MeteorDragon 2900 Popular Post Share Posted November 1, 2023 Purpose: MAs and CAs are meant to be conduits for Roleplay. Due to this, many of them have PK Clauses and Respawn timers for when they are slain. However, as it currently stands, they can be forced into PVP where they are likely to be killed. It’s my personal belief that PVP should not trigger the normal timers that the following all hold as PVP doesn’t generate proper rp like CRP does. Azdrazi, partially, and Pale Lords already have this implemented, so I wish to make those changes to almost all other lore pieces. Do keep in mind, I excluded Frost Witches here because I can’t be assed to read through their lore and I excluded Darkstalkers, Draugars, and Liches because they have a 30 min respawn timer, which is small enough for it to not be a major inconvenience should they die to PVP. When monk revival is mentioned in the following pieces, it does not mean the character will be revived by the monks. Instead, the character will be revived in a way that matches their lore piece, only it’ll follow the OOC mechanics of monk revival. Necromancy Original Spoiler Necromancy is a four slot magic, becoming a three slot magic with the capability of learning two slots of magic if one becomes an Archlich. Once a player learns necromancy it cannot be dropped; there is also no disconnection ritual. Necromancers are marked as having a black soul for the purposes of other magic or events. Necromancers adhere strictly to a PK clause system that requires you to be brought back by your fellow necromancers upon death (see Thaumaturgy, Rite of Returning). In order to use reanimations, a necromancer must have a lore signed oculus on their persona. If animations are using any kind of specialized weaponry, such as a bow or a diseased boneforged item, they must have those items in their own inventory to represent such. The apocryphynium can be brought into the game to justify bridging gaps in knowledge if all teachers ever go inactive, provided the Story Team lore members agree to such. In extreme scenarios, it can be utilized to self-teach in order to revive the magic (should it ever go inactive). New Spoiler Necromancy is a four slot magic, becoming a three slot magic with the capability of learning two slots of magic if one becomes an Archlich. Once a player learns necromancy it cannot be dropped; there is also no disconnection ritual. Necromancers are marked as having a black soul for the purposes of other magic or events. Necromancers adhere strictly to a PK clause system that requires you to be brought back by your fellow necromancers upon death (see Thaumaturgy, Rite of Returning). Death stemming from PVP that the Necromancer did not vote for will not trigger the normal PK clause. Instead, they will be brought back at their Heith-Hedran, such being treated mechanically like monk revival. In order to use reanimations, a necromancer must have a lore signed oculus on their persona. If animations are using any kind of specialized weaponry, such as a bow or a diseased boneforged item, they must have those items in their own inventory to represent such. The apocryphynium can be brought into the game to justify bridging gaps in knowledge if all teachers ever go inactive, provided the Story Team lore members agree to such. In extreme scenarios, it can be utilized to self-teach in order to revive the magic (should it ever go inactive). Wights Original Spoiler - Wights are undead player-creatures made through the art of Mysticism. They require a valid CA in order to be played and are not an open race. - Becoming a wight is permanent and cannot be reversed, consigning the character to that path. There is no means by which they may be reverted. - Wight may summon forth a great collection of ectoplasm within them over the course of three emotes, before releasing a terrible wail which disrupts magical concentration and frightens all those who hear it. It may not cause any permanent harm or deafness. - Wights have the ability to phase through solids so long as they would be mechanically accessible otherwise. If a Wight does not have access to a door or gate, they cannot pass through it. The same applies to walls. If the Wight is PRO their permission to pass through something extends to anything within that region. This cannot be performed in the midst of combat or to evade conflict. - Wights struck with aurum, alloys like Slayer-Steel, or raw-energy based attacks such as electrical evocation and fire evocation, will take “damage” equivalent to that of mortals, though will not feel "pain" like from Aurum in the case of Slayer-Steel. For example, a mortal blow to the wight’s head or decapitation by the aforementioned could demanifest them as a mortal wound to the head would kill a mortal. - Upon demanifestation, a Wight shall require an IRL week to reconstitute itself and take shape once again. They require a single IRL day to recover from any wounds, lost ‘limbs’, etc. unless fed and healed by a Mystic other than themselves. - Wights may have their ectoplasm be any color or shade within the normal themes of Mysticism (White, Black, Red, Yellow, Blue, Orange, or Green of any hue.) - When corporeal, the wight’s base strength is at most equivalent to that of a human knight. When interacting with intangible phantoms such as poltergeists or specters, their strength would be comparable to an orc against an average human, though by no means granting them otherwise inhuman capabilities. This would apply even if the wight was a former orc. The only way an unhusked wight could receive strength augmentation is through mystic feeding. - Being undead, wights are unable to sire children or sexually FTB. New Spoiler - Wights are undead player-creatures made through the art of Mysticism. They require a valid CA in order to be played and are not an open race. - Becoming a wight is permanent and cannot be reversed, consigning the character to that path. There is no means by which they may be reverted. - Wight may summon forth a great collection of ectoplasm within them over the course of three emotes, before releasing a terrible wail which disrupts magical concentration and frightens all those who hear it. It may not cause any permanent harm or deafness. - Wights have the ability to phase through solids so long as they would be mechanically accessible otherwise. If a Wight does not have access to a door or gate, they cannot pass through it. The same applies to walls. If the Wight is PRO their permission to pass through something extends to anything within that region. This cannot be performed in the midst of combat or to evade conflict. - Wights struck with aurum, alloys like Slayer-Steel, or raw-energy based attacks such as electrical evocation and fire evocation, will take “damage” equivalent to that of mortals, though will not feel "pain" like from Aurum in the case of Slayer-Steel. For example, a mortal blow to the wight’s head or decapitation by the aforementioned could demanifest them as a mortal wound to the head would kill a mortal. - Upon demanifestation, a Wight shall require an IRL week to reconstitute itself and take shape once again. They require a single IRL day to recover from any wounds, lost ‘limbs’, etc. unless fed and healed by a Mystic other than themselves.-Death stemming from PVP that the Wight did not vote for will not trigger the normal respawn timer. Instead, they will be brought back to life following the same mechanics as monk revival. - Wights may have their ectoplasm be any color or shade within the normal themes of Mysticism (White, Black, Red, Yellow, Blue, Orange, or Green of any hue.) - When corporeal, the wight’s base strength is at most equivalent to that of a human knight. When interacting with intangible phantoms such as poltergeists or specters, their strength would be comparable to an orc against an average human, though by no means granting them otherwise inhuman capabilities. This would apply even if the wight was a former orc. The only way an unhusked wight could receive strength augmentation is through mystic feeding. - Being undead, wights are unable to sire children or sexually FTB. Anthroparions Original Spoiler - A valid GFA is required. - Teaching from one who has a valid GFA is required. - Permission is required from the owner of the persona. - The persona in question for creation must be dead. - A valid CA is required to play a greater Anthroparion. - They cannot be inherently controlled - they have a mind of their own. - Any magic that requires use of a soul cannot be harnessed or used by an Anthroparion. - ANY CA races cannot be turned into anthroparions. - Greater and Lesser anthroparions are both infertile, and cannot reproduce under any