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wowj

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Posts posted by wowj

  1. MC Name:

             wowj

     

    Character's Name:

             Dìyī de (first)

     

    Character's Age:

             20

     

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

             Zhihui-Zhu

     

    Transformed form:

             Zhihui-Zhu

     

    Creator's MC Name:

             Metzli

     

    Creator's RP Name:

             Metzli

     

    Briefly explain the lore behind this construct or creature:
     

    History:
     

    Ages ago in the lands of Axios the Daemon Metzli set out on a quest to create a new sentient race, within the jungles of Asul she discovered the Hou, and so the Daemon bestowed the Alpha Hou-Zi, granting the soon-to-be Monkey-King greater intelligence and a Crown of Jade, the prophet of Metzli: Hou-Shen, were crowned the King. After a battle Hou-Shen were killed, before being revived again shortly after by Metzli The Hou-Zi, watching their Immortal King walk into the woods due to their bickering and betrayal, realized their faults, eventually all joining him within the jungles in a massive exodus. Metzli, watching this all from afar, deemed the Hou-Zi a failure, abandoning them entirely, once known as the "Awakener" and mother of the Hou, were soon regarded with hatred and spite, called the "Doombringer" and the abandoner, from then on, Metzli were seen no longer as the god of the Hou-Zi, instead the once great King of Hou-Shen were regarded as the god to which the prayers were uttered to, however, a sense of doom still lingered above the Hou-Zi's heads, for they feared that the rot and disease that Metzli spread would once more return to claim them all.
     

    Ages after the exodus, a new Hou-Zi clan rose to power, the Saiya-Zhu, departing from their homeland of Asul, they ventured across the coin, landing in the land of Eos, traversing throughout the lands, even calling Aevos their home for a time, before breaking off yet again to move to Aeldin. After landing upon Aeldin they were crowned Kings and seen as gods by the local Li-Ren people, who quickly joined by the Saiya-Zhu's side. However those of Oyashima, Huinan and Cunyuan struck back against the Hou-Zi in rebellions that swept across the entire Empire, ending in defeat yet again, the Saiya-Zhu relinquished the domain they once had over the South-Eastern empires, choosing instead to live peaceful lives instead of chaos and war, the Li-Ren respected the Hou-Zi's choice, offering them territories to house as cultural domains.
     

    In the second era, many Hou live peacefully, turning to art, philosophy, meditation and even Kani, (Chi), many Hou-Zi take up the roles of Monks. With Metzli's defeat during the Inferi crisis, the Hou-Zi could fear no longer that the Doombringer would once again bring death and disease to their people, many finally leaving their homes of Ai-Zho to explore and venture across the coin.


    Subraces:
    There are three subraces of Hou-Zi

    Laobai-Zhu, which live to a hundred years and stand within 3-5 feet in height, they appear like chimpanzees, with brown or black fur, mentally they are energetic and childish in nature.

    Fei-Zhu, which live to a hundred and fifty years and stand within 5-6 feet, they appear akin to a baboon with colorful faces, with fur colored blue, white or even gold, mentally they are stoics, stern and prone to violence, unlike the Zhihui-Zhu

    The Zhihui-Zhu are one of the rarer of the Hou subraces, and by far are the largest, with wide and flat faces, they resemble Orangutans, standing within 6-7ft in height, their fur ranging from hues of orange and red, these Hou appear like fat buddhas.

    Mentally, the Zhihui-Zhi are passive and the most lazy of the Hou-Zi, slow spoken similarly to the Orcish Ologs, though behind this slacking appearance, the Zhuihui-Zhu tend to be the most intelligent of the Hou-Zi largely, quick to learn and they often engage in philosophy and art when seperated from grub.



    Abilities:
    Hou-Zi have at max human tier strength, the only Hou-Zi CA without human tier strength are the legacy Hei-Zhu
    Hou-Zi have a better grip, making disarming them difficult, though this does not extend to any other combative ability save for disarming.
    Hou-Zi have great balance due to their tail, making it hard to push them over, though this too, does not extend far into combat, as blasting potions, etcetera still make them fall over.
    Hou-Zi have great dexterity, their tail able to write and hold things, but it may not be used in combat.

     

     

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

     

    The Zhihui-Zhu are one of the rarer of the Hou subraces, and by far are the largest, with wide and flat faces, they resemble Orangutans, standing within 6-7ft in height, their fur ranging from hues of orange and red, these Hou appear like fat buddhas.

    Mentally, the Zhihui-Zhi are passive and the most lazy of the Hou-Zi, slow spoken similarly to the Orcish Ologs, though behind this slacking appearance, the Zhuihui-Zhu tend to be the most intelligent of the Hou-Zi largely, quick to learn and they often engage in philosophy and art when seperated from grub.

