STATUS:
When the world gets you down, and you think no one cares, try to picture something soft and cuddly.And then imagine it being run over by a forklift truck.
8 yrs ago
Current
When the world gets you down, and you think no one cares, try to picture something soft and cuddly.And then imagine it being run over by a forklift truck.
5
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11 yrs ago
#We're off to see the Wizard. The Wonderful Wizard of OZ... Sing along now!
11 yrs ago
And remember, Respect is everything!
11 yrs ago
"There's no point in being grown-up if you can't be childish sometimes." - Fourth Doctor, 'Robot, Part Four
2
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11 yrs ago
I think I just pushed the wrong button on my iPad and nuked France. Hope no-one noticed.
2
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Bio
A player of games and a liver of lives, sometimes with onions and gravy.
Chuck considered this carefully, religion was always a difficult adversary to overcome. If you tried to take it away from someone they'd kill you as a heretic, and if you tried reasoning with them they'd kill you as a blasphemer. "And how does Smadablarah stand on the whole issue? Is he someone who could be... negotiated with? Are there any other ogres who could be convinced to see the truth of the situation, your truth I mean?"
One: Reusable Resource, yes, just keep in mind this is a desert environment, it won't take that long for it the water to fizzle out or soak in, but, circumstance always. Like the salt flats, probably would eat spilled water faster than a starving child with a bunny.
Hence the need for the water containers mentioned earlier. :)
Two: There is a 2:1 ratio that you must adhere to, unless something is won in the little contests I do (riddles, clues, prizes.) That is: Strengths/Abilities to Weaknesses. You're weaknesses can exceed your Str/Abil ratio, but not vice versa. This prevents too many "perks", granting overly absurd powers and prowess, which is why many of our character have simple-focused skills sets.
Water Solidification, Hydrokinetic Constructs, Water Walking and Adaptive Combat Style are all aspects of the same skill, the solidification and shaping of water. Would it be better to simply merge them all together into one skill, rather than defining their specific details as separate abilities?
Example Ability: "Huntress" could combine her keen eye for "natural detail", like spotting something out of place, with her ability to accurately gauge the lay of the land to stalk and hunt her prey.
I'm not sure I understand the example here. Although both her ability to read the environment and her skill at navigation terrain were products of her childhood raised in the wilderness they are specific skills which aren't directly related. Wouldn't it be better to keep them separately defined?
The CS is a WIP designed to check the validity of the powerset before fleshing out other, less important sections, such as the character description, but I fully intend to give more details once the technical issues have been established.
The cloth and leather are all procured by hunting land animals from the island's interior, although they have been treated with Nomad's water skills in order to toughen them to the point of being comparable to kevlar or other bullet-resistant materials. In cases of extreme danger Nomad can also use her abilities to form water armour around herself in order to prevent damage, although this usually causes a great deal of strain on her heart and limits her ability to maintain weapons at the same time.
The water containers were included as a way to give Nomad immediate access to a large amount of water in a hurry, as the description of the environment implied that water would be a scarce commodity and so her ability would be slower at manifesting water than simply waving her hand and creating a lake. generally she would have enough water at one time to produce two full sized blade and about a dozen flechettes to be used as ranged weapons.
If you feel this limitation to the 'flow' of her water manifestation is unreasonable then I'm more than happy to ramp it up, doing away with the containers in the process.
Nomad is able to form water into solid shapes with a density and tactile strength equivalent to a similar object made from metal. While these objects are in physical contact with her body they can remain in shape with little effort on Nomad's part, but any object no longer in contact, such as a thrown knife or a weapon passed for someone else to hold, requires a measure of concentration for her to maintain, and when this concentration is lost the object reverts back to its liquid state.
Hydrokinetic Constructs:
With adequate concentration, and an available source of water, Nomad is able to create large solid constructs such as shields, armour, walls and barriers and sustain them for as long as her concentration holds. These constructs vary in strength depending on their size, with larger forms being weaker and requiring more concentration to maintain, and require physical contact in order to sustain them.
Water Walking:
By solidifying water beneath her feet Nomad is able to easily traverse open water, although still struggles when trying to cross rapidly moving water such as river rapids and waterfalls where the movement of the water strains her ability to hold it steady.
Water Purification:
Since she is able to control the movement of water using her abilities, but not other materials, Nomad can easily purify water by moving it from one container to another, leaving behind any imperfections which may have been present.
Strengths:
Adaptive Combat Style:
Although Nomad tends to favour blades and swords in combat she is able to quickly and easily change the shape and form of her weapons in the middle of an attack, switching what may have been a stabbing strike into a slashing swing as her blade flows to form a new shape to counter an opponent's blocks and defenses.
Reusable Resource:
As the water Nomad uses for her attacks takes time to soak into the soil, evaporate away or drain into sewers she can easily make use of the same material multiple times before having to manifest a fresh supply, reducing the strain she suffers during prolonged combat.
Enhanced Mobility:
When moving over rough terrain and through dense cover Nomad has learnt the tricks for navigating swiftly and surely. In combat these skills translate into a use of the environment around her, leaping, diving and rolling around cover faster than most others could manage until she is able to close with her prey enough to strike.
