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    eek [Nexus] OOC 35: Winter is Coming

    WELCOME TO THE NEXUS!
    Check your sanity at the door, please.


    So, what is Nexus?
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    Well, the Nexus itself is like a rift: a single, brilliant point where all the universes in this strange thing we call 'reality' meet. Traveling to, from, and between any world or cosmology is theoretically possible here, and the Nexus itself seems to encourage this happening, often sucking beings and locations out of other universes at random, and dumping them on the world that lies at its center. It was not always like this, however. Once there were two worlds at the Nexus' heart, separate and distinct, though somewhat similar in ways. Similar enough that they slowly and eventually merged, so that only one remained. Here in this world the Nexus' influence reigns supreme, and as such the world has defied almost all attempts at classification. Here, knights of old may engage with Jedi knights. Gleaming spaceships land in Dark Age hamlets. Cowboys and samurai quest together to find holy sandwich boxes. And in the heavens above, Xi Wangmu and the Flying Spaghetti Monster meet every Woden's Day to play bowls with Pelor (it gets pretty epic). Here the possibilities are endless, and the universe without rules (except the Forum Rules, and the general FFRP rules, and the Individual Thread Rules, and oh whatever). Welcome to Nexus. Fun is had here.


    Major Locales
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    For an endless world that defies all logic and classification, Nexus can be pretty darn consistent at times. As such, several locations have survived the test of time, remaining (somewhat) constant amidst the chaos of the rest of the world.

    Inside - Inside mostly resembles a modern city, with high-rise buildings and apartments, alleyways and roads, though the odd Demonic Monument can still be seen rising up above the surrounding suburb, teeming with dark cultists. Inside is headed by a Council consisting of representatives from the major ACRONYMS, as well as Magtok and Zee, with law enforcement provided by Remnant, the remains of the once powerful Acronymian Empire.

    Outside - If you ain't Inside, you're OUTSIDE! Simple as that. Outside is a meta-thread for all those wildernessy type areas that don't merit their own threads, be it wood or lake or tiny shack.

    Riverside - This is a completely separate city that has less law enforcement than Inside. Part of it is continually shrouded in darkness.

    Underside - A sprawling network of underground caverns beneath the surface of the Nexus. The Underside is often considered a separate world beneath the feet of the Nexus, operating under strange, foreign rules and keeping its business where it belongs.

    Mallside - It's a shopping mall, with shops run by PCs and NPCs alike. MagMart is the largest store, selling everything you can imagine. There's also a food court and a gorgeous fountain. By OOC consent, this is meant to be a peaceful thread, so starting fights or murdering npc's is not allowed.

    Home - Whether in the suburbs of Inside, a desolate mountain cabin, a dingy flat somewhere... this is where PCs live. This is a meta-location, as the houses themselves may be many miles apart from one another. Or in separate dimensions.

    Plot Threads - Many threads exist to contain plot events, such as a dungeon crawl or a dreamscape. Always check with the GM running a plot before jumping in.

    ACRONYMS - Home to adventurers, these complexes provide headquarters and occasionally living space for like-minded Player Characters. Invariably equipped with cheesy names, these structures provide a place for their various members to fight crime, cause chaos, or anything of the sort. Current Acronyms include:
    • AMEN - Association for the Malicious, Evil and Nefarious. Evil aligned organization, exists to be EVIL! And sometimes Ebil.
    • HALO - Heroic, Anti-evil and Lawbreaking Organization. Non-Evil aligned organization, exists to smite wrong-doers.
    • GLoG - Good League of Good. Good aligned organization, exists to redeem evil-doers.
    • NO - Neutralist Oganization. Neutral aligned organization, exists to perform mercenary contracts for other organizations and individuals in the Nexus without taking sides
    • WATCHTOWER - You Know What? Screw It. Non-aligned aligned organization. Exists to destroy threats to Nexus, whatever form they may take.
    • PACK - Perfectly Acceptable College for Kids. The local Nexus school. Class mostly occurs offscreen, though...
    • MaGLoG - Gambling League of Gambling. It's a casino in the Red Zone of Inside, run by Magtok.


    The Taverns
    What kind of vaguely DnD-esque adventurer would you be if you didn't visit one of these places at least once? The various Taverns, Grills, Hotels, Cantinas and Restaurant provide meeting places for the Player Characters, areas for quest givers to stand mysteriously in, and also places for people to eat and spend the money they seem to have infinite amounts of. Though there are a vast number of such places in Nexus, some with their own thread and some without, throughout history three major hubs have existed, without which Nexus as we know it wouldn't exist. The Dancing Fox Inn, which is located among some hills in outside. Finally, there is Trog's Tavern, which is located, maddeningly enough, at every corner of the Nexus at the same time. There is also the Black Dragon's Den, it's located roughly between the docks and the slums of Inside, and is the local hive of scum and villainy.

    For more information:
    The first post of every thread is valuable reading. It explains the purpose of the thread, whether it's private or public, and whether there are any additional rules you should follow. It's always a good idea to read it before you post in a new thread.


    General Nexus FAQs:
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    Is there a guide to getting started?
    Besides this post, which you're currently reading, you should also read post 3 of the stickied FFRP Central thread. Once you've read both, you can ask any questions you ask in the current Nexus OOC thread. If you have no questions, post in the Nexus OOC anyway to introduce yourself. And welcome.

    What kind of character can I make?
    Any. There are no restrictions on genre, alignment, world of origin, etc.

    Will my power work the way it does in the source setting?
    Almost certainly not. In your setting, you may have been the Mighty Zorlox, whose power to control the world's socks was absolute, but in the Nexus, you may run across Madam Bo Peep, who controls the world's wool.

    If my power goes against your power, who wins?
    In combat or any type of adversarial situation, the defender has the final say. So if Zorlox tries to turn Bo Peep's wool socks purple, Peep's player gets to decide if her wool power prevails. But if Bo Peep tries to have a pair of wool socks strangle Zorlox, then his player gets to decide if his sock power wins.

    Oh no! Someone's already using my character concept!
    In the Nexus, all cosmologies are true. Just because someone is playing the incarnation of Death doesn't mean you can't as well. You are very unlikely to come up with a character concept that is wholly unique while remaining playable; there is nothing new under the sun, and so on.

    Sometimes you'll say 'I just came up with a great character idea - they have x race and y abilities and z backstory and I'll call her Linda' and someone will say 'You mean like my character Lynda over there that I introduced last week?' No one really knows why these sort of coincidences occur, but the Nexus seems especially prone to them. When they do, the best thing to do is to look at your character concept and figure out what makes yours unique.

    Where should I start? Long answer, you can start in any thread that isn't a private thread or a plot thread. Short answer, Trog's if you want a chaotic introduction with the possibility of brawls or random encounters. Mallside if you want a peaceful place to interact.

    Do I need to get pre-approval for my character, or fill in a registry form before I start?
    Nope. You can if you like, but it's not required. And sometimes it's better to get a feel for your character first, before deciding all the details about them.

    Threads can be so confusing to read! So many people are doing things! How can I help?
    There are two things that everyone can do that will make threads much easier to read.

    First, please put your character's name in every post, even if it's just <Character's name> said, "<Stuff that was said>". Your characters are your babies and you know them all, but the other players don't. Even the people you roleplay with regularly probably don't know the text colors of all your characters. (The only exception to the 'name in every post' guideline would be if you're in a back and forth dialogue scene with only one other person no one else posting in the same thread at that time. Then I would change it to 'put the name in every third post'.)

    Second, please use [Location Tags] to say where you are, so that people can keep track of events occurring in different places. For a good explanation of how [Location Tags] work, see the first post of the Outside thread.

    I'm not getting any character interaction! What should I do?
    First, try initiating interaction. Sometimes everyone in the Tavern is being mysterious and aloof, and someone has to be the first person to speak up and start talking to the other person. If that doesn't work, try posting in the OOC thread that you want interaction! It's a good idea to say if you're looking for a fight, a plot, a conversation, a romance, or anything else. Most people are friendly and will work with you.

    Using this smiley in your posts can help too:



    What if I disagree with another player about how the scene should go?
    Talk to them, either by PM or in the OOC thread. If you've gotten angry, wait until you cool down to post. Ask non-involved players to act as mediators if needed. If it gets to the point where neither player is having fun, it's probably best to just agree on a way to quickly conclude the encounter and move on.

    But I'm really mad! *ragequits and deletes all posts*
    Well, first off, that's not a question, that's an declaration, Mr. Smartypants. Secondly, no one can really stop you, but it's not very courteous and makes problems for other players. Retconning out a scene can be done, but that's not the right way to do it.

    So what's the best way to handle a retcon, then?
    First of all, retcons should be rare. But if you really think you have a good reason for one, talk to all of the players involved in the scene and make sure they're okay with it. Remember, they all put their time and effort into roleplaying with you. Once everyone involved has agreed how the retcon will go, post a summary of the retconned changes in the thread involved and in the OOC thread so that other players will be aware.

    I think I should win this fight! But the other person thinks they should win too! Should I make up a new power for my PC to win?

    No. Never do this.

    If you're planning on having a fight with another player's PC it's sometimes a good idea to work out ahead of time how the conflict is going to end. Especially if both sides go into it wanting to win. Because when that's the case things often spiral out of control and people get mad.

    We aren't here to get mad, we're here to have fun.

    So instead of getting mad save yourself some trouble and shoot a few PMs back and forth first.


    Why We Fight: A Proposed Advanced Style And Concept Guide for Individual FFRP Combat By Neon Knight
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    Foreword
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    This guide is intended as a supplement to currently existing guides and practices relating to the employment of combat in FFRP. The author makes no pretensions that this guide is authoritative or useful until endorsed by the community. The author also makes no pretensions that he has perfectly adhered to the principles in this guide, nor that such a thing is possible. Everyone makes slip up sometimes. The author also makes no pretensions that these materials, observations, and recommendations are wholly original.


    Introduction

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    Combat is an interesting subject in FFRP. FFRP is an interactive, cooperative endeavor, but combat serves a different purpose in FFRP than it does in other interactive, cooperative activities that FFRP might be patterned off of, like video games and table top RPGs. FFRP combat, rather, is more akin to a fight scene in a movie, book, or play. Another analogy may be that FFRP combat is not like an MMA match, which is truly competitive, but rather like professional wrestling, which is an arranged, choreographed performance intended to tell a story. FFRP is cooperative storytelling, and it remains so, even during a fight or action scene.


    Why Competitive Combat Doesn't Work in FFRP
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    Competitive Combat does not work in FFRP for a variety of reasons, a few that I will outline here. The only method of interaction in FFRP is assertions. You assert some fact is true by the act of declaring it, by writing down that it happens. You can only assert so long as your assertions do not impede on anyone else's right to assert, at least for their own property and characters. In a fight, the only way to compete is to assert, but the effectiveness of your assertions are entirely determined by the recipient. A fight in which both people want to win usually becomes nothing more than an escalating series of assertions of power and lethality, until the knobs snap off at 11, and no one can go higher without being ridiculous. Characters receive power upgrades on the fly, just to keep up, or to try and top the latest assertions. It's a messy and ugly affair that many people have professed a dislike for.


