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BlessChu

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Posts posted by BlessChu

  1. 9 hours ago, Bonito said:

    it reads like the only thing this hypothetical submission would do is shoot swords directly at people, which isn’t how bladedancing is defined in the pic and therefore should be fine. but u also mention swinging the swords, something a bow & arrow doesn’t do, so mimicking the mechanics doesn’t translate if that’s the case. 

     

    there’s also no mention of the defensive capabilities. if i surround myself with a bunch of floating swords and move around, would that not kill people i just walk up to? how do people get close without being stabbed by a dozen edges?

     

    I agree that was probably the point the article was probably attempting to make but I don't believe it made it very well. While shooting swords are not the same as actual sword fighting at a distance; Blade dancing was defined in the topic as "using a form of telekinesis which allows the user to manipulate floating blades around them, or weapons of some other kind" so even though yes, this hypothetical is just shooting swords at people it is still blade dancing under the given definition.
    You could add more substance to the concept using the bow and arrows mechanics as a base if you wanted to; for example a bow and arrow takes 2 emotes, and attacks on the third. Maybe with Blade Dancing you could choose between an attack or a defense emote on that third emote to protect an ally from a distance for that turn. Personally I don't see that as too unbalanced since it takes 3 emotes, and you're sacrificing one of your few chances to attack to defend an ally. But with just this minor change the lore piece becomes very slow sword fighting at a distance, that leaves the caster almost completely vulnerable during this process, but I wouldn't say this concept is fundamentally flawed yet. 

     

    I don't really understand why whether a sword is magically swinging or being shot into an opponent matters. A flying sword slashing an enemy versus an arrow firing into someone are both narrative ways to deal damage to an opposing player, the bow and arrow is just LoTC's primary method of ranged combat. Which is why I felt it was the most relevant set of mechanics to mimic if one wanted to add this aesthetic to lore. Unless the fact an arrow does a more piercing kind of damage is relevant to the ranged mechanics in any way? I was under the impression though that 3 emote mechanic of the bow was put in place because of the range an archer can utilize and not way it harms the opponent. 

    As for defensive capabilities that's a pretty good point. My first thought would be to make floating weapons ethereal when they are "idle" (maybe there is a pre-combat emote that must be taken before combat to make your flying weapons ethereal) and floating around a player and then they channel with 2 emotes to give the blade enough of a form that it'll harm but not so much they fall out the sky. This could act as an alternative justification to why the flying swords do the equivalent damage to what an arrow would. and then finally attack on the third. Or if you want to make it alot simpler; just only allow one flying sword at a time.

    I appreciate your insight on this topic. I worry that with how the article is presented players will be dissuaded from even trying as in the article there is the extremely intimidating line "we strongly, strongly suggest not writing these pieces else you wish for a swift denial". And just before that; "While spite is a great fuel and naivety is a blessing," which I think is a concerning thing to be telling the aspiring writers of the community. There is no way that this is going to be true of every writer that approaches these concepts, infact in my experience writing there was a 10 minute conflict after me and another, more experienced lotcer and writer submitted the same concept within the same week before we looked at one another's sources of inspiration and decided to work together instead. 

     

    6 hours ago, UnBaed said:

    i notice cake sword isnt on the list of bad lore


    Well umm- yes. If your cake can be manipulated in the air then under the definition of blade dancing from the articles paragraph (or even Telekinesis in the article in general), yes it is. Unless you're point is that this hypothetical isn't the same as the kind of blade dancing the article is referring to, in that case sure I agree, but that's not what it says. 

  2. Good day fellow role-players, I wanted to address the fundamental flaws of Blade dancing, from the point of view of someone who has attempted many iterations of this lore piece, and its place as a bad lore piece. For those interested this is the passage I will be responding too; 

     

    image.thumb.png.5113c0d8fb37a3ded11332b756ed3755.png


    This comes from the following article; 

    Now, with that out of the way. I do agree with a lot of this. Blade dancing is an extremely challenging lore piece to balance mechanically as you might struggle to balance weight, weapon mobility, and adequate weakness' for the caster so that they are not so far ahead in using weaponry at range that there is no reason to bother fighting martially. 

    However a line out of this explanation made me realize something extremely important; "While again, a super cool and thematic idea". This line does well to outline the appeal, and reason people want blade dancing at all; it is a cool thematic way to combat opponents. And so I present my reasoning as to why I don't think the idea is fundamentally bad, my solution to the presented problems, and why this piece does not belong in this explanation topic. 

    The goal of blade dancing as a lore piece doesn't necessarily need to put all of the issues that have been laid out into consideration. For example, if Blade Dancing was mechanically identical to LoTC's archery combat, simply reskinned with channeling flying swords instead of knocking arrows and drawing a bow, then they will be no stronger then an archer. We can justify this extremely easy within lore too. I will go through each concern, treating Blade Dancing as a reskinned bow and arrow combat:

    "What stops the user from not only manipulating blades, but having one of their own?" Alright, instead of knocking the arrow, and a drawing or aiming emote (Emote 1 and 2) we state that player must channel magic into the weapon for 2 emotes before the final, attack emote. The player cannot use another weapon simultaneously because they're too busy holding their hands out focusing on making the flying weapon attack to actually use another blade of their own. 

    "Can they move just fine?" Yes, you can do this with a bow so I don't see why you could not in this instance. You can move up to 4 blocks, and then use a major action to progress channeling the flying-sword-attack, Just like how under the Honor Default combat rules you can move as well as take a major action such as notching an arrow, or drawing the bow.  

     "Are they still strong?" On the cast emote, the strength of the attack is equal to the damage an arrow would have dealt to the target player. You can justify this as a strain caused by using magic at a distance affecting the strength of the flying-weapons swing. This solution would also fix the weight issue; it doesn't matter what weight the weapon is if every weapon deals the same amount of damage towards their opponent. By treating all melee weapons as a mechanically equal weapon, we allow archetypes (Like a rogue using flying knives vs dark knight using a flying greatsword) without their being any power difference between the two choices. 

    "What cost is there to their lore?" If, mechanically speaking, the lore piece is identical to a bow and arrow, there doesn't need to be a cost. Because remember; the hypothetical piece we're making here is simply a reskinned bow and arrow. In exchange for the range these attacks offer us, we have to take longer to make our attack. 

     "How long can they keep it up?" With a bow and arrow you must re-notch and re-draw your arrow each shot, so for Blade Dancing we will say that after the flying sword have swung majestically across the bare chest of the well-oiled barbarian you're fighting; the sword returns to the caster floating in front of them to be re-channeled for a next attack. Again, this is basically a magic-bow-and-arrow. You will be able to use it just as frequently. 

    "What stops them from just stabbing people in the back with undodgeable strikes constantly?" I understand why so many people see this as an issue but it has such an easy solution. The weapon returns to its caster if it ever leaves the casters line of sight. Or even falls out of the air entirely, either works. One might argue that other players will just stand in front of the casters target to break line of sight- and sure. They should become the new target. If this was a bow and arrow they'd get shot instead. And, just a like a bow and arrow, you can utilize things like cover to break a casters line of sight and avoid getting hit. 

    I truly believe that blade dancing's place as a fundamentally flawed concept is only true if you overthink the concepts possible mechanics. And I know this all too well as someone who fell into the same trap. The concept, if made as a reskinned version of the bow and arrows combat mechanics, could exist as a feat that has no further spells. That only exists to give players that unique aesthetic they are looking for. Unfortunately though, now that it is labelled a fundamentally flawed lore piece no one is going to want to try. As in the lore teams own words; "we strongly, strongly suggest not writing these pieces else you wish for a swift denial."