circumstance. - The only way an anthroparion can be created is through means stated in this lore (The creation process). - Under NO circumstance can an anthroparion of any kind engage in sexual FTB. - Do not meta PK methods. - An anthroparion must be PK’ed if it’s head is chopped off and removed from the area. The only way to avoid this is stated under physical description. - An anthroparion must be PK’ed if all of it’s blood/vivacion potion in it’s body is drained completely. -The blood of an Anthroparion notably tastes awful and nauseating. -The body of an Anthroparion in it's PK'd state is to be signed by the Anthroparion player, any logs kept of the body thereafter if it is revived or destroyed are to be recorded incase of ask by story team. -Vivacion and Blood is a highly coaguable mixture and cannot be exsanguinated passively unless deliberate. -If an anthroparion is destroyed completely they are irreversibly PK'd and cannot be revived. New Spoiler - A valid GFA is required. - Teaching from one who has a valid GFA is required. - Permission is required from the owner of the persona. - The persona in question for creation must be dead. - A valid CA is required to play a greater Anthroparion. - They cannot be inherently controlled - they have a mind of their own. - Any magic that requires use of a soul cannot be harnessed or used by an Anthroparion. - ANY CA races cannot be turned into anthroparions. - Greater and Lesser anthroparions are both infertile, and cannot reproduce under any circumstance. - The only way an anthroparion can be created is through means stated in this lore (The creation process). - Under NO circumstance can an anthroparion of any kind engage in sexual FTB. - Do not meta PK methods. - An anthroparion must be PK’ed if it’s head is chopped off and removed from the area. The only way to avoid this is stated under physical description. - An anthroparion must be PK’ed if all of it’s blood/vivacion potion in it’s body is drained completely.- Death stemming from PVP that the Greater Anthroparion did not vote for will not trigger the normal PK clause/Respawn Timer. Instead, they will be brought back to life just like normal, albeit following monk revival rules. - The Greater Anthroparion can choose whether or not they wish to PK should they die in PVP specifically as listed in the redline above. -The blood of an Anthroparion notably tastes awful and nauseating. -The body of an Anthroparion in it's PK'd state is to be signed by the Anthroparion player, any logs kept of the body thereafter if it is revived or destroyed are to be recorded incase of ask by story team. -Vivacion and Blood is a highly coaguable mixture and cannot be exsanguinated passively unless deliberate. -If an anthroparion is destroyed completely they are irreversibly PK'd and cannot be revived. Homunculi Original Spoiler Homunculi struggle to feel and express raw human emotion. They may feign it if they know how to, but cannot comprehend it when expressed by descendants. Homunculi are susceptible to any and all weaknesses of flesh-bearing descendants, whether that be steel, or fire, or drowning. If it may kill a person, it may kill a Homunculus as well. Homunculi possess the strength and agility of their build without modifications. A homunculi made to look like an elf would have the strength of an elf, albeit perhaps slightly better, while an orc homunculi would have the same strength as an orc. Homunculi may still feel fatigue. Homunculi do not possess a soul, and are thus unable to learn any form of magic. With this, divine sorcery is a liability to them and they may be directly harmed by it; though Kani and Afflicted are both capable of being learned by a Homunculus. If you have a question, consult the ST. Damage by Voidal Magic hinders the regenerative ability of a Homunculus. Voidal wounds take twice as long to heal as regular wounds, even with their regenerative capability. Homunculi cannot possess genitalia and are thus unable to sexually FTB. They also cannot have any sexual interest or attraction. Any love or romance is purely platonic in nature. The aesthetic creation of a Homunculi is left up to that of their creator, typically based upon cultural occult themes, such as invocations, curses, and the like. No matter how the alchemist choses to create the creature, the components required will always remain the same, and a valid creature application must be put up by the Homunculus player upon the ritual’s completion. New Spoiler Homunculi struggle to feel and express raw human emotion. They may feign it if they know how to, but cannot comprehend it when expressed by descendants. Homunculi are susceptible to any and all weaknesses of flesh-bearing descendants, whether that be steel, or fire, or drowning. If it may kill a person, it may kill a Homunculus as well. Death stemming from PVP that the Homunculus did not vote for will not trigger the normal, [1] OOC week Respawn timer. Instead, they will be brought back to life following the mechanics of monk revival. Homunculi possess the strength and agility of their build without modifications. A homunculi made to look like an elf would have the strength of an elf, albeit perhaps slightly better, while an orc homunculi would have the same strength as an orc. Homunculi may still feel fatigue. Homunculi do not possess a soul, and are thus unable to learn any form of magic. With this, divine sorcery is a liability to them and they may be directly harmed by it; though Kani and Afflicted are both capable of being learned by a Homunculus. If you have a question, consult the ST. Damage by Voidal Magic hinders the regenerative ability of a Homunculus. Voidal wounds take twice as long to heal as regular wounds, even with their regenerative capability. Homunculi cannot possess genitalia and are thus unable to sexually FTB. They also cannot have any sexual interest or attraction. Any love or romance is purely platonic in nature. The aesthetic creation of a Homunculi is left up to that of their creator, typically based upon cultural occult themes, such as invocations, curses, and the like. No matter how the alchemist choses to create the creature, the components required will always remain the same, and a valid creature application must be put up by the Homunculus player upon the ritual’s completion. Klones Original Spoiler - All general rules of character death still apply. -Juliet Potions require ST Signature. - Alchemic vessels require a valid creature application in order to be played. Should an alchemist attempt to reincarnate another player, or use another's appearance for their own vessel, they must receive the OOC consent of the other individual or party. - The rolling process should be performed each and every time upon reaching the fourth week. The alchemist is obliged to roleplay out all detriments and mutations regardless. Tawkin and other branches of alchemy, such as affliction, cannot be used to evade the consequences and. detriments of poorly formed pygmies. - Upon willingly learning the knowledge and processes of reincarnation, whether or not they choose to apply it, subjects the individual to a harsh PK clause. - When editing the existing features of a vessel, one must still work off of the vessel's base features. For example, while one could edit the jawline or limbs, they would still be limited to the overall shape of the cloned creature. - The mutations or changes of a vessel cannot altar the genitalia of a vessel whatsoever, unless it is the complete removal thereof. This includes swapping genitalia. - Magical curses will still be carried by a soul that shifts to other vessels. This includes any racial curses, meaning that a human that shifts to a vessel, even if shaped like an elf, would need a new vessel after 150 years, lest they die. Additionally, vessels cannot be altered to be any younger than sixteen years of age, and cannot FTB until the vessel us 18 years old. - Klones work in the same way that normal descendant bodies do for lore interactions unless otherwise specified in a lorepiece. - The Juliet Potion cannot be used to escape combat, captivity, or other such scenarios. Suicide will result in a character's PK even if other vessels are available. - Regardless of how experienced, enduring, or resolved a character may be, they will still experience the detriments of swapping between and to a new vessel. They will require at least one IRL week to accustom to it fully. This includes swapping between vessels with different mutations, whether of alchemical make or as a result of damage to the pygmy. - Vessels should have a mechanical representation present in the world, marked by a sign that has been locked by the player owning the vessel/pygmy in question. - Klones require an ST signature in the form of an ST locked sign that is either hidden nearby the vessel or is attached to the vessel in view - where the sign is located is up to the player in question - Klones may be grown at double their normal rate when the signs of swiftness and vigour are added, though this also doubles the chance of getting mutations while they grow. (A 1/4 and a 2/4 will grant mutations). - If a character is in a klone, they are subject to the Klone PK clause even if they are not aware of the processes of how it was made. New Spoiler - All general rules of character death still apply.