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ronin_champloo

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Everything posted by ronin_champloo

  1. Apologies, but you've seem to have some of the advantages wrong. Allow me to amend them for you. Taking into the advantages of the limbs: Animii - Replacement limb. - Made of [specified] material. (Metal, but there's veins, etc, that allow it to work with the descendant's blood. If someone slashed at an Animii Limb with a sword, it'd still grant pain, and it'd still damage it to the point where repairs are needed.) - Can feel pseudo-feelings. - Strength of descendent. - Can overlock to that of greater strength (Doesn't specify if orc strength or not). (This brutally damages the limb beyond repair, and damages your body as well as body are not able to handle that kind of strength.) Golem Limbs - Replacement limb. - Made of stone. (This has been in discussions in the ST Chat for a while, but bashing or using your Golem Limb as a weapon damages the runes on it, effectively breaking and making it inert.) - Prone to brute force damage over piercing/slashing. (Once again, a blade can effectively damage a Golem Limb as long as they target the rune on it. Keep in mind that it is also fairly heavy.) - Strength of descendent. Atronach - Replacement limb. - Can do non-combat RP of evocation flavor. (But can be enchanted for a myriad of effects.) - Strength of descendent. (Except for Telekinetic Limbs which can be as strong as Orcs for a duration of time, and it doesn't have the detriments to it as Animii Over-Locking.) ____ To further clarify the disadvantages of the atronach limb are not present in the written lore however I would assume; Atronach Limb disvantages - Prone to unexpected movement/reaction/control in the voidal hollow. - Can be abjurated/Auric Oil to 'deconjure'/destroy the limb. (Auric Oil can only damage things that are T3 -- or below -- in nature. Reading over Atronach Lore, it states that Atronachs bear the strength of T5 mages, save for Ice Atronachs. Applying this knowledge, one can assume that limbs are T5 in nature, as they also require mastery in a Voidal Magick (The Evocation, Transfig, and Atronach Forging) to create, meaning that Atronachs Limbs cannot be damaged by Auric Oil.) See Below: - Auric Oil affects all mana-based spells and creatures (therefore, paladin magic, druid magic, house magic, etc) that are T3 or below. An ice atronach has around the strength and constitution of an adept mage (T3). Their core can sustain four hits before they are incapacitated. Fire Atronachs have the strength and constitution of a master mage (T5). This means that they are exceedingly fragile, requiring only three hard hits to their core in order to render them incapacitated. Water atronachs have the strength and constitution of a master mage (T5). Their core can sustain three hits before they are incapacitated. Requires [x] evocation, transfiguration, and atronach forging to create, and requires a valid MA to play as well as a valid creator. I've had some thoughts about the turning off, and turning on idea you've said but I don't think it'd make sense as the limb is continuously working off the person's mana to survive and work. I don't think there'll be a plausible IRP reasoning for it.
  2. Primarily, the reason why I did this is not to 'further take down some Voidal Lore' but to offer balance and identity onto the prosthetics. So far, Atronach Limbs have the best coordination, durability, are painless and can be enchanted. This is to further tie into the Mage 'niche' that has been carved out by Voidal Lore. The disadvantages for the other limbs are as follows: Animii - Cannot replicate Hand-Eye coordination. - Stiff - Needs constant repair, and check-ups. - Connected to the body itself, and damaging it grants pain. Golem Limbs - Unironically the worst(?) durability as the runes on the limb can be wacked. - Golem Spikes - You have to talk to a Dwarf. Atronach - None. The lore doesn't state any. A weakness to Thanhic-Steel is universal for all limbs, save for Animii, so I won't be counting that for any of them here. Link: Personally, I hope the balance to Atronach Limbs will allow further writes to have more of a focus onto their aesthetics, and strength within the 'mage' niche. Note: I really do hope Golemancy gets buffed.
