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Posts posted by Bonito
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6 hours ago, JoshBright said:
Discord: Joshua#2340
Bid: 23
Skin: Mercenary
at least @ me when u outbid
kujo#0404
$28
mercenary
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38 minutes ago, JoshBright said:
Discord: Joshua#2340
Bid: 5
Skin: Mercenary
kujo#0404
$20
mercenary
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Maybe having potions that cure individual soul stuff might work better? You mentioned muritor a few times but that cures one ailment, whereas this one does a lot more. iirc, paladin purging can only be done at certain tiers and requires special tools/additional people at times, while this is something that could be mass produced and thrown around by individuals.
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2 hours ago, chained man said:
we have decided to kindly -- and respectfully -- decline your bartered goods
i am going to rob the winner irp and take their skin, thank you for your time
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7 minutes ago, chained man said:
depends. what r these bartered goods
of my wares, i carry a $25 doordash coupon, an iphone charger, various utensils and silverware for everyday needs, and a gaming mouse
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do u take bartered goods as opposed to money
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- Popular Post
- Popular Post
[!] Across the realm, missives are scattered, cold to the touch.
So it is done, I take my first step on your stained grass.
Where is the crown?
I see false shepherds; clergymen of the Canon.
It is the bloodshed you have wrought that grants my feet semblance,
Your treachery has impressed.
When the skies ran red, did you taste the blood of your fallen?
Your brothers and sisters?
You are shown the magnitude of your folly,
Returned the blood you spilled,
And now I remind you what you are:
Mortal.
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interesting post wowj, keep it up!
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please change the color of the text im squinting so hard
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A gaunt man bearing the forgotten face of an old lord stood before a tree. A line had been carved upon it, his own handiwork.
“The crown takes another. May you find solace in the Hells, child.” And so he set an old Lorraine Cross at the roots, the talisman emitting a dim glow. The man trudges on, a duty nearing completion.
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“It is done,” A cloaked man whispers. He lingered in the forest outside of Reutov, bringing a knife to wood and carving a line. “Free at last, my Ivan.”
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[!]
This is a lore compliant prophecy, only able to be experienced and/or dreamt by characters with an accepted Seer of Vaasek, Naztherak, Farseeing, or Vivification application.
One Shut
You awaken to the grass prickling your skin. The breeze carries a pleasant warmth, as does the sun. Wherever this place is, you do not recognize it, yet it feels familiar. Hearing the sound of running water not far off, you arrive at a river. There is nothing special to it, aside from it being the only detail on an otherwise dull field of grass. As your hands submerge to drink, you come to a realization: they are not your hands at all, and the face reflected back at you is a foreign one.
Trying to call out does nothing. No matter how hard you try, something is clamping down on your throat. You look around. Alone. The grip around your neck tightens, bringing you to the dirt. It stings, like a thousand cuts at once, but never enough to overwhelm; a calculated cruelty. The sky itself seems to turn a blind eye to your torment as darkness seeps in from above. As you look up, the very sun has been stolen from you, a ring of light encompassing an eclipse. The pain in your throat has become overwhelming by now. Was this the cause?
Time is slipping, there is no time to ponder. You crawl for the river, the only company to be had, and witness a crown deep in the waters, something that was not there before. It calls to you, a voice so welcoming that you cannot help but oblige. The river is deep, and as the light around you fades, the glimmer of the crown remains a beacon. Jewels of all colors, hypnotizing as they shine proud in the dark. Simply looking at the circlet is enough to bestow comfort. You sink on, reaching for it… and then black. So close.
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- Popular Post
- Popular Post
The Infernal Blood Rites
The realization of power within your own being is often startling to those who learn of Blood Magic and its capabilities, yet even more of a surprise is the cursed power drawn from interweaving it with maleus. Though rakir is no special substance on its own, those capable of controlling blood and the infernal are innately granted the knowledge to effectively utilize it in rituals. A blood mage with knowledge about the infernal may theorize the potential for combining these two arts, yet would not innately know the rituals and spells - the same for an inferi or Naztherak aware of blood magic. Together, two disciples of these different crafts may experiment together to find such, but it takes a user with both to innately know its full capabilities.
Unlike mundane Blood Magic, this art relies more on genus than it does mages; after all, the infernal circle calls for sacrifice. Modifiers are not granted by an increase in Blood Mages but rather the amount of genus offered into the circle. This circle is drawn as a pentacle with each rune then drawn in one of the points and the rune of mortality in the center pentagon.
Spoiler- Infernal Blood Magic is a marriage piece between Blood Magic and Naztherak - it is not a new magic but a combination of the two.
