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Alrighty, so the 4 NPCs are now under @gamer5 's control. Try to RP them in a way that makes sense, or is just generally interesting. Or you could ignore them and just have them nod and do what they're told, it's up to you.

Edit: Whoop whoop, page 100!
 
*gasps and shrieks in pleasure* The 100th page!!!! Also, I finally have a post up.
 
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Huh. It turns out, some of the links to race/character sheets got a bit glitched out after the first two posts are merged. Any sheet-containing post that got shifted back a page due to the merge now has a link that not only fails to snap to a specific post like it should, but it also doesn't even take you to the correct page.

This can easily be fixed by just updating the URLs in said links, though. XD I'll go do that now.
 
Apparently the only sheet where the link was glitched as a result of the post moving to a different page was the Harbinger race sheet, which was the sheet that made me realize this problem in the first place when I clicked on the link and didn't get where I needed to be. I just tested all the others and didn't run into any issues.

I did not check the graveyard, however, because those links just... aren't as important. If someone really wants to go through the graveyard section and test that every link still takes you to the post that it should, then, uh, be my guest. But it's not exactly high on my list of priorities. XD
 
"If you're so concerned about Key, why don't you help him out, yourself?" is the comeback that will eventually pop into Kaessya's head and make her mad at herself for not thinking to say it in the moment.

Really the thought that Azrael isn't already helping to fight those things (or that Azrael would prefer to waste energy on yelling at Kaessya instead of helping) is something that Kaessya will be rather ticked-off about once the situation calms down enough for her to realize any of this. XD

Sorry for not including tags in my IC post, by the way. I'm just not in the habit of doing that for my other RP's. I'd edit them in now but the system doesn't send out alerts for tags that get edited in as opposed to being present when the post is made, so... not much I can do to fix that mistake now. o_o

I guess I can at least tag you in the OOC to remind you that I posted: @Eruantien @Luma @Shinku⭐Kun
 
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"If you're so concerned about Key, why don't you help him out, yourself?"
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I actually didn't thought about that...
 
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@Kagayours
I add a last sentence on that last post in the IC, lel
 
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@Luma I saw this and I thought of you:

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@Kagayours you forgot about Nightshade and his whole breaking into the office thing XD just letting you know.
 
@Kagayours you forgot about Nightshade and his whole breaking into the office thing XD just letting you know.
? I didn't forget. I'm fully aware that that is a thing I'll have to respond to at some point. I had just prioritized posting for Kaessya. >.>"
 
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Alright. I'm just making sure XD
 
@Kagayours umm... Can you please guide on this? To be honest I'm a newbie here.
Well, ordinarily, to join a roleplay like this, you would make a CS (character sheet), the template for which is in the first post of this thread. But depending on what sort of character you want to play, things might go a bit differently. The way I've set up this RP in particular is that anyone can create a race of creatures to play as -- and, once a new race is created, then anyone can make characters of that race. But the details of that particular race have to first be solidified in a "race sheet" (which is like a character sheet, but it defines traits of an entire species rather than just your character).

If you want to create your own race to play as, then you'll have to first make a race sheet, which has to be approved by me (or Luma) before it is officially accepted. Then, you can create a character sheet -- which also goes through the same approval process. Once your CS is approved, then you can start posting in the IC (in-character) thread.

If you don't want to create your own race -- and you just want to play as one of the races already present in the RP -- then you only have to make a CS. But you do have to make sure you're following the guidelines set in that character's race sheet, and you'll have to get your CS approved by the ambassador of that race as well as getting general GM approval. The ambassador of a race is the person who controls the lore for that race, and is usually the same person who wrote the race sheet for them.

Just to clarify, though, all this business about "race sheets" and "ambassadors" isn't the norm for most RP's on this site. This is just how I've chosen to set up Omnibus in particular. o3o (Unlike character sheets, which are the norm for most Iwaku group RP's.) I realize that trying to make sense of Iwaku basics as well as the rules of my particular RP is probably a bit daunting, so, my apologies if any of this is confusing. Just let me know if you have any questions and I'll try to clear up any confusion you may have.
 
So I probably need more details, but here's what I've got:
This is pretty much how I've been spending my life recently...
Name singular: Spirit
Name plural: Spirits

Powers/Abilities:
While most spirits have one unique ability, they also share a few abilities.

