Vorvadoss is what I am going to call a cosmic based Massively Multiplayer Online Role Playing Card Creation Game (MMORPCCG). Since this is a Magic: The Gathering based game, it is assumed that players know the rules and at least a bit of the lore of M: TG. As an RP, Vorvadoss Station is very much a sandbox game. The character has an unparalleled amount of freedom to decide how to interact with the world as they wish. There is nothing really that is off-limits within the game itself. You can be a thief, or a bartender, a rule or a savior, or anything else that you can think of. What I mean by a cosmic based game is that it does in fact take place over the span of an entire galaxy, with a wide arrangement of planets largely influenced by some traditional science fiction settings such as Star Wars, or Star Trek, etc. but it is also a place of mystery and magic heavily influenced by Magic: The Gathering itself as well as the stories of H. P. Lovecraft. This game will be full of action, intrigue, surprises and mysteries. (Note: all measurements given from a GM in this game will be in the metric system).
Setting
Vorvadoss Station is a space station orbiting an uninhabitable gas giant and also the capital of The Allied Worlds (TAW), an inter-planetary union of hundreds of species and perspectives. TAW is ruled by The Gathering, a parliament consisting of a single representative of each planet that is part of TAW. While The Gathering is a powerful entity and is constantly seeking to add new planets to it's fold there are many peoples and worlds that have resisted joining TAW preferring to stay independent or even forming cohesive rebellions against The Gathering itself.
Vorvadoss: Every character created begins their journey in a Vorvadoss Station. Vorvadoss is actually three exactly mirrored space stations contained in a giant disc, each station representing a different slice of the station. Each station has identical structures and offerings. The key difference between the three Alcoves is the environment present. There is the Carbon Alcove which is filled with oxygen and carbon dioxide and has a base temperature of 22 degrees. The second Alcove is the Plasma Alcove which is filled with gaseous tungsten and has a base temperature of 5,600 degrees. The final Alcove is The Deep, which holds in a thick mist of vaporous nitrogen, resting at a cool -190 degrees. The three Alcoves are separated by branching corridors. Each Alcove has two Corridors, one to each other. The Corridors themselves are protected and sustained by incredibly powerful magical wards which drains all air and heat from the corridor, coincidentally the wards also restrict movement from anyone without a legal pass from one to the other.
At the outer edge of each station is a large port which holds both hangar space for individually owned spacecraft as well as an extensive shuttle network to well traveled nearby planets. At the very edge of interplanetary customs begins The Markets. There was once a military efficient grid of several markets divided between various government buildings, but it has long since sprawled into ever unused nook, cranny, or vacant sidewalk spot. The Markets hold equipment and goods from almost every planet. Hidden within the bustle of The Markets is the Hall of the Diplomats as well as Enclave of Treasure Hunters.
When one finally leaves the warren of The Markets they enter what is whimsically named Downtown. Downtown is the entertainment quarter of Vorvadoss. Restaurants, bars, clubs, shows, sporting arenas, and much much more glow in neon bright invitation to satisfy whatever itch any species may want to scratch. Deep within each of the Downtowns there is a small building, really just a doorway wand a single small room, brightly labeled as The Outlaw Guild. Downtown is finally overcome by the various housing districts as you branch further into whichever Alcove you are able to survive. The housing in The Burbs is all utilitarian apartment complexes exactly identical to one another. The Gathering does not allow for class imbalance on Vorvadoss Station itself, there simply is not room.
At the end of the countless crossroads of eerily similar living quarters is the entrances to the Corridors between Alcoves. Flanking each Corridor are the official government structures that were once in The Market. The Gathering parliament buildings are in prominent positions, but so is the very large and imposing Officer Office. Lesser government structures for licensing or utilities or a dozen other bureaucratic housekeeping finish out the border of each Alcove.
To create a character in Vorvadoss simply fill out this handy dandy form!
Name: Species: Alcove: Color: Professions: Spec and Perk: Home Planet: Background:
Once the form is filled out, I will evaluate your perk and if approved I then generate an avatar for you based on the given information as well as your initial hook.
Name: There are no naming restrictions in Vorvadoss, but please keep in mind that I will always refer to you by your character's name and not your MTGS sign in, so it may be wise to choose a name you'll easily recognize and remember!
Species: As a cosmic game I plan to be incredibly lenient in what Species you choose to be. You can be an Elf, or a Twi'lek, a Dragonkin, or an Ooze, or something completely original. Be descriptive! The only rules which dictate what species you are is you must be at least 15cm tall and cannot be more than 3m tall. Other than that, it is entirely up to you. In the form itself please include your personal physical description.
Alcove: This is tied directly to your species. Depending on what type of planet/atmosphere you are from you will need to tell me which Alcove you wish to start on. If you choose to start on an Alcove with an environment you cannot naturally survive it is assume you are renting a space suite from the shuttle you recently arrived from.
Color: Please choose a primary color of magic to begin with. If you would like your character to have multiple colors, feel free to tell me which but to begin with each character will be mono-chromatic (artifact creatures being considered mono) until at least level 2. At level 2 a character may become dual colored, and can become tri-colored at level 3. There will be no four or five color characters unless otherwise approved by a GM.
Professions
Each and every character that is created will need to choose one of five professions to be associated with. The Professions are Diplomat, Treasure Hunter, Officer, Outlaw, or Novice. These professions are deliberately vague and you are not ever required to keep to them. They are mostly going to be used for the manner in which NPCs will interact with you, as well as a modifier of your initial hook.
Example: If you wind up on a planet where you cannot communicate with the native species, if you are a Diplomat, you could head to the TAW Embassy and obtain a translator for free, and even possible help with whatever they are going about. An Outlaw who tries the same course of action would get a much more interesting result depending on the... reliability of their ID. Conversely if your character needs to speak with a specific informant who is having a drink in The Outlaw Guild, only an Outlaw would be able to actually go in to see him, whereas a Diplomat would have to attempt to lure them out.
When you select a profession, please be specific as to what your profession is, instead of simply listing one. For example, do not simply be an Officer, you would be Officer/Secret service agent specializing in under cover anti-rebellion espionage.
Diplomat: As a profession, diplomats include TAW appointed, official, envoys as well as representatives of independent planets. They can be members of non-government organizations (non-profit or way profit oriented) or anything else you choose. They are scholars or priests, mediators or instigators. Diplomats tend to work in the open manipulating existing legal channels. That doesn't mean Diplomats are law abiding citizens even within the systems they manipulate. Diplomacy grants certain legal immunities and access to planet side Embassies or certain social gatherings.
Treasure Hunter: The TAW has existed for millenia, most planets have been scoured by cartographers and explorers. Everything from asteroids to moons are well known in the inner galaxy, but even there treasure still lies untouched. Some is simply lost, some is too well guarded magically or otherwise to be touche and some are simply in the wrong collection. Treasure Hunters as a profession are motivated by the need to find something, whether it's their next paycheck, a lost tome, or just a good story. Treasure Hunting gains access to the Enclave's archives of information as well as some less than public markets.
Officer: The Officer encompasses anything from a Naval Commander or Army Sergeant, Secret Service Agents or Planetary Environmental Preservation Specialists. Officers tend to have risen in whichever organization they choose through expertise, or nepotism. Officers can be natural born leaders or complete fools. Officer status lends prestige with soldiers and first responders. You also have access to public and privet investigation records.
Outlaw: Being an outlaw isn't about breaking laws, it's about having a goal and going for it regardless of the opinions of others. From Mercenaries to Vigilantes, cut purses to smugglers, outlaw is probably the most vague of professions. The only common thread to an Outlaw is membership in the Guild. Membership in the Guild isn't a simple agreement, but a magical contract which allows you to enter the Outlaw Guild building itself without dieing, at the cost of incredible pain and possible death should you attempt to expose or betray the secrets of The Guild.
Novice: Simply speaking a Novice is one without any of the above professions. Any character may start this way, usually intending to apply to one of the professions and start their story from the bottom of the totem poll. While this is acceptable it usually isn’t as conductive to collaborative play as a full member of a profession would be, as seeking acceptance is largely a solo enterprise and one without a profession has a little less to offer to other characters.
Specs
There are two possible specs to choose from, Martial or Magical. Specs simply exist to help me further narrow down the type of persona your character will be to make it more effective to create a balanced character that reflects your mental image. Also each specialist has a Perk that you will get to create to further identify yourself as unique. Note, perks must be approved before the character is created.
Martial: A martial spec character will begin as a one mana 2/1 or ½ (GM's call) and you are allowed to start the game with a single piece of equipment with a casting cost of 1 or less and equip cost of 2 or less. Martial characters begin with a total of 5 mana.
Magical: A magical spec character will begin as a one mana 1/1 and you are allowed to start the game with a 1 mana enchantment of the color of your choice. The enchantment can either be an aura attached to yourself, or a global enchantment that only effects yourself. Magical characters begin with a total of 6 mana.
Perk Note: The perk should be an actual card.
Home Planet: Give a description of the Planet (or moon, or asteroid, or even starship) that your character was born on. You may select any area already discussed in game or in this guide.
Background: Tell me about your character! Include as little information about his/her/it's past as you wish. Just keep in mind that the more you include the more interesting your initial hook is likely to be.
As you explore the Galaxy and meet people and NPCs you will notice odd things or strange happenings, these are what will be refereed to as story hooks. You are free to pursue them or not as you wish. You may also list your character's personal goal they are trying to attempt.
Initial Hook: Along with an avatar when you create a character I will include a small, individual story hook for you character. You can pursue it or abandon it as you wish. You may share it with others and have people help you with it or can keep it on the back burner as you follow other paths. Initial Hooks are just an attempt to help with character immersion.
Rules
Mostly stolen from Rithaniel! To put it simply: You post what you do, I post the result. Though please note that this will be a very morphic, freeform game. Not everyone will start in the same place, or even on the same sphere, and I have no reservations about where the story goes.
As you journey and seek out your goals, you will encounter difficulties and challenges, often multiple times during a 'quest'. This is where the custom cards come in. Each encounter will have a numeric difficulty assigned to it. You will design one or more custom cards to address the challenge and I will grade each on a scale from 1 to 25 based on three sets of criteria: Flavor (10 point scale), Balance (10 point scale), and Polish (5 point scale). If the total score of your cards (+/- any modifiers) meets or exceeds the challenge difficulty, you succeed. If not, you fail. I'll be describing what exactly happens as we go.
Should a challenge have an acute time limit or require profound concentration, however, it becomes a conflict. You will make cards during conflicts as well, but their design and flavor count for less, and you are graded on a scale of 1 to 10, then that score will be added with a 4d6 dice roll and any combat mods you have. If the final result meets or exceeds the challenge rating of the conflict, you succeed. If not, you fail, and the consequences may be quite dire.
Mana is not unlimited. You will start out with some and find plenty of ways to replenish it along your travels. This is something you will need to keep track of (see The Most Important Rule).
Also note that, as you complete challenges and conflicts, you'll gain experience. Once you have obtained enough experience, you level up. When you level up, you will be given a choice of different ways you would like to advance your avatar. You will also gain new traits as you level, with more exotic and powerful ones becoming available as you gain levels.
FAQ
Wait, when did that happen? Remember to read what is going on with other players as well. Sometimes what they do will affect your own story, and it's best to not be blindsided when that happens.
Can I cast permanent spells? Yes, but they won't be permanent. Each spell exists solely in the context of the challenge it is created for. This isn't to say you won't acquire permanent permanents, but you probably won't cast them yourself.
What if I want to cast a spell to accomplish something that isn't a challenge you gave me? Feel free to do this. If you do, I will treat it as a challenge, choose an appropriate difficulty, and then see if you succeeded.
What are spell mods and when are they applied? A spell mod increases or decreases your card's score against its difficulty check. They are applied whenever a difficulty check is made, so if you cast multiple spells for a single difficulty check, you only get the mod applied once. Since every spell in combat gets an independent difficulty check, those mods apply to each spell.
How do I get mana? Exploration and rewards. Cities don't have as much as the open world.
Can I pool mana with allies to cast spells? Yes, if you have their permission.
I have a lot of weapons. Do all their effects apply? No. Once any player actually does have multiple items of a single type, I will make y'all start bolding your equipped items.
How much can I do in a turn? As much as you want without doing my job for me. Don't feel like you have to give me only one thing to address each turn. If you want to investigate multiple places/objects/people in a turn, do so, just make sure you let me actually tell you what you find. Obviously submitting a card or traveling to an unknown area "ends your turn."
Can I speak for NPCs? Yes, provided that I have spoken as them already, so you know their personality.
Can I make up NPCs I see that you didn't tell me about? Yes, provided its reasonable they'd be there and you don't create too much lore in the process.
Can I create my own locations? Only your character's home, and note, while you can control it's history and landscape to your hearts content, once it's made, it belongs to the world, and where it is will be determined by me, while what happens to it in the future will be up in the air.
Aaaah, I missed a lot of updates and can't find my last one, what do I do!? Search for your avatar's name in this thread and you can find the last update that mentioned you in no time.
Can I assume that the description you gave someone else for an area is the same description I'd get? Sort of. Things change as you shape the world. If someone solves someone's quest, that person might leave. If someone picks up an object, that object obviously isn't there anymore. But unless it's outright stated somewhere that a thing or person is gone, assume it's still there. New things, however, can pop up unannounced all the time.
Didn't you copy & paste a lot of this from Kardia? Oh yeah. Don't think it's gonna be a carbon copy, though, there are a few things I'm changing around. Read above to find out about them.
The Most Important Rule
Once your character is created, you are in charge of keeping track of and updating your own character's stats, abilities, inventory, quests and anything else worth keeping track of. Please include ALL of your character's basic information in EVERY POST you make in this thread. It might make sense to keep a sort of "log" or "journal," and/or to put all your character info for this game in a spoiler in your signature. Don't cheat and make yourself awesome or rich and hope I won't notice. I'll notice. You'll become very un-awesome and poor as a result.
It's also helpful, if you can say what just happened to you, so I don't have to backtrack and check as much.
