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[✗] [Voidal Feat] Arcane Puppetry


TreeSmoothie
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ca3659ca3a9b0d8cbf12c23f3a78a20d16b80423

Remove the chains of life and space, and let the spirit soar. Let these mortal arms embrace the life that haunts before.

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The Ventriloquist 

Origin

Spoiler

Once there lived a woman, whose hair grew coarse and coiled like a snake, with skin like the bark of an oak and nails long as an imp’s. She envied those around her for their youth and their beauty; they were kind to her, but she saw through it. Surely, she thought, they viewed her as lesser than themselves! She’d been born imperfect. Yet . . . She wondered, what caused these imperfections?

 

Thus, she went to work. Studies from back-alley mages and maleficar long banished from the village’s reach aided her in her ‘journey’ of knowledge; that aged hag managed to obtain a lesser version of Conjuration, but not even that would be sufficient. The subjects she practiced on were all animals - deceased, at that. And everything she conjured would only be temporary. To truly reach an answer, she needed something alive and self-sustaining. She needed a descendant. 

 

She had three sons; one, a doctor, and the two others being meager artisans. The woman visited her first son with odd questions on human longevity, on the inner workings of a descendant body. Yet, after so many months of nagging, he’d become wary. The man moved away with his wife, leaving the hag and her two children left in the village. Her lust for knowledge only grew. One day, she found her second son working alone on a building’s roofing - he was fixing its tiling after a projectile had knocked it loose. And at that moment, her curiosity had bested her. She pushed him from the rooftop, and with a sickening thud, he’d landed on the ground face-up. In shock, he still lived, but in paralysis. 

 

Experimentation began. Muscles were severed and tampered with within each limb, bones were repeatedly broken and artificially replaced. After months of research, she discovered that she could shift his arm if she filled the empty space in one limb . . . With conjured matter. Within months, she found out she was able to make him walk and swing his arms. Of course, the man had been missing for a year, and his disappearance hadn’t gone uninvestigated. At last, after multiple dead ends, they came to her - and with little time to spare, she dumped the half-living body of the man within the least conspicuous item she could find; one of the wooden puppet encasings he’d worked before his injury.

 

Time passed, and his body continued to degrade. Yet, the woman was determined to preserve it. She wrote down her discoveries for whoever could find them - but, what good would it be without an example of the work itself? On her dying breath, she led her wretched creation to her deathbed and imbued it with what sparse mana she had left. Its soul flickered, and in the confusion of absorbing that massive influx of energy, mistook the bones sustained by the hag’s mana for its own. Thus, the first ‘Puppet’ was truly born . . . But, what is a puppet without its ventriloquist? 


 

Explanation

Spoiler

Arcane Puppetry is a Conjuration feat that embraces the darker, more twisted, aspects of Life Evocation; the idea creation of life on one’s own whim, the greatness that is faux life, and the cruel second step to not only creating replicas of mortal beings, but perfecting them, molding them, and controlling them to your own wishes. 

 

 Arcane Puppetry is a Voidal Feat that requires having Tier 5 in Conjuration, and Tier 3 in Jing. It is not mutually exclusive and any other Voidal feat may be had alongside this.

 

All abilities must be taught by a verified teacher who has had an accepted Arcane Puppetry FA for at least 8 Weeks & a Conjuration TA. The student must have a valid Conjuration MA before learning.

 

 

 

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Tier Progression

Tier 1 – The Novice

The Ventriloquist cannot create their own Puppets to maneuver yet, but may practice crafting their shells and gaining a better understanding of manipulating their movement. Time is also spent on finding proper materials; tough, and hardy woods for Combat Puppets, and flexible & easily carved wood for Manipulative Puppets.

A Tier One Ventriloquist, once figuring out the basics of crafting shells, can begin experimenting with how both sects can be made.

 

- Tier 1 solely consists of the Conjurationist studying and dissecting different types of wood, as well as testing out making their Combat Anchors.

