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GENERAL FREEDOM

Real Name: Stephan Archibald Wallis.
Occupation: Superhero, Defender of Alternate Earth
Other Aliases: General Freedom
Place of Birth: Des Moines, Iowa, Alternate Earth
Marital Status: Single
Known Relatives: Harold Wallis (Fa) and Maude Wallis (Mo), Kerry Samantha James-Wallis (Sis.), Marvin Emerson Wallis (Bro)
Age: 31

Random Descriptors:
Height: 6’3 (7’3)
Weight: 245 ( 545 lbs.)
Eyes: Cobalt Blue
Hair: Mahogany brown.

Character Tier: Intermediate

Character Type: Critical Character- Active Multiverse Participant

Physical Description: His costume is navy blue with a three-inch white strip along the outer portion of the legs and up the side, under the armpit, twisting along on the inside of the arm and folding over the forearms near the wrists. He has red flared gauntlets and red thigh-high boots folded over so the flap rides just under the knees. Around his waist rests a thick, wide blue leather belt and a strange tetrahedron as the buckle. He wears a three-quarter navy blue mask covering his face, leaving the jaw and mouth uncovered with white colored panels where his eyes would be. On his chest is a single white star, surrounded by a red border.
Personality Description: Driven protector whose has chosen to become the champion of the billions of humans on Alternate Earth. As such he is willing to face any threat to protect his home world. Not cocky, but he has a cool confidence that some find annoying as he is supremely confident in his own abilities and powers.

Skills, powers and abilities:


Known Powers: Zero-Point Energy manipulation-

ZPE-Physical Alterations: His muscles and bones have become much denser than an average human being, adding nearly 300 lbs. of muscle to his body, adding a foot of height to his frame. As he gains experience with his powers they grow and develop over time.

(Intermediate) Super-human strength: Dead lift 50 short tons. Thunder Clap- General Freedom can generate immense pressure in the air by clapping his hands together. The force is enough to hurt unprotected people, and can break windows and cause minor structural damage to buildings. This does not affect hard targets such as buildings or soft targets like cloth or malleable oozes. Only living things and brittle targets are affected, radius is 60 meters.

(Intermediate) Super-human stamina: Heal rate is five-times a normal human beings, by using ZPE he can actually regenerate bone, muscle and soft tissue damage. General Freedom can participate in several (6-7) triathlons in a row before starting to tire. His life span has increased to 180+ years as his body slows down the aging process to a virtual crawl.

ZPE- Powers: These powers General Freedom gained from the Zero-Point Energy that fuels his body.


(Intermediate) The bolt has a range 4,828 meters or 15,840 feet at the speed of 7,690 feet per second, with the kinetic impact of 360 tons of TNT. General Freedom can regulate the kinetic impact from a gram of TNT to its maximum potential and anywhere along that spectrum.

(Intermediate) ZPE- Shield: With the ability to create a shield, General Freedom can blunt both natural and preternatural damage to some extent. This shield can parry or block incoming attacks. This shield powers up using ZPE to meet and match incoming attacks, at its most basic it can withstand a 120 mm tank shell at point blank range. By fueling the shield with ZPE he can increase the protective value.

(Intermediate) ZPE-Shield effect: Cage- General Freedom can create a ZPE cage to imprison opponents. It does no damage but requires strength of force equal to the charges placed on it to break free of. The cage is made of blue-black ZPE energies and hums and sparks. Range is 250 meters.

(Intermediate0 ZPE-Shield effect: Bubble- General Freedom can create a shimmering blue-black semi-transparent sphere/hemisphere around a target. This bubble can protect or harm a target within it. If doing damage, the equivalent of 2 tons of kinetic impact will press on the target per tier ranking. It takes an equal charge to break free or resist the damage of the bubble. Range is 1,000 meters.

(Intermediate) ZPE- Second Skin: General Freedom can harden the air molecules around him by charging the air with ZPE. This creates a layer of armor roughly an inch from his body surrounding him. This armor can blunt normal and preternatural forces. This armor can stop a 120 mm tank round at point blank range. Every moment charging adds strength to the layers of the armor.

(Intermediate ) ZPE- Flight: General Freedom can defy gravity and fly.General Freedom’s maximum flying speed in an atmosphere is 1,750 mph. By channeling all his ZPE and focusing it into his speed, he is capable of breaking Earth’s gravitational pull, reaching a speed of 17,500 mph.