    The Ideal of Cooperative Combat
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    Combat in FFRP should be cooperative rather than competitive, which by and large is the same purpose that most posts in FFRP serve. Combat should serve to tell a story and add to storytelling, provide drama and tension through physical peril, and to entertain through description. When your characters get into a fight, the ideal is to make that fight a meaning contribution to the plot, whether that be your character's overall arc, the plot of the other characters in the fight, the specific plot of the fight or place where the fight is taking... you get the idea. You should cooperate and coordinate with other players to make sure that you're all on the same page, fulfilling the proper purposes, and not stepping on anyone else's toes. Sometimes, you might not get to work towards the purpose you necessarily want, but compromise is one of the necessary parts of cooperation. This is the ideal of Cooperative Combat: to have fight scenes serve to support continuing plot lines and interaction, to serve the interests, needs, and stories of as many players as possible as harmoniously as possible, which is the same ideal for normal interaction.

    What those purposes are will vary from fight to fight and plot to plot. Communicating with players in the plot and fight before, during, and after the occasion is ideal.


    Covering Yourself and the Enemy in Glory
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    One of the few precepts that should be near universally applied is the idea of covering yourself and the other participants in the combat with glory. By that, I mean you should try to reinforce their assertions with your own descriptions and actions. A player can say that their character is a master marksman, but he really becomes and feels like a master marksman when other players respond to him like he is a master marksman, when their choices, descriptions, and actions reflect this status. When others assert your own assertions, that is when they become real and powerful in FFRP.

    This is why it is important to try and help people assert their characters, whenever you can, and why it is important that they do the same to you. Only together can you realize each character's power level and abilities. This is also why purpose and cooperation are important. Clashing purposes are often what cause inappropriate escalation. If your purpose is to kill a character while their purpose is to survive the encounter, the other player will have a hard time reinforcing your power while fulfilling their purpose.


    Selling the Hits
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    "Selling" a hit is wrestling terminology for acting as if a blow really hurt or serious injured/impaired you. A similar concept can be applied to the Nexus; selling is the act of briefly bowing to the assertions, that is, attacks of other players and letting them affect you. Selling is something that requires both people to meet halfway. The attack has to be appropriate in order to get sold; appropriate for the purpose and goal of the fight. The response has to acknowledge and account for the attack.

    Thus, selling is something you need to keep in mind when designing a post, and when designing your character. You need to make sure your attacks and defenses allow both you and the other side to sell the hits, to avoid pointless exchanges were nothing really gets accomplished. A string of misses often adds nothing to the conflict or the plot, and doesn't move the action closer to resolution.

    My suggestion is to try and design graded consequences for your abilities. For example, here is a suggested consequences list for an attack with a gun:

    No Consequence: Total miss.

    Minor Consequence: Grazing hit, or a hit in an armored location with minimum impact, character becomes more cautious/less aggressive, an item of minor importance is hit/lost.

    Moderate Consequence: Flesh wound, character takes cover and doesn't act, character is forced to fall back, an item of importance is hit/lost.

    Major Consequence: A disabling injury/injury requiring medical condition is sustained, character becomes pinned and temporarily unwilling to fight/risk self further, character begins to fallback, an item of major importance is hit/lost.

    Full Consequence: Life threatening injury, death, retreat/rout, surrender, etc.

    In general, you should take the consequences that are appropriate for the fight, and for the goals that the fight is intended to fulfill. But, in general, No Consequence hits should be used sparingly. Consequence lists will differ from fight to fight, situation to situation, character to character, and possibly from attack to attack. You don't have to have a response for every type of consequence. In general:

    A No Consequence Hit does not move the fight closer to resolution. It has no real consequences on the fight or on the character.

    A Minor Consequence Hit does not move the fight closer to resolution, at least not appreciably, but it is intended to have minor consequences for the immediate fight and for the character. These consequences aren't intended to be long term.

    A Moderate Consequence Hit is intended to slightly move the fight closer to resolution, and has some consequences for the character. It is intended to last somewhat longer than a minor consequence.

    A Major Consequence Hit is intended to move the fight rapidly towards a conclusion, and is intended to have consequences that last for some time or require some action to redress.

    A Full Consequence Hit is an attack at maximum effectiveness, intended to move the fight immediately to a resolved state. It is intended to have long term/permanent consequences or to require severe effort to redress.

    Another proposed consequence list, this time for a sleep spell:

    No: The subject is not affected by the magic.

    Minor: The subject feels fatigued or slightly sleepy, but not enough to seriously impair ability, only enough to take the edge off their prowess.

    Moderate: The subject feels fatigued, unable to perform at top condition, and may suffer a temporary lapse in concentration or focus. The subject might fall into a micro sleep for an instant or for a few seconds.

    Major Consequence
    : The subject may lose focus for several seconds, and may become so tired as to need to actively fight to stay awake. They might fall asleep for several seconds.

    Full Consequence
    : The subject falls entirely asleep, or is so disabled as to be helpless.

    These are not the only gradations you can offer. Different scales might work better, either for specific, individual cases, or in general. But having the ability to mitigate an attack to the exact degree of harm and effectiveness to be suitable for the purpose of the fight is an advantage. Avoid all or nothing powers, except if that's supposed to be the point (of the character, the fight, or the plot) and if you do so, be fully prepared and ready to accept a series of No Consequence Hits. When going for all or nothing, make sure that both the all and the nothing are as acceptable and widely applicable as possible.



    Be Open To Other Roles
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    In FFRP, your character is not always the protagonist. FFRP is a story composed of many other stories, each with their own characters. Each character might take different roles in different situations, and it is important to recognize this and to be ready to accept the many different roles you might get cast in. Sometimes, you're just a sidekick or ally in a fight. Other times, you'll be the main figure in a fight. And sometimes, you'll be the antagonist, and sometimes you'll get the role in the fight that loses. Being able to reconcile and relate this to your characters is an important skill in FFRP. Now, not every character will necessarily be interesting in every role, and it isn't a bad thing to try and put your character into the roles they are suited for whenever you can. But flexible characters who can relate and work in different roles can be more interesting than less flexible characters, and they may have more opportunities than those less flexible characters.


    Conclusion
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    Remember the foreword. This is not the gospel truth. There are always exceptions. But I believe that this advice, practices, and conception of FFRP combat might be applicable, interesting, and helpful to the community at large.



    Your first character (copied from FFRP Central)
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    So, you're ready to make your first character. One of the hardest things to get used to in ffrp is that you don't start out in an adventuring party, and there's no DM to push characters together. You'll have to actually find people to interact with on your own. Here are some tips (not requirements!) for making that easier on your first character:
    • Don't be the quiet person in the shadowy corner. If you roleplay as someone who is outgoing and talkative, you'll find it easier to make IC friends. Someone who is curious or greedy will be more open to plot hooks and adventure opportunities. But if you roleplay someone who is shy or quiet or wary of other people, you're likely to be left alone.
    • Don't be openly evil. If you walk into the tavern and start murdering npcs, you are unlikely to make a lot of friends and very likely to get jumped on by a bunch of PCs who were looking for a fight.
    • Consider starting low-powered. It's tempting in a freeform system with no scores or points to decide that your character is the best at everything, but where will they go from there? They can always gain powers or magic items or skills as they go on.
    • Don't be too needy. Remember in ffrp, you are not THE hero of the story. You are A hero, and there are many stories. The characters you meet at first are likely to be involved in their own affairs. Some players start by having their character immediately in need of rescue, healing, training, attention, etc. This can work well, but make sure you have a plan B in case there is no one willing to drop everything to devote themselves to being your rescuer! Can your character make it if they receive only a minimal amount of help, or none at all?
    • Don't be too self-sufficient. Remember in ffrp, you are not THE hero of the story. You are A hero, and there are many stories. If you are a combat powerhouse and a healer and a master of obscure lore and a spellcaster, people are likely to get weary of their characters taking a back seat to yours and decide you can do just fine without them.
    • Be aware of deadtimes and real life. Sometimes, not many people are online and active. Sometimes the people who are may only have a limited time to play and want to use it to progress their favorite storyline instead of meeting new people. Try to be patient and remember that it won't be long before you'll be the one wrapped up in your own favorite storylines. Talk to people in the ooc thread while you wait for your character to get 'stuck in'.
    • Have fun! Remember this is a game, and if it isn't fun, you aren't doing it right.


    Attention Villains and Plot Instigators:
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    Conflict is great! It's the heart of any story, and there isn't much to roleplay without it. However, as a player to player courtesy, please check in with the players who are active at any given time before launching an attack. Not everyone wants to roleplay combat scenes, and sometimes there are other things going on that players don't want to interrupt for a random fight. Either a PM/IM to players, a short post in thread to say ((Mind if I introduce a villain here?)) or a longer post in the OOC thread if it's a larger plot is appreciated. However, taverns are usually considered fair game for a Random Encounter or general brawl.

    If you intend to start a large scale plot, such as an invasion or apocalypse or the like, please consider the following guidelines:

    * Don't spring it on players. Characters can be surprised, but players have lives. Make sure they want to play in your event before conscripting them by going "Suddenly, Apocalypse!" in a thread they're using for other things or at a time when the relevant players have exams, family stuff, vacations, etc.

    * Go easy on the Nexus-wide effects. Ominous visual effects like a blood moon or a green sky tend to be accepted. Massive spells that affect everyone in the Nexus or city / org destroying superweapons... expect pages and pages of drama.

    * Avoid apocalypse fatigue. If there's recently been one, there needs to be a cooling off period before the next one. People want to be able to roleplay how the event affected their characters and various locations, and this requires some RL time where they aren't in the middle of combat.

    * Inside is the standard Apocatarget. If you're attacking Inside, this absolutely requires that Wolfy and the Remnant players are onboard, and have the free time to devote to it. The same principle applies to making any other thread your target - make sure the main players in that thread are willing to play. The other time this isn't required is for the Outside thread, since it's so huge that anyone can say they aren't at the Apocalocation. If you do this, consider simply making a plot thread for the apocalypse. It does lose some of the apocalyptic flavour, but it avoids a lot of headaches for players and the GM.

    * Make sure /you/ as a GM know what you're doing. (1) If you've never GM'd a Nexus plot before, DO NOT start with an Apocaplot. Experience as a GM for tabletop games or other freeform verses is helpful, but the Nexus is different enough to have its own learning curve. Start with a bank robbery, a kidnapping, or some other lower end villainy to get some practice. (2) Make sure you have the free time to respond to many many player posts as well as handling the npc victims if no one else steps up to play them. If you don't already post daily, you should not GM an Apocaplot. Don't say 'I know I only post sporadically, but it'll be different for this plot.' Prove you can post regularly /first/. (3) Remember that you're going to /lose/. Your villain may not realize it, but you as a player must absolutely accept this from the start. Even if Team Hero completely and utterly fails, you do not get to say 'haha! Nexus goes boom!'