MORE TBD AS PEOPLE ASK ME STUFF. IF YOU HAVE A QUESTION, PM IT TO ME. I'M SURE THERE'S A LOT LEFT TO FIGURE OUT!
Species: Daliga (A race of shadow and lightning wielding humanoids who are made of sentient electricity and shadow. The resemble Melek, The Paragon, but are purple with red lightning. This makes them easily identifiable, so they wear large, flowing, regal cloaks that hide most of their lightning spark and wear black, metal clawed gloves so they can still channel their show and lightning through their magical weapons.)
Alcove: The Deep
Color: Black, (Blue), (Red)
Profession: Treasure Hunter; The Daliga are born to hunt and seek out powerful magical artifacts as a way of their culture. Naturally, Ashar feels he has potential as a treasure hunter and his ability to be shadowed allows him to..."better obtain"... treasures.
Spec and Perk:
Spec: Magical Perk:
Keen SensesU
Enchantment
At the beginning of each upkeep, target player reveals a card from their hand at random. The Daliga have devised many ways of seeing and hearing, and thus, getting information about treasures and artifacts.
Home Planet: Daigon: An extremely cold and dark planet, it is an extreme environment best suited to gas and energy based creatures, including the Daliga, which are the primary native species.
Background: A Daliga of humble beginnings, Ashnar was thrust into the outside world when his clan expelled him from Daigon for stealing the Daliga’s primary treasure, the Soul Sphere. A stone of varying magical properties, the Soul Sphere is said to contain the essence of an elder Daliga. Wanting to exploit the Sphere’s powers, Ashnar at the age of 12, smashed the Soul Sphere and became imbued with the spirit of Lord Ishra, the first Daliga. Ashnar, with his newfound powers, introduced himself as Ishra to his people, but was mocked and expelled through teleportation to Vorvodross Station as punishment for lying and stealing the Soul Sphere.
Amioxen are a humanoid species. The simplest description would be they resemble humans if humans had evolved from cattle, rather than apes. They have two arms and two legs, as well as a tail, and are covered in fine hair. While formerly used for balance, as Amioxen have evolved the tail has become much shorter and its purpose has become more functional, though most Amiox have only rudimentary prehensile capability with it.
Hands feature two wide, flat fingers and a thumb. Feet are very wide and have six strong toes, also evolutionary remnants from when such features were needed to maintain balance and grip while walking across the sandy expanses of Jeda. Amioxen have wide, protruding foreheads which help to shield their eyes from the sun, and large, upright ears which, in addition to letting them hear across great distances, help to keep them cool. A typical male Amioxen build is 7 feet tall, 300 pounds, muscular. It-Tu clocks in at 7 feet and 312 pounds--the extra 12 made entirely of muscle. His hair is a deep brown, and his eyes are also brown.
Alcove: Carbon Color: Red (Primary), White (Secondary) Professions: Outlaw--Vigilante, with aspirations to move up the ranks of the Guild and transform it into something more reputable and beneficial to society. Spec: Martial Perk:
Peacekeeper's Pistol1
Artifact -- Equipment {U}
Whenever a creature blocks or becomes blocked by equipped creature, Peacekeeper's Pistol deals 1 damage to that creature.
Equip 1
Home Planet: Jeda
Jeda is a hot, arid, and relatively flat planet approximately 115% the size of Earth. Its day lasts approximately 22 Earth hours and its year lasts 319 days.
Background: Because of Jeda's relatively short days and years, any fluctuations, whether societal or natural, affect greater changes on Jeda than similar fluctuations would have on Earth. Because of this, Jeda cultures require much more stability in order to be better prepared to react to such changes. As a result, most Jeda cultures--It-Tu's among them--impose very strict penalties on anyone who upsets or attempts to upset this stability (namely, criminals). Death sentences for crimes of theft or minor assault are not uncommon, nor are heavy fines and/or jail time for crimes as simple as littering. It-Tu, however, takes this a step further.
While punishments handed out to criminals are strict, the judicial process in It-Tu's culture is very slow and methodical, and consumes a great deal of money and manpower as a result. It-Tu, who at the time was a high-ranking law enforcement officer, desired to streamline this process by creating a squadron of individuals who, after a thorough vetting process confirming upstanding morals and encyclopedic knowledge of the law, may distribute the appropriate punishment for a crime they witness without need of judge or jury.
This idea was met with great resistance, and was dismissed almost immediately. However, that did not stop It-Tu from, in an effort to demonstrate the effectiveness of his proposal, killing a man he witnessed committing a robbery. While he avoided execution, It-Tu was stripped of his rank and sentenced to several years of prison time. Rather than serve this time, It-Tu saw it as his duty to continue to rid the world of criminals by any means necessary. He fled Jeda and his since been traveling through the universe as a vigilante, a journey that has brought him to Vorvadoss.
He joined the Outlaw Guild to have greater access to information about criminal activity, and to join forces with other individuals who are members of the guild for more altruistic reasons.
Name: F9T1977 (AKA Tin Man) (AKA Alexis Robertson)
Species: Magetech Cybertron (A human brain voluntarily put inside a robotic body)
Alcove: Any (No need to breathe)
Color: Colorless (Can gain color on gm discretion)
Professions: Outlaw- Mercenary for hire
Spec and Perk:Martial Bleedhook
Artifact -Equipment
Equipped Creature gains +1/+1 and deathtouch.
Equip
Home Planet: Brain- Callisto Prime a primarily human populated city planet center of a bureaucratic directorate. Body - Magetech Station F9 a factory station situated in an asteroid field.
Background: Alexis Robertson was wealthy and dying so in the finest tradition of the social elite he went to Magetech to have his brain put into a Cybertron. The process was supposed to be a full transference and then he would return to his normal life of privilege. However, something went wrong, pieces of his memory went missing during the process and were replaced with memories of...someone else. Now known as the Tin Man in underground circles, the highly emotionally unstable Cybertron works for the highest bidder and he gets the job done, one way or the other.
[[NPC wise Carbon Alcove is full of mostly humanoids, bipeds with 2 arms and etc. Plasma and The Deep are mostly NOT humanoids. So... a little less than 1/3rd of the galactic population]]
Ashnar VeizanB
Creature - Daligan
Sacrifice a creature: put target card from your graveyard on top of your library.
1/1
((OOC: Yay a perk! 3rd time's a charm! ))
Location: The Deep Sparks: 1000 Inventory: ~ Profession: Treasure Hunter Experience: 0/25 Mana: BBBBBB Perks: Shadow Cloaking > Cannot be blocked except by creatures with intimidate or hexproof.
You arrive in the middle of The Marketplace in The Deep. Immediately you're jostled by figures and creatures moving quicker than you can fully grasp what they are or where you are. As you steady yourself and try and get a good look around; through the mists an oblong creature flies towards you, slams into your shoulder and plops down on the ground near you. It's gelatinous form seems to be waving at you, or swaying in an unfeelt breeze. Then with an audible slurping noise it lifts from the ground and begins to make angry sounds at you.
"You cannot be distracted, We Must Find It! We were brought here for a reason!" Lord Ishra intones in your mind. "Revenge and Power Ashnar! It. Is. Close!"
~~
~~
Zarzo IcefangU
Creature - Loktor
Spells cost 1 less to cast as long as Zarzo Icefang is attacking.
1/2
Location: Carbon Sparks: 1000 Inventory: ~ Profession: Treasure Hunter Experience: 0/25 Mana: UUUUU Perks: Tribal Lance > Whenever ~ attacks, it gets +2/+0 and first strike until end of turn.
You arrive at the hanger in Carbon at the worst possible time, midday. As soon as you step off your shuttle you're funneled towards the customs stands before you can even decide if that's where you're trying to go.
"Move it lizard-man"
"Who left a pile of blue dung in the middle of the hallway?"
You can hear the insults flying towards you, but in this mass of people it's absolutely impossible to single out who is doing the yelling. You clench a fist in frustration, but quickly realize you're crumpling the paper that brought you here in the first place. You uncrumple it and read it again...
Hunter!
It is that time again! The great hunters of The Allied Worlds are gathering at Vorvadoss for The Carrion Rings! This hunt or be hunt competition will only be open to those who can prove themselves strong enough to compete and draw a crowd! If you think you have what it takes come to Carbon>Downton and seek out Rissiks
~~
~~
Alexis Robertson1
Artifact Creature - Mercenary Construct
At the begging of each combat, flip a coin. If the coin comes up heads, Alexis Robertson gains provoke until end of turn. If the coin comes up tails, Alexis Robertson gains defender until end of turn.
2/1
((OOC: Note. Just because you don't breathe doesn't mean you can survive in those temperatures. Since you were once human I'm placing you in Carbon. Just don't expect to be able to head to Plamsa/The Deep without protection and being able to live))
You again marvel at the level of convenience a mechanical body has given you. You didn't even need to show any papers at the customs in Carbon when you entered the space station. A guard simply scanned the identification signature you're suit was giving off via radiowaves and he waved you through. You peer back at the crowd still trying to get it's way to the more mundane customs system. There seems to be a particularily tall, blue lizard man, looking as if he was wading through the crowd like water ((Zarzo)). You could just stand there watching people, but the message sent directly to your systems still flashed, waiting for a reply.
Alexis! They're gone! They're all gone! I don't know who else to talk to! I don't know if you're still you or if you remem...."
~~
~~
UnpronounceableW
Creature - Insect W: Return Unpronounceable from exile to the battlefield under it's owner's control.
2/1
((OOC: I laughed out loud when I saw your char's name))
The sliding door of your uniform apartment in The Burb had only slid shut a few seconds before when a tell-tale chimming begins from the other side of the door. Before you can respond a datapad is slid beneath the door and you hear the delivery droid whiz away off on other errands. On the datapad there is but one message.
Your Grace,
It is not the intention of myself, or those with me to offend you in any way. While the message in general is quite true and I have no reason to disbelieve it, I also have no reason to consider it infallible or to indict you or your people in any way. If you would be so kind as to meet me in my quarters just south of Plasma Corridor I would be ever grateful. Let's clear this mess up.
Lt. Grkolk
TAW SpecOps
~~
~~
It-Tu BorudeyR
Creature - Amiox W: It-Tu Borudey can block an additional creature this turn.
2/1
Location: Carbon Sparks: 1000 Inventory: ~ Profession: Outlaw Experience: 0/25 Mana: RRRRR Perks: Peacekeeper's Pistol > Whenever It-Tu Borudey blocks or becomes blocked, deals 1 damage to that creature.
You take a deep slow breath before stepping off of the shuttle and into the chaos which was Vorvadoss customs. Your forged documents were all in order so you were not worried about the examination at the desks, but the horde of a crowd was chaotic, to put it kindly. While you waited you were jostled, quite violently, but before you could respond your trained instrincts registered what had happened, barley noticeable there was a tug on your pants right where you kept your spark book. You pulled out the leather folder and counted, yes all your money was there. In the back though, behind the TAW spark notes was a metal disc with two words written in your native tongue....
Jeda Liberation
you picked up the disc and looked at the back, scratched into the metal was a strange design you've never seen before.
"NEXT!" the bored looking customs official shouted at you.
((OOC: It-Tu, Alexis, and Zarzo can all see one another.))
Alexis Robertson
Artifact Creature - Mercenary Construct
At the begging of each combat, flip a coin. If the coin comes up heads, Alexis Robertson gains provoke until end of turn. If the coin comes up tails, Alexis Robertson gains defender until end of turn.
2/1
((OOC: Note. Just because you don't breathe doesn't mean you can survive in those temperatures. Since you were once human I'm placing you in Carbon. Just don't expect to be able to head to Plamsa/The Deep without protection and being able to live))
Alexis... The name rang through The Tin Man's circuitry like a chill. While still moving through the crowd he started to compose a message back while attempting to trace to location of the transmission.
Who is this and how did you get that name!? You better have a good reason to contact me and you better have the currency to back up your needs! Identify yourself now!
Private Mod Note
():
Rollback Post to RevisionRollBack
"Darius?"
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Amazing Leathermime Gaymer
Knefriteri Bahushi
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Name: Sakkar Species: Constructor
Sakkar has the shape of an about 3 meter long centipede. (this gives a good impression) Alcove: Carbon Colour: none (artifact creature) Profession: Diplomat Spec: Martial Perk: Universal Translator1
Artifact - Equipment
Equip 1 1: Equipped creature's creature type becomes the type of your choice in addition to its other creature types until end of turn.
Home Planet: Ares III space station
The station was caught in a meteor swarm about 100 years ago, wiping out all life. A Swarmship encountered the drifting debris about a decade ago and found them a suitable breeding ground.
Background: The Constructor Swarm the result of a symbiosis between artificial intelligence, organic creature and nanomachines. Similar to hive-building insects, each Constructor is geared for a specific task, be it ressource collection, construction, protection or expansion. They incorporate both metallic and organic parts and can take a variety of mostly insectoid shapes.
Sakkar has been designed as a representative of the Swarm for other races. Equipped with a sturdy frame and vast processing power to handle the various languages he's bound to encounter, maintain contact to the Swarm as well as coordinate the actions of subordinate Constructors, he is sent to Vorvadoss Station both for information gathering and to show other races that those strange, multi-legged things are actually capable of a dialogue.
"Would you please stay silent for at least a minute, Ishra!" Ashnar says to himself as he trips from being pushed by the other, faster-moving beings. "You've been talking about IT ever since we got here, and I'm not sure IT is here in the first place. I have a sense that it is, and I agree, power is good. Perhaps first we should deal with this...ooze...that we face, as it is IN OUR WAY. I'm not distracted, just occupied." And with that, Ashnar engages the ooze-thing.
Purging Shadows1B
Instant
Destroy target green or white creature. It can't be regenerated this turn. Death does not occur as easily as it used to. Thankfully the Daliga have found ways around the natural barriers of survival.
Ashnar hopes, since he still does not understand what the creature is, he will defeat it before it becomes a nuisance.
