BlessChu 181 Share Posted October 24, 2021 (edited) TELUMKINESIS AND ARMIGERS - THE SOUL OF THE SWORD Lore Overview For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”, while the magic that they wield is called Blade Manipulation or Telumkinesis. OOC; Telumkinesis must be taught to someone by a player with a valid TA. It takes up 2 spell slots to learn. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ The Armiger and their Vessel; How it works Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and things move through the world at the Armiger’s whim. The way Vessels work is that when imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator. The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Telumkinesis. There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. Due to the straining nature of both keeping consistent connection to a Vessel and fighting, it’s impossible to connect to multiple combat Vessels whilst one can connect to up to two Mundane Vessels. A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ The Origin of Telumkinesis The birth of Telumkinesis begun with two conscripted brothers, a Housemage and a knight. The Housemage wasn’t a fighter, however had spent so many days at war that he became more familiar with a blade than the rhythmic sound of a sweeping broom.The Housemage lost his brother, overwhelmed with the regret of being unable to fulfill a promise made during the gentle respite of camp between battles. the soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. Imaging his confidant, grin on their face as they first master how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel.It’s believed by those who’d studied the history of the Telumkenetic art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana on a lesser level. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. Image courtesy of Pinteresthttps://www.pinterest.com.au/pin/187462403228691100/ Mana Burnout A consistent flow between Vessel and Armiger makes Telumkinesis highly mana intensive, and will cause intense strain during use for the Armiger. To keep a reasonable amount of energy during Vessel usage, Telumkinesis causes extreme narcolepsy in everyday life. This comes with various obstacles; Armigers will experience the following symptoms when outside of combat as a result of their lethargic nature once they reach Tier 2. Spoiler Short term memory loss (E.g forgetting a task while part way through doing it, or having just done it) Disconnection from conversation, and difficulty focusingAuditory hallucinations (E.g, hearing the voice of someone you know saying something who is not present) Brief periods of involuntary sleeping that range from a few seconds to a few minutes in duration. Exhaustion occurs alot faster then usual when physically exerting themself. Image courtesy of Pinterest:https://www.pinterest.com.au/pin/437975132493690858/ Purpose During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience. We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat. Skill Tiers [!] Telumkinesis takes up 2 Spell slots. The following is the mechanics of Telumkinesis. Tier 1 [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. Teaching Tip 1st - 2nd year of study. The student must be taught how to connect an object to their personal mana pool. This must be done in a calm environment, where the student can concentrate without fear of distraction. 1 IRP lesson should take place during this time. Tier 2 [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ] The Armiger is now capable of learning how to imbue their first Vessel. They are capable of connecting 1 Combat Vessel, and 1 Mundane Vessel. Spells Spoiler Feint [ Non-Combat / Base Spell ] The Armiger imbues a pulse of mana into a Vessel, causing the effect of their aura to burst outwards explosively from a Vessel momentarily. Feint is a purely aesthetic spell. Imbue [ Non-Combat / Taught Spell ] The Armiger imbues mana from themself into an object, turning it into a Vessel. [ 1 Connect, 1 Charge, 1 Cast ] Imbuing a weapon, or object into a Vessel must follow all Redlines for Crafting Vessels. Awaken [ Combat / Taught Spell ] The Armiger tugs on the connection between a Vessel and their mana pool, allowing Vessel combat. [ 1 Connect ] This spell is the “Connection emotes” that is necessary to start using a Vessel in combat. This can only be done after it has been taught at Tier 2 > Must follow all of the Redlines for Combat Vessels. Unlike drawing a physical weapon on lotc, you cannot connect to a Vessel and attack in the same emote. Teaching Tip 3rd - 5th year of study. The student can now confidently summon their Aura, and imbue a pulse of their mana into an object. Now, the student will begin learning how to sustain that connection through the object and their personal mana pool. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. For example the student could flow mana into a small toy, causing it to dance back and forth. ~ 2 IRP lessons should take place during this time. Tier 3 [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ] The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. They are capable of connecting 1 Combat Vessel, and 2 Mundane Vessels. Spells Spoiler Cloak [ Non-Combat / Base Spell ] The Armiger hides their Aura from their weapon while holstered, causing it to appear like any other mundane arm. [ 1 Connect, 1 Cast ] When not in use, a Vessel may be either holstered physically upon one's person, or floating beside the Armiger following them. Upon entering a combat encounter, the Cloak effect ends. Teaching Tip 5th - 8th year of study. Now that the student is comfortable with Vessel combat, they may consider