The Atlantean Naval Vessel: Mother Ship First Class: Antros

Sometimes, things go wrong. Some people make characters, then drop off the face of the planet, and others die or otherwise disappear. Whatever the case, we have some characters that are ready to be played (or really close), so we have their character information here. If you already have at least one character (and thereby have proven that you are capable of using your own creativity), ask about taking control of one of these characters. Of course, you'll be given a chance to edit things before they're approved to add your own touches to things, but, if you're going to completely turn the character around, just make a new one.
Zyphos
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Joined: Mon Jan 24, 2011 12:41 pm
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The Atlantean Naval Vessel: Mother Ship First Class: Antros

Post by Zyphos » Mon Jan 24, 2011 4:13 pm

Zyphos’ Stats
Health: High
Mana: High
Chakra: Far below average
Speed: Slightly Above average
Stamina: Average
Mental Stamina: Average
Strength: Above Average
Defense: Above Average
Magic: Far below average
Resistence: Far below average

Arms Mastery: Zyphos is a master of all atlantean weaponry. This means he can use any weapon or combination of weapons that his crew can use.

Ethos: Zyphos is the epitome of Atlantean ethics and honor. His crew will follow him with 100% loyalty NO MATTER WHAT. This effectively means that as long as Zyphos lives his crew is immune to mind control.

Logos: Zyphos can maintain a telepathic connection with the ship. The amount of information he can sent is limited to his location, and the effect depends on which part of the ship he contacts. If he contacts the armory they will use the ship’s teleportation panels to send/receive weapons (the only exception to the teleportation panel rule). If he contacts the weapons system the ship will fire on the only coordinates available- his (obviously he doesn’t use this).

Study: Although he does not start out knowing any magic he can learn. Zyphos can study both black and white magic AND titan craft in the library (titan craft is an extremely potent branch of magic that costs no more than the –ra series spells, but has a limited number of uses.) He learns these at a rate of 2.5 spells per level up in black and white magic, and 1.25 spells of titan craft per level up. Other’s can study titan craft in the ship’s library IF Zyphos opens the door for them, but since they have no knowledge of atlantean language or culture they learn it at a rate of .5 spells per level up. Unless, they were to have some of that lost knowledge restored somehow (*cough cough HARLEQUIN!* hint hint), in which case they would learn.75 spells per level up.