Ashnar Veizan B
Creature - Daligan
Sacrifice a creature: put target card from your graveyard on top of your library.
1/1
Location: The Deep
Sparks: 1000
Inventory: ~
Profession: Treasure Hunter
Experience: 0/25
Mana: BBBBBB
Perks: Shadow Cloaking > Cannot be blocked except by creatures with intimidate or hexproof..
You take a deep slow breath before stepping off of the shuttle and into the chaos which was Vorvadoss customs. Your forged documents were all in order so you were not worried about the examination at the desks, but the horde of a crowd was chaotic, to put it kindly. While you waited you were jostled, quite violently, but before you could respond your trained instrincts registered what had happened, barley noticeable there was a tug on your pants right where you kept your spark book. You pulled out the leather folder and counted, yes all your money was there. In the back though, behind the TAW spark notes was a metal disc with two words written in your native tongue....
Jeda Liberation
you picked up the disc and looked at the back, scratched into the metal was a strange design you've never seen before.
"NEXT!" the bored looking customs official shouted at you.
((OOC: It-Tu, Alexis, and Zarzo can all see one another.))
It-Tu held the disk between his thumb and middle finger and shifted it in the light. He had hoped to recognize the symbol as at least something vaguely familiar, but the seconds ticked by and no wisdom on the subject bubbled to the surface.
It-Tu placed the disc back in his pocket. He needed more information. Fortunately, he was a newly-minted member of an organization which considered information one of their major exports.
It-Tu left the crowded confines of the immigration office and headed Carbon's Downtown, looking for the Outlaw Guild headquarters, where he hoped to learn more about his new trinket.
It-Tu BorudeyR
Creature - Amiox W: It-Tu Borudey can block an additional creature this turn.
2/1
Location: Carbon Sparks: 1000 Inventory: ~ Profession: Outlaw Experience: 0/25 Mana: RRRRR Perks: Peacekeeper's Pistol > Whenever It-Tu Borudey blocks or becomes blocked, deals 1 damage to that creature.
Current Goals: Learn more about the mysterious metal disc.
“Downtown eh?” The customs official was an young human who squinted at your papers before handing them back and waving you on. “Just walk through the market in one direction till you hit a wall or you start seeing straight streets again. When you do You'll be downtown.”
You head into the hustle and bustle near the hangar and maneuver around merchant's wares in carts or hastily crafted buildings sporting the newest tech or starship upgrades or a dozen other things. An elderly couple of some odd species sees you and begins to shout at you “We have the best weapon upgrades! Virbro blades and blasters!” you continue to head striaght looking for Downtown, but they follow you. “You won't find anything better for a hunter than us!” they yell.
Finally you turn a corner and chaos literally stop and opens into an orderly row of entertainment services. You are Downtown.
“Hey! Mister!” You turn your head and, sure enough, huffing and puffing, the elderly couple dragging their cart of wares hobble around a glass building featuring ingots of raw metals. You aren't quite sure what they are, They are tall and thin, but not underfed because you can't see any bones from under their skin. In fact they look quite healthy despite being green and bald. What you assumed was age in their deliberate un-graceful shamblings weren't age but just awkward limbs. Once they're closer you realize they have four eyes, and each of the eight are looking quite hopeful at you.
~~
~~
[b]Alexis Robertson[/b]
You attempt to trace the message but can't find anything. It isn't like a normal hacking attempt where the trail leads in a thousand directions and you need to narrow down the true path, there quite literally is no sign. It's as if it wasn't sent electronically...
While you move thorugh the crowd you leave customs and the hangar behind and are now in The Marketplace and your ears are quickly assaulted by peddlers and merchants shouting for your attention.
~~
~~
[b]Sakkar[/b]
Creature – Constructor 1
Sacrifice an artifact: Regenerate Sakar
½
[B]Location[/B]: Carbon
[B]Sparks[/B]: 1000
[B]Inventory[/B]: ~
[B]Profession[/B]: Diplomat
[B]Experience[/B]: 0/25
[B]Mana[/B]: 5
[B]Perks[/B]: [B]Universal Translator[/B] > 1: Sakkar's creature type becomes the creature type of your choice in addition to it's other types until end of turn.
You wait patiently in line after leaving your shuttle, waiting for your turn at customs. Odd how packed customs seems to be yet you have a good 2m circle around you with no one in it. In fact it seems as if some short brownish species is collecting all his young and running towards the shuttle he just got off from. Curiosities aside, you head towards the customs official quite quickly and are scanned into admission.
“Err... your... grace?” A young human male is scratching his head looking at his terminal screen, then at you, then back. “Uh, diplomat sir... ma'am...uh.. Message!” he hands you a datapad with a blinking message screen. “Your grace, you need to head to the Hall of the Diplomats to get clearance to read the message... it's south” He is staring at the terminal and holding out the pad, very studiously not looking at you.
~~
~~
[b]Ashnar Veizan[/b]
((OOC: lol, in the middle of a crowded city? Tsk. Tsk.))
[b]Purging Shadows[/b]
Retroactive challenge: Kill that Ooze
Difficulty: 16
Balance 8/10: I have no problem with this power wise. Enemy colored kill spell that has the perk of preventing regeneration at a good cost. Needs a rarity though.
Flavor 10/10: Shadow assasin uses shadows to consume a life force even against it's own defense. Very nice.
Mechanics 5/5: Good man.
23/16 Challenge completed, mana spent, 3 xp gained.
The ooze like creature begins making less and less sound as shadows seem to wrap around it, then suddenly it drops and....splashes onto the ground. The crowd around you backs up at the sudden violence and before you can react you notice two lights shooting towards you, one red and one blue. Probes, flying towards your location. You can hear the message being repeated over and over “Citizens of Vorvadoss remain calm, remain still, do not disturb the crime scene! Citizens of Vorvadoss remain calm, remain still, do not disturb the crime scene!”
~~
~~
[b]It-Tu [/b]
You navigate carefully though the warren of The Marketplace looking for the building described to you. It was just west of the hangar, but it is hard to tell which direction is which with all the buildings crowding one another so closely, and carts, kiosks, and wagons cluttering what walking space there is. You even see three or four platforms floating above you, advertising their wares and pointing towards their shops with animated signs.
Eventually you reach the building. No larger than a single door but with the name quite obviously displayed floating above it “The Outlaw Guild.” You notice a hand print scanner proudly displayed in the middle of the door.
~~
~~
[b]Unpronounceable[/b]
((OOC: I'm gonna have myr code to deal with soon, I think I can take Eldritch xP ))
You delete the message from the queue on the datapad and make your way out of The Burbs. Moving from The Burbs towards Plasma Corridor is only a few minutes and while you get some odd looks as you float towards your destination, it isn't anything you're unused to.
At the corridor you ask one of the guards to point out Lt. Grkolk's office and are quickly surrounded by a small contigent of very nervous looking guards as they escort you to a back room.
Lt. Grkolk is standing in his office, staring at his wall which is a data screen full of images and notes in a language you can't quite recognize. While you can't recognize the words the images are gruesome. Corpses, dozens of them. You see mangled unfiroms of the TAW navy as well as obvious civilians, even some children of one species or another and.... Bugs. Your own people. Just two, but those corpses couldn't be anything else.
Lt. Grkolk's back is turned and hasn't seen you. All you can see is that he is a bi-ped and wearing a SpecOps uniform.
~~
~~
[b]Xajit[/b] B
Creature – Girxatian
Whenever a creature dies, you may have Xajit gain all creature types of that creature, Kajit is still a Girxatian.
1/1
[B]Location[/B]: The Deep
[B]Sparks[/B]: 1000
[B]Inventory[/B]: ~
[B]Profession[/B]: Novice
[B]Experience[/B]: 0/25
[B]Mana[/B]: UUUUUU
[B]Perks[/B]: [b]Skinshift[b] > 1: Xajit becomes the color of your choice until end of turn.
The Deep is...warm. The nitrogen in the air isn't completely evaporated but it's close. You head into the mass of other creatures making their way towards customs and are greeted by a green tinged creature behind the desk. It is fairly amphibious in apperance but has four arms in addition to it's four legs. It looks at you cuirously with a triangular face.
“Immigration papers? Passport? Visa?” it extends a hand. When you provide the needed materials the creature scans them then turns red
“Could... you... wait here?” it asks, obviously frightened and begins to type frantically with all four arms.
You notice the way into the Marketplace is actually quite clear at the momment. Though you do see two droids, a red one and a blue one, flying off in a hurry, their mechanical intones screeching something about a "crime scene".
You attempt to trace the message but can't find anything. It isn't like a normal hacking attempt where the trail leads in a thousand directions and you need to narrow down the true path, there quite literally is no sign. It's as if it wasn't sent electronically...
While you move thorugh the crowd you leave customs and the hangar behind and are now in The Marketplace and your ears are quickly assaulted by peddlers and merchants shouting for your attention.
Malfunction...must be a malfunction The Tin Man begins to look around at his surrounding in an attempt to find a Cybertron Diagnostician or a 3rd rate Cyborg repairman.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Darius?"
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Amazing Leathermime Gaymer
Knefriteri Bahushi
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Species: Aaztac- The Aaztac are a desert dwelling species. They have pointed ears and scaly skin that has dark hues ranging from a dark red to pitch black (Karnac has pitch black skin). The species average height stands about 6'5, making them slightly taller than humans. Tribal tattoos on thier face and other parts of their body are not uncommon, as they mark both lineage as well as feats and accomplishments. karnac has bright red hair which he currently wears in a mohawk style Basically like this: http://www.deviantart.com/#/art/Blind-Warrior-295156854?hf=1
Alcove: Carbon
Color: Red (primary) White (secondary) Green (third)
Professions: Officer (specifically a Galactic Marshall, more about them explained in background)
Spec and Perk: Martial
Marshal's Badge1
Artifact-Equipment
Equipped creature has intimidate.
Equip 2
Home Planet:Tenotic,a world filled with arid savannahs, steamy jungles and harsh deserts. The planet has been divided into several city-states that share a loose confederation. Due to the fact that its more isolated than other worlds, it also has a tendency to attract the unsavory criminal element, as well corporations that want thier research and testing done somewhere far from the public eye.
Background: Karnac was raised on Tenotic, a bit of a wild youth and brash youth, but that changed when his home city-state was raided by interstellar slavers. he had his younger siblings managed to escape but his parents were not so lucky. This stuck with him as he became driven to ensure his family would survive and to capture those that had torn his family apart. To that end when he was old enough, and his siblings old enough to fend for themselves he joined the Galactic Marshals, an interstellar and inter species law enforcement agency responsible for investigating and tracking dangerous criminals and fugitives and bringing them to justice.
The Marshals are often given a fair amount of legal "wiggle room" as to the methods used to accomplish their mission, which has occasionally given them the reputation of "thugs with badges" (think Gangster Squad) However above all they are there to protect the populace at large and any extreme violation of law (ie murder, bribery etc) is severely punished.
Karnac completed the training and eventually captured the slavery ring that had captured his parents bringing them to justice, though to late for him as his parents had killed for trying to resist the slavers after being captured. Since then he has been traveling the various lawless parts of the galaxy on assignment, hunting down criminals, and making sure that no one has to endure what his family endured.
Species: Asirian - An anthropomorphic primarily reptilian-avian-like race that live in the Sky Towers or in the high mountains of her homeworld. Their bodies are smooth with tiny scales and larger scales made of a light orgsanic-metal like substance around their underbellies, arms, and legs. Their feet ending in Taloned claws with hands more reptilian in appearance, clawed with four digits. They do have wings and thus can fly, either more dragon-like or more avian, where the wing membranes and feathers are coated in a similar light metal coating. Their faces resemble more traditional reptilian appearance, though may vary with feathers, eye colors, and They average from 5 ft in height to as tall as 7ft.
Alcove: Carbon-Plasma (To some degree)
Color: White Blue Black
Professions: Diplomat - Priest-Scholar
Spec and Perk: Magical
Blessing of the Gilharad W
Enchantment - Aura
Enchant Creature
Enchant Creature gets +1/+1. If it's an artifact Creature it gets +1/+2 instead. Blessed are those who worship the sacred steel. Blessed more are those who inscribe the sacred steel upon their flesh.
Home Planet: Ga'Varik, located in Sector XIII of the Verdant system. The atmosphere is quite turbulent, spouting ion storms on a regular basis. As such, most of the population have adapted to the turbulent atmosphere by growing special organs that allow them to breathe in the ever changing atmospheres below and above the storm clouds or augmenting artifice upon them via surgery and/or advanced genetics (i.e. natural steel). The Days can be as calm as a Terran Spring or as Turbulent as a Storm on Jupiter.
Background: Ava'Aris II was born in one of the sky cities of Ga'Varik. Her family was slightly well off and belonged to the Merchant Class, comprising of not only Space Traders but also Manufacturers. The young woman would be enthralled by the things her father would bring back, artifacts, toys, and other works of art from the worlds beyond and thus would spark her interest in creating objects, which her mother, a teacher from a school would foster at home.
It was where, later in her life, she had gotten contact in with the Sanctuary of Winds, a local organization that functioned as part Scientific Body and part Religion. Where they wish to improve augmentations through spellcraft and artifice and believe that they would ascend through balance of flesh, magic and artifice. She would eventually join their ranks as a Relic Keeper, one who studies the sacred art of artifice and magic and maintain the current artifacts displayed at the Sanctuary's Museum of Art and Science. As such, as part of her studies, she and several others were sent to the Station to learn more about other races and their artifice and bring back more relics, mage work, and artifice for study as well as maintain a branch of the Sanctuary.
Ashnar sighs, as if unsurprised by the reaction of the crowd and the siren of droids coming towards him. "It is time to find It, Ashnar says to Ishan. I need to go." With that Ashnar begins running towards the droids, still calm as usual. However, along the way, he unfortunately ends up colliding into a being who was not paying any attention to him whatsoever, gazing into the distance: Xajit. Although, you could argue, knowing when a cloaked shadow is coming towards you is hard.
Ashnar Veizan B
Creature - Daligan
Sacrifice a creature: put target card from your graveyard on top of your library.
