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[✗] [Amendment] [Lore] [Magic] Soul Puppetry Amendment 2.0


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Soul Puppetry Amendment 2.0

 

This will clarify the guidelines for Soul puppetry and OOC regulations to further help moderate and evaluate the magic for potential abuse and powergame.

 

Connection guidelines:

 

  • When a connection is formed on a individual, if you wish for it to extend past three (IRL) days you’ll be required to inform the individual bound on creation.

  • The connection will ping the puppet with the individual bound, if one doesn’t match up the connection will break. Eg: Connection transfer.

  • The connection is done through dark-arts, accessing the life-pool of an individual when first initiating the connection rather then the void.

  • The connection cannot be created if the biological blueprint harvested is mixed with any other of any kind. (Blood mixed).

  • The connection can be broken by a specific spell cast by individuals or holy mages.

    • A mage is required to be the same tier to successfully at a one-hundred percent chance.

    • tier below the one who is in ownership of the puppet will require to roll out of 20, a higher roll chance then the owner of the puppet will successfully dismantle the link.

    • Any further tier lower will require a roll out of 10, whereas the owner has a roll out of 20. The higher roll would either successfully break or resist.

  • If an individual is unsuccessful in dismantling the link from a puppet, the link will be immune to being broken for ten emotes. The owner of the puppet will be pinged if the attempt to break the link has failed.

  • Ascended are unable to be connected, Aeriel will spot the imperfection of the soul and remove it.

  • The connection to a creature is able to be done as stated, however high-fantasy creatures such as a Phoenix is unable to be bound for longer than the current role-play scenario. This includes magical bound creatures tamed by druids.

 

  • A connection in soul puppetry will work throughout the overworld utilizing dark-arts to achieve such a feat. Once both individuals have been selected amongst the puppet it’ll shoot out a darting ping to attach between them both. This ping will only shoot out up-to twenty meters(Or blocks) from the puppet and if successful a connection has been formed. Once the connection has formed successfully both individuals would notice a small mist coming from them that they would only be able to see, this mist isn’t physical and doesn’t correlate to any naturality of the mortal world, rather it’s a pull of the auras that have tethered themselves to the ping when it crosses back to check if both are still connected to the puppet. If one is within a certain radius of 15 meters(or blocks) this mist would slowly cease to exist not requiring so much energy for such a distance to ping from. The radius to conduct new curses however on a individual would remain to the region both individuals are within, any present or on going curses that go on a prolonged time doesn’t need to follow this rule.

 

Spell guidelines:

 

  • Any spell bound / placed on a individual will require OOC consent if it’ll persist after the current role-play scenario.

  • The truth charm / specified spells (such as specific influences) have been removed, these will now remain up-to the individual bound if a influence is successful.

  • Unable to move whilst casting any new spells upon a individual, having to remain completely stationary while applying. On going spells however (past the scenario) do not follow this.

  • No Dual Casting while a new spell is being casted.

  • Physical deformations done to a user will now have a restriction being; Depending on the level of deformations done to a individual over the current role-play scenario a user would require more than one user of soul puppetry, this will be moderated by;

    • Facial construction: One Puppeteer.

    • Half body construction: Two Puppeteers.

    • Full body construction: Three Puppeteers.

  • On the level of mass deformation to a level of it not following the soul blueprint a user of soul puppetry wouldn’t be able to conjure such things. An example would be; werewolf.

  • Eternal curses are now removed (not that they existed) and have been replaced with;

    • Birth-stage:

      • Once a spell has been applied onto a target a one week countdown will begin. During this period a puppeteer is required to have the puppet on them fueling the spell at all times. The individual bound is required to last until the week countdown has ended without dying otherwise the countdown will reset. If the countdown is successful, the mid-stage will be triggered.

    • Mid-stage:

      • Upon accessing this stage a puppeteer isn’t required to keep a constant spell effect upon the individual, however it is now tethered to the soul blueprint like a hook. This can be easily removed however by specific mages that can break the puppeteers connection, accessing the end-stage.

    • End-stage:

      • Once the connection has been severed, this final stage is activated. This stage is where the final spell-effect would remain. Another countdown will begin of one week, during this week is a period of time that they’re able to seek out a mage that can remove the spell effects upon them. However only if the individual wills the effect to be removed, if not; healing the effect will not work. Once the countdown has ended the effect will fully be permanent on the individual.

  • Elaboration: You have 2 weeks to fully remove any effects a soul puppeteer gives you, from the birth stage and the end stage. The effect cannot be forcefully removed from oneself if they don’t deem it.

 

Puppet Guidelines:

 

  • You require a MC representation of a puppet.