    With all Hou-Zi, the Zhihui-Zhu have enhanced balance, grip aswell as dexterity, though this does not enhance combat ability.

     

    Dìyī de is a large Zhihui-Zhu, seven feet in height, with bright orange fur, appearing like a fat buddha, as a Zhihui-Zhu, he is able to live up to 200 years.

     

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

             N/A

     

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

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             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

  2. 2 hours ago, Benleft said:

    I’ve buffed my BSK goon nest with a Templar banner and a Paladin enchant! Gashadokuro can never get past my choke point covered by a pair of archers with two-emote bows!

     

    Wait, he’s right behind me, isn’t he? 
     

    lo2yLLu.jpeg

    https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/ab16637f-6c98-4e9e-a25f-791825aecdcd/db9qh3y-b80d770e-1b18-4b7b-b6fa-4cd0282aa684.png/v1/fill/w_1024,h_853,q_80,strp/merasmus_by_deathbattledino_db9qh3y-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9ODUzIiwicGF0aCI6IlwvZlwvYWIxNjYzN2YtNmM5OC00ZTllLWEyNWYtNzkxODI1YWVjZGNkXC9kYjlxaDN5LWI4MGQ3NzBlLTFiMTgtNGI3Yi1iNmZhLTRjZDAyODJhYTY4NC5wbmciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.BarV9ms2zUu8cBBpaFgEWuTwOjPPslU9qGK_Q0I0LiU
    Gashadokuro ^

  3. 8 hours ago, Damnit_Delmar said:

    Don't see the reason lessening the amount, considering what tree said; though with that stated, I approve of the Paramoumt addition.

    7 hours ago, TheCaptain said:

    I honestly don't see a reason to make it less considering the whole idea was to make covens more undead? If a player can manage to rally 4 new ghouls in a month, let them but don't bring that number down, people are having fun :D

    8 hours ago, TreeSmoothie said:

    Too sleepy to read rn but I don't think there will ever actually be more than 15 ghouls being actively played

    9 hours ago, JustMeMorgan said:

    B-bub-but I miss Atlas' ghoul bloat when GGT was making a horde :((


    Updated, thank you for your imput!
     

    8 hours ago, Markisstreaming said:

    yall are just malding that we have more ghouls than yall

    I literally made this on a whim yesterday cause I thought it'd be funny, I never would mald at someone elses success in garnering a playerbase

  4. 1 minute ago, TimberBuff said:

    Not to be Naztherak on top, but I would like to see a more tangible reason as to why Sorvians are immune to malflame, as other constructs with souls (or portions of those) within them are still affected in full.

    it says they are weaker to malflame

    16 minutes ago, Omen Prince said:

    When Malflame makes contact with a Sorvian’s mask, it will burn uninterrupted for 5 emotes, and severely debilitate the Sorvian both physically and mentally as the pain exceeds their means to process it

     

  5. Subway Surfers:

    Spoiler

     



    LORE:
    https://www.lordofthecraft.net/forums/topic/230165-✓-playable-ca-lore-ghoul-the-accursed-undead/


    NEW:

    Spoiler

    CREATION - Rite of Summoning:

    Requires: (1) Tier-4 necromancer or (1)Paramount

    Use: (1) times per month by an Paramount. (4) by an Necromancer. (5) by an Archlich.

    A tier-4 necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant.
     

    The necromancer in question can only use this rite (4) times to raise (4) Ghoul.
    REDLINES:

    Spoiler

    The Rite of Summoning can only be used by a tier-4 necromancer who has learned all necessary tier-4 spells.

    The Rite of Summoning is automatically learned by all tier-4 and above necromancers upon acceptance of this lore.
    The Rite of Summoning is extremely free-form in terms of aesthetic, as long as the general idea is used, which includes pouring life-force into the corpse, and drawing their soul back into the corpse. For example, a necromancer can choose to do an occult ritual with incense and sigils to spice up the roleplay.  

    Upon finishing the ritual, the player who will roleplay the Ghoul must post a [CA] and wait for its acceptance. The necromancer who creates the Ghoul must comment on their [MA] for necromancy and wait for story-team to verify they are tier-4. Darkstalker Paramount's must comment their [CA] and wait for story-team to verify they are Paramount.

    The Rite of Summoning only allows (4) ghoul to be created per month when used by a normal necromancer. However, an Archlich, due to their affinity with necromancers, allows them to create (5). 
    The Rite of Summoning cannot be done whilst in combat. There is no emote-requirement in order to cast, as the ritual is freeform.

