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rdowdy

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About rdowdy

  • Birthday February 22

Contact Methods

  • Discord
    riroo
  • Minecraft Username
    rdowdy

Profile Information

  • Member Title
    Unhinged and Free
  • Location
    Somewhere in the Canadian Rockies, 1996
  • Interests
    Not the void. I HATE THE VOID I HATE THE VOID I HATE THE VOID

Character Profile

  • Character Name
    Meylis 'Raven's Kin' Frostbeard
  • Character Race
    Dwarf

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  1. Damn... I get on the server just to check things out after not being on for like 2 years and this is what I see. I knew Falk decently well while I was active I think and they were a hell of a person. One of the main reasons I become a dwarf and stuck around for as long as I did. I wish the best for his family and hope he finds peace wherever he ends up.
  2. Thank you for your service my basement corpse pile was dwindling becuae 2x 3x heat is litteraly unplayable.
  3. regular staff updates go brrtttt??? (it won't last)
  4. Honestly this specific redline feels potentially uneeded given the Juliet Potion from Tawkin. But if you are going to have this it might be worthwhile stealing the line "(or applicable Resurrection system)" to cover Animatii and any other transfer systems. On a related note, how does this process of "freeing my soul" occur? Someone kills my body? Can I choose this to be done? Or is it just specifically if the soul is stolen by a dark CA? Maybe this is a "I can't read moment" but it doesn't necessarily feel clear? It feels marginally contradictory on if I'm only expelling the damaged peices of my soul or if it's possible to expel the whole the thing. Other then my little nitpicks I love the flavor and an alchemical way to cure Malflame! Clearly the cleric rewrites should all just be alchemy fr fr.
  5. Story go brrttt? Out of curiosity, are the statistics for players who participated in an event unique players? I'd be interested to see the average events per player or something similar to see how widely dispersed the events are.
  6. Sorry this is wildly out or order. 1) Not a long a rant at all, and an appreciated one. This is more or less the feedback I was expecting, because if I were reading the lore piece I'd had commented a lot of similar stuff. It falls in the category of "lore-bloat." I don't really have a defense against that because the majority of it does. 2) The recommendation of liquid mana is a really good one, however part of me wanted to keep this as something that didn't inherently require help from a person with any magical talent to create. So a raw alchemist could create, hence the general reliance on Aether. I'm not opposed to the use of Liquid Mana, but it doesn't necessarily fit with my overall goals. 3) I appreciate your comments on the Blood Potion and the Alchemical Sponge! They were kind of the foundation of when I originally did this, the rest is little bits and bobs I wanted to look into. 4) Wow this really out of order, sorry! I hadn't actively considered that mages don't actively leak mana, but honestly I can't recall any lore saying they do. I'm gonna see if I can track down anything that says one or the other, but I appreciate you bringing it up! 5) So, the reason it targeted at Voidal Mages is because I don't like a one size fits all category trap or detection kit. I don't think something like that should exist and run into into a lot of issues with it. So I ran with what my character would specifically want to detect and trap, so it feels like it's targeted towards a voidal connection because it is. I personally want to see a lore environment where the methods to detect a vampire are different from the methods to detect a blood mage. My own inexperience with Voidal Magics is the prime cause that the wording is a lot off. Once again I appreciate you posting your opinion! (I realized I specifically refrenced blood magic in one of the redlines lmao... WHOOPS)
  7. I've accepted that bloating is accepted by the majority of the community and will continue to exist. Join me in the cringe inner peace to take advantage of it and make something weird. Seriously though, I complained about lore bloat a lot and since then more alchemy packs have been accepted. As much as I hate to admit it, bloat in alchemy isn't necessarily a valid reason to deny someone's addition to the lore. The least I can do is make a lore peice with more then one potion in it :P Imma be honest, I completely forgot about Black Alchemy when originally writing the potion. The faking death part was purely something I realized could occur since it induced a coma state and figured it could be a fun little add on to a potion. When I have a second I'll double check and see if there's any potentially compatibility. I wouldn't mind shooting for a weaker more accessible version. And honestly? Flair. There's minimal reason for it to exist besides the idea of letting an alchemist go into this little lucid dream where they experiment with alchemy. I figured it might as well have a theoretically practical use allowing players to use it to "skip irp lessons." I was originally planning to make some of the potions "rare" but achievable through experimentation in the lucid dreaming state, but I abhor rare potions and would feel bad about locking out the majority of the stuff I plan to write. Also thats an interesting point on smelling salts... hmmmmmm If I can't kill children roleplayers I might as well give their parents a way out...