  3. MC Name:

             Exoterica

     

    Character's Name:

             Pip Artimeir

     

    Character's Age:

             Ghost

     

    Character's Original Race (N/A if not applicable):

             Human

     

    Transformed form:

             Phantom Revenant

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Phantoms are incorporeal undead who have failed to pass due to varying reasons such as; a traumatic end, tragedy, or simply the willpower to keep living.  Fledgling Phantoms begin their undeath within the form of a revenant, oblivious of both their death and their post-mortem state of being. Revenant's will continue to act out their day to day lives whilst unaware of their passing, however be riddled with an innate desire to learn more about the shards of memory that have become discordant in their minds. Upon learning the truth of their being, and what become of them the revenant will become distraught and retreat to a secluded location where they will attempt to siphon spiritual essence from unfortunate mortals. At the end of this stage the revenant will undergo a transformation into either a Specter or a Poltergeist. 

    A Poltergeist  is a broken being who cannot come to terms with their undeath, beastial in nature. They only retain the most defining traits of the mortals initial personality, otherwise existing as an ill tempered being easily spurred into violence. Meanwhile a Specter is a benevolent being who has come to accept their fate, reclaiming a little more of the person they once were. These beings are unlikely to partake in combat often opting to avoid violence. They carry an aura of positivity with them, that 

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    The revenant adopts the form of a young child draped in an old patchwork blanket that is worn like a long poncho. The blanket is torn around the lower torso, stained with red ectoplasm. Here small shards of ectoplasm take on the form of shattered steel, slowly swirling around the afflicted location to represent the childish knights death; a great-sword shattering his armor and running him through. 

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  4. This seems to be a more uplifting wholesome magic. I like it, there's already a large pool of dark and gritty magics to choose from so this will hopefully appeal to those more interested in the higher fantasy.

    The whole write is also oozing with personality. Very fitting for Bardmancy +1

  5. 13 hours ago, King_Kunuk said:

    AbjUrAtIoN oNlY wOrKs On VoId MaGiC

    Yeah, I can't say I'm the most familiar with Abjuration. Initially the magic didn't have Abjuration as having any effect on Vessels. It was a feedback dot point on my last submission to add it though 

  6. Just now, Jenny_Bobbs said:

    Might I ask why this constitutes two magic slots to learn?

    Sure thing, I've been asked that in my pm's too so it'd be good to have it posted here :)

    In accordance to LoTC's magic submissions page, it states the a 1 slot magic is a magic that has 5 to 10 spells. Now, while Armiger would technically be a 1 slot magic under this definition with 8 spells, it's primary boon is allowing players to use a melee weapon, and up to 3 objects at a distance to enhance combat or roleplay respectively. So I decided that the magic is probably giving players enough to warrant a second spell slot. 

     

  7.  

    v7CN5RWarfm0twBb5gOxNpGjXEDZGS3G9HH6VQVEsFzJNSQwWHyuN9jzzzGP7Tcb4FCJzAAtS5-Ig8hpZASNmHKkTwMqGsnpz16Y0pDLPEuaen-9wcyIDK1iifrO6ODpLNKoXLms

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    For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”. 

     

    The birth of Armiger began with a conscripted housemage. This man was not a soldier, however he had spent so many days at war that he became more familiar with the sound of a blade being drawn from it’s sheathe than the rhythmic sound of sweeping broomsticks he had been used to at home.

     

    In battle, he lost a close blood brother who he had promised to teach his housemagery too during gentle respite between battles. The soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. While imaging his confidant, grin on his face at the thought of his brother first mastering how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel.

     

    It’s believed by those who’d studied the history of the Armiger art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. 

     

     

     Oo_kzDYeDSLRnu9AtM1aoHt2dWZBBdeaJvCkIMxIgf9wQeJk5_se-_FbMG-lTyfPGTE9WF1BZZkqgPYd34LvFf1lySPowoo7_4aSQIYJKYyU0BQqxPpsJDaKaHkdWyH6qTbuhEGv
    Image courtesy of Pinterest:

    https://www.pinterest.com.au/pin/340092209343393863/
    "Hexblade Warlock by Veronika Dobrzhanska"

     

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    Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and objects move through the world at the Armiger’s whim. 

     

    When something is imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator.
    The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Armiger.

     

    There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. The difference between a Mundane Vessel, and a housemagery item is that Mundane Vessels are more mobile, not being limited to a household or single location.
    Due to the straining nature of keeping constant connection to a Vessel, and fighting, it’s impossible to connect to multiple combat Vessels. An Armiger can connect to up to two Mundane Vessels however. 


    A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/


    Armiger must be taught to someone by a player with a valid TA. It takes up 2 spell slots and requires a mana connection to learn.

     

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    Image courtesy of Pinterest
    https://www.pinterest.com.au/pin/187462403228691100/
    "Agent of Fates by Matthew Stewart"

     

     

    Mana Burnout

    To utilize Mana in most Mana-based magics will cause exhaustion and the magic of the Armiger is no exception. However, to use Vessels an Armiger is not only creating a mana pool in an object but tapping into a constantly flowing connection between Caster and object while the Vessel(s) are in use. Because of this, there are varying consequences that come from using certain spells. These consequences primarily affect your characters roleplay outside of combat, and are listed under some spell effects, as well as under later Tier progressions when the Armiger is capable of connecting to more Vessels at once.

     

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    Image courtesy of Pinterest:
    https://www.pinterest.com.au/pin/437975132493690858/
    "Suit of Swords by Sara Kipin"

     

     

    Materials, Spells and Vessels

    What materials a Vessel can be crafted from are very limited, however weapons made from different materials can have unique effects when they come in contact with a Vessel.

    Volatite/Boomsteel

    • If a Vessel comes in contact with the blast of low density Boomsteel, the Vessel will shatter (and be destroyed) causing the Shatter spell effect and harm anyone in a 2 meter radius.

    Thanhium

    • When a Vessel comes in contact with Thanhium, the material's mana-absorbing properties will cause the Vessel to lose its connection to its caster. After 5 direct strikes from a Thanhium weapon, the Vessel will return to the state of a regular weapon or object.

    Abjuration

    • Similarly to Thanhium, when Abjuration is cast upon a Vessel it’s constant mana connection to the caster will be harmed. Abjuration cast by a Tier 4 mage would take 2 direct strikes of Abjuration to return a Vessel to the state of a regular weapon or object.
      Abjuration cast by a Tier 5 mage would take 1 direct strike of Abjuration to do the same.

    Auric Oil

    • When exposed to Auric Oil during combat, a Vessel’s connection will waver for a short period of time causing it to return to the same state as a regular object or weapon until the end of combat.

      • When exposed to Auric Oil outside of combat, the above effect lasts 1 IRL hour

     

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    • Small Vessels;

      • Dagger, Short Sword, War axe, War scythe,

    • Medium Vessels

      • Mace, Shield, Warhammer, Longsword, Spear, Glaive

    • Heavy Vessels

      • Greatsword, Greathammer, Greataxe, Pike, Lance

     

    • When a Titan’s Eye gemstone is fashioned into a weapon or object before being crafted into a Vessel, it will modify the Aura surrounding the Vessel.

      • E.G: If a blue Titan’s Eye gemstone is fashioned into a Vessel dagger, the dagger will produce the gemstones blue aura weaving and mixed throughout the casters aura. 

      • If Cloak is cast, the Titan’s Eye’s Aura will not be hidden. Only the casters Aura will be cloaked.

    • Keep in mind while crafting that all Vessels can only move as fast as the average human could swing. Also keep in mind that Mundane Vessels can not cause harm.