- Death stemming from PVP that the Klone did not vote for will not cause the Kloned character to use up one of their Klone bodies. They will follow general monk revival rules, though it will be treated as if they had a Klone ready for them that’s an exact replica of their current form. In essence, an ST signed Klone body will not be used up. -Juliet Potions require ST Signature. - Alchemic vessels require a valid creature application in order to be played. Should an alchemist attempt to reincarnate another player, or use another's appearance for their own vessel, they must receive the OOC consent of the other individual or party. - The rolling process should be performed each and every time upon reaching the fourth week. The alchemist is obliged to roleplay out all detriments and mutations regardless. Tawkin and other branches of alchemy, such as affliction, cannot be used to evade the consequences and. detriments of poorly formed pygmies. - Upon willingly learning the knowledge and processes of reincarnation, whether or not they choose to apply it, subjects the individual to a harsh PK clause. - When editing the existing features of a vessel, one must still work off of the vessel's base features. For example, while one could edit the jawline or limbs, they would still be limited to the overall shape of the cloned creature. - The mutations or changes of a vessel cannot altar the genitalia of a vessel whatsoever, unless it is the complete removal thereof. This includes swapping genitalia. - Magical curses will still be carried by a soul that shifts to other vessels. This includes any racial curses, meaning that a human that shifts to a vessel, even if shaped like an elf, would need a new vessel after 150 years, lest they die. Additionally, vessels cannot be altered to be any younger than sixteen years of age, and cannot FTB until the vessel us 18 years old. - Klones work in the same way that normal descendant bodies do for lore interactions unless otherwise specified in a lorepiece. - The Juliet Potion cannot be used to escape combat, captivity, or other such scenarios. Suicide will result in a character's PK even if other vessels are available. - Regardless of how experienced, enduring, or resolved a character may be, they will still experience the detriments of swapping between and to a new vessel. They will require at least one IRL week to accustom to it fully. This includes swapping between vessels with different mutations, whether of alchemical make or as a result of damage to the pygmy. - Vessels should have a mechanical representation present in the world, marked by a sign that has been locked by the player owning the vessel/pygmy in question. - Klones require an ST signature in the form of an ST locked sign that is either hidden nearby the vessel or is attached to the vessel in view - where the sign is located is up to the player in question - Klones may be grown at double their normal rate when the signs of swiftness and vigour are added, though this also doubles the chance of getting mutations while they grow. (A 1/4 and a 2/4 will grant mutations). - If a character is in a klone, they are subject to the Klone PK clause even if they are not aware of the processes of how it was made. Automatons Original Spoiler - Automatons, if they should bleed out, will lose all memory of the encounter which led to their temporary demise, in line with normal death rules. They will be effectively soft-shelved until recovered and repaired by an individual with an accepted Animatii FA. PVP conflict does not apply to the destruction of the Gear Heart unless pushed for by the Automaton's side of the conflict. - If the Gear Heart is damaged, major memories and personality traits will be lost, at the discretion of the Automaton. - If the Gear Heart is outright destroyed entirely, the personality and memories of the Automaton are irrecoverable, with no possibility of repair or restoration of the original. A new heart would need to be fashioned from the remains of the gear heart, if one were made, to recover any semblance of the destroyed Automaton. The physical item will, likewise, need to be disposed of and trashed. New Spoiler - Automatons, if they should bleed out, will lose all memory of the encounter which led to their temporary demise, in line with normal death rules. They will be effectively soft-shelved until recovered and repaired by an individual with an accepted Animatii FA. PVP conflict does not apply to the destruction of the Gear Heart unless pushed for by the Automaton's side of the conflict. - For Automatons specifically, not Machine Spirits, should they be slain in PVP that they did not vote for, they will be brought back to life following general monk revival rules. However, it will RPly be treated as them being repaired and filled up with Lifeblood by either an unknown person, or their creator, should their creator agree OOCly to such. - If the Gear Heart is damaged, major memories and personality traits will be lost, at the discretion of the Automaton. - If the Gear Heart is outright destroyed entirely, the personality and memories of the Automaton are irrecoverable, with no possibility of repair or restoration of the original. A new heart would need to be fashioned from the remains of the gear heart, if one were made, to recover any semblance of the destroyed Automaton. The physical item will, likewise, need to be disposed of and trashed. Machine Spirits Original Spoiler - Functionally, Machine Spirits are identical to standard Automatons unless otherwise specified, such as the mechanics of their Gear Hearts and revival. - Machine Spirit Husks must be signed by the ST for authenticity, and placed as physical builds within the world. Should a Machine Spirit run out of husks and die, they would be Hard-PKed irrevocably, unable to return to life by any means. - Machine Spirits may not be subject to an Obedience Vessel, such unable to control the will of the Descendant soul. - The husk must be structurally sound and made at least moderately Humanoid in nature - though it may be grotesque in nature. Exceptionally unique Husks or ones that bear unique functions may be made via an MArt. - Requires blood initially to make the heart, and then the main fluid once they transition into an automaton. - Voidal Magic users will weaken the coil, and if they get damaged -- they will need to adhere to their respective weaknesses. This can be rp'd as Machine spirits being able to feel with their bodies, and if they were to be hurt, they feel pain. While voidal magi are capable of being machine spirits, it does not come without its detriments. - Magic users that are nonvoidal are allowed so long as the fact that their body no longer has lifeforce, or genus will not stop them from being able to use the magic. One must still rp the respective downsides, stated in their respective lore pieces. Deity magic is wholly incompatible with Machine Spirits unless otherwise stated, due to Garumdir's hold upon the soul of Machine Spirits. - While maintenance is required for all, mages that would suffer physical degradation will need more maintenance to make sure their bodies do not completely fail. This will be through oiling and repairing, even replacing parts, or generating more fluids. The reason why mages are more prone to repairs is due to the voidal atrophy withering their bodies. - Due to the expense and toil of making the body, it will take two weeks to fully complete one frame, though helpers can lower the time to a week. - Requires OOC consent from the person to convert them into a Machine Spirit. If consent is not given, the soul could reject going to the coil. - Requires a CA. New Spoiler - Functionally, Machine Spirits are identical to standard Automatons unless otherwise specified, such as the mechanics of their Gear Hearts and revival. - Machine Spirit Husks must be signed by the ST for authenticity, and placed as physical builds within the world. Should a Machine Spirit run out of husks and die, they would be Hard-PKed irrevocably, unable to return to life by any means. - Death stemming from PVP that the Machine Spirit did not