    * An Apocaplot, by its very nature, is an open plot. Unless you have it in a separate thread, it's no fair to lock players out from participating, or to say you don't want high powered characters joining. If you're throwing around world destroying events, then Exalts, godlings, and other OP beings should be allowed to get involved.

    * FFRP is supposed to be what we do for fun. If we start thinking of it as a chore, then that's a sign that something is going wrong. If any player wants out of the plot, work with them to find an IC way to let their character get out of it without killing them. If everyone is slogging through, forcing themselves to post, and really bored with it, consider wrapping it up in a cut scene. If people are ragequitting your plot, that's a really really bad sign, and requires a timeout for tempers to cool.


    When Storylines Stall: Dealing with Deadtime
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    I have a suggestion for a new guideline (not a rule!) for roleplay. In group interactions, often the entire thing freezes when one player doesn't post. Then there's the debate about whether or not it's fair to skip that person.

    My suggestion is that the default expectation be set at 24 hours. If you haven't posted in 24 hours without asking for more time, then the interaction is allowed to move on.

    Caveats:

    1. This would be 100% negotiable. If Pat Player knows he always needs 3 days to post, then he says so up front, and everyone in the plot knows that. Or Pam Player says she's never around on weekends, or Pav Player has a big homework assignment and needs some time off, or George GM says 'There's one week between turns in my plot' etc. The default is for when no one has said anything, but the post just isn't happening.

    2. If the player is online and posting in other places, poke them first before moving on. They may have just forgotten.

    3. There are no 'sanctions' for missing your turn in a plot or interaction other than cyber poke wounds. If skipping the person would mean something significant occurs to their character, then don't do it, or find a way to shield their character from events or give them multiple options for how they would have been effected (with 'no effect' being an option.)



    OOC Archives:


    Note: This is the OoC thread. Not a roleplaying thread. That's what the actual roleplaying threads and SMBG are for.


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    Ogre in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    *Looks at title*

    I believe this song may be appropriate...

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    Default Re: [Nexus] OOC 35: Winter is Coming

    C'nor do you think the Blood Pit Battel will ever go on?

    Morty what's with the HRC? You didn't answer my last post there.
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Honestly, I kind of forgot about it. Everything important had been said already. It can be safely assumed that your character gets his custom-made coat sooner or later.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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    Default Re: [Nexus] OOC 35: Winter is Coming

    I'm going to repeat my request from the previous OOC thread.

    Anyone feel like playing a talking cat temporarily, so Marick can try and reason with the cat, or helping Marick get out of the totally normal non-talking cat's grasp.

    If not I'll just have him rescue himself heroically. I just figured if someone wanted to get involved it would give me a good place to start from. But if not no worries.
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by Zefir View Post
    C'nor do you think the Blood Pit Battel will ever go on?

    Morty what's with the HRC? You didn't answer my last post there.
    Whoop, sorry about that. I'll get a post up soon.

    Quote Originally Posted by celtois View Post
    I'm going to repeat my request from the previous OOC thread.

    Anyone feel like playing a talking cat temporarily, so Marick can try and reason with the cat, or helping Marick get out of the totally normal non-talking cat's grasp.

    If not I'll just have him rescue himself heroically. I just figured if someone wanted to get involved it would give me a good place to start from. But if not no worries.
    I can be said unusually loquacious feline, if no-one else has done so yet.

  7. - Top - End - #7
    Orc in the Playground
     
    Earl of Purple's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Um, I've got an enforcer for the Fairy Godfather claiming that the mouse is protected, but he's basically going to try asking for payment for protection afterwards. But the cat's so far free.

    I misunderstood the request, celtois; if you'd prefer not to deal with an aggressive sprite in a pink tutu then I can edit my response.
    Last edited by Earl of Purple; 2012-11-21 at 04:52 PM.
    Terrowin Avatar by HappyTurtle. Much thanks!

  8. - Top - End - #8
    Barbarian in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Whoops. I posted as the Cat already, in response to the God Father.

    C'nor. If you would like to play the Cat, I will withdraw my post, and allow our feline friend a chance to reply to the aggressive sprite.
    Avatar by me

  9. - Top - End - #9
    Halfling in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming



    Attention Watchtower members/associates! Adir and Wenomir have just organized a little demon hunt. They'll be handing out silver (weapons or otherwise) off-screen to be used for the detection of Cuthun demons. It glows in their presence. The Watchmen will be sent out with orders to find and eliminate hidden Cuthun demons, or pacify their earthly agents so they can be cured of demonic corruption. Feel free to just handwave your volunteering, then throw your character into somewhere public.

    Shadowcaller's said that they'll most likely be found around Inside, Outside, and Riverside, so I'd start with those places.
    My avatar was done by Gullara. Thanks again!

    "If you meet a spirit walking,
    Incline your head.
    Do not meet their gaze.
    Do not follow after."

    -Things Our Mothers Tell Us

    Nexus Characters

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    Bugbear in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Just in case who controlls the demons? I just wanted to know this, because this person should know about the watchman groups to react.
    Grammer is my declared deadly enemy!
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    Halfling in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Shadowcaller. He's got some plans already, and is currently writing up a large post to describe the Cuthun demons most recent activities, so be prepared for updates.

    Also, Zefir, about Elexxion Industries: I'll get to your post soon as I can, but I need to write a longer post for Inside first, and I haven't got long before I head out for a couple hours. Just a heads up.
    Last edited by Murkus; 2012-11-21 at 05:31 PM.
    My avatar was done by Gullara. Thanks again!

    "If you meet a spirit walking,
    Incline your head.
    Do not meet their gaze.
    Do not follow after."

    -Things Our Mothers Tell Us

    Nexus Characters

  12. - Top - End - #12
    Titan in the Playground
     
    Morty's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    In other news, a messenger arrived in NO to give them the job in Underside. Those people who want their members to get involved are free to drop by there, but it seems we need permission to necro the thread.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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    Ogre in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by celtois View Post
    Whoops. I posted as the Cat already, in response to the God Father.

    C'nor. If you would like to play the Cat, I will withdraw my post, and allow our feline friend a chance to reply to the aggressive sprite.
    If you want, and you've not already continued, which is fine too.

    Also, sorry about the delay - I found a Changeling game, so I was making an interest post and digging up information on a character.

    Quote Originally Posted by Murkus View Post


    Attention Watchtower members/associates! Adir and Wenomir have just organized a little demon hunt. They'll be handing out silver (weapons or otherwise) off-screen to be used for the detection of Cuthun demons. It glows in their presence. The Watchmen will be sent out with orders to find and eliminate hidden Cuthun demons, or pacify their earthly agents so they can be cured of demonic corruption. Feel free to just handwave your volunteering, then throw your character into somewhere public.

    Shadowcaller's said that they'll most likely be found around Inside, Outside, and Riverside, so I'd start with those places.
    Do you have to be an actual Watchman for this? I have a recruit whose missions keep dying off...

  14. - Top - End - #14
    Barbarian in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    "If you want, and you've not already continued, which is fine too.

    Also, sorry about the delay - I found a Changeling game, so I was making an interest post and digging up information on a character."

    We haven't continued from my post. I'll chuck it out. And you can write up a reply for the cat at your leisure. If you would like. I certainly think it would add more interest to the scene.

    No worries, a totally understandable delay.

    Unfortunately I must initiate a further one, I have a rehearsal in six minutes, about ten minutes from here.
    Avatar by me

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    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Earl, what size exactly is your person in that scene?

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    Orc in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Probably about 6 inches/15 centimetres tall. Roughly.

    Also, he isn't the Fairy Godfather, just a low-level enforcer-ey type.
    Terrowin Avatar by HappyTurtle. Much thanks!

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    Titan in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by C'nor View Post
    Do you have to be an actual Watchman for this? I have a recruit whose missions keep dying off...
    Actually, the mission Wenomir's brother gave Watchtower was completed successfully. You just forgot about it halfway through.
    My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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    Ogre in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    ...Okay, I'll bite. Why does Emerald give you bright pink?

    It seems that the cat will be speaking in DarkGreen, then, unless someone else has a better suggestion. Apologies for any confusion with the other two GreenText people in Trog's right now.

    Edit:

    I suppose. Though that was due to a combination of one of the people we were waiting on vanishing so that it took long enough it seemed dead and the thread dropping my subscription so that I didn't see the new posts, rather than forgetfulness.
    Last edited by Lady Serpentine; 2012-11-21 at 06:20 PM.

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    Troll in the Playground
     
    The Bushranger's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Because Emerald isn't a valid color specification. Invalid specifications usually default to pink for some reason.

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    Games Won: 5
    Ashna and Brendan dolls by Recaiden
    BR by Dr. Bath

    BR's Bag o' Nuts · The Russkijs · Bushrangers explained
    Homebrew
    Condiments · Pianos · Tumbleweeds · Drow Bloodline · Half-Drow Noble · Lacy Items

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    Ogre in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    I assume this is also the reason that Storm Grey is actually a rather dark purple?

    And they probably default to pink because the majority of people who use text colors are unlikely to be looking for a shade of pink, thus making it more likely to be easily noticeable that it's not what they're looking for.
    Last edited by Lady Serpentine; 2012-11-21 at 07:03 PM.

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    Morcleon's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Good vs. Evil
    Morcleon's Secret Data Storage Post

    Sonozaki Corporation
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    Aegis Soldier: The basic military unit of Eridani. They appear to be humans in full body metal suits with helmets. They are controlled by specialized EIs (400 soldiers each). Each Aegis has a propagation portal imbedded in their torso.
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    Size/Type: Medium Aberration
    Hit Dice: 51d8+2886 (3059 HP)
    Initiative: +77
    Speed: 30 ft, fly 120 perfect
    AC: 140 (+52 Dex, +35 armor, +25 insight, +18 deflection), touch 105
    BAB/Grapple: +38/+115
    Attack: 2 +16 vorpal longsword +131 (+127) melee touch (1d8+91/19-20)
    Full Attack: 2 +16 vorpal longsword +131/126/121/116 (+127/122/117/112) melee touch (1d8+91/19-20)
    Space/Reach: 5 ft/ 5 ft
    Special Attacks: Nexus vanguard powers
    Special Qualities: hardness 113, Nexus prevalent powers, quicksilver actions, scent, telepathy 200 ft
    Immune: nonlethal damage, mind-affecting effects, pain effects, dazed, exhausted, fatigue, nauseated, sickened, staggered, stunned, acid, cold, death effects, electricity, energy drain, fire, negative energy, sonic, ability damage/drain
    Saves: Fort +127 Ref +127 Will +90
    Abilities: Str 115 (+52), Dex 115 (+52), Con 115 (+52), Int 17 (+3), Wis 21 (+5), Cha 13 (+1)
    Skills: Hide +130, Listen +84, Move Silently +130, Sense Motive +84, Spellcraft +30, Spot +84, +25 to all skill checks
    Feats: Power Attack, Dodge, Mobility, Elusive Target, Spring Attack, Bounding Assault, Rapid Blitz, Two-Weapon Fighting, Martial Study (leading the attack), Martial Study (white raven tactics), Martial Study (war master's charge), Martial Stance (press the advantage), Martial Stance (order forged from chaos), Improved Unarmed Strike(B), Deflect Arrows, Exceptional Deflection, Infinite Deflection, Reflect Arrows

    A circuited biollurgical chassis of Heal check result 478. They are made of quicksilver, with the following alchemetric properties: durability (+234 HP), hardness (+93), heat capacity (1/46), buffering, resonance, phase change (melting/boiling +468°C).

