Post by KitCat on Dec 31, 2016 2:35:18 GMT
SITE CHANGES: THE PREVIEW
Spoiler alert: Neat stuff
Spoiler alert: Neat stuff
Happy Holidays to all of our lovely members!
In the spirit of the holiday season, we have arranged to have another patch for you to enjoy and use. This is comprised of your suggestions and a few of the staff's as well. Due to the relatively busy season, sickness, and general hustle and bustle of the holidays, we were a bit delayed in our original deadline. Never fear however, we have arranged some exciting new abilities to be added, as well as new lore and information to help build the site to even greater potential. Please enjoy all of the pretty things we have prepared for you.
This announcement is as a preview for all the fun, new things we’re going to be implementing in this patch. Please note that until the official date of release, these new things are not available for purchase, pre-purchase, or anything of the sort. This is only a “heads-up” for all y’all wonderful members who make this site so damn good. If anything looks good, start saving up that cash! $$$
This list will be constantly updated as we continue to approve, change, and discuss ideas, so be sure to check back for updates all the way through the release date!!
Official Release Date: Janurary 6th
This of course doesn't mean that the suggestion box is closed! We enjoy reading your suggestions and your lovely thoughts, so please continue to send them in. Just know that from this point forward, all suggestions contributed will be considered in the next staff meeting.
We hope you enjoy these new tidbits as much as we do! Now, go forth and throw your money to the wind and take part in the ever growing abilities section!
Until then, Tootle-loo!
With love, The Inertia Staff
(C) ELLIE @ GANGNAM STYLE
SHOW ME THE GOODS!
New stuff for everyone!
New stuff for everyone!
(Ongoing List - Check back for new things!)
ARTIFACTS
ARTIFACTS
Bone Scarab (Minor, Cursed Artifact):
This small scarab, blessed by Opgraven, is made of ancient bone and carved with a dead language. Once pushed against your skin, it burrows halfway into your flesh, and cannot be removed without permanent damage. Once it is attached, you can hear faint whispers in your mind, and the site around the Scarab always throbs with a dull ache. This artifact allows its host to purchase abilities from the Necromancer tree, and grants the Sense Dead I ability for free. However, the scarab cannot be removed without Nevyne's permission. The host's sensitivity to pain is doubled.
Crest of the Minotaur - Unclaimed
When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The Earth Magi was given a bronze belt buckle with a Minotaur's head on the front with rubies for eyes. Since then, the buckle increases the durability of all Earth Magi abilities. This artifact now negates the cancellation effect of hunter weapons.
Crest of the Thunderbird - Unclaimed
When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. To the First Air magi, she gave a silver and diamond feather pendant. The necklace increases the speed of the Air magi's attacks. This artifact now negates the cancellation effect of hunter weapons.
Crest of the Draco - Unclaimed
When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The Fire Magi received a golden ring with a cat's eye as the center stone. The ring Increases the heat of the manipulated fire, turning it blue. This artifact now negates the cancellation effect of hunter weapons.
Crest of the Sphinx - Unclaimed
When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The First Zero magi was gifted with a brass circlet with the design of a sphinx head with two spread wings behind it holding up a gem of moonstone. To this day, her crest doubles the amount of people you can effect with metal abilities. This artifact now negates the cancellation effect of hunter weapons.
Crest of the Kaiju - Unclaimed
When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The first water magi received a cobalt arm band with a star sapphire in the center. With the arm-band, the magi was said to become invisible in water and rain. This artifact now negates the cancellation effect of hunter weapons.
Abilities
Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. The cost of this is 170. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
EARTH MAGI ABILITIES
Rejuvenation: (Requires Photosynthesis) You absorb sunlight more efficiently, which gives you a small amount of extra energy; you have better stamina in the sunlight, and recover faster when resting in it. This means you can hold an earthquake for a critical few seconds longer, run that extra hundred yards, or make one last Bound before you’re exhausted- it does NOT allow you to maintain energy endlessly in the sun.
