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Tixxi Eldixac
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Post by Tixxi Eldixac » Wed Jun 22, 2011 11:06 pm

Jigiat Idtado Vhejk.jpg
Jigiat Idtado Vhejk.jpg (68.26 KiB) Viewed 9324 times
Jigiat Idtado Vhejk (ji-GYAT id-TAH-doh VEJK): Tixxi's wind-elemental spear subtracts 1/10th of the target's SPD from its DEF for its damage calculations.
Frostcrack.jpg
Frostcrack.jpg (42.14 KiB) Viewed 9324 times
Frostcrack: Tixxi's scythe deals 1.2 times the normal tissue damage, but 0.8 times the normal HE damage. It also inflicts a mild, but somewhat stubborn (lasting an average of an hour) feeling of soreness where it strikes. The soreness doesn't alter damage, but it can be quite distracting, making this effective for reducing MS. It can be controlled to inflict anywhere from its normal damage to 1/3rd of that, and its elemental affinity can be either non-elemental or ice-elemental (all or nothing).
Hydrograsp.jpg
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Hydrograsp: This fairly powerful, lightweight, water-elemental (comes into play for bow-bashes, but ammo determines elemental affinity of shots) bow is sends arrows flying through water and air as though they were flying fish. Its design makes it capable of multi-loads with above average efficiency. The bow auto-repairs itself if damaged, and it works very quickly. Its water-elemental ammo is usually made of scales, cartilage, and enamel from various seafood- er, sea-dwellers, so they're tough, yet lightweight. (3,000)
Evaporation- When an arrow is knocked, Tixxi can have it evanesce away in mystic mist. Doing this requires nothing but the time that is required to knock the arrows plus a second to let them start evaporating sufficiently. Its purpose comes in with Precipitation.
Condensation- When an arrow is knocked, Tixxi can delegate it to be a condensed arrow. This makes it much, much tougher, almost completely guaranteeing that she'll be able to recover the arrow. They also have 1.1 times the power factor. However, arrows with this effect travel at 1/2 of their normal speed.
Precipitation- Tixxi can only use this after she has fired at least one Condensation arrow since she last used Precipitation. After half a second of charge time with an arrow knocked (animated by mystic mist drawing into the arrowhead), an arrow is loosed with 1.2 times its normal attack speed (but no more power). If it successfully strikes, up to ten (number chosen by Tixxi upon designating Precipitation) arrows that were sent away with Evaporation appear 45 degrees upward and in front of the target (assuming that it is facing Tixxi). They appear at exactly half the distance away from the target that Tixxi was when she shot the Precipitation arrow and fly as though she had just shot them. Unlike Condensation, which simply augments the ammo, this is an attack ability, so it can't be used with Tixxi's -burst abilities or the like.
Everflow- Arrows that this bow shoots keep flying after hitting an enemy (They phase through what they can't pierce.) and always fly at initial velocity. If they hit multiple enemies, they have a waterfall damage effect.
Oceocentric- When shot underwater, arrows from the Hydrograsp have increased flinch factors, no waterfall damage property, and travel at 1.25 times their aerial speeds.
Ocean's Hold- The bow's signature ability is to double Tixxi's grip on anything that she holds when equipped with this. Any target that is struck with a bow-bash from the Hydrograsp receives a high flinch factor and a massively reduced KB factor, which means that Tixxi can pummel an enemy several times before they find a way to interrupt her (especially with her defenses). Finally, when an arrow is knocked, Tixxi can pause for three seconds to establish a “hold” on it. After the arrow is fired (even by the Evaporation-Precipitation combo), it is slowly drawn back through space to reunite with Tixxi's bow. She can activate and deactivate the bond at will, but once an arrow is placed back in the quiver, the hold is broken permanently (until she recasts this, of course).
Shell Sword and Shield.jpg
Shell Sword and Shield.jpg (473.83 KiB) Viewed 9324 times
Shell Sword and Shield: They're listed together because they can only be wielded if they are wielded together. Yeah, it can be pretty annoying. Still, at least they're tougher than they look. In fact, they're about as tough as they are lightweight, and that's saying something. They also have a swift auto-repair ability. Aside from what one may expect with the low weight, these increase the bearer's attack speed slightly, which helps to make up for their otherwise total lack of abilities. They're half-water- and half-wind-elemental.

