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Showing content with the highest reputation on 12/15/2019 in all areas

  1. small is better anyway, yall all like stretched out an diluted. my plasmemes are a nice healthy 5'9
    1 point
  2. No one can say Hazard isn't cute now! Lies and slander! Are they bald? If no, then yes. Do they have a pulse? If so, yes. Do they not have a pulse? Probably no but hey, free punching bag. Bonus points if they're shorter than her because imagine being taller than a 7' plasma man whew.
    1 point
  3. I smell some thot here, hazard should be around. Cool drawing
    1 point
  4. [UNDER CONSTRUCTION AND FORMATTING] First and foremost I'd like to state: This guide is an opinion piece. Your idea of what a good wizard brings with them to the station may vary wildly, and that's okay. Now lets get down to brass tax: A tier list! And of course, I'd be a nerd if I didn't describe what these spells do and how to use them, etc: The Best: Bind Soul: "A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use. Can be cast without wizard garb" Cooldown: 1 Cost: 2 This spell is mostly just known as Lich. It allows you to grab a random object on the station and bind yourself to it, allowing you to teleport there when the crew inevitably beats you to death. When most wizard rounds usually end, yours starts over again! Very powerful spell. Blink: "This spell randomly teleports you a short distance." Cooldown: 2 Cost: 2 Where Ethereal Jaunt is good for mobility, Blink is good for being alive. Down on the ground and stunned, you are at your most vulnerable. Being able to randomly displace yourself around on the ground makes you incredibly hard to hit, and a cool down of only 2 seconds makes sure you can do it many many times. You can also gamble with it to get you into places you aren't allowed to be in. Six Soul Shards and the spell Artificer: "Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot." Cost: 2 This belt and spell together create incredibly powerful constructs that serve you and decimate the station. When I used this spell, a single wraith returned to me 7 bodies. And I had several wraiths. There are three constructs you can create, each with their own respective abilities. A brief description of each: Artificer: These guys can create new shells, shards, walls, floors, pylons, and can also heal other constructs with help intent. Their healing is very quick, so it should be used if needed, and they can summon pylons that supplement their quick healing. They are the suppliers of your shards, without at least 2 of these you will only have a small number of wraiths decimating the station. Wraith: These guys are fast, can teleport, and deal the same amount of damage as a wielded fire axe. They only have 75 health, but that's not really an issue as they can very easily teleport away if they need to. Juggernaut: These guys are slow, have a damage threshold of 10, and hit like a truck. What I mean by damage threshold is that, if they are hit by something that does 10 or less brute damage, it does nothing to them. They have 200 health, and hit with the same damage as an e-sword. These guys work best as base defense, as they are very sturdy, hit hard, and lack any maneuver abilities. Contract of Apprenticeship: "A magical contract binding an apprentice wizard to your service, using it will summon them to your side." Cost: 2 Essentially, more wizards! There are four different types, based on schools of magic. I'll list them from best to worst, in my opinion: Healing: "Your apprentice is training to cast spells that will aid your survival. They know Forcewall and Charge and come with a Staff of Healing." They cost 2, but come with items and abilities that cost 3, all packed into an extra wizard person. A bargain indeed. This apprentice is best kept in the back, away from danger. Coupled with the belt of wands, they can be given wands to recharge, or to use for their own defense. Destruction: "Your apprentice is skilled in offensive magic. They know Magic Missile and Fireball." Comes with two very useful spells, and acts as a way of extending the destruction if die. Overall a solid choice, and if robust enough can hold their own quite well by themselves. Robeless: "Your apprentice is training to cast spells without their robes. They know Knock and Mindswap." This spell pairs well with the belt of shards, as they can interact with the artificers whilst also blending in with the crew. Having Knock is a great mobility spell, and being able to mindswap with security could cause an interesting amount of chaos if they continue up the chain... It has been done before! Bluespace Manipulation: "Your apprentice is able to defy physics, melting through solid objects and travelling great distances in the blink of an eye. They know Teleport and Ethereal Jaunt." Even though at the bottom, it's still good to have an apprentice with good mobility! That's all they have, however. They are completely at the mercy of the station and being able to teleport is cool and all, but a long cool-down makes sure they are eventually caught with virtually chaos to the crew. Awesome: Fireball: "This spell fires a fireball at a target and does not require wizard garb." Cooldown: 6 Cost: 2 This is one of the more must have spells. Low cooldown, great damage, and almost certainly causes someone to lose a limb or two. Don't cast it if the person is right in front of you! Explodes in a 3x3 area. I've seen many a wizard make the mistake of hitting themselves with this one. Fireball: This spell is for gamers by gamers Description Ethereal Jaunt: "This spell creates your ethereal form, temporarily making you invisible and able to pass through walls." Cooldown: 30 Cost: 2 Overall a great spell. The only downside is the cooldown, and sometimes you end up in a place you'd rather not be. Wand Assortment: "A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt." Cost: 2 So many great wands, and some less useful ones. I'll list them in no particular order: Wand of Death: Guess what this one does? It instantly kills someone! Works great with the shards as you can very quickly get a small army created if you're accurate. 