    Grafts:
    Enhanced Voicebox (1st)
    Olfactory Implant (1st)
    Wakeful Mind (2nd)
    Telepathic Station (3rd)
    Hand of the Balor (x2) (4th)

    Equipment:
    Pectoral of Manuverability
    Belt of Magnificence +6
    Ring of Freedom of Movement
    Iridescent Spindle Ioun
    +5 Tome (all stats)


    Antigravity System: Uses multiple gravitational fluxes to create a localized antigravity field.

    Cloaking Device: Uses a controlled ablative auditory, gustatory, olfactory, tactile, visual, mental, thermal and vibratory illusions to remove object(s) from detection.

    Dimensional Shielding: Demiplane semi-spaces arrayed in curved panels, set a small distance around the ship, provides cover and total concealment to the ship.

    Engine Arrays: All engine arrays are placed inside enveloping pits.
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    Ascending Two-Part- Flight with good maneuverability.

    Descending Two-Part- Travel through water and other liquids.

    Lightningleap Engine- Short distance teleport. Deals damage

    Stonefish Engine- Travel through earth, metal and stone.

    Aetherial Engine- Turns vessel incorporeal or ethereal (pilot choice). Flight with perfect maneuverability.

    Planejumping Engine- Produces gate effect to any plane.


    Gramarie: Every lone principle has been prepared countless times, and can be requisitioned at will. All gramarie built by the arrays are with a +390 from Akira's Matrix Network.

    Factory Array (gramaric): A HEUR 302: Abnormal Behavior bubble is used to repeated prepare a single principle, usually in conjunction with many other gramaric factory pieces. These can be self-propagated with specialized versions, and are always under the control of the Prime EIs.

    Factory Array (nexus): A circuited biollurgical chassis placed within a Nexus Core. Used to rapidly mass-produce materials via wish/reality revision.

    Filter Shielding: Yellow filters and red filters cover sheets of metal, which are prevented from being moved at all (and by association, damaged) or melted.

    Infinite Corridors Trap: A series of linked, looping demiplanes with scattered propagation portals. Each location has a constant dimensional obstruction, AMF and NPF.

    Infoblock Chassis: A complex series of black filters placed directly below the skin of the person to be affected. Blocks any non-deific information gathering about anything other appearance and carried objects.

    Last Resort World Devastator: A structure built around a sphere of sunmetal 10 ft in radius at the core of the Earth. Countless wood transformer are ready to channel enough ebbs into the sphere to detonate it, dealing an arbitrarily large amount of damage to the entire planet, as well as up to 200 miles above the surface. There are no circuits linked to this structure. To activate the bomb, a key containing several PI Generators must be placed on a certain place to channel the ebbs. Akira has the only key.

    This was originally placed during one of the more dire periods of the War of Ages, and was never removed.

    PI Generator: 506 ice inputs with minimal bubble size are covered with red filters (to prevent melting) and arrayed in a ~5 ft radius around 1 cu ft of phlogiston. 506 wood outputs are placed, one per ice input, to transform the energy into puissance and expel it into a heuristic circuit. The above array is placed in a sufficiently large semi-space (approx. 12'x12').
    Output: 50k (actually 50,093, but rounded for ease of calculation)

    Prime EI: One of many EIs that control the gramarie networks of Eridani.

    Propagation Portal: A minimized portal designed to propagate an EI bubble.

    PsiPhone: 3.25"x1.75"x0.25" metallic biolurgical chassis linked to a network EI which transfers data between devices. Controlled additive visual and auditory imachinations create a GUI on the screen, as well as sound systems. Several propagation portals allow for hands-free telepathic service.

    Matrix Network: A series of EIs designed to help with mental tasks. For Akira, these are his followers. They primarily use aid another to help him with skill checks.

    Mini-nodes: 1/16" cubes of circuited biollurgical chassis with a propagation portal. Protected from detection through a cloaking device, sequester and magic aura. Primarily used for espionage and tracking.

    Nexus Core: A silver transformer (Nexus) is placed on an antigravity chassis. A propagation portal allows the Nexus Core to be recharged as necessary.

    Radiation Suit: A lead input placed in an antigravity field, with an EI to move the device. The net is sized to the size of the creature that need to be protected.

    Spell Engines: Every spell/power has been cast into a silver transformer, and multiple transformers are available for each spell.

    Spell Plate: A large semispace with multiple spell engine units placed inside. It casts, 1/round, specific spells on the entity possessing the plate.

    Weapons:
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    Mass Driver (Light/Medium/Heavy)
    40d6/160d6/1280d6 piercing/sonic
    Ranged flat-footed touch 4000/12000/24000 mi

    Lavablade Plasma Cannon (Mk I/II/III)
    120d6/300d6/600d6 fire
    4/12/24 mi line

    Disinfector Cryogenic Wave Generator (Mk I/II/III)
    60d6/150d6/400d6 cold
    2/6/12 mi cone

    Skyrail Storm Cannon (Mk I/II/III)
    120d6/300d6/600d6 lightning
    4/12/24 mi line

    Reaver Sonic Wave Generator (Mk I/II/III)
    60d6/150d6/400d6 sonic
    2/6/12 mi cone

    Flashpoint Turbolaser (Mk I/II/III)
    180d8/450d8/800d8 light
    Ranged touch 20/90/300 mi

    Stealthblade Spirit Gun (Mk I/II/III)
    180d8/450d8/800d8 arcane
    Ranged touch 20/90/300 mi

    Vitriolic Pressure Cutter
    Various large amounts of acid damage
    Variable width/angle spray


    Sonozaki Fleet
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    a. Ryujin (Fighter)
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    Length: 8 ft
    Beam: 5 ft
    Height: 3 ft
    The pilot is positioned in a portal back to their carrier; only their torso is actually in the fighter.

    Weapons:
    Light Mass Driver x2
    Turbolaser x6
    Spirit Gun x4

    Defenses:
    Dimensional Shielding
    Filter Shielding: 2 layers
    Orichalcum Biostructure Hull, 3 in (hardness 226, HP 708)

    Engines:
    Ascending Two-Part: Mach 10
    Descending Two-Part: Mach 10
    Lightningleap: 2400 ft
    Stonefish: Mach 8
    Aetherial: Mach 10


    a. Mikazuki (Corvette)
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    by AndreeWallin
    Length: 120 ft
    Beam: 80 ft
    Height: 80 ft

    Weapons:
    Light Mass Driver x4
    Turbolaser x16
    Spirit Gun x8
    Storm Cannon x4
    Sonic Wave Generator x2

    Defenses:
    Dimensional Shielding
    Filter Shielding: 6 layers
    Orichalcum Biostructure Hull, 1 ft (hardness 226, HP 2832)

    Engines:
    Ascending Two-Part: Mach 8
    Descending Two-Part: Mach 8
    Lightningleap: 2400 ft
    Stonefish: Mach 6
    Aetherial: Mach 8


    a. Sentouki (Frigate)
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    by kianchai
    Length: 1020 ft
    Beam: 240 ft
    Height: 240 ft

    Weapons:
    Light Mass Driver x8
    Turbolaser x24
    Spirit Gun x16
    Plasma Cannon x8
    Storm Cannon x8
    Sonic Wave Generator x2

    Defenses:
    Dimensional Shielding
    Filter Shielding: 12 layers
    Orichalcum Biostructure Hull, 4 ft (hardness 226, HP 11328)

    Engines:
    Ascending Two-Part: Mach 6
    Descending Two-Part: Mach 6
    Stonefish: Mach 4
    Aetherial: Mach 6
    Planejumping

    Hangar Capacity:
    24x a. Ryujin


    a. Umineko (Destroyer)
    Spoiler
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    Length: 3200 ft
    Beam: 1000 ft
    Height: 1000 ft

    Weapons:
    Light Mass Driver x18
    Medium Mass Driver x12
    Turbolaser x48
    Spirit Gun x 32
    Plasma Cannon x20
    Storm Cannon x20
    Cryogenic Wave Generator x6
    Sonic Wave Generator x6
    Vitriolic Pressure Cutter x2

    Defenses:
    Dimensional Shielding
    Filter Shielding: 18 layers
    Orichalcum Biostructure Hull, 6 ft (hardness 226, HP 16992)

    Engines:
    Ascending Two-Part: Mach 6
    Descending Two-Part: Mach 6
    Stonefish: Mach 4
    Aetherial: Mach 6
    Planejumping

    Hangar Capacity:
    48x a. Ryujin


    a. Higurashi (Cruiser)
    Spoiler
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    by Baranha
    Length: 6200 ft
    Beam: 2800 ft
    Height: 2800 ft

    Weapons:
    Light Mass Driver x12
    Medium Mass Driver x8
    Turbolaser x48
    Spirit Gun x32
    Plasma Cannon x24
    Storm Cannon x24
    Cryogenic Wave Generator x4
    Sonic Wave Generator x4

    Defenses:
    Dimensional Shielding
    Filter Shielding: 32 layers
    Orichalcum Biostructure Hull, 8 ft (hardness 226, HP 22656)

    Engines:
    Ascending Two-Part: Mach 4
    Descending Two Part: Mach 4
    Stonefish: Mach 2
    Aetherial: Mach 4
    Planejumping

    Hangar Capacity:
    108x a. Ryujin
    16x a. Mikazuki


    a. Amaterasu (Battleship)
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    Length: 22400 ft
    Beam: 16000 ft
    Height: 12800 ft

    Weapons:
    Light Mass Driver x64
    Medium Mass Driver x32
    Heavy Mass Driver x24
    Turbolaser x180
    Spirit Gun x108
    Plasma Cannon x48
    Storm Cannon x48
    Cryogenic Wave Generator x16
    Sonic Wave Generator x16
    Vitriolic Pressure Cutter x8

    Defenses:
    Dimensional Shielding
    Filter Shielding: 54 layers
    Orichalcum Biostructure Hull, 12 ft (hardness 226, HP 33984)

    Engines:
    Ascending Two-Part: Mach 2
    Descending Two-Part: Mach 2
    Stonefish: Mach 1
    Aetherial: Mach 2
    Planejumping

    Hangar Capacity:
    1000x a. Ryujin
    100x a. Mikazuki


    a. Tsukuyomi (Dreadnought)
    Spoiler
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    Spoiler
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    by Phoenix-06

    Length: 32400 ft
    Beam: 24200 ft
    Height: 16400 ft

    Weapons:
    Light Mass Driver x640
    Medium Mass Driver x320
    Heavy Mass Driver x240
    Turbolaser x1800
    Spirit Gun x1080
    Plasma Cannon x480
    Storm Cannon x480
    Cryogenic Wave Generator x160
    Sonic Wave Generator x160
    Vitriolic Pressure Cutter x80

    Defenses:
    Dimensional Shielding
    Filter Shielding: 64 layers
    Orichalcum Biostructure Hull, 18 ft (hardness 226, HP 50976)

    Engines:
    Ascending Two-Part: Mach 2
    Descending Two-Part: Mach 2
    Stonefish: Mach 1
    Aetherial: Mach 2
    Planejumping

    Hangar Capacity:
    4000x a. Ryujin
    300x a. Mikazuki


    a. Susanoo (Starbase)
    Spoiler
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    by Vonmurder
    Length: 54200 ft
    Beam: 54200 ft
    Height: 66400 ft

    Weapons:
    Light Mass Driver x48
    Medium Mass Driver x24
    Heavy Mass Driver x16
    Turbolaser x256 Spirit Gun x256
    Plasma Cannon x96
    Storm Cannon x96
    Cryogenic Wave Generator x24
    Sonic Wave Generator x24

    Defenses:
    Dimensional Shielding
    Filter Shielding: 108 layers
    Orichalcum Biostructure Hull, 36 ft (hardness 226, HP 90624)

    Engines:
    Ascending Two-Part: 800 ft
    Descending Two-Part: 800 ft
    Stonefish: 400 ft
    Aetherial: 800 ft
    Planejumping

    Hangar Capacity:
    6000x a. Ryujin
    600x a. Mikazuki


    Fleet Layouts:
    Spoiler
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    There are 12 Fleets and several hundred strike groups.

