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[✗] [Invention] The Thanhic Coil - Rebalanced Edition

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The Thanhic Coil

Arcane Exhaust Device

Rebalanced Edition!

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[The Coilᵀᴹ. Generated by Bing! Thanks Bing.]



Lore & Creation Process(es)

 

Spoiler

[General Lore]

The Arcane-Exhaust-Device (AED), or more commonly known as ‘Thanhic Coil’ was born in the middle of a busy workshop. Utilizing the ceaseless cold from a Frost Witch’s Cursed Ice, Thanhic steel’s capabilities of eating up the arcane, & magegold’s receptiveness to the flow of mana, this device was forged. The Thanhic Steel is specifically wound around an often painstakingly chiseled rod of Cursed Ice after said rod is coated with magegold. Upon absorbing mana the frigid core will begin to cool the Coil & any other Thanhium Crystals/Thanhic Steel objects in close proximity. The reaction of Thanhic Steel when consuming mana generates mundane heat- something Cursed Ice, despite being twice as cold as ice is entirely unaffected by. This allows the rod of Cursed Ice to act as an infinite supply of coolant to counteract any heat generated by the Thanhic Steel while remaining in a closed loop.

 

[Coil Components]

There are four main components to the Coil. First, a small Cursed Ice rod, placed in the innermost portions of the device acting as the device’s core & coolant. This is shielded with a layer of Magegold (often dipped directly into a molten crucible to do so), serving as a buffer or temporary sink to the heat/mana and slows the direct contact of arcane flames to the Cursed Ice beneath. Spun around it is at least 2 ingots of Thanhic Steel, allowing the metal to be cooled through surface area- though due to the extreme temperatures it shares a similar durability to that of Slayersteel rather than being superior to Ferrum. Finally, an often more mundane material is built around the Coil to allow one to safely grip onto it without having to make direct contact with the Coil- but this is optional and not required for the Coil to function.

 

[Frame Specifics]

This frame CAN be made out of exotic materials like Lunarite an MArt, so long as it is included in the description and added to the [Follows Redlines of...] section. This frame CANNOT be made out of materials that are considered magical, lest the Thanhium and the material clash & melt one another- examples being Voidal Arcanium or Argentum. This frame or other forms of plating CANNOT be used to directly cover or shield the Coil from physical harm due to the Thanhic Coil's release of smog when handling mana, placing it's abilities effectively on pause until the cover is removed.

[Alternative Coil Uses]

Coils may be used as a means of powering larger or more potent creations should heat, steam, or act as a more efficient alternative to Thanhium Crystals- wherever they may be needed. When involving steam powered ships, Thanhic Coils may replace a coal engine to be fueled purely by Liquid Essence or the casting of a mage due to the blue smog they release- continuing to run until the absorbed mana dissipates & moving fast or slow depending on how much mana was absorbed. In layman's terms, you can decide to have a ship be powered by magic instead of coal. All usages of the Coil should adhere to Techlock, and if it involves another lore post (Golemancy, Smoggers, etc) a MArt will be required.

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[MAGIC POWERED BOAT WOOOO. From Bing AI..]

 

- Requires at least 2 ingots of Thanhic Steel, 1 ingot of Magegold and 1 ingot's worth of Cursed Ice to create a Coil.

- The Frame can be made out of other materials so long as it doesn't interfere with the Thanhium, lest the device be too unstable and render it inert.
- If Magegold is shelved, Aurum can take its place but will lose its unholy-smiting ability.
- If either Thanhium or Cursed Ice is shelved, the Thanhic Coil will no longer be able to be made, but still function.

- Ships will remain continually powered by a Thanhic Coil should any amount of mana be absorbed by it over the course of 8 OOC hours, a lone count of liquid essence acting as a single T1 spell on the absorption chart. The more mana you feed it, the faster it goes. This cannot exceed a mundane ship’s speed for the ship’s size or mechanically benefit it on it's own without an MArt.
- Within ships, an overloaded Coil may be considered a ‘maximum overdrive’ state if it directly powers the speed of the ship, forcing it to go at it's maximum. This alone will not exceed the highest speeds mundane steam ships may go.
- Using a Thanhic Coil in a build will always require it to be physically represented on said build.

 

Base Effects & Functions

 

