User:SanjiWatsuki/SandBox

Supernatural Beings

 * Dark and Light Beings exist in the supernatural realm.


 * Here's the offical word:

Robert OOC: Pray to whatever god It doesnt matter. Just dont overpower yourself

Paynekiller OOC: "Do whatever, as long as the player isn't turned immortal/invincible/into a being with no weaknesses and the gods themselves can't fight" <- Kneejerk selection. Close to what Sanji suggested.

So there ya go. Case is finally closed. Hirokane (talk) 03:17, 25 July 2008 (UTC)

The Land
Farnor is a continent, with towns and cities; Four Parts: East, West, North, South, and Central for the Capital.


 * North = Cold
 * South = Hot
 * East = Windy
 * West = Not Windy
 * Central = Perfect Weather via Mass Magic Dome

A MAP SHALL BE MADE SOON

- Tanagra is a continent at Farnor's southern border. The people of Tanagra have an extreme pale complexion, along with slim, agile bodies. As a result, they are not able in direct combat, unless to dodge. To make up for this, the people of Tanagra have focused on science, creating nano-infused combat suits and various high-tech weaponry. -

The year is 0. This 0 year is the beginning of a new age, before Farnor was nothing but numerous tribes and groups, however, the current and first Royal family brought all those tribes and provinces into what is now Farnor, other continents quickly followed suit, so they could compete with Farnor, and thus a new era had begun.

Vance (7/8/08) I would like to request the permission to write up the description for a small island off the north coast of Farnor. It will be heavily magic-based, and will involve some materials that, while not on the mainland en masse, could easily be smuggled to the Inn. I'd also like the permission to describe how said materials work. I'll bring it up in MSI, but I wanted to reserve this spot for now.

Magikavela is the inverse Tanagra. W00t. Not related to Vance's idea. SanjiWatsuki (talk) 22:07, 9 July 2008 (UTC)

Actually, Magikavela IS like an inverse Tanagra! It's a Federal Constitutional Republic (a la USA) with 25 territories, with said territories having their own quirks to provide everyone some sort of character template they can work off of.

A list of the current 12 territories, for the other 13 are left up for grabs:

List of Territories:

Rockthrone - Holds the nation's capital and not much else, other than being the most culturally diverse territory.

Rowlander - Holds most of the nation's Information Technology sector.

Publica - Known for its socialist population, progressive policies, rather high tax rates and largest concentration of streakers. It remains to be known if those three factors are related somehow.

Kyrough (pronounced Key-roh) - Very conservative, holds half of the nation's Arms Manufacturing.

South Topai - Center-Left territory with a respectable Farming industry. Holds the lowest territorial tax rate in the nation at 1%.

North Topai - Center-Right territory with a thriving Woodchip Exports industry. Holds the second lowest tax rate at 3%.

Neo Deiria (pronounced Day-ree-uh) - Moderate but extremely religious territory with multiple faiths occasionally clashing. Located near the shore with lovely weather.

Arcadia - Religious yet tolerant territory dominated by urban settings. There's a growing Video Game and Animation industry located in the suburban areas with arcades springing up lately, with the selection of merchandise mirroring that of Japan's Akibahara, but on a more modest scale.

Goldhide - A secular, college territory with an expanding Scientific community. They tend to clash with Kyrough and Neo Deiria, but not so much with Arcadia. Holds an IT industry, but not nearly the size of Rowlander's powerhouse. Amusingly, located right under Neo Deiria.

Fortress - A "War Machine" territory that holds a considerable amount of mercenaries and trained soldiers. Friends with Kyrough and their Arms production, but is considered to be rather polite to the National Government, supplying a good number of men to the National Military. The largest territory in the nation.

Gracious - A pacifist territory and the only one to have next to no Territorial Defense Force, though it being a mountainous region with rough terrain would probably slow down any invaders so the population could flee. The populus tends to be very liberal-minded and vocal, though they try not to provoke other territories as much as possible, mostly because the territory is right next to Fortress. Has a small Art and Music industry.

Isolia - The "#$%^ Off" territory. Exclusively Libertarian and tends to butt heads with the National Government, occasionally irking the territory of Fortress in the process. This doesn't bother them, though; even though the amount of men contributed to the National Military is very low, they hold the second largest Territorial Defense Force in the nation, trailing Fortress by a surprisingly small margin despite being 50% the latter's land area.

A lot of crap I just dumped there, and I'm sure everyone'll just ignore it, but it'll be here if anyone's interested. (Paynekiller, 3/29/2010)

Yay. Masonism. The Architect teaches them to build people up, not tear them down, to plan ahead, not go with the winds of chaos. To lay the bricks to found destiny.