now moving their focus from martial art to the mundane, and learn how to use two Mundane Vessels at one time. This is very tiring, and will cause extreme lethargicness after training. ~ 2 IRP lessons should take place during this time. Tier 4 [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. They are capable of connecting 1 Combat Vessel, and 3 Mundane Vessels. Spells Spoiler Reinforce [ Combat / Taught Spell ] The Armiger sends a pulse of mana through a connected Vessel, causing it to hold together ever so slightly more. [ 1 Connect, 1 Charge, 1 Cast ] Can only be casted during vessel combat, (this means the caster should already have made a connection emote).This spell can only be used once per combat encounter. This spell repairs the damage of 1 direct-strike dealt toward a Vessel. Arcane Specialist [ Non-Combat / Base Spell ] An effect that only applies when connected to Mundane Vessels. The Armiger will find that they are able to use their Mundane Vessels in looping or automatic motion with minimal thought. E.G: A Dwarven miner with Telumkinesis might use a lamp as their Vessel, which moves in front of them to light ahead without having to emote it moving ahead to light in front every time the player moves forward their turn. [ 1 connect, 1 cast ] Only applies to Mundane Vessels. Teaching Tip8th - 13th year of study The Armiger now understands the inner workings of Blade Manipulation magic, and must simply practice honing their skills to gain proficiency.~ 3 IRP lessons should take place during this time. Tier 5 The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels. Spoiler Shatter [ Combat / Base spell ]The Vessel points itself toward it’s target, flying forth and shattering into small glass-like shards mid air. [ 1 Connect, 2 Charges, 1 Cast ] Can only be casted during vessel combat (this means the caster should already have made a connection emote). Shards are capable of piercing armour.The Vessel is destroyed upon impact.Redline consequences surrounding a Vessel breaking still apply (Inability to cast magic, immense pain equivalent to losing a limb that impacts ability to fight). The shards may only target 1 limb on the targets body (Head, torso, arm, leg) Blade Dance [ Non-Combat / Taught skill ] A harmless but showy ability. The Armiger clears their mind, allowing their Vessels (both Mundane and/or combative) and their Aura to move in spectacular, flashy ways around the Armiger’s person with precision and flare.[ 1 Connect, 1 Cast ]This spell is purely aesthetic, and cannot be used to harm. The Armigers aura and Vessel range is limited to a 3x3 area centred around the caster. If someone is within this range Vessels will weave around them with ease. Redlines Redlines - Crafting Vessels Spoiler Vessels must be ST signed. A Vessel cannot be crafted until the Armiger has been taught the Imbue spell by a user with a valid TA. To Craft a Vessel, the imbue spell must be used upon the desired object; [ 1 Connect, 1 Charge, 1 Cast ] A player cannot craft a second Combat Vessel if they have already crafted a Combat Vessel. They likewise cannot make a third Mundane Vessel if they already have crafted 2 Mundane Vessels. > If the player's Vessel has been damaged, they must repair it using the same method/rp as they did to craft it. > If the player no longer wants a certain item to be their Vessel, but they have reached the maximum number of Vessels then the player can make a new Vessel crafting ST ticket. The player may be expected to hand over the unwanted Vessel to be trashed in exchange for the new one. A player may only craft/repair 1 Vessel a day. Only materials up to Tier 2 may be crafted into Combat Vessels. A Mundane, or Combative Vessel should be of reasonable size, as the Armiger can only use what they could physically swing and any heavier would be useless. Redlines - Combat Vessels Spoiler The Armiger may have only 1 Vessel connected. They may also use a weapon in their physical hand(s). They may only have 1 Combat Vessel in their inventory. > The Armiger can only use 1 weapon in their physical hand(s) whilst connected to a Vessel. E.G; You cannot hold both a sword and a shield while using a vessel, only one. > Mundane Vessels do not count towards how many Combat Vessels are in the Armigers inventory. Vessels may not be used to both attack a target, and defend oneself in the same emote/turn. Just like regular lotc-combat, it should be clear whether you are attacking or defending during your emote/turn. > The Armiger cannot connect/charge/cast spells from other magics whilst Vessels are in use, and needs to cease connection from their Vessels to cast other magics. The Armiger cannot use both their physically held weapon, and their Vessel in the same emote. Pick your actions wisely! A Vessel cannot be used before a connection emote has been made. A Vessel must focus on a target, and cannot block or attack a target that the Vessel has not focused on. > The Vessel can refocus its target. During refocus, the Vessel cannot attack. [ 1 maneuver emote, 1 attack emote ] Vessels can move up to 4 blocks away from the Armiger. Upon a Vessel shattering, the Armiger will experience pain equivalent to losing a limb, leaving them incapable of casting any form of magic and inhibiting their combat ability until given the appropriate time to rest. > The player can still defend themselves without the use of magic albeit with difficulty. > After a Vessel shatters, this debilitation will last 1 OOC hour. Vessels can only move as fast as the Armiger could physically swing them if swung physically. Shields can be Vessels, however they cannot cause any harm to a target. Shields may only be used for defensive