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glassyskies

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Everything posted by glassyskies

  1. spoopy **** wore my dogs skin :(
  2. IGN: glassyskies Discord: boughtabride # of Characters: 1 References: will send on discord!!!
  3. A lonesome bastard gazed upon the ledger with a keen eye. "About that.." quietly rasped past his lips, and his eye was turned to scan the packed bag on his right. With a pull, then shrug onto his shoulders, this pack was delivered elsewhere, to some desolate location in the South...
  4. After some consideration, I've decided to self-deny this piece. The original intent had been to give the community the power to filter bad faith actors, hence the amount of members required. A single, bitter necromancer would be incapable of wiping a coven, and as a previous siliti player, I know how much damage a one-man disconnection can do to a community. Necromancy in its current state is in an era of RP feuds. Different covens are vying for control, yet there isn't all that much they can do to each other when confrontations arise. Conclusions to arcs and narratives cannot be had. Because of the way the magic works, necromancers are stuck in a cycle of killing each other and coming back because no one can actually be stopped. I don't think that my submission in this state is going to solve that problem, so I'll self-deny instead.
  5. Would you suggest I make it so you lose the ability to be reconnected, but keep the slots? I could rework it so that the first disconnection is free, but if you're disconnected a second time you lose these slots. I think that'd be more than fair.
  6. I'll go ahead and add an OOC thing to it. I understand the panic surrounding OOC motivation and will adjust the write accordingly to ensure no bad faith can be brought from OOC into roleplay. You've made good points. As for the loss of magic slots, Necromancy was meant to be similar to Naztherak in the way that it has a very firm hold over the slots it occupies. This would mean loss of not just two, but all four dedicated slots. I adjusted it to two to ensure the person wasn't without any options or opportunities if they wanted to go outside of necromancy. I will also add a little bit about Liches & Darkstalkers to the redlines to detail how this might affect them. I do not want this to PK them outright as that would add to the issue more, but I'll make it extend their respawn timer or something similar to it. Thank you for the constructive feedback.
  7. I wholeheartedly agree that this subject is touchy and can be used in bad faith, but as you said, the community is not toxic. Abuse of this mechanic would prove otherwise, yes, which is why I included the fact that it requires 4 Tier 5 necromancers in order to conduct. I will add that the ritual requires a TA to learn as well, since it wouldn't make much sense to be able to disconnect someone but not connect them.
  8. You just described chaos disconnection. I'll consider this, the only reason I didn't want to include this is that the CAs of Necromancy have their own ways to deal with them, or should at least have different amendments made to correct the gaps in the lore.
  9. Beyond the ill will of the societies a cunning necromancer may infiltrate and operate within, a coven is held so sacred and dear to any weaver worth their salt. With this group of similarly aspiring folk, their guard may be lowered and their minds be left to drift away, without the paranoia of being found out by the lowly street dwellers of their cities. They expect it not, but a dagger to the back could be just as likely, though this one wields more of a bite. The sting of betrayal. An ill-fitting necromancer may be culled of their prowess by a gathering of four other master necromancers through a debilitating, long forgotten art often thought impossible to all. The Rite of Severance is capable of being conducted by four tier five [Tier 5] necromancers so long as one of the participants has learned this rite. When initiated, the poor victim must have been beaten down or restrained, otherwise they may interfere with the ritual through physical means. Through pooling lifeforce into the victim, the gathered necromancers may twist and warp this natural substance into something so volatile, it causes their soul to weep. It crackles and tears, soon torn into separate halves. They are relieved from their duties as a necromancer, left unwhole by those they once held so much in common with. This ritual strips the victim of their status as a necromancer, taking with it two [2] of the four [4] permanent magic slots, leaving behind only three [3] to be permitted to the poor fellow. After their gifts have left them, the once-weaver will forever feel a muffled ache within their damaged soul, plaguing them with a cold, relentless feeling that persists when this wound is freshest, and persists for two [2] out of character weeks. Their mentality will warp to harbor more ‘human’ or typical traits that your typical necromancer would not often find themselves feeling, with this effect being amplified ten fold if the necromancer was far along in their studies. To go from feeling nothing but all of descendent kind’s negativity, to feeling so much more in the blink of an eye would surely warp the castaway’s mind. However, this ache may be remedied should the necromancer be ordained to the art of necromancy once again, regaining their lost magic slots. Redlines: - The Rite of Severance requires 4 Tier 5 Necromancers to conduct. - When learning this rite, it must be marked on your valid Necromancy MA. - A player must have a valid (accepted) TA in Necromancy in order to learn this rite. - This ritual is to be learned/taught like any other Necromancy Ritual. - The victim of the ritual is required to consent OOCly for the ritual to proceed or be effective. - Upon severance, the victim must have their Necromancy MA, as well as TA (should this apply) denied. - This ritual must contain at least 4 emotes per participant in order for the roleplay to be valid. - When disconnected from the magic, the victim permanently loses 2 of their 5 total magic slots. These magic slots may be regained ONLY if dedicated to necromancy, should they be ordained again. - A disconnected necromancer who is ordained another time over will begin at Tier 1. - The disconnected necromancer forgets the intricacies and mechanics of how necromancy functions, but does not forget things like names, faces, or aliases associated with the magic. - After disconnection, the necromancer then abides by monk/CT revival rather than necromancy revival guidelines. - A Lich cannot be disconnected from Necromancy. The same ruling applies to Darkstalkers and Draugars. However, should a Lich or Darkstalker be put under this ritual, it will effectively soft shelve the character for 1-2 OOC weeks, similar to how pestilence persists over the same time frame.
  10. One soul sobbed in both sorrow & triumph... Split between tragedy & laughter, they croaked. Was it really so easy? To lose?
  11. Luonto is something you activate and deactivate as a T5 druid. If it were passive, it'd be something that is a constant around you (like how passive connection worked with the current accepted edition of druidism). It is also a non-combative spell, meaning no chords would be used to exhaust the druid should they opt to have their luonto active at all times. I suppose it's like a light switch
  12. A set of rusted plates sung the song of march with the news. An enemy in the eye of the Uruk, but a friend at heart. This one sought for pallid elves - namely those unknown and untrusted.
  13. hand it over. my discord is Glassy#2732
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