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Planewalkers OOC; Behold my terrible attempt at creating an RP!
Tweet Topic Started: Feb 28 2011, 09:46 PM (10,900 Views)
MrEddIsDead Mar 6 2011, 04:45 AM Post #241
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*gasp* THEY HAVE CHURROS!
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That would be awesome.
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Lord Crepe Mar 6 2011, 08:39 PM Post #242
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Gone until further notice
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Hrm.

Since I'm here it's time for the HARD HITTING QUESTIONS! (eep....)

What's the time limit before a non-planeswalker person starts going bonkers in the wrong dimension. What exactly happens and at what speed anyway?

Also, what about Golems, homunculi and other ungodly (or godly) creations? Can they travel freely?
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Captain Sappy Mar 7 2011, 09:50 PM Post #243
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It varies with the individual based on certain factors. For one, if they actually enjoy the opposite world it takes longer for them to start going insane. In addition, it is also determined by their strength of will to hold onto reality and their intelligence. I would estimate that an average individual would be beyond all help after three months. The shortest amount of time it would take would be roughly five weeks. Someone extremely willful could last from six months up until a year before the point of no return.

The effects are not felt until after a week or two has passed(again, going by an average). From then until one month the person gains a chronic feeling of being watched. From one month to two months they gradually begin to hallucinate and babble to themselves incoherently. By two and a half months nearly their entire sense of reality has been ripped apart, and they enter either a manic state of false grandeur, or a state of extreme depression. Not much longer after that they become unable to return to normal. In reality Planewalkers are formed after four months of remaining in the opposing world, however most individuals are bat-shit crazy and borderline comatose by this point. This is why Planewalkers are considered uncommon, it takes a large amount of willpower to keep oneself from going insane.

As for golems and others, currently there is no means for them to travel freely. Although all sides of the war are attempting to develop means for them to.
Edited by Captain Sappy, Mar 7 2011, 09:53 PM.
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MrEddIsDead Mar 7 2011, 09:52 PM Post #244
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*gasp* THEY HAVE CHURROS!
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Character, Sappy, character!
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BeastWarrior Nocturne Mar 7 2011, 09:57 PM Post #245
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Just don't make it as 'interesting' as mine. Still don't know why it's interesting though.
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Captain Sappy Mar 7 2011, 10:00 PM Post #246
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Don't worry, I have yet to see someone with my character's style of magic.

Quote:
 
Name: Jericho Roth

Age: 28

Race: Planewalker Shadow

Allegiance: Terran Government

Equipment:

M16 Rifle
M1911 pistol
Two combat knives, each half a foot long.
Black kevlar jacket and pants
Leather belt with holster and ammo pockets
Steel toed combat boots
Lighter

Abilities:

Improbable Aiming Skills: Jericho takes precision shots, willing to sacrifice firing speed for accuracy.

Scavenger: Surviving in Terra for years with nothing but what he could find has made Jericho proficient at making use of whatever is around him, for supplies as well as tactics.

Disguise: Jericho's magic allows him to take on many different forms. Forms an illusion of being a different individual around him. Also causes his voice to change to anyone hearing him. Can take on the form of anyone he has had physical contact with. Used mostly for reconnaisance and infiltration.

Ghostly Voices: Weaves an illusion around someone of hearing imaginary voices, often those of their companions. Used to cause discord and paranoia among a group to lower morale.

Army of One: Creates a multitude of Jericho clones. Though they do no actual harm, the sheer number of them frightens and confuses enemies. Each one dissipates when struck. Often used on a group.

Living Nightmare: Invades an individual's mind to draw out their worst fears, the thoughts that chill them to their soul. Jericho then conjures these nightmares into reality to fight for him.

Now You See Me...: Plays tricks on an opponent's mind that cause Jericho to dissapear from sight. (Think invisibility, but only in the mind of whoever is affected) Jericho being struck dispells the illusion. Only works on one person.

Friendly Fire Isn't: Distorts an enemy's vision to switch the images of his comrades with those of Jericho or any of his allies.

Weaknesses: His offensive power is weakened while in the Shadow Plane due to using mostly firearms. His illusions(excluding Living Nightmare) do not appear on recording devices. Most of his illusions can only affect one person at a time.
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BeastWarrior Nocturne Mar 7 2011, 10:09 PM Post #247
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M1911?! That's mine. Pick a soviet gun!
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Captain Sappy Mar 7 2011, 10:11 PM Post #248
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But he's only half Russian... Plus I'm not too savvy when it comes to guns, so I just went with what Edd recommended.
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BeastWarrior Nocturne Mar 7 2011, 10:14 PM Post #249
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Recommendations? What lazy kind of research is that? I actually had to google all those guns. Most of the weapons I found during the Cold War were even either cannons or oversized machine guns.
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Drummy Mar 7 2011, 10:14 PM Post #250
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The Red Army will reign supreme!
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Captain Sappy Mar 7 2011, 10:15 PM Post #251
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Indeed.
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Ragnorra Mar 7 2011, 10:17 PM Post #252
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And I still will win mwahaha
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BeastWarrior Nocturne Mar 7 2011, 10:24 PM Post #253
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Hmm.. I'd still like to join the Terran Government, but only if both Max and Sappy agree to it.
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Riffus Maximus Mar 7 2011, 10:25 PM Post #254
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Nocturu's Wind of Change
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Like I said, do as you wish. It's your choice afterall, don't let others affect yours.
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Ragnorra Mar 7 2011, 10:27 PM Post #255
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Go ahead. I can fuse you to a tank.
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