- Tier 1 lasts for two weeks



 

Tier 2 – The Adept

Begins at 3 Weeks

The Ventriloquist is now able to manipulate their puppet to a limited degree, though its movements tend to be rigid – especially so for Combat Puppets. They gain the ability to learn the spells:

Creation, Movement

 

- Puppets that the Conjurationist can make are fairly rudimentary and beginner. They break more easily and exhaust more mana due to the mage not yet having found their own proper shorthands.

- Tier 2 begins at the third week of FA acception



 

Tier 3 – The Master

Begins at 6 Weeks

The Ventriloquist is a master at their art and can practice all spells at maximum efficiency, so long as they know how exactly to cast them. They gain ability to learn the spells:

MArt creation, Manipulation

- Puppets become more advanced and durable, and the Conjurationist has now discovered their own shorthands and tricks of the trade.

- Arcane Puppetry takes 8 Weeks overall to master.

 

 


 

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Ventriloquist's Puppets have wooden, porcelain, or similarly lightweight shells, typically in humanoid form, that contain a body within to provide movement. While Combative Puppets look quite unbecoming with their jagged appearance and shaky movement, they're fantastic for … As their name implies, combat, and are often used as more sturdy and intimidating bodyguards of the mage. On the other hand, Manipulative Puppets specialize in the manipulation of their body and the creation of flesh, sinew, bone, plant fibre, or other materials that can be created by Conjuration atop it. Though they cannot fight, they're often used by performers and roadside merchants to peddle their wares and keep a watchful eye on who browses their shop.

 

Though both types of Puppetry are vastly different, they do share some similarities.

 

THE ANATOMY

Each puppet contains a corpse of a once-living being (including descendants, halflings, and beastmen races such as Hou-zi), whose heart is removed and replaced with a Puppet Anchor. Afterward, the body’s bones are discarded and it is then encased in wood, porcelain, or a similarly lightweight material to serve as its husk. When being controlled, the Conjurationist connects to the Anchor Jing which then summons the needed bones, ligaments, etc. for it to move. Puppet anatomy is detailed further below in the subsects, though typically both types retain a human-like stature.

 

What dictates what a Combative puppet and a Manipulative puppet is lies within their construction. Combative Puppets are made from hardwoods such as Maple, whilst Manipulative Puppets may only be made from softwoods or light materials such as Porcelain or Clay. It also lies within their Anchors: Combative anchors will be more rudimentary, while Manipulative will be more complex.

 


 

THE HEART

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Within each Puppet is an ‘anchor’ of sorts, which the creator of these puppets connects their mana to in order to focus upon it and control them. It is a Jing object; technically, an offshoot of Beastmelding which summons bones and ligaments within the puppet upon activation for the Mage to control. They sit in place of where the body’s heart would be, and circulate mana through it and to the bones that allow the Conjurer to move them. They’re quite durable, but when put under relentless attack will break. Puppet Anchors must have a shell made of any kind of metal (save for ones that might destroy the husk or prevent mana from flowing, such as a Boomsteel core or Thanium core respectively), with a focus crystal in the center. As long as this crystal is not shattered, the Puppet can be controlled. 

 

Combative Puppets anchor shells can take 5 slashes / 3 bludgeons before the metal walls are broken.

Manipulative Puppets anchor shells can take  3 slashes / 2 bludgeons before the metal walls are broken.

 


 

WEAKNESSES 

 Combat & Manipulative puppets are incredibly vulnerable to magickal and natural flame (excluding Malflame; they do not possess souls). For Combative Puppets, the puppet will completely burn to a crisp and turn to ash after 3 emotes of being lit on fire, destroying the item. Manipulative Puppets would do the same in 2 emotes. This can be circumvented with some processes like Athins treating, wearing fire-retardant clothing, or in Manipulative Puppets’ cases, conjured flesh atop their shell which is not naturally as flammable as the shell itself.

 

Manipulative Puppets are especially weak to Thanium. If in a 3x3 radius to refined Thanium, whatever changes or minute tricks the puppet was casting would immediately fizzle including any conjured flesh or plant fibre. Within 2 Pierces/Bludgeons/Slashes/etc of a Thanium weapon, both Combat and Manipulative puppets would irreversibly turn to ash and be destroyed, leaving only their core.