1/1
Location: The Deep
Sparks: 1000
Inventory: ~
Profession: Treasure Hunter
Experience: 3/25
Mana: BBBB
Perks: Shadow Cloaking > Cannot be blocked except by creatures with intimidate or hexproof..
"Before I tell you anything, I thank you for your assistance. You are an interesting species though...I have never seen someone with so many arachnid appendages that can cloak. Perhaps later you could inform me.
For now, I grant you the information you seek. However, I am not sure how you will properly react. I am Ashnar Veizan, a Daligan Treasure Hunter. You have never heard of my race, the Daliga, for they stalk the shadows."
Ashnar then briefly stops, and starts talking again "We seek IT. We do not know exactly where IT is on the station, but we must find it. I am Ishar the First of the Daliga, and it would be in our best interests to work together since you as well can cloak."
Ashnar/Ishar then pulls back the hood of his cloak, revealing a head made entirely of pure shadow with red lightning emitting from it. His eyes and mouth are made from the same lightning, but when Ishar speaks the red lightning turns black as the night. "We should stick together if we are to remain safe in this Station." Ashnar concludes, putting his hood back on.
Ashnar Veizan B
Creature - Daligan
Sacrifice a creature: put target card from your graveyard on top of your library.
1/1
Location: The Deep
Sparks: 1000
Inventory: ~
Profession: Treasure Hunter
Experience: 3/25
Mana: BBBB
Perks: Shadow Cloaking > Cannot be blocked except by creatures with intimidate or hexproof.
The couple smile broadly, and with a few keystrokes of a side panel of their mobile kiosk, a panel moves and their wares are displayed. The kiosk is filled, quite literally with guns. The more maculine looking one has to move some of the sidearms around in order to reveal the larger rifles underneath. They may not be organized, but they are quite thoroughly packing.
((While there are many different styles and appearances of guns they amount to...))
Basic Handgun1
Artifact - Equipment
Equipped creature has "T, Unattach basic handgun: Basic Handgun deals 1 damage to target creature or player"
Equip 2
450 Sparks
Blaster Rifle3
Artifact - Equipment
Equipped creature has "T, unattach Blaster rifle: Blaster rifle deals 4 damage to target creature or player"
Equip 3
1200 Sparks
Concealed Stungun2
Artifact - Equipment
Equipped creature has "T, unattach Concealed Stungun: tap target creature, that creature gets -3/-0 until end of turn. 1
300 Sparks
((purchasing a weapon does not equip it))
They step away from their weapons and motion you to explore, though you notice they both have hands resting on their sidearms. Is it a trap? Or maybe what they're selling is loaded and they're just cautious? Or maybe.....
~~
~~
You begin to wander the marketplace, your head on a swivel trying to find a shop you're looking for. It only takes a few seconds for it to be obvious you're not familiar with the area, once that is true and small spherical droid falls from the ceiling only to stop midair in front of you. A holographic display opens, showing a three dimensional map of the area, with yourself and the droid glowing a faint purple.
"Greetings, I am Mark-236v3 Economic assistance Droid. I have the most up to date information as to the whereabouts of each and ever licensed merchant on Vorvadoss Station. Please make any inquiries."
You glance at the map, then tell the droid what type of business you are looking for. Instantly a dozen of the buildings and carts on the map turn orange and an orange light connects between your image and their on the map showing the way. Without traveling too far, there is a large building about a ten minute walk, a small kiosk that is only a few minutes away, but is quite small. Also, probably only a few seconds jog there is a man illuminated, holding a sandwich board of all things.
You head into Vorvadoss through the military hangar and quickly march up to the customs desk, circumnavigating a horde of aliens waiting at the civilian station. There isn't actually a person at the Officer desk, just a large metal gate. You hold up your Marshal's Badge and it is quickly scanned, then with a soft chime the gate swings open and you march into the market.
You hold the claims chip form your most recent assignment. It was a simple search and rescue, but it says you are entitled to 1000 sparks as long as you show up and claim them in person. That wasn't only unusual as most exchanges were automated, the Marshalls had your account information, but it was over triple the amount for the work you did. Who wanted you on Vorvadoss that badly?
~~
~~
Ava'Aris IIW
Artifact Creature - Asirian W, T: prevent all damage done to and by target creature with converted mana cost 3 or less.
1/1
Location: Carbon Sparks: 1000 Inventory: ~ Profession: Diplomat Experience: 0/25 Mana: WWWWWW Perks: Blessing of the Gilharad > +1/+2
When you finally arrived at Vorvadoss you were asked, quite politely, to wait in your shuttle. So you did. You waited. Waited quite a while. In the shuttle, you waited. When you were finally allowed off the vehicle, you glanced at the long customs line in front of you, more a mob of people desperately shoving their way through a few small passage points. You begin your way into the mob when you hear a voice all out from the side.
"Your grace? Ava'Aris?" A small woman is standing off to one side. She is fair, has long hair, and very long ears. ((The woman in my new avy to be precise :P)) "Your grace, I believe you are the new Envoy from Ga'Varik we are expecting? I am Ellisande, I head the Treasure Hunters and was asked to escort you to the Hall of the Diplomats whenever you were ready."
~~
~~
Ashnar and Xajit
((YAY first contact!))
Xajit>
Bonus Challenge ESCAPE!
Difficulty - 15
Balance 10/10: It's a little strong for simply U, but making it an uncommon clears any fears of limited imbalance. Other than that it's just a nice little trick.
Flavor 6/10: Glimmershape explains how it can't be blocked, because it alters apperance but I'm not seeing where hexproof comes in. Also I would like some flavor text!
Polish 5/5: Works.
21/15
Challenge complete! Mana spent (both for ze spell and for ze activation) 3 xp gained!
As you two speak in whispered tones in the alley the calls of the drones die down. Once the conversation is over, though the red and blue drones drop from the sky and fall one on each side of you. Triangular nodes fly out from both of them, surrounding you, and before you know it you're circled with a light blue screen. The screen does something besdies encase you, you realize, your mana... it's gone. Well, no, that's not true... it's there, but you can't actually use it.
"Ashnar Veizan, Daligan, registered Treasure Hunter, you are under arrest for murder, attempting to evade arrest, and tampering with a crime scene. Xajit, unregistered Girxatian, you are under arrest for aiding a known fugitive and for resisting arrest. Transportation to our detainment facilities is imminent. You have the right to legal council should you risk it, we have the right of excessive force should you continue your resistance." The drones played the recording over and over as you awaited your transport.
That transport turned out to be a floating metallic sphere that touched down at the edge of the shield and penetrated it just enough that the entrance could be opened for the pair of you without risking even a centimeter of unrestricted space. The interior was what you might expect, an uncomfortable looking bench and no windows.
((Assuming you guys aren't going to resist further, you're going to be transported to the Officer's area and sent underground into an empty room with bright lights, a table and three chairs. Yes in this era of advanced technology and magic they still use the same interrogation rooms))
~~
~~
Unpronounceable
The Lieutenant turns towards you as you speak. You get a good look at him for the first time. Not human, though many in the SpecOs are. Instead all you can really see is a metallic skeleton, a jagged one with many ridges and straight planes. Well, that's not quite true, the skeleton is all you can see clearly but there is flesh, as the uniform is far more filled out than the skeleton. The flesh is...almost entirely transparent. all you can see covering the bones is a faint shimmer in the air.
"Ah, yes, Your Grace. Thank you for meeting me on such short notice. I'm sure you've seen the images." He gestured a hand behind him at the display "This was at our annual unit picnic last night. It was on the surface of Ronili, a planet in the same star system Vorvadoss is in currently. It happened in a fairly remote field. Tell me, Your Grace. Why are there unidentified umm..." he clearly started to say "bugs" but apparently didn't find that quite polite "..members of your people, on Ronili last evening."
You begin to wander the marketplace, your head on a swivel trying to find a shop you're looking for. It only takes a few seconds for it to be obvious you're not familiar with the area, once that is true and small spherical droid falls from the ceiling only to stop midair in front of you. A holographic display opens, showing a three dimensional map of the area, with yourself and the droid glowing a faint purple.
"Greetings, I am Mark-236v3 Economic assistance Droid. I have the most up to date information as to the whereabouts of each and ever licensed merchant on Vorvadoss Station. Please make any inquiries."
You glance at the map, then tell the droid what type of business you are looking for. Instantly a dozen of the buildings and carts on the map turn orange and an orange light connects between your image and their on the map showing the way. Without traveling too far, there is a large building about a ten minute walk, a small kiosk that is only a few minutes away, but is quite small. Also, probably only a few seconds jog there is a man illuminated, holding a sandwich board of all things.
The Tin Man makes his way to the small kiosk and speaks to the owner I require a deep level diagnostic of my systems. You will perform it.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Darius?"
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Amazing Leathermime Gaymer
Knefriteri Bahushi
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Karnac lifted his badge as the scanner read it and the door clicked open as he walked through the gate and into the market holding the claim slip in his hands.
It was too much.
No matter how much he might groan in the bars with his fellow Marshals that they were paid too little for what they did, he still knew when he was being over paid. It smelled like a set up,some criminal had hired a black market technician and printed out a fake claim slip to lure him out. Then again it could just as easily be the Marshals themselves having a job they wanted him for but didn't want it on the official record.
Whatever the case was he wasn't going to get answers by standing in the market. Being a Marshall meant you often had to push away your paranoia even if it was justified. Some times to catch danger you had to put yourself in dangerous situations
That's what they called a paradox.
Folding up the form he began to make his way through the Market and to the claims office where either money,an ambush, or something else entirely awaited him.
Ava'Aris IIW
Artifact Creature - Asirian W, T: prevent all damage done to and by target creature with converted mana cost 3 or less.
1/1
Location: Carbon Sparks: 1000 Inventory: ~ Profession: Diplomat Experience: 0/25 Mana: WWWWWW Perks: Blessing of the Gilharad > +1/+2
When you finally arrived at Vorvadoss you were asked, quite politely, to wait in your shuttle. So you did. You waited. Waited quite a while. In the shuttle, you waited. When you were finally allowed off the vehicle, you glanced at the long customs line in front of you, more a mob of people desperately shoving their way through a few small passage points. You begin your way into the mob when you hear a voice all out from the side.
"Your grace? Ava'Aris?" A small woman is standing off to one side. She is fair, has long hair, and very long ears. ((The woman in my new avy to be precise :P)) "Your grace, I believe you are the new Envoy from Ga'Varik we are expecting? I am Ellisande, I head the Treasure Hunters and was asked to escort you to the Hall of the Diplomats whenever you were ready."
The woman would nod and smile at her. Thankful to be moved away from the mob. "Yes, Yes I am." she would reply and give her a light bow. "I suppose we shall...it is getting claustrophobic." she replies to her. As they would move out, she would notice quite the commotion outside. A pair surrounded by robotic drones of sorts, possibly peacekeeper drones. "Is it always...how do you say....exciting here?" she asks her and trying to be as polite as possible. Looking back at the woman as they slowly made their way out of the customs area.
The Theriva, (a given named for which the other races can commonly call them, as the true name of Szz'ksthssyshf is rather long for most races) are an almost seemingly elemental species, a race of sentient reactions combined to form such a being. They generally come in three colours, red, light green, and blue. Each color is actually a representation of genus, so in a sense, the Theriva have 3 sexes, each having to blend molecular reactions in order to spawn a new consciousness.It is widely believed by most scientists that this strange rise of elemental organics was due to some intermittent blending and adaptation caused as a star went supernova, one of its nearby budding life holding planets being burned out in the process right as similar galactic phenomenons formed a star in its place. This rapid remolecularization may perhaps have brought the Theriva or Sizzs (a slang nickname granted by some of the other races due to their volatile energetic natures) Their original "tongue" comes in the form of a varied series of hissing sounds, much like that of something burning alive but withouth pain. Despite this, which had heavily infuenced their own naming systems and such, they easily adapted the the universe's growth, having found that they were not alone after their first few craft's (which seemed more like burning meteors from afar, but they're just inherently on fire) met with freaked out explorers.
The gender difference are in the order of reactional life creation, red, blue then green. Red Theriva cause an initial reaction or "spark" with a blue Theriva, enacting a budding chain of molecular collisions which form the energies of a new Theriva, these are then made to interact with a Green Therivan own energies, the reactions incubating up until the point that it escapes the Theriva on its own volition. (Crksh)Red's are considered male by other species, (Fssyr)Blue as genderless (or both genders at the same time), and (Szss)Green as female.
Their kind often rely on the inherent atmosphere in order to sustain a stable form, they do not often need to wear atmospheric suits unless in open space, in which they would burst into radial energy. When unable to maintain form stability due to atmosphere or emotional outbreak, Theriva usually grow to a living explosion, in look, their presence only causing heightened temperatures, based on their degree of instability. Theriva look much like the flamekin of the plane Lorwyn, except that they are less tangible and every inch of the is never constant. ("Hair" and "skin" colours are similar)
Alcove: Plasma Colour: Red (white), (black) Profession: Treasure Hunter, but in her own words, a scholar, seeking knowledge Spec: Magical Perk:
Flamebreak CoronaR
Enchantment - Aura
Enchant Creature
Totem Armor R: Deal x damage to target creature or player, where X is equal to enchanted creature's power. The Theriva normally exhibit a radiant aura, radiant enough to scorch one's skin off.
Home Planet: The Therivan homeworld of Nv'Skshzs is a birght and calamitous star, bearing all resemblances to a normal carbon life form planet, except for the fact that its core is in a constant reactive state, its energy pulsations reverberating across the world. It is an yellowish dwarf, early in its years with ever present solar flares and similar things. Its unique properties actually present one of the lower temeperatures amongst most stars, other beings being able to walk on it as long as their suit can resist walking along a planet's iron core. Nv'Skshs is host to its own variety of flora and fauna, like the Kshyr, or Flameborn Hellion, and Zf'fs, a unique blooming plant which is presently used as a source for solar energies in underground facilities or planets without light.