vote for will not cause them to use up an ST signed body. Instead, they will be revived following monk revival mechanics, though they will be placed inside a replica body of their current husk. This does not use up an ST signed husk. - Machine Spirits may not be subject to an Obedience Vessel, such unable to control the will of the Descendant soul. - The husk must be structurally sound and made at least moderately Humanoid in nature - though it may be grotesque in nature. Exceptionally unique Husks or ones that bear unique functions may be made via an MArt. - Requires blood initially to make the heart, and then the main fluid once they transition into an automaton. - Voidal Magic users will weaken the coil, and if they get damaged -- they will need to adhere to their respective weaknesses. This can be rp'd as Machine spirits being able to feel with their bodies, and if they were to be hurt, they feel pain. While voidal magi are capable of being machine spirits, it does not come without its detriments. - Magic users that are nonvoidal are allowed so long as the fact that their body no longer has lifeforce, or genus will not stop them from being able to use the magic. One must still rp the respective downsides, stated in their respective lore pieces. Deity magic is wholly incompatible with Machine Spirits unless otherwise stated, due to Garumdir's hold upon the soul of Machine Spirits. - While maintenance is required for all, mages that would suffer physical degradation will need more maintenance to make sure their bodies do not completely fail. This will be through oiling and repairing, even replacing parts, or generating more fluids. The reason why mages are more prone to repairs is due to the voidal atrophy withering their bodies. - Due to the expense and toil of making the body, it will take two weeks to fully complete one frame, though helpers can lower the time to a week. - Requires OOC consent from the person to convert them into a Machine Spirit. If consent is not given, the soul could reject going to the coil. - Requires a CA. Zezimar Original Spoiler - Playable Zar’ei possess an intellect on par with Descendants. - Cannot produce Rakir. - Their general appearance must be somewhat humanoid, and may resemble one of the four main races if one so chooses. - All Zezimar must however, be monstrous and demonic in appearance. They may not be smooth and beautiful. - Demonic appearances may not be used to justify unreasonable durability of the character. They may be slain, die from blood loss, starve to death and so on. - Although demonic qualities may provide a combat application, claws and weapon-like appendages may not puncture platemail, or slash through chainmail; tails are not prehensile enough to crush a person, or wield a weapon; natural armour may not be more protective than ceramic and may be destroyed by crossbow bolts, hammers and other blunt weapons; extra limbs(excluding a tail) will divide the character’s overall strength between all limbs. - If a Zezimar is forced to subsist upon plant-based foods, such as while captured, they may not maintain their peak physical strength. Their appearance may deteriorate to connote this. - Zar'ei may not form healthy, fulfilling relationships. Any comraderie or companionship they create is inherently exploitative, toxic and a vehicle for their own gain. Gaslighting, manipulation and abuse will be rampant in these exchanges, should they occur. - When a CA Zar’ei is slain it will be unplayable for an IRL week, unless the Naztherak who bound it uses the appropriate ritual to reconstitute them manually. All normal resurrection rules apply. - Although Inferi are meant to cause chaos and misery, if players use the creature to oocly harass others, or for excessive ‘troll/‘meme rp’ or poor-quality villainy or banditry roleplay it is considered an abuse of the CA, which is grounds for a blacklist. - When casting, a Zezimar must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, glowing underneath chitin plates, smoke or cinders peeling off from their body, incantations, flaming eyes and so on. - Should thanhium or thanhic steel weaponry be used against Inferi, it will still have the frostbite/poisonous effects, but cannot corrupt the Inferis' mana pool, for it has none. - Zar'ei may still be effected by Malflame not their own and any Malice used. - They may also be successfully cursed by Naztherak curses, or those of other magics. - Holy magics are more effective against Zezimar, causing a burning sensation upon mere contact and additional pain and burns when struck with spells. - Holy objects, artefacts and auras additionally elicit spiteful scorn from all Inferi. New Spoiler - Playable Zar’ei possess an intellect on par with Descendants. - Cannot produce Rakir. - Their general appearance must be somewhat humanoid, and may resemble one of the four main races if one so chooses. - All Zezimar must however, be monstrous and demonic in appearance. They may not be smooth and beautiful. - Demonic appearances may not be used to justify unreasonable durability of the character. They may be slain, die from blood loss, starve to death and so on. - Although demonic qualities may provide a combat application, claws and weapon-like appendages may not puncture platemail, or slash through chainmail; tails are not prehensile enough to crush a person, or wield a weapon; natural armour may not be more protective than ceramic and may be destroyed by crossbow bolts, hammers and other blunt weapons; extra limbs(excluding a tail) will divide the character’s overall strength between all limbs. - If a Zezimar is forced to subsist upon plant-based foods, such as while captured, they may not maintain their peak physical strength. Their appearance may deteriorate to connote this. - Zar'ei may not form healthy, fulfilling relationships. Any comraderie or companionship they create is inherently exploitative, toxic and a vehicle for their own gain. Gaslighting, manipulation and abuse will be rampant in these exchanges, should they occur. - When a CA Zar’ei is slain it will be unplayable for an IRL week, unless the Naztherak who bound it uses the appropriate ritual to reconstitute them manually. All normal resurrection rules apply.- Death stemming from PVP that the Zar’ei did not vote for will not trigger the normal [1] OOC Week Revival Timer. Instead, they will be brought back to life following monk revival rules. Though, it will be treated as them coming back to life without waiting on their Naztherak to summon them back. - Although Inferi are meant to cause chaos and misery, if players use the creature to oocly harass others, or for excessive ‘troll/‘meme rp’ or poor-quality villainy or banditry roleplay it is considered an abuse of the CA, which is grounds for a blacklist. - When casting, a Zezimar must have some manner of tell to telegraph its attack. Such tells may include glowing in the chest or throat, glowing underneath chitin plates, smoke or cinders peeling off from their body, incantations, flaming eyes and so on. - Should thanhium or thanhic steel weaponry be used against Inferi, it will still have the frostbite/poisonous effects, but cannot corrupt the Inferis' mana pool, for it has none. - Zar'ei may still be effected by Malflame not their own and any Malice used. - They may also be successfully cursed by Naztherak curses, or those of other magics. - Holy magics are more effective against Zezimar, causing a burning sensation upon mere contact and additional pain and burns when struck with spells. - Holy objects, artefacts and auras additionally elicit spiteful scorn from all Inferi. Tree Lords Original Spoiler Rebirth Desc: Once the Tree Lord’s form has returned to nature, the Soul Tree begins the process of rebirth. This takes half an elven day usually, though quicker and longer times have been witnessed. If the Soul Tree is still recovering from making a husk (See: Regeneration) it must first finish recovering and gathering nutrients before beginning a new husk. OOC: A minimum of half an OOC day for a new husk to be created, this number can be flexible, such as from a cheap ‘minas or die’ bandit causing a death. This is to set a deterrent and consequence for death, as it takes away from play time. If ‘Regeneration’ is still under cooldown, the half-day timer for ‘Rebirth’ will not start until ‘Regeneration’ is ready. Redlines: *The Soul Tree requires two (2) OOC days to replenish before it can start making another husk. So if the husk dies the same day it is birthed, it will take two (2) OOC days of gathering energy, plus twelve (12) hours of growing. New Spoiler Rebirth Desc: Once the Tree Lord’s form has returned to nature, the Soul Tree begins the process of rebirth. This takes half an elven day usually, though quicker and longer times have been witnessed. If the Soul Tree is still recovering from making a husk (See: Regeneration) it must first finish recovering and gathering nutrients before beginning a new husk. OOC: A minimum of half an OOC day for a new husk to be created, this number can be flexible, such as from a cheap ‘minas or die’ bandit causing a death. This is to set a deterrent and consequence for death, as it takes away from play time. If ‘Regeneration’ is still under cooldown, the half-day timer for ‘Rebirth’ will not start until ‘Regeneration’ is ready.Redlines: *The Soul Tree requires two (2) OOC days to replenish before it can start making another husk. So if the husk dies the same day it is birthed, it will take two (2) OOC days of gathering energy, plus twelve (12) hours of growing.