Deepshell Staff (see Stiria): The wielder of this staff becomes highly resistant to the pressure of existing in deep waters, although it strangely has no effect on water attacks. It's completely unbreakable and can block magical and metaphysical attacks. When it comes to attacking, though, it hits so weakly that one is usually capable of inflicting more pain with punches and kicks. Its real asset is that it can be wielded by Stiria, unlike Tixxi's other weapons.
Liquiwrap Scepter.jpg
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Liquiwrap Scepter: This water-elemental scepter can harness water quickly through its crystal, but only as long as Tixxi is not targeted by something (so she can't use this to stop water-elemental attacks). Its orb contains 50 times the volume that it appears to have (variable by Level). The water is taken out by a process in which the crystal “unwraps” into a stream of water, then is replaced by the water within. A crystal can't stop unwrapping once it has started, and that occurs over 15 seconds. During this time, exactly five liters of water is unraveled, then five liters from inside the orb immediately replaces the crystal. The staff has an incredibly slow auto-repair ability, is significantly weaker than the average weapon, and if the orb is broken, all the water inside is spilled. Therefore, Tixxi usually keeps this under wraps. It can be wielded by Leviath-Kraken, though. (starts full)
Antarctic Skull.jpg
Antarctic Skull.jpg (30.83 KiB) Viewed 9324 times
Antarctic Skull: This is an ice-elemental axe of average power. Against human targets, it has a 1/13 chance of freezing the target (as described in Blade Tundra, but with the time limit cut to 15 seconds). Against monsters, the chance is 1/9. If the target is undead, reduce the denominator of those chances by 7 (1/6 and 1/2, respectively). All of these occur from results of 1 on respective-numbered dice.
Coral Sword.jpg
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Coral Sword: Made of flexible coral, this water-elemental sword acts as a living weapon that bends to Tixxi's will. It can extend from one to seven feet. It has an incredibly fast auto-repair ability, but its power factor is slightly below average, so Tixxi doesn't usually bother to wield it.
Coral Trident.jpg
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Coral Tridents: Unlike the Coral Sword, these are more of the disposable weapon category. They are also water-elemental, and they're made of a tough kind of coral, but they don't auto-repair, they're not that tough, and they're not very strong. They're good for throwing, and that's about it. Speaking of which, they're not as aerodynamic as they are hydrodynamic, but they're pretty aerodynamic. (50)

Snowflake Swords (reference Blade Tundra): These ice-elemental swords aren't much tougher than you'd expect, so they're easy enough for a Sein character to break, but that's okay because Tixxi gets a bunch of them at once. Their power factor is a tad below the average weapon, but their effect is cool. They have heightened efficiency with Tixxi's ice manipulation, can only be manipulated by hers, and the efficiency grows even more when they're closer to her. There's almost no difference at any more than 20 meters, but when they are right on top of her (as shown in Blade Tundra, where a girl appears to be wielding one telekinetically), the MA/CH expenditure is reduced to nothing. This allows for some fancy wielding and a tiny range extension at no cost! However, the effect deteriorates significantly when more than one is being controlled, so Tixxi can't have thirty of them all around her at once for free. In fact, when 10 or more are being wielded by ice manipulation, there is almost no efficiency upgrade at all.
Arctic Armor.jpg
Arctic Armor.jpg (30.69 KiB) Viewed 9324 times
Arctic Armor: Tixxi pretty much never wears this. In it, her DEF is increased moderately, her RES is increased slightly, and any ice-elemental attacks on her have their magnitudes multiplied by 0.75 before defenses and her own elemental resistance level are applied. The downside is that its other effect reduces her speed to a crawl, and, at her current level, she lacks the strength to even bear the weight without a natural speed reduction, so she's almost completely immobile while wearing this. Risky? No joke.
Heat Aquarius.jpg
Heat Aquarius.jpg (115.61 KiB) Viewed 9324 times
Heat Aquarius: This is a special urn that can be summoned to the bearer at any time and shatters into a subspace storage pocket when she wants it to. It can store 100 times the volume that it appears to be capable of (variable by Level), but it fills up as quickly as it would if it was a normal urn. Any water that is stored within the urn is magically purged of all impurities. If the urn is incapable of destroying an impurity, the contaminant is simply left outside the urn. If the contaminant can not be separated from the water, the contaminated water is simply left behind. Whatever the case, contaminants aren't getting in. If the urn is shaken or stirred, it quickly heats its contents. While the contents can come to a boiling point as a result of this, the urn magically keeps the water from evaporating. The contents are kept hot and don't lose thermal energy unless Tixxi wills it (down to the point at which they started). The urn can contain a different liquid or liquid plasma under the following condition only: It must be the only material inside the urn; if there is just one drop of water inside, it can only contain water, and if it contains some blood, it can only contain blood from the given kind of creature. When the urn shatters, its contents are teleported with it to the subspace storage pocket, where it instantly exists as a whole piece. The urn is completely indestructible; any attacks will phase right through it. (starts full of water)