purposes. Small Vessel Redlines Small Vessels consist of; Daggers, Short swords, and War axes. If crafting a non-traditional weapon; Small Vessels weigh 0kg - 1.5kg+ (0lbs - 3.5lbs) Whilst small Vessels are in use, the Armiger’s movement speed is reduced to 3 blocks per emote/turn. If directly struck (an emote is made with the intention of striking the Vessel itself) 2 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. Vessels can only move as fast as the Armiger can physically swing them. Medium Vessel Redlines Medium Vessels consist of; Longswords, 1 handed Maces, 1 handed hammers, Spear. If crafting a non-traditional weapon; Medium Vessels weigh 1.6kg - 3kg+ (3.6lbs - 6.6lbs ) Whilst medium Vessels are in use, the Armiger’s movement speed is reduced to 2 blocks per emote/turn. > If the Armiger has been afflicted with Voidal Poisoning, the Armiger’s movement is reduced to 1 block per emote/turn. If directly struck (an emote is made with the intention of striking the Vessel itself) 3 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. Vessels can only move as fast as the Armiger can physically swing them > If the Armiger is weakened due to Voidal Poisoning, this will still affect the speed of the Vessel. Alot of medium Vessels will be as slow as a Heavy Vessel. Heavy Vessel Redlines Heavy Vessels consist of; Greatswords, 2 handed Maces, 2 Great Axes, Lances, Pikes, shields . If crafting a non-traditional weapon; Heavy Vessels weight 3.1kg - 5kg+ (6.7lbs - 11lbs) Whilst Heavy Vessels are in use, the Armiger’s movement speed is reduced to 1 block per emote/turn. If the Armiger has been afflicted with Voidal Poisoning, they cannot use heavy Vessels. If directly struck (an emote is made with the intention of striking the Vessel itself) 3 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. > Shields take 5 direct strikes to shatter. Vessels can only move as fast as the Armiger can physically swing them. Redlines - Mundane Vessels Spoiler A Mundane Vessel cannot ever be used to cause harm. The Armiger may have only 2 Mundane Vessels connected at once. The Armiger may carry up to 2 Mundane Vessels in their inventory. > Combat Vessels do not count towards how many Mundane Vessels are in the Armigers inventory. A Vessel cannot be used before a connection emote has been made; [ 1 connect emote per vessel, cast emote ] A Mundane Vessel may move up to 5 blocks away from the Armiger. Upon shattering, a Mundane Vessel will not harm the Armiger. The Armiger cannot connect/charge/cast spells from other magics whilst Vessels are in use, and needs to cease connection from their Vessels to begin casting other magics. Changelog N/A Credit - My thanks goes out to the following Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore.The special thanks goes to Charbi who made the icon and Armiger title artwork, and to Unduibatily who gave a lot of insightful advice to myself and Americansimp on what mindset we should adopt in writing magic lore. And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming from our past experience in attempting this lore, and the Loremag feedback we'd received. - Edited December 12, 2021 by Exulansis Fixed a typing mistake, where in the Heavy Vessel Redlines the term Medium Vessels was incorrectly used. 24 Link to post Share on other sites More sharing options...
Qizu 4038 Share Posted October 24, 2021 Based. 2 Link to post Share on other sites More sharing options...
Aengoth 2883 Share Posted October 24, 2021 NOOOOOOOOOOOOOOO Link to post Share on other sites More sharing options...
oryP 973 Share Posted October 24, 2021 pat is pretty cool +1 4 Link to post Share on other sites More sharing options...
MokoMochi 446 Share Posted October 24, 2021 +1 Im rooting for this idea please gib 5 Link to post Share on other sites More sharing options...
Northtitan 245 Share Posted October 24, 2021 (edited) +1 for me, it would bring some diversity to the melee combat style of crp. as of now its either sword with special metal or some ranged magic or potion. I think this would bring some needed diversity to melee combat in terms of magic. Plus, it would be fun to rp the consequences of being a tired ass nerd all the time. Edited October 24, 2021 by Northtitan 3 Link to post Share on other sites More sharing options...
XOCO 502 Share Posted October 24, 2021 IRELIA RP. +1. 4 Link to post Share on other sites More sharing options...
Apotolofo 1414 Share Posted October 24, 2021 +1 Adds a little more to the magics that arent voidal or deity! 2 Link to post Share on other sites More sharing options...
AmericanSimp 510 Share Posted October 24, 2021 +1 A lot more redline heavy than we both had before that's for sure! Good work dude, hopefully this round makes it. 2 Link to post Share on other sites More sharing options...
NotAPan 465 Share Posted October 24, 2021 i love the concept +1 3 Link to post Share on other sites More sharing options...
TeawithFrisket 2637 Share Posted October 25, 2021 +1 2 Link to post Share on other sites More sharing options...
Royal_sheep 83 Share Posted November 3, 2021 +1 Lovely Idea. Good job writting it. 1 Link to post Share on other sites More sharing options...
Hydra 513 Share Posted December 2, 2021 Damn this is underwhelming, ngl telekinesis outclassed this by alot. But the concept is nifty I used to love shooting out telekinetic crossbow bolts and daggers. +1 from me would love to see this type of magic. 1 Link to post Share on other sites More sharing options...
squakhawk 7949 Share Posted January 1, 2022 This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. Link to post Share on other sites More sharing options...
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