Bolt of Judgement- An electric element attack that strikes one target. Can be avoided, but this is VERY unlikely. One shots weak enemies, against tougher enemies it deals massive damage. Destroys most buildings on contact. Deals 25% of a targets total health in damage, when cast at characters. The only true defense against it is electricity immune or absorb. Can be cast once every two days. Nest of Spiders- Targets a large area and makes it a nest for atlantean spiders. If the nest is not found and destroyed before the spiders mature, the area becomes a death trap for all. *note* spider’s cannot leave the nest area, BUT once mature, will continue to lay eggs. -Atlantean Weaver- these spiders mature in 13 hours. They have a 4 foot leg span. They cover an entire area with webs. These stick webs cut the speed, defense, and strength of all they ensnare by half. Also, the web is covered with a light toxin that slowly reduces the victims stamina, mental stamina, and chakra until they escape. -Atlantean Tarantula- these spiders mature in 2 days. They have an 18 foot leg span. They are covered in a thick armor that gives them a constant shell and protect status, as well as a half reflect. This means that the only reasonable way to attack them is with a piercing effect. In addition, they have massive speed, strength, and health. -Atlantean Death’s Head- these spiders mature in 1 week. They have a 7 foot leg span. They can attack with their sharp front legs. These claws are lathered in a toxin that will slowly eat away at all of a person’s stats, until they have been reduced to 70%. It can also use its poisonous bite. The bite’s poison will inflict massive tissue damage until a victim’s entire body has been destroyed at once over. There is no antidote or resistance to this poison. Can be cast once per day. Blast Radius- An earth element attack that strikes a large area. Everything in the area (including airborne targets) is auto hit by the attack. The attack has 100% knock back effect. Targets in the air receive double knock back. Targets on the ground receive 10% of their total health in damage. Can be cast three times a day. Tartan Gate- Summons a massive stone monolith. As long as it stands it will summon ferocious hell-beasts that are hostile to all. -Hell-beast- A large bear like creature that is protected not only by thick scaly armor, but also by its ability to cast magic. Can be cast once a day. Storm Hammer- This spell hits a large area. First, thousands of small lightning bolts pulverize every inch of the area dealing damage and stunning targets. Second, fierce winds smite the entire area dealing damage and a weak knock back effect (10%). Finally, blades of ice are launched, which deal damage that has a .2 pierce effect. The pure nature of the spell makes it un-dodgable. However, physically larger targets will take more damage, just because they will get hit more. Can be cast five times a day. Lure- Summons a massive stone monolith. Monolith is indestructible, but crumbles after one week. As long as the monolith stands, animals will be drawn to it and tamed and so will weak enemies (effectively making them into allies). However, if someone is able to reach the monolith and claim it, it will effectively be “stolen” and will serve that person. Can be cast once a day. Plenty- Summons a massive stone monolith. As long as the monolith stands, it will produce food and resources. While this monolith cannot be “stolen” like the one from lure, but it can be destroyed. Can be cast once a week. Implode- A small black hole is created. It inexorably (meaning auto hit) draws in anything everything within 75 meters(*note* this includes friendly units, inanimate objects, and even the caster if they are within range). Everything that in drawn in receives 5% damage. As the black hole increases in size, the effective range of this auto hit draw in increases. After 5 minutes have passed the black hole explodes, doing auto hit .2 pierce effect non elemental damage to everything in range. The amount of damage dealt as well as the range of the explosion depend on the final size of the black hole. Can be cast once a day. Kronauticom- This spell can only target buildings or monoliths (and only non special buildings i.e. it cannot target Chuck’s flying fortress etc etc). Once the building is targeted one of four things will happen. 1. Time will move rapidly forward quickly decaying a building into ruins and rubble. 2. Time will move rapidly backwards quickly reducing a building into a pile of building materials. 3. Time will move forward by a set distance instantly completing construction on an unfinished building. 4. Time will move backwards a set distance restoring ruins to their former glory. Can be cast once per day. Cast Armor- Makes all civilian units in an area (and ONLY civilian units) grow a skin of bronze. This effectively renders them impervious to damage for 3.5 minutes. Can be cast three times a day. Gate of Prometheus- Summons a massive stone monolith. As long as it stands it will summon the following: -Promethians- Men made from clay. When slain they split into two smaller “Promethian Offspring” and continue to fight. -Colossus- A giant man made from bronze. Fights with a sword. -Sentinel- A giant man made from stone. Fights with a bow. Can be cast once every 3 days. Titan Gate- Summons a massive stone monolith. If the monolith stands for one full day, it will summon a titan (see Archaic Summoning). Can be cast once a week.




Ship Specs: 150 Km long, 45 Km wide, 35 Km tall. However, due to the atlantean technology that can bend space, the interior volume is quintuple that which it should be.
Due to the ships enormous size it is limited to fairly deep water. The ship also has the ability to dive and submerge, like a submarine.

Features

Hull: The hull is comprised as of layers as follows: (From out to in) .5 inch atlantean bronze green, 1.5 inches of atlantean bronze red, 2.5 inches of atlantean broze blue, 5 feet of atlantean iron, thee feet of atlantean glass, 2 feet of aspen.

Atlantean Bronze- Atlantean bronze is a wonder metal. It is extremely malleable and ductile, and posses a magical crystalline structure that allows it to effectually regenerate when an electrical current is run through it. -Bronze Green- regenerates at 1 meter squared per .125 seconds -Bronze Red- regenerates at 1 meter squared per .25 seconds -Bronze Blue- regenerates at 1 meter squared per second Atlantean Iron- Atlantean iron is only different from normal iron in that it can be reforged an repaired an infinite amount of times without losing any structural integrity. Atlantean Glass- this is actual a membrane that maintains high amounts of buoyancy by containing billions of tiny pockets of air per square inch. When an electrical current is run through it, it releases the air. In this way it can be used to regulate buoyancy. Aspen Wood- A very real substance, aspen wood is some of the fastest growing in the world. It is naturally springy making it an excellent wood for boats and bows, but when treated in a special salt water solution it becomes rigid and strong. Additionally, aspen bark contains natural aspirin. Atlantean Salt- When added to water this special salt attracts all salt to bond with it. The result is an infinite supply of much needed salt, and fresh water. Air Stone- These stones draw in air and release an equal amount of fresh air. This allows the ANV Antros to keep a good supply of fresh circulated air at all times.

Forge/shop/factory/armory: This area of the ship is a fully functioning workshop and forge. However, all that goes on here is the repairing of the ship and weapons and the maintenance/refilling of the ship’s arrow/bullet/payload stockpile.

Power: The ship stores and moves its energy using three massive electrical generators (essentially: batteries). These generators obtain energy in a variety of ways.

