Diogen 3092 Popular Post Share Posted May 5, 2023 edit: what the **** is wrong with the forum's formatting i swear it wasn't that bad before We are all burnt out of frost witches, and for someone who is really passionate about it & the coven, I have self-denied my own MArt and been wanting to revert as well as many others due to how terrible the lore is as it stands. We tried waiting for the rewrites, but ended up having to be stuck to this sad excuse of a lorepiece that we have. So, while we work on an actual, final rewrite for them, we have proposed some changes to actually enjoy these creatures. rant Spoiler in this current state, frost witches are the worst CA on this server. the abilites are that of a walmart water evo, becoming even worse outside of frozen regions (everywhere with rp) to the point of straight up not being worth being used. we are are CA that has to rely on physical strength in combat because our magic is absolutely terrible where people actually rp, and semi-viable in our region. yet still much weaker than any other CA for being a predatory CA, our healing is so underwhelming that we cannot risk taking any fights. manual healing past anything that's a papercut, requiring you to sit in a room with a mother and do 4 - 9+ multiline emotes being verbose and extremely detailed just to heal a stab, or having to do MULTIPLE SESSIONS with 9+ multiline well described emotes over a week for a limb, then put them on 3 day global ritual cooldown? what if more than one witch gets hurt? do we just heal one and let the other witch **** off and die to her wounds? curses, where they require you to conjure a slab of ice and slap it onto someone out of disguise? what is the point of cursing someone if you've already exposed yourself? there is no slow burn possible mothers, who for some reason, are supposed to be the guardians of the coven, yet cannot fulfil that at all? they instead need to be guarded because of how shit-tier of an endgame CA they are? for something that is so unlikely to be attained by anyone, it is not worth it at all. you destroy your own persona for the ability to curse people into the currently worst CA on this server, while taking up all 5 magic slots. Proposed changes: -Witches can now heal anything a normal person could normally heal by resting at an altar. (Stabs, gashes, lacerations) In the case of non-healable damaged caused, such as the loss of an appendage, organ or limb, sabbath of healing may be performed. Old Sabbath of Healing: Sabbath of Healing A sabbath which is simple in nature, allowing a Mother to ease the pain and the wounds of her precious daughters. By conjuring forth cursed ice at the Altar, a Witch Mother may apply it to the wounds of a Frost Witch, healing the damage done; from a mere gash, to replacing entire limbs and ligaments lost. Hide contents Mechanics - The Sabbath of Healing may be performed by a Mother upon her daughters, or upon herself with the direct aid of her daughters. This may be anywhere from a few minutes of roleplay to heal something as a gash, or entire sessions over the course of days in order to replace something like a limb or heal some other significant wound. Healing Time Frames Moderate Bruises, Cuts, Scrapes - Small wounds no larger than an inch and a half deep or three inches long can be healed over the span of four well described, multiline emotes, simply done by the Mother conjuring cursed ice at the altar and causing it to fill the wounds before it hardens and integrates into the Witch’s form. Gashes, Avulsions, and Stabs - Larger gashes or avulsions up to three inches deep and up to five feet long can be healed over the span of five well described, multiline emotes, having the Mother pulling ice from the region which fills the wounds and heals the Witch. In the case of stab wounds, if it is not within a directly fatal region as the heart or neck, the Witch may be healed in eight well described, multiline emotes. Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes may be regenerated by a Mother in the span of seven well described, multiline emotes, the Mother creating the new ligament from cursed ice and replacing the old one. Organs such as eyes or tongues can be regenerated over the course of two OOC days, requiring two separate sessions each day, each with seven well described, multiline emotes. Limbs - Limbs such as arms and legs may be regenerated by the mother over the course of an OOC week. Each session consists of nine well described, multiline emotes, the Mother creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though may disguise it to appear like a sealed wound. Mother Healing There may be times when a Mother is in need of healing herself. Thus, with assistance from her daughters, she may restore whatever injuries she has sustained, either by her sacrifice or other means. The Mother herself must be conscious and present along with three other Witches in order to heal her, requiring the same amount of time as it would take to heal a normal Witch. This is often rather difficult for the Mother as they are likely within a great amount of pain. - The healing Sabbath may only be performed in non-combat by a Mother at an Altar. Alternatively, a Mother may heal herself in a similar manner with the aid of three other FJarriagua. The mother must be conscious and present to heal herself. - If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact. - This Sabbath can only be performed when the Altar has reached tier two. New Sabbath of Healing: Sabbath of Healing A sabbath which is simple in nature, allowing a Mother to ease the pain and the wounds of her precious daughters. By conjuring forth cursed ice at the