 

Alongside this, both types of Puppets are inherently weak to Conjuration Abjuration. Should such a spell hit a Puppet, it would begin Condensing and be unable to be used the rest of the interaction. Warding affects the Puppets like how a Ward would affect an enchanted item, becoming like an iron shield to them.

 


 

STORAGE 

In order to store a puppet, they must be condensed into a ball or rectangle in order to be carried. These objects can in turn be stored in a voidal pocket should the Mage not wish to haul them or carried by Transfiguration’s Alter Position.

 

Larger puppets over 5 feet 5 inches must condense into a rectangle, to be carried like a backpack or suitcase. Large Puppets take 4 Emotes to activate, and 3 to Re-Condense.

Smaller puppets 5 feet 5 inches or below can condense into a sphere or something similar to a nesting doll, and placed inside of a satchel or hung upon a belt. Small Puppets take 3 Emotes to activate, and 2 to Re-Condense.

 

REDLINES:

Spoiler

- Large Puppet carriers are much heavier, though not impossible for the mage to carry. Thus, many will opt to add wheels some place upon it for when it condenses itself.

 


 

ITEM EXAMPLE

All puppets require an ST-Signed mechanical item to represent their existence. As such, here’s an example of a Small Manipulative Puppet:

 

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‘A small, foot-wide orb of wood. When activated by its maker, it unfolds over the course of 2 emotes into a Halfling-sized puppet made to look like a bipedal rat with coarse, uneven fur and unblinking marble eyes. Its joints lack fur and instead shine like metal, and oddly stinks of rot.

 

[Arcane Puppetry; Small Manipulative Puppet bound to TreeSmoothie’s persona, Serthekhur. Refer to Arcane Puppetry for redlines and lore.]’

 


 

POSSESSABLE HUSK

Uniquely, some Puppets can be made not to simply host a corpse, but a ghost. Using the same process of obtaining a fresh body and placing it within a husk, the Conjurist can either co-enchant or enchant the Anchor themselves so that they need not be near it to perpetually fuel the conjured bones and ligaments. These puppets, fueled by Enchantments, can only be a maximum of 7 feet tall regardless of type and must visit a Mana Obelisk or the mage themselves once every 2 Weeks to refuel the enchantment before it runs out. The Ghost possessing that Puppet, using the Enchantment, will be able to puppet their new husk fairly smoothly.

 

The easiest of either to make would be Combative; for it has no extra bells or whistles. However, if attempting to create a Manipulative Puppet to be possessed, it should be noted that it will not retain any ability to cast Manipulation or change its features. As such, typically when a Manipulative Puppet is to be made for a ghost, is for its unique appearance and nothing else.

 

The anchor of a Possessable Puppet remains mostly the same; however, on the inside of the regular metal shell is contained a much thicker shell of Magegold or Arcanium. The Anchor, rather than always running, will also have a Trigger Word for it to activate and re-summon the bones and ligaments.

 

Perhaps the main reason why a ghost would wish for a Puppet husk; being that the ghost is tucked away within not just a corpse, but a wooden shell as well, is that it is not hindered by an aurum line or someone holding a golden trinket in their face. Crossing over Aurum lines or being within proximity to Aurum will simply make the Ghost slightly uneasy, and it is only until an Aurum weapon breaches the shell and strikes at the corpse inside will they feel pain from the metal.

 

REDLINES:

Spoiler

- For a Puppet to be able to be used as a Husk by a ghost, its core must be an actual Jing Enchantment, rather than a regular Jing. As such, it requires the Ventriloquist to also have Transfiguration, or find a Transfigurationist to co-enchant with them.

- The Anchor enchantment counts as a Grand Enchantment, however does not abide by its ‘per day’ uses. Unless it is depleted of mana to run on by not recharging, is abjured, deactivated by the trigger word, or is destroyed, the enchantment passively runs.

