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[✓] [Feat Addition and Clarifications] [Atronach Forging] - Telekinetic Atronach + Expanded Weaknesses


IsaaKc
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Preface

Thought impossible to create as the art of Telekinesis was lost to Magi, Telekinetic Atronachs have been reinvented through the recent discovery that allowed Transfigurationists to have a minor influence on the momentum of an object, allowing for a the lost Telekinetic Atronach to once more become feasible.

Spoiler

Should this lore be accepted, Telekinetic Atronachs would become a CA, and Telekinetic Atronach Limbs would be craftable in roleplay through use of Atronach Forging.

 

Telekinetic Atronach - Hybrid

Telekinetic Atronachs are generally suits of armor, encasing their core. The core of the being permeates a constant stream of Aura of the creator's color, which takes on a vague humanoid form, as well as forms eyes behind the visor of the Atronach; this inner Arcane "skeleton" is not as bright as the Arcanism Atronachs of the past, but takes on a very transparent, undefined, humanoid appearance. Unlike his brothers, Telekinetic Atronachs have less Arcane proficiency in exchange for an ideal balance of strength and agility, possessing the physical prowess of a seasoned orc warrior. In the context of a Telekinetic Atronach, their usable Mana would be the equivalent of their stamina, meaning that the more Mana they use, the less strength that is output into tasks.

 

An example of a Telekinetic Atronach

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Creating a Telekinetic Atronach

In order to create a Telekinetic Atronach, one requires transfiguration and Atronach Forging to be present in the same place. Either the Atronach Forger may have all the magics required to forge the Atronach, or else they must use the help of other mages with the required magics. 

 

Abilities of a Telekinetic Atronach

Although a Telekinetic Atronach’s ability is tilted in favor of physical strength, minor telekinetic feats may be performed, and in the right circumstances, this power may be taken to a higher caliber.

 

Minor Telekinesis [Non-Combat] - As a Transfigurationist may influence the momentum of objects around them to put them in their control, so may the Atronach for utility and artistic purposes.

 

Mechanics

Spoiler
  • The Atronach may, within a five block radius, lift and move small objects by projecting its inner energy towards the items in question, with a limit of 11kg/25lbs. This follows all red-lines of Transfiguration’s “Alter Position” and may not be used combatively.

 

Redlines

Spoiler
  • Range of five blocks.
  • Cannot be used combatively in any way.
  • Follows all red-lines of “Alter Position” in Transfiguration.

 

Telekinetic Strength [Passive] - Although not possessing the magical ability of the old Telekinesis Mages, their Telekinetic properties grant them formidable strength, allowing them to strike adversaries with great force and perform other impressive feats.

 

Mechanics

Spoiler
  • Although objectively weaker than Earth Atronachs, Telekinetic Atronachs possess an ideal balance of agility and strength, giving them the movement speed and strength on par with an orcish warrior.

 

Redlines

Spoiler
  • Cannot surpass the rough strength of an orcish warrior.

 

Amplified Telekinetic Strength [Combat] - In desperate times, a Telekinetic Atronach may overcharge the energy within them and project it towards an incredibly heavy or dense object and move it with great force. This is not an instantaneous process, but rather one that is slow and greatly drains the Atronach of its reserve mana.

 

Mechanics

Spoiler
  • A great feat of strength may be performed, such as slowly moving a boulder out of the way, or bending steel bars to allow passage. This level of strength would be just below that of a Dwarven Brawn Golem.
  • Doing anything with this ability would take at minimum [4] emotes of uninterrupted focus, being a gradual process that occurs over the emote duration. The ability may be active for a maximum of [8] emotes before it deactivates, and will drain the Atronach regardless of whether or not it is used.
  • This ability may be used on people, making it possible for bones to be crushed, and could prove to be lethal if used on a vital region, such as the head or around one's chest.
  • During player-driven CRP, amplified telekinetic strength's lifting capacity could at MOST be used to lift masses of [4] cubic meters (4 blocks), and no more than [8] cubic meters (8 blocks) may be pushed. In ET Events, these values may be negotiated at the discretion of the ET in question.
  • This may only be performed if the Atronach is making physical contact with the object, and as such, could not be done from a distance.
  • As a consequence, the Atronach must open up their plates to allow enough Mana to flow through in order to increase their strength, leaving them incredibly vulnerable to attacks on their Arcane skeleton and core.
  • This ability requires that the Atronach remain relatively immobile, meaning that this ability could not buff them in a fast paced combative encounter that requires them to rapidly change position.
  • This ability only works once every 24 hours, and would drain the Atronach of half their usable mana as the task is completed.

 

Redlines

Spoiler
  • In terms of equivalency, the strength boost would lift the Atronach to be just under a Dwarven Brawn Golem’s strength.
  • This strength increase is not instant, but rather a gradual application. An Atronach lifting a boulder would not be instant, but rather a slow process as they heave it up. As such, an Atronach could not throw a boulder or something of equivalent or larger size at an adversary.
  • Performing this ability would require the Atronach to open up their plates, allowing enough room for a weapon to slip through and do severe damage.
  • This ability requires that the Atronach remain mostly still and not rapidly change position, meaning that using this ability in the midst of a fast paced combative encounter.
  • This ability drains half of the Atronach’s usable stamina/mana, and as a result would need to be recharged sooner.

