head. -- Moderate Injury (5-7 points of damage): These are much more serious injuries, which can really hamper you. Fractured or seriously damaged bones, more serious head injuries, heavy bleeding, or even impaired senses. -- Major Injury (8-10 points of damage): These are grossly debilitating wounds, like completely broken limbs, serious wounds (like being impaled numerous times), severe concussions or impaired ability to function, or virtually ruined senses. -- Grievous Injury (10+ points of damage): These are injuries that all but guarantee you’re going to have it rough. Things like completely mangled (or even lost) limbs, near-disembowelment, or other such horribly debilitating injuries. -- Mortal Wound: This is the type of injury that will kill you, and fast. These are things like being completely disemboweled, substantial wounds to the head, and other such things. -- Dying: In the event your character reaches 0 HP, you will enter a downed, dying state. You will have until the end of the current Challenge or Encounter, or the beginning of the next one, to receive some form of healing or stabilization. If your Corruption score is high enough, you will have the option to give in to your corruption, with varying effects depending on the prime in question. -- Death: If you are not rescued from a Dying state, you will die. In most cases, you will simply fade into Omnilium as most primes do and respawn 7 days later as normal. If your Corruption score is high enough from overuse of Darkchips, and you did not give in to your corruption, you will instead be Consumed, devoured by a mass of dark energy.[/spoiler] Section 7: Updates and PMs
[spoiler]Note: All PMs relating to this event should be sent to the Nebula account. The private messaging system here on the Omniverse will be the official way that all updates and confidential information will be shared for this saga. You are welcome to ask general questions through other means, but official correspondence and various updates and responses to queries for information presented must go through the PM system. Do not send your official responses, questions or updates through any other means. On that note, do make sure you have space in your PM inbox. If I get a message returned to me because it failed to send, I won’t be trying again. Consider this your warning in that regard. I would also recommend you keep a copy of any messages you receive from the Nebula account. I may very well be forced to delete messages, and in so doing may accidentally delete something I shouldn’t have. Hopefully I won’t, but that’s why they’re called accidents. In such a case, the burden of proof will, unfortunately, fall to you. Send me a screenshot of the message in question, and any errors I have made due to not having it I will happily correct. Remember, also, that most of the time I will not respond to your messages, unless it warrants a response. If I have read a message (that is, it moves from your Outbox folder to your Sent Messages folder), assume that I have made note of it and applied the necessary information to whatever is going on.[/spoiler] Section 8: How to Join
[spoiler]Step 0: In the event you have more than one character, keep in mind that only one of them may participate in this saga at a time. In the event that you sign up with one character and they die, you are welcome to have your other character(s) likewise sign up and continue the fight, but you must make a decision as to which one you will sign up with first. Step 1: Write a post or series of posts detailing your character finishing their current business, and learning of the chaos at hand as briefly detailed in Section 1. Conclude this with their arrival at Dr. Regal’s lab, which will have a thread created for it as sign-ups begin. Step 2: The character will fill out a brief form detailing their combat capabilities, complete a brief survey and physical test administered by Dr. Regal to ensure they are capable for this task, and be welcomed to wait for any others. Step 3: When prompted to, you, the writer, will fill out the below form and send it via PM to the Nebula account. Code: [b]Character Name:[/b] Self explanatoryThis is, essentially, for recordkeeping on my end and to help provide a point of reference, in addition to your own writing, when I am required to write your characters. So obviously, the more information you can provide, the better I can hopefully do in that regard.[/spoiler] RE: Official Information & Sign-Up Notice - Omni - 01-06-2017