  3. Hey! -- I came to this conclusion as Atronach Lore is already rather vague. While the Atronach Limb doesn't grant a bigger mana pool, it still harnesses the void for their spells, or enchantments; Telekinetic Limbs being a major example of one, as it grants Orc-Like strength to the user for a limited duration of time. While the Voidal Energy isn't entering the body, it's still affecting them, and the effect -- of such -- can be seen in Voidal Hollows, and other areas seen prior. Keep in mind that they're using this for various amounts of months, years, or even decades as most mages are elves. Not really sure what you mean by this as I've stated that the effects settle within 2 OOC days, or 2 IRP months. I don't know what kind of mage you're standing close to who's casting for 2 IRP months, but I'd request you report them as they're majorly PGing ; ) Again, not too sure what you mean by this as Enchantments -- most of the time are inert, and require activation to use. And once more, I've stated that the effects settle within 2 OOC days, or 2 IRP months. I haven't really heard of an enchantment that lasts for 2 IRP months, nor a person who has an enchanted item that's stabbed into them, for 2 IRP months. Overall, please read what I've written rather than skim it, before leaving a reply. Thanks! Seems the trade off for fancy spells, and Orc-Like strength (From Telekinetic Limbs) is a weaker body. . . like in . . normal Voidal Lore, and prosthetics aren't made for CRP but rather granting substance, and flavor, to normal RP. If you'd like, the Dwarves are really open with their Golem Arms. Give them a visit ; ) Not really as Voidal Hollows augment, and make Voidal Spells go chaotic with power. If anything, using Atronach Limbs in Voidal Hollows would make them more powerful, yet less controllable.
  4. Amendment: Atronach Limbs. Following a discussion that I’ve had with a few mage friends, we’ve concluded that Atronach Limbs are the be-all, end-all limbs for all. An idea we’ve had is such; as the void is being used, and placed on one’s body, they’d don a weaker -- yet still evident -- variant of Voidal Poisoning for as long as they use it. The redline will be as follows; - Those who use Atronach Limbs will also be affected by a weaker variant of Voidal Weakness that targets them. As such, they’ll tend to struggle using two-handed weaponry, find their stamina more easily drained during activity, and are limited to Half-Plate or Light Gambeson. This effect settles in within 2 OOC days. - This effect is not permanent, and upon removing the limb, they'd see their stamina and strength return after 1 OOC week.
  5. "I'm nothing but shocked." A vagrant commented. ________________________________________________________________________________________ "INFORMATION SCANNED, PROCEDURE OPERATING. CONCLUSION: GUILTY." DAEL VIII stated.
  6. A musin stands atop a hill of Elysiumite Corpses. He screams at the top of his lungs, eye filled with vitriol. "RACISM HAS BEEN FELLED ON THIS DAY!"
  7. SEVERED ALCHEMY [Rare] NULL ARCANA - T3 An invention of eld, Null Arcana was once known as “Mage’s Bane '' and was highly prized by both assassins and Mage-Hunters. Due to the original recipe having been lost to time, Alchemists of the modern era have since developed a less potent variant which inhibits the drawing of one’s own mana via the introduction of a foreign source. Should Null Arcana be treated onto a weapon and strike an individual or enchanted item, said target would find itself unable to cast spells for [2] emotes. Further, should Null Arcana strike a magical construct such as an Atronach or Golem, the target would be stunned and unable to operate for a period of [1] emotes. It is noted that due to the chaotic nature of the Null Arcana’s infusion, tools binded with the substance will be made brittle and break after a single use, making the treatment of ammunition ideal. It works off the same method as Thanhic-Steel does, where Foreign Mana is placed against the body, preventing people from calling upon their natural source of mana. Effects: As mentioned prior, it is a tool to equalize creatures, and mages, to the mundane man. Should it hit an individual, or an enchanted item, they would find themselves unable to cast their spells or harness their inner abilities for [2] emotes, furthermore allowing a person to strike against the supernatural that may plague the descendants. Strangely, due to the infusion, the items crafted with this become more brittle, which means that a blade would only be useful once before requiring a new one. Truly, the Null Arcana was designed for ranged purposes. In addition, the mage’s bane is highly reactive, which means it must be contained in some sort of container to keep it from losing its properties and or combusting within the narrative hour. - Null Arcana, once treated onto a weapon such as steel, weakens it to the point where it can only last one blow against hard objects like weapons, plate armour, and mail until they are bent out of shape and/or dented severely and need to be repaired. Lunarite may sustain two