Abilities/Skills: Sniper, Breaching, Surreptitious Entry, Electronic and Media Exploitation, Technical Surveillance, High Threat Protective Security (PSD), Advanced Weapons Training, Advanced Driving Skills (Urban/Rural/Security), Advanced Climbing/Rope Skills, Advanced Air Operations: HALO/HAHO/Jumpmaster/Parachute Rigger and Packer, Diving Supervisor, Foreign Weapons, Advanced Special Operations.

General Freedom is an expert in MCMAP, the Marine Corp Martial Arts- equal to a black belt. He is well versed in general CQB training, both with and without firearms and is a Tier 1 operator equivalent. He is a dedicated practitioner of Escrima both in single and double stick/knife, practicing in the Philippines as often as he can. General Freedom also has trained with Jorge De la Cruz, renowned boxing trainer out of Panama, learning boxing techniques in order to round out his martial arts expertise.

Limitations: General Freedom has normal human weakness regarding the need for air, food, water. Although his physiology is much greater than any normal human being is, he does tire after extended periods of maximum exertion. General Freedom in the past has been susceptible to magical effects, especially those regarding dark or negative energy. However, it is unknown, if those effects were able to overcome his ZPE or he simply was unfamiliar with them and hence was unable to formulate a proper defense to them.

Weapons: None.

Equipment:


(High) Tetrahedron of Transport ToT: During a fight with the notorious villain Red Mercury, General Freedom obtained the Tetrahedron of Transport. The Tetrahedron allows General Freedom to venture across the multiverse, by adjusting the movable sides so that a different series of symbols align to a corresponding gateway, he can venture to places that the ToT has a quantum energy alignment. He wears the ToT as part of his uniform as the buckle of his belt.

Character History: Stephan Wallis was a normal kid growing up in Des Moines his parents were both blue collar folk who did the best they could to raise their 3 children. Steve was an excellent student and athlete obtained entrance to Annapolis, where he graduated and served his 2 years in San Diego, CA. During his second year, as a URL he found himself drawn to the SEALS. After contemplating the commitment to reenlist, he did so with the understanding he would he enter the SEAL’S program to see if he was good enough to be a Navy Seal. After completing the intensive BUDS trials, he graduated as the only one in his class. Stephan, after further training general combat and survival training, is assigned to SEAL team Six, where he obtains a great deal of counter-terrorist training along with intelligence and medical knowledge.

Ribbons earned. National Defense Service Ribbon – NDSM, Bronze Star Ribbon, Global War on Terrorism Service Ribbon, Purple Heart Ribbon, Navy Sea Service Deployment Ribbon, Navy Good Conduct Ribbon, Combat Action Ribbon, Navy Expert Pistol Ribbon, Navy Expert Rifle Ribbon, Meritorious Unit Commendation Ribbon, Navy Marine Corps Commendation Ribbon, Navy USMC Presidential Unit Citation PUC, Navy Marine Distinguished Service Military Ribbon, Silver Star Ribbon.

After four years, he is given a new assignment as the special combat consultant to Eastern Regional Wordsmith for their research for DARPA. Steve discovered ERW working on some reversed engineered technology they obtained from an alien crash site.

After nearly a year where he encountered some very disturbing things and seeing the great harm done to American citizens by the experiments conducted, Steve tried to halt the program. During a scuffle he was knocked back into an oscillating blue field, as the alien energies coursed through his body he felt the as if he collapsed into nothing. The machine exploded causing the R&D facility to come down around him. It took several days before they found Steve barely alive.

He spent 7 months in Bethesda Naval hospital before he is honorably discharged from the Navy. Little did he know that the energy in him had altered his molecular structure giving him control of the zero-point energy that coursed through his body.
You can enter what ever character you want, it is the multiverse, as long as it follows the structure outlined for characters.

I have added four starter worlds to the multiverse setting as well as the Nexus world. Clearly these worlds are meant to be used as a place for people to get started and begin their adventures in the NMV.

You can create your own worlds, settings and places for people to explore, just add NMV at the end to identify them. You can create your own stellar empires that you head if you wish, but for ships and other sundry things such as key people in your world setting you will need to make a sheet for them.
You will face Andrew Jackson when I place the fight up.
Full name: Skallagrim
Title: Cughtagh, the Walker Between Worlds.
Race: Xindhi
Age: Ageless

Random Descriptors:
Height: 6’5” Weight 210

Character Tier: High.