Stage One Energy- These energy sources offer only enough energy to keep the utilities (lights etc) and life support systems on. However, they are constantly in effect. PMG- (perpetual motion generator) this is a massive pendulum that swings back and forth. It takes no energy to swing it, but it generates energy on every swing, making it an infinite source of energy. However, the energy produced is negligible. OMG- (Oceanic Motion Generator) this technology utilizes the natural and omnipresent waves and currents of the ocean to generate an infinite amount of energy. However, like the PMG the energy generated is negligible for such a large vessel. Animal- how can you solve the problem of an energy source and the problem of having large amounts of animals (explained latter) that need to move about all at once? Put the animals on treadmills! By allowing the animals to move at a gentle trot and rotating them out, this allows for an almost constant source of energy. The animals can be made to run for a short period thereby granting a short boost in power, but in doing so the animals will tire and this energy source will be offline for a short period. Stage Two Energy- These energy sources offer the ship enough power to cruise at speeds no greater than 10 km/h and to power the periphery vehicles. Solar- The ship uses solar panels to draw energy from the sun. Windmills- the ship can put out many wind turbines, to collect energy from the wind. Lightning- The ship has several lightening rods to gather energy in this manner. Stage Three Energy- These energy sources allow for travel up to 100 km/h and diving. Fossil Fuel Engines- these burn everything from butane to wood… Nuclear Power- The ship has its own nuclear reactor. Although it can be pushed to produce more energy, doing so would risk catastrophic calamity. Stage Four Fuel- These fuel sources allow for extreme feats on the part of the ship. They are hard to come by. Hydrogen Gas Conversion- The ANV Antros can chemically break down water into hydrogen gas. This powerful fuel source takes months to prepare however.

Propulsion: The ship uses several methods of propulsion, depending on what the situation calls for.
Propellers (front, back, and sides of the vessel) These may seem like the way to go for moving the ship, but in reality they are noisy and inefficient. However, they are crucial to turning.

Thrusters (back of the vessel) These jet engines provide unparalleled speed in times of need, but the energy consumption and lack of steering means they are hardly ever used.

Jet (front and back of the vessel) The main method of movement for the ship, was actually stolen from the cephalopods (animals like squid). It entails water being sucked into the ship from the direction the ship wants to go, then being thrust out the opposite end of the ship. This moves the ship in two ways. First, by removing the water, a vacuum is created which naturally draws the ship toward it. Then, the water being ejected thrusts the ship away from its previous position.

Defenses: The ship is fully armed to the teeth.

Catapults- The primary method of attack. Loaded by teams, they don’t stop firing unless the Antros dives, or the treat is no more. They are usually less than accurate. -Trebuchet- (x100) these massive catapults launch 400-500 Kg projectiles well over three miles. They are painfully slow to load though. -Onager- (x300) these big catapults launch over 100 50 Kg projectiles at once. They have a medium range and reload time. -Mangonel- (x500) these are small basic catapults. -Ballista- (x350) these are effectively giant bows. They have a range of nine miles and a well oiled team can fire them 10-12 times a minute. Even for a catapult, these are inaccurate. -Scorpion- These are effectively giant crossbows. Although they have only about a third of the range and power of a ballista, they are even faster to load and fire, and very accurate. Guns- Due to the fact these are fixed guns and bullets are expensive, these only ever see use underwater. Missiles- These are made up of two parts: a shell (the rocket if you will) and the payload (the part that goes boom). These are the best option for a weapon, but are limited by a finite supply of payload. Replacing payload could take potentially weeks. *Shells* -Surface/subsurface to surface/subsurface- the standard missile. -Surface/subsurface to air- a missile used to hit airborne targets. It only has half the range of S/StS/S. -Ballistic- an extremely accurate missile that has 4x the range as well, but carries only .5 times the payload. -Scatter- mid flight this missile shatters and releases ten smaller missiles. This allows for up to ten targets to be hit at once, but each of these smaller missiles only possesses 1/12 the normal payload. *payloads* -Trap- (1000) this payload doesn’t explode, instead it covers the area in caltraps. -Flechet- (100) this payload launches thousands of inch long spikes of shrapnel when it detonates. -Explosive- (10) this payload… uhm… explodes. -“The Last Option”- A nuclear bomb. Destroys everything it hits. The fall out destroys more. Firing this means losing the ships nuclear power source.

Living/Storage Quarters: Even with a 10,000 person crew and plus goods and livestock, this part of the ships hold is only 4% full.

Survival: The ship uses atlantean salt to maintain vital fresh water. For food, the crew can fish. There is also a farm of animals, and a farm of plants that is maintained by animal dung and nutrient rich mud from the bottom of the sea.