  • If a material puppet is created (T5), it requires to be signed and approved by the magic team for the given effects it’ll cause when utilized.

  • A life-puppet is required to have full OOC consent from the individual bound, once given you’ll require the puppet to be signed off by a magic team member with the date in the description on the puppets creation.

 

Progression Guidelines:

 

  • Stage one (T1)

    • Capable at creating one connection and utilizing a single spell.

    • The connection will last for a hour.

  • Stage two (T2)

    • Capable at creating one connection and utilizing two spells.

    • The connection will last for twelve hours.

  • Stage three (T3)

    • Capable at creating two connections and utilizing two spells.

    • The connection will last for one day.

    • Creation of; Non-blueprint abiding puppets

  • Stage four (T4)

    • Capable at creating three connections and utilizing three spells.

    • The connection will last three days.

    • Creation of; living puppets, specific puppets, bard puppets.

  • Stage five (T5)

    • Capable at creating three connections and utilizing three spells.

    • The connection will last seven days.

    • Creation of; life-puppets, material puppets.

 

Curse Examples:

 

  • Stage one (T1) - Sensory spells.

    • Anger.

    • Sadness.

    • Fear.

    • Happiness.

    • Courage.

    • Deafness.

    • Blindness.

    • Numbness.

  • Stage two (T2) - Sensations spells.

    • Nasua.

    • Headache.

    • Migraine.

    • Rage.

    • Dumbness.

    • Burning.

    • Freezing.

    • Hunger.

    • Laughter.

  • Stage three (T3) - Physical spells.

    • Crushing of bones.

    • Squeezing of organs.

    • Bleeding.

    • Deformation.

    • Flesh mending.

    • Control of movement.

    • Paralysis.

  • Stage four (T4) - Mental spells.

    • Nightmares.

    • Degradation of the mind.

    • Spectral influence.

    • Phobias.

    • Mental imaging.

  • Stage Five (T5) - Material spells.

    • Ability to create spell effects based on the material of the puppet.

    • Greater control over previous stages; Utilizing control of a characters mental/physical state.

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Will this amendment explain as to how soul puppeteers are able to curse people whom's souls should be protected? https://www.lordofthecraft.net/forums/topic/135576-the-effects-of-disconnection/; The second paragraph of that lore states that upon being connected to a deity, that your soul is preserved and certain things, such as shades, cannot get into the soul as it is protected. What is the reasoning as to how this magic bypasses that?

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1 minute ago, Sky said:

-snip-

 

Read the lore collective posted, it explains this.

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5 minutes ago, Evocress said:

 

Read the lore collective posted, it explains this.

 

 

You explained Ascended, a single holy group.

 

Why would the Aspects allow this to go through on their druids, when shades are denied?

 

Why would Xan allow this to go through on their paladins, when they cannot be turned to dread knights?

 

Why would Tahariae allow this to go through on their clerics, when they are unable to become ferals?

 

The second part of the questions don't have to be answered, but explain why the aformentioned trio are able to be cursed, when Ascended are the only group which cannot be.

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2 minutes ago, Evocress said:

 

It also states in there that it's a voidal art, not a dark magic, but here it states it is done through life-force and not the void. Either way, I believe that it should be amended that the deity isn't fooled by the connection as it really isn't explained that well and I highly doubt that it would work. Personal belief, if a soul is protected then a soul is protected, I don't believe that there should be a pseudo-excuse for the soul to be vulnerable in any sort of state. Again, personal belief.

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Well Ascended are by default a more holy creature physically-speaking with a patron very specifically about protecting souls. I think that's fair enough.

 

Edit: I support removing soul puppetry from the Void 1100%.

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"Crushing of bones" and "squeezing of organs" seem way too serious and strong to be a mere T3 spell.

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14 minutes ago, Aelsioln said:

"Crushing of bones" and "squeezing of organs" seem way too serious and strong to be a mere T3 spell.

 

Has always been a t3 spell. The issue with them doing this the puppeteer dies unless dealt with carefully.

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14 hours ago, Evocress said:

Ascended are unable to be connected, Aerial will spot the imperfection of the soul and remove it.

its Aeriel not Aerial :(

 

 

 

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1 hour ago, Evocress said:

 

Has always been a t3 spell. The issue with them doing this the puppeteer dies unless dealt with carefully.

 

 

That should mean the puppeteer PK's then if they are willingly dying for a spell.

How do you 'carefully' deal with crushed organs? Even if it were an organ that technically you don't need (like one kidney or gallbladder) there would be massive internal bleeding. A shattered bone as well, depending on location and severity, could easily tear though stuff.