Its origins were in a budding life-bearing planet, caught in the blast radius of a nearby supernova as a nearby cloud of particles which had been reacting into its own star drifted into the system, the energetic collision, of particles vaporized the homeworld, its molecules immediately reforming as it was sucked into the budding star, which had been pushed away and was recreating the particles that had entered its world. Eventually, the life bearing particles also reformed and their structures altered, resisting the new star that had adopted them. These eventually melded with the plasmic energies of the star, evolving into what is known as the Theriva, or Szz'ksthssyshf, which mean "Born of Flame" in their tongue.
Background: Ss'ksms Cfss lived a sheltered life on her home planet (or star depending if living on a star counts as a planet), raised to hone her own abilities at manipulating her reactions as many of the great Pyre Sages had. It was a pleasant life, as masterful ability to control such things as fire paved paths to forming of the world about her. It was only recently when the Szz'ksthssyshf were met by the V'ssrh, an olden word used to refer to members of a different tribe, back when the inhabitants were separated nations, but used in the present age to refer to alien species that are not Theriva.
This meeting of chance brought much change to Nv'Skshzs, ushering different philosophies, ways of thinking, technologies, methods of good, methods that extinguished life as well as give it. The drastic evolution of culture was a prevalent thing on the planet, as energy could never stay in the same place at all times, so their world changed ever so. But this was different, the introduction of other realms of understanding excited the race, as all knowledge and ability was believed to eventually return to the homeworld once its spark was extinguished, its energy becoming part of the next generation, so like a raging fire, it would grow exponentially.
Ss'ksms Cfss (or Syk, as some of her V'ssrh acquaintances called her for easy reference.) was was one the many who set out to learn of the rest of the universe, wishing to gain more from the ever expanding world around them, more to consume, more to feed on so that when they finally sputter out, a brighter flame could be kindled.
The Therivan philosophy that never changes is that energy is and always will be prevalent, as it cannot shrink, the only thing to do is grow, or alter.
Theriva cannot succumb to intense heat, but can actually be lost in it if they manage to dissipate in its plethora of reactions.
Even failures are considered to be an addition to the Therivan knowledge pool, as learning what not to do is equally important to the nation. (So the Darwin Award has no stance)
Contact with other forms is usually nonharmful unless meant, the therivan touch of a stable form at most is either warm or very tingly. A volatile form has little ability to grasp solids and instead intensifies temperatures in its general location.
Being colder is nonlethal, but temperature drops are very peculiar to the Theriva, as it is indeed a strange sensation.
Private Mod Note
():
Rollback Post to RevisionRollBack
-Rukarumel, Field Journal
Thanks to mcchief111 for the avvy.
Decks:
Standard: RMinotaur MidrangeB
Modern: GSpider TribalB RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
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Introduction
Vorvadoss is what I am going to call a cosmic based Massively Multiplayer Online Role Playing Card Creation Game (MMORPCCG). Since this is a Magic: The Gathering based game, it is assumed that players know the rules and at least a bit of the lore of M: TG. As an RP, Vorvadoss Station is very much a sandbox game. The character has an unparalleled amount of freedom to decide how to interact with the world as they wish. There is nothing really that is off-limits within the game itself. You can be a thief, or a bartender, a rule or a savior, or anything else that you can think of. What I mean by a cosmic based game is that it does in fact take place over the span of an entire galaxy, with a wide arrangement of planets largely influenced by some traditional science fiction settings such as Star Wars, or Star Trek, etc. but it is also a place of mystery and magic heavily influenced by Magic: The Gathering itself as well as the stories of H. P. Lovecraft. This game will be full of action, intrigue, surprises and mysteries. (Note: all measurements given from a GM in this game will be in the metric system).
Vorvadoss Station is a space station orbiting an uninhabitable gas giant and also the capital of The Allied Worlds (TAW), an inter-planetary union of hundreds of species and perspectives. TAW is ruled by The Gathering, a parliament consisting of a single representative of each planet that is part of TAW. While The Gathering is a powerful entity and is constantly seeking to add new planets to it's fold there are many peoples and worlds that have resisted joining TAW preferring to stay independent or even forming cohesive rebellions against The Gathering itself.
Vorvadoss: Every character created begins their journey in a Vorvadoss Station. Vorvadoss is actually three exactly mirrored space stations contained in a giant disc, each station representing a different slice of the station. Each station has identical structures and offerings. The key difference between the three Alcoves is the environment present. There is the Carbon Alcove which is filled with oxygen and carbon dioxide and has a base temperature of 22 degrees. The second Alcove is the Plasma Alcove which is filled with gaseous tungsten and has a base temperature of 5,600 degrees. The final Alcove is The Deep, which holds in a thick mist of vaporous nitrogen, resting at a cool -190 degrees. The three Alcoves are separated by branching corridors. Each Alcove has two Corridors, one to each other. The Corridors themselves are protected and sustained by incredibly powerful magical wards which drains all air and heat from the corridor, coincidentally the wards also restrict movement from anyone without a legal pass from one to the other.
At the outer edge of each station is a large port which holds both hangar space for individually owned spacecraft as well as an extensive shuttle network to well traveled nearby planets. At the very edge of interplanetary customs begins The Markets. There was once a military efficient grid of several markets divided between various government buildings, but it has long since sprawled into ever unused nook, cranny, or vacant sidewalk spot. The Markets hold equipment and goods from almost every planet. Hidden within the bustle of The Markets is the Hall of the Diplomats as well as Enclave of Treasure Hunters.
When one finally leaves the warren of The Markets they enter what is whimsically named Downtown. Downtown is the entertainment quarter of Vorvadoss. Restaurants, bars, clubs, shows, sporting arenas, and much much more glow in neon bright invitation to satisfy whatever itch any species may want to scratch. Deep within each of the Downtowns there is a small building, really just a doorway wand a single small room, brightly labeled as The Outlaw Guild. Downtown is finally overcome by the various housing districts as you branch further into whichever Alcove you are able to survive. The housing in The Burbs is all utilitarian apartment complexes exactly identical to one another. The Gathering does not allow for class imbalance on Vorvadoss Station itself, there simply is not room.
At the end of the countless crossroads of eerily similar living quarters is the entrances to the Corridors between Alcoves. Flanking each Corridor are the official government structures that were once in The Market. The Gathering parliament buildings are in prominent positions, but so is the very large and imposing Officer Office. Lesser government structures for licensing or utilities or a dozen other bureaucratic housekeeping finish out the border of each Alcove.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
To create a character in Vorvadoss simply fill out this handy dandy form!
Species:
Alcove:
Color:
Professions:
Spec and Perk:
Home Planet:
Background:
Once the form is filled out, I will evaluate your perk and if approved I then generate an avatar for you based on the given information as well as your initial hook.
Name: There are no naming restrictions in Vorvadoss, but please keep in mind that I will always refer to you by your character's name and not your MTGS sign in, so it may be wise to choose a name you'll easily recognize and remember!
Species: As a cosmic game I plan to be incredibly lenient in what Species you choose to be. You can be an Elf, or a Twi'lek, a Dragonkin, or an Ooze, or something completely original. Be descriptive! The only rules which dictate what species you are is you must be at least 15cm tall and cannot be more than 3m tall. Other than that, it is entirely up to you. In the form itself please include your personal physical description.
Alcove: This is tied directly to your species. Depending on what type of planet/atmosphere you are from you will need to tell me which Alcove you wish to start on. If you choose to start on an Alcove with an environment you cannot naturally survive it is assume you are renting a space suite from the shuttle you recently arrived from.
Color: Please choose a primary color of magic to begin with. If you would like your character to have multiple colors, feel free to tell me which but to begin with each character will be mono-chromatic (artifact creatures being considered mono) until at least level 2. At level 2 a character may become dual colored, and can become tri-colored at level 3. There will be no four or five color characters unless otherwise approved by a GM.
Each and every character that is created will need to choose one of five professions to be associated with. The Professions are Diplomat, Treasure Hunter, Officer, Outlaw, or Novice. These professions are deliberately vague and you are not ever required to keep to them. They are mostly going to be used for the manner in which NPCs will interact with you, as well as a modifier of your initial hook.
Example: If you wind up on a planet where you cannot communicate with the native species, if you are a Diplomat, you could head to the TAW Embassy and obtain a translator for free, and even possible help with whatever they are going about. An Outlaw who tries the same course of action would get a much more interesting result depending on the... reliability of their ID. Conversely if your character needs to speak with a specific informant who is having a drink in The Outlaw Guild, only an Outlaw would be able to actually go in to see him, whereas a Diplomat would have to attempt to lure them out.
When you select a profession, please be specific as to what your profession is, instead of simply listing one. For example, do not simply be an Officer, you would be Officer/Secret service agent specializing in under cover anti-rebellion espionage.
Diplomat: As a profession, diplomats include TAW appointed, official, envoys as well as representatives of independent planets. They can be members of non-government organizations (non-profit or way profit oriented) or anything else you choose. They are scholars or priests, mediators or instigators. Diplomats tend to work in the open manipulating existing legal channels. That doesn't mean Diplomats are law abiding citizens even within the systems they manipulate. Diplomacy grants certain legal immunities and access to planet side Embassies or certain social gatherings.
Treasure Hunter: The TAW has existed for millenia, most planets have been scoured by cartographers and explorers. Everything from asteroids to moons are well known in the inner galaxy, but even there treasure still lies untouched. Some is simply lost, some is too well guarded magically or otherwise to be touche and some are simply in the wrong collection. Treasure Hunters as a profession are motivated by the need to find something, whether it's their next paycheck, a lost tome, or just a good story. Treasure Hunting gains access to the Enclave's archives of information as well as some less than public markets.
Officer: The Officer encompasses anything from a Naval Commander or Army Sergeant, Secret Service Agents or Planetary Environmental Preservation Specialists. Officers tend to have risen in whichever organization they choose through expertise, or nepotism. Officers can be natural born leaders or complete fools. Officer status lends prestige with soldiers and first responders. You also have access to public and privet investigation records.
Outlaw: Being an outlaw isn't about breaking laws, it's about having a goal and going for it regardless of the opinions of others. From Mercenaries to Vigilantes, cut purses to smugglers, outlaw is probably the most vague of professions. The only common thread to an Outlaw is membership in the Guild. Membership in the Guild isn't a simple agreement, but a magical contract which allows you to enter the Outlaw Guild building itself without dieing, at the cost of incredible pain and possible death should you attempt to expose or betray the secrets of The Guild.
Novice: Simply speaking a Novice is one without any of the above professions. Any character may start this way, usually intending to apply to one of the professions and start their story from the bottom of the totem poll. While this is acceptable it usually isn’t as conductive to collaborative play as a full member of a profession would be, as seeking acceptance is largely a solo enterprise and one without a profession has a little less to offer to other characters.
Martial: A martial spec character will begin as a one mana 2/1 or ½ (GM's call) and you are allowed to start the game with a single piece of equipment with a casting cost of 1 or less and equip cost of 2 or less. Martial characters begin with a total of 5 mana.
Magical: A magical spec character will begin as a one mana 1/1 and you are allowed to start the game with a 1 mana enchantment of the color of your choice. The enchantment can either be an aura attached to yourself, or a global enchantment that only effects yourself. Magical characters begin with a total of 6 mana.
Perk Note: The perk should be an actual card.
Home Planet: Give a description of the Planet (or moon, or asteroid, or even starship) that your character was born on. You may select any area already discussed in game or in this guide.
Background: Tell me about your character! Include as little information about his/her/it's past as you wish. Just keep in mind that the more you include the more interesting your initial hook is likely to be.
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
As you explore the Galaxy and meet people and NPCs you will notice odd things or strange happenings, these are what will be refereed to as story hooks. You are free to pursue them or not as you wish. You may also list your character's personal goal they are trying to attempt.
Initial Hook: Along with an avatar when you create a character I will include a small, individual story hook for you character. You can pursue it or abandon it as you wish. You may share it with others and have people help you with it or can keep it on the back burner as you follow other paths. Initial Hooks are just an attempt to help with character immersion.
Mostly stolen from Rithaniel! To put it simply: You post what you do, I post the result. Though please note that this will be a very morphic, freeform game. Not everyone will start in the same place, or even on the same sphere, and I have no reservations about where the story goes.
As you journey and seek out your goals, you will encounter difficulties and challenges, often multiple times during a 'quest'. This is where the custom cards come in. Each encounter will have a numeric difficulty assigned to it. You will design one or more custom cards to address the challenge and I will grade each on a scale from 1 to 25 based on three sets of criteria: Flavor (10 point scale), Balance (10 point scale), and Polish (5 point scale). If the total score of your cards (+/- any modifiers) meets or exceeds the challenge difficulty, you succeed. If not, you fail. I'll be describing what exactly happens as we go.
Should a challenge have an acute time limit or require profound concentration, however, it becomes a conflict. You will make cards during conflicts as well, but their design and flavor count for less, and you are graded on a scale of 1 to 10, then that score will be added with a 4d6 dice roll and any combat mods you have. If the final result meets or exceeds the challenge rating of the conflict, you succeed. If not, you fail, and the consequences may be quite dire.
Mana is not unlimited. You will start out with some and find plenty of ways to replenish it along your travels. This is something you will need to keep track of (see The Most Important Rule).
Also note that, as you complete challenges and conflicts, you'll gain experience. Once you have obtained enough experience, you level up. When you level up, you will be given a choice of different ways you would like to advance your avatar. You will also gain new traits as you level, with more exotic and powerful ones becoming available as you gain levels.
Can I cast permanent spells? Yes, but they won't be permanent. Each spell exists solely in the context of the challenge it is created for. This isn't to say you won't acquire permanent permanents, but you probably won't cast them yourself.
What if I want to cast a spell to accomplish something that isn't a challenge you gave me? Feel free to do this. If you do, I will treat it as a challenge, choose an appropriate difficulty, and then see if you succeeded.