*Death stemming from PVP that the Tree Lord did not vote for will not trigger the normal respawn timer of twelve (12) OOC hours. Instead, they will be revived immediately, following general monk revival rules. If the Tree Lord wishes, they may have this trigger the two (2) OOC day timer for their Tree to create a new husk. Atronachs Original Spoiler Refuelling Mechanics In order to manually refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist. Should an Atronach not replenish their mana within a designated time frame their element will vanish and will be lifeless until their core is recharged manually. Refuelling from a mana obelisk typically takes one OOC hour. Refuelling manually takes the same amount of time - assuming the mage has the necessary amount of mana. All Atronach cores must be story-signed and given the Significant Lore Item tag. Upon the destruction of an Atronach Core, the Atronach completely loses of all personality and memory if it was rebuilt. This does not require a new Creature Application. New Spoiler Refuelling Mechanics In order to manually refill an atronach, the mage that is refilling the construct must have knowledge on Atronach Forging and be a transfigurationist. Should an Atronach not replenish their mana within a designated time frame their element will vanish and will be lifeless until their core is recharged manually. Refuelling from a mana obelisk typically takes one OOC hour. Refuelling manually takes the same amount of time - assuming the mage has the necessary amount of mana. All Atronach cores must be story-signed and given the Significant Lore Item tag. Upon the destruction of an Atronach Core, the Atronach completely loses of all personality and memory if it was rebuilt. This does not require a new Creature Application. Death stemming from PVP that the Atronach did not vote for will not cause them to PK. Instead, it will RPly be treated like being repaired/rebuilt, either by an unknown individual, or their creator, should the creator OOCly agree. However, the Atronach may also choose to allow their Core to be destroyed. Sorvians Original Spoiler General Red Lines: Sorvian Sculptors can only Awaken 3 Sorvians within a 3 month period, including played Newts. However, this is only the case for playable Sorvians. Background Newts, non-combative and only for aesthetic or irp assistance, are capable of being made. All background Sorvians must be Newts, but Newts are still playable. This is a Feat, meaning it does not take a magic slot. However teaching Sorvian Sculpting requires a TA, meaning it does require a teaching slot. Sorvians can only be created out of combat. Sorvians have no true, only a vague collection of soul essence from their creator. This means Sorvians cannot use any magic that requires a soul. Sorvians do not and cannot breath, meaning they cannot learn Kani. A Sorvian can learn Sorvian Sculpting, but given how little soul essence they have they can only make 1 Sorvian per 3 months. Sorvians who know Sculpting can, in theory, create new limbs for themselves and patch themselves. But this can only be done out of combat. As Sorvians do not have blood of their own, they require the blood of another. It seems that Sorvians are anomalous enough that simply handling the blood of others allow them to imbue the life giving properties necessary for Sorvian creation. Existing characters cannot become Sorvians; they have to be fresh characters. Normal sized Sorvians are 3-6ft in height with the proportions of a human. Playable Newts are 2-3ft in height with the proportions of a halfling. Non-player Newts are 1-2ft height and with more lenient proportions. There are three ways to destroy a Sorvian: Puncturing it’s chest cavity so it’s soul essence drains out, decapitation, or crushing it’s mask. Puncturing a Sorvian’s chest will result in a slow death of five emotes, where the Sorvian or anyone else may attempt to cover the wound to prevent the leaking of more soul essence. If this is done, the Sorvian can continue to exist, albeit feeling incredibly weary and cold, and with a dangerous wound. These can be more permanently healed with the assistance of a Sorvian Sculptor. Additionally, decapitation will result in a more sudden death. After decapitation, the Sorvian will have a single emote during which they will cease to live. This means a decapitated Sorvian is surely dead, and must be revived through other means. Destroying a Sorvian’s mask would take three solid and direct hits throughout a combat. If damage is sustained but the mask is not broken, it will heal itself, the only part of a Sorvian capable of doing so. This healing will take 24 OOC hours. If the mask is successfully broken, the Sorvian will have to be revived through the accepted revival methods. A Sorvian may not go against a direct command from their creator, nor would they ever willingly harm their creator. Indirectly, yes, but any direct request must be carried out; it’s part of their nature to put their creator on a pedestal, an unbreakable part of their mental state. As such, no direct command from the creator will be defied. Whether they agree with it or not, they will do it. There is one exception to this, however; the Sorvian’s mask. Sorvians are psychologically attached to their mask, viewing it as their ‘face’. Any attempt to harm it will be met with defiance, even towards their creator. They wouldn’t harm their creator for this; they simply can’t force themselves to harm their creator. But they will resist, move, run, and push away any attempt to harm their mask. It’s an integral part of their identity, and some deep part of their peculiar intelligence knows that destruction of the mask is death. Sorvians CAN’T partake in any sexual action or any sexual FTB. These are not Sorvians of old; being entirely separate in lore function and origin, they are only a successor in name. New Spoiler General Red Lines: Sorvian Sculptors can only Awaken 3 Sorvians within a 3 month period, including played Newts. However, this is only the case for playable Sorvians. Background Newts, non-combative and only for aesthetic or irp assistance, are capable of being made. All background Sorvians must be Newts, but Newts are still playable. This is a Feat, meaning it does not take a magic slot. However teaching Sorvian Sculpting requires a TA, meaning it does require a teaching slot. Sorvians can only be created out of combat. Sorvians have no true, only a vague collection of soul essence from their creator. This means Sorvians cannot use any magic that requires a soul. Sorvians do not and cannot breath, meaning they cannot learn Kani. A Sorvian can learn Sorvian Sculpting, but given how little soul essence they have they can only make 1 Sorvian per 3 months. Sorvians who know Sculpting can, in theory, create new limbs for themselves and patch themselves. But this can only be done out of combat. As Sorvians do not have blood of their own, they require the blood of another. It seems that Sorvians are anomalous enough that simply handling the blood of others allow them to imbue the life giving properties necessary for Sorvian creation. Existing characters cannot become Sorvians; they have to be fresh characters. Normal sized Sorvians are 3-6ft in height with the proportions of a human. Playable Newts are 2-3ft in height with the proportions of a halfling. Non-player Newts are 1-2ft height and with more lenient proportions. There are three ways to destroy a Sorvian: Puncturing it’s chest cavity so it’s soul essence drains out, decapitation, or crushing it’s mask. Puncturing a Sorvian’s chest will result in a slow death of five emotes, where the Sorvian or anyone else may attempt to cover the wound to prevent the leaking of more soul essence. If this is done, the Sorvian can continue to exist, albeit feeling incredibly weary and cold, and with a dangerous wound. These can be more permanently