    One Fleet consists of:
    a. Tsukuyomi x20
    a. Amaterasu x120
    a. Higurashi x240
    a. Umineko x240
    a. Sentouki x1080
    a. Mikazuki x10240
    a. Ryujin x24000

    One Strike Group consists of:
    a. Tsukuyomi x1
    a. Amaterasu x6
    a. Higurashi x12
    a. Umineko x12
    a. Sentouki x54
    a. Mikazuki x520
    a. Ryujin x1080


    Atriol
    Spoiler
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    Perlucidum Ostia
    Spoiler
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    A large series of interconnected floating city-platforms, Perlucidum Ostia is, to anyone not of Atriol, the core of the Atriolian civilization. It is a metropolis unto itself, with facilities for nearly anything one could dream of. The largest structure, however, is the the great building known simply as, the Spire.

    The Spire is, as the name suggests, a large spire extending from the ground to above the highest of the floating platforms. Most gatherings require but one or two floors, and are generally located in the upper tier, closest to the lattice of platforms. These floors are some several thousand feet in diameter, and rely on a series of teleportation circles and rapid gravity propelled turbolifts for rapid travel between points. For even rapider travel, wish is used.

    The upcoming 1st Temporal Convention is planned to encompass a record 76 floors and will have the largest outsider presence to ever enter Ostia.

    Defenses:
    Hidden turbolaser turrets are scattered across the place, controlled by a network of EIs under a Prime EI.

    The Nexus is spread so that the entirety of the city and Spire are covered, although the arointation is generally suppressed unless in times of crisis.

    These same EIs are also prepared to, at less than a moment's notice, to evacuate or protect any bystanders.

    Current Status:
    Spire destroyed, inhabitants transported to an Atriol planet.
    Reality Maelstrom in effect.


    Tenebris Lux
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    An enormous demiplane designed for the sole purpose of the production of gramarie and other technology, Tenebris Lux contains countless factory arrays in order to mass produce nearly anything in a relatively short time.

    The arrays are generally arrayed in concentric spheres, whose products are whisked to other arrays as needed, or to various portals by way of gravity fluxes directed in such a way to create lanes of travel.

    Defenses:
    A network of EIs is that which controls the arrays, and thus also serve as the defense, with the Nexus spread throughout the plane.


    Finalis Invio
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    A vast series of connected demiplanes designed to store and effectively manage the astronomical amounts of resources needed to sustain the Atriol population and civilization. The presence of intelligent, living beings is nearly none, as most work here is done by specialized bio-chassi, EIs, and, occasionally, mindless undead.

    Most of the place is filled with various raw materials, from such common items as wood, iron, and stone, to such rare and esoteric metals as starmetal, obdurium, and phlogiston. Another section is devoted entirely to the ammunition storage for the mass drivers aboard the Sonozaki ships. These include standard iron shells, explosive shells, elementally imbued shells, sunmetal shells, magical shells, psionic shells, tracer shells, beacon shells, communication shells, and pasta shells. The rest of the space is filled with random clutter and magic items.

    Defenses:
    The workers are all created from the base of the Aegis soldier, just modified for specific purposes. They still retain the potent combat ability of their progenitor, and are linked to the same Nexus as well.

    The various scattered materials make for wonderfully destructive projectiles as well.


    Epsilon Eridani
    Spoiler
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    Spoiler
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    This is the secret homeworld of the Atriolians is Epsilon Eridani C, also known as Khaedor. The entire system has already been colonized, and many large space stations exist around the various other planets.

    The primary planet, Khaedor, is the most developed, with a single enormous city taking up much of the primary landmass. The natural environment is still perfectly pristine, due to the lack of carbon footprint of gramarie. The second planet to be populated, Epsilon Eridani B, or Ilitarn, is a gas giant, and thus the population lives on vast curved sheets of gramarically treated metal and filters. It serves as primarily an R&D facility, although it has received a rather large population influx in the past few years, likely due to the increased splendor of the scenery. The rest of the space stations are also home to many millions, and float in various locales specifically chosen for their scenery and their safety.

    Defenses:
    The First and Second Fleets are both stationed here, and are constant and vigilant protectors of the system.

    Weapons platforms are scattered liberally throughout the system, especially along trade routes and around structures and planets. Several hundred starbases are also placed in strategic positions to defend against any threat.

    All of the structures and planets here are completely covered in the Nexus.


    Akira's Personal Demiplane
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    Spoiler
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    A very simple place, this small demiplane contains a single house floating several inches above a perpetually placid lake. There is no land anywhere, just the water and a house.

    The house is also relatively simple. It contains standard amenities, including a bedroom, kitchen, dining room and a large foyer.

    Inside the house, however, is a closed portal openable only by Akira himself. It leads to the last resort world devastator at the core of the Earth.

    Defenses:
    None.


    Epic Spell: Neural Net Enhancement
    Spoiler
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    Description: This spell adds an additional 50 HD to any biollurgical chassis. The HD added are of the same type as the original chassis'. This spell also grants the chassis a +6 Int (or an Int of 6 for circuited chassis).

    Base DC (conjure): 21
    Base DC (fortify): 27
    Base DC (life): 27

    Subtotal DC: 3975
    Mitigating Factors: -3975
    Total DC: 0

    Factors:
    +50 HD: +500
    +6 to Int: +20
    +100 to dispel DC: +200
    Permanent: x5

    Mitigating Factors:
    Increase casting time by 10 min: -20
    Additional manifesters (3955, 1st): -3955


    Epic Spell: Raise Mythal (Nexus Eridani)
    Spoiler
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    Base DC (mythal): 25
    Base DC (conceal): 23
    Total Mythal Factor Cost: 2,515000+584400+1,419600+20000=
    DC Increase: +
    Other Factors: +234

    Subtotal DC:
    Mitigating Factors:
    Total DC: 0

    Total effects: 80/82
    Dispel DC 207

    Prevalent Spells: 45+2,544700
    Death Ward (SL 2, CL 7): 11200
    Immunity to death effects, energy drain, negative energy effects.

    Favor of the Martyr (SL 2, CL 7): 22800
    Immunity to nonlethal damage, charm and compulsion effects, pain effects, dazed, exhaustion, fatigue, nauseated, sickened, staggered, stunned. Remains conscious at -1 to -9.

    Sheltered Vitality (SL 2, CL 5): 3000
    Immunity to ability damage/drain, fatigue, exhaustion.

    Wraithstrike (SL 2, CL 3): 4800
    All attacks target touch AC.

    Moment of Prescience (SL 2, CL 25): 40000
    +25 insight bonus on all attacks, saves, ability checks and skill checks.

    Inertial Armor (SL 2, ML 82): 16400
    +44 armor bonus to AC, effective against incorporeal touch attacks.

    Mental Barrier (SL 2, ML 82): 196800
    +22 deflection bonus to AC.

    Resistance, Psionic (SL 2, ML 82): 32800
    +42 resistance bonus to all saves.

    Metaphysical Weapon (SL 2, ML 82): 32800
    All manufactured weapons gain +20 enhancement bonus.

    Greater Concealing Amorpha (SL 2, ML 5): 12000
    Total concealment (50% miss chance)

    Starmantle (SL 2, CL 11): 26400
    Immunity to nonmagical weapons, Reflex DC 15 for half damage from magic weapons.

    Ray Deflection (SL 2, CL 7): 11200
    Immunity to all ray spells and similar effects.

    Biofeedback (SL 2, ML 82): 32800
    DR 28/-

    True Seeing, Enlarge (SL 2, CL 11): 26400
    Sees through darkness, illusions, magically hidden objects, sees invisible and ethereal for 240 ft.

    True Metabolism (SL 2, ML 15): 48000
    Heal 10 HP per round, can forego healing to regenerate body part.

    Vigor (SL 2, ML 82): 25600
    Grants 410 temporary HP.

    Stormrage, Intensify (SL 2, CL 26): 156000
    Grants fly speed 120 ft (good manuverability), immunity to wind effects, thrown or projectile ranged weapons, fire up to 240 electricity damage per round.

    Invulnerability to Elements (SL 2, CL 17): 45900
    Grants immunity to fire, cold, electricity, acid and sonic damage, including damage to equipment.

    Foresight (SL 2, CL 17): 45900
    Never surprised or flat-footed, +2 insight bonus to AC and Reflex saves, gives general idea of impending danger.

    Dimensional Obstruction (SL 1, ML 9): 13500
    Prevents extradimensional travel into, out of, or within nexus.

    Touchsight, Burrowing Enlarge Transdimensional (SL 2, ML 82): 98400
    Feel surroundings telekinetically in 840 ft radius (including Ethereal and Shadow Planes), make Psicraft check to see past barriers with DC equal to 10+hardness of barrier+1 per foot of thickness.

    Freedom of Movement (SL 2, ML 7): 8400
    Move and attack normally, immune to grappling.

    Damp Power (SL 2, ML 3): 4800
    Minimize all damage done by spells, powers, spell- or psi-like abilities.

    Reddopsi (SL 2, ML 13): 27300
    Reverses all targeted powers to affect original manifester (excluding area and touch powers).

    Spell Turning, Twin Intensify (SL 2, CL 29): 156600
    Turns 40 targeted spell levels per round back on original caster(s).

    Effulgent Epuration (SL 2, CL 30): 216000
    Creates 30 spheres that absorb a targeted spell or spell-like ability each.

    Spell Resistance (SL 2, CL 82): 164000
    Grants SR 94.

    Power Resistance (SL 2, ML 82): 164000
    Grants PR 94.