      • If swinging an object would physically harm the average human, then that object would be inanimate as a Vessel and be incapable of movement. E.G; An Anvil would make for a useless Mundane Vessel, as they would cause harm to the caster if physically swung held and therefore cannot move at all as a flying Vessel.

     

    • Thanhium, Azhl and Boomsteel cannot be crafted into Vessels.

    • Vessels must be ST signed and require a ticket to be crafted.

    • If the Imbue spell is cast upon an enchant weapon or object, the item will lose its enchantment.

    • A Vessel cannot be crafted until the Armiger has been taught the Imbue spell by a teacher with a valid TA.

    • To craft a Vessel, the Imbue spell must be used upon the desired object; [ 1 Connect, 1 Charge, 1 Cast ]

    • A player cannot craft a second combat Vessel until the one they are currently bound to has been shattered or destroyed. The ST taking the ticket will ask for the shattered Vessels item and delete it before the player receives their new Vessel.

      • Likewise, a player cannot craft more Mundane Vessels than their tier allows (T2: 1 Vessel, T3: 2 Vessels, T4, 3 Vessels) unless one or more of their Mundane Vessels shatter.

    • After a Vessel has shattered, it may be repaired with the appropriate rp (The Imbue spell that created the Vessel in the first place) or, a new Vessel may be crafted in its place.

    • A Mundane vessel cannot be larger than something the average human could lift without harming themself.

     

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    mM06TDQnchBvl9gEMAqk3V26YYI__5boN-l498GiGW6-2Lq22b8vaenCrf1T5FNbrBtJKgpiBp2B73cgR65qLk4I4Jdltb_UItQa70vppvM6aSllWy7nQZnkOTmCtVRMXGk2T0K0

    • Combat Vessels cannot be used until the Awaken spell has been cast. 1 emote to connect, 1 emote to cast.

    • Vessels can hover/fly up to 1 blocks away from the player at Tier 2, 2 blocks away from the player at Tier 3, and then up to 3 blocks away from the player at Tier 5.

    • Vessels move (fly/hover) through the air as fast as the average human would be capable of moving/swinging the Vessel physically.

      • Likewise, the strength of a Combat Vessel’s swing is equal to the strength of an average human's swing.

      • You cannot throw a Vessel.

    • Vessel Durability and movement speed:

      • Small Vessels: Can sustain 5 direct strikes before shattering. Casters movement speed is reduced to 3 blocks per turn.

      • Medium Vessels: Can sustain 6 direct strikes before shattering. Casters movement speed is reduced to 2 blocks per turn.

      • Heavy VesselsCan sustain 7 direct strikes before shattering. Casters movement speed is reduced to 1 block per turn.

    • Shattering: When a Vessel breaks and shatters, the Vessel is left destroyed and returns to the state of a regular weapon. A shattered Vessel will not cause harm to anyone unless stated otherwise (E.G; It comes in contact with a Boomsteel blast.)

    • When fighting with a combat Vessel, you cannot both attack and defend in the same emote.

      • When fighting with a combat Vessel, you cannot use both a weapon physically held, as well as their Vessel in the same emote. An emote should focus on one or the other.

      • You cannot use a Vessel in combat during the Connect, Charge or Cast emote/turn of a spell. This includes spells from other magics, emotes to prepare or cast a spell from another magic must be in their own emote/turn.

     

     

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    Imbue [ Non-Combat ] 

    The Armiger imbues mana from themselves into an object, turning it into a Vessel.

    • 1 Connect, 1 Charge, 1 Cast

    • After casting this spell, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day. 

      • The above effect does not apply to Imbuing Magegold, which is significantly easier to Imbue.

    • Imbuing a weapon, or object into a Vessel must follow all Redlines for Crafting Vessels.

    • Taught Spell: This spell must be taught to the caster by someone with a valid TA, and is not naturally known like base spells. 

    • An object or weapon must be imbued before any other spells can be used.

     

    Awaken [ Combat ]

    The Armiger tugs on the connection between their Vessel and their own mana pool, allowing Vessel combat.

    • 1 emote to connect, 1 emote to cast

    • An Armiger cannot use any combat Vessel until they have connected to their Vessel with this spell.

     

    Feint [ Non-Combat  ] 

    The Armiger imbues a pulse of mana into a Vessel, causing the effect of their aura to burst outwards explosively from a Vessel momentarily.

    • 1 emote to connect, 1 emote to cast

    • Feint has a radius of 1 block.

    • Feint is a purely aesthetic spell, and cannot blind or harm.

     

    Cloak [ Non-Combat ]

    The Armiger hides their Aura from their weapon while holstered, causing it to appear like any other common armament.

    • 1 emote to connect, 1 emote to cast

    • Allows the caster to hide their Vessels From others by removing the visible aura that surrounds them.

    • Weapons must be physically holstered on the casters body to maintain the spell, and cannot float at the casters side like it can without this spell.

    • Upon entering a combat encounter, the effect of Cloak ends.

     

    Arcane Specialist [ Non-Combat ] 

    The usage of Mundane Vessels for the Armiger has become second-nature. They can now set looping motions with little thought.

    • 1 Emote to connect, 1 emote to cast

    • This spell allows the caster to set an object to do an action repeatedly without having to emote the action every turn.

    • The two emotes required to cast this spell should explain exactly what the Vessel's looping action is doing, so that players and ST know that the action is happening. An action or movement of a Vessel can never be assumed or inferred to be happening without explanation.

     

    Reinforce [ Combat  ] 

    The Armiger sends out a pulse of mana into their Vessel, instantly repairing some of the damage that has been previously dealt to it.

    • 1 emote to connect, 1 emote to charge, 1 emote to cast

    • Repairs the damage of 1 direct strike at Tier 4, and 2 direct strikes at Tier 5.

    • After combat has ended, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day.

    • This spell can only be used once per combat encounter.

     

    Shatter [ Combat ] 

    The Vessel points itself toward it’s target, flying forth and shattering into small glass-like shards mid air. Because this spell maims the caster just as badly as this spell can harm the victim, and disarms them from their Vessel entirely, this spell is usually considered a last resort.

    • 1 emote to connect, 2 emotes to charge, 1 emote to cast

    • 3 shards the size of a steak knife that fling towards 1 limb on the targets body (a leg, an arm, the torso, head)

    • The shards move as fast as a thrown dagger.

    • The shards are capable of embedding into wherever they hit, and have the same effect as being stabbed with a dagger.

    • After combat has ended, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day. 

    • The shards cannot pierce through plate armor.

    • The Vessel is destroyed upon shattering, maiming the caster in the process causing the inability to use magic as well as immense pain equivalent to losing a limb that impacts the ability to fight until sufficiently recovered.

     

    Blade Dance [ Non-Combat ] 

    A harmless but showy ability. The Armiger clears their mind, allowing their Vessels (both Mundane and/or combative) and their Aura to move in spectacular, flashy ways around the Armiger’s person with precision and flare.

    • 1 emote to connect, 1 emote to cast

    • A purely aesthetic spell.

    • The spell's range is limited to a 3x3 area of effect centered on the caster.

    • This spell cannot be used to blind or harm.

    • If another player is within the range of Blade Dance, the Vessels will weave around them with ease.

     

     

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    mM06TDQnchBvl9gEMAqk3V26YYI__5boN-l498GiGW6-2Lq22b8vaenCrf1T5FNbrBtJKgpiBp2B73cgR65qLk4I4Jdltb_UItQa70vppvM6aSllWy7nQZnkOTmCtVRMXGk2T0K0
     

    • Only Descendants are able to pick up Armiger magic with the exception of Kha.

    • Mundane Vessels cannot cause any harm.

