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Content Count
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Posts posted by Khas
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Well, Wood and Metal were considered elements in the Chinese element system (which was Fire, Water, Earth, Wood, and Metal), so we're still discussing whether or not to combine the European and Chinese element models or not.
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My brother wants to keep things simple, and prevent the number of elements from spiraling out of control. He's doing seven elements at the most, so I'm not entirely sure what he's got planned. I'll ask him tomorrow after work.
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Basically what's going on is this: my brother's trying to revamp Dungeons & Dragons' magic system, so that each magic-using class (Cleric, Paladin, Druid, Sorcerer, Necromancer, and Wizard) uses different classical elements for their magic. Right now, we're stuck between choosing a system that uses five elements (Fire, Water, Earth, Air, Spirit), and one that uses seven (Fire, Water, Earth, Air, Wood, Metal, Spirit). If we go with the five element system, the spells for plant-based magic get split up - with some plant spells ending up listed as "Water" magic, and others as "Earth" magic. The same rules apply to metal-based magic, only with Fire replacing Water. If we go with a seven element system, however, all plant spells will fall under the element of Wood, and all metal spells falling under the element of Metal.
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*gets pounded with cheesecake*
This isn't what I had in mind...
Maybe I should have given this thread a better title...
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*gets whacked by potatoes*
*recovers from said whacking*
I mean, do you think that Wood and Metal sorceries should be their own things, or just sub-sets of Earth, Water, and Fire?
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My brother and I were working on a magic system for a Tabletop RPG, and we hit a little snag. When discussing spells regarding plants and metal, we weren't able to decide if we should make Wood and Metal their own elements, or if we should have it so that some plant spells would fall under Earth, while others would fall under Water, and that some metal spells would fall under Fire, and others under Earth.
So, do we go with a 5-element system (Fire, Water, Earth, Air, Spirit) or a 7-element system (Fire, Water, Earth, Air, Wood, Metal, Spirit)?
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As ASVS turns 20 years old today (counting it's time as a Usenet group), I felt it's time to celebrate that monumentous occasion with a story thread.
Khas climbed up the slopes of Mount Ballpuncher, the forest sheltering him from the worst of both the sun and rain. Normally, Khas liked sunshowers, but hiking through this one proved to be quite the chore. His Starfleet uniform was soaked from the rain, and the sun's rays were making him sweat profusely. So, with his jacket slung over his shoulder, Khas marched onward, the phaser pistol, tricorder, and lightsaber clanking against each other as he continued his journey. He sighed, thinking back over the years he had been involved in this wonderful, glorious mess, in any way, shape, or form. From his childhood - when he had thought up the oh-so-cleverly named "Trek Wars", detailing how Captains James T. Kirk and Jean-Luc Picard (along with their ships and crews) had visited the galaxy far, far away, to help Luke Skywalker and the other Rebels against the Empire - to his teenage years - when he had first actually gotten involved after discovering the community as a whole - to the present - the friends and enemies he'd made, the stories he'd heard, and the time time his ship had crashed in the kingdom of dark elves. To think that, despite having no knowledge of ASVS at the time, he had thought up "Trek Wars" at more or less the same time it was founded!
As the forest began to thin, Khas thought of all the communities that had sprung from that old Usenet group, alt.startrek.vs.starwars. Some, like Spacebattles, TrekBBS, Starfleet Jedi, StarDestroyer.Net, ST-v-SW, and Troll Kingdom, were still around to this day. While others, like Turbolaser Commentaries, ObsidianOrder, STrek-v-SWars, and of course, Trek Wars: The Furry Conflict, had withered and passed on, perhaps to be resurrected at a later date, but for now, dead as a doornail. And yet, through all of this, through the fire, the rage, and the chaos, ASVS had endured. Even now, in its reduced state, it continued where others had floundered, and, who knew? Perhaps one day it could reclaim its greatness. There was certainly more activity now than there had been recently, so it wasn't entirely an unreasonable assumption.
At last, Khas had come to the clearing. The peak of Mt. Ballpuncher was in sight now, thirty meters away at the most. Khas grinned, and slowly but surely, he began walking faster as he approached the summit. This was it, just a little longer now. His fast walk turned into a jog, and then a run. So close now. There was no time left to think, just run. Run the last twenty meters. Run the last fifteen. The last ten. Nine. Eight. Seven. Six. Five. Four. Three. Two. One. Khas came to a stop at the very peak, and caught his breath. Looking down from the mountaintop, he saw several villages, only barely visible at this altitude. These villages lay right at the border between the Forest of Insanity and the Ocean of Indignation, who's waves ground the Rocky Shore of Fortitude into the Sandy Beach of Umbrage. Looking up, Khas saw a sight he had dreamed about since childhood. A refit Constitution-class starship flew lazily overhead, escorted by a squadron of X-Wing fighters. Feeling no small amount of awe and pride, Khas did the one thing he could do. He raised his right fist up to the heavens, and extended his middle finger - a gesture some called the "ASVS Salute". Taking in a deep breath, he let loose an ancient battle cry, one that could strike fear into the hearts of the Old Ones themselves.