Altar, a Witch Mother may apply it to the wounds of a Frost Witch, healing the damage done; from a mere gash, to replacing entire limbs and ligaments lost. Hide contents Mechanics - In the case of a witch losing an appendage, organ (non-vital), limb, or anything one could not reasonably heal over time, the Sabbath of Healing may be performed by a Mother upon her daughters, or by her daughters to herself. Healing Time Frames Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes may be regenerated by a Mother in the span of at least three well described emotes, the Mother creating the new ligament from cursed ice and replacing the old one. Organs such as eyes or tongues can be regenerated over the course of two OOC days. Limbs - Limbs such as arms and legs may be regenerated by the mother over the course of an OOC week. Consisting of at least 5 well described, multiline emotes, the Mother creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though may disguise it to appear like a sealed wound. Mother Healing There may be times when a Mother is in need of healing herself. Thus, with assistance from her daughters, she may restore whatever injuries she has sustained, either by her sacrifice or other means, requiring the same amount of time as it would take to heal a normal Witch. This is often rather difficult for the Mother as they are likely within a great amount of pain. - The healing Sabbath may only be performed in non-combat by a Mother at an Altar. Alternatively, a Mother may heal herself in a similar manner with the aid of two other Fjarriagua. - If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact. - Regular Witches cannot perform this Sabbath on their own. - This Sabbath can only be performed when the Altar has reached tier two. Purpose: Spoiler as mentioned in the first spoiler, witches currently can not take any combat risks because not only will the witch have to beg for her mother to come heal a simple wound, but be put on a 3 day global ritual cooldown, unable to perform any other ritual. This means that only a single witch may get a moderate injury every 3 days, and any other witch getting injured has to pray. Sabbath of Resurrection Old Mechanics - The ritual consists of hunting a descendant and returning the corpse back to the Altar (the Witch’s corpse can be utilized as well if present and intact). laying them upon it. Once this is done, the Mother should encase the corpse with a large amount of cursed ice over the span of several well described multi-line emotes. The Mother and Witches must implore the Soul of the Witch to return to the realm, bidding it to the new corpse. This will allow the Witch to break forth from the ice, emerging from the ice in a rather weakened state. - The ritual must be performed by a Mother, and at minimum three Witches have to be involved in aiding the ritual in providing their power for the Mother to harness throughout the process. - The female corpse must be fresh and newly hunted, if it has rotted or begun decomposition, the Sabbath will not succeed. - Upon the Witch’s return, she is unable to cast any Frost Witch Magic for two full OOC days following her revival, save from her common disguises. - This task remains to be a taxing process on the Mother, thus a Mother can only perform this ritual twice per OOC week. Should there be no alive/active Frost Mothers to perform the Sabbath, ST intervention would be required to restore one of the Mothers. A Mother can only be revived by another Mother. - The corpse utilized must be a female descendant and must have not been deceased for over twelve OOC hours. After that period, the corpse is unusable in the Sabbath. - This Sabbath can only be performed once the Altar has reached tier two. New Mechanics - The ritual consists of returning the Witch's corpse back at the altar, laying them upon it. Once this is done, the Mother should encase the corpse with a large amount of cursed ice over the span of several well described multi-line emotes, with a single Witch aiding her. The Mother and the single Witch must implore the Soul of the Witch to return to the realm, bidding it to the new corpse. This will allow the Witch to break forth from the ice, emerging from the ice in a rather weakened state. If the Witch's body cannot be retrieved, the Mother must form a new body out of Cursed Ice with the help of her daughters, draining the Mother from her magic (save disguising) for the rest of the OOC day. - The ritual must be performed by a Mother and a single Witch. - The female corpse must be fresh and newly hunted, if it has rotted or begun decomposition, the Sabbath will not succeed. - Upon the Witch’s return, she is unable to cast any Frost Witch Magic for two full OOC days following her revival, save from her common disguises. - This task remains to be a taxing process on the Mother, thus a Mother can only perform this ritual twice per OOC week. Should there be no alive/active Frost Mothers to perform the Sabbath, ST intervention would be required to restore one of the Mothers. A Mother can only be revived by another Mother. - The corpse utilized must be a female descendant and must have not been deceased for over twelve OOC hours. After that period, the corpse is unusable in the Sabbath. - This Sabbath can only be performed once the Altar has reached tier two. Purpose: Spoiler A mother may take up to 3 witches as she teaches them. This is to say a starting/typical coven is 1 mother 3 witches. When one of the 3 witches dies, how do they expect to revive her with 1 mother 2 witches? even then, a new mother forming her own coven should have the chance to maintain her daughters without having to immediately