Rejuvenation II: (Upgrade of Rejuvenation) Wounds begin to heal as they remain under the sun. Small cuts heal within an hour, while deeper ones take a couple of hours if you don't bleed out first. At this level, a two-hour nap in the sun gives you as much energy as a full night of sleep.
AIR MAGI ABILITIES
Temperature: You are able to gradually adjust the ambient air temperature in a small radius around you. You can warm or chill it, but only small changes, around 10-20 degrees Fahrenheit of deviation. Maintaining this temperature takes energy, and can be stopped at any time.
Temperature II: (Upgrade of Temperature) You can now change the temperature in a wider area, such as an entire room. You can now shift the temperature to a difference of 30-40 degrees Fahrenheit. The larger the shift and the wider the area, the more exhausting it is to maintain
NECROMANCER ABILITIES
Song of Bones: (Requires Death to Dust) – Your connection to dark magic allows you to manipulate the bones of corpses, similar to how a magi shapes their element. At this stage you can shape bone into basic weapons, such as swords, or twist it to other basic shapes. You must be touching the bone.
Song of Bones II: (Upgrade of Dance of Bones) You have developed the magic within you to the point where you have limited kinetic control of corpse bones. You now may manipulate bones within ten feet of you; if you have Sense Dead, you can influence bones you cannot see. At this stage you can fling bone shards as fast as throwing knives. You cannot lift more than twenty total pounds of bone.
Song of Bones III: (Upgrade of Dance of Bones II) Your dedication to the dark magic has given you mastery over bones. You may now manipulate corpse bones within your sight or your Sense Dead range (if unseen). With enough practice, you can fling bone shards as fast as bullets, and you possess extremely fine control over shaping and kinetic movements. You cannot lift more than one hundred total pounds of bone.
NECROMANCY FAQ:
Does Song of Bones affect Hunter Weapons?
This magic interacts with hunter weapons in interesting ways. Song of bones has no effect on soul-bound weapons made of bones of a still-living magi at all. It will still affect augmented weapons, but they may only be manipulated kinetically. You cannot affect an augmented weapon's shape.
Does Song of Bones affect the bones inside of living beings?
No. You may not manipulate bones of living beings. If the bone is separated from the person (a severed arm) then you may manipulate those bones. You cannot manipulate a bone in a Soul Bound Hunter weapon.
Can you use Song of Bones on your Corpse Puppets?
Yes. You may shape them as you want, but remember that you can't create bone from nothing, or combine them.
Can I reshape Bones from bone dust using Song of Bones?
No. Bones cannot be reshaped from bone dust.
What is the difference between Sing of Bones and Fleshscape?
The skill "Dance of Bones" lets you treat bones as a magi would treat your element. The skill "Fleshscape" lets you manipulate dead flesh, to graft things together to make a conglomerate of flesh.
Isn't having NPC skeletons always available kind of OP?
No, not really. Bear in mind that corpses need to be in the vicinity for you to summon them as servants. If there aren't any corpses nearby, you have nothing to summon. Like a Magi's magic, Necromancy is very tiring. Servants aren't particularly handy. Limb are detached easily, and the separation of a servant's head renders it useless ("dead"). Any players with an equivalent fighting skill (and even some lower skills) are more than a match for a corpse puppet and servant.
Couldn't I reanimate a slain corpse puppet?
Yes, but remember that the puppet limit is per day.
Well doesn't Horde give you ten servants? Wouldn't Ten Servants be a force to be reckoned with?
Yes, However, you would be exhausted after summoning (and maintaining) so many servants at once, it would be unlikely that you would be able to do anything else. This would leave you quite vulnerable if you don't succeed.
HACKING
FAQ:
What abilities cannot be targeted by hacking?
Antivirus or related abilities, hacking abilities, alloy upgrades and plating upgrades are not able to be hacked.
So when do I choose which upgrades to affect/protect?
The hacker chooses, IC, which parts they are trying to disable. Then the target chooses which systems out of those are protected by the antivirus.