What are spell mods and when are they applied? A spell mod increases or decreases your card's score against its difficulty check. They are applied whenever a difficulty check is made, so if you cast multiple spells for a single difficulty check, you only get the mod applied once. Since every spell in combat gets an independent difficulty check, those mods apply to each spell.
How do I get mana? Exploration and rewards. Cities don't have as much as the open world.
Can I pool mana with allies to cast spells? Yes, if you have their permission.
I have a lot of weapons. Do all their effects apply? No. Once any player actually does have multiple items of a single type, I will make y'all start bolding your equipped items.
How much can I do in a turn? As much as you want without doing my job for me. Don't feel like you have to give me only one thing to address each turn. If you want to investigate multiple places/objects/people in a turn, do so, just make sure you let me actually tell you what you find. Obviously submitting a card or traveling to an unknown area "ends your turn."
Can I speak for NPCs? Yes, provided that I have spoken as them already, so you know their personality.
Can I make up NPCs I see that you didn't tell me about? Yes, provided its reasonable they'd be there and you don't create too much lore in the process.
Can I create my own locations? Only your character's home, and note, while you can control it's history and landscape to your hearts content, once it's made, it belongs to the world, and where it is will be determined by me, while what happens to it in the future will be up in the air.
Aaaah, I missed a lot of updates and can't find my last one, what do I do!? Search for your avatar's name in this thread and you can find the last update that mentioned you in no time.
Can I assume that the description you gave someone else for an area is the same description I'd get? Sort of. Things change as you shape the world. If someone solves someone's quest, that person might leave. If someone picks up an object, that object obviously isn't there anymore. But unless it's outright stated somewhere that a thing or person is gone, assume it's still there. New things, however, can pop up unannounced all the time.
Didn't you copy & paste a lot of this from Kardia? Oh yeah. Don't think it's gonna be a carbon copy, though, there are a few things I'm changing around. Read above to find out about them.
Once your character is created, you are in charge of keeping track of and updating your own character's stats, abilities, inventory, quests and anything else worth keeping track of. Please include ALL of your character's basic information in EVERY POST you make in this thread. It might make sense to keep a sort of "log" or "journal," and/or to put all your character info for this game in a spoiler in your signature. Don't cheat and make yourself awesome or rich and hope I won't notice. I'll notice. You'll become very un-awesome and poor as a result.
It's also helpful, if you can say what just happened to you, so I don't have to backtrack and check as much.
MORE TBD AS PEOPLE ASK ME STUFF. IF YOU HAVE A QUESTION, PM IT TO ME. I'M SURE THERE'S A LOT LEFT TO FIGURE OUT!
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Name: Ashnar Veizan
Species: Daliga (A race of shadow and lightning wielding humanoids who are made of sentient electricity and shadow. The resemble Melek, The Paragon, but are purple with red lightning. This makes them easily identifiable, so they wear large, flowing, regal cloaks that hide most of their lightning spark and wear black, metal clawed gloves so they can still channel their show and lightning through their magical weapons.)
Alcove: The Deep
Color: Black, (Blue), (Red)
Profession: Treasure Hunter; The Daliga are born to hunt and seek out powerful magical artifacts as a way of their culture. Naturally, Ashar feels he has potential as a treasure hunter and his ability to be shadowed allows him to..."better obtain"... treasures.
Spec and Perk:
Spec: Magical
Perk:
Keen Senses U
Enchantment
At the beginning of each upkeep, target player reveals a card from their hand at random.
The Daliga have devised many ways of seeing and hearing, and thus, getting information about treasures and artifacts.
Home Planet: Daigon: An extremely cold and dark planet, it is an extreme environment best suited to gas and energy based creatures, including the Daliga, which are the primary native species.
Background: A Daliga of humble beginnings, Ashnar was thrust into the outside world when his clan expelled him from Daigon for stealing the Daliga’s primary treasure, the Soul Sphere. A stone of varying magical properties, the Soul Sphere is said to contain the essence of an elder Daliga. Wanting to exploit the Sphere’s powers, Ashnar at the age of 12, smashed the Soul Sphere and became imbued with the spirit of Lord Ishra, the first Daliga. Ashnar, with his newfound powers, introduced himself as Ishra to his people, but was mocked and expelled through teleportation to Vorvodross Station as punishment for lying and stealing the Soul Sphere.
There...clarificationized. Perk=card xP]]
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Species: Amiox
Amioxen are a humanoid species. The simplest description would be they resemble humans if humans had evolved from cattle, rather than apes. They have two arms and two legs, as well as a tail, and are covered in fine hair. While formerly used for balance, as Amioxen have evolved the tail has become much shorter and its purpose has become more functional, though most Amiox have only rudimentary prehensile capability with it.
Hands feature two wide, flat fingers and a thumb. Feet are very wide and have six strong toes, also evolutionary remnants from when such features were needed to maintain balance and grip while walking across the sandy expanses of Jeda. Amioxen have wide, protruding foreheads which help to shield their eyes from the sun, and large, upright ears which, in addition to letting them hear across great distances, help to keep them cool. A typical male Amioxen build is 7 feet tall, 300 pounds, muscular. It-Tu clocks in at 7 feet and 312 pounds--the extra 12 made entirely of muscle. His hair is a deep brown, and his eyes are also brown.
Alcove: Carbon
Color: Red (Primary), White (Secondary)
Professions: Outlaw--Vigilante, with aspirations to move up the ranks of the Guild and transform it into something more reputable and beneficial to society.
Spec: Martial
Perk:
Peacekeeper's Pistol 1
Artifact -- Equipment {U}
Whenever a creature blocks or becomes blocked by equipped creature, Peacekeeper's Pistol deals 1 damage to that creature.
Equip 1
Home Planet: Jeda
Jeda is a hot, arid, and relatively flat planet approximately 115% the size of Earth. Its day lasts approximately 22 Earth hours and its year lasts 319 days.
Background: Because of Jeda's relatively short days and years, any fluctuations, whether societal or natural, affect greater changes on Jeda than similar fluctuations would have on Earth. Because of this, Jeda cultures require much more stability in order to be better prepared to react to such changes. As a result, most Jeda cultures--It-Tu's among them--impose very strict penalties on anyone who upsets or attempts to upset this stability (namely, criminals). Death sentences for crimes of theft or minor assault are not uncommon, nor are heavy fines and/or jail time for crimes as simple as littering. It-Tu, however, takes this a step further.
While punishments handed out to criminals are strict, the judicial process in It-Tu's culture is very slow and methodical, and consumes a great deal of money and manpower as a result. It-Tu, who at the time was a high-ranking law enforcement officer, desired to streamline this process by creating a squadron of individuals who, after a thorough vetting process confirming upstanding morals and encyclopedic knowledge of the law, may distribute the appropriate punishment for a crime they witness without need of judge or jury.
This idea was met with great resistance, and was dismissed almost immediately. However, that did not stop It-Tu from, in an effort to demonstrate the effectiveness of his proposal, killing a man he witnessed committing a robbery. While he avoided execution, It-Tu was stripped of his rank and sentenced to several years of prison time. Rather than serve this time, It-Tu saw it as his duty to continue to rid the world of criminals by any means necessary. He fled Jeda and his since been traveling through the universe as a vigilante, a journey that has brought him to Vorvadoss.
He joined the Outlaw Guild to have greater access to information about criminal activity, and to join forces with other individuals who are members of the guild for more altruistic reasons.
Species: Magetech Cybertron (A human brain voluntarily put inside a robotic body)
Alcove: Any (No need to breathe)
Color: Colorless (Can gain color on gm discretion)
Professions: Outlaw- Mercenary for hire
Spec and Perk:Martial
Bleedhook
Artifact -Equipment
Equipped Creature gains +1/+1 and deathtouch.
Equip
Home Planet: Brain- Callisto Prime a primarily human populated city planet center of a bureaucratic directorate. Body - Magetech Station F9 a factory station situated in an asteroid field.
Background: Alexis Robertson was wealthy and dying so in the finest tradition of the social elite he went to Magetech to have his brain put into a Cybertron. The process was supposed to be a full transference and then he would return to his normal life of privilege. However, something went wrong, pieces of his memory went missing during the process and were replaced with memories of...someone else. Now known as the Tin Man in underground circles, the highly emotionally unstable Cybertron works for the highest bidder and he gets the job done, one way or the other.
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Creature - Daligan
Sacrifice a creature: put target card from your graveyard on top of your library.
1/1
((OOC: Yay a perk! 3rd time's a charm!
Location: The Deep
Sparks: 1000
Inventory: ~
Profession: Treasure Hunter
Experience: 0/25
Mana: BBBBBB
Perks: Shadow Cloaking > Cannot be blocked except by creatures with intimidate or hexproof.
You arrive in the middle of The Marketplace in The Deep. Immediately you're jostled by figures and creatures moving quicker than you can fully grasp what they are or where you are. As you steady yourself and try and get a good look around; through the mists an oblong creature flies towards you, slams into your shoulder and plops down on the ground near you. It's gelatinous form seems to be waving at you, or swaying in an unfeelt breeze. Then with an audible slurping noise it lifts from the ground and begins to make angry sounds at you.
"You cannot be distracted, We Must Find It! We were brought here for a reason!" Lord Ishra intones in your mind. "Revenge and Power Ashnar! It. Is. Close!"
~~
~~
Zarzo Icefang U
Creature - Loktor
Spells cost 1 less to cast as long as Zarzo Icefang is attacking.
1/2
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Treasure Hunter
Experience: 0/25
Mana: UUUUU
Perks: Tribal Lance > Whenever ~ attacks, it gets +2/+0 and first strike until end of turn.
You arrive at the hanger in Carbon at the worst possible time, midday. As soon as you step off your shuttle you're funneled towards the customs stands before you can even decide if that's where you're trying to go.
"Move it lizard-man"
"Who left a pile of blue dung in the middle of the hallway?"
You can hear the insults flying towards you, but in this mass of people it's absolutely impossible to single out who is doing the yelling. You clench a fist in frustration, but quickly realize you're crumpling the paper that brought you here in the first place. You uncrumple it and read it again...
It is that time again! The great hunters of The Allied Worlds are gathering at Vorvadoss for The Carrion Rings! This hunt or be hunt competition will only be open to those who can prove themselves strong enough to compete and draw a crowd! If you think you have what it takes come to Carbon>Downton and seek out Rissiks
~~
~~
Alexis Robertson 1
Artifact Creature - Mercenary Construct
At the begging of each combat, flip a coin. If the coin comes up heads, Alexis Robertson gains provoke until end of turn. If the coin comes up tails, Alexis Robertson gains defender until end of turn.
2/1
((OOC: Note. Just because you don't breathe doesn't mean you can survive in those temperatures. Since you were once human I'm placing you in Carbon. Just don't expect to be able to head to Plamsa/The Deep without protection and being able to live))
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Outlaw
Experience: 0/25
Mana: 5
Perks: Bleedhook > +1/+1 and deathtouch
You again marvel at the level of convenience a mechanical body has given you. You didn't even need to show any papers at the customs in Carbon when you entered the space station. A guard simply scanned the identification signature you're suit was giving off via radiowaves and he waved you through. You peer back at the crowd still trying to get it's way to the more mundane customs system. There seems to be a particularily tall, blue lizard man, looking as if he was wading through the crowd like water ((Zarzo)). You could just stand there watching people, but the message sent directly to your systems still flashed, waiting for a reply.
~~
~~
Unpronounceable W
Creature - Insect
W: Return Unpronounceable from exile to the battlefield under it's owner's control.
2/1
((OOC: I laughed out loud when I saw your char's name))
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Diplomat
Experience: 0/25
Mana: WWWWW
Perks: Invisibility Module > Shroud
The sliding door of your uniform apartment in The Burb had only slid shut a few seconds before when a tell-tale chimming begins from the other side of the door. Before you can respond a datapad is slid beneath the door and you hear the delivery droid whiz away off on other errands. On the datapad there is but one message.
It is not the intention of myself, or those with me to offend you in any way. While the message in general is quite true and I have no reason to disbelieve it, I also have no reason to consider it infallible or to indict you or your people in any way. If you would be so kind as to meet me in my quarters just south of Plasma Corridor I would be ever grateful. Let's clear this mess up.
Lt. Grkolk
TAW SpecOps
~~
~~
It-Tu Borudey R
Creature - Amiox
W: It-Tu Borudey can block an additional creature this turn.
2/1
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Outlaw
Experience: 0/25
Mana: RRRRR
Perks: Peacekeeper's Pistol > Whenever It-Tu Borudey blocks or becomes blocked, deals 1 damage to that creature.
You take a deep slow breath before stepping off of the shuttle and into the chaos which was Vorvadoss customs. Your forged documents were all in order so you were not worried about the examination at the desks, but the horde of a crowd was chaotic, to put it kindly. While you waited you were jostled, quite violently, but before you could respond your trained instrincts registered what had happened, barley noticeable there was a tug on your pants right where you kept your spark book. You pulled out the leather folder and counted, yes all your money was there. In the back though, behind the TAW spark notes was a metal disc with two words written in your native tongue....
Jeda Liberation
you picked up the disc and looked at the back, scratched into the metal was a strange design you've never seen before.
"NEXT!" the bored looking customs official shouted at you.
((OOC: It-Tu, Alexis, and Zarzo can all see one another.))
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Artifact Creature - Mercenary Construct
At the begging of each combat, flip a coin. If the coin comes up heads, Alexis Robertson gains provoke until end of turn. If the coin comes up tails, Alexis Robertson gains defender until end of turn.
2/1
((OOC: Note. Just because you don't breathe doesn't mean you can survive in those temperatures. Since you were once human I'm placing you in Carbon. Just don't expect to be able to head to Plamsa/The Deep without protection and being able to live))
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Outlaw
Experience: 0/25
Mana:
Perks: Bleedhook > +1/+1 and deathtouch
Alexis... The name rang through The Tin Man's circuitry like a chill. While still moving through the crowd he started to compose a message back while attempting to trace to location of the transmission.