Spoiler

[ Thanhic Heat Exhaust ] [ Positive ]
The central purpose of a Thanhic Coil is to more effectively distribute heat within & distribute absorbed mana within itself more effectively, using the Thanhic Steel as a means of consuming mana while the Cursed Ice core acts as an endless coolant- being unable to be melted by the heat generated by Thanhic Steel when consuming magic. While absorbed mana cannot be entirely negated or removed through this method without the natural method of waiting, it may minimize especially potent magics that have been consumed if granted time to rest between eating up forms of magic. This lets it potentially exceed the mana-devouring capabilities of other Thanhic-based objects, & empowers other products of Thanhium within close proximity of the Coil to do the same via this heightened efficiency of dealing with nullified mana. This process idly releases a sparkly cerulean smog as a byproduct. The more arcane energy the Coil is dealing with, the more smog is generated.
- Spells must directly strike the Coil or Thanhic objects in close proximity in order to take effect, just like Thanhium/Thanhic Steel.
- The Vapors released are purely aesthetic during combat and serve only as a tell. If inhaled, they will at most cause one to be dazed. This effect cannot be enforced onto someone for combative purposes.
- Thanhic Heat Exhaust affects all Thanhium on the carrier's body, so long as the Coil is brought with them. A heated Thanhic Steel blade, for example, can absorb for/be cooled down by a Thanhic Coil if the person is carrying or in contact with both items.
- Thanhic Heat Exhaust only starts up should it be left undisturbed by magical things affected/consumed by Thanhium for [2] emotes, taking effect on the [3rd] and every consecutive emote afterwards.
- Thanhic Heat Exhaust reduces an absorbed spell by [1 Tier] on the chart, happening over the course of [1] emote.
- Thanhic Heat Exhaust does not affect T1 and T2 spells, allowing T2s to accumulate from greater Tiers and potentially overheat the Coil should enough spells be consumed & minimized to that Tier. It takes 8 OOC hours for T1/T2 spells to disperse naturally.
- Thanhic Heat Exhaust will always prioritize Higher Tiers over lower ones. This is to say that T4s will not be reduced one by one until all T5s have been converted into T4s.
- Upon entering a Voidal Hollow or another area which would cause Thanhium to heat overtime, the effect of the environment and the coil will cancel each other out- rendering any Thanhium or Thanhic Steel to work as usual as though the Coil/Environment did not burden the Thanhium at all.
 

[ Thanhium Crystal Tolerance ] [ Positive ]
Thanks to the Thanhic Coil's presence, the arcane tolerance of Thanhium crystals rises- allowing them to absorb just as much magic as their refined steel counterpart without melting due to the combination of constant cooling & the Thanhic Steel around the coil being more efficient in handling consumed mana. In other words, they now share the same Mana Absorption chart as Thanhic Steel.
- Boosts Thanhic Crystal Tolerance when held or in close proximity with the Coil to share the same absorption chart as Thanhic Steel [4 T1s, 3 T2s, 2 T3s, 1 T4, 0 T5s > 5 T1's, 4 T2's, 3 T3's, 2 T4's, 1 T5].
 

[ Meltdown Warding ] [ Positive ]
Unfortunately, like all Thanhium products it has its limits when absorbing mana. Should any of it's arcane-eating limits be met and exceeded, the deep blue Thanhium will be rendered red-hot- releasing a constant hissing noise, blue smog billowing skyward with far more intensity. While surrounding Thanhium will not outright melt they will lose all their exotic properties (infliction of Thanhumburn, anti-magical properties, etc) as the Coil deals with the overload of mana, recovering if left undisturbed by magic for 8 OOC hours. Should any more magic be introduced to the system in this state, it will melt like normal & be unsalvageable without slowing or stopping the spell striking it. The Coil will need at least 2 Thanhic ingots to be repaired by one who knows how to smith Thanhium should this occur, having to entirely replace the now inert Thanhic slag.
- The Thanhic Coil's absorption chart is identical to Thanhic Steel, having the same limits as it [5 T1's, 4 T2's, 3 T3's, 2 T4's, 1 T5].
- Meltdown Warding keeps the Coil and surrounding Thanhium a red-hot color as opposed to its usual deep blue.
- Meltdown Warding only works [1] time per encounter every 8 OOC hours or end of said encounter, whichever comes last.
- This prevents Thanhic items on the person & the Coil itself from melting and thus stopping them from having to be mechanically destroyed when they initially exceed the absorption chart's limits, but the Coil & and Thanhium affected will lose their magic/cooling related properties for 8 OOC hours, including the ability to inflict Thanumburns and absorb spells.
- If Thanhium or the Coil are struck by mana/a spell in any form while Meltdown Warding is active, it will melt without interrupting or slowing the spell causing it's destruction.
- If the Coil is introduced to new unaffected pieces of Thanhium/Thanhic Steel when Meltdown Warding is active, it will render them overloaded as well.
 

[ Coil Brittleness ] [ Negative ]
Due to the extreme high and low temperatures the Coil faces, the Thanhic Steel spun around the base is delicate compared to other Thanhic Steel products. Being weakened to a strength roughly around Slayersteel, it may shatter if struck enough times- every half ingot of Thanhic Steel used to spin around the Coil scaling up it's durability to an extent. If broken, the Coil will be rendered inert, and surrounding Thanhium will resume their usual properties. The Coil will need at least two Thanhic ingots to be repaired by someone capable of smithing Thanhium. Armor or other forms of protection cannot be used to cover the Coil, lest it lose its cooling properties by being unable to vent its smog out quickly.
- The Thanhic Steel which makes up the Coil is as strong as slayersteel due to the extreme temperatures at play, shattering in [4] direct hits assuming the attacker is using blunt ferrum with average descendant strength.
- Every extra half-ingot of Thanhic Steel used on the Coil boosts its base durability of [4] by [1] strike to a maximum of [6].
- Armoring or covering a Coil to the Thanhic Steel of a Coil will disable its cooling properties, putting it on pause till its cover is removed. This is to prevent someone from shielding it with comical amounts of iron/bluesteel to circumvent the durability redlines.
- Repairs cannot be done in the middle of combat.
- While the creation of a Thanhic Coil is RARE knowledge, repairing a Coil is NOT so long as one knows how to work the damaged material.
 