Sharlan is a desert contenient off the east coast of Farnor. Due to the harsh enviorments, Sharlan has always relied on Tradition and Religion to rule the land. With the new era, Farnor has set a new "standard" of civilization, and has since been pressuring it on other countries. Sharlan is one of the few who dis-agree, rallying by their traditions and faith, causing a very fragile relation with Farnor that could erupt into a war at any moment.

Character Creation
No overpowered characters.

No blatant ripoffs of races from copyrighted media (such as anime, TV)

Every ability deemed supernatural must be balanced with a weakness, and the weaknesses must not be obscure (Example: Loses power when a crystal off a planet in a crater down a hole in a bunny's coat touches him. That's just bullcrap).

You cannot make carbon copies of a copyright character, unless you're in a themed RP. No Naruto Uzumaki running around Farnor. BELIEVE IT!

Hirokane (7/5/2008) - {I'm speaking as a Co-Owner now. I'm fully supporting Reb's suggestion of having no race limit. Feel free to argue this standpoint with a valid counterargument, but until overruled, the allowed races can be ignored.}

Seconded SanjiWatsuki (talk) 01:56, 6 July 2008 (UTC)

Shintorians- E-102 (7/4/2008)
Basics

They came into being 80,000 years ago, being one of the oldest races, second to Devaionese.

Their unique DNA structure enables them to live up to 500 years; yet their bodies stop aging around Age 18.

Their appearance is very similar to humans, if you ignore the snake-like tounge, moderately long fangs, and scales around the upper torso area.

Males are always known to have emerald green scales while Females have red scales. However, crossbreeding has been down to produce even silver scales (signifying an unusally high concentrate of Chi).

When either gender reaches 3 years old, they have a choice of which trait to produce: Fire Breathing or Acid Spitting. Once they choose, they're stuck with it for the rest of their lives. Cross-breeding makes this selection random.

When a Shintori dies, it either says in the chamber of tarterus or turns into a full-fledged demon. Rarely, while still possible, they are reincarnated into a newborn 8 months after death. Crossbreeds do not have this luxury.

Another interesting trait is their superhuman abilities. Basic fighting skills are gained upon birth, while their agility and strength gains over time. Crossbreeds also have this feature, but takes twice as long to develop.

Culture

Shintorians seem to have a thing for noctournity, as the majority of their population resides in ancient, mostly hidden, temples throughout Devaion. These temples receed underground, where the only light is torches and fires. Not nearly like normal dungeons or anything, utilizing ancient architecture patterns and methods, the Shintorians were able to create bio-domes underground, creating eerie, yet impressive worlds of their design.

Their culture is warrior-like, generally raising the young as warriors to utilize the fullest extent of natural physical prowess at younger years, with a tie-in of education. Rather than sactioning their young off to schools, education was left to the parents. This causes a great diversity in the populace, as some parents believed wisdom and knowledge over strength was a better path, and vice versa, and some raised strength oriented children with nothing but a strong sense of morals.

Being an ancient race, they have dwindled and seperated. Causing various different ruling schematics. However, the most abundant ruling theme seems to be based on tribute, as one who is deemed the most worthy, regardless of caste position, is sactioned as the ruler.

Vampirism and Lycanthropy- Because it's not just for wolves anymore!
Vampires - The Embrace

First and foremost, vampires are not a race. They are more of a disease or curse, and are made in only one way- the Embrace. (So, there are no such things as half-vampires. No exceptions at all, ever.)  The Embrace is a somewhat lengthy process, usually never forcefully done (though it is not uncommon for people to have been forcibly turned). Two people are key in the Embrace: the sire, who is originally a vampire, and the victim, who becomes a vampire after the Embrace is finished.

When a vampire feeds, one of two things may happen. If the victim is drained completely of their blood, the victim dies. When performing an Embrace, the sire drains the victim until they are barely clinging to the thread of life. Then, the victim drinks from the sire. After the victim has drank from the sire, the victim slips into a death-like state for 48 hours. Often, the sire then takes the victim somewhere safe and dark, in case the victim wakes when the sire is not present. Once the victim wakes, the Embrace is completed, and another vampire joins their brethren.

Most sires do not forcibly turn their victims, because their childer often turn against them. The Embrace is often viewed as an almost sexual act, giving pleasure to both the sire and the victim. This said, this is why most "wanted" Embraces occur during sex, though this is depending on the sire's "personal style." Some vampires prefer to keep it more business-like, while others use their natural powers of seduction to lure and keep their victims enthralled until the Embrace is finished. Cases have been recorded in the history of vampires of sires turning victims, then leaving them. Often these childer do not make it on their own. A sire is a teacher, a parent, and a guardian. It is their job to teach their childer.