Hunter's Eye:
Having fended for herself in the wild for many years Nomad knows the terrain better than most and can usually spot when something is out of place. Usually this ability is used when hunting for food, but it could just as easily be used when hunting other prey.
Weaknesses:
Extreme Temperatures:
The water Nomad uses is, at the end of the day, only water. As such it is bound by the same laws of thermodynamics as any other liquid and can be frozen or evaporated away in the wrong conditions. If frozen Nomad's blades become as brittle as ice, and if evaporated they simply disappear, and although she can melt the ice and reconstitute the water vapour this takes vital time which during combat she may not have.
Technologically Inept:
While able to locate sustenance in the harshest of environments, skin an animal carcass with skill and speed and track her prey over long distances in a variety of terrain Nomad has little knowledge of technology and struggles when dealing with computers, firearms and radios, instead leaving such matters for others to deal with.
Drop By Drop:
Nomad's ability to manifest water is quite slow, with only a handful of drops forming per second. To counter this Nomad gathers the water that forms into containers she carries with her at all times, in order to make use of stored supplies whenever local sources aren't available.
Electricity:
All of Nomad's water constructs, weapons and armour share a highly conductive nature which only helps transmit electricity to her body. When facing such attacks Nomad is often unable to make use of her abilities, relying instead on her leather armour for protection.
Better?
My comment on "Able to draw water out of-" was only fluff to explain exactly where the water was being manifested from, such as atmospheric moisture and water particles in the soil around her, and was not meant as a direct source for her abilities.
. . . That does not at all match my memory of Daedric armor, so I'll concede this round - must have mixed something up somewhere along the line. Regardless, I'm curious where the character might have acquired that sort of attire. Unless it's a relic of a time long past, or something, (which I could probably accept) I don't quite feel the design suits what you've implied is the tone of the setting.
Nomad grew up in the wilds and crafted the armour herself to suit her own tastes and needs. I'm aiming for a stealth character who uses terrain and cover to close with an enemy before killing them at close range, so I thought a Ludditic personality to couldn't/wouldn't use guns and made use of 'backwards' technologies would be appropriate.
Poor Schatz, perhaps if Nomad doused her in some nice refreshing water that would make her skin feel a little better? And after that she could read some choice selections from her favourite book, the one she keeps in her backpack...
@vancexentanNot much to post for Gerald so I'll just wait until we're actually moving too post.
No problem, I'm going to leave it until tomorrow for people to head to their beds and finish off what they're doing before I post up the morning scene with the party rolling out.
"Muh Honor- While he isn't always challenging people these days, when Roland is directly challenged by another person he will refuse to back down no matter how bad the odds are. At other times his personal code may cause him to be needlessly reckless such as not using his powers to incapacitate someone, or, letting someone live when there's a chance they may comeback for revenge."
Alternatively, did the statement mean "At other times his personal code may cause him to be needlessly reckless such as incapacitating someone in ways not involving the use of his powers, or letting someone live when there's a chance they may come back for revenge"?
By refraining from using his powers in combat he would be recklessly endangering himself, and potentially others, rather than just using his powers to end the battle quickly and decisively.
Lifting himself up onto his feet Martin took a step towards the campfire, clearing his throat with an almighty bellow as he did. "Alright you pack of maggots!" He called out, making sure the whole Company, or at least those of the Company who hadn't snuck off to the brothels and taverns in the city, could hear. "I for one think it's about damn time we all got some rest. I want to be up bright and early in the morning, with packs stuffed and wagons loaded by dawn."
As he spoke Martin emptied out his pipe, tossing the ashes into the fire as he tapped the bottom of the barrel. "It's a good two days cross country to where the Inquisition recorded the Deep Roads entrance, and the maps Varric provided should give us a nice clear route from there once we get underground. There's been reports of bandits in these hills, as well as rogue Mages and a few Venatori still clinging on by their fingernails, so I want you all well rested."
Turning round in a full circle, looking each member of the party in the eye for a moment Martin made sure they all knew what was meant by the next statement, probably the most important thing he'd said since they'd disembarked from the Siren. "And if there's any problem, any trouble whatsoever, make damn well sure the world is ending before even thinking of waking me up!" With that the old soldier stomped over to the shade he'd set his sleeping roll up in and lay himself down. Moments later the deep, sonorous rumbling of the old man's snoring began to echo over the camp, letting everyone know the party was done for the night.
Hippy Dave: "Oh come one, man. That was, like, 3157 years ago, man. You gotta learn to embrace the differences and put the past hatreds aside, man. Give peace a chance, y'hear me? Ain't you seen those Zeblonian babes, man? The ones with the... y'knows, on their heads. Trippy, man. Way trippy. And I know you've never been with a Deltan girl, otherwise we wouldn't even be talking, man. Am I right, man? Am I right?"
A player of games and a liver of lives, sometimes with onions and gravy.
[center][img]http://i2.wp.com/wondermark.com/wp-content/uploads/2006/02/garfield6.gif[/img][/center]
<div style="white-space:pre-wrap;">A player of games and a liver of lives, sometimes with onions and gravy.<br><br><div class="bb-center"><img src="http://i2.wp.com/wondermark.com/wp-content/uploads/2006/02/garfield6.gif" /></div></div>