rush to have 3 daughters at once. a there is no reason to be forced to beg so many people to get on at the same time and murderhobo a female in order to revive a witch. dying is already a complex mechanic, no reason to make it so complex to bring one back as well. Combat changes: Ice Conjuration & Manipulation Old: Spoiler Mechanics - A Fjarriagua can manipulate ice and snow masterfully while in a frozen region during non-combat, and has access to four primary combat spells when in a frozen region. While in a non-frozen region, they must conjure their own ice, and their manipulation of that is limited to tier three in non-combat, and only have access to two combat spell options. A ‘frozen region’ refers to any region which is mechanically identified as a cold biome, such as Snowy Taigas and Ice Plains, or has at least a 50x50 area of snow and/or ice blocks. - To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice. - When manipulating ice in a frozen region, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means. - When conjuring ice in a non-frozen region, the Witch must maintain her concentration much more heavily, requiring that she not take excessive damage while conjuring beyond that of light scrapes and bruises. Excessive movement beyond light jogging pace will also cause the Witch’s connection to falter. Once the ice has been conjured, connection does not need to be maintained, however, they will begin to melt gradually as any ice would. Frozen Region Spells [Combat] Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh up one and a half inches.Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier.Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel. Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting. Non-Frozen Region Spells [Combat] Ice Projectile - A six inch icicle that can be conjured in three emotes [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.Ice Weapon - A Witch may conjure a crude weapon of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 2 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare. Ensnare - A spell only able to be cast by a Witch when upon a layer of frost. She may cause the ice of the layer to surround a single target’s feet in the span of two emotes so long as they are standing directly on top of it. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting it away. - Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and do little more than pierce flesh or dent plate. They will shatter more easily if not in an icy region. - When a Witch is in a naturally icy region, she may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When in a non-icy region, the Witch must take a full emote to conjure the ice then manipulate it, regardless of what ice may have been conjured or manipulated prior. - Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier. - Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier. - Ice can only be conjured/manipulated when the Witch is in her Banshee Form. - Cannot manipulate voidally conjured ice. - Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time. New: Spoiler Mechanics - A Fjarriagua can manipulate ice and snow masterfully, and has access to five primary combat spells. While there is no ice present, they must conjure their own ice. - To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. Yet if she is already connected, she only needs 2 instead. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice. - When manipulating ice, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means. Frozen Region Spells [Combat] Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh as a typical arrow would. Group Casting: An aiding witch may add on to the size of the projectile(s), by contributing with up to her own maximum conjured projectile size based on her tier each. Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters. Group Casting: An aiding witch may contribute to the size of the spikes, allowing them to grow an extra 1.5 meters in length over its course each. Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier. Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel. Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1 conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare. Group Casting: An aiding witch may increase the reach of the ice by an extra 5 meters each. Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting. - Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and act like a typical arrow would, with the consistency of an iron bolt. - A Witch may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When there is no ice present, a witch may spend a whole emote conjuring it. - Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier. - Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier. - Ice can only be conjured/manipulated when the Witch is in her Banshee Form. - Cannot manipulate voidally conjured ice. - Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time. Purpose: Spoiler Frozen region mechanic is awful. Having to rely on vanilla minecraft biomes for your CA is an awful idea. The abilities themselves are redundant as well, as everyone carries weapon on them, and a bow/crossbow outperform Ice Projectile without risking exposing a fwitch. These spells only become much worse and unusable outside of a frozen region. Group casting, while is something very encouraged within the lore, has 0 mentions of it or even support when it comes to doing it. Curse Changes: Frost Cursing Old: Spoiler Mechanics - A Frost Witch may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin. Applicable Curses Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center. Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk. Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk. Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice. Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm. Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil. - The chunk of ice will remain for up to three OOC days, unless removed otherwise, the effects of the curse alleviated once it has completely run its course and melted. - The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse. - Curses can only be distributed by means of direct touch to flesh. - The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort. -A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse. New: Spoiler Mechanics - A Frost Witch, disguised or not, may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin. Applicable Curses Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center. Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk. Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk. Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice. Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm. Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil. - A witch is capable of casting this spell within disguise, yet will need to maintain physical contact with their skin during that time. - The chunk of ice will remain for up to three OOC days, unless removed otherwise, or consented by the player to last longer. The effects of the curse alleviated once it has completely run its course and melted. - The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse. - Curses can only be distributed by means of direct touch to flesh. - The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort. -A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse. Purpose: Spoiler Other than the bandaid fix given to the combat spells which honestly is still not enough to salvage it, witches are now allowed to be more sly in their way of cursing people, no longer needing to fully expose themselves for absolutely no reason, whether they are aiming to weaken their prey as they work on luring them out, or for any other reason. Curses may now last longer is the target OOC consents to such, allowing better good faith narrative to be created with the victim & witch if they so desire. Frost Coagulation Old: Spoiler Mechanics - Over the course of two emotes out of combat, or three emotes in, the Witch may conjure ice over a wound to clog it and prevent it from bleeding. This will last for thirty OOC minutes or seven emotes, whichever comes first. - Wounds greater than two inches long or deeper than one inch cannot be coagulated. Additionally, the wounds are not healed, only blocked from bleeding. To be truly healed, the Witch must rest at an Altar or must be healed by a Mother, or perform a healing sabbath. - The snow can be removed quite easily and is not an instant fix. Excessive movement may cause it to fall out or melt much similarly to a bandage or scab. New: Spoiler Mechanics - Over the course of two emotes out of combat, or three emotes in, the Witch may conjure ice over a wound to clog it and prevent it from bleeding. This will last for thirty OOC minutes or seven emotes, whichever comes first. - The wounds are not healed, only blocked from bleeding. To be truly healed, the Witch must rest at an Altar or must be healed by a Mother, or perform a healing sabbath. - The snow can be removed quite easily and is not an instant fix. Excessive movement may cause it to fall out or melt much similarly to a bandage or scab. Motherhood General Redlines Old: Spoiler - Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown. - Witch Mothers are incredibly weak physically, and would rather stay inside their Coven in order to support her daughters, relying on Coven members to bring her food and materials for her Sabbaths. In the event a Mother leaves the Coven, she will almost never go alone, and will often accompany herself with at least one of her daughters to ensure her safety. - Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race. - Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. When in a frozen environment, they are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse. When in a non-frozen region, she will have a harder time casting and be significantly weaker in terms of her ability to conjure new ice. Abusing this is powergaming and eventual fatigue must be emoted. - Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident. - Witch Motherhood takes up [5] magic slots. New: Spoiler - Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown. - Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race. - Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. They are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse. - Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident. - Witch Motherhood takes up [5] magic slots. Physical Characteristics: Old: Spoiler Mechanics - Frost Mothers appear incredibly haggish and grotesque, often hunchbacked or thin and boney, numerous ‘wrinkles’ upon their ice-flesh. Their teeth are often far more jagged than that of a regular Fjarriagua. They still hold descendant-esq forms, though are still grossly attractive and lack any semblance of physical beauty. - A Frost Mother is incredibly fragile and frail, their entire form being completely composed of ice, as well as taking on its brittle properties. A Witch Mother may be cracked and fractured with relative ease, hard enough blunt force able to completely shatter her to pieces. They may even be melted to a puddle with extended direct exposure to heat or flame, like that of regular iceHer physical strength is like that of a sedentary old descendant, often