    • Any magic that stops a character from being able to utilize or connect to their Mana cannot be used with this magic.

    • An Armiger may carry at Tier 5, 1 combat Vessel and up to 3 Mundane Vessels in their inventory. An Armiger can not possess or create any more than this.

     


    HSVwo3uO_MnsKK6Ep8UAe6kjDzmXiTMZYAaWdN-LUunKv7OL6eaPy3q8wC86T1WHH-4yM7VIeHv28locEFdCOkLHFx_vqcsP2WKlNt99vhjX-Igb7sVxtFILDqSMOMjz9CvlXAZa

    mM06TDQnchBvl9gEMAqk3V26YYI__5boN-l498GiGW6-2Lq22b8vaenCrf1T5FNbrBtJKgpiBp2B73cgR65qLk4I4Jdltb_UItQa70vppvM6aSllWy7nQZnkOTmCtVRMXGk2T0K0

    Tier 1
    [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] 

    A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana.

     

    Skill Level
    The caster is not capable of casting any spells, or utilizing a Vessel yet. They must learn to first juggle combat and the use of floating objects at the same time, by practicing these individually.

     

    Tier 2
    [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ]

    The Armiger is now capable of learning how to imbue their first Vessel, and will begin to familiarize themselves with manipulating the Vessel at their will. 

     

    SpellsImbue, Awaken, Feint

     

    Skill Level: The caster is capable of crafting and connecting to 1 Combat vessel, and 1 Mundane Vessel. Vessels have a range of 1 block from the caster.

     

     

    Tier 3
    [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ]

    The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use.

     

    Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist

     

    Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 2 Mundane Vessels. Vessel range increases to 2 blocks away from the Caster.

    Mana Burnout: 

    • When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP.  

      • Examples: Forgetting a task they’re doing while they are doing it. 

      • Forgetting people they do not constantly see and know.

      • Forgetting where they are the majority of the time. 


     

    Tier 4
    [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] 

    The Armiger has become impressively skilled in both Combat and Mundane Vessel usage.

     

    Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist, Reinforce

     

    Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 3 Mundane Vessels. Vessels have a range of 2 blocks away from the Caster.

    Mana Burnout: 

    • When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP.

      • Examples: Forgetting a task they’re doing while they are doing it. 

      • Forgetting people they do not constantly see and know.

      • Forgetting where they are the majority of the time. 

    • When the Caster has a Combat Vessel and 3 Mundane Vessels connected to them, the Caster will experience auditory hallucinations (For example; their name being called out) during their everyday life and outside-of-combat rp.

      • Examples: Hearing their own name being called out when it hasn’t been. 

      • Hearing the sounds of creatures or beasts that are not present. 

      • Hearing a high pitched squeal at random intervals. 

     

    Tier 5

    The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels.

     

    Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist, Reinforce, Shatter, Blade Dance

     

    Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 3 Mundane Vessels. Vessel range increases to 3 blocks away from the Caster.

     

    Mana Burnout: 

    • When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP.

      • Examples: Forgetting a task they’re doing while they are doing it. 

      • Forgetting people they do not constantly see and know.

      • Forgetting where they are the majority of the time. 

    • When the Caster has a Combat Vessel and 3 Mundane Vessels connected to them, the Caster will experience auditory hallucinations (For example; their name being called out) during their everyday life and outside-of-combat rp.

      • Examples: Hearing their own name being called out when it hasn’t been. 

      • Hearing the sounds of creatures or beasts that are not present. 

      • Hearing a high pitched squeal at random intervals. 

     

    u6crEAJDU4jjDAsWLwqIyXiNVdgtgYJqnAMF4i234ahZCY80ugiK0MBiM8ww0DXSWFP3WV54YmxPBokg0kEWo4PUu9fbM1EBHTYpimVa_pk64QQ1KpkTKj8w4ovvn3Kxsy5e0oBY

    During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience.
    We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat.

     

     

    xfrQteax1qfSnkTYT2AhE37-SKXk3dWtv5oWi72qV3O3asv8TYaBP8xnSHMxOEq7-C_XD83jGreOqE-PWRZjZFN1qzVc_x86kwkrCMwawkPM1hzogCWdC7F6bYI_aaJ1MNVrzSsC

    - My thanks goes out to the following; Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore. And to the Lore team who has to put up with my persistence, and making them re-observe this in another loremag. 
     

    The special thanks goes to Charbi and Qizu who made the artworks for titles and headings, and to Unduibatily and Squak who gave a lot of insightful advice and feedback on what mindset all of us involved in writing this lore should adopt going into it.
     

    And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming, and the feedback  both of our lore pieces received -

    V.3.1

  8. On 10/11/2021 at 10:53 PM, Undubitably said:

    Story of Sight


    Amazing lore, bard's are a staple of the fantasy setting and with this being a feat there's no reason a musician or bard player wouldn't benifit from seeking this out. Big +1

    In the section this comments replying too, there is a redline that's there twice. Ez fix! 
    "- Story of Sight has no turn-limit, and will last as long as the bard wishes to tell their tale."
    Hope this passes! 

  9.  

    7OOcw9AfIgzs3oPUMavjtUHNDBC11Fln4WBxYD8cCqgRkjZQCpdzZSd3HhoaldW7zURn4Pzk8iaKHL_I_sjW5CGquBK9zLXcnt9QXaH03zCTLE5Q5_0IKDsK09sne-KEvzVzoelU=s1600


     

    TELUMKINESIS AND ARMIGERS - THE SOUL OF THE SWORD

    MV2fU3EkoayQcaWj67s8O8EyCYG1PGmJQXviliHDlLt_ded_pXmxo758VyP3Pi7HHYSJB5lGYCGt5ZwEpdHtKHLi4Fi_mPqpRq2AL98jMvQXydt7k_pjxLWvWoe-9Y0Ma07-aeju=s1600




     

    Lore

    MV2fU3EkoayQcaWj67s8O8EyCYG1PGmJQXviliHDlLt_ded_pXmxo758VyP3Pi7HHYSJB5lGYCGt5ZwEpdHtKHLi4Fi_mPqpRq2AL98jMvQXydt7k_pjxLWvWoe-9Y0Ma07-aeju=s1600

    Overview

    For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. 


     

    A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”, while the magic that they wield is called Blade Manipulation or Telumkinesis. 


     

    OOC; Telumkinesis must be taught to someone by a player with a valid TA. It takes up 2 spell slots to learn.


     

    gEP7oq8RlfNlJoBLN2xCBof3DbfkyGl_FvhapGbJrnk5iDlc_IkPZTjdG0AzZxtBu6U42uf0-SkyymrwLQmH2k8oww2ipcbWHfrOmfmV1qB9M2k33fQZDGfk7nV5K9I8onRhYo8D=s1600
    Image courtesy of Pinterest:

    https://www.pinterest.com.au/pin/340092209343393863/

    The Armiger and their Vessel; How it works

    Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and things move through the world at the Armiger’s whim. 

     

    The way Vessels work is that when imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator.
    The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Telumkinesis.

    There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. Due to the straining nature of both keeping consistent connection to a Vessel and fighting, it’s impossible to connect to multiple combat Vessels whilst one can connect to up to two Mundane Vessels. 

     

    A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ 


     

    The Origin of Telumkinesis  

    The birth of Telumkinesis begun with two conscripted brothers, a Housemage and a knight. The Housemage wasn’t a fighter, however had spent so many days at war that he became more familiar with a blade than the rhythmic sound of a sweeping broom.

    The Housemage lost his brother, overwhelmed with the regret of being unable to fulfill a promise made during the gentle respite of camp between battles. the soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. Imaging his confidant, grin on their face as they first master how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel.

