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[Amendment] paleknight nuke


meowmaxer

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New: 
Physical State
Redlines

 

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  eight 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. The period in which an eidola drains is detailed in the next redline. 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.  [2] direct strikes from blunt weapons. Boomsteel counts as [2] direct strikes if blunt, and [1] direct strike if bladed. The phantom waters of an eidola will gradually leak from the wound in [7] emotes.
- 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.

- An Eidola's stone exterior will melt if met by 3 emotes of malflame or dragonsflame and 5 emotes from fire evocation's flames. This will create a hole where the fire has made contact, and although the same spot must be contacted by the flame to become weakened, the emote timer does not reset should the flames not be constant.
Due to their stature and make, Paleknights are incapable of riding horses. 
- Paleknights can not move more than 6 blocks while sprinting. 
- Paleknights can not wear armor.

 

New: 
Augments
Redlines

 

Spoiler

 - Augments are only able to be applied in non-combat scenarios, and once they are implemented, act as inherent parts of the Eidola. They may be removed forcibly from the construct, though with some difficulty.
- Augments require [1] soul fragment to create. 

- Augments do not need a mechanical representation, though screenshots of the RP creating and installing it should be kept in case the validity is questioned. They may be an ST signed item if the player wishes. require mechanical representation in the form of an ST signed item, detailing the augment chosen and the eidola it is bound to. 
- An Eidola may only have up to two Mystic augments at any given time.
- Phantom Waters allows for T4 dead breath that expands in 2 emotes.
- Ghost Lantern’s radius is 8 blocks around the eidola in all directions.
- Apparition Cradle increases the standard of 2 soul fragment slots to 15.
- Phantom Bulwark allows for T4 Walling. 
- Phantom Bulwark and Phantom Waters use 1 soul fragment per use.
- Phantom Bulwark and Phantom Waters may only be used once per combat.
- Only Mystics [T2 T3+] and Wights may create Paleknight Augments.

New: 
Palelords: Physical and Mental state.
Redlines

Spoiler

- Palelords are not automatically resurrected upon death as Eidola are, with the exception of death stemming from PvP.
- Must be a minimum of 9 feet tall and a maximum of 15  10 feet tall.
- Cannot perform stealth due to their immense size and are limited to 3 block movement in combat while attacking and 6 while sprinting.
- Have 8 units of Ectoplasm.
- Palelords appear much smoother than Eidola and do not leak water passively, though this is not stronger than an Eidola's normal stone and they have the same durability as detailed in the redlines of the physical state of Paleknights.
- Palelords are as strong as an Olog.
- Retain the same mentality as their previous Eidola self but may have certain mannerisms amplified.
- Have no augment slots.
- After four successive drainings, the form of a Lord would become frail, capable of crumbling with even light force.
- Palelords may have up to 2 additions to their body that are combative in nature (ie arms) but may also have up to 3 noncombative ones at the same time. Palelords can not have more than [2] arms and legs without a MArt. 

- The ghostly aesthetic of the lord is freeform but may not affect combat.

Palelords take damage in the same way that an Eidola does but contain more water, meaning that it will take a few extra emotes for them to die. Palelords contain more phantom waters than paleknights, with them taking [2] more emotes to fully drain. 


Purpose: As it stands, the lore of Eidola is ripe with faults, with the vagueness of their durability and the leaking of their phantom waters leading to incidents of powergaming, and how augments require no mechanical representation. In terms of Palelords, they should not be able to have more than 2 arms at base as they are lumbering statues, with it being susceptible to powergaming too. 

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Sir, another green tag has hit the spook community

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Eh, I don't think they should be getting harmed by blades. It should detail out what it means also; it's too vague. Does this mean a human swinging a short will break the eidolon's stone after 3 emotes? IMO, the X-Strike stuff seems like a Valannor-type of mechanic that will not help anybody. It’s too RPG-like, which doesn't work in an honor combat setting. "You got hit by blade. So, your stone will be dmaaged now".  Whereas the strength of the strike is what shoud matter. Not a number.

 

If you still keep it, you should remove the previous redline that says 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 

 

or change it somehow

 

The auguments are such a nothing burger as they don’t require a lot to the point I feel like having an ST-signed thing for them is needless more work for ST and the players. Or even making it a T3 thing. Why? There is quite literally no point.