 

Quote

While still painful, cracked ribs aren't as potentially dangerous as ribs that have been broken into separate pieces. A jagged edge of broken bone can damage major blood vessels or internal organs, such as the lung.

 

There have also been documented cases of the sternum and ribs penetrating the heart when broken.

As for shattered arms and legs:

Quote

Despite advances in reconstructive surgery, salvage of mangled extremities still requires long periods of treatment with many operations that can be taxing both to the surgeon and the patient. Attempts at reconstruction of severely shattered limbs necessitate counselling with regard to the protracted course of treatment and associated morbidity as well as problems which may require abandoning of the procedure and secondary amputation.

 

In other words.

For a puppeteer to use these spells they either knowingly are killing themselves or knowingly mangling their own body.

Why do these spells exist then?

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12 hours ago, Sky said:

 

It also states in there that it's a voidal art, not a dark magic, but here it states it is done through life-force and not the void. Either way, I believe that it should be amended that the deity isn't fooled by the connection as it really isn't explained that well and I highly doubt that it would work. Personal belief, if a soul is protected then a soul is protected, I don't believe that there should be a pseudo-excuse for the soul to be vulnerable in any sort of state. Again, personal belief.

 

The amendment is getting rid of it being a voidal art.  I'm on board with the soul being protected if a person relinquishes sovereignty of it or has some sort of protection on it (i.e. Ascended, Clerics, Shades, Fi' mages).  Though with all the benefits that are delegated to being  Ascended and having a protected soul, there should be some aim at having drawbacks (not to discuss here, but the positives of being holy folk are outweighing the nonexistent downsides).  However, if there is "blanket" immunity to soul puppetry to be given, I don't think that it really needs to be elaborated here but rather other's respective lore, since much of the amendment seems to be clarifications and minor tweaks.

 

20 minutes ago, Aelsioln said:

 

That should mean the puppeteer PK's then if they are willingly dying for a spell.

How do you 'carefully' deal with crushed organs? Even if it were an organ that technically you don't need (like one kidney or gallbladder) there would be massive internal bleeding. A shattered bone as well, depending on location and severity, could easily tear though stuff.

 

 

There have also been documented cases of the sternum and ribs penetrating the heart when broken.

As for shattered arms and legs:

 

In other words.

For a puppeteer to use these spells they either knowingly are killing themselves or knowingly mangling their own body.

Why do these spells exist then?

It's a dark art.  All of the spells have some sort of backfiring effect to them, i.e a happiness curse will reflect back onto the user making them feel somewhat happy. 

 

I believe at T3 its a 30% backfire effect, so if you crush someone's lung or something then it'd result in 30% of that backfiring to you, probably resulting in some emphysema effects and maybe coughing up blood.  I don't think anything could outright kill you at T3 (though I could be wrong).  Possibly at T1, where its a 50% backfire effect, but you can't learn these curses until T3.  This is lessened by the tier you are, so a T5 person would feel less of a backfire than others.  A T5 person might just develop a nasty cough and chest pains for a while.

 

That's the drawback to the magic, otherwise you'd simply crush people's livers and guts and nothing would happen.

 

I think there is a death curse, at least pre-rewrite, but even so I'd imagine abusing it could result in a PK.  The basis for allowing spells that result in death, however, has been accepted (RK's have a "second wind" spell where they accept death and come back to "life," for instance).

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The organ squeezing thing can kill you and if a puppeteer willingly does it they commit to a pk. However that being said you do the intensity of the squeezing. If it kills the individual then most likely it'll kill you. Have some control over it.

 

The death curse. You do it. You pk. Have fun.

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Changelog v1:

 

Added:

 

Connection Guidelines:

Quote
  • A connection in soul puppetry will work throughout the overworld utilizing dark-arts to achieve such a feat. Once both individuals have been selected amongst the puppet it’ll shoot out a darting ping to attach between them both. This ping will only shoot out up-to twenty meters(Or blocks) from the puppet and if successful a connection has been formed. Once the connection has formed successfully both individuals would notice a small mist coming from them that they would only be able to see, this mist isn’t physical and doesn’t correlate to any naturality of the mortal world, rather it’s a pull of the auras that have tethered themselves to the ping when it crosses back to check if both are still connected to the puppet. If one is within a certain radius of 15 meters(or blocks) this mist would slowly cease to exist not requiring so much energy for such a distance to ping from. The radius to conduct new curses however on a individual would remain to the region both individuals are within, any present or on going curses that go on a prolonged time doesn’t need to follow this rule.

 

Spell Guidelines:

Quote
  • Unable to move whilst casting any new spells upon a individual, having to remain completely stationary while applying. On going spells however (past the scenario) do not follow this.

  • No Dual Casting while a new spell is being casted.

 

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