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[Shelved][✓] [Magic Lore] Elementalism Metal Pact


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Metal Elementalism

 

The shaman has the ability to manipulate metal after forming a pact with a metal spirit and several lessons. Manipulation of metal is only allowed at T2 due to the shaman’s inexperience at T1. The shaman must have a pact with a different spirit of at least T4.

 

General Redlines:

  • Voidal or otherwise magically summoned metal cannot be manipulated.

  • Do not crush people inside their armour.

  • Do not rip open gates in order to raid or otherwise cause mischief and grief to others.

  • Levitation is forbidden.

  • Obviously only affects metal. Fighting against a guy in leather armour and a wooden weapon? Sucks to be you.

 

Combat


Warp Metal

The shaman may warp a target’s weapon or the metallic plate upon an target. This can be used out of combat for mundane reasons, such as uses in smithing and forging.

 

T2: 

  • The shaman must be within five blocks of their target. 

  • Requires two emotes of chanting to warp a ¼ block of metal, or half a limb. This applies fatigue.

  • At this tier, the shaman is able to warp metal plate enough to immobilise half of a limb. This means that a person whose armour is fused at the elbow will still be able to use wrist and shoulder movements, but cannot straighten or bend their arm.

  • At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 20°.

T3:

  • The shaman must be within eight blocks of their target. This is applied retroactively to the previous tier.

  • Requires three emotes of chanting to warp a ½ block of metal, or one limb.

  • At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 45°.

T4:

  • The shaman must be within fifteen blocks of their target. This is applied retroactively to previous tiers.

  • Requires four emotes of chanting to warp one block, or two limbs. This applies fatigue.

  • The shaman is unable to warp metal armour enough to cause severe damage.

  • At this tier, the shaman may bend a metal sword or other weapon to a lesser degree, no greater than 90°.

T5:

  • The shaman must be within twenty blocks of their target. This is applied retroactively to previous tiers.

  • Requires four emotes of chanting to warp a 1x2 block of metal, or four limbs for the duration. This applies fatigue.

  • The shaman is unable to warp metal armour enough to cause severe damage.

  • At this tier, the shaman may bend a metal sword or other weapon completely in half.

 

This applies fatigue for the duration of the chant and spells effect. 

 

Redlines

  • Metal Shamans may not inflict damage greater than what is specified.

  • Metal Shamans may not lift people. 

  • Metal Shamans may not rip apart metallic plates or rip open holes within a metallic plate.  

  • Metal Shamans may not crush people inside their armour.

  • Metal Shamans may not increase or decrease the weight of metal.  

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

  • Metal Shamans may not magnetize with this spell.

  • Manipulation of metal is slow, and thus cannot make metals like boomsteel explode.

  • This spell does not allow the shaman to inflict severe damage at all. The worst case scenario is a broken bone if the target resists.

 

Moving Metallic Objects

A Metal Shaman may chant and move metallic objects about. The shaman may only move up to a block worth of metal, such as buckets,  ingots, or any other metallic objects that would fit within a single block.

  • One block metallic objects move with enough force to cause bleeding, ripped skin, fractured bones, welts, bruises, concussions, and general physical trauma upon contact with a body that is not protected by plate armor or chainmail. It can also dent metallic plate. Chainmail will not help absorb the shock of blunt force metallic objects.

  • Daggers, knives, spikes and other small sharp metallic objects moved with Metal Elementalism will not penetrate metal plate or chainmail. These weapons will not sink fully into flesh, only able to sink up to two inches within flesh before stopping. 

  • Hammers or other small blunt metallic objects moved with Metal Elementalism will barely dent or deal with any trauma through metallic plate or chainmail. This may cause ripped skin, bruising, fractured bones, and welts on contact with unarmoured skin. 

 

Note: One iron bar is considered ¼ of a block of metal. Four iron bars make up 1 solid block. Iron bars are sharp if their shape is retained, and are able to cut unarmoured descendents.

T2:

  • May move a quarter-block of metal.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of five blocks. This applies fatigue.

  • Accuracy:

- Quarter-block can be moved at minimal accuracy with above average difficulty.

