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[CA Amendment] Demi-Djinn V3.0 - Quality of Life Changes


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 Demi-Djinn and Cursed Djinn Revision

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OOC Purpose:

Spoiler

Everything here is either balancing to circumvent powergaming, metagaming, or general changes that won't change the CA in any dramatic manner as most of the stuff in here is things that Djinns can/already have done but the changes make it easier to do so. Written by me, but the input on what should/shouldn't comes from the entire Demi-Djinn community so that we can more easily do contracts and roleplay our respective characters in more engaging and interesting ways.

 


 

Overall Changes to Demi-Djinn and Cursed Djinn

 

Spoiler

- Blades of Blood revised so that its enchantment can be applied to mundane wearable items, not just weapons.

- Regeneration will allow the Djinn to heal minor wounds (cuts/scratches/bruises) outside of combat and repair broken bones faster, but NOT major wounds (stab wounds) or internal damage on their organs (This was added with the intention to better clarify their ability to regenerate, as they were able to fix removed limbs but not minor things like scratches for some reason).
- Rivers of Wind clarification on its description to prevent powergaming. (Its wording implied it can fix any magical ailment when this isn't the case).
- Removed redline for Chameleon Cloak that you can't use it to dye your entire skin.
- Removed redline for Chameleon Cloak that the pigment of ink must be only one color.
- Changed a Djinn's affinity to mana detection (allows the Djinn more customization to how it looks).
- Removed Herobrine

- A Djinn may now recall any of their own Zakhrifas to their location.

- Djinn can now shapeshift minor glamors to their characters [NON-COMBATIVE].

- Wearable Zakhrifas now have the ability to automatically adjust to the user's body, so a ring for example would shrink or expand to match the size of their finger.

 


Demi-Djinn and Cursed Djinn: Zakhrifa Recall

Spoiler

- Addition to Zakhrifa Section of the Lore: Any of the Djinn's own Zakhrifas may be recalled to their location in case they are lost or the Djinn wishes to end their tenure under their contractor. This is done in two emotes with the Zakhrifa re-appearing onto their person. 


Demi-Djinn and Cursed Djinn: Additions and amendments to Physical/Mental Changes

Spoiler

- Affinity to Mana Detection [OLD]: Their genus counts are higher depending on what phase they're in and hold an affinity to mana detection. If someone is attempting to detect their mana a Djinn in their Second/Third phase can choose whether or not the viewer can see their bodies coated in such, but won't be able to hide the mana concentrated upon the wrists; i.e. their shackles. 

 

- Affinity to Mana Detection [NEW]: Their genus counts are higher depending on what phase they're in and hold an affinity to mana detection. If someone is attempting to detect their mana a Djinn in their Second/Third phase can choose how mana is shaped within their bodies, ranging from things like their bodies being coated in mana or mana running through their forms like veins, but they won't be able to hide the mana concentrated upon their wrists; i.e. their shackles.


- Second Phase / Third Phase Shapeshifting: Should the Djinn desire to add cosmetics upon their forms to aid their aesthetic, they may turn illusion into reality and add minor alterations to their physical forms such as horns, tails, antannae, etc.

- Cosmetics applied to a Djinn's form such as horns may not be used to aid them in combat, however they may be targeted by people in combat. These are minor aesthetics; things like another set of arms are not allowed.

 


Demi-Djinn and Cursed Djinn: Chameleon Cloak

Spoiler

[OLD] Chameleon Cloak - T1

The Demi-Djinn can allow portions of their skin to change in pigment. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their new bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their tattoos glow with the intensity of a redstone torch.

 

[1 - Connection/Charge/Cast] The creature’s arm, azure in color, had begun to form a purple spiral that planted itself over the Demi-Djinn's bicep.

 

- Only small portions of a Demi-Djinn’s body can change, and they’d find themselves unable to change the entirety of their body’s skin into another solid color.

- This spell's charging emotes can be used in tandem with shapeshifting emotes.


[NEW] Chameleon Cloak - T1

The Demi-Djinn can allow the pigment of their skin to change. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their new bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their tattoos glow with the intensity of a redstone torch.

 

[1 - Connection/Charge/Cast] The creature’s arm, azure in color, had begun to form a purple spiral that planted itself over the Demi-Djinn's bicep.


- This spell's charging emotes can be used in tandem with shapeshifting emotes.

 


Demi-Djinn: Rivers of Wind

Spoiler

[OLD] Rivers of Wind - T2

When in time of crisis, a Demi-Djinn may have the body of a sickly individual transported to a locational nexus rich in a certain elemental source, where they utilize this portion of naturally occurring matter in tandem with their own radiant essence to purify and restore vitality in wayward souls. This manifests most especially in the cleansing winds and shimmering waters - curing respiratory and cardiovascular diseases respectively, as well as other maladies of magical conception.

 

[1 - Connection/Charge] Laying the man down by the river, the Djinn casts its hand aloft towards the clear and calm waters - glimmers channelling about the surface of the pond as an orb of liquid came about their palm.

[2- Cast] This water is pressed against the man's chest, and soon the water would seep inside, healing and soothing his ailment.

- Cannot be used in combat.
- Can only be used in thematically appropriate areas (gusty/winds mountains, or river/lakes).