Character Type: Critical Character- Active Multiverse Participant,

Physical Description: Skallagrim is tall and skeletal, standing a little over 6 and a half feet tall. His eyes glow with a hideous amethyst light. His face is covered with only his eyes showing. He wears the dusky black plate and mail of the Cughtagh and Aeryn, the queens own explorers and bodyguards. He wears the crimson lined heavy cloaks that signify a Champion and rarely reveals his form unless he has a measure of respect for his opponent..

Personality: Cold and aloof, he has very little patience for most beings. He is a good ally and better friend but he has few of those. He is the favored Walker Between Worlds of the Dreaming Queen, traveling through the vast multiverse seeking experiences and understanding for the eternal sleeper. Though he is a loyal subject, he has his own desires to dream a place where he can become flesh and blood again to marry and raise a family free of war and strife. Indeed since the multiverse is a strange place where the impossible is limited only by the desire to challenge it, his dream may yet come true.

Skills, powers and abilities:

Inherent Powers:

(Intermediate) Being Xindhi, when damaged he can slowly regenerate himself, however the extent of the damage dictates the amount of time it takes him to reassemble. However even Xindhi regenerative power is limited as overwhelming damage, either magical or physical can be more than the regeneration process can handle. Healing only happens when out of combat. Surprisingly he is able to move with grace and agility. He has the increased strength bestowed upon him by the very nature of the Xindhi, equal to 20 human men, (able to lift/press roughly 2,600 pounds).

(Intermediate) He can summon his shadow mount by touching his necklace and calling it from the dreaming realms, the space between worlds via his galdhr mastery.

(High) Inherent Skills: He is a master of sword combat as well as close-quarter-combat skills involving both weapon and weaponless combat techniques. Having trained through the aeons of existence in these styles.

Xindhi Esoteric Powers, the Galdhr and Seidhr, Patterns of Aesr (Resonance).


What are the patterns of Aesr? According to the Gothi of the Xindhi, the whole universe is composed Aesr, the energy of life, both seidhr (visible) and galdhr (invisible).

The Aesr is the energy that courses through everything. It is the electromagnetic surge that is the firing discharges between synapses that produce thoughts in the brain; the impulses that race through nerve endings and is the aura that surrounds all creatures. Since all living animals and plants have the aura, they have some aspect of Aesr residing within them.

Why is it called the Patterns of Aesr? The patterns of aesr refer to the vibrational energy that resonates and emits from all living creatures. It is this pattern, this thrum of life that weaves its way through the multiverse and can be felt, tracked and manipulated by anyone who has learned the twins aspects of aesr. Aesr manipulation provides control over more conventional paradigms, such as the origin of life, consciousness, the observable laws of probability, and the nature of subjective experience. Aesr creates a shared experience between the user and those who are recipients of the effects, be it a living organism or an area where a discharge of vibrational energy (aesr) imprints itself into the landscape. These events are called occurrences. Occurrences are recorded in the vibrational patterns of the aesr and it can be drawn upon at a later date and “replayed” for understanding. Those skilled in aesr are adept at reading the events, the occurrences of experience to glean understanding of their surroundings.

(This is also know commonly in real world magical theory as the principles of Vibration, Polarity, Rhythm and Causation.)


So aesr refers to a collective field of consciousness (resonance/vibration) that manifests in any perspective, context or occurrence Aesr can also be referred to as self-moments which organize themselves as a holos ( a Greek word meaning whole) or complete occurrences that are imprinted in the greater whole of the multiverse. A holo is both a part within a larger whole and an individual event comprised of smaller parts of separate events or occurrences. Thus the occurrence exists as a unique event within a larger collective; and the occurrence also exists as the larger collective within which the individuals experiencing the event in question exists. The Multiverse is an example of a holos, or a whole system and every holos we are aware of is a part of this larger holos.

So what is the seidhr? It is the manipulation of the aesr energy that becomes the bodies of all living creatures and plant life. At the end of the cycle of all things; the solids, the liquids and the gasses all melt and coalesce into the aesr again. This is part of the law of the conservation of energy. Those adept at manipulation of seidhr can convert energy of aesr from one form to another, but the energy itself cannot be created or destroyed. Seidhr created effects are usually seen along the electromagnetic spectrum.
Since the adept possess aesr within themselves, they can convert their own energies to create effects from energy on the electromagnetic spectrum. It includes radio waves, visible light, electricity, magnetism, microwaves, and radiation. They can also draw the energy from other objects and creatures via electrostatic induction. By creating an electrical field of their seidhr, an adept can create some immense effects.