• intangibility: while a spirit is already completely intangible to any normal human, they can manually make themselves intangible to some other races. The exceptions being races that can see or sense souls. The only race that they are intangible to by default is normal humans. Ones they can make themselves intangible to are any race that cannot sense or locate souls. Every other race can normally sense them in some way, unless they purposely make themselves intangible. Note: this takes a fair amount of energy by the way. Any type of non-human or "special" humans can see/sense them.

• astral projection: essentially a cloning procedure. A spirit can create duplicates of itself or others, though said duplicates are strictly limited to an astral form.

• siphoning: if a spirit touches a source of energy or magic, they can begin to siphon from the source. However, they are rendered completely defenseless while doing so.

• soulbound item: every spirit is granted a single item upon ejection from the astral plane. This item can be almost anything, and is assigned to said spirit by the astral plane itself. The astral plane evaluates the soul of the spirit and assigns it whatever item it deems fitting. The reason it is called a "soulbound" item is because only the spirit it is assigned to may manifest or even touch it without extreme discomfort.

• unique ability: unique abilities vary from spirit to spirit. They are mostly just enhanced senses or skills, but some spirits have been known to possess physical magic such as control over fire or the ability to possess a live being. Unique abilities are assigned almost at random by the astral realm, though it normally has some sort of connection to either their soulbound item, or what soul the spirit in question is a copy of.

Lifespan: semi-immortal: they can die if their physical or astral form takes too much damage or if their ties to the astral field are severed. However, they cannot die simply from the ravages of time, as time doesn't necessarily effect them.

How can they die?: Basically, any attack or magic that manifests itself purely in a physical manner, like fire for example, cannot effect them. Things like a harbinger's "penance stare" can effect them. Anything that will effect nonphysical elements such as attacks directly to the soul, mind, or the constant astral ties can effect them. It's a little difficult to explain, but pretty much they can only be effected by attacks that are nonphysical themselves, or that are designed to attack nonphysical elements. Think of the astral ties like a life support system. If they're severed, the form of a spirit will start to break down at a constant rate.

Physical description:
Spirits may come in all shapes and sizes. All Spirits have two distinct types of forms however: astral and physical. In astral form, a spirit cannot effect or be effected by any physical laws or objects (note: this also includes certain magics). Once a spirit has assumed physical form however, it is quite the opposite, they can be effected by all physical laws, objects, and all magic that would normally effect a physical being. Most spirits can manifest themselves in a humanoid form and, depending on the spirit, one that is completely different. The latter is called a "variant".

Cultural description:
Spirits are a race tied to the astral field. This is a constant field that surrounds some realms and supplies a spirit with enough energy to maintain their astral form. If a spirit wishes to go to a place not tied to an astral field, they must have a constand feed of energy from a seperate source. It is the same if they want to gain a fully physical form. Spirits are direct copies of deceased souls. While not all souls are copied, a lot are. Because of this, their entire body is technically counted as a soul. However, they are not exact copies. Meaning, mostly just memories, how to use their new powers, and what/where they are are copied. Physical appearance isn't copied, and only revert to the race of the "original" soul. This means that personality, appearance, and even gender can technically be different from the "original". If, for some reason, a spirit is particularly well-known already (and didn't become such during their time as a spirit), then the astral field will allow them more power on a regular basis. Basically, if you're a well-known one, you get a "fame bonus".

Realm: Astral Plane - The astral plane is essentially a separate plane of existence from Earth. It is blank and empty and only serves as the "birthplace" of a spirit. Once a spirit's astral form is stable however, they are immediately ejected from the astral realm and sent to Earth as default. The stabilizing process can take some time, ranging anywhere from instant to a millenia. A spiri t is completely debilitated during the stabilizing process. The astral plane has a sort of "intelligence", though no one knows exactly how it works. This allows it to manage its own affairs as well as evaluate the soul of a new spirit.

Other: N/A I think?

Short description:
Copies of deceased souls that are manifested in an astral body. Not quite a ghost.