Coral: Tixxi has a stash of high-quality coral stuffed away in her underwater cave. (1,000 chunks)

Silver Scales: Tixxi likewise has a stash of Silver Scales. When in one's possession, one increases the time that once can hold one's breath underwater by three seconds. However, having multiple Silver Scales doesn't allow the effects to stack. (10)

Gold Scales: They're like Silver Scales, but one can have a Silver Scale and a Gold Scale for double the effect. (10)

Zora Tunic: This is a blue tunic that allows one to breathe underwater. It has very low defense, so it's not recommended for decent armor, but it serves its purpose. (3)
Zora Armor.jpg
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Zora Armor: It's an armored version of a Zora tunic. It has an okay defense boost, but it doubles fire damage on the wearer, so it's more for utility purposes. Fortunately, the armored design is also worth more, so this could be readily sold. (1)

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Tixxi Eldixac
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Post by Tixxi Eldixac » Sun Jul 03, 2011 1:48 pm

Cloud Bubble.jpg
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Shelled Bubble.jpg
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The Cloud Bubble
The Cloud Bubble is Tixxi's airship. She is its captain, and all of its residents are loyal to her alone. It is capable of space and air travel, but it is mainly for aquatic traversal.

Size: Extending a full kilometer in length, this ship is almost excessively massive. For reasons that're yet to be determined, its interior is double the exterior size. Its weight is disproportionately low for its size, but it's still immensely heavy.

