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22 hrs ago
Current Can't believe that I actually got an RP close to its endgame, btw...
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22 days ago
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
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1 mo ago
New Interest Check, everybody!
2 mos ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
1 like
2 mos ago
Despite its massive flaws, my RP, Noble Arms: The ASEAN War, is still one of the longest ongoing RPs in RPGuild - It turns 4 years old in July and the current thread itself is more than a year old.
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@Senhara@Redward@jdh97@Scarifar:

You can make up the terrain surrounding your flag however you want.

Timeskip

The Flag of Team FLAJ (Finn, Lukas, Allison, Judith) was set on top of a small hill surrounded by trees on three sides, and which looked over the other part of the resort grounds on the fourth side.

Judith would say, "Finn, you know what to do. Lukas, you attack from the front; keep collateral damage to a minimum and attention to yourself to a maximum. As for me and Allison...let's just say that if spells are permitted, so are paintball guns."

Smiling, she then took out a sniper rifle and paint ammunition, seemingly out of thin air. She then took out a can of sticky foam and gave it to Allison. "Use your Timespace spells to flank our enem - opponents, then spray them with this sticky foam; it's meant to be resistant to magic and physical force thanks to High Spells. I myself will pin the enemy down with sniper shots from this position." I think I am making a mistake. Oh, well, she'll learn more from it than I would.

And finally, Judith gave a lightweight shield of carbon-fibre polymer to Finn. "Just in case you need to protect yourself."

Taking out her phone, she then called the other team, saying: "Hey, it is time to begin!"

@Senhara@Redward@Kafka Komedy@MagnetBolt@jdh97@Dead Cruiser@Scarifar

Myst Neumann

Myst had returned to the Royal Capital Lugnica, where instead of going back to his mansion in that city, he decided to satisfy his pride and instead lord it over Roswaal T. Mathers' residence in the metropolis. He was now on top of the balcony, musing over reports of a mysterious swordsman who had been ineffectually attacking his slaving operations instead of looking for proof and alerting the Iron Bell Knights and the Royal Guard. Such a small insect compared to the size of his operations, yet this man presented yet another opportunity to scheme and plot and strengthen his power among the poor and desperate.

"Asmira," he would speak, and a brown-skinned Elf would appear from the shadows cast by the balcony's curtains, clad in practical and concealing Kunoichi armor. This dark-skinned Elf would look at her employer, waiting for orders.

Myst continued, "Rally the Demi-Human gangs of the slums against this 'mysterious swordsman'. Spread word that said Mysterious Swordsman is using his crusade against slavery and slavers to target Demi-Human homes, establishments, and Demi-Humans themselves. If possible, get a cute Inugami or Nekomimi kid to say that the Mysterious Swordsman only rescues Human children and leaves Demi-Humans behind to be enslaved once more. At the same time, post a bounty for his capture; I need more strong and able-bodied slaves and someone of his stupidity will amuse me as a court jester in-between sessions of back-breaking work at the mines."

A purse of his lips. "Tell me, as a purely hypotethical situation, what happens if a section of the slums burn down, and I then step in to pay for the food, water, and medical care for the survivors? Not just that, but out of 'philanthrophy', I pay to rebuild the homes destroyed, good as new. Can you guess why I might do that?"

Asmira sighed. "To gain supporters, Mr. Neumann. Plus the rebuilt homes would be easily defensible, should they be built before the country descends into civil war."

Myst nodded, "You are smart, Asmira. As a human, you would have been given every opportunity to advance in society. But alas, the world is unfair; that is why I do what I do."

The dark-skinned Elf paused as Myst handed her a bag of gold. "Your payment for listening to an old man's musings."

Asmira then spoke, "One more thing. This residence, the disappeared Roswaal's mansion, perhaps it can be used as an orphanage for Demi-Human orphans? It will help improve your public image, if I must say, Mr. Neumann."

Myst then nodded, "Yes, and as a secret training facility for Child Soldiers to boot. You are smart, Asmira, very smart." The respect was genuine.

@Zelosse@Noodles@Lunarlors34 (as active GM) @Sir Lurksalot (as second active GM)
@Scarifar, Judith didn't say that there were no enemies, per se, just that the Necromateion appears to be naturally magical.
@Letter Bee - Yes, but he doesn't have any clue about Myst, and his skirmishes barely affects the slave operation as a whole ~ Andd, it doesn't change the fact that Myst is a bad guy :X ~

Also, will update my CS if I got the time :3


It's all right; I and @Lunarlors34 are talking about how to give you some action...
@Noodles, is Kurokono targeting Myst?