blows. - It cannot be treated onto Thanhium as the Mana will conflict with one another. - The concoction does not grant pain to a recipient, it only prohibits them from casting or using their abilities. This said, the treated weapon would hurt as any other. - Upon striking a magical construct, they’d be unable to operate for [2] emotes, acting as a stun. This does not refresh at all, and has a cooldown of [1] emote meaning one cannot 'stunlock' a magical construct. For Golems, however, Null Arcana is only able to deactivate external sigils rather than the whole entity. The 'magical' construct that it's able to affect are such; Golems, Atronachs, Sorvians, Eidolas, Flesh Golems, Palelords and Wights. - A magical construct can only be stunned [2] times per combat encounter. - Should one be stunned, the aforementioned inability to cast or use abilities [2] emotes won't be subject to them. - Magic creatures, the supernatural even, also fall prey to the weapons, able to strike them even if they were incorporeal such as wights, wraiths, and ghosts. - This requires an ST signature and is considered rare knowledge. - One cannot activate enchantments or cast spells if they are carrying a Null Arcana treated item. The spell will be unable to be conjured as the individual cannot properly make a connection to their mana. - One cannot splash the oil of Null Arcana to reap its effects, you have to treat and make a tool, or weapon, out of it. This also means you cannot impromptu coat a weapon with Null-Arcana. - One cannot use this to meta-test Mages or Creatures, one needs to be suspicious of an individual with valid RP if they wish to test someone with it. However, should a disguise be hingent upon an enchanted item, striking the item would indeed disable the enchantment. Chart: The item will be used to soak up the regents. Depending on the item, it will require more. Use this chart for reference: Tiny: such things as (2) bolts, (2) arrowheads, spikes, or flechettes. | (1 Bottle) Small: such things as daggers, Short-swords, or spearheads. | (2 Bottles) Medium: such things as polearm heads, arming swords, longswords, etc. | (3 Bottles) Large: Lances, greatswords, etc. These require eight doses of liquid mana. | (4 Bottles) Recipe: Group 1: Base: Liquid Manax1 Mundane: Impediment x2 Mundane: Connection x3 Mundane: Reduction x2 Group 2: Base: Liquid Mana x1 Mundane: Order x2 Mundane: Balance x1 Creation: Creating Null Arcana in the basic, and normal method of alchemical extraction and mixing leads to it having a chance of combusting and exploding (¼ roll), therefore careful measures have to be used in the creation of Null Arcana. This is done in two groups, listed above. The first group is mixed until it resembles a transparent liquid, and the other more-so takes on the color of a reddish-liquid. Nonetheless, afterward they must be mixed with one another. It is imperative for one to carefully do so, as there is a possibility for the liquid to lash out and sizzle chaotically. It is then held in an air-tight container to prevent its properties from sizzling out, if left open for [3] emotes or [3] minutes in narrative time then it'd lose its properties and become inert. To treat it, there are two methods. One where Null Arcana is poured into a tray alongside an item, and it slowly begins to take in its properties. This takes [1] OOC day (One day IRP) to do. The other method is where the item is heated up, then quenched in the mixture to apply an on-prompt coating of it. However, as this is a rather dangerous and fast motion, there is a possibility for the liquid to lash out and sizzle chaotically (¼ roll), and should it touch skin, the user will be burnt by it and unable to cast magic for [2] OOC hours. _______________________________________________________________ [Rare] HUMMING IN A BOTTLE - T2 A relatively simple concoction, one that can be treated onto a variety of tools – be it jewellery, or weaponry. It bears the appearance of a translucent, and verdant liquid. Some Alchemists have used it so that the effects of insanity wouldn’t grip them so easily, for with solitude comes the fading grasp of reality. An example of this use is a bygone soldier, who has lost his family. He uses this concoction to delude himself into thinking that they are still with him. Possible Uses: Couriers, Jewellery, and Contracts. Effects: At its creation, or when opened, one could speak for [3] emotes, before it begins to become inert. During this time, anything spoken or heard can be held and contained within the concoction. When released, or broken, with concussive force; it’d release a noise – or words – spoken at its creation or a set period of time. This effect lingers for [10] emotes, repeated