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SlitheryC1

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Posts posted by SlitheryC1

  1. A helmed man peeked at the missive, squinting at it for a moment. He muttered "Herb-man is makin moves again oi see... oi need more herbs," They eased into a bench upon the public, briefly crumbling some Sun's Shard and jamming it into the nose area of their helmet-hole. 

     

    After enjoying the euphoric sensation of the alchemical reagent being packed into their nose he stood, sketching a letter and delivering a note to  Stefan via hammering it onto the front door of the very tavern advertised before scuttling away, refusing to walk up to them in person and ask like a normal human being.
     

    Spoiler

    Stefan. Need more herbs. Bird herb rates. You are very reliable. :goldstar:
    10 Athin
    15 Hiding Moss

    Regards,
    - S


     

  2. On 3/29/2024 at 10:05 PM, Diogen said:

    -The destruction of the pet's head results in an instant death.


    I think clarifying what a 'head' is, is quite important. Some constructs might not even have a defined head- maybe use 'gearheart' instead, since it's needed to keep lifeblood pumping throughout the body?

    Other than that tight post dio, +1

  3. MC Name:

             _Helmet_

     

    Character's Name:

             Slith Cobbett

     

    Character's Age:

             Dudes old man, take my word for it

     

    Character's Race:

             A descendant :thumbsup:

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/229999-animiiautomaton-crafting-fa-straighte/?tab=comments#comment-2003215

     

    What magic(s) will you be teaching?

             Animii (Science-Magic Robots)

     

    Describe this magic or a creature as a whole:

             

    as a tldr: Steampunk robotics except they aren't actually steam powered at all, and instead are powered by a little bit of magic alchemical gunk we call 'lifeblood'.

    in the long, it takes alchemy and makes it slightly more sciencey by letting you do more than make hair dye for your colleagues for 50 minas a pop.
    with it, you can make all sorts of things!
    Specifically prosthetics, full creatures of varying intelligence, little gadgets and gizmos that are 99.9% of the time noncombative, and a way to circumvent death irply if you are okay with the pk clause that comes with it.
    Of course, you'll need T3 in regular alchemy before being able to learn this stuff, so... do that first!
    Automatons and Animii creations in general have 5 core components. These components are VITAL to an automaton's structure.
    1. The skeletal frame, used to give all the parts that will go on top of it a foundation to sit on.
    2. Pulley systems, granting the automaton the ability to move or bend.
    3. Lifeblood Vessels, to carry the mystical lifeblood around the automaton's body.
    4. A gearheart! This is a little artificial organ that needs a gemstone covered in or infused with redstone, & a means of pumping lifeblood along the lifeblood vessels often in the form of some leather sacks & gears. There is a miniature version as well for simpler constructs, and will often be the first gearheart a student will assemble.
     

     

     

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

             

    Organs (or Modules, as the lore post likes to call them) are something most automatons, regardless of their complexity need- though higher tier automatons may need more to work well, but unlike the 'core components' are not actually required in an automaton for it to function.

    These are split into: Intelligence Vessels (Leather treated lifeblood wrapped into the shape of a brain, more bends & wrinkles = more smarts. Maxxed out at a regular descendant's intelligence), Visual Module (Glass ball filled with lifeblood), Voice Module (noteblock device letting the creature speak in an instrumental or staticy voice), and Audio Modules (Leather treated lifeblood that lets the automaton hear).

    Obviously, all these organs must be hooked up to the Lifeblood Vessels within the automaton to function properly, and if the automaton is drained of said lifeblood these organs too will be rendered useless.
    Obedience Vessels aren’t really an organ, just a literal blood pact between the ‘owner’ and the construct being given the 20ml of blood which must belong to the owner in question. Machine Spirits are unable to be pacted, and automaton CAs must oocly agree.
     

    Meanwhile, Tiers serve as good ways to represent levels of complexity for story reasons irp, and help clearly establish limitations or boundaries in a mechanical sense.