- The Anchor must be recharged via a Mana Obelisk or a Voidal Mage with knowledge on charging Anchors every 2 OOC weeks. The Voidal Mage does not need to have the Arcane Puppetry feat to simply charge the anchor with mana.

- Activation of the Anchor follows the Activation redlines for the Puppet’s size (i.e.; a large combative puppet would take 4 emotes).

- The puppet’s movement is 7 blocks per emote regardless of typing

- Follows all Husking redlines for ghosts and all redlines & weaknesses for Puppets, alongside the Puppet’s subtype redlines.


 

GENERAL REDLINES:

Spoiler

- Combative Puppets may only be made of wood. Otherwise, they'd be too heavy to carry and much too slow. 

- Manipulative Puppets may only be made of wood, porcelain, or clay as their shell, but their 'flesh' may be composed of anything a Conjurationist could possibly summon. 

- Puppets cannot be FTBed with nor do they retain any ‘sexual’ organs. 

- Puppets are not playable.

 

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Combat Puppetry

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Puppets who have been built to specialize in combat are made to take hits and deal them. Though they may have some unique properties, they'll almost always take the form of an average humanoid capped at 7 feet in heigh. Their vital area will always be their chest, where the Ventriloquist's strings of mana leech into the anchor within the corpse inside. 

 

A Combat Puppet may only stray from its caster:

15 Feet (5 blocks) [Tier 2]

30 Feet (10 blocks) [Tier 3]

 

In and out of combat, the Puppet may be activated in:

3 Emotes if Small, 4 Emotes if Large.

 Large Puppets have the strength and capabilities just short of an Uruk, while Small Puppets have the strength and capabilities of a Human Knight.

 

Being that they're incredibly hardy and tough, these Puppets are also quite slow due to being weighed down. They may only move 6 blocks per emote, and may only take these amount of hits in its vital area before breaking and turning to dust/having the shell in that area broken off-

3 Blunt Hits / 2 Slashes / 3 Pierces [Tier 2]

5 Blunt Hits / 4 Slashes / 5 Pierces [Tier 3]

 

These Puppets, while being less aesthetically pleasing than their counterparts and having more restrictions, are still somewhat freeform. They may have animal heads, paws, et Cetera though must still possess a humanoid-ish body though may not explicitly need a head or limbs, and has a maximum of 4 arms, 4 legs, and 3 heads. 


 

REDLINES:

Spoiler

- Combat Puppets may only be made out of wood – including special lore woods so long as they have the proper amount. For aesthetics, they may have other-material accents such as golden necklaces. 

- Combat Puppets do not require legs, like Manipulative, but only levitate half a foot (6 inches) off of the ground and cannot go any higher, nor lower if they choose to lack them.

-An exception for the latter rule are metal claws, teeth, or similar structures.

- Having multiple legs and/or arms divides the strength equally between each extra arm or leg.

- Combat Puppets must have an ST-signed item in the Ventriloquist's inventory to be used. As a result, they're also present IRP and must somehow be carried by the mage - such as being compressed into a backpack only to come to life and burst out when activated.

 

_______________________________________________________________

 

Manipulative Puppetry

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Manipulative Puppetry is an art, a supreme form of entertainment rather than further combative skill. These Puppets are quite fragile, sacrificing use in combat for versatility and their ability to change shape. A Manipulative Puppet may be created to stand up to 9 feet tall/long, and can tend to look more otherworldly or animalistic than their Combative counterparts; for example, a puppet with the lower half of a centipede.  If attempting to make a puppet as large as 9 feet, the body inside would simply walk upon stilts, rather than actually requiring an obscenely tall Uruk or Elf. Their shells can be made of any lightweight material, though more can be added atop it (like summoned flesh or moss). Their Anchor will always be in their chest.

 

A Manipulative Puppet may only stray from its caster:

27 Feet (9 blocks) [Tier 2]

 54 feet (18 blocks) [Tier 3]

 

In and out of combat, the Puppet may be activated in:

2 Emotes if Small, 3 Emotes if Large.

 Large Puppets have the strength and capabilities of a weak Human, while Small Puppets have the strength and capabilities of a t5 Voidal Mage.