again and again. While there’s no physical difference to a treated weapon, one will find that upon interactions and when the item is moved – through combat, or in mundane situations – it’ll make a harmonious noise, as if it’s singing. The item that it will be treated upon will continuously soak in the mixture of the potion, along with the message inscribed to it. - The noise will not be enough to harm someone’s ears, it’s purely aesthetic. - Voices come off as a haze, and while their identity is unidentifiable, seemingly androngous, the words can still be heard. - When treated upon a weapon, or tool, the voice instead turns into a humming or other musical noise. You cannot engrain items with the ability to repeat words. - At most, it can hold [3] sentences. Anything else, and it’d fizzle out. - This does not require an ST signature. Furthermore, it is considered rare knowledge. - The message should, ideally, be within the description of the potion. Recipe: Base: Distilled Water Mundane: Lifex2 Mundane: Endurancex1 Mundane: Vigourx2 Mundane: Soundx3 _______________________________________________________________ [Rare] MIND’S TEMPERAMENT - T2 A damning concoction, one made with the illusions and paranoia of a man. It bears the aesthetics of a purple-ish cloud within a vial. Possible Uses: Circuses, Jesters, Tricksters. Effects: Upon contact with air, this mist-like cloud would quickly evaporate into a thick haze which expands outwards, obscuring vision and muddling one’s senses. It surrounds the area of impact with a radius of 3 meters, which expands onto six with [1] emote. Overall, the mist lasts for [4] emotes. Within the haze, one may find their grasp of reality slipping, and illusions may occur to those who’d inhale it. One could see multiple of their opponent, perhaps even see a monster instead of the person in front of them; it is purely free-form and does not affect one physically. - You are not able to treat a weapon, or item with this. - One has to inhale the cloud to don the effects, if you hold your breath and walk out, you wouldn’t be affected by it. - The illusions must be realistic, and not outlandish; they have to be something that you can experience. - It does not grant any semblance of pain. - It is recommended that the alchemist, and the opponent, OOCly talk with one another so that they may come to an agreement on what would occur, it is purely left up to player interpretation. - Being in the cloud also grants the effects onto the Alchemist who has thrown it. - This does requires an ST signature and is considered rare knowledge. - You cannot mess with taste and pain. - Overuse of this potion may lead to permanent, and purely-aesthetic, effects. Etc; paranoia, schizophrenia. - The effects last for [2] emotes before ultimately fading out. Recipe: Base: Liquid Mana Base: Item associated with the illusion, etc for flames one might use cinder. Mundane: Blindnessx3 Mundane: Instabilityx2 Mundane: Fearx3 Mundane: Chaosx2 Credit: Phil - Old writer of Null Arcana. Snow - Told me not to name it 'De Wees Alchemy'. Changelog: - Lowered the stun on a Magical Construct to [2] emotes instead. - Added that a Null Arcana-Treated weapon/tool, and an enchanted item, cannot be in the same inventory at the same time. - Redid 'Humming in a Bottle' requirement for ST signatures. - Added that one cannot have a Null Arcana-Treated weapon on their person, if they are casting a spell. - Changed Harlot's Temper to not requiring an ST signature. - Applied ST Feedback.
  8. AUCTION CLOSED. Tallying up who won, etc. Give me a minute or two. --- 1 - $15 Qizu Qizu#0001 2 - $30 SneakLvl69 MortalZod#6591 3 - $30 Grim Jax#5415 4 - $20 Sug_ Sug#4795 5 - $30 SneakLvl69 MortalZod#6591 6 -$15 Qizu Qizu#0001
  9. last 20 min for the auction B)

     

  10. no ******* way swifty sam

  11. Last day for our skin auction !

  12. we have decided to kindly -- and respectfully -- decline your bartered goods
  13. i will confer with my colleagues about the value of this
  14. depends. what r these bartered goods
  15. While everyone is bunkering down for the bidding civil war, I would like to thank ALL of you for (possibly) giving me enough money to afford an air fryer. GOD BLESS U ALL
  16. CHANGELOG: - Added another Skin from Trinn.
  17. Hate to be a repeating record, but Unbaed as now joined the Skin Auction ! Check out her skins here

     

  18. Unbaed has decided to join the Skin Auction ! -- check out her stuff here !
  19. Trinn has added a few for her skins on the Auction, check them out ! B)

     

  20. Trinn has graciously decided to sell some of her old skins on here !
  21. CHANGELOG: - Included a head for 5 - CHADhan.
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