If so, you must remember he is no longer a Rapist; that got Retconned out.

List of Mage the Ascension Spheres (Adapted to BCG)

House Rule: You cannot buy specializations on a Sphere/Miracle Skill; you can only buy them with Generalist Mastery. However, in order to preserve the Mage-y feeling, you get three free Spheres; anything more has to be bought for 20 Character Points.

Correspondence: Correspondence combines the Phasing (BCG) and Portal (BCG - Z) Miracle Skills, and along with Time, allows you some applications of Sight (BCG), namely being able to see long distances or scry on an enemy. You are also allowed to teleport to a place you know well. And lastly, you can ward a place against scrying, as well as create a dimensional pocket for items.

Difficulty Numbers: 5 for basic communications and scrying, 10 for hiding yourself in a dimensional pocket or equivalent, and 15 for anything that lasts an entire Episode Arc (Portals and Wards) or anything that extends across continents.

Entropy: Entropy, being the magic of fate and death, comprises the Fortune Miracle Skill (BCG), as well as a few Custom Effects, such as being able to raise the dead as ghosts to ask for information from. And finally, you can inflict direct Plot Armor damage on the enemy with this Sphere.

Note: Entropy can also allow you to 'buy' corporeal undead, such as zombies, powerful wraiths who can act in the physical world, revenants, and even a Lich, with the 'Comrade' trait. You spend Character Points per normal to get said ally; the only difference is that Entropy is a pre-requisite to get these new 'special' comrades.

Note 2: Comrades bought through Entropy can be built as Grunts as well as Rivals, and there is an advantage to doing the former; the latter will not be automatically subversivent to the person to raised them, especially if their previous personality prohibits such. Also, dead Rivals cannot be turned into Grunts when raised as undead; they must always be the Power Level they were in life, for story and plot purposes.

Note 3: Entropy can be split into Fate and Death if you want to play Mage: The Awakening instead of Mage: The Ascension. Use common sense when deciding what miracles belong to what.

Difficulty Numbers: 5 for raising Grunt Enemies from the Dead as Zombies for a scene and raising Rival Enemies as Ghosts to ask for information from, 10 for raising Grunts as Zombies for an entire episode, and raising Boss enemies as Ghosts to ask information from, and 15 for raising Grunts as Zombies for an Episode Arc, as well as breaking Complex Machines or Structures (But only Proxies, not Grunt Mecha).

5, 10, and 15 DN for adding Advantages to Resources tests as with the Fortune Skill.

Forces: Forces is the easiest Sphere to translate to BCG rules, as it comprises Force, Electricity, and Temperature (BCG). Basically, it is the ability to control the various natural energies of the Physical world, Heat, Light, Gravity, and Magnetism, and is both powerful, blantant, and versatile. It can be used to burn things, to make things glow, to remotely move objects, and even to call forth storms and earthquakes.

Difficulty Numbers: 5 for featherfall, ball lightning, or redirecting fire that already exists. 10 for flying at full force at normal speed and making people uncomfortably hot or cold, and 15 for melting a steel door.

Attacking someone with heat, force, or electricity is an Offensive Test with the Target's Defense as their DN.

Life: Life is the ability to sense and control life, giving it the power of the Life (BCG - Z) Miracle Skill, Somatics (BCG), and some applications of Sight (BCG). It can also grant the benefits of the Animal Person Trait for a limited period of time, as well as gives one the ability to control the local flora. Basically, if it affects still-living organic matter, it can be affected by Life.

Difficulty Numbers: 5 for detecting humans, animals, and plants in a 100 meter radius. 10 for widening the range to 1 kilometer.

Attacks and attempts to aid are conducted as Offensive Tests, Help Tests, and Healing Tests, although as part of a break from the original lore, you cannot heal yourself using Life. Again, this breaks with the original Lore.

Matter: Matter is identical to the Matter Miracle Skill from BCG...only you can transmute lead to gold for 1 extra Plot Armor damage.

Difficulty Numbers: 5 for granting any one item an Advantage to all tests made with it for a Scene, 10 for transmutation for extra Plot Armor Damage. 15 for breaking down reinforced steel. Anything that you could use Craftsmanship for.

Mind: Mind is the equivalent of the Probing, Phantasm, and Sight Miracle Skills from the BCG rules, and is the easiest Sphere to explain. Mind Control? It's Mind versus Willpower. Mind Reading? Mind versus Willpower. Illusions? Mind versus Defense.