    Adapt Body (SL 2, ML 9): 9000
    Automatically adapt to hostile environments, survive in any environment, half damage from environment.

    Personal Mind Blank (SL 2, ML 13): 18200
    Protects against all mind-affecting effects, information gathering via divination, scrying, all effects that detect, influence, or read emotions/thoughts.

    Second Chance (SL 2, ML 9): 36000
    Reroll one attack roll, saving throw, ability check or skill check 1/round.

    Detect Hostile Intent, Widen (SL 2, ML 7): 4200


    Metaphysical Claw (SL 2, ML 82): 32800


    Force Screen (SL 2, ML 82): 24600


    Affinity Field, Pain (SL 2, ML 17): 122400


    Intellect Fortress (SL 2, ML 7): 22400


    Analyze Dweomer (SL 2, CL 11): 52800


    Arcane Sight, Greater (SL 2, CL 13): 36400


    Indomitability (SL 2, CL 9): 36000


    Ironguard (SL 2, CL 13): 72800


    Shield of the Archons (SL 2, CL 13): 72800


    Divine Power (SL 2, CL 7): 22400


    Mastery of the Sky (SL 2, CL 15): 48000


    Choose Destiny (SL 2, CL 17): 122400


    Nature's Avatar (SL 2, CL 20): 72000


    Sublime Revelry (SL 2, CL 17): 61200


    Divert Teleport (SL 2, ML 13): 27300


    Arointed Spells: 16+584400
    Abjuration (SL 1): 40000
    Conjuration (SL 1): 40000
    Divination (SL 1): 40000
    Enchantment (SL 1): 40000
    Evocation (SL 1): 40000
    Illusion (SL 1): 40000
    Necromancy (SL 1): 40000
    Transmutation (SL 1): 40000
    Clairsentience (SL 1): 40000
    Metacreativity (SL 1): 40000
    Psychokinesis (SL 1): 40000
    Psychometabolism (SL 1): 40000
    Psychoportation (SL 1): 40000
    Telepathy (SL 1): 40000
    Wish (SL 1): 15300
    Limited Wish (SL 1): 9100

    Vanguard Spells: 18+1,482400
    Wish (SL 3, CL 82): 147600
    Duplicate any Sorc/Wiz spell of 8th level or lower, duplicate any other spell of 6th level or lower, undo harmful effects, create nonmagical item up to 25000 gp in value, grant inherent boni, transport travelers, undo misfortune.

    Miracle (SL 3, CL 64): 147600
    Duplicate any cleric spell of 8th level or lower, duplicate any other spell of 7th level or lower, create an actual “miracle”.

    Reality Revision (SL 3, ML 64): 147600
    Duplicate any psionic power of 8th level or lower, duplicate any other power of 6th level or lower, undo harmful effects, create nonmagical item up to 25000 gp in value, grant inherent boni, transport travelers, undo misfortune.

    Temporal Acceleration, Persistent (SL 3, ML 19): 22800
    Stop time for 24 hours.

    Metafaculty (SL 3, ML 82): 147600
    Learn of an entity’s name, race, alignment, character class, general estimate of HD, location, significant items currently in possession, significant activities in the past 8 hours, current mental view (for 82 minutes).

    Tornado Blast, Transdimensional Enlarge Widen Twin Intensify: (SL 3, ML 82): 147600
    Creates a vortex of air within 7380 ft, dealing 96 damage (ranged touch attack, optional), and creating an 80 ft radius vortex dealing 576 damage (Reflex DC 73 half) and moving creatures 4d4x10 ft away from its original space, in a random direction.

    Psychic Chirurgery (SL 2, ML 20): 18000
    Heals all afflictions caused by psychic powers, all negative levels.

    Stygian Conflagration, Transdimensional Twin Enlarge Widen Intensify (SL 3, ML 82): 147600
    Creates an 80 ft tall pillar of black flame 30 ft in radius within 1840 ft, dealing 150 negative levels.

    Ego Vortex, Transdimensionsal Extend Intensify (SL 4, ML 82): 147600
    Create a mental storm within 370 ft with radius 20 ft, dealing 204 points of Wis and Cha burn (Will DC 43 half). If Wis or Cha is reduced to 0 (and the caster wishes), then targets make Will save DC 43, or die with no resurrection possible.

    Greater Metamorphosis (SL 3, ML 25): 45000
    Assume form of any nonunique creature (up to 50 HD), gaining any and all (Ex) or (Su) abilities. Can change form 1/round as a free action.

    Astral Projection (SL 3, CL 17): 30600
    Project astral body onto Astral Plane, form physical body on any other plane.

    True Resurrection (SL 3, CL 17): 30600
    Returns a creature (excluding undead and contructs) from the dead without level loss at full health and vitality

    Time Regression (SL 3, CL 17): 30600
    Travel back in time 1 round.

    Mindrape (SL 3, CL 17): 30600
    Learn everything target knows, can modify memory, emotions, and/or alignment.

    Dweomerdoom (SL 3, CL 82): 147600
    Counterspells a spell that has not yet been cast, by removing it as if cast, with a successful dispel check.

    Timeless Body (SL 3, CL 17): 30600
    Immunity to all effects for 1 round.

    Genesis (SL 3, ML 17): 30600
    Create a demiplane of radius 180 ft from the Astral Plane, grows at a rate of 1 ft/week.

    Chain Contingency (SL 3, ML 18): 32400
    Create up to three separate contingencies at once.

    Prevalent Powers: 1+20000
    Correspond (notifying Akira and all Prime EIs of any entrance or exit of entities or attacks): 20000

    Other Factors:
    +100 to dispel DC: +200
    Area increase (+900%, 1000 ft radius): +36

    Mitigating Factors:
    Capstone: -20
    Increase casting time by 10 min: -20
    Additional manifesters (1st, ): -

    Other Information:
    Prime EI refers to any EI made by either Sonozaki Akira or Furude Yukari.

    Security Levels (SL):
    These represent the amount of abilities granted to a certain person. The levels are as follows:
    SL 1: Lift arointed spells, lift Dimensional Obstruction, allow true resurrection if dead.
    SL 2: Activate buffs and vanguard healing.
    SL 3: Activate vanguard powers save for Ego Vortex.
    SL 4: Activate Ego Vortex.

    Attunement:
    Attunement process consists of Akira or one of the Prime EIs, as a free action, specifically sending a mental signal to the nexus to allow (or disallow) an entity or group of entities a certain security level. They may also select certain abilities to be specifically on or off for a certain entity or group of entities, regardless of SL. This attunement/unattunement is for all permutations of the Nexus Eridani.


    Background
    Spoiler
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    In another world, another universe, another time…

    The city of Atriol was the magical and gramaric capital of the land of Faeloria. Nearly all discoveries were made there, and the best and brightest from across the land came to the city’s academy to study under the masters. And over this metropolis, ruled the Sonozaki Corporation. It was not a reign as a king, but as the one organization that had pioneered and perfected the mass production of gramarie.

    And for a time, everything was good. More and more developments were being found, and the entire city flourished and expanded, science and magic blending such that even the common citizen was to be on par with the greatest of dragons. But things were not to stay this way. The various magical beings of the world, the dragons, the celestials, the demons and devils, all banded together to take down this threat to their sovereignty.

    Inconclusive skirmishes scattered blood across the land, but slowly pushed Atriol back. Then, after years of combat, the magical forces had nearly won. Only one last bastion of gramarie remained. The city of Atriol itself. Thus began the Siege of Light and Dark. It was actually named thus because it lasted a mere two hours. One hour of night, one of dawn. And then, Atriol was seen floating upwards, leaving only a large crater in the ground.

    The exiles in Atriol traveled across the stars in their city-ship, searching for a home to claim as their own. They found one on a system that would come to be called Epsilon Eridani. Here they settled, finding a world much like the one they had left. And here the flourished, creating wonders of magitech, unhindered by the narrow views of their original home.

    And for a time, everything was good. But then, through some still-unknown power, they were shunted into a different universe, one in which their original planet was embroiled in a massive war. And for reasons known only to the very highest, Atriol sent the Sonozaki Corporation as their military force, and they joined the War of Ages. Again, the fighting was brutal, thousands dying for the same piece of land again and again. And then, it ended.

    The Sonozaki Corporation settled down, and began its goal of spreading science throughout the world, and have been doing so ever since...


    Sonozaki Akira
    Spoiler
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    Sheet for Sonozaki Akira

    Armor Special Devices
    Spoiler
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    Palm Lasers: Two gold outputs that deal up to 40d8 each per round.

    Shoulder Cannons: Two detachable single-barrel cannons, each controlled by a specialized EI. They can fire a variety of shells, similar to the mass drivers found on the starships. Each EI can also provide support in the way of vanguard powers from the Nexus.

    Jet Boots: Ascending and descending two-part engines, allowing a fly/swim speed of Mach 10.

    Contingencies (4/6)
    Spoiler
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    Gaseous Form: Activated whenever I die in direct sunlight and am unable to plane shift.

    Plane Shift: Activated whenever I die in direct sunlight to shift my body to my personal demiplane.

    Synchronicity, Twin: Activated whenever I am not first in initiative and wish to act (by specifically saying so)

    Temporal Acceleration, Persistent: Activated whenever I would be struck by some sort of physically manifested attack, including but not limited to attack rolls and things that require Ref saves, or if my power point reserve falls to 10 PP or below.

    Spell Plate
    Spoiler
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    Divine Agility
    Divine Interdiction
    Mountain Stance
    Resonating Resistance
    Righteous Wrath of the Faithful
    Sonorous Hum
    Superior Invisibility
    Surge of Fortune


    Furude Yukari
    Spoiler
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    Sheet for Furude Yukari

    Vessels:
    Spoiler
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    Being an EI, Yukari has no physical presence. She does, however, have a large number of circuited biochassis. These are mechanically equivalent to the Aegis soldiers, but they just happen to look like short girls in green sundresses.


    Gathered Information:
    Spoiler
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    Evil:

    drack
    Spoiler
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    Name: Kitra
    Alignment: TN
    Race: Human
    Class: You've never heard of it before IC but IC I suppose it would be called "the ways of the followers of seven"
    HD: Very High
    Location: Office, you know the drill. the city hasn't been established yet, but somewhere in a big city on the material plane.
    Possessions: Claw, Sword
    Significant actions: filling out paperwork/informing merks of job opportunities.


    whiterider
    Spoiler
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    Actually a silver dragon.
    Radiates overwhelming law and good.
    Ring (moderate conjuration)
    Amulet (strong transmutation)
    Lots of Abjurations


    Lexin

    Halna

    Moonlitdreams
    Spoiler
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    Has Nondetection and Mindblank at CL 122
    Outsider (aberration, lawful, evil)
    Int 35
    True Seeing
    Really high checks
    Has a holy symbol amulet (faint evocation)
    No other magic items (likely magic aura).


    Snowfire
    Spoiler
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    Void Incarnate-level of divination blocking (radiates no alignment, no magic auras)
    Epic True Seeing-type effect.
    Has a DC 57 Charm Monster effect that is automatic/innate.
    Supposedly not a Void Incarnate (?)