    T1 consists of non-sentient inventions & very simple automaton prosthetics (arms, jaws, legs, etc). These are often little devices for flavor, and often require teeny gearhearts to work. I am aware that in the redlines it states that “arms and legs are T2, Lungs T3, and Voiceboxes T4” but this contradicts the lore within the T1 section so i’m sticking with T1’s lore.
    T2 are often sentient creatures that can be as large as at most a backpack- but unable to be used in combat. These also include devices which can perform simple tasks.
    T3 are between the size of a backpack & a golden retriever. These can be complete pets, but cannot be used to augment a person’s body in any way like how a prosthetic would. Their lifeblood bleeds out in 5 emotes should they be used and damaged in combat, and someone using them should refer to the pet/summons guidelines. Body parts are also broken in 2 blunt strikes.
    T4 are your mounts or automaton humanoid npcs. Very complex constructs and aren’t able to be used in combat, and cannot be used to relay information. The exception to this are mounts, which can only be used akin to a regular horse. Automatons in this tier need 8 emotes to bleed out, & 3 strikes on a component to break it.
    T5 are playable CAs! Either regular automatons or your machine spirits. These are effectively robot people, and can be modified with things that could logically fit within the automaton’s body. Automatons are capable of overclocking in a minor fashion or in a major fashion, minor resulting in a small temporary boost (+25% for 4 emotes) to an automaton’s physical capabilities at the expense of hindering themselves the moment it passes (-50% nerf until repaired), or in a major fashion resulting in a significant breakdown which exaggerates what occurs (+50% for 2 emotes, but goes inert when its over for the rest of the crp fight). Trying to overclock again without a repair inbetween will result in the automaton breaking entirely. Olog sized automatons can’t overclock. If a gearheart is damaged, the construct will go down & memories/personality traits developed may vanish while it is harmed- these sadly being permanent should the gearheart be entirely destroyed. This goes for all automatons, but is especially important for T5 automatons.
    Machine Spirits are compatible with most forms of magic except for genus based & deific magics due to the machine daemon’s hold upon their souls. Voidal magic still poisons the physical body, having to be repaired more often. It also takes 2 weeks to create a husk on your own, but it can be shortened down to 1 so long you have a friend to help you.
    Anything that doesn’t fit within any of the above categories or this one should be MArted, and any lesser inventions that are made should only be non-combative & mundane if not worthy of an MArt.

     

     

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

             

    Creation of an Intelligence Vessel to be used in a construct.

    A258UCLkNcHUxX_AaSbsw2MgNApuGWd0JoOt1IXubBOi8Mfg6-c7_YWufQgIp6A_6vUnXPnExwQ4WXysn4ezx5-bZQxpI1f8ebMOLTtyuTqjc2aefjLuRRUGdBdFzYhQqxnBewQULRW5Fab86KccLos

    9pQIqe9W_Vl4SylUH1wsPI7VTllyHMC1pAy0fj46jhhxXjUrNWh_cdBBqqYnkaf54t_oBXHIxxLR4oB5KvkDIxZcqJc4pC7arMtPS-5SzkMre-7k8MEWksElKXNxmvjZ8gcLgsYBc0III3SGf10J5J4

     

     

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

             

    [!] "Good morning, coward!" The helmed geezer kicked their own oak door in, stumbling into the workshop as they stared at his totally-willing apprentice. "Today we'll learn how to make an arm!" He cackled with glee, shambling to the alchemical workstand.

    [!]
    "...What's that? Sorry, can't hear you over whats covering yer mouth." They nodded for a while as they rambled for some 'ingredients'. A bottle of lifeblood here, some metal plates & rods there... Before pausing. "Let's get started with the measurements, shall we?" They chimed, trotting over to the chair where he had tied the poor man down- freeing their arm and tightly gripping it. He proceeded to take some measurements if unimpeded, slowly bobbing his helm up and down before retying it again- walking over to the bench once more.

