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Messages - MissingMandible

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421
Cross Effects 1.0 Archive / Re: Cross Effects- The RP
« on: May 10, 2014, 07:33:43 PM »
"Hey, easy there. The man's long gone."

"We're not hostile if that's your worry."
"You see, the guy who drove it just escaped in panic, and we were just passengers of his. We are sorry for him"
Elissa lowered her casting rods, but kept her guard up. She didn't know were she was, or what side these civilians were on? They spoke English, but that didn't mean much in the grand scheme of things. She turned her head to the orange glow of the horizon; there was definitely some sort of battle going on. Turning her mechanical head back to the two civilians, she decided upon a course of action.

"I am invoking Section Three of the Jordan Act: You are to take me to a secure location for questioning. I do not care if you are non-Americans, you will comply. Is that vehicle still operable?"

422
Unfortunately, I can't just copy-paste my google doc without a special app, so I'm just posting a link to it here:

https://docs.google.com/document/d/1EKH3hQAtprSaRvdlT58ISG-kg8_Q6pgyU0lvhbbcxkc/edit

I did not put in as much detail as Elissa with these, however.

423
Basically it's a mishmash of 'Murican stuff if I remember right. As for common crimes, I imagine homicide is extremely common, as is theft.
So a combination of stabbings and shootings.

Are gangs common? Excessive drug use?

424
What country is Nexus City in? And what kind of crimes are common?

425
Cross Effects 1.0 Archive / Re: Cross Effects- The RP
« on: May 02, 2014, 08:21:06 PM »
"I'm alright" replied JoJo, who was sturdy enough to come out of the accident with only some scratches. Using Hamon instinctively to reinforce his body to an extent could be the reason "What you say, is that some kind of machine?" he asked inquisitively.
Once she was able to focus in on her visual and audio input, Elissa staggered up and quickly turned around. Catching sight of two individuals staring up at her, she quickly rose up her right arm and aimed the casting rods at the closest one to her.

"Which one of you was the operator of the vehicle?" Elissa demanded in a mechanical, yet feminine voice.

426
Cross Effects 1.0 Archive / Re: Cross Effects- The RP
« on: May 01, 2014, 08:56:55 PM »
...
...
...Repair Protocol Complete

All of a sudden light flooded her vision. It took a few milliseconds for her brain to start processing what was coming through her sensory cameras.

As it turns out, Elissa was laying down on a hard surface, looking up at a street lamp. Quickly sitting up, she immediately took in her surroundings: It was night, she was laying on the street, and she was surrounded by buildings.

The buildings were intact.

The buildings were intact.

It was obvious that she wasn't in the Seattle Combat Zone, that's for sure. Elissa then stood up; time to do a self diagnosis. Thrusters: intact and functional. Joints: Fully mobile. Casting Rods: Intact. Mana Collecting Fins: No damage. Prana Generator: Optimal. Prana Flow: Ideal. Prana Battery: 100% charged.

'Next step is to scout the surroundings.' Elissa thought. Quickly darting to an alley way for cover, she quickly scanned the next streeet over. 'Clear.' She darted to the next alleyway.

Kaboooom!

Response to the explosion was swift. Quickly aiming her right arm's casting rods in the direction it came from. So focussed on trying to find the source, Elissa did not notice the taxi cab turning around the corner behind her.

427
Very well, then. I'll just modify the chart.

It's just that I had felt like I needed at least one spell that could hurt those with the EX rating, even if it would leave me handicapped for a time. Oh, well, I don't think there are that many like that anyways. I'm going to go off and reading th other character sheets.

428
Missing mandible.
I believe when you have reached EX everything magic just can't harm you at all. Thus I think you should reduce teh effectiveness off any of your skills on an EX guy to 0%.
The Graviton family of magics are the equivalent of nukes in Elissa's AU. Even with the base version of the spell (Which can only really effect infantry and vehicles, lacking the necessary umph to damage buildings or destroy super heavies), I feel that it should be sufficiently powerful enough to crack the ribs and damage an organ or two for one that has EX Ranking.

Now, if you can nullify magic entirely, like the person Elf asked about, you get to sit there and laugh at me as I go off and sulk.