    It’s believed by those who’d studied the history of the Telumkenetic art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana on a lesser level. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. 

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    Image courtesy of Pinterest
    https://www.pinterest.com.au/pin/187462403228691100/

    Mana Burnout

    A consistent flow between Vessel and Armiger makes Telumkinesis highly mana intensive, and will cause intense strain during use for the Armiger. To keep a reasonable amount of energy during Vessel usage, Telumkinesis causes extreme narcolepsy in everyday life. This comes with various obstacles;
     

    Armigers will experience the following symptoms when outside of combat as a result of their lethargic nature once they reach Tier 2.

    Spoiler

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Short term memory loss (E.g forgetting a task while part way through doing it, or having just done it)

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Disconnection from conversation, and difficulty focusing
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Auditory hallucinations (E.g, hearing the voice of someone you know saying something who is not present)

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Brief periods of involuntary sleeping that range from a few seconds to a few minutes in duration.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Exhaustion occurs alot faster then usual when physically exerting themself. 


     

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    Image courtesy of Pinterest:
    https://www.pinterest.com.au/pin/437975132493690858/ 

    Purpose

    During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience.
    We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat.


     

    Skill Tiers

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    [!] Telumkinesis takes up 2 Spell slots. The following is the mechanics of Telumkinesis.

     

     

    Tier 1 

    [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] 

    A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. 

     

    Teaching Tip

    1st - 2nd year of study.

    The student must be taught how to connect an object to their personal mana pool. This must be done in a calm environment, where the student can concentrate without fear of distraction.
    1 IRP lesson should take place during this time. 


     

    Tier 2 

    [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ]

    The Armiger is now capable of learning how to imbue their first Vessel. They are capable of connecting 1 Combat Vessel, and 1 Mundane Vessel.

    Spells

    Spoiler

    Feint [ Non-Combat / Base Spell ] 

    The Armiger imbues a pulse of mana into a Vessel, causing the effect of their aura to burst outwards explosively from a Vessel momentarily. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Feint is a purely aesthetic spell. 


     

    Imbue [ Non-Combat / Taught Spell ] 

    The Armiger imbues mana from themself into an object, turning it into a Vessel.
    [ 1 Connect, 1 Charge, 1 Cast ]

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Imbuing a weapon, or object into a Vessel must follow all Redlines for Crafting Vessels. 


     

    Awaken [ Combat / Taught Spell ] 

    The Armiger tugs on the connection between a Vessel and their mana pool, allowing Vessel combat.
    [ 1 Connect ]
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600This spell is the “Connection emotes” that is necessary to start using a Vessel in combat. This can only be done after it has been taught at Tier 2
    > Must follow all of the Redlines for Combat Vessels.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Unlike drawing a physical weapon on lotc, you cannot connect to a Vessel and attack in the same emote. 

     


     

    Teaching Tip

    3rd - 5th year of study. 

    The student can now confidently summon their Aura, and imbue a pulse of their mana into an object. Now, the student will begin learning how to sustain that connection through the object and their personal mana pool. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. 

    For example the student could flow mana into a small toy, causing it to dance back and forth.

    ~ 2 IRP lessons should take place during this time.  

     

     

    Tier 3

    [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ]

    The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. They are capable of connecting 1 Combat Vessel, and 2 Mundane Vessels.


    Spells

    Spoiler

    Cloak [ Non-Combat / Base Spell ] 

    The Armiger hides their Aura from their weapon while holstered, causing it to appear like any other mundane arm.
    [ 1 Connect, 1 Cast

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600When not in use, a Vessel may be either holstered physically upon one's person, or floating beside the Armiger following them. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Upon entering a combat encounter, the Cloak effect ends. 

     


     

    Teaching Tip

    5th - 8th year of study. 
    Now that the student is comfortable with Vessel combat, they may consider now moving their focus from martial art to the mundane, and learn how to use two Mundane Vessels at one time. This is very tiring, and will cause extreme lethargicness after training.
    ~ 2 IRP lessons should take place during this time. 

     

     

    Tier 4

    [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] 

    The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. They are capable of connecting 1 Combat Vessel, and 3 Mundane Vessels


    Spells

    Spoiler

    Reinforce [ Combat / Taught Spell ]
    The Armiger sends a pulse of mana through a connected Vessel, causing it to hold together ever so slightly more.
    [ 1 Connect, 1 Charge, 1 Cast

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Can only be casted during vessel combat, (this means the caster should already have made a connection emote).
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600This spell can only be used once per combat encounter. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600This spell repairs the damage of 1 direct-strike dealt toward a Vessel. 


     

    Arcane Specialist [ Non-Combat / Base Spell ]
    An effect that only applies when connected to Mundane Vessels. The Armiger will find that they are able to use their Mundane Vessels in looping or automatic motion with minimal thought.

    E.G: A Dwarven miner with Telumkinesis might use a lamp as their Vessel, which moves in front of them to light ahead without having to emote it moving ahead to light in front  every time the player moves forward their turn. 

    [ 1 connect, 1 cast ]

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Only applies to Mundane Vessels.

     

     

    Teaching Tip
    8th - 13th year of study

    The Armiger now understands the inner workings of Blade Manipulation magic, and must simply practice honing their skills to gain proficiency.
    ~ 3 IRP lessons should take place during this time. 

     

     

    Tier 5

    The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels.

     

    Spoiler

    Shatter [ Combat / Base spell ]
    The Vessel points itself toward it’s target, flying forth and shattering into small glass-like shards mid air.

    [ 1 Connect, 2 Charges, 1 Cast ]
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Can only be casted during vessel combat (this means the caster should already have made a connection emote).

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Shards are capable of piercing armour.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Vessel is destroyed upon impact.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Redline consequences surrounding a Vessel breaking still apply (Inability to cast magic, immense pain equivalent to losing a limb that impacts ability to fight). 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The shards may only target 1 limb on the targets body (Head, torso, arm, leg) 


     

    Blade Dance [ Non-Combat / Taught skill ]
    A harmless but showy ability. The Armiger clears their mind, allowing their Vessels (both Mundane and/or combative) and their Aura to move in spectacular, flashy ways around the Armiger’s person with precision and flare.
    [ 1 Connect, 1 Cast ]
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600This spell is purely aesthetic, and cannot be used to harm.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Armigers aura and Vessel range is limited to a 3x3 area centred around the caster. If someone is within this range Vessels will weave around them with ease. 

     


     

    Redlines

    MV2fU3EkoayQcaWj67s8O8EyCYG1PGmJQXviliHDlLt_ded_pXmxo758VyP3Pi7HHYSJB5lGYCGt5ZwEpdHtKHLi4Fi_mPqpRq2AL98jMvQXydt7k_pjxLWvWoe-9Y0Ma07-aeju=s1600

    Redlines - Crafting Vessels

    Spoiler

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels must be ST signed. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Vessel cannot be crafted until the Armiger has been taught the Imbue spell by a user with a valid TA.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600To Craft a Vessel, the imbue spell must be used upon the desired object; [ 1 Connect, 1 Charge, 1 Cast ]

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A player cannot craft a second Combat Vessel if they have already crafted a Combat Vessel. They likewise cannot make a third Mundane Vessel if they already have crafted 2 Mundane Vessels.
    > If the player's Vessel has been damaged, they must repair it using the same method/rp as they did to craft it.
    > If the player no longer wants a certain item to be their Vessel, but they have reached the maximum number of Vessels then the player can make a new Vessel crafting ST ticket. The player may be expected to hand over the unwanted Vessel to be trashed in exchange for the new one. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A player may only craft/repair 1 Vessel a day.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Only materials up to Tier 2 may be crafted into Combat Vessels.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Mundane, or Combative Vessel should be of reasonable size, as the Armiger can only use what they could physically swing and any heavier would be useless.