Name: Jormungand
Also known as: Jormungandr; World Serpent; The Midgard Serpent
Race: Spirit
Gender: male
Age (apparent): 16-ish
Age (actual): 10 (he will be ejected to Earth onto the grounds of Omnibus) stabilizing process took 10 years. [reason: astral plane "thought" it'd be best?]
Appearance:

Humanoid Form:
a47a5157365ba89a8b6c12b389835433.jpg
Jormungand is a slender man (he was literally a giant snake before so yeah). He has light blue hair and bright yellow eyes with reptilian pupils. He normally wears a fur lined jacket and a white shirt under it. He wears jeans and some boots. He has a pair of 1.5 inch long fangs where a human's top canine teeth would be.

Variant Form:
His variant form is that of a massive sea serpent. (below) He can however, make himself (in variant form) much smaller than this.
jormungandr__the_world_serpent_by_j_humphries-d9emz4x.jpg


Bio: [personality/history]

Personality:
Jormungand is always a little cocky, not really knowing his place. He will most often try diplomacy first when conflict arises, but isn't afraid to fight if he needs to. He may not seem like it, but his overall goal is world conquest. He doesn't just go around saying "Hey, I'm gonna take over the world! Wanna be my minion?", but he will at times bring up his goals, only if he thinks the situation fitting. He's only just been created as a spirit, and his "original" soul has been dead for the past few... millenia? Because of this, he is quite fascinated by all the technology there is nowadays.

History: (this is a description of the "original" Jormungand, this is straight mythology so it doesn't have too much to do with my canon version of him)
Jormungand was a massive sea serpent in Norse mythology. He was said to be so huge that if he lay straight, from nose to tail he would encircle the entire earth. Of course, this was an overstatement by fearful people. He guarded the bridge to Asgard, apparently the realm of the gods. During Ragnarök, he is said to have been killed by the thunder god Thor, who took 9 paces and fell dead from the serpent's venom. [Ragnarök is a set of future events layed out in Norse mythology]

Soulbound item:
Jormungand's item is a large spear that, instead of his fangs, holds his venom within. This means that if he so chooses, the tip can become poisoned.
guildwars2_weapons_02_concept_art_by_dave_bolton.jpg

Unique ability:
Energy conservation. This means that he basically has more stamina than normal and can keep certain abilities manifested for longer.
 
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• intangibility: while a spirit is already completely intangible to any normal human, they can manually make themselves intangible to some other races. The exceptions being races that can see or sense souls.

Wait, so, if they are normally intangible to humans, and they can make themselves intangible to other races (except those that can see/sense souls) -- with which races are they normally tangible but can still make themselves intangible? And which races are more human-esque that spirits are also intangible to them by default?

Lifespan: semi-immortal: they can die if their physical or astral form takes too much damage or if their ties to the astral field are severed. However, they cannot die simply from the ravages of time, as time doesn't necessarily effect them.

In that case, what forces are capable of damaging them? I assume regular physical attacks aren't generally effective...

In astral form, a spirit cannot effect or be effected by any physical laws or objects (note: this also includes certain magics).

This sort of answers my earlier question, but I'd still like to know what does affect them.

Other than all that: this looks good to me, I think. I'm having a bit of trouble concentrating right now and I don't know if I'm fully understanding everything or if I missed something obvious that I should've pointed out -- so I wouldn't mind if @Luma would take another look at this for me.


As a general rule, I don't look at CS's until the race sheet is approved.
 
1. The only race that they are intangible to by default is normal humans. Ones they can make themselves intangible to are any race that cannot sense or locate souls. Every other race can normally sense them in some way, unless they purposely make themselves intangible. Note: this takes a fair amount of energy by the way. Any type of non-human or "special" humans can see/sense them.

2. Ok, so physical attacks/magic cannot effect them. Basically, any attack or magic that manifests itself purely in a physical manner, like fire for example, cannot effect them. Things like a harbinger's "penance stare" can effect them. Anything that will effect nonphysical elements such as attacks directly to the soul, mind, or the constant astral ties can effect them. It's a little difficult to explain, but pretty much they can only be effected by attacks that are nonphysical themselves, or that are designed to attack nonphysical elements. Think of the astral ties like a life support system. If they're severed, the form of a spirit will start to break down at a constant rate.

3. Oh, sorry about that. Probably should've just held off on posting that one.
 
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