It takes about a year or two to fully adapt to the lifestyle of a vampire. For the first two years, a vampire is driven mad at the smell of blood, often only to be reprimanded by their sire. Often at the smell of a human, the vampire flies into a frenzy, wanting nothing more than to feed. Even so, even the oldest of vampires, if abstaining from feeding for a while, can change from calm and composed to bloodthirsty at the drop of a hat.

Vampires - General Information, Strengths, Weaknesses, Powers (This will probably be a list, added to until the final edit.) - 7/9/08

- Vampires do not have to feed on human blood. Animal blood also works, but cannot 'hold them over' as long as human blood. It also makes it harder to resist the scent of humans, as their blood is stronger than animal blood. But they MUST feed on something alive, and directly from the source. It cannot be dead. They also do not have to kill or Embrace their victim. They can feed without overdoing it, usually taking about as much as giving blood would. It leaves the victim tired- usually falling asleep when done- but otherwise unharmed.

-Vampires are stronger, faster, and are able to take more punishment than humans. They have an enhanced sense of smell and hearing as well, and can usually see better in darker places, somewhat. They can identify other vampires or undead very easily by way of smell. Minor cuts heal almost right away, and even deeper wounds can heal much faster than humans, presuming that the vampire feeds regularly. A vampire who abstains from feeding, or feeds solely on animal blood, cannot heal wounds as fast as a vampire who feeds on humans regularly, but can still heal somewhat quicker than humans. Though, if a limb is ripped off, there is no reattatching it and it healing- they act just like humans in that aspect.

-Vampires CAN bleed to death. Blood is a vampire's life force. While they may store more than humans, they bleed just as humans do. A stake through the heart, while it won't kill a vampire, can easily paralyze a vampire. If a vampire's head is cut off, that vampire is dead.

-Vampires cannot, for ANY REASON, step into the sunlight, or anywhere near it. Artificial sunlight and UV lamps don't do shit against them, however. This is not to say that they can't be blinded by such things, or pissed off.

-Fire is BAD. Fire is VERY bad. If a fire was burning at about 100-degrees F for a human, it would feel about 450-degrees F for a vampire. Needless to say, they burn very easily. If flame, no matter how hot or small, touches a vampire's heart, said vampire bursts into flames and dies instantly. Even if your race was immune to fire before you were Embraced, you now have no immunity to fire.

-Holy water can be bad, depending on the deity it was blessed by. For example, a god/goddess of Life, the Sun, or something along those lines would be like acid to the vampire, while a god/goddess of Death or Evil would act as normal water. (NOTE: If deities are ruled out, this rule will be re-worked.  If they are ruled in, there will be a list of deities whose water affects vampires.)

-Garlic, running water, crucifixes- all powerless against a vampire, though garlic can sometimes halt a vampire, due to the intensification of it's smell through a vampire's senses. The last- crucifixes- will be explained next.

-Vampires cannot simply be turned away by holy icons. Vampires are turned away, instead, by "True Faith." True faith is something that someone wholly and undeniably believes in, for better or for worse. Though, the faith is useless unless the person has a focus of some sort. If a priest who truly believed in the power of God held a crucifix up, the vampire would be repelled, and even possibly burned by the icon. But if a priest who just did it as his job did the same, the vampire could easily snap the twig in half. (While i'd like to give an example, i'd rather people found out what true faith is on their own. It's kind of a finicky thing to RP, since people would be able to lie about what their characters really believe in.)

-Vampires have an unnatural beauty, though some choose not to act on it. It works much like an aura, a prescence, calling the weak-minded to it easily. Some vampires tend to lure their prey in through these methods. Contrary to popular belief, neither gender finds it easier than the other to seduce prey. Both find it relatively easy to find a willing "donor." Other vampires tend to be more forceful, instead preying on those they find alone at night.

-An odd and unexplainable "weakness," it could be called, is the inability to enter someone's personal home (or room, if at a hotel or something of the like) unless invited. They can ask, of course- usually just playing it off as courtesy and asking "May I come in?" If rejected, however they cannot enter the home or room until the person invites them in, not even if it's not through the door. (Note: If it's a person's home, they don't have to ALSO stop at the bedroom and ask.) They must be invited in each time they revisit, should they go back somewhere.