Do I have to select all the upgrades I wish to target right away?
No! You can choose to target one at a time, and likewise the defender can choose which hacks their antivirus responds to. In fact, we encourage you to space it out, for the sake of interesting RP!
So when figuring out numbers, what order do we apply things? For example, brute force hacking doubles the time for disabled upgrades, but Antivirus II reduces it to 1/3; which is applied first?
Always apply hacking abilities first. So for example, brute force hacking would double the time an upgrade remains disabled, and then Antivirus II reduces that total product to 1/3.
Can I take total control of a cyborg? What about disabling critical systems, like mechanical organs?
Under the abilities as written, no, but if your partner agrees to it, feel free to play that out.
What about Bionics and hacking?
Pretty much the same, although you obviously can’t hack any non-cybernetic parts.
This system sucks!
Sorry to hear that. If you have constructive criticism, please post it in the suggestion box.
Haha! Time to bring the government down with my hacking skills!
Haha! No. Read the Lore section! Government systems are immune to hacking attempts.
But... I wanted to be an unstoppable hacker!
Nobody else is allowed to be unstoppable at anything; just Very Good.
Wait so all the police and government cyborgs are immune to hacking??
No! Not at all! The government lore applies only to things like databases, security, and so forth, within the government. Agents, officers, politicians… they do not get this technology. Neither does the hunter’s guild, police, or most of the lower military; it is presumably expensive to produce, difficult to implement, and a secret they are not letting out anytime soon.
If your backstory involves you having access to this, expect it to be denied, unless discussed heavily with staff beforehand.
Can the On-the-Fly hacking system be used for computers? How do we handle that?
Theoretically, yes, but… it’s really only designed for temporary access, and usually focused on cyborg systems/architecture, so you’d be best off slow-balling it. For computers, well, it’s back to how things are normally done; roleplay reasonably and discuss it with partners beforehand. Security is very good in 2593, so it might take some social engineering or physical contact to get what you need. This also makes for more interesting and fair RP.
Will you have a system for hacking computers and stuff?
Probably not. That’s something that can be roleplayed out, as above. Just be reasonable, like everything else.
Can weapons be hacked?
Swords and guns don’t have anything to hack. Built-in weapons for cyborgs can be disabled, though.
Does my cyborg have to be vulnerable to hacking?
Unfortunately, it is a weakness of the cyborg race, so yes.
Doesn’t being an AI give me a great chance to hack?
You get special abilities that others cannot get, but otherwise, no, not by default.
CYBORG HACKING ABILITIES
Antivirus I: Retain one cybernetic upgrade of your choice when hacked. All others come back in half the time.
Antivirus II: Retain two cybernetic upgrades of your choice when hacked, and makes two of your senses immune to alteration. All upgrades come back in 1/3 of the time. Ghost possession is more difficult.
Antivirus III: Retain four cybernetic upgrades of your choice when hacked. Cannot be subject to total control or LOSS of senses. All upgrades return in 1/5 of the time. Ghost possession is VERY difficult.
Technological Superiority: (Android Only, Requires Hacking I) Disable one additional upgrade for every level of hacking you possess above the target’s Antivirus level (ex- Hacking III vs Antivirus II grants you one additional upgrade to disable).
Technological Superiority II: (Android Only, requires Technological Superiority I and Hacking II) If the opponent has a countervirus program, its counterattack's Hacking level is reduced by I. Your hacking attempts cannot automatically fail due to Countervirus II.
Advanced Systems I: (Android Only, requires Antivirus I) Hackers cannot gain control of your limbs or alter your senses.
Advanced Systems II: (Android Only, requires Advanced Systems I) Choose one of your cybernetic upgrades when you purchase this ability. It cannot be targeted by hacking, as outlined in the Proprietary Upgrade ability. This effectively gives you an additional Proprietary Upgrade, but you cannot change the selected upgrade. Choose wisely!