Quarters/Storage: There are twenty big, luxurious rooms (one for each crewman, the smallest and most study-like for Len, and one extra), and there's one captain's room that's like a mini-mansion. Calling it a single room is only correct architecturally, as the portions of it don't really have permanent walls between them, but any parts of the floors can be brought up remotely by mental command to the room's central control panel to section the “room” up as Tixxi pleases. The whole ship has all the utilities and amenities, a bathroom connected to each residential room, big, roomy closets, and a huge mess hall/kitchen area. With all of these big rooms, one wouldn't think that essentially the entire center of the ship is clear of anything but Shiva's Heel, and one wouldn't expect the ceiling to actually be only about 9 meters high at its lowest. Then, there's the Aquarium.
Underneath everything, there is an area that is filled totally with water. Salt water and fresh water is segregated by airtight walls, and within these waters are schools and shoals of fish, along with everything else that makes up an ocean. Because it is much smaller than the Abyssal Sea (albeit quite large), many more hostile fish are either kept separate from others by walled areas or not kept at all. There is a single, massive area along the bottom of the Aquarium to hold fish that have been caught in the Abyssal Sea, so that they can be kept fresh until killed on-the-spot and sold for the galaxy-renowned freshness that the ship is known for. (present contents: $3,000 worth in fish)
Way in the back, behind all the rooms, there is a massive storage vault. Within it, there are some miscellaneous treasures of the crew's (Tixxi's treasures mysteriously vanished one day. Everyone's clueless to their whereabouts.) and some supplies:
Submerge Mk-IV.jpg
Submerge Mk-IV.jpg (80.05 KiB) Viewed 9323 times
Submerge Mk-IV- Designed to mix a torpedo with a merperson, these machines encase bodies to form. . . well, torpedoes with merperson tails that have propellers on them. The heads contain fuel, evidently, but no one ever told us what fuel. Each head is enough fuel to move one 2 kilometers (aquatic travel only). The Submerge Mk-IVs operate without any effort of the user but steering with two joysticks, but allow physical stamina to be spent for manual swimming. They provide air with the linings of windspirit crystal on the inside, protect from attacks with the linings of Damascus steel on the outside, and are made primarily of aquamarine and Zingu Pearls. They have hatches which open up to provide “snack rings” (12 per side, made of fish). These all came with the ship, but we refill the snack rings with our own fish. (20 Submerge Mk-IVs, 30 replacement heads)
Zora Tunics (10)
Zora Armor suits (5)
Zora Flippers- They're hydrodynamic, they're tough, and they fit to your feet. (20 pairs)
Mermaid Suit- This lower body suit magically makes your respiratory system work like gills, allowing you to dive indefinitely! (1)
Iron Boots- They're good for sinking, and that's about it. They have aluminum coatings to render them immune to rust, but they're still only good for being heavy. (25 pairs)
Stainless Steel Boots- These are actually decent for a little defense, since they're tougher, but they still don't make much of a difference and aren't much worth their weight for wearing. They're still good for sinking, though! (15 pairs)
Provisions- We have enough food (especially fish!) and drinks (especially alcohol!) to last three months, excluding Tixxi and Len. They'll take five days' worth of provisions with them, while this is what the crew has.
Medical Supplies- We have supplies just beyond first aid, enough to supply about 25% tissue damage for each crew member, Len, and Tixxi.

Composition/Mechanics: Though the exact proportions are unknown, it is known that the base of the Cloud Bubble is some combination of aquamarine, einherjarium (a kind of incredibly tough metal with veins of potentized skystone), Water magicite (NO idea whatsoever how magicites were worked in), sapphires, lapis lazuli, waterwyrm crystals, windspirit crystals, stormsoul crystals, Crusite alloy, Mysidia alloy, ancient turtle shells, mirror scales, Zingu Pearls, some scales of various liliths, stradivari (a wood that's a fusion of strawood and divariwood, ideal for making musical instruments), waltwood (a wood that's naturally impregnated with tar, making it resistant to water), oak, birch, aspen, tsuga wood, ironbark, larch wood, spruce needles, lotus flowers, unpurified ether, Crusader Tonic, healing water, wyvern wings, windslicer pinions, phoenix pinions, dragon hearts, orichalcum, abyssian, Damascus steel, meteorite, ultimite, and even scarletite. The base is 10 meters thick at its thinnest. Apparently, no one knows what the 3-inch thick overhead bubble is made of, but we can guess that it's similarly complex. The same can be said of the propellers and thrusters. The interior machinery (everything that one would expect in a ship, all in one control panel at the front) is made from an odd, ice-like, crystalline material. The buttons, levers, and knobs are made of melt-proof ice. At the tap of an ice button, the entire structure can coat itself in seconds with an armor shell, the whole process costing a disproportionately low amount of fuel. Its materials are also unknown, but what is known is that it's never been necessary yet; the entire ship seems to be invincible, and since scarletite is in its list of materials, it'll probably regenerate if something manages to harm it. However, in case an attack is somehow capable of phasing through a given amount of resistors, the shell is composed of twelve layers, each twelve inches thick. What the crew is unaware of is that the overhead bubble also has a property that dispels almost any magic that hits it, as though the massive resistance of the shell layers wasn't enough. Also, any teleportation into the ship results in an inexplicable force teleporting a unit back to wherever it came from. The front has some bubble-like pods on the front (noticeable in the shelled pic) that act as escape pods. An entrance can only be made if the eye-like design at the front is open (It folds down like a drawbridge.), which is a moot point when the shell is in the way.