  8. Foreword [T1] Sleeping Aid [OPEN] [NON-COMBATIVE] BACKGROUND Developed in response to the frequent night-terrors suffered by Meylis Frostbeard. He wished for a way to induce a longer lasting dreamless sleep produced by nightsap with none of the major side effects after several close calls with addiction and overdose. Due to its nature he found it had several medicinal purposes most notably in lower doses it can help treat hysteria and hallucinations. RECIPE BASE: Nightsap Tea or Distilled Water Mundane | Peace x2 Mundane | Lethargy x2 Mundane | Endurance x1 EFFECTS When this potion is drunk a person will enter a dreamless sleep for a minimum of 6 narrative hours. They cannot be awoken by any conventional means. This effect’s duration is increased by 6 hours for every extra Mundane | Endurance added during its creation for a maximum of 24 hours of dreamless sleep. When the user awakes they will feel as if they have had the perfect amount of sleep regardless if they were asleep for 6 hours or 24 hours. If a person should find themselves awoken by smelling salts they will enter a state of hysteria for 1 narrative hour for each endurance symbol added. After this they will be extremely tired until they rest. Should a user wish for the potion to be used for some of the more mundane effects they would need only switch to the base from Nightsap Tea to distilled water. If such a recipe change is done any person drinking this potion would instead be immune to hallucinations, hysteria, or bad dreams for 8 narrative hours. OOC Reason to Exist REDLINES [T2] Alchemist’s Aid [OPEN] [NON-COMBATIVE] BACKGROUND After the development of the Sleeping Aid to suppress the night terrors Meylis further considered if his time spent asleep could be better used as time spent further studying the depths of the alchemical. He set out to work on a recipe that would allow for inducing Lucid Dreaming in alchemists. This potion remains untested on users of the arcane as well as people with no alchemical experience. RECIPE Base: Aqua Vitae 2x Aether | Any 3x Mundane | Connection 1x Mundane | Separation 2x Mundane | Clarity EFFECTS This potion will place an alchemist into a medically induced coma for up to 72 narrative hours in which the entire mind of the alchemist is devoted to lucid dreaming on the effects of the alchemical. This can help a person better understand and grasp the alchemical and arcane. For a skilled alchemist (T3) they can experiment with the alchemical and develop or learn recipes entirely within their own mindscape. To the outside world, the alchemist would appear dead with the heartbeat slowed to nearly non-existent and breathing extremely shallow. During this time an alchemist would not age or require any food/water. A person cannot be woken up from this coma whether by force, alchemical, or magic. Leaving them open to attacks. If more than one Alchemist’s Aid is taken each narrative day a person risks falling into a "lucid" coma lasting up to 3d6 narrative weeks in which a person will die unless provided water. They will determine this risk by a roll of a d20, with a skill check of 10. During this time they will not age and will experience the lucid dreaming as normal A non-alchemist person would fall into a medically induced coma for up to 72 narrative hours, during which they would not age, and would experience a partial out-of-body experience. Allowing them to see their immediate surroundings in full detail. They would be unable to woken by any means. In some spaces the potion might be used as a drug. OOC Reason to Exist REDLINES [ST] [T2] Hallowed Chalk [OPEN] [NON-COMBATIVE] BACKGROUND Magic is a dangerous thing, those possessing it are subjected to the influences and dangers of the void, these people are risky at best, but sometimes they make damn good customers. This chalk is for the detection of a person connected to the void without causing them undo discomfort or preventing them from entering an otherwise public business. RECIPE Base: Chalk and Aurum flakes 3x Aether - Any 3x Earth - Purity 1x Mundane - Light (Optional) 2x Earth - Endurance (Optional) EFFECTS When this chalk is placed on the ground it presents as nothing more than a simple chalk line, but when a person connected to the void crosses over it the chalk will grow bright with a golden light. If 1x Mundane - Light is removed from the chalk only a person with a Reaction lens would be able to see the resulting reaction. If 2x Earth - Endurance is added to the brew it cannot be removed from stone by any traditional means. It must be removed by an alchemical sponge. OOC Reason to Exist REDLINES [T3] Alchemical Lens [OPEN] [NON-COMBATIVE] BACKGROUND A better way to see the sun… These lenses allow a user to see a detailed imagery of the reactions at play on the alchemical scale. RECIPE Base: Distilled Water 2x Mundane - Clarity 1x Mundane - Connection 2x Mundane - Order 1x Mundane - Endurance EFFECTS A T3 alchemist could use them to identify many of the reagents in another alchemists brew, thus allowing them to approximate the effect of certain alchemical brews, especially those of a reactive nature (such as Blasting Potions, Sparkpowder, and God Flame.) It can also help the user see the progress of certain symbols in their own alchemical brews. Though they are especially designed for use with Hallowed Chalk and Hallowed Circles. This lens allows an alchemist to see even the smallest of alchemical reactions. OOC Reason to Exist REDLINES [ST] [T3] Hallowed Circle [OPEN] BACKGROUND With a little ingenuity, detection can easily become a trap. RECIPE Base: Hallowed Chalk 4x Aether - Curtailment 3x Aether - Purity 2x Air - Reduction 2x Earth - Rigidity 3x Earth - Strength EFFECTS OOC Reason to Exist REDLINES [T1] Alchemical Sponge [OPEN] [NON-COMBATIVE] BACKGROUND Sometimes we make mistakes, and sometimes we must wash away the mistakes of others. RECIPE Base: Sponge 2x Aether - Any 1x Any - Death 3x Any - Reduction 5x Any - Separation EFFECTS The alchemical sponge can quickly nullify potions, reagents, and alchemical concoctions. allowing a person to easily clean up a spilled potion or damaged reagent. Though it nullifies potions far too slowly to be used in combat it does allow the effects of one to be removed after a fight. If a potion is removed before it would normally wear off, any ill effects that the