    [!] "First, we establish a skeleton-frame for the rest of the junk to sit on..." They hummed, grabbing at the ferrum rods & affixing hinges & joints & screws into place with their trusty chisel- making a rather primitive ferrum skeleton, following the measurements he just took from Billy. "There we are!" He cackled once more, rubbing his gloved hands together.

    [!]
    "Time for the pulleys- wouldn't want your new arm to be motionless~!" They said with a merry tone, rurmmaging around in his spare parts crate to pull out a mish-mash of pulleys & ropes, the helmed man visibly eye-balling the measurements. Slowly but surely, they began to screw the pulley systems into place with nails & chisel, scratching at their ferrum chin as he granted movement to it. From the tiny digits to the mighty upper bicep. "Next... Er, lifeblood vessels- Don't worry, it's not made of real blood! You need these to carry the well, uh, life, through the arm!" He chortled again, turning to rummage around in that box of parts once more.

    [!] He pulled out quite a few leather cords & pipes,
     roughly gluing it to the skeleton between the pulley systems he had just established before using ferrum bracers to ensure the pipes would not wiggle about that much. After doing so, he reached into the box one more time to pull out a small strange organ. It looked like a brass box with two accordion sacks able to be pushed in and out embedded within it- a red 'star' of a gemstone glistening in the middle. "Ah, my favorite. The lesser gearheart! Can't put all that pressure on your heart, oh no no no." He wagged his finger at their 'test subject'.

    [!] "Lets put it in, shall we?" They laughed again, visibly taking pride & joy in their work- his helm's gaze lifting from the intricate wrist of the child-sized arm to the shoulder upon the very top. They 'plugged' it in to the lifeblood vessel systems which were already installed, gluing it to ensure a watertight-seal before using bracers of metal to hold it in place. "And now, for the finishing touches..." He chortled once more, moving to grab at the many ferrum plates he had scattered earlier on the table.

    [!] The helmed one started to slowly but surely bolt the plates onto the limb, careful not to impede the movement of the arm. He'd then start sanding down portions of the limb that were too crude or sharp till he was left with a metal piece which resembled your ordinary arm in shape!
     "See? It wasn't that hard!" He looked towards their test subject, cackling again. "Now, me bruddah..." Their helm began to focus on the glorified lab rat, slowly reaching over to their medical tools to gently pull out a bonesaw. "Let's see how it fits, yeah?"

     

     

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

             

    the punishment's potency will depend on:

    - whether or not they knew they messed up or not

    - the severity of the crime (power armor BAD!!!)

    - if it was funny (their intentions behind the powergaming)

    Often I will give them a warning, then clarify/teach them the error of their ways.

    If enough warnings have been given out, or if too much tomfoolery is had at the expense of others I will request that their FA be snipped and vow to provide enough irp physical brain trauma to them to ensure lotc's global-story-timeline runs smoothly.

     

     

    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?:

             ye

     

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

             nah

  4. A helmed man, 'Slith', looked at the missive with a faint grumble within the comfort of their own home, placing a hand upon their ferrum forehead.
    "Ye kiddin me? Why didn't they scratch m'feckin name out yet!?" The man yelled, slamming his fist into his armrest as they grumbled.
    "...Oi bettah have nae paladins at m'doorstep..." He malded. Seethed, even.

  5. Name of the Artifact:

             Arcane Distillery

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             _Helmet_

     

     RP Name of the person(s) currently in possession of the Artifact:

             Slith Cobbett

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             _Helmet_

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             Slith Cobbett

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    Spoiler

    image.png?ex=66076c6b&is=65f4f76b&hm=01f
    image.png?ex=66076d51&is=65f4f851&hm=882
    image.png?ex=66076f2e&is=65f4fa2e&hm=31c
    image.png?ex=66076f69&is=65f4fa69&hm=350
    image.png?ex=66077011&is=65f4fb11&hm=90e
    image.png?ex=66077120&is=65f4fc20&hm=3d6
    image.png?ex=6607713c&is=65f4fc3c&hm=086
    image.png?ex=66077241&is=65f4fd41&hm=e64
    image.png?ex=66077316&is=65f4fe16&hm=526
    image.png?ex=66077532&is=65f50032&hm=c8b