Dynamics: Due to its crazy composition, this ship has no wind resistance ever, but actually moves more quickly as it absorbs air, so it's faster in the sky than in space. This is magnified much more with water (It has not been tested in other liquids.), allowing it to travel with very low fuel expenditure at a decent rate when fully submerged.

Fuel: As mentioned in its dynamics, the Cloud Bubble absorbs wind and water. It performs this feat from all sides when static, then expels elements (whichever it is in, air for space) from its rear while absorbing them from the other sides. This acts as a jet propulsion method while generating a vacuum for the ship to naturally fill, so this is actually quite effective, and it's apparently performed for free! Of course, as effective as it is, this is a massive ship; it takes more than this alone to get it really moving along.
The overhead bubble acts as a giant solar panel and lunar panel, so it provides some energy during the day or night.
The whole thing absorbs electricity, so, if a lightning bolt hits it, we have free fuel.
Inside, there is a Mist engine, which grants the ship some energy for movement as long as it is surrounded by Mist, which is found throughout Houcm's and Guild World's atmospheres. It's not efficient enough to let the thing move on its own, but, with everything else, it's what gets us by without using fossil fuels. It can store enough Mist to give us some distance without being constantly fed, but the main asset when crossing space is the air and electric jet propulsion; the water propulsion can give the ship a good start from the water, then the air and Mist can take over through the planet's atmosphere, at the end of which the Mist begins to run on its storage. After that's up, it's up to the non-Mist jet propulsion to get the ship into the next planet's atmosphere.
As for how much of the elements it can absorb, that has yet to be measured, but we've been known to get from Houcm to Guild World on nothing but solar/lunar energies, air, electricity, and Mist.
There are also engines that burn all sorts of fossil fuels. The mysterious lack of waste is kinda' cool, but also vaguely disturbing. The present stock hasn't changed in a long time because we don't generally need extra speed when not in space, and we don't generally go into space for very long. (100 barrels of oils, mainly whale oils and petroleum, 10 metric tonnes of coal, 100 cubic meters of natural gases; WAY more than we'll ever use)
Finally, there is another engine. We don't know how it works or anything, but it's always working to provide some energy, so we're not arguing with it. It's kinda' creepy, though.

Propulsion: In addition to the jet propulsion method of water/air, thrusters can be deployed from the back for some additional speed at the cost of stored electricity/fossil fuels/Mist. Propellers can be deployed (up to three per side) to help with turning (though that can also be done by one side ceasing to absorb elements and in stead expelling them, but that's not as fast as propellers), but aren't really very efficient, so we'll only use these to turn the ship around when it needs to rotate immediately. So far, we've never encountered anything that we've had to immediately turn away from.

Weapons: It only has two launchers on the bottom (They're pretty much torpedo launchers, but they work with different missiles, too.), but they're big, and they're strong. We have some completed missiles, each of them being high-power explosives of high aerodynamics and higher hydrodynamics. (10, also in storage)

Features: The interior of the ship somehow maintains a moderated pressure level, so it feels the same at all altitudes. The ship absorbs wind quickly and stores a lot, so it provides the interior with constant air in addition to its propulsion. Just the same, the entire ship can fill itself from top to bottom (or from controlled portions, of course) quickly. The ship somehow ignores atmospheric pressure, allowing it to get in and out of planets easily. Finally, the floors, walls, and ceilings can all be shifted inward in selected sections to act as walls, stairways (great for helping Len into the Shiva's Heel), and other block structures by control of the frontal control panel (most of the ship) or captain's control panel (everywhere).
Shiva's Heel.jpg
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Shiva's Heel
Don't worry; this one's much simpler. It can be manned by one pilot or two, thereby making the management of the turrets easier. Its material composition is 100% Shivite (very hard, absorbs ice damage, takes 1.5 damage from fire, incites much speed and some power) except for the crystallized orichalcum engines, all twelve of which are Mist engines. It's as aerodynamic as it looks and is twice as hydrodynamic as its structure implies. Its SPD, granted by hover technology that's based on its Mist engines, is the average of the aquatic SPD of the units inside plus an above average amount for its normal Mist expenditure, and it can't store Mist, so that's it. The material makes it so that its contents can't be targeted or damaged as long as it is intact, but it's not that tough. Its RES is equal to its DEF. Its two turrets, one on the front and one on the back, each have a power factor of a slightly above average weapon and rapid-fire 3 shots per second. It's a bit harsh to handle, though, and it will fail when it's in a low-Mist area. In fact, when it's in a low-Mist area, an on-screen alert will be presented to anyone who's inside, and it will not fly. If it's flying along and it's approaching a low-Mist area, it will identify that ahead of time, alert the pilot, and slow to a stop if the pilot doesn't make it turn around.
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Post by Adler Fiachra » Sat Jul 16, 2011 3:33 am

Well I don't really see anything wrong with this so I'll approve it for now but I'll probably have Komo look it over just to be sure I didn't miss anything.
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Tixxi Eldixac
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Post by Tixxi Eldixac » Wed Sep 14, 2011 11:38 pm

I clarified the die roll chance for the axe. No real changes were made.
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Post by Ceodore Wolfgang » Fri Sep 16, 2011 12:09 am

Hmmmm for the sword and shield, since they are annoying and tough i think a swift auto-repair is a little much. I would suggest just having it at a moderate or a slightly higher than moderate auto repair speed.
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Post by Tixxi Eldixac » Fri Sep 16, 2011 12:24 am

Take into account these facts:
Aside from the slight ATKSPD increase, they are a typical sword and shield for a Sein char.
Tixxi isn't fast. That ATKSPD bonus is not going to help very much, as it is.
Tixxi isn't strong. See the above note. In fact, that puts a wet blanket on all of her weapons, to an extent.
It is wind-elemental and water-elemental. This puts them at a bit of an advantage against some units, against which she has plenty of other advantages and at a disadvantage to quite a few more. This dual-elementalism also renders them incompatible with many abilities that would otherwise help them, such as Dark Rain. Basically, abilities look at them and say, "Ooh, water-elemental! Let's buff- Ohp, there's some wind in there. Never mind."
Others have slightly better weapons that are indestructible or auto-repair swiftly.

Aside from that, the comment that they were annoying was only a reference to the fact that they can't be equipped unless equipped together. Like, Tixxi tries to put one on, and it just floats back to wherever it was hanging unless she equips them both at once. That's annoying. It's not that they deal extra damage to MS.

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Post by Ceodore Wolfgang » Fri Sep 16, 2011 12:27 am

Understandable and with that i has no complaint on your inventory :D
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Post by Tixxi Eldixac » Fri Sep 16, 2011 12:58 am

Thanks.
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Post by Tixxi Eldixac » Sat Sep 15, 2012 1:10 am

Potion: Restores a little HE to the target. (2)

one slab of quadrideca drake steak (best eaten by taking into two hands and gnawing primitively)

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Post by Tixxi Eldixac » Fri Sep 28, 2012 4:42 am

I'm re-reading Lost Shadow and realizing that I forgot to put some stuff here. I changed the above post to account for the potion from Blind and Bedlam plus the spoils from Lost Shadow.
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Post by Tixxi Eldixac » Fri Sep 28, 2012 6:52 am

While I was fixing some typos (one of which may be concerning, the $300 of fish actually being $3,000, which I'll mention in a bit), I realized that I had somehow neglected to upload the pic of the Submerge Mk-IV. -_- I'm sorry. I'm stupid.
Anyway, if you've read this before and just want to go straight to the new change, it's the second spoiler that you come to. You may notice that a storage compartment appears to be filled with goggles, but Tixxi's are actually filled with the mentioned snack rings. There are five in each hatch. The snack rings are pretty big and thick, and the side parts with the hatches are shorter in Tixxi's version. To make it still able to connect into a torpedo form, the bottom part is longer. Yes, Tixxi's version actually goes up a bit past most waists.
About all the fish, don't get too concerned; there's going to be an equalizing event shortly.
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