(Intermediate) Seidhr Sense- At the most basic level, the adept can sense different forms of energy, "seeing" up and down the EM spectrum. This ability is the basic "senses" of the adept, they can "hear" and detect sound waves. They can see in the infra, ultra and visible spectrum of light as well as x-rays. While seemingly powerful it is limited by objects which can obscure their vision. An adept can also spread their senses across the EM spectrum, they can search for specific objects or creatures as they extend their senses to look in the various parts of the EM spectrum at once! The adept senses everything going on along the entire electro-magnetic spectrum. The greater the mastery of the seidhr the greater the range the adept has.

At this most basic training he can infuse the “runes” on his sword with some aspect of the EM Spectrum.

(Intermediate) Seidhr Induction- This ability allows the adept to create an induction field around them that can fuel their other abilities. An adept can overload or shut down electrical equipment, jam radio signals, bend or negate light, create shimmering images that “ghost” around them and other similar effects.

By generating a field of electrical energy they can create these effects which can be expanded to encompass a radius out to a minimum range of 300 meters effectively. Further mastery increases the range by a 1000-fold every level of mastery, and it can only obscured by objects hardened or capable of defeating this field. This induction field allows the adept to use their powers in a nearly limitless manner as they are not using their own aesr to fuel their effects, rather the electrical field is drawing energy from the area and converting it for use by the adept.

At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.

(Intermediate) Seidhr Projection- An adept can project bolts of pure energy, generate electricity, electromagnetic pulses, and so forth. The adept at this point of control begins the transform of their body into pure energy, losing the flesh and becoming skeletal, only powered by their aesr. They no longer eat, sleep or breath and begin losing their humanity. The now flesh-stripped bones are wrapped in the energy signature of the aesr, creating a haunting skeletal being laced with energy tendrils. The adept loses the ability to emphasize with others, and begins seeing and experiencing events that are imprinted in the holos. This loss of flesh is the price of power paid by those adept at using the aesr.

(High) Seidhr Manipulation- The adept can control and manipulate the equivalent electrical power of a small city. They can shed enough light to see for miles. They can drain the heat of an entire forest fire, and convert it to another form of energy. An adept can also suck all the light and sound out of an area and transforming it into heat, the adept then can cause an area within their aspect of control to suddenly burst into all-consuming flames. There are a host of things that an adept can do that at this level that make them dangerous. This coupled with the induction field can create a living dynamo of immense proportions, capable of incredible feats based on the electromagnetic spectrum of energy.

(High) Seidhr Generation- The adept has full control of the energies of the electromagnetic spectrum, generating its various energy fields at will. The induction of energy at this level of mastery is incredible, adepts are like living stars, able to create explosions powerful enough to devastate a planet via scalar wave discharges of energy. Their mastery also allows them to focus on individual particles or waves of energy. An adept at this level can affect a planet or planetary system with their power. With time the atmosphere of a planet can be sucked away or can be ignited to burn everything a chaotic gaseous explosion.

Just as the visible universe is composed of seidhr, the Xindhi Gothi claim that the unseen universe is made of galdhr.

So what is galdhr? Galdhr is the unseen and unsensed dark energy universe. All matter and energy exists in the multiverse and while the visible universe is felt and manipulated by the seidhr. The dark energy can only be sensed by thrum of its patterns, which can be heard, can be felt, can be controlled by galdhr. At the end of the cycle of all things unseen and in the “dark” universe, the dark energy solids, liquids and the gasses all melt and coalesce into the galdhr again. This again is part of the law of the conservation of energy.

Adepts have the ability to sense the dark energy at the most basic and fundamental levels. This "sense" coupled with the ability to "see" along the electromagnetic spectrum is what gives the adept their perceptive senses of the multiverse.

(Intermediate) Galdhr Sense- The adept can sense dark energy and its various and often frightening fluctuations. Among other things, they can sense when others are manipulating this dark energy, and the lingering effects of such manipulations. While perhaps not able to identify the exact nature of the manipulation, the energy signature can be used to trace it back the source. When any magical effect is attempted within the adepts range they may detect the weaving of the etheric threads, i.e. magical energies via this method as it deals with energies that natural seidhr senses would not detect.

(Intermediate) Adepts can create a “mount” from the same foamy dark material, which are often skeletal in appearance and shimmer and shift in and out of reality. These mounts cannot exist in the visible world without focus by the adept. This ability is taught once an Adept has learned to “see” dark energies, as their focus for further understanding of how and why dark energies make up 95.1% of the entire multiverse.