3 charges, and upon recharge goes to 2, then 1, then cannot be recharged. Want of Resurrection: Works just like the staff of healing, but with limited uses. Charges the same way as the Wand of Death, max 6 uses in a wand and starts with 3 charges. Use it on yourself or an Apprentice! Wand of Polymorph: Changes someone into something else! Sometimes a cat, sometimes a mouse, sometimes a syndicate borg, or maybe a Xenomorph Hunter... For the last two things, this isn't always a great weapon. Alien Hunters generally do not like the person who turned them into one, and if this wand ends up in the wrong hands, you're in trouble. Getting hit by this as a lone wizard can end your round instantly. Has 10 charges, and loses a charge every time it is recharged. 10+9+8+7+6+5+4+3+2+1 = 55 Maximum uses! Wand of Teleport: Can be cast on someone to make them blink somewhere else, or on yourself. Useful if the guy attacking you is in full wizard killing gear and you gave your fireball wand away. Has 10 charges, and recharges to 10 every time. Infinite uses! Wand of Door Creation: Cast this on a wall to turn it into a door. Cast it into a door to open the door. Doors bolted by the AI still open, but doors welded by the crew do not. 20 Charges, recharges to 19 then 18, and so on. 20+19+18+17+16+15+14+13+12+11+10+9+8+7+6+5+4+3+2+1= 210 Maximum Uses! Wand of Fireball: Casts a fireball. There is no cool-down with this wand, so you can blast all 8 very quickly. Not a good idea to unleash the fury all at once as 1 is good enough to take out IPC's and Plasmemes, 2 for most of the crew, and if they are really armored up and ready to fight, 4 will be good for them. Save your ammo! Starts with 8 charges and recharges to 8 every time. Unlimited Power! Pairs well with the healing apprentice as they also come with charge. Great: Battlemage Armor: "An ensorceled suit of armour, protected by a powerful shield. The shield can completely negate sixteen attacks before being permanently depleted." Cost: 2 The interesting thing about this armor is that it is best used as long as you are not going loud. It has the same defensive abilities as regular robes when unpowered, but also blocks 16 hits to you that might otherwise mess you up. Buckshot is very powerful against this armor. 16 sounds small, but in the beginning most of security is rolling with tasers, which this armor blocks. An early stun on the wizard has been game over many times. Mutate: "This spell causes you to turn into a hulk and gain laser vision for a short while." Cooldown: 40 Cost: 2 This spell turns you into a hulk. You shoot 20 burn damage lasers and punch for 15 brute. The lasers fire VERY quickly. You can also break down doors pretty effectively. You get no damage resistance, but you are immune to stuns. It lasts about 30 seconds, meaning by the time it's over you can almost do it again. If you're seeing this, it means I'm still writing things, and testing things! You came here early. Good: Disintegrate: "Charges your hand with vile energy that can be used to violently explode victims. This spell manifests in your hand and requires you to touch your target, so you will not be able to use it while handcuffed or stunned. Additionally, all the gear except their shoes, gloves, helmet, mask, headset, glasses and whatever they were holding in their hands will be permanently destroyed." Cooldown: 60 Cost: 2 This is a good spell for locker wizards. Hide in a locker, wait for security to find you, hit them with it, and then juant away to another locker. This spell gibs people, so it doesn't work with shards. Repulse: "This spell throws everything around the user away." Cooldown: 40 Cost: 1 This is a pretty useful spell, it allows you to knock people over, drop what they had in their hands, and stun them for a brief moment. Very good defensive spell if you get knocked down. It also works in a very wide range around you. Magic Missile: "This spell fires several, slow moving, magic projectiles at nearby targets." Cooldown: 20 Cost: 2 These slow moving little orbs are incredibly annoying to deal with. Generally, casting this will cause people to run away from you as these stun them for a good amount of time. Works great if you are stunned yourself, as an orb is spawned for ever person within sight of you. Stuns for just long enough to handcuff someone. Charge: "This spell can be used to recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user." Scroll up to the belt of wands to see how different ones work. This spell also works on things like tasers and stun batons, charging them. I've no idea what the granting magical power to a fellow magic user means, but I'd imagine it has to do with dragging an apprentice or something. No idea. Very useful if you go in solo with the wands, as it gives you infinite fireball and many many door openings. Staff of Door Creation: "A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass." Cost: 1 Infinite mobility around the station! Cast on any wall and that wall is now a door of random material. Cast on any door and that door opens. Works just like the wand, but never runs