     

     

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    Item name: | "T4" | Arcane Distillery |
    An odd ferrum stand with a triangular potion rack at the bottom, allowing at most 3 bottles to be placed upon it. Above the slots of this rack was a single thin magegold rod, numbering 3 in total to pair up with the potion slots beneath with a considerable amount of air between each partnered slot & magegold limb. These 3 magegold digits stretched upwards forming what appeared to be a bulky band of the same substance, tightly hugging what appeared to be a Lightstone at the stand's very apex.

    This piece of fancy junk seemed to do nothing on it's own, with no immediate effects or unique attributes beyond the strange design. What was it's purpose? And if it did anything at all, how?

     

     

    Effect(s) of the Artifact:

             

    Arcane Distillery
    This artifact allows the creation of new ‘potions’, often magical or chaotic in nature due to both the irregularities formed in the applied process. Deific Mana is used to feed into each potion over time as the potions often must be left in place to be exposed to the 'holy' magic for a long period of time, often a narrative month or so. This is done by using the Lightstone as a means of containing this special mana, diluting it into the substances through the magegold limbs/band the device possesses.
    It is both a taxing & tedious process to make, much like base alchemy- and has another complicated step of gathering a source of Deific Mana whether it be sourced from paladins, templars, shamans, or druids as the Lightstone itself does not come with power on it's own.

    Fueling the crystal is luckily somewhat simple, but the method may vary from magic to magic. Shamans may try to bless/curse the crystal, meanwhile Templars may simply draw their imbued weapon to place upon the crystal for a moment. Not only this, but it is often the case that the potion being handled needs to have a material that is receptive to magic in some manner be ground up and added to the base (Magegold Powder, for example) to allow the energies from the lightstone to jump from the limbs into the very bottle.

    [COMMON] Luck-be-a-Lady [T3]

    Spoiler

    Description:
    The substance could only be described as chaos incarnate- the colors, textures & attributes of the substance within constantly warping and changing within it's container.
    Upon being thrown or consumed, its effects may vary wildly from application to application.

    Recipe:
    Base - Magegold Powder mixed in Aqua Vitae
    Aether | Chaos x2
    Aether | Instability x1
    Mundane | “Any” x15
    Arcane Distillery Charge | Any Origin of Deific Mana x1
     

    Creation:
    Step 1 - Mix Powdered Magegold into Aqua Vitae within a pot. Stir.
    Step 2 - Place the pot on a stove, get the Aqua Vitae to boil.
    Step 3 - Add the ‘random’ Mundane Symbols all at once, followed by the Aether.
    Step 4 - Allow the alchemical solution to cool, & distribute the mixture into 1 alchemical count per bottle (Max of 3).
    Step 5 Place into the Arcane Distillery- the strands of magegold should make physical contact with the alchemical solution.
    Step 6 - Have a Deific MA holder channel ‘Deific Mana’ into the light stone (Freeform, 2 emotes minimum).
    Step 7 - Let it sit in there for 1 narrative month (1 OOC day). Pull out & seal once the time is up.
     

    Effects:

    This chaotic potion mimics existing potions when used, or occasionally does something new all together.
    After spending the first emote to pull out the bottle, then the second emote to prepare drinking/throwing,
    Oocly Roll 2d20 then pick your favorite number out of the two to determine the effects before making your third potion emote (throwing/consumption, effects). The effects the potion may take on is unknowable till it is too late…

    GENERAL REDLINES THAT APPLY TO ALL ROLLS!
    - Thrown potions that miss their target & do not have an established AoE will harmlessly dissolve into the ground/surrounding area unless stated otherwise.
    - Those that modify their target in some way cannot affect more than one person at a time- the creature getting the most substance splashed on them taking priority.