    Bag on Belt (moderate conjuration)
    Belt Patch (moderate conjuration)

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

    Good:

    Greenpotato
    Spoiler
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    Name: Byss Gerta

    Alignment: Good

    Race: Legendary Paragon Centaur

    Class: Educated Wilder 17/ Paladin 2 / Anarchic Initiate 3 / Omnimind 8
    Monk 3 / Druid 17 / Primeval Force 10

    Estimate of HD (low (1-5), medium (6-11), high (12-20), very high (21-40), or deific (>41)): Deific

    Location(including place of residence, town, country, world, and plane of existence): some forest, I don't know the rest

    Significant Possessions: none

    Significant activities or actions undertaken in the previous 8 hours, including details such as locales traveled through, the names and races of creatures fought, spells cast, items acquired, and items left behind (including the location of those items): umm, had a sleep, went fishing?

    Powers Active:
    -feat leech
    -inertial armor
    -schism
    -share pain

    Bear is actually a chronotyryn


    BelGareth
    Spoiler
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    Sheet

    Notable abilities include:
    Being completely immune to antimagic zones and disjunctions.
    Divine Salient abilities:
    - Battlesense (Never flanked, flat footed)
    - Divine Blast (25/day, 23d12)
    - Supreme Initiative (Always go first)

    Igneel

    Avalon

    niw18


    1

    Original Post:
    Spoiler
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    Hello children of the FFRP sector! After reading through the guidelines and such, I've decided to jump on in. Anyone have any tips, ideas, and/or random stuff they'd like to give me? It would be much appreciated.

    I already have a (mostly) formed character idea, named Sonozaki Haruki. He's a doctor. Of sorts.

    @ColorDiscussion: Does anyone know of the entire list of specified colors? It's not just those on the drop-down grid, since "gold" works fine, and is not up there.
    Last edited by Morcleon; 2013-02-26 at 04:02 AM.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  22. - Top - End - #22
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    This may or may not have all of them, but it's certainly a useful additional resource.

    Also, welcome! Might we know more about this doctor?

  23. - Top - End - #23
    Barbarian in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by Morcleon View Post
    Hello children of the FFRP sector! After reading through the guidelines and such, I've decided to jump on in. Anyone have any tips, ideas, and/or random stuff they'd like to give me? It would be much appreciated.

    I already have a (mostly) formed character idea, named Sonozaki Haruki. He's a doctor. Of sorts.

    @ColorDiscussion: Does anyone know of the entire list of specified colors? It's not just those on the drop-down grid, since "gold" works fine, and is not up there.
    Boop!

    There's all the color codes I know of. Some might not work for Giant's version of vbulletin, but most should. It's either that or C'nor's link.

    And welcome all the same.
    Julie, everyone's nth favorite succubus, by Gulaghar.
    An amazing Misha, Mimi, and Riss painting done by Ofride.
    For anyone in plots run by me, know that I always tailor solutions to those in the plot. The answer may not be obvious, but it's there, and doable by the displayed abilities of the present characters. If you need help or hints, I'll try to be available to provide them.

  24. - Top - End - #24
    Firbolg in the Playground
     
    Morcleon's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Wonderful! I shall have to test this out at some future time...

    And indeed you may know about my wonderful doctor. Haruki looks to be a dark-haired 16-year old human male in a white suit (not a doctor's coat, but a formal suit) and pants. On one shoulder rests a medium-size white bag. He tends to be polite and helpful, and enjoys the feeling of having made someone smile. Strangely, for someone who enjoys helping others, he tends to get rather embarrassed at any praise beyond a simple "thank you". However, he isn't completely sane, and will occasionally make odd connections, or contradict his words and actions.

    Person: "Hey Haruki, could you pass me the salt?"
    Haruki: "No." *passes salt while replying*

    He carries around a hammerspace bag of medical supplies, both archaic (poultices, leeches, etc) and advanced (MRI scanners, defibrillators, medical tricorders, etc). His preferred tool, however, is a reinforced monomolecular scalpel, supernaturally enhanced to not only cut through most normal materials and to remove diseases, but also (with a sufficiently costly and anime-esque sacrifice) such metaphysical things as quantum strings and the spaces between letters (cutting the "were" off of a "werewolf" for example).

    His hobbies include helping people, drawing, and taking strange organs from dead things and adapting them to be grafted onto other creatures. And he does this with the same happy smile...

    I'll organize all this and make a character directory post later tonight. Questions, comments, concerns, cookies?
    Last edited by Morcleon; 2012-11-21 at 08:04 PM.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  25. - Top - End - #25
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Nice. He and Talnissa will have to get together some time... She doesn't go in for that sort of thing so much anymore, having gotten into robotics when she died, but making improbable things through surgery was her job at one point.

  26. - Top - End - #26
    Barbarian in the Playground
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by Murkus View Post


    Attention Watchtower members/associates! Adir and Wenomir have just organized a little demon hunt. They'll be handing out silver (weapons or otherwise) off-screen to be used for the detection of Cuthun demons. It glows in their presence. The Watchmen will be sent out with orders to find and eliminate hidden Cuthun demons, or pacify their earthly agents so they can be cured of demonic corruption. Feel free to just handwave your volunteering, then throw your character into somewhere public.

    Shadowcaller's said that they'll most likely be found around Inside, Outside, and Riverside, so I'd start with those places.
    Kirlia is up for such a task, as long as the recruits are able to. She still needs to be on a mission to become a full fledged member.
    Mindfreak by...I don't quite know who
    Nexus Characters | Pokemon RPG Rules
    Busy with Life

  27. - Top - End - #27
    Troll in the Playground
     
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Welcome aboard Morcleon!

    You might want to know that there's already a well-known Haruki in the Nexus, in case you don't want to get confused with him.

    Inner Circle
    Spoiler
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    Werewolf Games
    Spoiler
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    Games Won: 5
    Ashna and Brendan dolls by Recaiden
    BR by Dr. Bath

    BR's Bag o' Nuts · The Russkijs · Bushrangers explained
    Homebrew
    Condiments · Pianos · Tumbleweeds · Drow Bloodline · Half-Drow Noble · Lacy Items

  28. - Top - End - #28
    Firbolg in the Playground
     
    Morcleon's Avatar

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    Default Re: [Nexus] OOC 35: Winter is Coming

    Morcleon's Data Storage Post, Mk. 2

    Start Map

    Production

    RP: 20225
    Total: 75050

    Spoiler: Nation Details
    Show

    Regent: Aelia Depcit, Lady of Flowers
    Capital: Trolanport
    Type: Cultured
    Governing Style: Warlord
    Taxation: Moderate (1d20+29)%

    Total Production: 24540 (35367 during Fall)
    Total Province Upkeep: 6445
    Total Unit Upkeep: 3085


    Spoiler: Provinces
    Show

    Spoiler: Trolanport (small city)
    Show

    Base/Total Production: 4500 / 8662 (19489 during Fall)
    Upkeep: 4505
    Guilds: Cathedral (7th; 6k RP), Arcane University (7th; 6k RP), Cartel (7th; 4k RP)
    Assets: Crop Rotation (375 RP), Irrigation (750 RP)
    Utilities: Marketplace (100 RP), Trade Fair (500 RP)
    Other: Armory (20 RP), Garrison (250 RP), Hospital 4 (2k RP), Port (500 RP), Supply Cache (650 RP)

    Permanent Fortifications:
    Exterior City Walls, Oerthblooded Obdurium (3ft thick, two walls w/ parapets)
    Oerthblooded Obdurium Fortress


    Spoiler: Village by the Sea (2250 RP)
    Show

    Base/Total Production: 1500 / 5053
    Upkeep: 286
    Assets: Crop Rotation (375 RP), Irrigation (750 RP), Fishmarket (375 RP), Fishing Fleet (750 RP)
    Other: Armory (20 RP), Garrison (250 RP)


    Spoiler: Village by the Sea (2250 RP)
    Show

    Base/Total Production: 1500 / 5053
    Upkeep: 286
    Assets: Crop Rotation (375 RP), Irrigation (750 RP), Fishmarket (375 RP), Fishing Fleet (750 RP)
    Other: Armory (20 RP), Garrison (250 RP)


    Spoiler: Inland Village w/ Menagerie(2250 RP)
    Show

    Base/Total Production: 750 / 1443
    Upkeep: 592
    Assets: Crop Rotation (375 RP), Irrigation (750 RP)
    Other: Armory (20 RP), Garrison (250 RP), Menagerie 4 (1600 RP)


    Spoiler: Inland Village (2250 RP)
    Show

    Base/Total Production: 750 / 1443
    Upkeep: 192
    Assets: Crop Rotation (375 RP), Irrigation (750 RP)
    Other: Armory (20 RP), Garrison (250 RP)


    Spoiler: Inland Village (2250 RP)
    Show

    Base/Total Production: 750 / 1443
    Upkeep: 192
    Assets: Crop Rotation (375 RP), Irrigation (750 RP)
    Other: Armory (20 RP), Garrison (250 RP)


    Spoiler: Inland Village (2250 RP)
    Show

    Base/Total Production: 750 / 1443
    Upkeep: 192
    Assets: Crop Rotation (375 RP), Irrigation (750 RP)
    Other: Armory (20 RP), Garrison (250 RP)



    12340 RP, upkeep 3085
    Spoiler: Military Forces
    Show
    Light Recon Cavalry (4)- 2320
    Scout Commander (4)- 1440
    Light Crossbow Infantry (8)- 3280
    Heavy Armored Infantry (8)- 3680
    Workers (6)- 540
    Combat Engineers (2)- 1080


    Spoiler: Unit Descriptions
    Show
    Note: All equipment is created via shadow True Creation and is therefore free.
    Equipment:
    Spoiler
    Show
    Midnight Saber: Oerth-blooded Baatorian Greensteel Razor Sharp Saber of Legend (+6 MAB, +11 melee power, -1 to saves against magic on-hit)
    Corona Spear: Oerth-blooded Baatorian Greensteel Razor Sharp Spear of Legend (+6 MAB, +11 melee power (+22 total when readied against charge), -1 to saves against magic on-hit)
    Nova Lance: Oerth-blooded Baatorian Greensteel Razor Sharp Lance of Legend (+6 MAB, +11 melee power (+22 total on mounted charge), -1 to saves against magic on-hit)
    Meteor Arbalest: Sighted Heavy Crossbow of Legend (w/ oerth-blooded baatorian greensteel-tipped razor sharp serrenwood bolts) (+6 RAB, +13 ranged power, 3" range increment and ignores first three increment penalties, counts as adamantine, cold iron, and ghost touch, -1 to saves against magic on-hit)
    Aeonic Plate: Oerth-blooded Celestial Mithral Feycraft Full Plate of Legend (+8 armor, +9 Max Dex, DR 3/-, +3 luck to saves against magic)
    Aeonic Shield: Oerth-blooded Mithral Feycraft Heavy Shield of Legend (+2 shield)