429
I am sorry for your loss.
I am, too.

But rejoice! For you get to have a magi-symbiote!

430
Do you guys have problem with Grim?
I know he's modded Alien but I've modded him enough that I believe he has enough magicalness for this RP.
I don`t mean to warp the setting and if you want you can always just imagine it was I don`t know a mutated magical slime that decided to try parisitsm and this is futher mutant that tried out symbiosis.

I don`t mean to drive things crazy like say Goku. I just was curious of trying an AU symbiote that interacted with Nasuverse.

Theoretically you could have this guy act a master for servant and do many other things. I just love the symbiote and came up with the idea for living magic crest. I combined the two and created Grim.
Elf already described why she allowed it up above, Gray, while at the same time squashing any hope I had with trying to sneak Daedalus in

431
Hey Mandible, I have a question about your Steampunk Magic Bot, how would "she" fair against Gabriel, who is a magical null?  Literally, he nullifies magical energy.
Completely ignores both. If you are not affected by magic in any shape or form, you have nothing to worry about.

Hey Mandible. The effort you've put into that is great, but man, I think you're worrying too much.

We've been playing things by rule of cool and going along with whomever we're engaged with IC in good sport to write entertaining fights when they do happen. So while it is a good thing you took the extra time to make sure everyone knows exactly how powerful your character's more relevant abilities are supposed to be and how they'll be affected by them precisely... be aware that numbers will most likely get ignored in favor of writing interesting or more organic reactions.

Numbers and ranks are good general guidelines, but they don't matter nearly as much as you'd think, especially given not all sheets are written according to the same standards and we don't even have a defined system with calculations for fights.
Oh, okay. Shall we just ignore my post, then?

This is honestly my first kinda serious RP, and I'm trying to be careful. I kind of feel that I'm being cheese with the above spells.

432
I decided that it would be in the best interest for both myself and everyone here to hammer out a consensus on how two of my character's spells effect the characters of varying magic resistance. Here are their snippets from my character sheet:

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

Sunder Bolts:
Prana Cost: Moderate
Info: Sunder Bolts is a medium ranged (300m) attack that consists of firing fist-sizedgrey orbs that, upon contact, tears the victim apart from the molecular level by destroying electron bonds in molecules. They can only affect the same amount of area as the orb is, but this tends to be destructive enough for most targets. Like the Firestorm, it can become rapid fire.

Graviton:
Prana Cost: Massive
Info: Graviton is a short ranged (100m) attack that causes its victims to become super dense and collapse onto themselves (Like a hand crushing a soda can). Requires so much prana that it nearly exceeds the mana input from the generator; if fired, Elissa will have a significant reduction in movement and casting ability, for prana is the life-blood of any Warmonger.

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

So, here's a table that I cooked up with. It is not finalized in any way, acting more like a prototype. It can be changed as needed while forming a consenses on here.

Sunder Bolts:
Nil: Full Effectiveness
E: 90% Effectiveness
D: 70% Effectiveness
C: 50% Effectiveness
B: 30% Effectiveness
A: 10% Effectiveness
EX: No Effect


Graviton:
Nil: Full Effectiveness
E: Full Effectiveness
D: 90% Effectiveness
C: 70% Effectiveness
B: 50% Effctiveness
A: 30% Effectiveness
EX: No effect

As for special attributes that already inhibit damage, such as Karna's Kavacha and Kundala, will use a formula that uses Full Effect. So, if one has an attribute that decreases damage to 10%, has an A ranking in magic resistance, and is hit by a Sunder Bolt, the damage received will still be 10% of the total attack rather than 1%.

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

So, that is the working basis of effect these spells send out. I would appreciate input so that we can avoid shenanigans when dealing out how much a person is hurt in a fight.