 

Being that they're so fragile, even using a puppet to block may very well destroy the shell its caster worked so hard to perfect. They are quick and agile, however, and may move 9 blocks per emote. They may only take these amount of hits in its vital area before breaking and turning to dust/having the targeted limb lobbed off:

1 Blunt Hit / 1 Slash / 2 Pierces [Tier 2]

3 Blunt Hits / 2 Slashes / 3 Pierces [Tier 3]

 

Uniquely, at T3, the Ventriloquist can cast their voice through the Manipulative Puppet’s to make it speak. Whilst doing so, their own mouth may slightly twitch or be frozen in place (such as the Mage being stuck with a toothy grin) until done speaking. Speech done through the puppet will always sound very scratchy and ‘glitchy’, as though being played through a broken speaker or repeating record. [Example: “Hello! Welcome to the Cirque Circus!” would instead be,  “Hel-O⅂⅂ƎH! Welcome to the Ciᵣqᵤₑ Circus!”].

 

These puppets are incredibly free-form and truly, their only limit is height and the materials it can be made out of. If a Manipulative Puppet is made to look like a regular Descendant/Humanoid race, they will look noticeably ‘off’ and zombie-esque; clearly differentiating them from true life with features such as gray, sagging, and/or a quilt-like look to the flesh, or in the case of beastmen, oily, ratty, and discolored fur.


 

REDLINES:

Spoiler

- Manipulative Puppets may only be made out of wood – including special lore woods so long as they have the proper amount –, ceramics, clay, or porcelain. For aesthetics, they may have other-material accents such as golden necklaces. 

-An exception for the latter rule are metal claws, teeth, or similar structures.

- They cannot be made to look like anyone that is currently living (including shelved characters), the body inside the husk, or any dead character without their player’s OOC consent. Even so, the puppet will still look blocky and inaccurate.

- Manipulative Puppets may not wear armor of any sort, though can wear non-restrictive clothing. 

- Having multiple legs and/or arms divides the strength equally between each extra arm or leg.

- Manipulative Puppets must have an ST-signed item in the Ventriloquist's inventory to be used. As a result, they're also present IRP and must somehow be carried by the mage - such as being compressed into a backpack only to come to life and burst out when activated.

 


 

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Creation 

[Non Combat - Freeform]

COMBAT PUPPETRY & MANIPULATIVE PUPPETRY 

Once at Tier 2, the Ventriloquist must obtain a freshly deceased body of a Descendant, Halfling, or Beastman and remove its bones and ligaments, alongside its heart. Then, must create the Jing for the Puppet Anchor, place it in the cavity, and lay it within the shell that they wish for the Combat Puppet to have. Once closing it, the mage then simply needs to connect to the Anchor and test to see if it works.

 

Once the bones have been conjured, the Ventriloquist draws their mana forth to 'force' it into the husk – more or less akin to Jing. These bones disappear once the ritual is complete and the corpse inside becomes unrecognizable of whoever died beforehand. Once the mage wishes to activate the puppet for use, they merely must focus upon activating the pseudo-Jing to recreate the bones.

 

REDLINES:

Spoiler

- This ritual has a minimum of 3 emotes.

- This ritual may not be done in combat.

- The body used becomes unrecognizable of whoever was used, but still has the vague form of whatever race was used (a Kha will still appear vaguely as a Kha if its shell was somehow split open without it dying).

- The shell made must adhere to Combat Puppetry redlines (maximum 7 feet tall for Combative, 9 feet tall for Manipulative, etc).

 


Activation

[Tier 2 - C/NC]

COMBAT & MANIPULATIVE 

[3 emotes - 1 connect, 2 cast, +1 Cast for every additional Puppet]

In order to activate, one must focus upon the macabre body within the shell(s) and connect to the void. The pseudo-Jing will activate within the next 2 emotes akin to a Bound Jing, forming the bones and invisible strands for the Ventriloquist to puppet them by.