     

    Redlines - Combat Vessels

    Spoiler

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Armiger may have only 1 Vessel connected. They may also use a weapon in their physical hand(s). They may only have 1 Combat Vessel in their inventory.
    > The Armiger can only use 1 weapon in their physical hand(s) whilst connected to a Vessel. E.G; You cannot hold both a sword and a shield while using a vessel, only one.

    > Mundane Vessels do not count towards how many Combat Vessels are in the Armigers inventory.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels may not be used to both attack a target, and defend oneself in the same emote/turn. Just like regular lotc-combat, it should be clear whether you are attacking or defending during your emote/turn.
    > The Armiger cannot connect/charge/cast spells from other  magics whilst Vessels are in use, and needs to cease connection from their Vessels to cast other magics. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Armiger cannot use both their physically held weapon, and their Vessel in the same emote. Pick your actions wisely!

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Vessel cannot be used before a connection emote has been made.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Vessel must focus on a target, and cannot block or attack a target that the Vessel has not focused on.
    > The Vessel can refocus its target. During refocus, the Vessel cannot
    attack. [ 1 maneuver emote, 1 attack emote ]

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels can move up to 4 blocks away from the Armiger. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Upon a Vessel shattering, the Armiger will experience pain equivalent to losing a limb, leaving them incapable of casting any form of magic and inhibiting their combat ability until given the appropriate time to rest.
    > The player can still defend themselves without the use of magic albeit with difficulty.
    > After a Vessel shatters, this debilitation will last 1 OOC hour. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels can only move as fast as the Armiger could physically swing them if swung physically. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Shields can be Vessels, however they cannot cause any harm to a target. Shields may only be used for defensive purposes. 


     

    Small Vessel Redlines

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Small Vessels consist of; Daggers, Short swords, and War axes. If crafting a non-traditional weapon; Small Vessels weigh 0kg - 1.5kg+ (0lbs - 3.5lbs)

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Whilst small Vessels are in use, the Armiger’s movement speed is reduced to 3 blocks per emote/turn. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600If directly struck (an emote is made with the intention of striking the Vessel itself) 2 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels can only move as fast as the Armiger can physically swing them.


     

    Medium Vessel Redlines

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Medium Vessels consist of; Longswords, 1 handed Maces, 1 handed hammers, Spear. If crafting a non-traditional weapon; Medium Vessels weigh 1.6kg - 3kg+ (3.6lbs - 6.6lbs )

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Whilst medium Vessels are in use, the Armiger’s movement speed is reduced to 2 blocks per emote/turn. 

    > If the Armiger has been afflicted with Voidal Poisoning, the Armiger’s movement is reduced to 1 block per emote/turn. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600If directly struck (an emote is made with the intention of striking the Vessel itself) 3 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels can only move as fast as the Armiger can physically swing them
    > If the Armiger is weakened due to Voidal Poisoning, this will still affect the speed of the Vessel. Alot of medium Vessels will be as slow as a Heavy Vessel.


     

    Heavy Vessel Redlines

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Heavy Vessels consist of; Greatswords, 2 handed Maces, 2 Great Axes, Lances, Pikes, shields . If crafting a non-traditional weapon; Heavy Vessels weight 3.1kg - 5kg+ (6.7lbs - 11lbs)

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Whilst Heavy Vessels are in use, the Armiger’s movement speed is reduced to 1 block per emote/turn. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600If the Armiger has been afflicted with Voidal Poisoning, they cannot use heavy Vessels. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600If directly struck (an emote is made with the intention of striking the Vessel itself) 3 times during a combat encounter, the Vessel will shatter, requiring repairs for further use. 

    > Shields take 5 direct strikes to shatter.

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Vessels can only move as fast as the Armiger can physically swing them.


     

    Redlines - Mundane Vessels

    Spoiler

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Mundane Vessel cannot ever be used to cause harm. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Armiger may have only 2 Mundane Vessels connected at once. The Armiger may carry up to 2 Mundane Vessels in their inventory. 

    > Combat Vessels do not count towards how many Mundane Vessels are in the Armigers inventory. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Vessel cannot be used before a connection emote has been made; [ 1 connect emote per vessel, cast emote

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600A Mundane Vessel may move up to 5 blocks away from the Armiger. 

    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600Upon shattering, a Mundane Vessel will not harm the Armiger.
    UHJcknytljC61jczMU-NTu2A1tVdTNo639Ujo2PobVVU5thCs-OpA09mgVCjoE4Yhhb50e6a2oBTgMgNmYWpYe8GEt6tMxz6kWzpeQWSz1hNofTMGkhfFW_kHbC8LhTQ3VE-UGvu=s1600The Armiger cannot connect/charge/cast spells from other  magics whilst Vessels are in use, and needs to cease connection from their Vessels to begin casting other magics. 

     

    Changelog

    • N/A

     

    Credit 

    - My thanks goes out to the following Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore.

    The special thanks goes to Charbi who made the icon and Armiger title artwork, and to Unduibatily who gave a lot of insightful advice to myself and Americansimp on what mindset we should adopt in writing magic lore.

    And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming from our past experience in attempting this lore, and the Loremag feedback we'd received. -



     

  10. MC Name:

             Exulansis

     

    Character's Name:

             Jack Crane

     

    Character's Age:

             101

     

    Character's Race:

             Dark Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/200992-housemagery-ma-exulansis/?tab=comments#comment-1835589

     

    What magic(s) will you be teaching?

             Housemagery

     

    Describe this magic or a creature as a whole:

             

    A utility magic with no combat value, that allows the caster to aid in household chores, making assistants in the form of living dolls and a form of basic household security. 

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Culimancy is a subsection of Housemagery, allowing housemages with an affinity for the culinary arts the opportunity to create magically enhanced foods that invoke positivity. 

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Jack entered the room, leaning against the wall of his home with a huff. Thin green lines of light begun to emerge from his left hand, spurring into spinning geometric shapes.

    He slowly raised the abstract limb with a swift snap of his fingers a nearby candle sparked aflame coating the room in light, before the glowing shapes donning his hand dissipated from view. 

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Jack places an array of candles in varying sizes between him and his student, before lowering to take his seat. "Now, I wish for you to connect to your mana as taught previously, and once connected set alight each of these candles. Try to see if you can light a few once you've connected." Green shapes of light begun to spin around Jack's hand.

    He ran his hand over two of the candles, the both of them sparking alight. "You try, with the remaining three. candles."  

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I would request the student reattempt the emote, explaining the rules (whether it be connection emotes, or redline limits to a spell) and cease continuing lessons until I'm confident the student understands and can confidently use the magic.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  11. 17 hours ago, King_Kunuk said:

    While I like the magic, I am not the largest fan of the idea that the weapons can be stacked with voidal enchantments. Specially with the new enwreathe spell that may come out with the new writes, it could lead to some really silly things coming out.

    Still, I love the magic. It is well written, creative, and unique. Wonder how it will do in the lore mags


    I'm not familiar with the enwreathe spell, but future magics is a good point I didn't consider. If it's going to better balance it I'm more then happy to edit out the capability of using enchantments and use of magic through Vessels and redline it.
    That'll all depend on the review process and whether its put on pending to make such edits of course. If those sections get removed, would you still view it as a 1 slot or 2 slot magic? It's something I'm still a bit unsure of.
     