433
Cross Effects 1.0 Archive / Re: Cross Effects Character Page
« on: April 30, 2014, 01:30:22 AM »
Name: Warmonger MkVI Artificial Construct/Seraphim Series Unit-324 "Fair Lady Elissa"
Race: Magic Construct
Age: 2 years
Height: 8'
Weight: 1100 lbs
Eyes: Blue optical lenses
Hair: None
Appearance: Elissa takes the form of an eight-foot, humanoid robot that is moderately armored. Legs are digitigrade, using three splayed, broad toes on both feet to stand. Each arm ends with a hand with four fingers and a thumb, allowing her to interact with the environment. On each forearm, there are two "rods," which allows the conjuring of magecraft. The head is nothing but a rectangular box with three circular sensory cameras (One large one that is centered, two smaller ones on each side of it, towards the bottom).

Two thrusters reside on the back; one on the upper left, the other on the upper right. When activated, these thrusters emit a long contour of glowing white energy, giving an appearance of wings. Going down the center of her back is a series of three, upwards facing fins, the top the largest, the bottom the smallest. These fins make up the upper part of the generator, collecting the environment's mana.

Overall, the armor is fairly angular and unisexual, only curving around the chest, the legs, and the arms to maximize protection. The armor is painted in varying shades of grey, forming an urban camouflage pattern. There are various runes across the hull. These allow Elissa to become temporarily lighter, faster, or stronger is she pumps prana into them.

Alignment: Lawful Neutral

Stats:
Strength: C (Naturally), C+ (Stone Runes activated)
Agility: A
Speed: C (naturally), B (With thrusters or Fleet Runes activated), A (With both thrusters and Fleet Runes activated at the same time)
Endurance: C
Magecraft: A

Intelligence:
General: C
Combat: A

Psychic Abilities: None

Magic Abilities: Many spells and curses, but most often uses Arcane Lightning, Disruption, Balefire, Firestorm, Sunder Bolts , and Graviton.

Runes:
Stone Runes: Located on the inner side of each forearm. Increases the strength of her punches when activated.
Fleet Runes:Located on the upper portion of both legs. Decreases mass and increases movement speed when activated
Shadow Rune: Located on the torso, center of the chest. Makes Elissa nearly invisible when activated. Does not hide prana or heat emissions.
Gate Rune: Located directly to the left f the Shadow Rune. Allows Elissa to phase through walls. Phasing emits light and a loud hissing sound, however, making it ideal only for escape or ambushes, not stealth.

Other Abilities:
Living Metal: The alloy that Elissa is made out of is a magically created metal, capable of self-repair. It would take a significant amount of time to repair significant amount of damage, however.
Repair Protocol: Exponentially increases repair time. However, Elissa has to be shut down during this time, being both vulnerable and unaware of her surroundings.
Sensory Suite: Able to see thermal and night vision.

Weaknesses: Extreme cold or heat, as well as any significantly powerful attack. Also, the generator that the fins on her back are attached to is vulnerable; knocking that out forces her to retreat as fast as possible to enact Repair Protocol.

Origin: In Elissa's reality, magic was always a pervasive force; Technology, culture, and war has always been integrated with it. In the closing years of the twentieth century, the world became embroiled in the third, and possibly final, world war. Artificial mages, magically-enhanced munitions, and weaponized golems are the mainstay, while Graviton Warheads are being prepped for launch.

The Warmonger series of golems were first introduced in the First World War by the Allies. While using golems in battle was a centuries old practice, this period marked the first use of a standardized template built in factories and used across an entire theatre of war. All of the early Warmonger models required a mage to control them, transferring their minds to the magical construct at the cost of having their actual bodies becoming vulnerable to attack. The Mark III series saw the introduction of the "living" metal alloy known as Elumium, an alloy that the Axis failed to replicate in the Second World War. The Mark IV series saw the implantation of Homunculi brains inside the chassis of the Warmongers, getting rid of the need of having a mage close by, and finally allowing the golem itself to take part in long-lasting combat scenarios; this introduction, along with the discovery of the Graviton Magics, only increased the tensions of the Cold War.

In the yer of 1992, the Soviet Union declared war on the NATO nations. War quickly escalated to the point that by the year of 1995, every world power is involved and millions are dead. The stalemate in Europe and western North America ensures that the end is no where in sight. Average life expectancy of an enlisted soldier is measured in days, and the need for the new MkVI series of Warmongers is higher than ever.