Difficulty Numbers: DN versus Defense for illusions, Special Maneuver Tests (as per Phantasm) for decoys, and DN Contested Willpower for mental attacks and mind control.

Prime: Prime is basically how to control Raw Mana, make Magic Permanent, affecting people's 'magical circuits', and adding the effects of other Spheres into objects. Aka enchanted items and Magitech. Prime can create bolts of silvery-white fire that inflict damage that give Medicine Tests to heal them a Disadvantage, manufacture Ether Drives, and see all Magic and Magical effects. You can also use it defensively against Magic and Magic alone, this way you take a Maneuver Action (using Willpower) that inflicts an additional Disadvantage to anyone who attacks you for each multiple of 5 met with the result. Again, this only affects Magical attacks.

Difficulty Numbers: 5 for seeing Magic in a 100m area, 10 for making an Ether Drive for an Episode.

Magical attacks have the Target's Defense as their DN, and protecting against magic is a Special Maneuver Test as said above.

Spirit: Spirit is the ability to see and commune with Nature Spirits, Angels (if they exist), Demons (if they exist), and other extradimensional entities. There are few to no BCG miracle skills that are analogous to it, so I will explain this myself; in various games, there is an otherworld where the beings of nature and higher concepts live, and said otherworld sometimes crosses over with our world. The beings who live there can be communicated with because of that, and one can travel to said otherworld as well (Alternative Phasing or Portals), although this is not recommended.

Difficulty Numbers: 5 for seeing Nature Spirits, Angels, and Demons, as well as gates to other worlds. 10 for compelling a Nature Spirit to do a single action. 15 for summoning an Archangel, Archdemon, or a Major Nature Spirit into this world for information only; you cannot control them without a literal plot device or devices.

Time: Time is the ability to slow down or speed up time, as well as predict the future or see the past. It has been nerfed for this reason as BCG rules themselves limit time manipulation. Time now only adds 2 Advantages to Investigation and Fitness, and increases the Disadvantages enemies get from Maneuver by 2.

Difficulty Numbers: As Investigation and Offensive Tests.
Judith answered Allison by saying, "You're not expected to do any fighting; that'd be for Lukas and the more combat-capable members of the group. You and Finn are the ones who gather information while the rest use their powers to keep any threats away. As for me, I can do both information-gathering and combat."

She then looked at Finn, "Wear gym clothes, then. Or swim trunks with sunscreen and insecticide. But your complaints are another sign that you need to get better at enduring the elements; the Necromateion is not a field trip." Kid needs to build character; I sound like Calvin's Dad from Calvin and Hobbes.

Now Alia, where Judith would say, "That is the most mysterious part...to all eyes, even magical ones, the Necromateion seems like it just flared on its own, like a volcanic eruption. Another sign that Magic isn't just part of humans, but a component in the universe that is being added back. I will say this, however, expect to use your High Magic spell a lot."

Alma's turn to receive answers, "Yes, you are allowed to use spells as long as collateral damage is kept to a minimum. We bought this resort, but it is a courtesy to the original owner that it be kept as pristine as possible. That, and one thing I observed about other Magi, me included, is that they tend to be unsubtle with the more powerful spells. This is something I want to remedy, because wise and tactical use of magic trumps brute-forcing situations with it."

Judith then admitted, "Not that I am innocent of such acts, however. This is as much for me as it is for the rest of the group."

She then sighed as she turned to Lukas. "No need for such theatrics. Also, do not kill anyone here or cause too much damage. Also, we are not using lethal force in this team-building exercise; we are still easing the others to the use of Magic."

A few last words, "I am now going to go change; you guys should change too. Changing rooms have been set up at the back of the resort; have fun!" And with that, the projector shut off, and Judith walked away...

@Senhara@Redward@Kafka Komedy@MagnetBolt@jdh97@Dead Cruiser@Scarifar
What about Akyna? From that short post. God I need to step up my game.


She thinks like a gamer, and that's not entirely bad. She is also anti-social.
Wow, there are lots of OOC posts. @Letter Bee, are you planning on making a Discord? I won't be present much, in this OOC, unless I am mentioned. The situation may be different in a Discord, as you know my tendency to almost always be on there.

Also, liking the posts; so far! Can I get thoughts on Alma? Please? ^^


Alma is a fine and clear-headed character. Very sensible and calm.
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