 

I agree with the rest, though. I also would add a redline for Eidola, who disguises themselves. . . Sorry stone bros, but you are not supposed to mask yourselves as a construct of stone and water.

 

 

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6 minutes ago, lemonke said:

Eh, I don't think they should be getting harmed by blades. It should detail out what it means also; it's too vague. Does this mean a human swinging a short will break the eidolon's stone after 3 emotes? IMO, the X-Strike stuff seems like a Valannor-type of mechanic that will not help anybody. It’s too RPG-like, which doesn't work in an honor combat setting. "You got hit by blade. So, your stone will be dmaaged now".  Whereas the strength of the strike is what shoud matter. Not a number.

 

If you still keep it, you should remove the previous redline that says 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

 

The auguments are such a nothing burger as they don’t require a lot to the point I feel like having an ST-signed thing for them is needless more work for ST and the players. Or even making it a T3 thing. Why? There is quite literally no point.

 

I agree with the rest, though. I also would add a redline for Eidola, who disguises themselves. . . Sorry stone bros, but you are not supposed to mask yourselves as a construct of stone and water.

 

 

Very fair. Though I'm inclined to disagree with the second part because I see the X amount of strike part as useful to actually quantify their durability so there can't be as much powergaming. 

On the augments, I'd disagree. There's no actual way to keep them tracked right now, and they are fairly meaningful. Also it's barely more work for LT, though I'm biased on such. About it being T3, I don't think 1 slot mystics should be able to give paleknights augments. 

Feedback is noted though, ty 

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Just now, meowmaxer said:

Very fair. Though I'm inclined to disagree with the second part because I see the X amount of strike part as useful to actually quantify their durability so there can't be as much powergaming. 

On the augments, I'd disagree. There's no actual way to keep them tracked right now, and they are fairly meaningful. Also it's barely more work for LT, though I'm biased on such. About it being T3, I don't think 1 slot mystics should be able to give paleknights augments. 

Feedback is noted though, ty 

For the tier is mostly because it isn't going to matter. It’s just why? There is no requirement. It would make sense if you'd a soul for it or something. That would be a good fix for also a st ticket + prevent random aug meaningless spam. Which I see the issue with.

 

I understand your point to add X strike. I have seen a few Eidola who simply ignore it LOL. Perhaps, merely add a specification whereas the hit needs actually a Strength behind. At least for the blades! I think it'd be too silly if a short sword or something similar not meant to crack stone can damage it. Sometimes, you need to be prepared to fight some type of enemies! You can't always overcome something by just swinging.

 

 

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Title is based enough

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Remember when a ferryman made a TND (Total N word death) reference and got a 3 month ban? I do

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2 hours ago, PCSwift said:

Remember when a ferryman made a TND (Total N word death) reference and got a 3 month ban? I do

didnt know of either, i just made the name bc i hate paleknights. ty for letting me know 

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One day, I dream of a future when the Valannor olog/golem tier strength powergaming arms race will be completely wiped, but this is a good start

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idk feels unnecessary. stuff like the arm nerfs for palelords are whatever but the height reduction feels redundant. it sets them apart physically a bit better

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11 minutes ago, jackCool said:

idk feels unnecessary. stuff like the arm nerfs for palelords are whatever but the height reduction feels redundant. it sets them apart physically a bit better

you dont and shouldnt need to be 15ft tall to be distinctive

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me when I cant be impervious to many weapons be 15 feet tall several armed wear armor and powergame how many hits it takes to kill me... SIGH.. frick my stupid baka life..... it's so hard out here..

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24 minutes ago, jackCool said:

idk feels unnecessary. stuff like the arm nerfs for palelords are whatever but the height reduction feels redundant. it sets them apart physically a bit better

Every pale knight/lord I have encountered besides hawkeye's always just emotes *falls on you and crushes you. this is stupid. i am all for nerfing the average palelord [which you just GET btw, you don't have to be anything prior] from being able to powergame

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shoulda just written a one-liner "shelf this ca". paleknights... ts... pmo.... fr.... on god

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