As it stands now, the Warmonger MkVI series is divided up into several different variants: Warmonger, Seraphim, Manticore, and Pisces. All four of these have a prana generator. These generators are attached to "fins" that collect mana from the local environment. While this provides indefinite power, each Warmonger must be careful of how much prana they expend performing feats and spells, for output can still be greater than input. In case of generator damage, all Warmongers store away a small amount of prana in order to escape combat and initiate Repair Protocol (If the generator is damaged, Repair Protocol prioritizes the reconstruction of the Mana Fins or Prana Generator). All variants also require two years to manufacture: One to fully develope vat-grown Homunculi, another to indoctrinate him/her, build the chassis, and implace the brain inside the golem. It should be noted that no two Homunculi turn out the same, and there is no way to actually know the gender until sexual organs can be seen on their fetuses. Homunculi are adults by their second birthday, from which they are ready to transfer their brains to the Golem's chassis.

In 1996, Elissa was vat-grown in Fort Detrick, Maryland. After a year of growing and another for indoctrination, she had her brain and conscience transferred to a Sraphim model, a variant that specializes in flight, rapid speed, high mobility, and heavy firepower. In 1999, five months in her first deployment fighting Russo-Sino forces in the former state of Washington, she received catastrophic damage and was forced to initiate Repair Protocol. When she woke up, she finds herself in a different reality...

Personality: Though Elissa acknowledges that she is female, she does not really dwell upon it. She was always treated as a weapon by her creators, only taking on a personality after an extended period of time with the veteran members of her squadron, her handler, and interacting with soldiers during the counter offensive in the former state of Washington. It wasn't even until recently that she even acknowledged a name beyond Unit-324. She is still learning emotions, but this is a huge improvement of her machine-like attitude from before. Still seems cold, however.

She was taught extensively that she exists for orders. Thus, being trapped in another reality, she is confused and has little initiative. However, combat is her expertise; being capable of duking out massive amount of damage and beat a hasty retreat when necessary.

Likes: Discipline, almost any sort of visual and audio stimiluation

Dislikes: Laziness, Commanders who throw away lives needlessly

Spell Information:
Arcane Lightning:
Prana Cost: Moderate 
Info: Arcane Lightning is a powerful mid-ranged (700 Meters) spell, capable of blowing up reinforced Main Battle Tanks, damaging Super Heavy Tanks, and knocking jets out of the air.

Disruption:
Prana Cost: Low
Info: Disruption is a sound-based, close-ranged (30 meters) spell that disorientates the target for around a half an hour. Can be beefed up to completely incapacity a target for an extended amount of time

Balefire:
Prana Cost: Moderate
Info: Balefire is a close ranged (40m) firestorm attack emitted like a flamethrower. Temperatures reach an excess of a hellish two-thousand degree Celsius (3632 degrees Fahrenheit).

Firestorm
Prana Cost: Low
Info: Firestorm is a medium-ranged (300m) attack that consistes of shooting a fist-sized, high temperature fireball. With the Seraphim model having two firing rods on each forearm, the golem can rapidly fire these in two different directions or combo it with antother attack.

Sunder Bolts:
Prana Cost: Moderate
Info: Sunder Bolts is a medium ranged (300m) attack that consists of firing fist-sizedgrey orbs that, upon contact, tears the victim apart from the molecular level by destroying electron bonds in molecules. They can only affect the same amount of area as the orb is, but this tends to be destructive enough for most targets. Like the Firestorm, it can become rapid fire.

Graviton:
Prana Cost: Massive
Info: Graviton is a short ranged (100m) attack that causes its victims to become super dense and collapse onto themselves (Like a hand crushing a soda can). Requires so much prana that it nearly exceeds the mana input from the generator; if fired, Elissa will have a significant reduction in movement and casting ability, for prana is the life-blood of any Warmonger.

Non-Character Information that might affect the story-line:
Graviton Magics were only discovered during the Second World War, but have since then been put into a variety of weaponry, even becoming WMD's (When combined with missile warheads) capable of crushing entire cities.

434
I'd like to join. I'm going to create a Magiscience Golem

435
Is there a leyline over the city?

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