healed with the assistance of a Sorvian Sculptor. Additionally, decapitation will result in a more sudden death. After decapitation, the Sorvian will have a single emote during which they will cease to live. This means a decapitated Sorvian is surely dead, and must be revived through other means. Destroying a Sorvian’s mask would take three solid and direct hits throughout a combat. If damage is sustained but the mask is not broken, it will heal itself, the only part of a Sorvian capable of doing so. This healing will take 24 OOC hours. If the mask is successfully broken, the Sorvian will have to be revived through the accepted revival methods. Death stemming from PVP that the Sorvian did not vote for will not cause them to be temporarily PKed. Instead, they will be brought back to life following monk revival rules, such being RPly treated as either an unknown individual or the Sorvian’s creator, should the creator OOCly agree, performing Revival on them. A Sorvian may not go against a direct command from their creator, nor would they ever willingly harm their creator. Indirectly, yes, but any direct request must be carried out; it’s part of their nature to put their creator on a pedestal, an unbreakable part of their mental state. As such, no direct command from the creator will be defied. Whether they agree with it or not, they will do it. There is one exception to this, however; the Sorvian’s mask. Sorvians are psychologically attached to their mask, viewing it as their ‘face’. Any attempt to harm it will be met with defiance, even towards their creator. They wouldn’t harm their creator for this; they simply can’t force themselves to harm their creator. But they will resist, move, run, and push away any attempt to harm their mask. It’s an integral part of their identity, and some deep part of their peculiar intelligence knows that destruction of the mask is death. Sorvians CAN’T partake in any sexual action or any sexual FTB. These are not Sorvians of old; being entirely separate in lore function and origin, they are only a successor in name. Pale KnightsOriginal Spoiler - Eidola may only possess strength akin to the descendant they are most closely to in height, including orcs. A dwarf sized Eidola would have dwarven strength, while an orc sized Eidola would have the strength of an orc, though never reaching the strength of a golem or olog passively. These constructs may only move at a light jogging pace unless boosted, regardless of size. - Eidola may not exceed nine feet in height, though not go below four feet. - Most of an Eidola’s water courses throughout their core chest and their limbs, and if half or more of this water is lost, then the Eidola will perish. Wounds to the legs or chest can be far more fatal than a wound to the head, for example. An Eidola must replenish their water once every two days in order to prevent drying up. This typically takes only a single hour session, though certainly unable to be done in combat. - Due to an Eidola’s stone-like nature, slashing and piercing attacks will not often do much against their forms. Blunt, shattering attacks from pickaxes or hammers, however, prove to be far more effective in breaking or chipping away at their forms, breaking through them with enough substantial hits, likely around two or three. - Eidola have completely free will alone, nigh detached from any command of the Synod. However, they may choose to serve the Synod which created them. Eidola may not spread knowledge of the Mystic Arts maliciously, regardless of which path they choose. They may disagree with or leave their creators entirely but parts of their mind are always bound to the peoples which made them. Occultists of wicked orientation might even threaten the destruction of the Paleknight’s Menhir in order to force the Eidola to enact their bidding. - Eidola may not practice any magic nor any powers of Mysticism save for cantrip hindering, though may have similar abilities defaultly and with the proper augments installed. - Eidola may make physical contact with incorporeal phantoms due to their occult nature. - Any damage sustained by an Eidola would be healed over the course of one OOC day should their Menhir be intact. - Upon death, Eidola will respawn at the location of their Menhir over the course of one OOC day. Should the Menhir be destroyed whilst they are alive, another must be made lest they be forced to PK upon their next death. - Eidola may change their form at their Menhirs over 3 emotes where they move stone from their body to the structure or take from it and add it onto their frame. - Eidola may move already existing menhirs to new areas. It requires 2 emotes to shuffle the stone onto their bodies before walking off with the titanic structure. Should they get into combat while moving such, they are limited to 1 block of movement per emote and cannot attack back. Once at a new location, the menhir takes 2 emotes to set back onto the ground and requires a new ST sign while the old menhir is invalidated. This is granted because to the Eidolas because they are made of the same stone as the menhir itself and can therefore manipulate it onto their being. - One Menhir may be moved at a time. - Eidola may add and remove soul fragments from Menhirs over one emote out of combat. - Eidola by default have 5 units of Ectoplasm. - Eidola may not learn other magic / magical feats or alchemy / alchemical based feats - they have no magic slots. New Spoiler - Eidola may only possess strength akin to the descendant they are most closely to in height, including orcs. A dwarf sized Eidola would have dwarven strength, while an orc sized Eidola would have the strength of an orc, though never reaching the strength of a golem or olog passively. These constructs may only move at a light jogging pace unless boosted, regardless of size. - Eidola may not exceed nine feet in height, though not go below four feet. - Most of an Eidola’s water courses throughout their core chest and their limbs, and if half or more of this water is lost, then the Eidola will perish. Wounds to the legs or chest can be far more fatal than a wound to the head, for example. An Eidola must replenish their water once every two days in order to prevent drying up. This typically takes only a single hour session, though certainly unable to be done in combat. - Due to an Eidola’s stone-like nature, slashing and piercing attacks will not often do much against their forms. Blunt, shattering attacks from pickaxes or hammers, however, prove to be far more effective in breaking or chipping away at their forms, breaking through them with enough substantial hits, likely around two or three. - Eidola have completely free will alone, nigh detached from any command of the Synod. However, they may choose to serve the Synod which created them. Eidola may not spread knowledge of the Mystic Arts maliciously, regardless of which path they choose. They may disagree with or leave their creators entirely but parts of their mind are always bound to the peoples which made them. Occultists of wicked orientation might even threaten the destruction of the Paleknight’s Menhir in order to force the Eidola to enact their bidding. - Eidola may not practice any magic nor any powers of Mysticism save for cantrip hindering, though may have similar abilities defaultly and with the proper augments installed. - Eidola may make physical contact with incorporeal phantoms due to their occult nature. - Any damage sustained by an Eidola would be healed over the course of one OOC day should their Menhir be intact. - Upon death, Eidola will respawn at the location of their Menhir over the course of one OOC day. Should the Menhir be destroyed whilst they are alive, another must be made lest they be forced to PK upon their next death.