requiring the Mother to be accompanied by other Witches when she goes out, if ever. - The eyes of a Frost Mother and the temperature of her skin are unable to be disguised at this point (only the glow that she emits in her Banshee form). Moreover, with each new Witch cursed, the Mother must emote the effects of the aging-like process that takes place. - A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the likes. Her body temperature is well below freezing, her flesh feeling like ice upon direct touch. This means that a Mother may perform light, flavorful cantrips such as forming a thin layer of frost over an object they touch, or causing one to feel a cold numbness upon direct contact. This is not Frost Touch. - Mothers retain the brittle properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. Examples of killing a Mother would include sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart. -Frost Mothers cannot wear full-plate armor as their physique is as impaired as a Voidal Mage, and may only use light gambeson or half-plate. New: Spoiler Mechanics - Frost Mothers appear incredibly haggish and grotesque, often hunchbacked or thin and boney, numerous ‘wrinkles’ upon their ice-flesh. Their teeth are often far more jagged than that of a regular Fjarriagua. They still hold descendant-esq forms, though are still grossly attractive and lack any semblance of physical beauty. - The eyes of a Frost Mother are unable to be disguised at this point (only the glow that she emits in her Banshee form). Moreover, with each new Witch cursed, the Mother must emote the effects of the aging-like process that takes place. - A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the likes. Her body temperature is well below freezing, her flesh feeling like ice upon direct touch. This means that a Mother may perform light, flavorful cantrips such as forming a thin layer of frost over an object they touch, or causing one to feel a cold numbness upon direct contact. This is not Frost Touch. - Mothers retain the icy properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. Examples of killing a Mother would include sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart. Purpose: Spoiler 5 slot magic CA. destroys the character, forces the player to be sedentary, stick beside an altar and do **** all for RP outside the altar room. Guardians of the coven, but can't fight, super frail, gets detected by anything and anyone yet HAS to be active based on a redline. Active doing what? They should be allowed to enjoy RPing their persona and not be metagamed everywhere they go by a *brushes against shoulder person. thank you for reading this is just a bandaid fix until rewrite is out 33 Link to post Share on other sites More sharing options...
Ztrog 1031 Share Posted May 6, 2023 #Save the cold witches 9 Link to post Share on other sites More sharing options...
_Leyd 686 Share Posted May 6, 2023 Somebody had to do it +1 11 Link to post Share on other sites More sharing options...
Diogen 3092 Author Share Posted May 6, 2023 dogshit CA but we're stuck with it. might as well ******* bandaid it until we're done rewriting it. not gonna wait many more months sitting in a basement doing alchemy rp because that is the only rp i get to ******* do on this CA until the future rewrite gets finished and reviewed 11 Link to post Share on other sites More sharing options...
Netphreak 452 Share Posted May 6, 2023 +1 AYE AYE! 5 Link to post Share on other sites More sharing options...
Diogen 3092 Author Share Posted May 6, 2023 even as it stands we got nothing but flavored mundane combat for the most part, except weaker ice weapon? everyone already has a weapon ice dome? 3 emotes to shield yourself, you're dead by then ice projectile? literally as useful as a bow and arrow. pre-amendment it's even worse than a bow and arrow the only 2 good abilities are ensnare and ice spikes. but good luck finding anyone standing on snow. gotta cast ice layer and spend 3 emotes beforehand and then 2 more to ensnare them for a total of 5 emotes! ice spikes is semi-viable. but *sidesteps 8 Link to post Share on other sites More sharing options...
satinkira 5933 Share Posted May 6, 2023 maybe choose GOD next time 6 Link to post Share on other sites More sharing options...
Diogen 3092 Author Share Posted May 6, 2023 we are literally god preaching cultists not even god can save us from this shit CA so i'm doing it 10 Link to post Share on other sites More sharing options...
lemonke 1873 Share Posted May 6, 2023 Write fire warlocks 3 Link to post Share on other sites More sharing options...
ScreamingDingo 16992 Share Posted May 6, 2023 mfw predatory CA doesn't have the ability to be boss ass ***** in combat 10 Link to post Share on other sites More sharing options...
Diogen 3092 Author Share Posted May 6, 2023 3 minutes ago, ScreamingDingo said: mfw predatory CA doesn't have the ability to be boss ass ***** in combat 3 slots predatory CA that gets outperformed by a water evo mage and must only fight physically if they want a chance to win 14 Link to post Share on other sites More sharing options...
Neviah 977 Share Posted May 6, 2023 Maybe this’ll give me the motivation to play my witch 8 Link to post Share on other sites More sharing options...
Turbo_Dog 1435 Share Posted May 6, 2023 Power to the ice creamancers +1 6 Link to post Share on other sites More sharing options...
Itz_Cookie 1735 Share Posted May 6, 2023 viva la Fjarriagua 5 Link to post Share on other sites More sharing options...
NLThomas 1065 Share Posted May 6, 2023 Preach queen! 4 Link to post Share on other sites More sharing options...
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