-Vampires cannot eat food, though they may mimic the act of eating it. They cannot digest it, so, if at some point they eat food or drink something other than blood, they must throw it up again at their discretion, or the food rots in their stomach, making them sick and possibly alerting the others around them via the smell.

-Vampires do not have to breathe, but many often still mimic the act of breathing to fit in.

Feuergeist- XutaWoo (9/15/09)
Odd fireball parasites

The feuergeist are artificial creatures created by magic that are sentient balls of fire with small wings and magical prowess. While plain they are weak and extremely vulnerable to water, and therefore large amounts of ice, they can take over bodies of living creatures.

Generics

As mentioned above, they can take over bodies. This causes the body to mutate, causing drake-like features and making it unburnable, with lightning not being able to do more than serious pain and fire completely ineffective. This also increases the feuergeist's magical powers to a bit more than the body's original amount. Note that even magicless bodies make them more powerful than while they're naked, though not by much.

Feuergeist, by nature of being a flame, do not need to eat, sleep, and especially not drink; however, they do have to keep themself lit, usually by natural gasses or fire wood. As well, they do not age. Dispite this, they are extremely rare, due to the fact that they don't have physical sexes; only psychological genders, if they have that.

The taking-over process

First, a feuergeist need to find a body it wants to have. When the host is selected, the feuergeist goes through any orfice it can; this is usually the mouth. Once inside, it automatically starts taking over the body with no control; only the host's will can force them out.

While this happening, the host feels a burning sensation slowly creeping through their body, as well as any sentient though dying. As it goes on, they slowly lose control of their body, starting from the lower body. Finally, the mutations start appearing causing an even greater burning sensantion in the effected areas. At that point, the host can no longer try to remove the feuergeist. After that, the host is in a vegetive state that is essentially death; except it isn't truly death until the body's destroyed.

No furry characters. A human/humanish character with tails and ears are the maximum we'll allow.

You can make undead characters if they're undead FROM THE START. Dying then turning into a zombie, unless cursed to, is prohibited, because the character would instantly escape death.

When a character dies, it cannot be reused unless a character of an admin allows it. Hirokane (7/3/2008) - {I'm not sure about allowing admins to revive characters, though..}

Hirokane (7/3/2008) - {From Remus: The weapons a character uses must be reasonable; if the weapon is top-heavy, for example, you can't run around like a marathon ninja with it. || And in the case of explosive weapons or weapons that fire explosive projectiles, the blast cannot be stronger than a normal grenade. No "Pull the Trigger, Blow up the Inn" kind of crap.}

Playing the Game
Using one-word emotes in battle is NOT acceptable; "*dodges*" will not cover it. The more descriptive, the better.

You cannot use an OOC reason to start something in the RP.

Your character cannot personally know something about a character without learning about it from within the RP. Weaknesses are a good example.

You risk getting your character deleted if caught power playing twice.

Unless the NPC represents a created character, they're considered throwaways, and can be killed freely when they're not of importance.

Stanley is the official bartender of Morning Star Inn. He has 2 backup bartenders, and they have the highest life priority of NPCs: They cannot be killed freely.

Stanley can only be controlled by Jokua, commonly known as Vance by frequenters. Stanley is obligated to protect the inn at all cost, even if it means grabbing players and throwing them into the lake, and calling his guardian robot, Centurion.

Trey, the first backup bartender, can only be controlled by Dizzy Reed, commonly known as Remus by frequenters.

Mimi, the second backup bartender, can only be controlled by PrecisNeuuman, commonly known as Steph by frequenters.

Hirokane (7/03/2008) - {The ruling family of Farnor has not been decided, but they shall remain NPCs, and cannot be accessed unless it's a special RP and the admins allow it. Admins also cannot use these NPCs unless the RP is special.}

==Reboot or Retweak? (or Cake?)==

Reboot - Total Votes: 7
 * Sanji
 * Xuta
 * Paynekiller
 * Roy
 * E
 * BB
 * Killer

Retweak - Total Votes: 4
 * Remus
 * Vance
 * Kyra
 * Shadow

Undecided - Total Candidates: 2
 * Reb
 * Neon

Cake - Total Votes: 1
 * Overlord Onizuka SanjiWatsuki (talk) 02:58, 6 July 2008 (UTC)

The Inn
Morning Star Inn. That's what he'd decided on- and he hadn't had one regret about the name. The wood the place had been built out of still smelled fresh- oak, with cedar accents, giving the place a clean, yet cozy smell.