RE: Official Information & Sign-Up Notice - Nebula - 01-10-2017 Section two of the rules has been added. Section three will be put up in another few days. RE: Official Information & Sign-Up Notice - Nebula - 01-14-2017 Section three of the rules has been added. I should also clarify: if anyone has any questions/would like clarification about anything, feel free to use this thread for that, as well. RE: Official Information & Sign-Up Notice - Crocodile - 01-14-2017 So, because most of my Moves are used via slingshot, if I take my Slingshot, I have access yo all those Moves, right? /troll RE: Official Information & Sign-Up Notice - Marisa Kirisame - 01-16-2017 Ok for the signature move the part about it being fully effective. so lets take my glitch move into consideration if it had the one above basic teleportation would it still be impeded by the nebula space zones or would it still be at the next teleportation rank so to say? RE: Official Information & Sign-Up Notice - Nebula - 01-16-2017 (01-16-2017, 07:03 PM)Chara Wrote: Ok for the signature move the part about it being fully effective. so lets take my glitch move into consideration if it had the one above basic teleportation would it still be impeded by the nebula space zones or would it still be at the next teleportation rank so to say? Thank you for asking! In a case like that, a move which relies on a nullified/weakened power would only be able to function at whatever level the power is allowed to, unless in a nebula space which alters the limits of various powers. RE: Official Information & Sign-Up Notice - Kyle Crane - 01-16-2017 I, THE GREAT PAPYRUS, AM READY TO BASH AND BAFFLE THE DARKLINGS WITH MY DANGEROUS JAPES! ...In all seriousness, though, yeah, I'm joining this crazy train. RE: Official Information & Sign-Up Notice - Marisa Kirisame - 01-16-2017 I will be giving these dark people my special hell. I will be joining also RE: Official Information & Sign-Up Notice - Yukki Kazuto - 01-16-2017 Okay, I have a question related to the signature moves/weapons. I assume the difference between a move and a weapon is wether it something your characters does (move) or an item your character uses (weapon). If this is correct, I have a small problem. All my moves are weapons. Will I be allowed to bring two weapons, similar to being allowed two moves instead of a move and a weapon, or am I just SOL? RE: Official Information & Sign-Up Notice - Dawnika Snow - 01-16-2017 I might be late, but DawnErika will be here for this. RE: Official Information & Sign-Up Notice - Nebula - 01-16-2017 (01-16-2017, 07:33 PM)Yukki Kazuto Wrote: Okay, I have a question related to the signature moves/weapons. I assume the difference between a move and a weapon is wether it something your characters does (move) or an item your character uses (weapon). If this is correct, I have a small problem. All my moves are weapons. Will I be allowed to bring two weapons, similar to being allowed two moves instead of a move and a weapon, or am I just SOL? Yes, that is a lack of clarification on my part. In the event that you have primarily weapons as your means of fighting, you would be allowed to bring two of them. EDIT: Also, just a note: no need to actually post your interest/joining in this thread. That'll be done via PM once sign-ups open. But the show of interest is very much appreciated. RE: Official Information & Sign-Up Notice - Nebula - 01-19-2017 Sections 4 and 5 have been added to the rules. RE: Official Information & Sign-Up Notice - Schwi Dola - 01-21-2017 I would like Desco in this RE: Official Information & Sign-Up Notice - Summer - 01-21-2017 Would weapons that have to be summoned first, such as Chrono's Oceanic Blades, count as a Signature Move or a Signature Weapon? RE: Official Information & Sign-Up Notice - Proto Man - 01-21-2017 Quote:-- You may designate one weapon on your person as your Signature Weapon, which will remain with you and fully effective. If you do not have any weapons, you may instead designate a second Signature Move, as mentioned next. My signature weapon would be the Proto Buster, which has like... 5 or 6 modes of fire ('uses' in our gameplay sense). How does that work? RE: Official Information & Sign-Up Notice - Schwi Dola - 01-21-2017 Would Bodypart Yogsothoth count as a natural weapon? RE: Official Information & Sign-Up Notice - Schwi Dola - 01-21-2017 What if your signature moves is healing? What if you have healing super moves? Or regeneration super moves? RE: Official Information & Sign-Up Notice - Nebula - 01-21-2017 (01-21-2017, 08:46 PM)Chronoire Schwarz VI Wrote: Would weapons that have to be summoned first, such as Chrono's Oceanic Blades, count as a Signature Move or a Signature Weapon? That would count as a weapon. (01-21-2017, 09:12 PM)Proto Man Wrote:Quote:-- You may designate one weapon on your person as your Signature Weapon, which will remain with you and fully effective. If you do not have any weapons, you may instead designate a second Signature Move, as mentioned next. In the event of weapons having multiple functions/uses, then if taken as a signature move they'd retain all their various uses. The same applies to variable moves, as a side note. (01-21-2017, 09:18 PM)Toybox Girl Wrote: Would Bodypart Yogsothoth count as a natural weapon? Yes. (01-21-2017, 09:40 PM)Desco Wrote: What if your signature moves is healing? Then they won't work. Super moves would remain effective, however. Because they are Super Moves. RE: Official Information & Sign-Up Notice - Schwi Dola - 01-21-2017 Does our Hp recovery between missions? |