    REVIVAL - Rite of Return:

    Requires: (1) Tier-4 necromancer or (1) Paramount.

    Use: (30 minute) cooldown after death. (instant) by an Archlich.


    The necromancer, who once raised the Ghoul, can hear its deafening wails echo in their mind. A tier-4 necromancer or Paramount can use the rite of return in order to drag the soul of a Ghoul back into the mortal-world; life-force will surge into the corpse, and force the Ghoul to rise yet again.


    REDLINES:
     

    Spoiler

    The Rite of Return is a simple revival mechanic for Ghouls, without overcomplicating it.  

    The Rite of Return is extremely free-form in terms of aesthetic, as long as the general idea is used, which includes grasping the soul of the Ghoul and dragging it into a new corpse. For example, a necromancer can choose to draw runes and sigils on the new corpse, and then do the rite for roleplay flare.

    The necromancer who raised them can hear the wails of their deceased Ghoul, signifying its death.  

    Upon finishing the ritual, the Ghoul-player can continue to play their persona.

    When a Ghoul dies (before the rite is commenced to bring them back), they must always drop all items on their person. This is because they are moving from one broken body, into a new one.  

    A tier-four necromancer or paramount must wait (30) minutes after the death of the Ghoul before reviving them. However, an Archlich may do this instantly.
    The Rite of Return cannot be used in combat. This is done to avoid a Ghoul instantly being revived after being felled in combat. There is no emote-requirement in order to cast, as the ritual is freeform.  

     


    OLD:
     

    Spoiler

    CREATION - Rite of Summoning:

    Requires: (1) Tier-4 necromancer.

    Use: (4) times per month by necromancers. (5) by an Archlich.  

     

    A tier-4 necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant. 

     

    The necromancer in question can only use this rite (4) times in order to raise (4) Ghoul. 

    REDLINES:
     

    Spoiler

    The Rite of Summoning can only be used by a tier-4 necromancer who has learned all necessary tier-4 spells.

    The Rite of Summoning is automatically learned by all tier-4 and above necromancers upon acceptance of this lore. 

    The Rite of Summoning is extremely free-form in terms of aesthetic, as long as the general idea is used, which includes pouring life-force into the corpse, and drawing their soul back into the corpse. For example, a necromancer can choose to do an occult ritual with incense and sigils to spice up the roleplay. 

    Upon finishing the ritual, the player who will roleplay the Ghoul must post a [CA] and wait for its acceptance. The necromancer who creates the Ghoul must comment on their [MA] for necromancy and wait for story-team to verify they are tier-4. 

    The Rite of Summoning only allows (4) ghoul to be created per month when used by a normal necromancer. However, an Archlich, due to their affinity with necromancers, allows them to create (5). 

    The Rite of Summoning cannot be done whilst in combat. There is no emote-requirement in order to cast, as the ritual is freeform. 

    REVIVAL - Rite of Return:

    Requires: (1) Tier-4 necromancer.

    Use: (30 minute) cooldown after death. (instant) by an Archlich.

     

    The necromancer, who once raised the Ghoul, can hear its deafening wails echo in their mind. A tier-4 necromancer can use the rite of return in order to drag the soul of a Ghoul back into the mortal-world; life-force will surge into the corpse, and force the Ghoul to rise yet again. 

     

    REDLINES:
     

    Spoiler

    The Rite of Return is a simple revival mechanic for Ghouls, without overcomplicating it. 

    The Rite of Return is extremely free-form in terms of aesthetic, as long as the general idea is used, which includes grasping the soul of the Ghoul and dragging it into a new corpse. For example, a necromancer can choose to draw runes and sigils on the new corpse, and then do the rite for roleplay flare.

    The necromancer who raised them can hear the wails of their deceased Ghoul, signifying its death. 

    Upon finishing the ritual, the Ghoul-player can continue to play their persona.

    When a Ghoul dies (before the rite is commenced to bring them back), they must always drop all items on their person. This is because they are moving from one broken body, into a new one. 

    A tier-four necromancer must wait (30) minutes after the death of the Ghoul before reviving them. However, an Archlich may do this instantly.

    The Rite of Return cannot be used in combat. This is done to avoid a Ghoul instantly being revived after being felled in combat. There is no emote-requirement in order to cast, as the ritual is freeform. 

     


    REASONING:

    Lector.

    Making Paramount Darkstalkers able to create a ghoul cause they are stated to have about the same ability as a Necromancer in terms of rituals.

    CHANGELOG:
     

    Spoiler

    The changes have been put in BOLD letters at the request of the ST.
    The amount of ghouls able to be created has been returned back to the normal amount.