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Species: Constructor
Sakkar has the shape of an about 3 meter long centipede. (this gives a good impression)
Alcove: Carbon
Colour: none (artifact creature)
Profession: Diplomat
Spec: Martial
Perk:
Universal Translator 1
Artifact - Equipment
Equip 1
1: Equipped creature's creature type becomes the type of your choice in addition to its other creature types until end of turn.
Home Planet: Ares III space station
The station was caught in a meteor swarm about 100 years ago, wiping out all life. A Swarmship encountered the drifting debris about a decade ago and found them a suitable breeding ground.
Background: The Constructor Swarm the result of a symbiosis between artificial intelligence, organic creature and nanomachines. Similar to hive-building insects, each Constructor is geared for a specific task, be it ressource collection, construction, protection or expansion. They incorporate both metallic and organic parts and can take a variety of mostly insectoid shapes.
Sakkar has been designed as a representative of the Swarm for other races. Equipped with a sturdy frame and vast processing power to handle the various languages he's bound to encounter, maintain contact to the Swarm as well as coordinate the actions of subordinate Constructors, he is sent to Vorvadoss Station both for information gathering and to show other races that those strange, multi-legged things are actually capable of a dialogue.
L1 Judge
Purging Shadows 1B
Instant
Destroy target green or white creature. It can't be regenerated this turn.
Death does not occur as easily as it used to. Thankfully the Daliga have found ways around the natural barriers of survival.
Ashnar hopes, since he still does not understand what the creature is, he will defeat it before it becomes a nuisance.
It-Tu held the disk between his thumb and middle finger and shifted it in the light. He had hoped to recognize the symbol as at least something vaguely familiar, but the seconds ticked by and no wisdom on the subject bubbled to the surface.
It-Tu placed the disc back in his pocket. He needed more information. Fortunately, he was a newly-minted member of an organization which considered information one of their major exports.
It-Tu left the crowded confines of the immigration office and headed Carbon's Downtown, looking for the Outlaw Guild headquarters, where he hoped to learn more about his new trinket.
Creature - Amiox
W: It-Tu Borudey can block an additional creature this turn.
2/1
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Outlaw
Experience: 0/25
Mana: RRRRR
Perks: Peacekeeper's Pistol > Whenever It-Tu Borudey blocks or becomes blocked, deals 1 damage to that creature.
Current Goals: Learn more about the mysterious metal disc.
“Downtown eh?” The customs official was an young human who squinted at your papers before handing them back and waving you on. “Just walk through the market in one direction till you hit a wall or you start seeing straight streets again. When you do You'll be downtown.”
You head into the hustle and bustle near the hangar and maneuver around merchant's wares in carts or hastily crafted buildings sporting the newest tech or starship upgrades or a dozen other things. An elderly couple of some odd species sees you and begins to shout at you “We have the best weapon upgrades! Virbro blades and blasters!” you continue to head striaght looking for Downtown, but they follow you. “You won't find anything better for a hunter than us!” they yell.
Finally you turn a corner and chaos literally stop and opens into an orderly row of entertainment services. You are Downtown.
“Hey! Mister!” You turn your head and, sure enough, huffing and puffing, the elderly couple dragging their cart of wares hobble around a glass building featuring ingots of raw metals. You aren't quite sure what they are, They are tall and thin, but not underfed because you can't see any bones from under their skin. In fact they look quite healthy despite being green and bald. What you assumed was age in their deliberate un-graceful shamblings weren't age but just awkward limbs. Once they're closer you realize they have four eyes, and each of the eight are looking quite hopeful at you.
~~
~~
[b]Alexis Robertson[/b]
You attempt to trace the message but can't find anything. It isn't like a normal hacking attempt where the trail leads in a thousand directions and you need to narrow down the true path, there quite literally is no sign. It's as if it wasn't sent electronically...
While you move thorugh the crowd you leave customs and the hangar behind and are now in The Marketplace and your ears are quickly assaulted by peddlers and merchants shouting for your attention.
~~
~~
[b]Sakkar[/b]
Creature – Constructor 1
Sacrifice an artifact: Regenerate Sakar
½
[B]Location[/B]: Carbon
[B]Sparks[/B]: 1000
[B]Inventory[/B]: ~
[B]Profession[/B]: Diplomat
[B]Experience[/B]: 0/25
[B]Mana[/B]: 5
[B]Perks[/B]: [B]Universal Translator[/B] > 1: Sakkar's creature type becomes the creature type of your choice in addition to it's other types until end of turn.
You wait patiently in line after leaving your shuttle, waiting for your turn at customs. Odd how packed customs seems to be yet you have a good 2m circle around you with no one in it. In fact it seems as if some short brownish species is collecting all his young and running towards the shuttle he just got off from. Curiosities aside, you head towards the customs official quite quickly and are scanned into admission.
“Err... your... grace?” A young human male is scratching his head looking at his terminal screen, then at you, then back. “Uh, diplomat sir... ma'am...uh.. Message!” he hands you a datapad with a blinking message screen. “Your grace, you need to head to the Hall of the Diplomats to get clearance to read the message... it's south” He is staring at the terminal and holding out the pad, very studiously not looking at you.
~~
~~
[b]Ashnar Veizan[/b]
((OOC: lol, in the middle of a crowded city? Tsk. Tsk.))
[b]Purging Shadows[/b]
Retroactive challenge: Kill that Ooze
Difficulty: 16
Balance 8/10: I have no problem with this power wise. Enemy colored kill spell that has the perk of preventing regeneration at a good cost. Needs a rarity though.
Flavor 10/10: Shadow assasin uses shadows to consume a life force even against it's own defense. Very nice.
Mechanics 5/5: Good man.
23/16 Challenge completed, mana spent, 3 xp gained.
The ooze like creature begins making less and less sound as shadows seem to wrap around it, then suddenly it drops and....splashes onto the ground. The crowd around you backs up at the sudden violence and before you can react you notice two lights shooting towards you, one red and one blue. Probes, flying towards your location. You can hear the message being repeated over and over “Citizens of Vorvadoss remain calm, remain still, do not disturb the crime scene! Citizens of Vorvadoss remain calm, remain still, do not disturb the crime scene!”
~~
~~
[b]It-Tu [/b]
You navigate carefully though the warren of The Marketplace looking for the building described to you. It was just west of the hangar, but it is hard to tell which direction is which with all the buildings crowding one another so closely, and carts, kiosks, and wagons cluttering what walking space there is. You even see three or four platforms floating above you, advertising their wares and pointing towards their shops with animated signs.
Eventually you reach the building. No larger than a single door but with the name quite obviously displayed floating above it “The Outlaw Guild.” You notice a hand print scanner proudly displayed in the middle of the door.
~~
~~
[b]Unpronounceable[/b]
((OOC: I'm gonna have myr code to deal with soon, I think I can take Eldritch xP ))
You delete the message from the queue on the datapad and make your way out of The Burbs. Moving from The Burbs towards Plasma Corridor is only a few minutes and while you get some odd looks as you float towards your destination, it isn't anything you're unused to.
At the corridor you ask one of the guards to point out Lt. Grkolk's office and are quickly surrounded by a small contigent of very nervous looking guards as they escort you to a back room.
Lt. Grkolk is standing in his office, staring at his wall which is a data screen full of images and notes in a language you can't quite recognize. While you can't recognize the words the images are gruesome. Corpses, dozens of them. You see mangled unfiroms of the TAW navy as well as obvious civilians, even some children of one species or another and.... Bugs. Your own people. Just two, but those corpses couldn't be anything else.
Lt. Grkolk's back is turned and hasn't seen you. All you can see is that he is a bi-ped and wearing a SpecOps uniform.
~~
~~
[b]Xajit[/b] B
Creature – Girxatian
Whenever a creature dies, you may have Xajit gain all creature types of that creature, Kajit is still a Girxatian.
1/1
[B]Location[/B]: The Deep
[B]Sparks[/B]: 1000
[B]Inventory[/B]: ~
[B]Profession[/B]: Novice
[B]Experience[/B]: 0/25
[B]Mana[/B]: UUUUUU
[B]Perks[/B]: [b]Skinshift[b] > 1: Xajit becomes the color of your choice until end of turn.
The Deep is...warm. The nitrogen in the air isn't completely evaporated but it's close. You head into the mass of other creatures making their way towards customs and are greeted by a green tinged creature behind the desk. It is fairly amphibious in apperance but has four arms in addition to it's four legs. It looks at you cuirously with a triangular face.
“Immigration papers? Passport? Visa?” it extends a hand. When you provide the needed materials the creature scans them then turns red
“Could... you... wait here?” it asks, obviously frightened and begins to type frantically with all four arms.
You notice the way into the Marketplace is actually quite clear at the momment. Though you do see two droids, a red one and a blue one, flying off in a hurry, their mechanical intones screeching something about a "crime scene".
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
You attempt to trace the message but can't find anything. It isn't like a normal hacking attempt where the trail leads in a thousand directions and you need to narrow down the true path, there quite literally is no sign. It's as if it wasn't sent electronically...
While you move thorugh the crowd you leave customs and the hangar behind and are now in The Marketplace and your ears are quickly assaulted by peddlers and merchants shouting for your attention.
Malfunction...must be a malfunction The Tin Man begins to look around at his surrounding in an attempt to find a Cybertron Diagnostician or a 3rd rate Cyborg repairman.
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
Species: Aaztac- The Aaztac are a desert dwelling species. They have pointed ears and scaly skin that has dark hues ranging from a dark red to pitch black (Karnac has pitch black skin). The species average height stands about 6'5, making them slightly taller than humans. Tribal tattoos on thier face and other parts of their body are not uncommon, as they mark both lineage as well as feats and accomplishments. karnac has bright red hair which he currently wears in a mohawk style Basically like this: http://www.deviantart.com/#/art/Blind-Warrior-295156854?hf=1
Alcove: Carbon
Color: Red (primary) White (secondary) Green (third)
Professions: Officer (specifically a Galactic Marshall, more about them explained in background)
Spec and Perk: Martial
Marshal's Badge 1
Artifact-Equipment
Equipped creature has intimidate.
Equip 2
Home Planet:Tenotic,a world filled with arid savannahs, steamy jungles and harsh deserts. The planet has been divided into several city-states that share a loose confederation. Due to the fact that its more isolated than other worlds, it also has a tendency to attract the unsavory criminal element, as well corporations that want thier research and testing done somewhere far from the public eye.
Background: Karnac was raised on Tenotic, a bit of a wild youth and brash youth, but that changed when his home city-state was raided by interstellar slavers. he had his younger siblings managed to escape but his parents were not so lucky. This stuck with him as he became driven to ensure his family would survive and to capture those that had torn his family apart. To that end when he was old enough, and his siblings old enough to fend for themselves he joined the Galactic Marshals, an interstellar and inter species law enforcement agency responsible for investigating and tracking dangerous criminals and fugitives and bringing them to justice.
The Marshals are often given a fair amount of legal "wiggle room" as to the methods used to accomplish their mission, which has occasionally given them the reputation of "thugs with badges" (think Gangster Squad) However above all they are there to protect the populace at large and any extreme violation of law (ie murder, bribery etc) is severely punished.
Karnac completed the training and eventually captured the slavery ring that had captured his parents bringing them to justice, though to late for him as his parents had killed for trying to resist the slavers after being captured. Since then he has been traveling the various lawless parts of the galaxy on assignment, hunting down criminals, and making sure that no one has to endure what his family endured.
Species: Asirian - An anthropomorphic primarily reptilian-avian-like race that live in the Sky Towers or in the high mountains of her homeworld. Their bodies are smooth with tiny scales and larger scales made of a light orgsanic-metal like substance around their underbellies, arms, and legs. Their feet ending in Taloned claws with hands more reptilian in appearance, clawed with four digits. They do have wings and thus can fly, either more dragon-like or more avian, where the wing membranes and feathers are coated in a similar light metal coating. Their faces resemble more traditional reptilian appearance, though may vary with feathers, eye colors, and They average from 5 ft in height to as tall as 7ft.
Alcove: Carbon-Plasma (To some degree)
Color: White Blue Black
Professions: Diplomat - Priest-Scholar
Spec and Perk: Magical
Blessing of the Gilharad W
Enchantment - Aura
Enchant Creature
Enchant Creature gets +1/+1. If it's an artifact Creature it gets +1/+2 instead.
Blessed are those who worship the sacred steel. Blessed more are those who inscribe the sacred steel upon their flesh.
Home Planet: Ga'Varik, located in Sector XIII of the Verdant system. The atmosphere is quite turbulent, spouting ion storms on a regular basis. As such, most of the population have adapted to the turbulent atmosphere by growing special organs that allow them to breathe in the ever changing atmospheres below and above the storm clouds or augmenting artifice upon them via surgery and/or advanced genetics (i.e. natural steel). The Days can be as calm as a Terran Spring or as Turbulent as a Storm on Jupiter.
Background: Ava'Aris II was born in one of the sky cities of Ga'Varik. Her family was slightly well off and belonged to the Merchant Class, comprising of not only Space Traders but also Manufacturers. The young woman would be enthralled by the things her father would bring back, artifacts, toys, and other works of art from the worlds beyond and thus would spark her interest in creating objects, which her mother, a teacher from a school would foster at home.
It was where, later in her life, she had gotten contact in with the Sanctuary of Winds, a local organization that functioned as part Scientific Body and part Religion. Where they wish to improve augmentations through spellcraft and artifice and believe that they would ascend through balance of flesh, magic and artifice. She would eventually join their ranks as a Relic Keeper, one who studies the sacred art of artifice and magic and maintain the current artifacts displayed at the Sanctuary's Museum of Art and Science. As such, as part of her studies, she and several others were sent to the Station to learn more about other races and their artifice and bring back more relics, mage work, and artifice for study as well as maintain a branch of the Sanctuary.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
For now, I grant you the information you seek. However, I am not sure how you will properly react. I am Ashnar Veizan, a Daligan Treasure Hunter. You have never heard of my race, the Daliga, for they stalk the shadows."