 

Atronach Weaknesses

Telekinetic Atronach’s exist as a hybrid between Solid and Fluid. Their inner workers are Fluid, but they have the physical prowess and tangibility of a Solid atronach. Due to this, they are much more vulnerable to damage to the humanoid aura "skeleton" beneath their plating. If enough force were applied to an Atronach’s limb—enough that would traditionally heavily cut or even result in the removal of the average descendant’s limb—then the severed compartment would fall to the ground and be unusable until repaired. Cutting their Arcane form in any way would cause an intangible fluid-like mana to leak from their form, draining at the same rate that a normal descendant would bleed. After being cut, the Atronach would deactivate from a loss of Mana overtime. They also hold all the general Atronach weaknesses such warding/abjuration.

 

Overall Redlines and Guidelines

Spoiler
  • Telekinetic Atronachs have the strength of an orcish warrior, capable of wielding heavy weapons, as well as operating more complex weapons, such as bows and crossbows.
  • Telekinetic Atronachs are a Hybrid, being a cross between Solid and Fluid. Their core requires three hard hits with a blade, or two with a blunt weapon to be incapacitated. Inadequately crafted weapons or armaments below the strength of iron will do little to damage the core. Should the weapon be of thanhic alloy/auric oil coated, it will be twice as effective (a thanhic alloy sword would count as two hits as opposed to one towards the core).
  • The Arcane form of a Telekinetic Atronach is as vulnerable as the flesh of the average descendant, meaning that limbs can be hacked off and their form can be cut. Severe cuts that would cause a descendant to bleed out would cause the Atronach to deactivate after [8] emotes of "bleeding." Each subsequent hit will halve this duration.
  • Requires transfiguration, and atronach forging to create, and requires a valid CA to play as well as a valid creator.

 

General Atronach Weaknesses

Atronachs, although being much more resistant to damage than a descendant might be in some cases, have many weak points, which may be exploited by a knowledgeable person to neutralize these constructs. At the center of an Atronach remains their core, which may require more hits than usual depending on the variant of Atronach, with blunt weapons doing more damage than sharper alternatives. Most obviously, Elemental Atronachs are susceptible to their counters—a Fire Atronach could be extinguished with large amounts of water, and an Ice Atronach could be melted with enough application of heat. Warding and Abjuration would also prove useful against an Atronach. Ward Shields would act as impassable physical barriers towards an Atronach, and Abjurations targeted towards their Elemental Form would stun them for a single emote. In the rare case that an Atronach Forger themself might fight an opposing Atronach, the Forger may shut down an Atronach instantly if a well placed Abjuration hits their core directly. Furthermore, anti-magical materials/substances, such as thanhium/auric oil would cut through an Atronach's Elemental Form like a hot knife on butter, capable of severing its "limbs." Anti-magical weapons would also be twice as effective on the core of an Atronach.

Spoiler
  • Sharp weapons, such as swords, would deal [1] hit towards an Atronach's core, while blunt weapons would deal [2] hits.
  • Thanhium alloy weapons or armaments coated in Auric Oil would be capable of easily severing the "limbs" of an Atronach and slowly draining their form with each strike. The core being struck by such a weapon would be twice as effective, meaning that a thanhic warhammer (blunt) would deal [4] hit "points" to an Atronach's core.
  • Elemental Atronachs are susceptible to their opposed elements (Fire Atronachs could be extinguished through water, etc).
  • Ward Shields would act as an impassable barrier to an Atronach, and Abjurations directed at their Elemental Form would stun them and interrupt all casting and movement for a single emote.
  • An Atronach may be shutdown entirely if an Abjuration created by an Atronach Forger hits their core dead on.

 

Purpose

Having recently received my feedback for my Transfiguration Addition, "Alter Position," it was put on pending at the request of clarifications, along with the suggestion of allowing the creation of Telekinetic Atronach Limbs. After speaking with SquakHawk, I made it clear that I'd only want the limbs to return if Telekinetic Atronachs came back as well. This was loosely based off of Phil's addition which contained Telekinetic Atronachs and Projecting, but possesses some original content that I brewed up as well. It is my hope that this lore is passed and Telekinetic Atronachs can make a return, as they're much less destructive in comparison to the others, yet still have a place on the server. Additionally, after receiving my feedback for this submission, it has been decided that Atronach Weaknesses should be expanded on as a whole within this post. In other words, we do a little Philposting.

 

Credit

Isaac - Author

 

Pundimonium's currently accepted Atronach Forging lore (went through all the trouble of formatting this exactly like that, you better be happy Pundi):

 

Phil's addition in which this was based off of:

 

Changelog

- Clarified weaknesses to the core based on thanhium/auric oil [21:16, 8/2/2021]

- Further defined Amplified Telekinetic Strength [21:46, 8/2/2021]

- Added section that further expanded on General Atronach Weakness [22:12, 8/2/2021]

Edited by IsaaKc
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An interesting idea, but an unnecessary boon to voidal mages in my opinion.

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12 minutes ago, DISCOLIQUID said:

An interesting idea, but an unnecessary boon to voidal mages in my opinion.

Isn't really a boon to Voidal Mages. Atronach Forging is the only Voidal Magic that hasn't been spread like the flu. Was also previously accepted when Telekinesis was still around, so it's really just a piece of lore that got dropped w/ Flam Era policies.

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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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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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