User:GenericArchangel

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GenericArchangel
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Personal information
Aliases Gen
Real name Gabriel/Ariel B.
Pronouns he/him + she/her
Date of birth 03/27
Hails from AMERICA BABY
Roles Senior GM
Contact
Discord @genericarchangel
E-mail


WASSUP BITCHES IT'S YA BOI/GURL GEN

...I feel disgusted having typed that out. Hi! I'm GenericArchangel, Senior GM for Mazeworld and occasional contributor to game design. Feel free to ping me on the game's Discord server if you want. Or don't, it's not mandatory or anything.

I am genderfluid, when in doubt use the combined he/she and him/her. Singular they is the coward's way out.

Special pages

Concept Pitch: Magic Drugs

Because it's bullshit that only kitsune get to use magic.

Concept: One of the results of Project Mana was that the Science Team managed to isolate what it is about magical creatures that lets them use magic. They have a special protein in their blood plasma that connects them to (insert magical bullshit here) and lets them cast spells. After the fall of Roazon, the Medical Science Team in Raven City took it upon themselves to continue the work of Project Mana, under a new name: Project Magicka. They managed to isolate this protein and find a way for it to be used by other species, but at a cost: the resulting drug is highly addictive, highly dangerous, and making it requires a constant supply of kitsune blood (magician blood simply doesn't work).

New Drug: Magicka It comes in 4 flavors: Pyra, Glacia, Scuta, and Sana (from Latin for fire, ice, shield, and heal). As the names suggest, they give any species access to the matching abilities: Fire Bolt, Ice Beam, Magic Shield, and Self-Heal, which function identically to the way they do for kitsune.

Magicka Withdrawal

  • Substances: Pyra, Glacia, Scuta, Sana
  • Addiction chance per use: 40%

Withdrawal effects:

  • Level 1: Minimum Stress Set to 30%, Minimum Fatigue set to 30%, Disabled natural healing
  • Level 2: Minimum Stress set to 75%, Minimum Fatigue set to 70%, Disabled natural healing, Nausea, Intense Munchies, Intense Thirst, Rage, Hallucinations, Forced Wakefulness, FT +2
  • Level 3: As Level 2, but if it is not treated by the next Daily Reset, the creature dies.

Gun Proposals

Should it become relevant, my Top 4 for a new update are the Malyuk, K-14VN, Holy Hand Grenade, and English longbow.

  • Interproinvest Malyuk: a 5.45mm combat rifle that uses the AK action (and AK-100 mags), complete quad rails, bullpup for an impressive IS 14. There are also 5.56mm and 7.62WP versions. Currently in-use by the Ukrainian Special Forces in their fight against Russian imperialism.
  • Vietnam National Defense Industry K-14VN: it's a 7.62 Tok pistol, but DOUBLE STACK MAG! Wow. Much impress. Such cool. 13+1 rounds is unique for the caliber, and we have very few Vietnamese weapons, so why not?
  • M67 recoilless rifle: the first weapon of its kind in the game. It has three noteworthy ammo types: HEAT, HE, and the incredible M590 Flechette Canister. That last is what would set it apart in the Mazes, very few weapons are capable of creating 2,400 projectiles in the space of a single turn. The gib-ifier.
  • More bows! We could add the English longbow and composite bow. The former is a big, fat piece of fuck with more draw weight than modern compound bows by a factor of two, meaning they'd yield absurd damage downrange, even after accounting for how much more efficient modern bows are. A composite bow isn't much more powerful than our current longbow, but is smaller, and thus lighter.
  • The Holy Hand Grenade of Antioch: a Class 4 artifact. What does it do? Screenwipe, no questions asked. There is no accuracy check, there are no duds (as long as 3 is counted to), it does infinite damage to everything hostile to the user, and it will return at the next Daily Reset.
  • The Knuckleblaster (from ULTRAKILL) as a Class Handgear Artifact. It's the Knuckleblaster. It's a fist. With a 12 gauge shotgun. And that's just cool.