    6 hours ago, Xx_BloodStalk_xX said:

    -1, think it can be used in tangent with things to come in the future or already-present niches that will lead to incredibly cheesy combos


    By future or already-present niches, are you also referring to referencing future magics like Kunuk?
    If so, I'd also like to hear your opinion on whether removing and redlining magic through Vessels would fix this issue :) 

    Thanks for the criticism so far both of you. 

  12. Light, gleeful laughter emanated from the ker as he read over the offer, before hastily quietening down as a childs shrill voice demanded silence at such a dreadful hour of the night. 
    "I do hope they accept our extended hand." He would whisper to whatever may listen; "Yong ping always had a beauty to it. They always tolerated our... naivety as we learn what's acceptable within their beautifully unique culture." 

  13. The Decurion let out a long defeated sigh, his head thudding against desk cluttered with numbers and coin. Atop the pile a missive sat with attentive pride. 

    "Norland defended us when Oren came to our door, demanding we recede from Norland and join them in the war. We stood steadfast by our kingdoms side, with no intent of Betrayal. Made up more of their soldiers during the war then any vassal should and yet we let in one person whom leadership didn't even know was banished and we're stripped of our status? I as Ranger leadership know all to well the hoops we jumped through to follow Norland's rules. When Oren sent people to recruit Norlanders as spies it was me who told the high keeper, a Ranger. And all despite bribery and offerage from these men. Does our proof of loyalty to them mean so little when placed beside what mistakes we have made? Do they really have the expectation of perfection over our people?"
    He lean back into his seat, holding a hand up to his nose. 

    "I am not perfect. Maybe they need to realize neither are they. If they want to throw aside their most loyal vassal then fine. There are no Rangers to call upon the next time they wage war or need to defend there beloved capital anymore."
     

  14. MC Name:

             Exulansis

     

    Character's Name:

             Jack Crane

     

    Character's Age:

             97

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Transfiguration

     

    Teacher's MC Name:

             Suicidium

     

    Teacher's RP Name:

             Crineas Acosta

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  15. MC Name:

             Exulansis

     

    Character's Name:

             Flo

     

    Character's Age:

             0

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             N/A

     

    Creator's MC Name:

             SimpLiquidator

     

    Creator's RP Name:

             Leihana Sirame

     

    Briefly explain the lore behind this construct or creature:

             

    Flo is a Sorvian, a sentient golem originally fashioned out of a husk made up of a wooden skeleton and clay. Sorvian's cling to the ideologies and mentalities of Descendant's, and follow them to breaking point. If the ideology the Sorvian serves does come to pass, the Sorvian may either desperately cling to it and attempt to justify it's mindset, or break. 
    As a being comprised of flesh, they can be cut through a lot easier then a descendant would be. However while they do still feel pain, are not really affected all too much when a limb is lost. If however his mask were to be cracked or shattered, or his chest cavity punctured his soul would leak out killing him until revived by a sculptor.

     

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

     

    Flo has no aesthetic appearance unusual for a Sorvian. He is covered in cloaks and cloth wrappings all over to hide his form. An uncanny mask with a docile expression donned upon his face.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  16. Heyo! Yes dragon people, Adrazi are a thing. If you wanna read up on them take a gander at the lore for it, but remember you can't meta game this information in roleplay, and need your character to learn such information in game.

     

  17. Jack approached the stalwart gatehouse, where Rangers, initiates and Northguard of varying rank tirelessly working together to stand watch. These were Elysium's first line of defense, a response to death. At these walls stories were told, bonds made, all present extruding a sense of duty and purpose in the face of all danger that would dare approach the gates.
    The peoples spirits had continued to soar for we are indeed united. 
     

  18. ((Note: This event was a PvE event hosted by Suicidism, and took place in Elysium! The event was widely loved by those who participated, and sparked a currently ongoing plot line of events that have kept similar engagement among the community.))

    552689495_download(19).png.ce735cc473b3af5a55287b8b5ff61f0c.png
     

    The sun rose high over Elysium, desperately trying to cover the frostbitten landscape in a warm embrace with little success.
    The grand, old snowy mountains that flanked the vassals south croaked and acted like an elderly man with weary bones.
    However, the ole mountains cries were not heeded in time. And so the mountain fell, an avalanche of snow rolling down the mountains into the river below. 

     

    Lunah Vanari was the first to react, breaking for the Elysium bell. Other fellow rangers and citizens of Elysium ran in her foot prints, gathering by the bell.
    Our party would consist of Lunah Vanari, Ellanore Nriu, Bellicah Crane, Galenus Amaricius. Giorno Giovenco, Melkor Frey, Ezekiel Moores, Saki Shiromi, Miro Vanari and your author, Jack Crane. 

     

    Grouped up at the Elysium’s bell, a wounded man stumbled and sputtered down the road, broken sword in hand. With a violent cough blood flew out of his mouth into the pavement below with a sickening splatter. As he saw the warriors gathered before him, he’d smile with solace.
    “Sir? What happened? Were you caught in the land slide?” Lunah was the first to speak, approaching the man.
    Galenus then rushed to the side of the injured soldier, panic spreading across his face as he bears witness to the man's maimed condition.

    Another cough, more blood seeping into the gravel and earth. The man dropped to the ground, losing such strength that his sword fell from hand.
    “Eada…. Lady’s… Eada….Estate….It is lost…. They were…. so many..”

    A chorus of drawn swords played, as the man coughed blood a final time, falling onto the grass and promptly succumbing to his wounds.
    Galenus placed two fingers on the man’s neck, searching for a pulse.
    “Is he?” Lunah simply asked.
    Galenus looked across the group, giving a silent, solemn nod. “Thank you.”
    He whispered to the man, before rising to his feet. “Shall we go?”

    “Ah, unfortunate.” Jack began. “Ti, we need to avenge the fallen stranger.”
    “Armour up!” Lunah ordered, “we are going to the estate, stick together.”


    c5d94f340b3415c8db9328c249cc66a7.jpg.9d212ec040704d877cc6e92e437fa70a.jpg
    divider.thumb.png.f326d94ddc32bd964bba53034d7c7d86.png
     

    The group of Rangers, citizens, and the one ISA soldier began moving across Elysium, toward the Estates.
    The estate house was tall, towering over the peninsula it occupied. As the mass of people passed the tavern it easily came into view, surrounded by corpses. 

     

    There were many looks of horror, and shouting toward the unnatural, before the terrifying situation was pierced by a shout- “OREN AU MORTEM!” Ezekiel yelledout. “STEEL YOURSELF MEN!”
    … Ezekiel was ignored.
    “RANGERS! ELYSIANS! YAK YAK YAK!” Ellanore was not ignored.

     

    The warriors began running around the house, quickly culling down the undead soldiers. Their mass of numbers made an easy sweep of the creatures.

     

    As the Elysians entered the home itself, a trap was sprung. The sound of rumbling began to stir in the distance, leaving little time for our warriors to react. They hastily grouped up at the wheat field, handing out provisions and equipment amongst one another. 


    Galenus looked to be in deep concentration, as the sound of the horde boomed closer. “This is not good..”
    A second wave marched toward the Estate, many ancient warriors clad in fading armors that were falling to dust before the defenders of Elysium. All outlined by a setting sun.

    “God Bless us.” Stated Ezekiel, crossbow at the ready.
    “Iron from Ice! We will scatter them here and now.” Lunah shouted in response.
    Screaming echoed against the mountainous valley of Elysium; “Why….Why do you settle in our lands, and disgrace it with your presence. You all, every single one of you, do not belong here. Foul refugees from Arcas…

    Emerging from golden fields, the undead rose. Arrows loosened, flying over the heads of the defenders charging through the fields of crop.
    The undead approached in a horde that was easily surrounded by the defending warriors. The battle was won with ease.