T3:

  • May move a half block of metal.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of eight blocks. This applies fatigue.

  • Accuracy:

- Quarter-block can be moved at lower accuracy with moderate difficulty. Two emotes of chanting.

- Half-block can be moved at minimal accuracy with above average difficulty. Three emotes of chanting.

T4:

  • May move one block of metal consisting of any shape.

  • Requires three emotes of chanting for two emotes of movement, up to a distance of twelve blocks. This applies fatigue.

  • The sheer size of the metal makes it likely to seriously harm someone, and will probably break a bone in the body part it hits.

  • Accuracy:

- Quarter-block can be moved at average accuracy with little difficulty. Two emotes of chanting.

- Half-block can be moved at lower accuracy with moderate difficulty. Two emotes of chanting.

- One block can be moved at minimal accuracy with above average difficulty. Three emotes of chanting.

T5:

  • May move a 1x2 block of metal consisting of any shape.

  • Requires four emotes of chanting for two emotes of movement, up to a distance of twenty blocks. This applies fatigue.

  • The sheer size of the metal makes it likely to crush someone, and will probably break multiple bones and leave them stunned if hit.

  • Accuracy:

- Quarter-block can be moved at pinpoint accuracy with no difficulty. One emote of chanting.

- Half-block can be moved at average accuracy with a little difficulty. Two emotes of chanting.

- One block can be moved at lower accuracy with moderate difficulty.  Three emotes of chanting.

- 1x2 can be moved at minimal accuracy with above average difficulty. Four emotes of chanting.

 

This applies fatigue for the duration of the chant and the spell’s effect. 

 

Redlines

  • Metal Shamans may not remove weapons or objects from a target’s hand or upon their person.

  • Metal Shamans may not increase or decrease the weight of metal.  

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

  • Metal Shamans may not magnetise metal.

  • Metal Shamans may not move a weapon larger than their tier states. Weapons suited for an uruk or below are considered to be one block in size.

  • Metal Shamans are able to hold someone in full armour still with this spell, but cannot do anything else while they are held still.

  • Levitation of people with this spell is forbidden.

 

 

Metallic Creation

At T4 a Metal Shaman is able to bend and warp metal to create weapons, defenses (such as small spike walls), and armour. These must be within lore regulations as to what existed within the era. It should go without mention that a Metal Shaman is not able to add anything to the weapon with Metal Elementalism that is not metallic. Non-metallic components must be added manually.  These do not add any magical aspects or durability to objects made, and will function based upon the metal it is made of. 

 

T4: 

  • Weapons and armor created at this tier are crude in shape and design, possessing design flaws such as reduced durability due to the amount of metal being worked with. Chips and warps in craft are common.

  • Metals with magical or special properties such as thanhium and bloodsteel do not retain their properties, and will function as iron.

  • Requires four emotes to create a single object. The object forms over two emotes.

T5: 

  • Weapons and armor created at this tier are no different than that of a master smith, errors being minimal and rare.

  • Metals with magical properties retain them at this tier.

  • Requires three emotes to create a single object. The object forms over one emote.

 

Redlines

  • Metallic Creations made by a Metal Shaman do not grant magical abilities or enhancements.

  • Metallic Creations do not yield higher durability than any other metallic object. 

  • Metallic Creations do not yield any resistance to magical effects.

  • Metallic Creations are not as refined as those that take the actual process of purifying metals. 

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

  • Metallic Creations can not be used on materials that require a MART to create.

  • Weapons and armour created from Metallic Creations do not gain any magical properties not already present. 

  • Weapons and armour created from Metallic Creations do not gain any improvements or qualities the metal would not naturally have.

 

Aura of Disrepair

At T4 the shaman is able to invoke an aura of corrosion to quickly eat away at the metal objects on a single person. All objects made of metal will immediately appear tarnished and will suffer varying degrees of extreme corrosion if they remain in contact with the person. This applies fatigue for the duration of the chanting. The effect is dependent on the type of metal being affected (See table).

 

T4

  • The shaman must stand still and chant for four emotes in order to summon the aura.

  • Once summoned the aura affects all metal objects on one person 4 emotes. 