Countervirus: (Requires Antivirus I) Your antivirus launches on the offensive when it detects an enemy presence. When someone attempts to hack you, if they are a cyborg, they are also subject to a hack attempt by you (At a set level of Hacking II). If not, the virus will scramble the device being used- it will not be able to do anything else but carry out the hack until it undergoes a hard reset.
Countervirus II: (Requires Countervirus and Antivirus III) Your countervirus hacks at Hacking III, and all hacking attempts on you have a 20% chance of failing outright (Rolled by staff if you wish. Opponent may reattempt hacks every 5 minutes while the program re-initializes.)
Signal Dampening: (Requires Antivirus I) The range of any remote hacking attempts is reduced to half.
Proprietary Upgrade: (Once per character) (Cyborg Upgrade) Choose one cybernetic upgrade when you purchase this ability. This upgrade can never be targeted by hacking. You cannot change which upgrade you pick. Exception: You may purchase this upgrade a second time in order to CHANGE which upgrade gains the benefits (Say you chose propulsion initially but then wanted your thermal vision to be immune- you would have to buy this upgrade again to replace it).
HACKING ABILITIES
Hacking I: Basic level hacking. You can disable one cybernetic upgrade for an hour, as well as adjust one sense of the cyborg (make them colorblind, make their sense of touch feel off, lower their hearing, scramble taste or smell reception, etc. You cannot cut off a sense entirely.) Range: 15 feet
Hacking II: Advanced level hacking. Disable three cybernetic upgrades for six hours. Adjust three senses. Gain limited control of a cybernetic limb (not total control, but make them fight to use it). Range: 25 feet
Hacking III: Disable five cybernetic upgrades for a day. Can cut off a sense entirely. Gain total control of one limb or limited control of two. Range: 40 feet
Brute Force Hacking: You can disable an additional upgrade when hacking, and disabled systems stay inoperative for twice as long.
Biofeedback: Your hacks affect the nervous systems linked to cybernetic upgrades; if you successfully disable a Bionic’s upgrade, they will feel pain as the virus causes negative feedback to their nervous system, similar to an electric shock. As well, you can adjust senses of bionics, even if they are NOT cybernetic.
LORE
Magic Heirarchy: Magic is a powerful and mysterious part of our world. and through the years of study and experimentation a pattern has been found. Magic that comes from a diety is going to be stronger than the magic of a Magi or Necromancer. For instance, the magic of an Artifact will be stronger than that of a magi. Runic magic however sems to be on par with most Minor and Noble artifacts. And the only thing that can combat a Deity's direct magic would be a Holy Artifact.
Runic Magic
The Last Defense: Professor Only - Built within the runic programing of the Command Seal is a defense mechanism designed to be used as a weapon to protect the life of the host. When the conditions are met, the host can activate the seal, bringing it to life. The ink is ejected from the host through the pores of the skin, clumping together to form a living plasma that can be controlled telepathically. The Seal can take the form of up to five shapeable tendrils that range up to five feet in length. They can harden or sharpen and can gain weight to be used for all manner of attacks. This versatility in use is meant so that the professor can escape possible capture and dispose of all witnesses.
To be used, the body must be in a fight or flight state and can be activated through the use of an incantation or self injury. The ejection process is painful and the host loses a lot of blood during the activation (as the ink itself has merged with the host's bloodstream) and even more so the more tendrils you produce. Afterwards, the ink returns to the host and a location is sent to the Holder of the Master Seal (the Headmaster).
All with a Command seal have standing orders to make this ability a last resort. The Last Defense is obviously not commonly known of for this reason. It could be considered another secret of the University's for that reason.
Runic FAQs
Q: What are the limitations for The Last defense?
A: Due to the nature of the defense mechanism, the seal will not allow you to loose more blood than your body is able to survive without. At a base level, you can produce up to 5 tendrils. However if you've already been injured and lost a lot of blood, you may not be able to produce all five.
(C) ELLIE @ GANGNAM STYLE