     


  6. Corruption Mechanics


    OLD:

    Spoiler

    Necromancy

    Maledictions

    - Darkening will corrupt 1 unit per 2 emotes that it is sustained.

    - Cauterization will corrupt 1 unit per 2 emotes that it is sustained.

    - Bursting’s tainted gore will corrupt 1 unit if it makes contact.

    - All Pestilence plagues will corrupt 2 units for their duration, but will never last beyond 2 OOC weeks unless they OOCly wish to.

     

    Naztherak

    Malflame

    - Kriviir will corrupt 2 units per application, regardless of emote count.

    - Vhiit will corrupt 1 unit per strike which makes contact.

    - Rok-Dhurz will corrupt 1 unit per hit. A direct hit from a large-sized projectile will cause 2 points of corruption instead.

    - Rok-Heedz will corrupt 1 unit per hit.

    - Rok-Kirluk will corrupt 1 unit per emote of contact.

    - Rok-Ladom will corrupt 1 unit per hit.

    - Rok-Argal will corrupt 2 units per emote of contact.

    - Rok-Norrvut will corrupt 2 units per emote of contact.

    - Rok-Niirk will inflict no corruption.

    - Rok-Krimth will corrupt 1 unit per 2 emotes of contact.

    - Rok-Zevik will corrupt 1 unit per hit.

     

    Cursed Idols

    - The presence of any Cursed Idol will corrupt 2 units that cannot be cleansed until the Idol’s effective radius is escaped but disappear immediately once it is. 

     

    Boons & Banes

    - Any Boon or Bane will corrupt 2 units that cannot be cleansed until it is removed. 

     

    Zar’akal Abilities

    - Areas affected by Ra’Ilkgarokk will corrupt 2 units. After departure, these points need to be cleansed.

    - Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 12 corruption points and the OOC choice of being turned into an Inferi for an event resource.

     

    Infernal Alchemy and Black Alchemy

    - Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, corrupt 0.5 units. These can only be cleansed once the effects of the potion have passed.

     

     

    NEW:
    Spoiler

    Necromancy

    Maledictions

    - Darkening will corrupt 1 unit per 2 emotes that it is sustained.

    - Cauterization will corrupt 1 unit per 2 emotes that it is sustained.

    - Bursting’s tainted gore will corrupt 1 unit if it makes contact.

    - All Pestilence plagues will corrupt 2 units for their duration, but will never last beyond 2 OOC weeks unless they OOCly wish to.


    NEW:
    -----------------------------------------------
    Darkstalker

    Paramount

    - Enwreathe Abyssfire will corrupt 1 unit per hit.
    - Invoke Abyssfire will corrupt 1 unit per hit.
    - Khôr Blades will corrupt 0.5 unit per hit.
    -----------------------------------------------
     

    Naztherak

    Malflame

    - Kriviir will corrupt 2 units per application, regardless of emote count.

    - Vhiit will corrupt 1 unit per strike which makes contact.

    - Rok-Dhurz will corrupt 1 unit per hit. A direct hit from a large-sized projectile will cause 2 points of corruption instead.

    - Rok-Heedz will corrupt 1 unit per hit.

    - Rok-Kirluk will corrupt 1 unit per emote of contact.

    - Rok-Ladom will corrupt 1 unit per hit.

    - Rok-Argal will corrupt 2 units per emote of contact.

    - Rok-Norrvut will corrupt 2 units per emote of contact.

    - Rok-Niirk will inflict no corruption.

    - Rok-Krimth will corrupt 1 unit per 2 emotes of contact.

    - Rok-Zevik will corrupt 1 unit per hit.

     

    Cursed Idols

    - The presence of any Cursed Idol will corrupt 2 units that cannot be cleansed until the Idol’s effective radius is escaped but disappear immediately once it is. 

     

    Boons & Banes

    - Any Boon or Bane will corrupt 2 units that cannot be cleansed until it is removed. 

     

    Zar’akal Abilities

    - Areas affected by Ra’Ilkgarokk will corrupt 2 units. After departure, these points need to be cleansed.

    - Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 12 corruption points and the OOC choice of being turned into an Inferi for an event resource.

     

    Infernal Alchemy and Black Alchemy

    - Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, corrupt 0.5 units. These can only be cleansed once the effects of the potion have passed.

     

    REASONING:
    After a fight with @Pallodium's Nephilim, we realized that Darkstalker abilities were not listed under the corruption lore!
    Adding Darkstalker CA abilities to Corruption also makes sense cause Paramounts have proto-necromancy powers

  7. 18 minutes ago, annabanana1014 said:

    𝙱𝚊𝚛𝚋𝚒𝚎 𝙳𝚊𝚢

     

    On March 9th, our lovely Community Team will dress up as either Barbie or Ken! With their festive pink and blue colors, the team will pass out barbie dolls! We hope that these Barbie and Ken dolls bring you joy and happiness throughout the day!