- Death stemming from PVP that the Pale Knight did not vote for will not cause them to have to wait [1] OOC day to be revived. Instead, they will be brought back instantly at their Menhir. Should their Menhir not exist, the Pale Knight may choose whether or not they wish to PK. - Eidola may change their form at their Menhirs over 3 emotes where they move stone from their body to the structure or take from it and add it onto their frame. - Eidola may move already existing menhirs to new areas. It requires 2 emotes to shuffle the stone onto their bodies before walking off with the titanic structure. Should they get into combat while moving such, they are limited to 1 block of movement per emote and cannot attack back. Once at a new location, the menhir takes 2 emotes to set back onto the ground and requires a new ST sign while the old menhir is invalidated. This is granted because to the Eidolas because they are made of the same stone as the menhir itself and can therefore manipulate it onto their being. - One Menhir may be moved at a time. - Eidola may add and remove soul fragments from Menhirs over one emote out of combat. - Eidola by default have 5 units of Ectoplasm. - Eidola may not learn other magic / magical feats or alchemy / alchemical based feats - they have no magic slots. GhostsOriginal Spoiler - Phantom characters will respawn over the course of one IRL day after being demanifested (killed), adhering to all regular rules of death. In order to effectively demanifest a phantom, the creature must receive a would-be fatal blow from either aurum, energy-based magic such as fire evocation, or weapons enchanted by holy magic. This “fatal” blow, would constitute anything that would regularly "kill" an individual, such as total decapitation, obliteration, evisceration, blunt force trauma, and so on. - Phantoms require one IRL day in order to "respawn" after being demanifested. Though they may respawn mechanically at Cloud Temple, in-roleplay it may be assumed that they respawned out in the wilds or at their haunt. This can be a means of explaining returning via a Soulstone pillar or teleportation, though this does not allow them to return to the location they were demanifested in until thirty IRL minutes have passed. - Even if not demanifested, a phantom can still regenerate wounds non-combatively. Each phantom has its own recovery time, addressed in their respective sections. Revenants require 2 OOC days to recover from any non-fatal injury, Poltergeists and Specters require 1 OOC day instead. New Spoiler - Phantom characters will respawn over the course of one IRL day after being demanifested (killed), adhering to all regular rules of death. In order to effectively demanifest a phantom, the creature must receive a would-be fatal blow from either aurum, energy-based magic such as fire evocation, or weapons enchanted by holy magic. This “fatal” blow, would constitute anything that would regularly "kill" an individual, such as total decapitation, obliteration, evisceration, blunt force trauma, and so on. - Phantoms require one IRL day in order to "respawn" after being demanifested. Though they may respawn mechanically at Cloud Temple, in-roleplay it may be assumed that they respawned out in the wilds or at their haunt. This can be a means of explaining returning via a Soulstone pillar or teleportation, though this does not allow them to return to the location they were demanifested in until thirty IRL minutes have passed.- Death stemming from PVP that the Ghost did not vote for will not trigger the [1] IRL Day respawn timer. Instead, they will be brought back instantly following general monk revival rules. They will be brought back in a location listed in the line above. - Even if not demanifested, a phantom can still regenerate wounds non-combatively. Each phantom has its own recovery time, addressed in their respective sections. Revenants require 2 OOC days to recover from any non-fatal injury, Poltergeists and Specters require 1 OOC day instead. Golems Original Spoiler Golems, while incredibly hardly and sturdy, are not invulnerable to damage. The exact durability shifts from Golem to Golem, as will be detailed below. While bladed or piercing weapons may not do much to harm their physical bodies, blunt weapons, pickaxes, and High Density Boomsteel are all capable of incurring moderate to heavy damage with every strike. Blasting Potions and High Density Boomsteel both count as [2] physical hits per strike for the sake of a Golem’s durability. The explosion of rock that results from the ‘meltdown’ of an exposed core will strike all within a [5] meter radius, incurring moderate to severe wounds depending on where one has been struck, and the armor they are wearing. In order for the Core to be considered ‘exposed’, it must be rendered visible to the naked eye after the surrounding stone layer has been destroyed. This does not destroy the core, but would incur a malfunction and memory loss. This adheres to established rules on death & memory loss thereof. Auric Oil, regardless of Golem type, will be able to render the external sigils of a CA golem inert after [2] strikes with a treated weapon, with Thanhium and Null Arcana performing likewise. For the purposes of Thanhium, Mundus Golem sigils are to be treated as a T3 spell, while Brutus Golem sigils would be treated as T4. Should all of a Golem’s external sigils, being those upon the head and all limbs, be rendered inert, then the golem will fall dormant and suffer a memory loss as its core malfunctions. This adheres to established rules on death & memory loss thereof. Should a Golem’s core be purposefully and intentionally destroyed during an encounter, requiring only [2] harsh hits with a blunt object to accomplish, the Golem would be subject to a complete loss of all personality and memory if it were to be rebuilt. This does not require a new CA, and thus will not occupy another slot of the Golemancer’s [3] golems they are capable of making. Golems are incapable of learning any form of magic, or becoming another form of CA. They are unable to utilize any enchantments which rely on an internal mana pool, e.g Voidal enchantments, as they themselves have so little to draw upon. If taught, they are capable of learning alchemy and other knowledge-based feats. They possess no soul - and in the case of Soulbound Golems, their soul is too traumatized to form any manner of coherent magic or connection. Golems require a valid [CA] crafted by a Golemancer with an approved [FA] to play. Golems are unable to wear armor whatsoever, and their durability cannot be enhanced outside of Auxiliary Sigils or an MArt. New Spoiler Golems, while incredibly hardly and sturdy, are not invulnerable to damage. The exact durability shifts from Golem to Golem, as will be detailed below. While bladed or piercing weapons may not do much to harm their physical bodies, blunt weapons, pickaxes, and High Density Boomsteel are all capable of incurring moderate to heavy damage with every strike. Blasting Potions and High Density Boomsteel both count as [2] physical hits per strike for the sake of a Golem’s durability. The explosion of rock that results from the ‘meltdown’ of an exposed core will strike all within a [5] meter radius, incurring moderate to severe wounds depending on where one has been struck, and the armor they are wearing. In order for the Core to be considered ‘exposed’, it must be rendered visible to the naked eye after the surrounding stone layer has been destroyed. This does not destroy the core, but would incur a malfunction and memory loss. This adheres to established rules on death & memory loss thereof. Auric Oil, regardless of Golem type, will be able to render the external sigils of a CA golem inert after [2] strikes with a treated weapon, with Thanhium and Null Arcana performing likewise. For the purposes of Thanhium, Mundus Golem sigils are to be treated as a T3 spell, while Brutus Golem sigils would be treated as T4. Should all of a Golem’s external sigils, being those upon the head and all limbs, be rendered inert, then the golem will fall dormant and suffer a memory loss as its core malfunctions. This adheres to established rules on death & memory loss thereof. Should a Golem’s core be purposefully and intentionally destroyed during an encounter, requiring only [2] harsh hits with a blunt object to accomplish, the Golem would be subject to a complete loss of all personality and memory if it were to be rebuilt. This does not require a new CA, and thus will not occupy another slot of the Golemancer’s [3] golems they are capable of making. Death stemming from PVP that the Golem did not vote for will not cause the Core to be destroyed, unless the Golem themselves pushes for it. The golem will be brought back after this sort of PVP encounter fully repaired. RPly, the repairs are either done by an unknown individual, or the Golem's creator, should the creator OOCly agree to such. Golems are incapable of learning any form of magic, or becoming another form of CA. They are unable to utilize any enchantments which rely on an internal mana pool, e.g Voidal enchantments, as they themselves have so little to draw upon. If taught, they are capable of learning alchemy and other knowledge-based feats. They possess no soul - and in the case of Soulbound Golems, their soul is too traumatized to form any manner of coherent magic or connection. Golems require a valid [CA] crafted by a Golemancer with an approved [FA] to play. Golems are unable to wear armor whatsoever, and their durability cannot be enhanced outside of Auxiliary Sigils or an MArt. 32 Link to post Share on other sites More sharing options...