(Intermediate) Galdhr Impression- The adept has a strong sense of spatial relationships and can sense nearby "dark space" without using the normal five senses. The adept can also detect the presence of any spatial anomalies, because of the displacement of dark energy. This perceptive ability can detect things like “worm holes” between dimensions. The adept can detect the sudden displacement of objects into "dark space" out to a minimum range of 300 meters effectively.

As with seidhr perception further mastery increases the range by a 1000-fold every level of mastery. At the next level of mastery this field is 300,000 meters in size, then 300,000,000 meters etc.

(Intermediate) Galdhr Insight- The perception of tracing the dark energy particles as they interact with gravity allows the adept the ability sense the pull of gravity waves. Thus they can detect the displacement caused by objects as they move. The less massive the object, the more difficult it is to detect. (All objects "fall" and this rate of fall and the interaction of dark energy is what is observed by the adept.) Thus a human walking across the face of the earth can be detected by their rate of fall in relation to the gravitational center of the earth. This insight is the basis of how an adept travels between worlds and dimensions as they simply follow the gravity trails along the dark energy paths.

Because of the Galdhr insight ability an adept can easily translate their perceptions into accurate measurement units such as amperage, volts etc. This ability of quantification includes kinetic energy, which allows an adept to determine an object's speed in relation to them if they know the mass.

(High) Galdhr Manipulation- The adept can manipulate dark energy particles to "fuel" the creation of matter or energy out of the unseen multiverse. An adept of Galdhr Manipulation can also change how certain elements interact with other elements through infusion of dark energy or matter. He can make one element unable to interact with another element, he can create material that's insubstantial to certain substances. Thus a sword can pierce body armor or could pass through the epidermis without breaking it. The adept can also make matter take on the properties of some other matter or take on entirely new properties, so a piece of matter could be made superconductive, incredibly strong and somewhat ductile, despite originally being a sheet of paper.

The adept at this level can essentially create a “things” out of "nothing." One of the most commonly created objects are the dreaming gates. It is via these gates that the adept can travel between worlds and dimensions. Travel between dimensions is dangerous and the traveler can easily get lost by the rapidly changing nature of the space between worlds. The dark universe is a type of “foam” that bubbles and vanishes in such rapidity that it seems as if they never had existed at all. Travel along this foam which can be viewed as a torus in space that intersects with all spaces and times in the multiverse. The dark foam folds and twists and provides "paths" which can be ridden between dimensions. An adept cannot walk between worlds until they have mastered this level of control.

(High) Galdhr Understanding- The adept can “read” and “imprint” experiences in the vast dark energy multiverse. This makes use of the incalculable energy that resides in the unseen multiverse as a repository of knowledge. While seidhr imprints exist in the visible world, an aesr adept often scribes messages, histories or other information within the dark universe. This is akin to the akashic records theory of a vast database of cosmic knowledge and experiences accessible by those who know how. This is the Grand Master level of Galdhr control. A Grand Master of the Galdhr can affect things on a planetary scale easily.

A Grand Master can connect their psyches with any other Dreamer living or dead, even those in the stasis of Slumber. By doing so they can harness the experiences of the Dreamer to better understand a current problem. Grand Masters can connect too many Dreamers, but the more they connect too, the greater chance they will enter the Slumber themselves as their energies become entwined with those of others.

The idea of the Seidhr and Galdhr is comprised in the saying of Hermes Trismegistus, "As Above, So Below" . The visible and invisible universe work in conjunction to create the greater whole. Mastery of both aspects of Aesr allows an adept incredible powers over creation.

While all Xindhi have Aesr as part of their structure and form, not all Xindhi are skeletal horrors. The more adept and powerful the user is the less human-like they look until they are ghastly skeletal beings with the Aesr evident in their skulls and coursing along their bones in arcs and flashes of energy. Naturally if a Xindhi no longer uses or employs the Aesr they will slowly revert back to their flesh forms over a number of months until they are fully flesh and blood again.

Limitations to Powers:Limitations: If pushed beyond their limits, Dreamers will begin slowing and ultimately falling into what is called the Slumber. They will not wake until 12 hours minimum have passed in which their bodies have recouped lost energies. Some Grand Masters have Slumbered for several of Eons.

Character Equipment: His sword and dagger also confer some powers to him.