- Infernal Blood Magic is not innately known when either of these two magics are obtained without holding the other. Players may only innately know of this and may self teach by themself when they have Naztherak and Blood Magic at the same time. Inferi cannot self teach infernal BM due to their chaotic minds.
- Players with only Naztherak or Blood Magic may freely RP a suspicion that such is possible and may learn of the recipes and rituals as they see fit should they be in contact with someone who knows the other magic. For example, a Blood Mage may freely seek out a Naztherak to experiment and find out the rituals, but they will not know the intricacies of them beforehand.
- Does not require a seperate application, an ST need only make a note of the known rituals on a player’s Blood Magic MA.
- Due to the nature of the modifiers and the goal of sacrifice, all rituals may be screenshotted when completed and then sent to the handling ST. This is to ensure that no captives are kept for hours on end while the ritual envokers await an ST to roll for them. Abusing this mechanic will result in strict punishment.
Modifiers
For every additional unit of genus added to the circle on top of the initial cost, a +1 modifier is gained. This means that while a ritual may cost 6 units initially, giving ten would add a +4 onto your roll.
Spoiler- For every additional unit of genus fed to the circle, +1 is to be added onto the roll for the ritual.
- Rolling a 1 will always fail the ritual, even with a +10 modifier.
- The required rolls are always out of 10 instead of 20.
-These modifiers do not relate to normal blood magic and are kept to the infernal blood rites.
Rite of Corruption
Tier 1 Ritual.
A bastardization of the elemental rituals practiced by blood magi, the rite of corruption warps both material and flesh with a glimpse of the High Hells. Objects may take on grotesque forms or have their abilities warped entirely. These are not placed on top of previous ensorcellments, rather applied on their own. This is to say they do not stack with them but may with voidal enchants.
SpoilerFire: quite predictably, becomes the malflame of the original maker. Should a Naztherak or Inferi be holding a fire corrupted weapon when it touches blood, malflame will wreathe itself wherever the user wishes on the corrupted object. The object becomes blunted and slightly lighter in the spirit of burnt wood. Weapons are dulled and yield imprecise, uneven cuts. This draws [5] maleus from the wielder and lasts 4 emotes.
- Does not work on projectiles as they are not held.
- Malflame cannot burn through armor, clothes, etc. It must touch skin or hair respectively.
- Will not work / cannot be used if the user is not a Naztherak or Inferi.
- Malflame will not occur if the user does not have any remaining maleus or if they do not will it to appear. This is to say the user may choose if they wish for blood to spark the flame.
Water: violently removes any previous enchantments which may be applied to an object as their fuel sources are destroyed - an action which is often interpreted as a sacrifice to the high hells themselves. Items with lightstones will find that they are completely drained of power and other similar voidal gems would see the same happen to them while enchantments are wiped clean off an object without trace.
- Items with lightstones or arcane focuses would be drained of power and rendered inert.
- Enchanted objects would have their respective enchants wiped clean and destroyed.
- Requires ooc consent to delete an enchant or render an item inert should the blood mage not mechanically have the object (soul bound, etc).
- May be used on small structures such as voidal obelisks and drake shrines to render them inert and destroyed, though the limit of such is left up to the ST taking a ticket.
- Only applies to voidal and paladin enchantments. MArts and other extremely potent magical artifacts are up to the ST and may be allowed or unallowed depending on their nature.
Air: brings forth twisted personalities. Objects corrupted with air learn to chitter, harass, or simply speak to their wielder in ilzakarn. These objects will develop personalities, often learning to taunt their wielder should they get hit, or spew forth vile insults should a newcomer pick them up.
- Cannot be used to metagame such as telling the wielder about information unseen or unknown to themself.
- Only speaks in ilzakarn and will only talk, not move in any fashion. An item does not need a mouth to talk, rather the voice may emanate from it.
Earth: corrupts any wounds that it may create, resulting in more painful and sinister appearances. A wound created by an item corrupted with earth may appear like blackened roots spreading out a few inches from it. Blood flowing out of these wounds may aesthetically turn to ash and cinders that coat whatever they touch, creating an infernal aesthetic on the battlefield.
- Wounds may appear blackened and have a root-like design stemming from them, but ultimately this is aesthetic.
- Does not speed up blood loss, and is once more aesthetic only.
- Wounds will heal in the natural amount of time and the root design will disappear only after it is cleansed by holy magics.
Light: brings warmth upon a Naztherak and discomfort to others. Objects will feel comfortable for an infernal practitioner to hold yet distinctly uncomfortable to others as they bring about sweating, nausea, and general ailments.
- Objects corrupted with light may still be held by non Inferi or Naztherak, this does not prevent interaction.