  • Magical metals are not affected at this tier.

 

T5:

  • The shaman must stand still and chant for three emotes in order to summon the aura.

  • Once summoned the aura affects all metal objects on one person for 6 emotes. 

  • Magical metals and enchanted metal objects will have their properties suppressed while in the aura.

 

Metals

2 emotes in the aura

3 emotes in the aura

4 emotes in the aura

Iron, steel, slayersteel, bluesteel

Rust quickly sets in on the surface of the metal. Edges lose their sharpness.

Metal becomes brittle and will snap easily under stress. Joints in armor begin to lock up, limiting movement.

The metal falls into complete decay and crumbles into rusty chunks.

Copper, bronze, brass

A thick layer of greenish patina forms on the surface of the metal.

Edges lose their sharpness and the metal will dent if struck.

The metal becomes brittle and might snap or break under stress.

Tin, lead

The metal tarnishes quickly.

The metal becomes rough and abrasive.

No further effect.

Gold, silver, platinum

The metal becomes tarnished and loses its shine.

The metal softens and is easily warped.

The metal gnarls and twists, completely losing its former craftsmanship if any.


 

Notes: Alloys will always suffer the worst effect from their component metals.


 

Redlines

  • Cannot be used on nation gates/doors. Always communicate OOCly with a PRO/RO for damaging builds.

  • Only affects metals. Non-metallic components of objects such as wood or leather will not be affected.

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s a superhot desert or a freezing tundra, are fine to manipulate.

  • The shaman cannot cast Aura of Disrepair again for four emotes.

  • Visual cues must be emoted to make clear the presence of the aura.


 

Non Combat

 

Trinket Creation

The Metal Shaman is able to bend, warp, and fuse small pieces of metal to create jewellery and other small metallic works.

 

T2: 

  • Requires two emotes of chanting to produce one object over four emotes.

  • Trinkets made at this tier possess little quality and form. Limited to crude shapes and certain metals, such as rigid circles.

  • Metals unable to be worked with: Magically imbued metals, metals with other magical properties.

T3: 

  • Requires two emotes of chanting to produce two objects, each requiring three emotes.

  • Trinkets made at this tier possess minor quality and form. Limited to basic shapes such as circles, triangles, etc.

  • Metals unable to be worked with: Magically imbued metals, metals with other magical properties.

T4:

  • Requires two emotes of chanting to produce three objects, each requiring two emotes.

  • Trinkets made at this tier possess good quality and form. Can make elaborate shapes such as figurines with minor detail.

T5:

  • Requires two emotes of chanting to produce four objects, each requiring one emote.

  • Trinkets made at this tier possess masterful quality and form. They may be any shape of any complexity, and can have incredible detail.

 

Redlines

  • Trinkets made by a Metal Shaman do not grant magical abilities or enhancements.

  • Trinkets do not yield higher durability than any other metallic object. 

  • Trinkets do not have any resistance to magical effects.

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

 

Metallic Rust Rune

A Metal Shaman may place a Rust Rune upon a metallic surface.  This rune will rapidly cause severe rusting on the surface to the point of decay. For information on how metals are corroded, see the Aura of Disrepair information. Objects moved out of the area can be saved from this process. Shamans have the ability to dispel these runes at will.

 

T4:

  • Requires two emotes of chanting to summon the rune.

  • Affects, at maximum, a 1x2 area of metal. Requires physical contact with the area affected.

  • Takes four emotes to sufficiently rust all metal objects in the area.

T5:

  • Requires two emotes of chanting to summon the rune.

  • Affects, at maximum, a 2x3 area of metal. Requires physical contact with the area affected.

  • Takes three emotes to sufficiently rust all metal objects in the area.

Redlines

  • Cannot be used on nation gates.

  • Cannot be used to raid.

  • Can be used on armour and weapons, but not while in combat.

  • Cannot be used to kill a creature made of metal, but can incapacitate them.

 

Metallic Repair Rune

The metal shaman may create a Metallic Repair Rune with the sigil of their pacted spirit. The shaman is required to chant for three emotes before placing this rune. This rune can be placed on any metallic surface. This rune may only repair holes that do not measure more than one block in size. This rune will cure rust upon metallic objects. 