Boknice275 1197 Share Posted November 1, 2023 In the event that PVP is preceded by an RP cause, would it still be illegitimate for it to impact CAs? Link to post Share on other sites More sharing options...
rukio 8910 Share Posted November 1, 2023 Pretty sure the pvp pk clause for klones was already removed since it originally specified pvp or crp death. I'm pretty sure all of the CAs/MAs that have PK clauses already don't count pvp- though I do agree with enforcing it on ones that do push for pvp over crp. This could be easily abused though by having all of your friends vote in favor of pvp and having you abstain or vote no to avoid consequence.... 3 Link to post Share on other sites More sharing options...
TheCaptain 403 Share Posted November 1, 2023 In my personal opinion, this is a needed addition for any Current CA and future CA. It will incite more magical warclaims, raids etc. since it gaves players a soft of safety net. I like it :D 5 Link to post Share on other sites More sharing options...
MeteorDragon 2900 Author Share Posted November 1, 2023 3 minutes ago, rukio said: Pretty sure the pvp pk clause for klones was already removed since it originally specified pvp or crp death. I'm pretty sure all of the CAs/MAs that have PK clauses already don't count pvp- though I do agree with enforcing it on ones that do push for pvp over crp. This could be easily abused though by having all of your friends vote in favor of pvp and having you abstain or vote no to avoid consequence.... If it is the case already, it's not listed on the lore pieces, so it deserves clarification. Not sure about what happened with Klones and as for people abusing it, I'm sure ST could catch stuff like that happening and enforce the timers anyways/give out warnings. This is mainly to protect these CAs/MAs from PVP cases they don't want to be part of. As it stands, I believe that most of these creatures wish to engage in CRP over PVP as it brings a better story. Why punish people for getting trapped in an unwanted PVP scenario? 6 Link to post Share on other sites More sharing options...
wowj 2860 Share Posted November 1, 2023 Lower most CA's respawn timer too, lets them do more player-events and losing isn't a long respawn timer so they'll be more okay with losing. See the Deadmen 8 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted November 1, 2023 3 minutes ago, MeteorDragon said: If it is the case already, it's not listed on the lore pieces, so it deserves clarification. Not sure about what happened with Klones and as for people abusing it, I'm sure ST could catch stuff like that happening and enforce the timers anyways/give out warnings. This is mainly to protect these CAs/MAs from PVP cases they don't want to be part of. As it stands, I believe that most of these creatures wish to engage in CRP over PVP as it brings a better story. Why punish people for getting trapped in an unwanted PVP scenario? I don't think you understood what I said. I'm saying that if you change the redlines to be this, when they already don't face consequences for pvp, people will abuse it and have their friends vote in favor of pvp and deny it themselves in some scenarios so they don't face the CD. You need to change the redlines you suggested a bit to make this not abusable. 1 Link to post Share on other sites More sharing options...
ClassyDryad 1734 Share Posted November 1, 2023 Yes +1 1 Link to post Share on other sites More sharing options...
Slorbin 1774 Share Posted November 1, 2023 all characters that dont have the ability to be revived by their friends should have a pk clause except for pvp. we should banish all the monks 3 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted November 1, 2023 9 minutes ago, wowj said: Lower most CA's respawn timer too, lets them do more player-events and losing isn't a long respawn timer so they'll be more okay with losing. See the Deadmen If there's a way for people outside of their CA to pk them I think they should have a lower CD. If they don't I think it should be longer tbh. Its really annoying when ppl you kill just respawn instantly or within the day without extra effort (see: fw ritual being based) needed. Makes it all pointless. Link to post Share on other sites More sharing options...
Aehkaj 516 Share Posted November 1, 2023 Overall this is how it should be for CA's A group rolling up and pushing for pvp when you're trying to build roleplay shouldn't net you a penalty 2 Link to post Share on other sites More sharing options...
Samler 1048 Share Posted November 1, 2023 32 minutes ago, MeteorDragon said: -snip- Can you add golems to the list? 1 Link to post Share on other sites More sharing options...
Lord Knox 102 Share Posted November 1, 2023 I love death systems that involve going through any revival other than monks. It lets people make fun of people for not PKing on first death, whilst having their own super special, basically infinite respawn setup! 3 Link to post Share on other sites More sharing options...
femurlord 2464 Share Posted November 1, 2023 The general consensus is if you don't call for PVP, you will not incur a respawn timer or mechanic if you die; this post was unneeded, but appreciated 5 Link to post Share on other sites More sharing options...
warlord of filth 7723 Share Posted November 1, 2023 Fear me. I will teleport behind you and instantly kill you in a hardcore event. You will be PK’d and all that effort spent to get your precious MA and CA will be for naught. Just your very application on the server leaves you susceptible to the consequences of living in a world which I will torment. This post is meaningless because you can hide from PVP, you can hide from CRP, but you cannot hide from my events. 8 Link to post Share on other sites More sharing options...
Recommended Posts