out of power. Also very cheap. Greater Force Wall: "Create a larger magical barrier that only you can pass through, but requires wizard garb. Lasts 30 seconds." Cooldown: 10 Cost: 1 Creates a wall that only wizards can pass through. It blocks every projectile and it also blocks people from standing on it. If you use it right, you can stand on it and cast spells onto both sides, and retreat to whichever side is safer. Knock: "This spell opens nearby doors and does not require wizard garb." Cooldown: 10 Cost: 1 This one works just as described. Mobility is king when everyone on the station wants to be the one with your head. Smoke: "This spell spawns a cloud of choking smoke at your location and does not require wizard garb." Cooldown: 12 Cost: 1 The key feature of this spell is not described. Choking in this smoke causes you to drop your item held, and it's very hard to see where you've dropped it until the smoke clears. Don't cast this if you have a staff or wand in your hands! You choke immediately upon casting it. Doesn't work very well when security is wearing gasmasks, but not everyone has one. Okay: Curse of the Cluwne: "Turns the target into a fat and cursed monstrosity of a clown." Cooldown: 60 Cost: 2 Would be great if people immediately see the cluwne as valid during wizard rounds. That's not how the chaos works, generally, and you'll sometimes just have a cluwne fighting you now. Can you imagine losing a wizard round to a cluwne? The embarrassment. Stop Time: "This spell stops time for everyone except for you, allowing you to move freely while your enemies and even projectiles are frozen." Cooldown: 50 Cost: 2 It is possible to use this spell with great effectiveness. I would say force wall is better, just because it has a much quicker cooldown. The issue is using this in a narrow hallway, you stop the bullets but if you can't make it to the end of the hallway, you get hit by the very bullets you spent 2 points to stop. This meme was created by Force Wall Gang. A Necromantic Stone: "A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command." Creates skeletons wielding very powerful weapons and shields that can honestly do some damage. The issue is that you can only have three, whereas the soul shards you can very quickly have six, and then many more from the artificers. If you could somehow make more, they would be on par with the shards, but only three makes you much more vulnerable if you decide to have these as your soldiers over the shard constructs. Staff of Animation: "An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines." This staff is actually pretty interesting. Casting it on an item causes that item to come alive, and it 'biting' people causes whatever brute damage it would have to transfer. The creatures do not seem to attack the wizard, but apprentices may be in danger. Items created with this staff have almost no health, and revert to normal in about 5 minutes. Cast it on a fuel tank for hilarious results. Greater Knock: "On first cast, will remove access restrictions on all airlocks on the station, and announce this spell's use to the station. On any further cast, will open all doors in sight. Cannot be refunded once bought!" Cooldown: 20 Cost: 2 This spell opens all the doors for everyone and removes any sense of stealth you might have had. Not as good as regular knock, as sometimes you're banking on doors closing behind you, and this one has a longer cooldown. Flesh to Stone: "This spell charges your hand with the power to turn victims into inert statues for a long period of time." Cooldown: 60 Cost: 2 This spell turns crew into statues for a long long time. Like 10 minutes or something. It's incredibly boring for the person getting turned into a statue, as you are locked in place and miss out on the action. I feel like this one works pretty well against crew but, it's negative fun on the receiving end so I would suggest not using it. I'd rather die than be a statue! Rod Form: "Take on the form of an immovable rod, destroying all in your path." Cooldown: 60 Cost: 2 Great in very narrow hallways, this spell is tricky to use as it requires a very niche set of circumstances. Generally, this is great at killing one or two people, or the AI. I'd say this spell is okay because, in rod form you are invulnerable and anyone you touch will certainly die. Good if you want to be a maints wizard, but bad if you want to be roving the hallways. Disable Tech: "This spell disables all weapons, cameras and most other technology in range." Cooldown: 40 Cost 1 This spell would be great if it didn't confuse the wizard casting it, along with flashing him. It does remove all power from tasers and stunbatons, disables all cameras, and acts as an EMP on doors. Essentially, this spell is an infinite EMP implant with a cooldown. Mjolnir: "A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power." Cost 2 This hammer is good in that it acts as a stunbaton that does fire axe damage, and also sends people FLYING. A person will travel an entire Z-level if there isn't a wall in the way. Upon hitting the wall, they get hurt as well, increasing the damage. It's a hilarious weapon, but it's not amazing. Staff of Slipping: "A staff that shoots magical bananas. These bananas will either slip or stun the target when hit. Surprisingly reliable!" Cost: 1 This staff is surprisingly reliable. Essentially a taser with infinite charges. Doesn't do anything else, and cannot be stored in a bag. For the cost, it's actually pretty solid if you're going for annoying non-murder wizard, but where's the fun in that? Does have a cool-down if you spam it too hard, like all staves.