 

T3:

  • The shaman may only have one Metallic Repair Runes active at one time.

  • When placed, this rune will help mend damage over the course of four hours. 

T4:

  • The shaman may only have two Metallic Repair Runes active at one time.

  • When placed, this rune will help mend damage over the course of two hours. 

T5:

  • The shaman may only have two Metallic Repair Runes active at one time.

  • When placed, this rune will help mend damage over the course of one hours. 

Redlines

  • Metallic Repair Runes can not be placed in combat. 

  • Some damage to metallic objects is irreparable to a degree for the shaman. As the shaman is not able to create more metal, shamans require the same amount of metal that was there before. 

  • Metal Shamans may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

 

Metallic Purification Rune

The Metal Shaman is able to place a rune upon a surface. Any metals or ores in the area of effect will slowly form into a ball over a period of time. This will not improve the quality of metal past its natural state when purified. Over the course of the required time the metallic ore will form into a ball of purified metal, with all imperfections and non-metallic substances cast off as a fine dust. The shaman may dispel these runes at any time. 

 

T4:

  • May affect any metals, including but not limited to iron, gold, and non-magical alloys.

  • Works in a 2x2x2 area.

  • Takes two IRL hours to finish.

  • The shaman may have one rune out at any given time.

T5:

  • May affect any metals, including but not limited to iron, gold, and non-magical alloys.

  • Works in a 3x3x3 area.

  • Takes one IRL hour to finish.

  • The shaman is able to have two of these runes out at any given time.

Redlines

  • Metallic Purification Runes do not improve metals past their natural properties. 

  • Metallic Purification Runes do not create metallic objects past the shape of a smooth ball of the metal being purified. 

  • Metallic Purification Runes may not purify chunks of ore larger than the specifications given in each tier. 

  • Metallic Purification Runes do not give metals any magical properties. 

  • All metal objects in the area will be affected. Keep unwanted metal objects away from the rune.

 

Spirit Marks

The Shaman is able to place the sigil of their pacted spirit upon another person. Only two people at a time may have a mark from a single shaman. These brands may not be put on unwilling people, dark mages, followers of other deities, or those with soul corruption as the spirit will refuse to allow its power to be used. These marks give the branded a single non-combat ability for two IRL days. Those that worship the spirits will find the mark lasts three IRL days instead.

 

 The Shaman has the ultimate say in what ability they give you. These marks act in T3 state for non-spirit worshippers. For spirit worshippers, these marks act at T4. The Marked is required to make each emote time prior to using an ability. The Marked does not channel the ability through chanting; instead, they must place a bare part of their skin to the mark for the same number of emotes the shaman would be required to chant for. The Marked feels fatigued from using the ability as the Shaman does.

 

Redlines

  • Mark causes as much pain as a tattoo. It is required to be placed on bare skin. 

  • Only T5 Shamans may place a Spirit Mark upon someone. 

  • Marks only last for two IRL days for non-spirit worshippers. Spirit Worshippers may bear a Spirit Mark for three IRL days. Shamans are not able to remove the mark once placed.

  • Shamans may reapply the Spirit Mark before it expires, to prevent the pain of reapplication.

  • Spirit Marks grant only:

  • Trinket Creation or Metallic Repair Rune at the Shaman's own personal discretion. These abilities for the Marked operate on T3 strengths. For Spirit worshippers, these abilities operate on T4 ruling. 

  • The Marked are not able to grant Spirit Marks to others. Only Shamans may apply a spirit mark. 

  • The Marked do not chant to channel the ability, meaning they do not suffer or boon from the volume of chanting. 

  • The Marked may only use any ability once per hour.

 

Metal Elemental

 

The Shaman is able to summon an elemental using metal from up to twenty blocks away. The Metal Elemental is able to move through/around non-magically created water, air, and flames with no effects. Magically created fire harms it as described by the source of magical fire. 

 

The elemental is limited to eight blocks of movement per emote. During this, the elemental is able to move and use a few simple abilities. The Metal Elemental will remain for sixteen emotes unless the Chant is done in #S.