Tables in most of the room, a couple booths along the walls, with a pretty large bar counter spanning the back wall. Off to the right of the bar was a rather large fireplace, surrounded by a few couches, armchairs, and a bookshelf, which held a few random books on it. The armchairs and couches weren't new- they were cushily worn in by a family of gnomes over in nearby Rothlock, donated after seeing the place have sprung up over a mere six days.

It had opened promptly on the next day, and attracted quite a few curious onlookers. Being on a well-travelled road in Central Farnor could do that to a place. Now, only a week later, the place- even this late in the evening- had quite a few people. Some were eating after an all night hike, most drinking. The building itself was four stories high, with the upper three housing the rooms. Fifty rooms in all, some larger than others, but all quite accomodating, with their own bathroom.

In the back- Stanley's own home area, a large kitchen, and a storage room. At the current time, the Inn only had two workers- three, if you counted the massive metal roughly-humanoid thing that stood near the right wall of the Inn, outside. Stanley was the owner and proprietor of the Inn, and, working for him, a young boy, nicknamed Sheemie, who can be seen often sweeping the floors, or gathering up glasses and leftover drinks.

Stanley himself is a massive hulk of a man- 7' 4" tall, somewhere around 300 pounds- most of it solid muscle. His hand, opened up, could easily balance 3 beer bottles in it with barely a chance of them falling over.  During the first week, a patron came in and automatically got rowdy.  Soon, the guy found himself with Stanley's palm atop his head, with Stanley's fingers curled around his skull- before he flew out of the Inn, through the air, and came crashing into a nearby lake with a splash- a good 500-foot toss.

The surrounding area of the Inn is much like a clearing, although significantly larger. A large lake sits center-left, a good 200 yards from the entrance of the Inn, which the north/south path sits in front of. Trees and lush grasses encompass the rest of the area, making it a good place to picnic, hike, or even nap and enjoy the cool, clean air. Surrounding the large clearing-like area is forest all around. Following the dirt road south or north, you pass through heavy forests, south to Rothlock (an hour and a half travel), north to the capital of Doriegnsk (a day's walk from the Inn). A little northwards off the inn, before the forest, lies a path to the west. Taking this path, you pass through a small bit of forest (roughly an hour's walk), before rolling plains open up, and the city of Venarkiln- a bustling merchant town- is seen, it's high walls yet open gates welcoming in any wandering travellers. The road goes through the city, as well as around it, branching off here and there to various villages. Going east from the Inn, you pass through a light forested area, yet no path leads your way this time. Windy sea breezes are common in the east of Farnor, as are port towns. Travellers from all over the continent of Farnor pass through this area, usually coming up south to go to Doriegnsk, so trader caravans often pass by the Inn. Just a ten-minute walk from the Inn, on the way to Venarkiln, sits a small stone church- home of a local priest, who quickly made friends with Stanley, so a few of the patrons are monks, casually clad in normal clothing and robes.

All in all, it's a quaint little place. Stanley just felt that it was right- the name, the location, everything about it. Here, if it pleases you, is where adventures begin, lives are lived, and stories are told. By Vance

Game Updates
Just to let the admins and others know about the changes. Hirokane (talk) 06:40, 8 July 2008 (UTC)

Version 1.4E:

I just finished building this one. I went with Sanji's suggestion - The game will automatically backup and clear the server history every 24 hours it's been up. Admins and hosts can also do this with a verb in their tab.

The "View Server History" no longer builds on the fly - it basically loads a clear HTML file, with no for-loops or anything. I tested this with 18,003 log entries (about what, 4 days? >>) with no lag on the server's side.

Fixed an issue with the bio picture not saving as it should. Thanks for the pointout, Remus.

AND SO HELP ME GOD IN HEAVEN...NO ADMIN SHOULD BE ABLE TO BOOT EACH OTHER ANY MORE!! Note, they were never able to do this with the ban.

Version 1.4F:

Concerning the QuickLink menu, Incapacitate swapped places with Incapacitate Undo, so less hitting Incap by mistake. Hirokane (talk) 09:17, 9 July 2008 (UTC)

Added Vance's narration to a window, under an "MSI Prologue" verb. Thank Killer7 for the suggestion. Hirokane (talk) 21:58, 9 July 2008 (UTC)

Version 1.4FX:

Just so you know, this hasn't been released yet, and isn't too vital.

Some tags affect the server history, but aren't security-breaching. They were fixed. On the account of MGMs, I'd advise you don't touch any of the Debugging verbs under ANY circumstances - I left them in by acccident. << Oh, and the server updates the number of players in the server by the minute. >>;;

That's about it; this update can be optional unless the little issues in 1.4F bother a lot of people. Hirokane (talk) 03:17, 21 July 2008 (UTC)