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  5. Koolo is such a sweet character. The Deva of the station. Her buttlight shines in glorious pink, and she clicks and clacks with such PASSION. This is the first time I've tried to draw a Kidan... I'm not sure how I did but I hope I did okay! I think they have different hands... but hey, I needed to do the peace sign. It's how Deva's WORK darnit.
    1 point
  6. When it comes to the ancient secrets of the universe, there aren't many people you can turn to for help. The chaplain has his godly magic, but knows next to nothing outside of his domain of work. Wizards... well, you're lucky if the worst that happens to you is you get turned into a corgi when you meet one. So who should you turn to when you come across some ancient artifact or book? How about the guy that has access to all the knowledge? The idea behind this to give the Librarian a minor duty that they can perform in their spare time. It's not mandatory, and can feed into RP with the mechanics you have to deal with to 'discover the secrets of the universe'. Ancient Items: At the start of the round, randomly spawned books, artifacts, and containers will appear. They'll rarely show up on the station, and more commonly be seen in space ruins and Lavaland. These 'ancient artifacts' are a bit similar in mechanics to strange objects, in which their exact use is unknown until studied. However, unlike strange objects which you just toss into the EXPERIMENTER to learn their use immediately, these artifacts take a bit more work. They'll vary in appearance depending on the possible results from unlocking them, giving you a hint as to what it may be. Decoding: In order to unlock or activate the artifact, you need to either do something specific with the item, or solve a puzzle of some kind. Before that though, you need to translate the inscription on the artifact. At the start of the round, a few different Ancient Languages will be randomly created. For simplicity, they'll be the normal alphabet scrambled in a random order or made up of numbers matching certain letters. The first step is to determine what language the artifact has on it. To help you, you can print out a 'Translation Text: (Ancient Language Name)' from the library computer. It'll take a bit of trial and error testing out the different languages, but you may be able to narrow it down depending on if letters or numbers are used. Once you figure out what language it is, you use your translation text to figure out what the message on the artifact is. After translating the message on the artifact, you will then have to do one of two things. The Word of Truth: The first possibility is a riddle or puzzle. The answer will usually be one word for simplicity, and must be spoken aloud. However, simply saying the word in Galactic Common won't work. you'll need to reverse translate the the word into the ancient language, and THEN say it to unlock it. If it is an especially rare artifact, you may even need to have the word spoken in the language of a certain species. Have fun trying to find a Kidan to speak the code word in Ancient Chittin. To prevent cheating, the artifact won't react to synthesized voices, such as the AI, borgs, or pAIs. Once you get the word spoken, the artifact will react and reveal it's true form. Fire Will Reveal the Truth: The second way an artifact will be revealed is though subjecting it to a certain stimulus. These can be anything from 'The secret will show when exposed to flame', to something like 'The artifact is awoken by the screams of a dozen people'. With those two as examples, you would have to either expose the artifact to fire, or get a dozen people to scream near the artifact. This has a lot of RP potential to it as you will have to often recruit people from around the station to help you unlock the artifact. Once the proper stimulus is used, the artifact will activate and reveal its purpose. Unlocking True Power: So you got a Vulp to swear in Canilunzt, or you got a miner to toss it in lava. The artifact is now unlocked! What did you get? The thing that is revealed is dependent on the type of artifact that you found. There are three different categories, each with their own table of potential items. Items: This artifact takes on the appearance of a rust and dirt covered... thingy. It's hard to say what it is, only that it's some sort of useable item. This can potentially be rare weapons like wizard staffs, cult clothes and weapons, alien tools, or even stuff that has been lost to history (return of removed items?). Or you could reveal a trombone. I mean... it's not the worst thing you can find. Ancient Text: These books are old, dusty, and full of cool secrets. Of course, whoever wrote it didn't want their secrets to be discoverd so easily, so the nature and use of the book is locked and hidden till the proper trigger is used. This book can potentially be one of several things. You have a chance of getting a single use wizard spell, such as the Recall spell. Great for those DnD games where you need to recall the d20 that jerk keeps throwing across the room. You may get a book that has a complete translation of a language, allowing you to instantly learn and speak it. The book may hold secret information that may be of value to others, such as which gene is linked to a certain genetic power. Worst case scenario, you uncover a generic book that a miner accidentally left on Lavaland. Ancient Container: This is the lootbox of ancient times. This box could potentially contain anything! It draws from both the book and item artifact table, and if you're really lucky, may actually contain multiple items. They're a bit harder to crack than the item or book artifact, but tend to have better rewards to make it worth the effort. However, with reward comes risks. The container has the potential to house something bad, like vampire bats or a gas trap that poisons you. And don't think about simply trying to break the container open. Doing so will destroy the contents. So that's my pitch for a new librarian/library mechanic. I'm aware that something like this would probably take a ton of coding, and I'm not expecting it to be something that's accepted. Still, it's fun to theorize about possible new mechanics. I'd love to hear any thoughts or suggestions on how this can be altered or improved.
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