 

The elemental is made from metal.

The Elemental is not resistant to magic, and physical attacks damage it as much as they damage a normal suit of iron armour.

Elementals are immune to the effects of mind-altering magics such as dread from amber manifestations, illusions, and the sort. This does not make the shaman immune to these effects. 

Elementals do not move or act on their own. After summoning with the chant, the Shaman must stand still and control their actions. Meaning that disconnections from channeling or being knocked over or disrupted during the spells casting time will cause the Elemental to shatter. 

While an Elemental may be immune to mind-altering magical effects, it will only move and act as the Shaman wills. This will not allow the shaman to overcome mind-altering magical effects if they are within the range to suffer side effects. 

Protection of the shaman is the number one priority. 

 

Summoning the Elemental

 

Summoning the Elemental requires a level 3x3x3 area directly in front of the shaman. This will require four emotes of chanting. During the first two, a large sigil of the pacted spirit will appear on the ground. During the following two emotes, the form of the elemental will start to take shape. These elementals last for sixteen emotes before fading away. When summoned out of combat, the elemental will last for 1 IRL hour. Summoning will leave the shaman fatigued during chanting and channeling.

This applies fatigue for the duration of the chant and the spell’s effects. 

 

Metal Elemental Appearance/Info

 

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Metal Elementals tend to take the form of a hollow suit of armour, equipped with a sword and shield. However, it may take any form it wishes at a maximum of 2x2 blocks in size. It may have a maximum of two arms and two legs.

 

Elemental Abilities

With the Shaman remaining still and focusing on controlling the Elemental, the Elemental has access to the following. Elementals require accessible elements of their type to be within a 20 block radius for abilities that require it.

 

Metallic Form: Metal Elementals are hollow suits of armor. This armor is made of whatever metals are present, and bears no magical properties or enhanced abilities even if a magical or enhanced piece of metal is used in its construction. If available metals are unspecified, they default to basic iron. Being hollow, internal damage to the Metal Elemental is nigh useless. Destruction of its metallic armor is required to hinder or defeat the Metal Elemental. These hollow suits of armor possess the strength of the average orc.

 

Metallic Weaponry: Metal Elementals are summoned with metallic weapons. These weapons may be medieval weapons that exist within the era.  If the Metal Elemental uses a two-handed weapon, only one such weapon will be summoned with the Metal Elemental. Weapons are fully metal as well.  The Metal Elemental may hold two one-handed weapons in either hand, with the option of a metallic shield. This shield is simply a piece of plate that offers protection as any shield with a metallic plate. Without any hide or wood beneath metallic shields that are summoned with Metal Elementals, this shield will do little against anything but arrows and blades.  

 

Absorb: The shaman can chant for two emotes to ready the Metal Elemental, allowing any metal weapons, armour, or objects that touch it to be absorbed into its body to repair itself. These items do not dissipate along with the Metal Elemental when it expires, and can be found near where it expired. The Metal Elemental takes one emote to grasp the object it is attempting to absorb, and three emotes to completely absorb it. It may not perform generic attacks during this, but can block and perform other abilities as long as it keeps a grip on whatever it is trying to absorb.

 

Protect: The Metal Elemental is able to retreat backwards up to twelve blocks towards their shaman to protect them. They may forcibly shove aside enemies when doing so. This requires one emote of chanting, and does not allow the Metal Elemental to perform any other action while moving. This ability cannot prevent an attack that has already been emoted.

 

Imprison: The Metal Elemental may take two turns to grasp up to two enemies and change its form into an iron bar cage surrounding them. Contact throughout this is mandatory, and prevents the Metal Elemental from performing any other action.

 

Fragmentation: Over the course of three emotes, the form of the Metal Elemental will start to splinter and expand outward. Within the third emote, the Metal Elemental will fragment into sharp hazardous shards of metal that fly rapidly outward from the Elemental in a 5x5 block range around it. Targets that lack metal armour will find the shards embedding themselves in soft flesh. These shards will not travel through wooden shields or any form of a metallic plate. These shards will harm everyone except the shaman, including allies.