    Spoiler: Aelia Depcit, Lady of Flowers
    Show

    - MAB: +44 (+7 against same HD or higher)
    - RAB: +41
    - AC: 79
    - Melee Power: 32 (+3 against good, chaotic, or evil creatures, +7 against same HD or higher; daze (DC 25) and fatigue (DC 30), Fort negates)
    - Ranged Power: 21
    - Toughness: 114
    - Wounds: 5
    - Morale: +35
    - Fort Save: +31
    - Ref Save: +40
    - Will Save: +33
    - Shock Factor: 3
    - Move: 96, fly 240


    Spoiler: Light Crossbow Infantry (410 RP, upkeep 103)
    Show

    Str 8, Dex 16, Con 12, Int 10, Wis 10, Cha 14
    Midnight Saber, Meteor Arbalest, Aeonic Plate
    Feats: Fleet of Foot
    Traits: Quick
    - Class/Race/Type: Whisper Gnome Warrior, Light Regular Archers
    - MAB: +8
    - RAB: +13
    - AC: 21
    - Melee Power: +11
    - Ranged Power: +14 (3" inc, ignores two extra range increments)
    - Toughness: 22
    - Wounds: 2
    - Morale: +4
    - Command: +4
    - Fort Save: +3 (+6 against magic)
    - Ref Save: +6 (+9 against magic)
    - Will Save: +1 (+4 against magic)
    - Shock Modifier: -4
    - Move: 10


    Archery Commander
    Gnome Marshal 8

    Spoiler: Heavy Armored Infantry (460 RP, upkeep 115)
    Show

    Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 14
    Corona Spear, Aeonic Plate, Aeonic Shield
    Feats: [Unit] Mage-Trained, Phalanx Fighting, Shield Wall, Fleet of Foot
    Traits: Quick
    Flaws: Frail
    - Class/Race/Type: Human Warrior, Heavy Regular Infantry
    - MAB: +13
    - RAB: N/A
    - AC: 26
    - Melee Power: +15 (+26 total when readied against a charge)
    - Ranged Power: N/A
    - Toughness: 27
    - Wounds: 2
    - Morale: +4
    - Command: +4
    - Fort Save: +8 (+11 total against magic)
    - Ref Save: +2 (+5 total against magic)
    - Will Save: +1 (+4 total against magic)
    - Shock Modifier: -4
    - Move: 10


    Infantry Commander
    Gnome Marshal 8

    Spoiler: Light Recon Cavalry (580 RP, upkeep 145)
    Show

    Str 8, Dex 16, Con 10, Int 10, Wis 18, Cha 8
    Midnight Saber, Meteor Arbalest, Aeonic Plate
    Feats: Iron Will
    Feats (mount): Fleet of Foot, Dash
    Traits: Detached
    Traits (mount): Quick
    - Class/Race/Type: Whisper Gnome Expert, Medium Regular Scouts
    - Mount: Light Warhorse
    - MAB: +8
    - RAB: +11
    - AC: 16
    - Melee Power: +17
    - Ranged Power: +14
    - Toughness: 25
    - Wounds: 2
    - Morale: +1
    - Command: +4
    - Fort Save: +2 (+5 total against magic)
    - Ref Save: +4 (+7 total against magic)
    - Will Save: +10 (+13 total against magic)
    - Shock Modifier: -3
    - Move: 17


    Spoiler: Scout Commander (1235 RP, upkeep 308)
    Show
    Gnome Marshal 8
    Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 20
    Midnight Saber, Aeonic Plate, Aeonic Shield
    Feats: Skill Focus (command), Track, Logistics Expert
    Traits: Quick
    - Class/Race/Type: Whisper Gnome Expert, Special
    - MAB: +13
    - RAB: N/A
    - AC: 19
    - Melee Power: +6
    - Ranged Power: N/A
    - Toughness: 16
    - Wounds: 2
    - Morale: +13
    - Command: +24
    - Fort Save: +6 (+9 total against magic)
    - Ref Save: +4 (+7 total against magic)
    - Will Save: +6 (+9 total against magic)
    - Shock Modifier: -4
    - Move: 8


    Spoiler: Heavy Shock Cavalry (610 RP, upkeep 152)
    Show

    Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 14
    Nova Lance, Aeonic Plate, Aeonic Shield
    Feats: Mounted Combat, Ride-By-Attack, Spirited Charge
    Feats (mount): Fleet of Foot, Dash
    Flaws: Poor Reflexes
    Traits: Detached
    Traits (mount): Quick
    - Class/Race/Type: Human Warrior, Heavy Regular Cavalry
    - Mount: Heavy Warhorse (trait: quick)
    - MAB: +14
    - RAB: N/A
    - AC: 20
    - Melee Power: +23 (+45 total when charging)
    - Ranged Power: N/A
    - Toughness: 28
    - Wounds: 2
    - Morale: +4
    - Command: +4
    - Fort Save: +5 (+8 total against magic)
    - Ref Save: +5 (+8 total against magic)
    - Will Save: +1 (+4 total against magic)
    - Shock Modifier: -3
    - Move: 15


    Spoiler: Worker Unit (90 RP, upkeep 22)
    Show

    Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
    Feats: Skill Focus (craft: fortifications)
    Traits: Quick
    - Class/Race/Type: Gnome Commoner, Medium Irregular Workers
    - AC: 10
    - Toughness: 15
    - Wounds: 2
    - Fort Save: +1
    - Ref Save: +0
    - Will Save: +0
    - Shock Modifier: -4
    - Move: 6


    Spoiler: Combat Engineers (540 RP, upkeep 135)
    Show

    Gnome Expert, Medium Elite Combat Engineers
    Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
    Meteor Arbalest, Aeonic Plate, Aeonic Shield
    Feats: Skill Focus (craft: fortifications)
    Traits: Quick
    - Class/Race/Type: Whisper Gnome Expert, Medium Elite Combat Engineers
    - MAB: +4
    - RAB: +10
    - AC: 17
    - Melee Power: +3
    - Ranged Power: +15
    - Toughness: 19
    - Wound: 2
    - Morale: +2
    - Command: +9
    - Fort Save: +2
    - Ref Save: +2
    - Will Save: +3
    - Shock Modifier: -4
    - Move: 8


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

    Air Cavalry:
    Human Warrior, Heavy Elite Infantry
    Mount: Hippogriff (aeonic plate barding)
    Feats: Mount Combat
    Nova Lance, Aeonic Plate, Aeonic Shield





    Spoiler: Original Post
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    Quote Originally Posted by C'nor View Post
    Nice. He and Talnissa will have to get together some time... She doesn't go in for that sort of thing so much anymore, having gotten into robotics when she died, but making improbable things through surgery was her job at one point.
    Wonderful. I wonder if we could make a biotech creature... Let's find out, shall we?

    Quote Originally Posted by The Bushranger View Post
    Welcome aboard Morcleon!

    You might want to know that there's already a well-known Haruki in the Nexus, in case you don't want to get confused with him.
    *google search*

    ...wow, he's pretty popular. I am going to have to change this name... To what, then? Yuki. Sonozaki Yuki. It has a nice ring to it.
    Last edited by Morcleon; 2016-08-06 at 01:36 PM.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  29. - Top - End - #29
    Troll in the Playground
     
    The Bushranger's Avatar

    Join Date
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    Default Re: [Nexus] OOC 35: Winter is Coming

    At least you didn't name him Alex.
    (Inside joke/history; at one time there were about 10 characters with Alex/Alek/Alexis/etc. names, and I'm not exaggerating.)

    Anyway, welcome aboard, and remember the rules of FFRP.
    1. Don't godmod.
    2. Have fun!



    Also, C'nor, since the Temple of Spelndours went pfffft, should I post for Kara somewhere?

    Inner Circle
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    Werewolf Games
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    Games Won: 5
    Ashna and Brendan dolls by Recaiden
    BR by Dr. Bath

    BR's Bag o' Nuts · The Russkijs · Bushrangers explained
    Homebrew
    Condiments · Pianos · Tumbleweeds · Drow Bloodline · Half-Drow Noble · Lacy Items

  30. - Top - End - #30
    Titan in the Playground
     
    AmberVael's Avatar

    Join Date
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    Default Re: [Nexus] OOC 35: Winter is Coming

    Quote Originally Posted by C'nor View Post
    ...Okay, I'll bite. Why does Emerald give you bright pink
    Quote Originally Posted by The Bushranger View Post
    Because Emerald isn't a valid color specification. Invalid specifications usually default to pink for some reason.
    Quote Originally Posted by C'nor View Post
    I assume this is also the reason that Storm Grey is actually a rather dark purple?

    And they probably default to pink because the majority of people who use text colors are unlikely to be looking for a shade of pink, thus making it more likely to be easily noticeable that it's not what they're looking for.
    Quote Originally Posted by Morcleon View Post
    @ColorDiscussion: Does anyone know of the entire list of specified colors? It's not just those on the drop-down grid, since "gold" works fine, and is not up there.
    Let me shed light on your mystery, and in doing so, crack open a vast rainbow of color for you to use!

    From what I understand, the way the forum code works is that your list of predefined colors- like red, gold, purple, etc are all defined variables within the forum software. So, when you type in that color in the appropriate context (that is, the color code), it essentially translates that color's name into the hexadecimal value it has stored for that name (that's the code listed under Hex in those color lists that C'nor and Slii gave). When you type in a color that it doesn't have a stored hexadecimal code for, the forum goes "heeeey, I don't have a hexadecimal value for this word."

    It's default reaction to something in the color code that it doesn't have a stored hex code for is to assume that something is a hex code. It therefore does the best it can to translate the word into a six digit hex code, which produces the color you see. Here, I'll admit I'm not actually sure how it derives the precise codes, as hex code doesn't encompass most letters. If you use a word that fits perfectly though, it's preserved wholesale (using the word 'facade' as a color gives you the hex code 'facade', for example).


    Now, here's the value you can derive from this lesson- because the forum uses hex code, you're not limited to all of your predefined colors. So long as you know how hex code works, you can get just about any color you want if you have the right code- and hex is actually really simple! It's a six digit code, divided into three two digit parts, like so:

    00 00 00

    Each of these three parts represents a specific color. Red, green or blue. The first two digits determine how much red there is in the color, the second two determine how much green there is, and the last two determine how much blue there.

    RR GG BB

    The slightly more complicated part is that hex code, as the name implies, works in base 16. That is, each digit, instead of being a number from 0 to 9, is a number from 0 to 15. To represent numbers from 10 to 15 as a single digit, we use alphabet characters. A is 10, B is 11, and so on up to F being 15. Luckily, for the purposes of colors, you don't have to figure out the actual numbers here, just think of A through F being successively more than 9.

    So, in practice, the way this work is- if I want a color that is really green, I can just make the green value of the hex really high. The higher the number, the brighter the color. So the brightest green you can get on the forums is this code:

    00 FF 00

    Adding small quantities of other colors can help grey out and dim a color to make it less eye watering, and lowering the value can make it darker. Combining certain colors also works like you'd expect- red and blue make purple, for example.

    And now you know!
    Last edited by AmberVael; 2012-11-21 at 08:51 PM.

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