    Taking another break, the defenders laid in wait. Unsure whether the threat was cut down, or whether it were simply gathering forces more.

    c08b1feb0d2d158bc5c936fa84b5ce1f.thumb.jpg.27802072f3b6993de9d62da946a23f6f.jpg
    divider.thumb.png.b5e346afff5cd625bfa9f79f1883795c.png


    A new force arises, clad in armour covered in strange runic sigils, each shimmering in strange lights. The defenders charged forward. Both defenders and undead alike culled down the golden field of wheat, leaving unsightly wounds throughout perfect fields.

    The defenders cut down the undead with challenge, however Giorno was cut off from the defenders. He couldn’t be seen in the horde of undead, cut down into the ground.
    The undead, once finally slain presented the defenders with an unsightly view. Giorno, alive but barely, under a blanket of ancient bones and decaying flesh.

    The sun was long gone, the battle bled into the night. Unnatural, uncomfortable silence violated the defenders ears as the undead would seemingly take a break. However a morbid mercy was given to the defenders who hated this silence so, when the sound of roars and chittering began to rattle in the distance.

     

    In the distance, a sound familiar to Elysians of old began to echo as a gelatinous horror. The same one that once called the embankments of the lake home would arise. Squelching and bobbing with volatile intent. They were easy to see, gelatinous beings burning bright in the darkness.

    The defenders slice the infernal slimes with their blades. The ferrum cut through with relative ease, however as soon as one was cut in two, undeath would greet the defenders foes.
    They sliced, cut and pummeled, more and more slimes splitting further lighting up the field. The field was littered with out of breath defenders, surrounded in puddles of glowing slime.

     

    Finally, there seemed to be another rest amongst the fighting. Though far in the fields, undead were equipped with belts across their decaying flesh, in a last ditch effort to drag the defenders into the ground whence they came. 


    12122de689e0dc6a35aa3b20103d481d.jpg.6e115a628f44122c1f4654389352868f.jpg
    divider.thumb.png.d288ef01657cab3f8721277f84b94a75.png
     

    A mixture of undead skeletons, and beings of foul smelling rotting flesh began their assault on every facade of the Estate. The defenders split up, some defending the south. Some the north.

    Once more, it seemed the horde had stopped. Allowing another break.
    However, within a short moment another horde appeared catching the defenders off-guard. 

     

    A horde of skeletons with the strength and constitution of a troll. Lunah slammed her hammer into one repeatedly, mere splinters of bone falling off one until eventually snapping through the bone after the fifth hit.
    It was apparent that this horde was the deadliest yet.

    The defenders split up, as another horde of skeletons appeared around the front of the estate. A few more scattered simply from the terrifying strength of the opponents.
    Jack, who stayed behind was surrounded and hastily cut down by the horrors with ease. Ellanore attempted to come to his aid, however the skeletal horde wandered over Jack’s unconscious body, as if using him as bait for the other defenders and quickly cut her down also. 

     

    The horde was eventually suppressed, the skeletons but dust. The wounded were dragged back into the estate by Lunah, Bellicah and Galenus where Lunah and Bellicah attempted first aid until medics arrived on scene.

    It is uncertain whether there were any deaths on this day on the side of the defenders,  and the land was unforgivingly scarred. However easily over a hundred undead were slain. What is also certain is that Elysium is land once owned, and it’s original owners do not wish to give it up without blood.


    a93b1ff6d32dffed50ee0ea8deea6ff4.jpg.3f53743651839680cbb316c1ecef050b.jpg

    divider.thumb.png.a0b131c51c0d3548e82a8f07a067fb76.png

  19. MC Name:

             Exulansis

     

    Character's Name:

             Jack Crane

     

    Character's Age:

             82

     

    Character's Race:

             Dark Elf

     

    What magic(s) will you be learning?

             Housemagery

     

    Teacher's MC Name:

             Self-Teaching book

     

    Teacher's RP Name:

             Self-Teaching book

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  20. 1 hour ago, Roberik said:

    Hello! This is a common mistake but this FRP thread is no for character role-play. It is creative writing as nations, factions, etc for particular threads. For example the current one is "Mud City V2" a FRP about various factions competing in a city, in the fallout universe. 

     

    If you are interested about Forum Roleplay feel free to leave your discord, I can introduce you to it. But just know Forum Roleplay thread generally isn't for Lotc or other characters doing tidbits! I believe there is a separate forum threads for that.


    Ah, I saw other PK posts here which was the only reason I figured this was where they go xD
    Is there somewhere else PK's belong? I can repost it somewhere else and delete this one if that's more appropriate. Thanks for bringing this to my attention.

  21. The death of Pip Artimeir, the childish knight
    --------------------
     

    "Surrender!"

    The private, Ezekiel, spoke positioning himself in preparation to parry his opponents next move.

    "No."

    Pip would say flatly, with no emotion to begin with. Though it built up with every word he spoke;

    "My sister was not given such an option, so don't you dare give it to me."

     

    Pip, the childish knight stood slouched down as the wounds on his arm and back of his knee begun to surge. With every small movement, and adrenaline induced shake he winced.

    "You committed no crimes, your sister? She killed her employer." 

    Ezekiel spoke, raising his great-sword poised above his right shoulder in preparation for a finishing blow. 

    "Surrender now, this is your final warning."

    The childish knight gripped the longsword, staring daggers into his opponent. Folk on the streets who'd gathered, watching the duel muttered about fighting pits and bets on who'd win.

    "20 minas on the red 'un!"
    "I'm not bettin' on that lobster!"
    "C'mon at least take this to the fightin' pits that way we can gamble!"

    Rage welted up within Pip. This was not a game to him, or sport to bet on. This was eight years of searching for a sister who had been killed by the man in front of him the whole time. 

    "You would have too, though that prolly don't matter to you." He'd take a step forward, falling a little on his injured leg. He quickly caught himself before raising his left hand, longsword gripped tight and swung. However, in his weakened state the childish knight could have been easily overpowered by a a scholar.
    Ezekiel parried Pip with ease. Pip's longsword slid pathetically off Ezekiel's great-sword, who in a swift motion drove his blade into Pip's neck. 

    Pip slid off the mans blade, the only sound that could be heard was his plate armor echoing through the city street as it hit the ground. People in the crowd winced, twisting there head to avoid the sight, while the crowd, by this point a lot smaller murmured.

    "A shame, the poor boy." "A tragic end for someone searching for family."

    Ezekiel, the duels victor let out a sigh before slamming his great-swords pommel into the pavement under his feet. The crowd stopped murmuring.

    "It's disgusting that you folk bet on the life of this boy, the last of his bloodline."

    He then walked over toward the bouquet of flowers he had laid in memory of the attack on the MoJ. Ezekiel plucked a singular flower, a crimson red, and placed it upon Pip's chest-plate.

    "A tragic end for a man who spent almost a third of his life searching for a dead sister."

    The crowd moved on, the spectacle was over.
    Ezekiel kneeled to the ground, picking up a worn and torn teddy bear that had fallen from the knights belt. Once upon a time, it had symbolized the beauty of childhood innocence Pip held inside him, but like its now slain owner the bear was soiled and broken. The stitching was holding on by threads, causing stuffing to occasionally fall out in Ezekiel's hand.  The bears face was covered in a mixture of blood and mud, and its face was trapped in a solemn expression. for it was the teddy bear that had witnessed the massacre of the whole Artmeir family. The family victim to tragedy of whom was slain by a man of honor. 

    "You fought valiantly lad."

    Ezekiel murmured, as he saluted the corpse.

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