(High) His sword Keefe is a war sword. The 36” long black blade is nicked and notched through years of use, the heavy steel hilt has runes carved into it from a language long forgotten, the 8” handle allows for both a single or two-handed grip. The sword is 44” long giving him a very effective reach. The runes allow for aesr effects to be enacted upon the sword, creating a thin sheen of seidhr that rides as a shimmering glow a few millimeters above the actual blade. The seidhr-enhanced sword can affect preternatural creatures as easily as it can slice through armor plate.

(High) His dagger Rhiannon is wide with its blade measuring 17” long and two inches wide, the blade is shrouded in a black pulsating mist that seems to have a life of its own. The thick 5” handle is covered in hide from an animal that only legends only speak of. The pulsating mist is an aspect of galdhr with a simple thought from Skallagrim the dagger can transform into a shield of dark energy/matter. This shield can blunt energy and preternatural forces as easily as it can mundane.
The Nexus of Worlds


On the great obsidian throne in the center of the Great Hall, Skallagrim sat whispering in a haunting voice, “Dreamer I am here at the Nexus of Worlds, I shall watch the threads of fate and the multiverse so that all Dreamers may see and observe.”

With that, Skallagrim reached out through the multiverse seeking worlds and entities who showed promise and aptitude. Using the incredible powers of the Dreamers the Walker between Worlds emerged on each world, a Ghostly figure seated upon the Obsidian throne his gaze covering the scope of the world, seeing and remembering everything to be recorded in the far darkened halls of memories..

On each world, wormholes appeared, hidden vortexes connecting each world to the Nexus of Worlds, as well as to the other places, known and unknown in the vast multiverse. Yet not all worlds will find the gates, some worlds turned towards technology and a blind eye to the pathway between worlds. Others crafted legends of such things in their hoary past, dismissing any such wormhole as sheer folly and the sightings of delusional minds.

Should one find a gate and enter it they will find themselves on a small moon, circling a gas giant, in turn circling the brightest star of a triple star system. This planet is where the Nexus of Worlds resides, a place that bridges the worlds of reality with those of the Dreamers.

This is the great hall, a place of shimmering lights. In the center of the hall upon a raised dais is the Obsidian Throne, from which all worlds can be seen. Atop it is Skallagrim the Cughatgh.

To those who approach the skeletal being he whispers softly, “Here in the endless void, a midst the eternal star shine of the omnniverse, the Dreamers craft lands of dream and fantasy, yet for all our power, the realities of the living surprise us. A hundred billion worlds lay before us and each offers life and death. Yet the machinations of these beings always surprise us.”

Skallagrim stands and extends a hand, his voice like thunder, “Welcome to the Nexus of Worlds. We, the Dreamers, welcome thee. Your presence will be recorded and your world will be cataloged.”

Skallagrim waves to the Great Hall around them. Within the hall stands the golden trees Glasir and Læraðr. The hall's ceiling is thatched with golden shields. Various creatures live in the Great Hall such as the stag Eikþyrnir and the goat Heiðrún, both are standing atop wide wooden steeps and consuming the foliage of the tree Læraðr. The land around Great Hall is lush, with thick green grasses and shrubs with fruit and nuts. Beyond that flash of green, the dreamed of summer lands, lies the worlds connected to the Nexus of Worlds.

“'The Nexus of Worlds is a dream, a fantasy or nightmare depending on how you approach life. However, out there, lays a multitude of lifetimes. Some will come to the Nexus; others will live a thousand lifetimes and never find it. Those who have come here will find pathways to other worlds, other times and places, perhaps you have dreamt long upon this and when you wake we shall be naught but a fading memory. Perhaps your will is strong and you will remember us, remember where we reside, perhaps you will come to wage war on the Dreamers, or perhaps curse us for your own demise.”
I take it then that we are going to try this? I will post my critical character and a location then.
I will kick you in the baby maker...
I have the same concern. If it becomes an issue we, collectively, can work through a soulution. As in all roleplays this is a collaborative effort.
I'm gonna pummel you.
I am not sure why people misread this.

3) Objects (arms, legs, weapons) break after 2 successive targeted attacks to the same object, or 2 consecutive posts through which targeted pressure is applied (to a joint or otherwise) with a lock.

To make this clear, targeted attacks are interpreted as follows-
tr.v. tar•get•ed, tar•get•ing, tar•gets
1. To make a target of.
2. To aim at or for.
3. To establish as a target or goal.


You have to target the object to break it otherwise it will not break. Make clear that the object is being targeted, and the opponent does nothing to negate the attack (which as surprising as it sounds...some people don't read their opponents post.)
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