Ashnar then briefly stops, and starts talking again "We seek IT. We do not know exactly where IT is on the station, but we must find it. I am Ishar the First of the Daliga, and it would be in our best interests to work together since you as well can cloak."
Ashnar/Ishar then pulls back the hood of his cloak, revealing a head made entirely of pure shadow with red lightning emitting from it. His eyes and mouth are made from the same lightning, but when Ishar speaks the red lightning turns black as the night. "We should stick together if we are to remain safe in this Station." Ashnar concludes, putting his hood back on.
The couple smile broadly, and with a few keystrokes of a side panel of their mobile kiosk, a panel moves and their wares are displayed. The kiosk is filled, quite literally with guns. The more maculine looking one has to move some of the sidearms around in order to reveal the larger rifles underneath. They may not be organized, but they are quite thoroughly packing.
((While there are many different styles and appearances of guns they amount to...))
Basic Handgun 1
Artifact - Equipment
Equipped creature has "T, Unattach basic handgun: Basic Handgun deals 1 damage to target creature or player"
Equip 2
450 Sparks
Blaster Rifle 3
Artifact - Equipment
Equipped creature has "T, unattach Blaster rifle: Blaster rifle deals 4 damage to target creature or player"
Equip 3
1200 Sparks
Concealed Stungun 2
Artifact - Equipment
Equipped creature has "T, unattach Concealed Stungun: tap target creature, that creature gets -3/-0 until end of turn.
1
300 Sparks
((purchasing a weapon does not equip it))
They step away from their weapons and motion you to explore, though you notice they both have hands resting on their sidearms. Is it a trap? Or maybe what they're selling is loaded and they're just cautious? Or maybe.....
~~
~~
You begin to wander the marketplace, your head on a swivel trying to find a shop you're looking for. It only takes a few seconds for it to be obvious you're not familiar with the area, once that is true and small spherical droid falls from the ceiling only to stop midair in front of you. A holographic display opens, showing a three dimensional map of the area, with yourself and the droid glowing a faint purple.
"Greetings, I am Mark-236v3 Economic assistance Droid. I have the most up to date information as to the whereabouts of each and ever licensed merchant on Vorvadoss Station. Please make any inquiries."
You glance at the map, then tell the droid what type of business you are looking for. Instantly a dozen of the buildings and carts on the map turn orange and an orange light connects between your image and their on the map showing the way. Without traveling too far, there is a large building about a ten minute walk, a small kiosk that is only a few minutes away, but is quite small. Also, probably only a few seconds jog there is a man illuminated, holding a sandwich board of all things.
~~
~~
Karnac R
Creature - Aaztac
Provoke.
2/1
Location: Carbon
Sparks: 0
Inventory: ~
Profession: Officer
Experience: 0/25
Mana: RRRRR
Perks: Marshal's Badge > Intimidate
You head into Vorvadoss through the military hangar and quickly march up to the customs desk, circumnavigating a horde of aliens waiting at the civilian station. There isn't actually a person at the Officer desk, just a large metal gate. You hold up your Marshal's Badge and it is quickly scanned, then with a soft chime the gate swings open and you march into the market.
You hold the claims chip form your most recent assignment. It was a simple search and rescue, but it says you are entitled to 1000 sparks as long as you show up and claim them in person. That wasn't only unusual as most exchanges were automated, the Marshalls had your account information, but it was over triple the amount for the work you did. Who wanted you on Vorvadoss that badly?
~~
~~
Ava'Aris II W
Artifact Creature - Asirian
W, T: prevent all damage done to and by target creature with converted mana cost 3 or less.
1/1
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Diplomat
Experience: 0/25
Mana: WWWWWW
Perks: Blessing of the Gilharad > +1/+2
When you finally arrived at Vorvadoss you were asked, quite politely, to wait in your shuttle. So you did. You waited. Waited quite a while. In the shuttle, you waited. When you were finally allowed off the vehicle, you glanced at the long customs line in front of you, more a mob of people desperately shoving their way through a few small passage points. You begin your way into the mob when you hear a voice all out from the side.
"Your grace? Ava'Aris?" A small woman is standing off to one side. She is fair, has long hair, and very long ears. ((The woman in my new avy to be precise :P)) "Your grace, I believe you are the new Envoy from Ga'Varik we are expecting? I am Ellisande, I head the Treasure Hunters and was asked to escort you to the Hall of the Diplomats whenever you were ready."
~~
~~
Ashnar and Xajit
((YAY first contact!))
Xajit>
Bonus Challenge ESCAPE!
Difficulty - 15
Balance 10/10: It's a little strong for simply U, but making it an uncommon clears any fears of limited imbalance. Other than that it's just a nice little trick.
Flavor 6/10: Glimmershape explains how it can't be blocked, because it alters apperance but I'm not seeing where hexproof comes in. Also I would like some flavor text!
Polish 5/5: Works.
21/15
Challenge complete! Mana spent (both for ze spell and for ze activation) 3 xp gained!
As you two speak in whispered tones in the alley the calls of the drones die down. Once the conversation is over, though the red and blue drones drop from the sky and fall one on each side of you. Triangular nodes fly out from both of them, surrounding you, and before you know it you're circled with a light blue screen. The screen does something besdies encase you, you realize, your mana... it's gone. Well, no, that's not true... it's there, but you can't actually use it.
"Ashnar Veizan, Daligan, registered Treasure Hunter, you are under arrest for murder, attempting to evade arrest, and tampering with a crime scene. Xajit, unregistered Girxatian, you are under arrest for aiding a known fugitive and for resisting arrest. Transportation to our detainment facilities is imminent. You have the right to legal council should you risk it, we have the right of excessive force should you continue your resistance." The drones played the recording over and over as you awaited your transport.
That transport turned out to be a floating metallic sphere that touched down at the edge of the shield and penetrated it just enough that the entrance could be opened for the pair of you without risking even a centimeter of unrestricted space. The interior was what you might expect, an uncomfortable looking bench and no windows.
((Assuming you guys aren't going to resist further, you're going to be transported to the Officer's area and sent underground into an empty room with bright lights, a table and three chairs. Yes in this era of advanced technology and magic they still use the same interrogation rooms))
~~
~~
Unpronounceable
The Lieutenant turns towards you as you speak. You get a good look at him for the first time. Not human, though many in the SpecOs are. Instead all you can really see is a metallic skeleton, a jagged one with many ridges and straight planes. Well, that's not quite true, the skeleton is all you can see clearly but there is flesh, as the uniform is far more filled out than the skeleton. The flesh is...almost entirely transparent. all you can see covering the bones is a faint shimmer in the air.
"Ah, yes, Your Grace. Thank you for meeting me on such short notice. I'm sure you've seen the images." He gestured a hand behind him at the display "This was at our annual unit picnic last night. It was on the surface of Ronili, a planet in the same star system Vorvadoss is in currently. It happened in a fairly remote field. Tell me, Your Grace. Why are there unidentified umm..." he clearly started to say "bugs" but apparently didn't find that quite polite "..members of your people, on Ronili last evening."
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
"Greetings, I am Mark-236v3 Economic assistance Droid. I have the most up to date information as to the whereabouts of each and ever licensed merchant on Vorvadoss Station. Please make any inquiries."
You glance at the map, then tell the droid what type of business you are looking for. Instantly a dozen of the buildings and carts on the map turn orange and an orange light connects between your image and their on the map showing the way. Without traveling too far, there is a large building about a ten minute walk, a small kiosk that is only a few minutes away, but is quite small. Also, probably only a few seconds jog there is a man illuminated, holding a sandwich board of all things.
The Tin Man makes his way to the small kiosk and speaks to the owner I require a deep level diagnostic of my systems. You will perform it.
"Yea?"
"There's a Goblin sneaking up behind you."
"So?"
"Just Sayin"
Creature - Uhailu Advisor Assassin
When Knefriteri Bahusi enters the battlefield, exile target player's graveyard unless he or she pays
1/1
Gold: 10
Inventory: Aristocrat's Facade
Traits: Legal Boundaries (+1.5 on rolls involving deception)
Ills:
Experience: 5/20
Mana::symwb::sym2w::symub:
It was too much.
No matter how much he might groan in the bars with his fellow Marshals that they were paid too little for what they did, he still knew when he was being over paid. It smelled like a set up,some criminal had hired a black market technician and printed out a fake claim slip to lure him out. Then again it could just as easily be the Marshals themselves having a job they wanted him for but didn't want it on the official record.
Whatever the case was he wasn't going to get answers by standing in the market. Being a Marshall meant you often had to push away your paranoia even if it was justified. Some times to catch danger you had to put yourself in dangerous situations
That's what they called a paradox.
Folding up the form he began to make his way through the Market and to the claims office where either money,an ambush, or something else entirely awaited him.
....Just another day at the office.
Karnac R
Creature - Aaztac
Provoke.
2/1
Location: Carbon
Sparks: 0
Inventory: ~
Profession: Officer
Experience: 0/25
Mana: RRRRR
Perks: Marshal's Badge > Intimidate
Ava'Aris II W
Artifact Creature - Asirian
W, T: prevent all damage done to and by target creature with converted mana cost 3 or less.
1/1
Location: Carbon
Sparks: 1000
Inventory: ~
Profession: Diplomat
Experience: 0/25
Mana: WWWWWW
Perks: Blessing of the Gilharad > +1/+2
When you finally arrived at Vorvadoss you were asked, quite politely, to wait in your shuttle. So you did. You waited. Waited quite a while. In the shuttle, you waited. When you were finally allowed off the vehicle, you glanced at the long customs line in front of you, more a mob of people desperately shoving their way through a few small passage points. You begin your way into the mob when you hear a voice all out from the side.
"Your grace? Ava'Aris?" A small woman is standing off to one side. She is fair, has long hair, and very long ears. ((The woman in my new avy to be precise :P)) "Your grace, I believe you are the new Envoy from Ga'Varik we are expecting? I am Ellisande, I head the Treasure Hunters and was asked to escort you to the Hall of the Diplomats whenever you were ready."
The woman would nod and smile at her. Thankful to be moved away from the mob. "Yes, Yes I am." she would reply and give her a light bow. "I suppose we shall...it is getting claustrophobic." she replies to her. As they would move out, she would notice quite the commotion outside. A pair surrounded by robotic drones of sorts, possibly peacekeeper drones. "Is it always...how do you say....exciting here?" she asks her and trying to be as polite as possible. Looking back at the woman as they slowly made their way out of the customs area.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Species: Theriva
The Theriva, (a given named for which the other races can commonly call them, as the true name of Szz'ksthssyshf is rather long for most races) are an almost seemingly elemental species, a race of sentient reactions combined to form such a being. They generally come in three colours, red, light green, and blue. Each color is actually a representation of genus, so in a sense, the Theriva have 3 sexes, each having to blend molecular reactions in order to spawn a new consciousness.It is widely believed by most scientists that this strange rise of elemental organics was due to some intermittent blending and adaptation caused as a star went supernova, one of its nearby budding life holding planets being burned out in the process right as similar galactic phenomenons formed a star in its place. This rapid remolecularization may perhaps have brought the Theriva or Sizzs (a slang nickname granted by some of the other races due to their volatile energetic natures) Their original "tongue" comes in the form of a varied series of hissing sounds, much like that of something burning alive but withouth pain. Despite this, which had heavily infuenced their own naming systems and such, they easily adapted the the universe's growth, having found that they were not alone after their first few craft's (which seemed more like burning meteors from afar, but they're just inherently on fire) met with freaked out explorers.
The gender difference are in the order of reactional life creation, red, blue then green. Red Theriva cause an initial reaction or "spark" with a blue Theriva, enacting a budding chain of molecular collisions which form the energies of a new Theriva, these are then made to interact with a Green Therivan own energies, the reactions incubating up until the point that it escapes the Theriva on its own volition. (Crksh)Red's are considered male by other species, (Fssyr)Blue as genderless (or both genders at the same time), and (Szss)Green as female.
Their kind often rely on the inherent atmosphere in order to sustain a stable form, they do not often need to wear atmospheric suits unless in open space, in which they would burst into radial energy. When unable to maintain form stability due to atmosphere or emotional outbreak, Theriva usually grow to a living explosion, in look, their presence only causing heightened temperatures, based on their degree of instability. Theriva look much like the flamekin of the plane Lorwyn, except that they are less tangible and every inch of the is never constant. ("Hair" and "skin" colours are similar)
Alcove: Plasma
Colour: Red (white), (black)
Profession: Treasure Hunter, but in her own words, a scholar, seeking knowledge
Spec: Magical
Perk:
Enchantment - Aura
Enchant Creature
Totem Armor
R: Deal x damage to target creature or player, where X is equal to enchanted creature's power.
The Theriva normally exhibit a radiant aura, radiant enough to scorch one's skin off.
This meeting of chance brought much change to Nv'Skshzs, ushering different philosophies, ways of thinking, technologies, methods of good, methods that extinguished life as well as give it. The drastic evolution of culture was a prevalent thing on the planet, as energy could never stay in the same place at all times, so their world changed ever so. But this was different, the introduction of other realms of understanding excited the race, as all knowledge and ability was believed to eventually return to the homeworld once its spark was extinguished, its energy becoming part of the next generation, so like a raging fire, it would grow exponentially.
Ss'ksms Cfss (or Syk, as some of her V'ssrh acquaintances called her for easy reference.) was was one the many who set out to learn of the rest of the universe, wishing to gain more from the ever expanding world around them, more to consume, more to feed on so that when they finally sputter out, a brighter flame could be kindled.
Theriva cannot succumb to intense heat, but can actually be lost in it if they manage to dissipate in its plethora of reactions.
Even failures are considered to be an addition to the Therivan knowledge pool, as learning what not to do is equally important to the nation. (So the Darwin Award has no stance)
Contact with other forms is usually nonharmful unless meant, the therivan touch of a stable form at most is either warm or very tingly. A volatile form has little ability to grasp solids and instead intensifies temperatures in its general location.
Being colder is nonlethal, but temperature drops are very peculiar to the Theriva, as it is indeed a strange sensation.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR