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> A War Of Houses - Plan And Discussion 5, WoH Planning Thread.
BobV
post Sep 26 2005, 03:28 PM
Post #101


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Where'd Megil get his godmodding license? His school was better than mine. kvright.gif

This post has been edited by BobV: Sep 26 2005, 03:28 PM


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Megil Tel-Zeke
post Sep 26 2005, 03:37 PM
Post #102


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^ ^, careful planning lol. and only within the area of new vivec. besides currently he has al the magicka of any mage within the city, except of course for ordinators.


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BobV
post Sep 26 2005, 03:46 PM
Post #103


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So, you basically have defences against everything?



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ShogunSniper
post Sep 26 2005, 08:32 PM
Post #104


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QUOTE(DoomedOne @ Sep 26 2005, 11:09 AM)
Shogun, again, you insult me with the word evil.
*


bah, i didnt feel like typing out a longer explanation, the word 'evil' summed it up nicely.


and vivec needs a weakness, megil, you put a lot of thought into vivec outside of the rp. i hope you managed to fit a weakness somewhere in there..... and is that spell possible? teleport on target? well i guess the mages guilds did it....


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minque
post Sep 26 2005, 08:44 PM
Post #105


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QUOTE(Megil Tel-Zeke @ Sep 26 2005, 04:37 PM)
^ ^, careful planning lol.  and only within the area of new vivec.  besides currently he has al the magicka of any mage within the city, except of course for ordinators.
*



All magicka? That..is a truth with some modification though....Serene´s coming to Vivec..so beware! biggrin.gif


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Megil Tel-Zeke
post Sep 26 2005, 10:29 PM
Post #106


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her power will be stripped too.

and mana batteries are not some new concept, fantasy has them all over the place.
besides it is magic, with enough creativity you can do anything.

sigh well I'll post later on tonight, must go to Bio lab now.


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DoomedOne
post Sep 26 2005, 11:45 PM
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Megil, we can talk later so you can go in detail about New Vivec with me. Obviously I won't be exploiting any particular weaknesses we come upon but I need to note them.


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Wolfie
post Sep 27 2005, 12:00 AM
Post #108


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Doomed, could you please make another Sul-Matuul post already


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Dantrag
post Sep 27 2005, 12:07 AM
Post #109


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maybe megil could just post the workings of the city in here, just for the sake of planning?


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Megil Tel-Zeke
post Sep 27 2005, 02:44 AM
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alright you want to know the details. well heres goes:
1) the entire undercity is like a huge puzzle that runs on gears and pieces are interchangeable. It links together as a whole, but is subdivided into seperate individual units that can each change independently of the others. with New vivec at 60% finished there are a total of 12 current units that are actually functioning. each one has 10-14 variations and each variation is in place for 6 months. this means that the first subunit tha was functioning is currently gone through 6 variations, and the most recent additions are still on their first variation. so basically the undercity is like a constantly shifting grid. there are individual centers where the gears can be engaged, as well as a central unit in the hidden chamber beneah megil's office that can control all the subunits at once(though this one is used only if the individual subunit controls cannot be accessed. let us say forexample an invasion occurs and one of the control rooms is raided and is no longer under megil's control. it can then be controled from the central unit)
2) as part of this passages in the undercity can become walls as the floor units are lifted upward, so anything in the passage is crushed.
3) the undercity includees false passages, traps(both real and magical), underwater passages.
4)sylphs control the undercity (I.E. they are the ones that control the individual subunits controls) and they also patrol this part of the city, anywhere there is water there are sylphs. due to this a telepathic message from megil to the sylphs( which is a common method of communication between them since they do not surface and have to report to megil) can cause portions or te enitre undercity to be reconfigured on command.
5)magical shields-each undercity subunit and corresponding uppercity subunit has a myriad of magical defenses. the magical shields already encounteed once in the RP. another shield that blocks physical access. When both are active the use of mana and ability to physically leave the area become impossible. and these shields are pretty much spherical so escape in any direction is impossibe.
6)the mana batteries- large stone hidden in the ifrastructure of the undercity. they are the most tightly guarded secret. the door itself is a mechanical pussle that requires several(many) keystones to be entered in the correct order before an inner door is revealed. it is also enchanted so tht tras go off if the wrong keystone is entered in the wrong place. they are essentially located Beneath the undercity, in a double chamber.
.... here like so user posted image

umm yah enough for now i'll add some more later lol. and to think i haven;t even finished the udnercity or gone into the upper city.

Ah the complexities continue.

This post has been edited by Megil Tel-Zeke: Sep 27 2005, 02:50 AM


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Channler
post Sep 27 2005, 03:57 AM
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Wow.. talk about detail?


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Fuzzy Knight
post Sep 27 2005, 01:17 PM
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goodjob.gif Like a true D&D Dungeon Master... biggrin.gif
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Megil Tel-Zeke
post Sep 27 2005, 02:33 PM
Post #113


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lol. sad part is I have never played d&d. I'll ad some more lateri have classes right now.


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minque
post Sep 27 2005, 05:01 PM
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So..you mean Serene´s magic powers will be useless as soon as she enters Vivec?????????????

Hmmmm..... wink.gif


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Megil Tel-Zeke
post Sep 27 2005, 07:09 PM
Post #115


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yes minque that would be the point of the defense.


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minque
post Sep 27 2005, 07:21 PM
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Ahh but her skills are very useful....as a defense.... tongue.gif


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Soulseeker3.0
post Sep 27 2005, 09:34 PM
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geez Megil very complicated I think I got half of it tongue.gif


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Aki
post Sep 28 2005, 12:11 AM
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The flaw to New Vivec, is all the magicka in the world can't effect someone with a 100% reflect, resist magicka or dispell enchantment laid on his stuff.

Of course, such are rare. But still, the only way to drop such warriors would be mundane means, and any fighter with a CE reflect of any level would make magicka use risky, because even with a 1% thats a 1 in one hundred chance that spell might end up burning you to a crisp.

And, the fact that with all the excess magicka in the city, using detect enchantment to find anything would be nigh on impossible. The place would glow like the hamster cave sun.

And a I shudder to think of the effects of breaking a magicka-storage device... O.o

*Ka-booomm...*

*mushroom cloud...*

laugh.gif


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DoomedOne
post Sep 28 2005, 12:27 AM
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Okay, here's a possibly weakness we can work out. In order for the ordinators to be allowed to use magic, as well as many other authorized citizens in the city, it's possible there could be a special City-employyee amulet that allows you to use magic. If information of the amulet's ability got out then a group wanting to defeat Megil could murder some oridinators, steal their amulets ands give them to some powerful magic users like anthanes, amili, en'fel or ced, or minque, and wipe them clean.


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Soulseeker3.0
post Sep 28 2005, 02:03 AM
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that would work. nice idea


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This was pretty unusual, because most children at his age wanted to become great warriors, known all through time as saviors of, well, anything - Toroabok
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