    Toward the evening, the Event Team plans to host a stream featuring the classic Barbie Movie. Keep an eye out for the specific time, which will be announced closer to the date. And like Barbie said… “
    EVERY NIGHT IS GIRLS NIGHT!” Embrace the BARBIE spirit, celebrate the occasion, and let the Barbie magic add a touch of PINK to your day!

    Lector 𝙳𝚊𝚢


    On April 20th, our lovely Story Team will dress up as either Danzen or Oijin! With their iconic red and gold colors, the team will pass out Lector Danzen and Oijin dolls! We hope that these Danzen and Oijin dolls bring you joy and happiness throughout the day!

     

    Toward the evening, the Event Team plans to host a stream featuring the classic Paul movie. Keep an eye out for the specific time, which will be announced closer to the date. And like Evaristus said… EVERY DAY IS LECTOR DAY!Embrace the LECTOR spirit, celebrate the occasion, and let the Lector magic (or alchemy! heh) add a touch of RED to your day!

     

  8. 47 minutes ago, sam33497 said:
         

    with arcane focus:

    >bandit pulls up to you on a horse, you aren't on a horse. bandit says 'mina or die'

    >you connect

    >bandit swings at you
    >brisk step, 24 blocks away

    >bandit closes distance, 12 blocks
    >move 4 blocks, set anchor

    >bandit closes distance, 12 blocks (now 4 blocks away)

    >minor teleport, 32 blocks, now 36 blocks away

    >bandit closes distance, 12 blocks (now 24 blocks away)

    >brisk step, 24 blocks (now 48 blocks away, thats edge of shout range)

     

    without arcane focus:

    >bandit pulls up to you on a horse, you aren't on a horse. bandit says 'mina or die'

    >you connect

    >bandit swings at you

    >brisk step, 12 blocks away

    >bandit closes distance, 12 blocks (0 blocks away)

    >move 4 blocks, set anchor

    >bandit moves between you and anchor, swings weapon

    >forced to brisk step, 12 blocks

    >repeat sequence till out of mana

    OR if bandit doesn't block minor TP correctly

    >bandit closes distance, 12 blocks (0 blocks away)

    >move 4 blocks, set anchor

    >bandit swings at you

    >minor tp, 16 blocks

    >bandit closes distance, (4 blocks away)

    >brisk step, 12 blocks (16 blocks away)

    >bandit closes distance (4 blocks away)

    >move 4 blocks, set anchor (8 blocks away)

    >bandit can swing or block anchor, repeat sequence, mage will run out of mana

       

    thanks, i can finally understand what you were saying

  9. 5 minutes ago, sam33497 said:

    it takes 4 emotes instead of 3 to do this, you get outpaced by a horse if you cant do the arcane focus cheese

     

    lets play out a scenario, with arcane focus and without

     

    with arcane focus:

    >bandit pulls up to you on a horse, you aren't on a horse. bandit says 'mina or die'

    >you connect

    >bandit swings at you
    >brisk step, 24 blocks away

    >bandit closes distance, 12 blocks
    >move 4 blocks, set anchor

    >bandit closes distance, 12 blocks (now 4 blocks away)

    >minor teleport, 32 blocks, now 36 blocks away

    >bandit closes distance, 12 blocks (now 24 blocks away)

    >brisk step, 24 blocks (now 48 blocks away, thats edge of shout range)

     

    without arcane focus:

    >bandit pulls up to you on a horse, you aren't on a horse. bandit says 'mina or die'

    >you connect

    >bandit swings at you

    >brisk step, 12 blocks away

    >bandit closes distance, 12 blocks (0 blocks away)

    >move 4 blocks, set anchor

    >bandit moves between you and anchor, swings weapon

    >forced to brisk step, 12 blocks

    >repeat sequence till out of mana

    OR if bandit doesn't block minor TP correctly

    >bandit closes distance, 12 blocks (0 blocks away)

    >move 4 blocks, set anchor

    >bandit swings at you

    >minor tp, 16 blocks

    >bandit closes distance, (4 blocks away)

    >brisk step, 12 blocks (16 blocks away)

    >bandit closes distance (4 blocks away)

    >move 4 blocks, set anchor (8 blocks away)

    >bandit can swing or block anchor, repeat sequence, mage will run out of mana

    can you put subway surfers gameplay in the corner i cant read all that

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