 

The amount of puppets which can be activated at once are as follows:

T2:

- 3 Non-Combative, 1 Combative, or a Mixture of either

T3:

- 4 Non-Combative, 2 Combative, or a Mixture of either

 

REDLINES:

Spoiler

- When a Puppet is activated or in the process of being activated, no spells can be cast. The only exception is a Conjurationist’s own Bound Jing.

- While a Puppet is activated, the Ventriloquist may only move 4 blocks per emote.

 


Movement

[Tier 2 - C/NC]

COMBAT & MANIPULATIVE 

Once summoned, the Conjurer must focus upon which bones and ligaments they’d like to move, contract, or release. Essentially it is the same as regular Conjuration, but demands slightly more focus and precision of where and how the limb or the body itself will move.

 

Combat Puppets may move 6 blocks an emote; Manipulative Puppets may move 8 blocks an emote.

 

REDLINES:

Spoiler

- Combat Puppets may only levitate half a block off the ground whilst moving should they lack legs. They may not levitate any higher or lower.

- Manipulative Puppets may only levitate up to 2 Blocks in the air. This may not give any advantage to combat.

- Neither Puppet type can levitate over ground which is not stable (such as water).


 

Manipulation

[Tier 3 - NC]

MANIPULATIVE

The very thing Manipulative Puppets are made to do; impress & entertain. A Manipulative Puppet may rapidly shift faces, cough up small Conjuration summonables (like blood, teeth, small insects, etc), levitate up to 2 blocks in the air, and other small feats of their summoner’s Conjuration akin to how a Descendant with an Atronach limb might summon small amounts of that limb’s element. 

 

REDLINES:

Spoiler

- None of these abilities may grant any combative advantage. 

- Casting Manipulation acts like a funnel of the Conjurer’s magic and requires lots of concentration. Only 2 puppets may do this at once.

- The Conjurer will have trouble keeping conversation whilst doing Manipulation, can only do mundane tasks (i.e.; reading a book, humming), and maintain a slow walking pace whilst the spell is active.

 

 



 

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Arcane Puppetry seemed like a really interesting magic to me, and I had a whole lot of free time to write. I feel like the reintroduction of this as a feat underneath Conjuration would bring a lot of fun Entertainer RP which Conjuration was written to produce, and give the magick and its mages an overall more dramatic/fun feel. This feat can suit folk who simply want more hands while running a caravan, or someone performing a large puppet show; it can be used across many different fields.

 

Arcane Puppetry isn’t explicitly meant for Combat (in fact, I was tempted to toss them being combative) - hence why they’re quite weak. I just think the concept is neat 😀 I imagine this being used mostly in circuses or story-telling, or if your character also has no friends, and would rather make them themselves!


 


 

kpaVL81PMFiaz2nliUfOw7r95OA7wDTL0sSBbdejTIyTh2LKIbwmJRX5dGk74Mt-1QqMKgYdwWkAx6pjF2YEofeA-N8jFEV4JgZsC2WAw5w2gq6_I_v3U45u_WdJ58UWz6b9B-l-0N-DDVufa98nVoJI7lIe04hdENKQMx2q8ZM4K3mH0GN1P_roI84E

TreeSmoothie - Writing

Mika1278, Apotolofo, MeteorDragon, ClassyNewt, EduardC11 - Consultation 

Xerxes_XIII - Original Concept

 

 

Changelog

Spoiler

12/4/22:

Added redline to Manipulation, 'The Conjurer will have trouble keeping conversation whilst doing Manipulation, can only do mundane tasks (i.e.; reading a book, humming), and maintain a slow walking pace whilst the spell is active.'

 

 

 

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lol naruto puppet jutsu, I love it

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3 minutes ago, Dyl said:

lol naruto puppet jutsu, I love it

I couldn't find something that looked ugly enough to use for Combative 🥲

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concept is fine but i'd suggest just rewriting atronach forging and incorporating this rather than making it an independent feat. otherwise you'd get some weird overlap.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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