 

Redlines 

  • Metal Shamans are not able to channel other spells with the Metal Elemental summoned. 

  • The shaman is required to remain still during chanting and the summoning of the Metal Elemental. Moving more than a step or two with the Elemental already summoned or during summoning will cause the summoning to fail and remove the form of the Elemental from the world. 

  • These Elementals do not have any resistance that their respective metal does not have. 

  • Metal Elementals must have two-thirds of their total form to remain active and moving. Damage past this point will cause the Elemental to fade from the world rapidly in an emote. 

  • Metal Elementals are not immune to other Metal Shamans that wish to combat it. 

  • Metal Elementals only have the strength of an average orc. 

  • Metal Elementals are hollow. 

  • Metal Elementals are suits of armor, blunt trauma is effective. 

  • Metal Shamans or Elementals may not increase or decrease the temperature of the metal. This means that they cannot manipulate liquid or fire-heated metal. Metal that is the temperature of the surrounding area, whether it’s the superhot desert or a freezing tundra, are fine to manipulate.

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This feels unbalanced. These abilities offer too many capabilities over non-magical combat & I think it will lend to issues in comparison to the other elements. The concept is fricking cool though so if balanced abilities can be agreed upon it will make for some aesthetic rp that I can get behind.

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1 hour ago, BrandNewKitten said:

This feels unbalanced. These abilities offer too many capabilities over non-magical combat & I think it will lend to issues in comparison to the other elements. The concept is fricking cool though so if balanced abilities can be agreed upon it will make for some aesthetic rp that I can get behind.

I think the only thing that needs balancing here in, in the combat abilities is the Aura of Disrepair. This one does less than other elemental magics in the way of harm. Keep in mind people say that any magic offers to many capabilities over non-magical combat RP.

Edited by ThatFunkyBunch
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2 hours ago, ThatFunkyBunch said:

I think the only thing that needs balancing here in, in the combat abilities is the Aura of Disrepair. This one does less than other elemental magics in the way of harm. Keep in mind people say that any magic offers to many capabilities over non-magical combat RP.


None of the spells have balanced emote counts. 

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18 hours ago, BrandNewKitten said:

None of the spells have balanced emote counts. 

Yeah what BNK said. The concept is based but I think you could add an extra charging/stall emote to some of the more intensive spells. Otherwise +1, I don't read much into orc culture, but I wanna see some mean green metal-crushing machines.

Edited by GrowUpNotFunny
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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      动态网自由门 天安門 天安门 法輪功 李洪志 Free Tibet 六四天安門事件 The Tiananmen Square protests of 1989 天安門大屠殺 The Tiananmen Square Massacre 反右派鬥爭 The Anti-Rightist Struggle 大躍進政策 The Great Leap Forward 文化大革命 The Great Proletarian Cultural Revolution 人權 Human Rights 民運 Democratization 自由 Freedom 獨立 Independence 多黨制 Multi-party system 台灣 臺灣 Taiwan Formosa 中華民國 Republic of China 西藏 土伯特 唐古特 Tibet 達賴喇嘛 Dalai Lama 法輪功 Falun Dafa 新疆維吾爾自治區 The Xinjiang Uyghur Autonomous Region 諾貝爾和平獎 Nobel Peace Prize 劉暁波 Liu Xiaobo 民主 言論 思想 反共 反革命 抗議 運動 騷亂 暴亂 騷擾 擾亂 抗暴 平反 維權 示威游行 李洪志 法輪大法 大法弟子 強制斷種 強制堕胎 民族淨化 人體實驗 肅清 胡耀邦 趙紫陽 魏京生 王丹 還政於民 和平演變 激流中國 北京之春 大紀元時報 九評論共産黨 獨裁 專制 壓制 統一 監視 鎮壓 迫害 侵略 掠奪 破壞 拷問 屠殺 活摘器官 誘拐 買賣人口 遊進 走私 毒品 賣淫 春畫 賭博 六合彩 天安門 天安门 法輪功 李洪志 Winnie the Pooh 劉曉波动态网自由门
       

    • Nug

      some of you are NOT real.

    • satinkira

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