"CONCESSION...." he began, giving the universe time to hear his cry. "ACCEPTED!"
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Oh hey Sonofccn! I knew the name "Krevin" looked familiar.
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The scary thing? This is official art:
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I think he's using a statement in the new canon which says that the Empire has 25,000 ISDs at its disposal. In any case, he's still wrong in saying that it has more ISDs than the Alpha Quadrant has ships. As of Star Trek Online, the United Federation of Planets, Klingon Empire, and Romulan Republic each have about 15,000 starships at their disposal, IIRC. The Dominion have about 30,000 ships at theirs. And the Borg? Millions.
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"Will your bowcaster be enough? For the smaller guys, yeah. As well as for the undead and greenskins. For some of the bigger things out there, like Bloodthirsters, Lords of Change, and some of the really tough Apostles, well..." Shar shoved another chunk of icoberry pancake into his mouth, and then took another huge gulp of raktajino, finishing it off. "What do you think the tanks are for?" Shar smirked. "In any case, you'll learn more about the enemies once your training properly begins." He walked over to the replicator, carrying the remains of his breakfast and putting them in the retrieval slot. The replicator sensed the extra mass, and its transporter activated, dematerializing the tray, utensils, and food scraps, and reducing them to their base components. "As of now, your tour of the fortress properly begins."
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Alright, since Basileus and I both know, one of our favorite anime series - JoJo's Bizarre Adventure - has aired on Toonami, and its third part, "Stardust Crusaders" will begin airing on July 29th. Now, in this thread, people will discuss shows we'd like to see on Toonami.
First off, I think I speak for everyone when I say "BRING BACK MEGAS XLR!".
Second, I think Puella Magi Madoka Magica would be great for Toonami. Hey, if Toonami originally aired Sailor Moon, why not show a magical girl show that's actually aimed for an adult male audience (and surprisingly, contains LESS fanservice than Sailor Moon). That, and a little Lovecraftian fiction never hurt anyone, right?
And maybe, just maybe, Toonami could secure the rights to Spawn: The Animated Series. Now THAT would be awesome. And maybe the "Holy Fantasy Anime Trinity" (Berserk, Slayers, and Record of Lodoss War) as well.
Now, what shows would you like to see on Toonami?
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Looks nice. Not sure how I feel about the Klingons being bald, but it could be a crew who shaved their heads as a way of showing off that they still had ridges. Sort of a "pride at being unaltered" thing.
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In just one week, ASVS will turn 20 years old.
Hard to believe, isn't it?
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DREADNOUGHTS
Rezreth-class Starship
Role: Dreadnought
Length: 1,700 meters
Power Plant: Matter-Antimatter
Armaments: 24 Phased Polaron Beam Arrays, 16 Phased Polaron Cannons, 16 Disruptor Banks, 6 Transphasic Torpedo Tubes, 8 Energy Dissipators
Defenses: Deflector Shields, Cloaking Device
Crew: 3,600
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 9.3
Maximum Emergency Warp Velocity: Warp 9.8
Transwarp-Capable: Yes
Tarantula-class Starship
Role: Dreadnought
Length: 2,070 meters
Power Plant: Matter-Antimatter
Armaments: 12 Dual Tetryon Cannons, 26 Tetryon Beam Arrays, 6 Thermionic Torpedo Tubes, 1 Tholian Web Emitter
Defenses: Deflector Shields
Crew: 5,300
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 9.4
Maximum Emergency Warp Velocity: Warp 9.8
Transwarp-Capable: Yes
Tzen'tar-class Starship
Role: Dreadnought
Length: 1,400 meters
Power Plant: Protomatter
Armaments: 64 Tetryon Cannons
Defenses: Deflector Shields
Crew: 2,600
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 9.1
Maximum Emergency Warp Velocity: Warp 9.8
Transwarp-Capable: Yes
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CARRIERS
Sarr Theln-class Starship
Role: Carrier
Length: 865 meters
Power Plant: Matter-Antimatter