[NEW] Rivers of Wind - T2

Should the Demi-Djinn find the body of a sickly mortal, they hold the ability to take them to a wellspring of elemental abundance. Should the patient be suffering any sickness or disease that is harming their cardiovascular or respiratory systems, they may heal them. For cardiovascular ailments, they may heal them by cleansing their skin in nature's waters. Likewise, they are able to heal any respiratory ailment in any place where the wind blows. Even if the ailments are magical or non-mundane, the Djinn can heal them, but they cannot reverse any fatal damage.

 

[1 - Connection/Charge] Laying the man down by the river, the Djinn casts its hand aloft towards the clear and calm waters - glimmers channelling about the surface of the pond as an orb of liquid came about their palm.

[2- Cast] This water is pressed against the man's chest, and soon the water would seep inside, healing and soothing his ailment.

- Cannot be used in combat.
- Can only be used in thematically appropriate areas (gusty/winds mountains, or river/lakes).

 

 


Demi-Djinn and Cursed Djinn: Regeneration

Spoiler

[OLD] Regeneration - T1 

To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, as well as regrow limbs and facial features outside of combat. 

 

[1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

- Regeneration cannot be used in combat, or in the First Phase.
- Cannot be used to heal internal or minor wounds, nor broken bones. They may only heal limbs or facial features if destroyed/non-functional.


[NEW] Regeneration - T1 

To one such as these shapeshifting creatures, they must retain many features across their forms. Therefore they have developed the ability to heal. Djinn can erase scars, mend their broken bones quicker than any mortal could, as well as regrow limbs and facial features outside of combat. 

 

[1 - Connection/Charge/Cast] Once the corporeal spirit had finished in their sprint back into their forest, they rest onto a knee and painfully lift their stump, a new arm of azure skin protruding right out of the bleeding stump.

- Regeneration cannot be used in combat, or in the First Phase.
- Cannot be used to major wounds (such as stab wounds) or internal wounds (such as damage to their organs).
- Broken bones cannot be healed immediately, but their aptitude for healing is increased and the bones will be mended near the end of a 24 OOC hour window.


 


Demi-Djinn: Blades of Blood

Spoiler

[OLD] Blades of Blood - T4

If a Djinn thinks of someone's bloodline of noble or worthy blood, they may enchant a weapon with the effect that is heavier and/or unbalanced in the hands of someone that is not blood-related to the contractor - whereas someone who is related to them may wield the sword properly. Once enchanted, the weapon may be imbued with some harmless aesthetic or the family crest of the contractor. The weapon's new-found heaviness cannot be used to garner an edge in combat. 
The Djinn may enchant magical weapons as well, but if the weapon is mundane they may add another optional effect. Only someone who is blood-related to the contractor may draw the [mundane] weapon from whatever it is sheathed into. Whether that be a traditional scabbard, or a large rock. The [mundane] weapon would find itself being incredibly heavy, to the point where multiple men must carry it in order to lift it.

 

[1 - Connection/Charge/Cast] The Djinn casts its fog about the silver blade, the steel guard shifting like liquid to reveal the contractor's family crest, a quick glimmer casting over the reforged blade, which fashioned a scarlet ruby upon its pommel.

- The products of Blades of Blood are player-signed.


[NEW] Blades of Blood - T4

If a Djinn thinks of someone's bloodline of noble or worthy blood, they may enchant a weapon or equippable mundane item with the effect that is heavier and/or unbalanced in the hands of someone that is not blood-related to the contractor - whereas someone who is related to them may wield the sword properly.  For equippable items like jewelry or instruments the person attempting to wear/use it would find its purpose null. An instrument would never be tuned quite right, and a ring or necklace would always find itself slipping off one's form. Once enchanted, the item may be imbued with some harmless aesthetic or the family crest of the contractor. The item's new-found heaviness or incompatibility cannot be used to garner an edge in combat. 

The Djinn may enchant magical items as well. If a weapon is mundane they may add another optional effect. Only someone who is blood-related to the contractor may draw the [mundane] weapon from whatever it is sheathed into. Whether that be a traditional scabbard, or a large rock. The [mundane] weapon would find itself being incredibly heavy, to the point where multiple men must carry it in order to lift it.

 

[1 - Connection/Charge/Cast] The Djinn casts its fog about the silver blade, the steel guard shifting like liquid to reveal the contractor's family crest, a quick glimmer casting over the reforged blade, which fashioned a scarlet ruby upon its pommel.

- The products of Blades of Blood are player-signed.

 

 


Demi-Djinn and Cursed Djinn: Zakhrifas

Spoiler

Zakhrifa Adjustment - Zakhrifas are magical items that are able to change its form like the creature that made them. Therefore wearable zakhrifa can adjust to fit the user's body type, so a ring for example might shrink or expand to fit comfortably upon a contractor's finger. 

 

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a small list of targeted updates instead of a whole rewrite? nice.

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OKAY just **** up the whole magic why don't you > : (

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so I tell u the thing I'm gonna do and u remove the thing wtf bro, horrible rewrite, do not pass

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Thank god you removed Herobrine 

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I can't believe you removed Herobrine. What'd he ever do to the demi-djinns? ;-;

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

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