- The ailments from holding an object corrupted with light will never be anything more than very uncomfortable - though this is not to say that they can be ignored outright.
- The longer an item corrupted with light is held, the more the effects amplify.
- Does not bring actual warmth to a Naztherak, but rather a sense of comfort.
Dark: when placed on flesh dark will corrupt the body's appearance. The body must maintain a humanoid shape, and nothing can be added, merely altered. Dark is the only one of these corruptions permitted on flesh but it allows for revolting appearances such as patchwork skin or sickly discoloration. To add dark onto flesh, one would merely draw the pentacle with a dark symbol within the center upon a victim’s skin. After such was drawn, they would be placed within the center of the pentacle before the ritual is then sparked.
- The changes cannot be conventionally attractive.
- The effects on flesh cannot be overwritten by any form of alchemical treatment, including Tawkin, though may be removed by destroying the symbol.
- Dark corruption is purely aesthetic and cannot be used combatively, i.e. no rokodra skin.
- Dark corruption on animals may cause even more grotesque mutations than on descendants such as two heads, though they will only be aesthetic.
To perform this ritual one must firstly draw the pentacle in blood before placing the rune of mortality in the center and the chosen mechanical and aesthetic runes within the points before blood would then be fed to the circle. Once all of this is completed, the Naztherak may imbue the pentacle with their maleus, and place their wound to the edge, sparking it to life. These rituals can be performed alone should the user have the ability to control maleus and require 4 units of genus by default with each additional unit on top of these adding +1 to the modifier.
Roll 1-2: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, a temporary black hole that deprives the area of air, a noxious fume cloud, chunks of a landscape or magma, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 3-4: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 5-10: the ritual succeeds as intended. ST should be contacted to appropriately sign the item made.
Redlines:
- The ritual does not carry a defined emote count but should typically take around 3-4 emotes to perform.
- This ritual cannot be used to mass produce enchantments; a blood mage may create 2 objects per day (with any amount of allowed effects as listed with repeated uses of the ritual) with a maximum of 4 objects in 2 OOC weeks; for example, a blood mage can create 2 objects one day, 2 the next day, and then are unable to for 2 IRL weeks following the first ritual. If the ST deem a blood mage to be overproducing enchantments they may be denied signage and warned and if disregarded possibly punished as seen fit by management. For example reaching the 4 items per 2 weeks limit for multiple months in a row may signal overproduction to staff. This cooldown is not separate from the normal Blood Magic one.
- Corruptions require ST approval.
- Corrupted objects may have only 1 mechanical effect and up to 2 aesthetic effects from normal blood magic. But multiple runes may be applied in one application; You can apply an earth rune for effect and two other aesthetic runes in one ritual for no additional genus.
- Should corruptions be performed on arrows or other ammunition then the effect can be applied to a maximum of 10 pieces.
Rite of Damnation
Let the world know of their evils.
Tier 3 ritual.
(Noncombative)
SpoilerAn aesthetic ritual history called by particularly spiteful magi who enjoy declaring their victims to the world. Users who invoke this ritual are able to call forth omens above a region, such as ashen clouds or an eclipse, so they may gloat before their enemies or bring forth anxiety, as well as gloomy aesthetics, such as a multitude of crows resting within a region or animals being uneasy. While a proud Naztherak may summon the sigil of their patron above their home, a devious user may summon a skull above their enemy while crows rest upon the roof and watch their every move.
This ritual requires two blood mages and one Naztherak or Inferis (who may be one of the mages). In total, 8 units of genus are needed to fuel the pentacle which is inscribed by the rune of mortality in the center pentagon followed by a particle, earth, and a fire rune. Additional units may then be fed to garner a roll modifier. Once all of this is completed, the Naztherak may imbue the pentacle with their maleus and place their wound on the edge, sparking the ritual.
Roll 1-2: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, a temporary black hole that deprives the area of air, a noxious fume cloud, chunks of a landscape or magma, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 3-4: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 5-10: the ritual succeeds as intended, ST should be contacted to place appropriate region messages / signs describing the scene.
Redlines:
- The ritual does not carry a defined emote count but should typically take around 3-4 emotes to perform.
- Requires two blood mages to perform, along with one Naztherak or Inferis should neither blood mages have the magic. One of these mages must be T3 in blood magic.
- Lasts for a maximum of 7 OOC days though may be performed again to prolong it.
- Requires ST signs or a region message describing the region along with its expiration date.
- Rite of Damnation is only aesthetic, clouds of ash will never harm anyone or block enough light to cause harm. Crows or other natural phenomena will never hurt people.