Armaments: 14 Phased Polaron Cannons, 14 Disruptor Banks, 6 Transphasic Torpedo Tubes, 6 Energy Dissipators
Defenses: Deflector Shields, Cloaking Device
Crew: 2,800
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 9
Maximum Emergency Warp Velocity: Warp 9.7
Transwarp-Capable: Yes
Recluse-class Starship
Role: Carrier
Length: 871 meters
Power Plant: Matter-Antimatter
Armaments: 4 Dual Tetryon Beam Banks, 12 Tetryon Beam Arrays, 6 Thermionic Torpedo Tubes
Defenses: Deflector Shields
Crew: 2,500
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 9.2
Maximum Emergency Warp Velocity: Warp 9.7
Transwarp-Capable: Yes
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BATTLECRUISERS
Chel Grett-class Starship
Role: Battlecruiser, Warship
Length: 420 meters
Power Plant: Matter-Antimatter
Armaments: 16 Phased Polaron Cannons, 8 Disruptor Banks, 2 Transphasic Torpedo Tubes, 3 Energy Dissipators
Defenses: Deflector Shields, Cloaking Device
Crew: 630
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 6
Maximum Emergency Warp Velocity: Warp 9.6
Transwarp-Capable: Yes
Broln'ta-class Starship
Role: Battlecruiser
Length: 380 meters
Power Plant: Protomatter
Armaments: 24 Tetryon Beam Arrays
Defenses: Deflector Shields
Crew: 430
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 7
Maximum Emergency Warp Velocity: Warp 9
Transwarp-Capable: Yes
Rhas'bej-class Starship
Role: Battlecruiser
Length: 530 meters
Power Plant: Protomatter
Armaments: 30 Tetryon Beam Arrays
Defenses: Deflector Shields
Crew: 820
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 8
Maximum Emergency Warp Velocity: Warp 9.3
Transwarp-Capable: Yes
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SCIENCE VESSELS
Orb Weaver-class Starship
Role: Science Vessel, Cruiser
Length: 408 meters
Power Plant: Matter-Antimatter
Armaments: 24 Tetryon Beam Arrays, 6 Thermionic Torpedo Tubes, 1 Tholian Web Emitter
Defenses: Deflector Shields
Crew: 1,200
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 8.5
Maximum Emergency Warp Velocity: Warp 9.6
Transwarp-Capable: Yes
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FRIGATES
Plesh Brek-class Starship
Role: Frigate, Heavy Raider
Length: 350 meters
Power Plant: Matter-Antimatter
Armaments: 12 Phased Polaron Cannons, 6 Disruptor Banks, 4 Transphasic Torpedo Tubes, 3 Energy Dissipators
Defenses: Deflector Shields
Crew: 50
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 8
Maximum Emergency Warp Velocity: Warp 9.5
Transwarp-Capable: Yes
Mesh Weaver-class Starship
Role: Frigate
Length: 123 meters
Power Plant: Matter-Antimatter
Armaments: 9 Tetryon Beam Arrays, 3 Quantum Torpedo Tubes
Defenses: Deflector Shields
Crew: 45
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 7
Maximum Emergency Warp Velocity: Warp 9
Transwarp-Capable: Yes
Shuk-din-class Starship
Role: Frigate
Length: 225 meters
Power Plant: Protomatter
Armaments: 14 Tetryon Beam Cannons
Defenses: Deflector Shields
Crew: 45
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 8
Maximum Emergency Warp Velocity: Warp 9.3
Transwarp-Capable: Yes
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SUPPORT CRAFT
Tzenkethi Shield Repair Drone
Role: Shield Restoration Unit
Length: 45 meters
Power Plant: Protomatter
Armaments: None
Defenses: Deflector Shields, Shield-Enhancement Device
Crew: 0 (automated)
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: N/A
Maximum Emergency Warp Velocity: N/A
Transwarp-Capable: No
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TYPHON PACT
STARFIGHTERS
Bleth Choas-class Attack Fighter
Role: Superiority Starfighter
Length: 17 meters
Power Plant: Matter-Antimatter
Armaments: 2 Phased Polaron Cannons, 1 Transphasic Torpedo Tube
Defenses: Deflector Shields
Crew: 2
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 7
Maximum Emergency Warp Velocity: Warp 9
Transwarp-Capable: Yes
Widow-class Heavy Fighter
Role: Anti-Capital Ship Starfighter
Length: 60 meters
Power Plant: Matter-Antimatter
Armaments: 3 Tetryon Cannons, 1 Quantum Torpedo Tube
Defenses: Deflector Shields
Crew: 3
Sublight Propulsion Method: Impulse Drive
Maximum Safe Warp Cruising Speed: Warp 8
Maximum Emergency Warp Velocity: Warp 9.2
Transwarp-Capable: Yes
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Game of Thrones - 1995 Version
in Ten Forward
Posted