[ Meltable Coolant ] [ Negative ]
Though the Cursed Ice within is heavily shielded, it is not impossible for flames of arcane nature like Voidal Fire, Spiritually conjured heat or cleansing Templaric Flames to disrupt & melt it. Should it be directly struck by these sources of heat with magical origin enough times over the course of an encounter, the Cursed Ice within will melt- needing to be replaced by a carved ingot's worth of Cursed Ice before the Coil is functional again. Superior forms of fire & heat which are magical will be twice as effective- examples of this being Blue Voidal Fire & Dragon's Flame.
- Meltable Coolant will only apply should the Thanhic Coil itself be directly struck by arcane flames, melting if hit [3] times over the course of an encounter or over an 8 OOC hour period.
- Exceptionally hot sources of arcane fire/heat will be twice as effective when dealing with the Cursed Ice inside the Coil.
- Repairs cannot be done in the middle of combat.
- While the creation of a Thanhic Coil is RARE knowledge, repairing a Coil is NOT so long as one knows how to work the damaged material.
 

[ Bulky Device ] [ Negative ]
Carrying a Thanhic Coil around means to restrict one's pacing, due to the simple fact that a Coil is effectively a large lump of expensive materials which are at minimum the weight of steel, slowing them down when caught in the thick of things. This burden may be comparable to the weight of heavier armors like plate mail, only with not nearly the same level of physical protection- something the enfeebled may struggle with.
- Carrying a Thanhic Coil on one's person will classify them as a Heavy Armor user in terms of speed [maximum of 6 blocks when sprinting], following Armament Techlock rules- regardless of what armor they are actually wearing.
- This will negatively impact creatures or people that are unable to effectively carry Heavy Armor (example, people with Voidal Mage strength).

 

Redlines

 

Spoiler

[OOC Conduct]
- Given the nature of the materials at play, Coils require an ST signature themselves alongside whatever container/build they may be stored in if implemented onto a ship/greater device.
- Other feats or lore posts utilizing a Thanhic Coil as a core feature will require an MArt. Examples being Golemancy & Smoggers, though it is not limited to this.
- The creation process of a Coil is considered RARE knowledge. Evidence of learning how to make a Coil should be screenshotted and saved by those taught.
- Repairing a Thanhic Coil is NOT rare knowledge, so long as the person trying it knows how to work the damaged or inert materials on the Coil.
- The user(s) of the Coil is responsible to keep track of spells absorbed & their reductions. I know it's a lotta numbers man, but you just gotta.

 

Purpose & Credits

Spoiler

This post was originally submitted within the MArt section, moved to Inventions as suggested by ST upon review.
Thanhium in it's current state is far less useful compared to it's other exotic-metal counterparts.
It's a metal which effectively takes 5 magic slots to use, prevents any other benefits from surrounding magics and can only stop realistically 1-3 spells before melting.
It's effects were once unique and powerful, but since the release of many counters/alternatives to Thanhium alongside it's many nerfs, it kinda sucks. Null Arcana is walmart Thanhumburn, Auric Oil is more reliable with no need to worry about auric oil "melting", a mundane shield can generally tank more magic hits than Thanhium on average if used right... And to top it all off it's immensely rare compared to the alternatives/counters to it (spells being used by all magic users, Arcanium being able to be made by most mages, Null Arcana & Auric Oil being mass produced). Right now all it's got is the fact that it can stop T4+ magics, but barely. Let us not forget that using magic is a superior way to combat or avoid being harmed by magic. With 1 spell slot you can dodge practically any attack coming your way with Translocation, and with 3 you can tank & deflect with Templarism. To use Thanhium is to give up all of these potential benefits, and when looking at these notes- why would you use it?
I intend to give Thanhium a mild buff through adding onto the lore/story, rather than post an amendment to mindlessly make it better for no irp reason.
I have modified the cooling process to make it more balanced since the original post- only 1 Tier of spell is affected at a time, & this can only begin if it hasn't consumed a spell for 2 consecutive emotes. To ensure that there is an absolute limit to the amount of spells that can be absorbed, T2 spells will accumulate from higher tiered spells and do not go away.
Also, for the sake of having less combatively-focused purposes, magic-powered ships seemed like the way to go. They wouldn't really have much of a benefit beyond how compact the engine may be compared to a proper steam one, and seem thematically more in line with the rest of LOTC rather than the standard steam boats we see on the map. 

Special thanks to RedeemedAiden, Pallodium, Lord of Losers & all those other cool folk who i've ranted to about this post.

 

Edited by SlitheryC1
Shuffled Redlines around, organizing them. Also kept numbers out of lore explanations, letting them speak more about... you know, actual lore, rather than mechanics! Talking about actual lore is something i've been struggling with. Tackled that now!
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

No Thanhic Nuclear Reactors. Also Thanhium update coming soonish.tm

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