potion might have applied would not occur. (Such as Auric Oil damaging a weapon.) Once the sponge has been used it can simply be squeezed and cleaned so it may be reused again. OOC Reason to Exist REDLINES [T1] Birthing Aid [OPEN] [NON-COMBATIVE] BACKGROUND YEETUS DELETE THE FETUS (Listen I wanted ONE unhinged potion, ST you are free to request this potion be removed) RECIPE Base: Any Sleeping Aid Potion or Herb 1x Any - Order 1x Any - Peace EFFECTS The birthing aid is a rather simple potion. For a person at their full term of pregnancy it would bring them into a partial sleep and induce labor that allows for a simple and uncomplicated birth. A patient who has been administered the potion would wake up following the birth with the reduced symptoms of the typical postpartum effects. If given to a person early in their pregnancy it would preemptively end the pregnancy, with no ill effects. If given to a person who isn’t pregnant it would induce pregnancy would cause mild nausea. OOC Reason to Exist REDLINES [T3] Blood Siphon [OPEN] [COMBATIVE] BACKGROUND Blood is a rather useful ingredient, but the removal of it can be rather painful for the user. Especially when you need a rather large amount. The original idea for the potion was to create a small alchemical siphon in a body, and for those in need, a possible placement of a permanent siphon. Unfortunately the recipe appears to instead cause the affected body to produce an excess of nearly worthless "alchemical blood" to bleed from every orifice. RECIPE Base: Alchemist Blood 3x Mundane - Separation 3x Mundane - Weakness 3x Air - Instability EFFECTS If applied directly to a person it causes the user to bleed alchemically mundane blood from every orifice of their body for 5 emotes if a large amount is splashed into a persons skin, or 10 emotes if applied into a wound or cut, such as on a weapon. Once the bleeding begins it would cause the user to be partially blinded and deafened after 2 emotes until the blood is cleaned from their eyes/ears. A person may take 1 emote to clear their eyes and ears temporarily, or may take 3 full emotes to completely clear the alchemical blood of their skin. If a person drinks the potion it would cause internal bleeding of the alchemically mundane blood which would fill the internal organs of a person and, most prominently would cause a person to have difficulty breathing unless the lungs were purged of fluid. (This is effectively a fun little poison!) OOC Reason to Exist REDLINES Changelog and Postword
  9. *sigh* To preface this statement with my own personal bias. I have an ST application that AFAIK, wast vetoed by a member of administration. I have never received acknowledgement or feedback on my application and was firmly denied feedback multiple times until I asked someone I knew on the team who told me "you were vetoed by story admin." I feel, that whoever that was, has a bias against me. And the fact that I have never received any information or reasoning despite requesting feels like a confirmation of my suspicions. So when the best you have is "we aren't biased" but refuse to communicate I'm force to assume that you either are ignorant to the bias or actively choose to ignore it. Staff is uncommunicative, and at times, unprofessional. When a person given authority is either of the above it causes distrust, which further least to the bias issue. The other issue? Staff is not a part of the server in a lot of ways. I can count the numbers of staff on one hand I've had an IRP interaction with Staff members. Other then community members doing applications the majority of players will likely *never* have an interaction with a member of staff. So all they have to go on is information from a player base that has shown multiple times, it will lie about interactions. Basically; 1) Bias does exist, it's human. Stop acting like staff is unbiased and start acknowledging when it does happen and what you are actually doing to prevent it. 2) Staff members need to communicate more. You are members in a position of authority. You do not have a right to be anonymous when making certain decisions. If a player requests a peice of relevant feedback or information they should be provided it (within reason.) If you can't justify a decision, you shouldn't be allowed to make it. I get I sound very anti-staff here, and I don't acknowledge the frankly destructive player base. But trust and communication start with you. Bad actors will ALWAYS exist. The best you could do is be as transparent as possible in your decisions so you can always hit back quickly and effectively. I've really appreciated and have loved pretty much all of personal interactions with staff. At a personal level, I have NO complaints. But on a "professional" experience with the team, the experience is either non-existent, or typically poor.
  10. I always figured Garedyn would be the king runes returned under. I suppose returning over 'ihm might be just as good a' legacy.
  11. The FA is already rapidly spreading as a part of alchemy. This just hopefully means more people pick up the PK clause instead of just... not learning Kloning tbh.
  12. I like the Tawkin changes with the exception of Homunculi being weak to aurum. That feels a bit much. There's zero reason most people need a Klone and it is at best used to help shunt someone else's PK clause for an actual RP reason. At worst it's just so you can have a bunch of backups and only one person has the PK Clause. I also think that mutations *should* be written to be mildly improved since the new limitations, but I'm just happy to see there's actual accountability with it and it's ya know actually kind of relevant to Tawkin rather than just being used to supplement Min-Maxers.
  13. A Frostbeard feels a twinge in their gut somewhere in a crypt surrounded by what appear to be corpses. "Welcome to the the grave old friend, it's actually quite comfy here."
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