Rite of Devotion
Lord, I give these lands onto you.
Tier 4 ritual.
One maddened follower of Drazhana sought to conjure a means to prolong the despair of his victims long after they were gone. In their final moments, it was that same fear the madman managed to capture and contain. It is said this was how he fully lost his mind.
SpoilerThe rite of devotion pollutes an area, typically a building, with a Naztherak’s patron of choice so that it may be influenced, thus “devoting” the area to them. A Naztherak would find themselves capable of limited control over these effects; in the same way a housemage might manipulate their residence for the comfort of others, a Naztherak may will particular horrors to their benefit - though only if they make sense for the patron in which the region is gifted. This can be cast within chapels, keeps, or simple homes.
When devoted to Drazhana:
One within the region would see shadows of things that are not there, catch glimpses of unnerving figures on reflective surfaces, and objects would be moved without anyone near them. A naztherak may cause a multitude of spooky aesthetics, such as paintings turning to follow someone, a suit of armor idly moving, or lights flickering to list a few.
When devoted to Velkuzat:
One within the region would feel their stomach become increasingly empty while food and food-like objects would begin to seem incredibly appetizing. Objects may aesthetically warp and appear fat compared to their normal appearance, ceilings may sag, and walls may bend. A naztherak may cause or amplify the previous effects, oftentimes turning the most repulsive of foods to appear edible.
When devoted to Kiiztria:
One within the region would feel incredibly uncomfortable, their skin slowly feeling numb and an unnatural fever would overwhelm them as they begin to sweat. Objects within the home would amplify the feeling of numbness if held and may distort in sickly colors. A naztherak may cause or stop these discolorations and numbness within a victim or object.
When devoted to Kholidav:
One within the region would feel sick, starting with loss of energy and slowly moving on to nausea. A victim who prolongs their stay within the region may eventually throw up blood and biles as the sickness overtakes their body completely. Objects within this region will emit black hazes of nausea inducing particles which only speed up the sickness. A naztherak may cause or stop these feelings within a victim though may not speed them up.
When devoted to Zathairn:
One within the region would be prone to incredible bouts of misfortune. Floorboards may break beneath their feet, objects may be easily dropped, and seemingly routine actions may fail - such as weapon chipping or an automaton unroutinely breaking. A naztherak may cause these misfortunes around a person or may stop them entirely.
Roll 1-2: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, a temporary black hole that deprives the area of air, a noxious fume cloud, chunks of a landscape or magma, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 3-4: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 5-10: the ritual succeeds as intended, ST should be contacted to place appropriate region messages / signs describing the scene.
Redlines:
- Requires an [ST] sign nearby the region, though this may be hidden to prevent metagaming if other signs are placed to describe the scene.
- May not be used in combat in any form, this is limited to aesthetics even when controlled by a Naztherak. Sickness may occur though will not change the outcome of combat, same with any other effect unless the victim wishes for it.
- Within 15 blocks of their character, a Naztherak or Inferi may freely emote what occurs within the region much like a housemage may command their home.
- Requires 4 units of genus by default, and is done by using freeform runes which describe each lord.
- Requires RO permission unless the building is owned by the player.
- Kholidav's effects will begin within the first emote of entering the area and are fully complete upon the 6th emote, where players begin to throw up.
- Zanthairn may not trap someone or make an area unreachable.
- Signs must be placed to describe the affects within a region so that others may RP it properly without the Naztherak around.
- Naztherak or Inferi may choose to not feel the downsides of being inside of this region.
- May be purged by 3 paladins using the purging spell.
- Is restricted to roughly a 30x30 region but may be expanded if an overseeing ST deems such to be appropriate, and may be freely shrunk into a smaller region by the creator.
- The region’s size may not be changed once made.
- A region may only be devoted to one Patron at a time.
- The ritual does not carry a defined emote count but should typically take around 3-4 emotes to perform.
Rite of Whispers
Pay the price and hear my call.
Tier 3 Ritual
It is said an ambitious prince of centuries past acquired the knowledge of Cadmium’s great relays in an underhanded trade with a silit lord. For their deception, they were forever sealed within one of the speaking glasses they had stolen. Instead of attempting to free him, the prince’s court took to creating a pale imitation molded from his suffering.
SpoilerObjects and structures used to enact the rite of whispers are known as callings. The rite itself is enacted by encircling a calling with a pentacle, fashioning the tips with the runes of sound, light, draining, astral, and creation. This ritual requires 4 units of genus before a Naztherak or Inferi may place their wound on the pentacle, sparking the ritual. The calling is then bound to its creator, who may utilize it freely. Once a calling is made it may be placed within the world or kept as an item, both of which will essentially serve the same purpose of allowing contact between the creator and another, no matter the distance.