Ship Grass- A wheat like crop. Each stalk grows twenty seeds, and each seed can grow up to 50 stalks. Can be grown and harvested year round. Takes 20 days to reach harvest. Aspen- A prized fast growing tree. Wodd can be harvested from it daily without killing the tree. Sea Squash- These large bushes bear a produce that actually more resembles a tomato than a squash. Yields all year round.
Atlantean Sows- These wondrous animals are virtually ageless. They can be bred repeatedly with any atlantean boar to yield litter after liter of offspring. Atlantean Boars- These pigs grow three times faster than usual pigs and get twice as large. Atlantean Goats- Consistently yield milk and wool. Atlantean Cattle- Consistently yield milk.

Library: The ship keeps a fully stocked library which includes unique books on magic. However, the door can only be opened by Zyphos, and everything is written in atlantean.

Periphery Vehicles: The ship serves as a dock/charging station to many smaller vessels.
Niered- (x30) these Jet Ski like periphery ships alow for high speed water travel for one person.

Trime- (x50) these large boats are used as transport ships. They can carry 100 individuals at once.

Silverfish- (x10) these motorcycle like vehicles can transport two people rapidly over land.

In addition, there are two special large peripheral ships that bear mention in the allies section.

Inner ship transportation: In order to move around the ship, there are hundreds of thousands of teleportation panels. These can ONLY be used to teleport within the ship, with one singular exception.
Last edited by Zyphos on Mon Jan 24, 2011 4:30 pm, edited 1 time in total.
"They called me a traitor, but what they did not realize is this is not my country anymore. Now, my only loyalty is to my crew and to the sea."
Time for a fight!
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A crew of traitors...
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The cold command
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A prayer
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Zyphos
Posts in topic: 3
Posts: 10
Joined: Mon Jan 24, 2011 12:41 pm
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Post by Zyphos » Mon Jan 24, 2011 4:24 pm

By the way, ALOT of hidden spoilers in here.
"They called me a traitor, but what they did not realize is this is not my country anymore. Now, my only loyalty is to my crew and to the sea."
Time for a fight!
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A crew of traitors...
phpBB [media]
The cold command
phpBB [media]
A prayer
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User avatar
K
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Posts: 648
Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Mon Jan 24, 2011 6:40 pm

Study: Okay, wait, so what if [insert character name here] doesn't meet Zyphos until (s)he's Lv6 or something? Do that mean that it's impossible to learn any Titan Craft, or can one make-up for lost time?

Atlantean Tarantula: "half reflect" = ?

Atlantean Death's Head: Please change "no antidote or resistence" to "no readily available antidote or resistence" or the like, because everything will be somehow curable.

Just to let you know, you keep saying that things have X% KB factors, but most attacks just give relative terms, since it's not so much a chance as it is, 'If you're hit by this, it's gonna' send you back'...

Hell-beast: What magic can it cast?

Storm Hammer: You mean that it locks people into it once you've selected a target area, no?

Lure: Hmm... As long as it's learned at a higher Level, it's okay.

Plenty: That's okay, but keep in mind the fact that it'll be proportional to your Lv. It won't be until higher Levels that you can sustain your crew on one of these.

Cast Armor: Wait, exactly how does bronze skin render complete invincibility? Is it supposed to do that? Also, do you mean this to work for your entire army, the vast majority of it, or what?

Gate of Prometheus: How fast is the spawn rate?

Titan Gate: It'd be polite to copy and paste those details here, especially for anyone whom doesn't know that you're referring to Beau's abilities...

The ship and everything that's related belongs in your inventory... You know, you could just make it a second post in your inventory... Speaking of which, the other ships really belong in your inventory, not allies, too... Anyway, give accounts of ammo for the guns, shells for the missiles, and any manner of ammo stock that you may have for catapults (because I'm guessing that lobbing cows around isn't your plan, contrary to Monty Python) once they're in your inventory...
Resolute Myth
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Grey Ultima
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Zyphos
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Post by Zyphos » Sat Jan 29, 2011 10:24 pm

Since we have discussed this in person, approve?
"They called me a traitor, but what they did not realize is this is not my country anymore. Now, my only loyalty is to my crew and to the sea."
Time for a fight!
phpBB [media]
A crew of traitors...
phpBB [media]
The cold command
phpBB [media]
A prayer
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Learpabru
Posts in topic: 1
Posts: 121
Joined: Wed Oct 06, 2010 8:36 pm
Money: $340
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Post by Learpabru » Sun Jan 30, 2011 3:02 am

Once you make the appropriate edits, this will be.
"One can not help others without their acceptance."

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