Should one unit of genus be fed to a calling, the owner will feel a faint tugging at the corner of their mind, indicating that they should draw a pentacle with the symbols of sound and light nearby. Once a pentacle was drawn, the two locations would be connected and the users would be able to speak through the objects as if they were next to each other, though this is not to say such an item is free of tricks. Should a Naztherak or Inferi feed the pentacle [10] units of maleus, the calling would suddenly light with flame in the shape of an eye, which can be used to look at who is interacting with it as the image is relayed to the pentacle.
The creator of a calling may also use it to summon their court or to make contact with others who have been gifted it. Once more, should a pentacle be drawn with the symbols of light and sound by a naztherak or inferi, they would be allowed to contact any of their callings which would emit ash and cinders from them, alerting the holder that they should offer forth one unit of genus as payment.
When not in use, the calling will passively emit whispers, garnering the rite’s name.
Roll 1-2: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, a temporary black hole that deprives the area of air, a noxious fume cloud, chunks of a landscape or magma, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 3-4: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 5-10: the ritual succeeds as intended, ST should be contacted to place appropriate [ST] signs or sign the item.
Redlines:
- Requires a minimum of 3 emotes to use and essentially serves as an alternative to birds.
- Naztherak or Inferi creators do not have to offer a unit of genus to the callings.
- The eye of flame that is formed after the [10] maleus is offered will take two emotes to manifest and acts as a one way mirror, always looking at the user interacting with the calling. One may not use this with the calling to look at the user on the side of the pentacle, for example.- The pentacle may be drawn or carved out of any material and requires a full block of space.
- Requires 4 units of genus to perform the ritual.
- Requires an [ST] sign / signature denoting that it is legitimate. A sign may be hidden nearby to prevent metagaming.
- The ritual does not carry a defined emote count but should typically take around 3-4 emotes to perform.
- May be broken to deactivate.
- Must say who to contact somewhere visibility nearby / in the item desc.
Citations:
Blood Magic
Naztherak
Credits:
Kujo (Writing)
BobBox (Writing)
Junoix (Consultation)
Special thanks to:
Zarsies - allowing us to borrow the blood magic rolling mechanics.39 -
Apparition was consumed
2 -
Your favorite rpers?
Is orange juice better with or without pulp?
Any new music?
Do you have a persona's story you wish could have gone differently? How?
What specific piece of fiction from any medium would you say has influenced your writing/rp the most
Thoughts on me?
1 -
24 minutes ago, UnBaed said:
I think its powerful qualities shall prove useful for my pursuits of science!
Elimar sat reclined in the lab, feet propped on a table as he poured over the latest edition of Hearsay of Hanseti-Ruska. “Tsch. Science,” he teased amidst his reading, “The witch doesn’t fool me.”
6 -
Magic
in Miscellany
usually i say no, but i see you are an st. pm me what magic you want and we can work something out!
10 -
Skin Name: ruskan red
Bid(s): 200 mina
Discord: kujo#0404
0 -
Elimar wakes up in a cold sweat, recalling talking rhinos and bright lights. Surely a dream, he thought.
6 -
The moon was out. Most were sound asleep in their homes, but some of Karosgrad’s citizens still roamed the streets. It was around this time that the city’s wicked underbelly came out. When eyes were shut, none could witness their treachery. So they thought. As night falls, the shadows rise. They hear what cannot be heard, see what cannot be seen, and as of late, high atop the Nikirala Palace, the shadows seemed larger than ever before.
Spoiler10 -
skin: ruskan red
bid: $6
skin: jessie
bid: $10
skin: ragged adventurer
bid: 150 mina
skin: yarr
bid: 200
skin: plaid and playful
bid: 150
discord: kujo#0404
1 -
Elimar was proud to see the dream live on, unable to mask the nostalgia-laced smile. One that faded as his mind wandered to friends long gone.
4 -
The vague requirements around disconnection should be clarified or (preferably) removed, looks like an attempt to have chaos disconnect while also ensuring certain players can hide behind ooc rules.
6
BREWING PLUGIN | PLUGIN CONCEPT & YOUR VIEW
in Announcements
Posted
rly good stuff, been loving these new tech plugins. as for suggestions, would a way to display skins and have players wear them be feasible? ive seen it done on another server but idk anything ab lotc code. theres been a huge skinning boom and it could be cool for these skinners to hang up outfits that players can buy and wear ingame, making tailor rp a thing. could also be used for guards to let them turn their mechanical armor into their armor skin. makes it easier to identify ppl during combat too but thats more of a pvp thing