    - Much like a blasting potion, it is impossible to 'deactivate' a primed Luck-Be-A-Lady, threatening to detonate in one's own hand 
    - If throwing you cannot change targets after making the roll. Commit.
    - Due to the potion's magical nature, effects that last longer than 1 emote & modify the creature in some way will do nothing if applied to them if they are holding or wielding thanhium.
    - Must be made with an Arcane Distillery. Attempting to substitute the device during the process will result in something too unstable to function.


    Rolls 1-5 [Negative]

    Spoiler

    1 - Concoction of Greater Weakness

    When the whole count is splashed onto or consumed by something, arcane shackles the color of the victim's aura will form onto the creature's limbs over the course of [1] emote, rendering their strength halved for [2] emotes afterwards- the limit to this lessening of strength being Voidal Mage Strength. Has no effect on artificial limbs or creatures that lack flesh. At the end of the duration, the arcane shackles will dissipate into nothing and the effect will cease.

    Redlines
    - Takes effect the next emote after consumption/application as the shackles form.
    - Spells like a Voidstalker's "Wither" and similar spells/abilities/effects that enhance strength will take priority over the Luck-be-a-Lady effect, rendering the potion useless. They will not stack effects or duration.
    - Those already with Voidal Mage Strength will only be a slight more drowsy than normally for the duration of the effect, returning to their previous level of stamina afterwards.

    - If the afflicted creature does not have an aura, the energy which makes up the shackles will default to a white coloration.
    - These shackles grant no physical protection on their own, even against incorporeal creatures.

    2 - Polarized Reaction

    Upon throwing it the potion will be identical to Arctic Mists will soar towards the target, however it lights the user’s throwing arm on fire in the process! As the bottle will burst with flame during the throwing motion. If consumed instead, it will briefly engulf the imbiber in flames only to immediately extinguish them with a chilling gust of wind, leaving the poor fellow at most mentally distressed for an emote & nothing more.

    Redlines
    - Takes effect the next emote after consumption/application.
    - Refer to: Alchemy III, Core Potions : Arctic Mists when throwing.
    - This Arctic Mists cloud will behave as though it were in a cold environment, regardless of the weather or temperature. 
    - The self-harm fire takes 2 emotes to extinguish, at most leaving 1st degree burns during that duration and leading to greater burns if not dealt with immediately.
    - The effects upon consumption are entirely aesthetic and will at most frighten the user.


    3 - Pseudo-Blasting Potion

    Takes on the Attributes & Redlines of Core Potions: Blasting Potion, affecting a 3x3x3 area. If consumption is attempted, one may emote it blowing up in their hand before they get the chance to place it in their mouth to avoid instant downs.

    - Refer to: Alchemy III, Core Potions : Blasting Potion.

    4 - Pseudo-Flaming Salve

    Takes on the Attributes & Redlines of Flaming Salve: Lector Pack. Applies unlit salve to a 2x2 surface & coating any objects within that specified area that is specifically unlit. If consumed instead, it’ll have no effect at all beyond the oily texture & taste. Will combust if open flames are within the area, or if fire is applied to it.

    Redlines
    - Takes 2 emotes to wipe off, but only 1 to wash off with water or another liquid.
    - Cannot stack with true Flaming Salve, but they can set each other alight.
    - Equivalent to dumping 2-3 counts of Flaming Salve. Will be rendered inert in 6 OOC hours or the end of an encounter if bottled/not washed, whichever comes last.

    - Refer to: Lector Alchemy : Flaming Salve.


    5 - Pseudo-Smoke Whispers

    Takes on the Attributes & Redlines of Smoke Whispers. If consumed, the person will instead cough up the smoke rather than ingest it, allowing it to take effect as usual- but this time centered around the consumer.

    Redlines
    - Takes immediate effect upon consumption/application.

    - Refer to: Alchemy III, Core Potions : Smoke Whispers.



    Rolls 6-10 [Negative-Neutral]

    Spoiler

    6 - Concoction of Lesser Chaos

    Upon being consumed by or thrown onto a biological creature, it will curse them with a more unstable mind. The victim may RP it how they wish, as any disadvantage it would cause in terms of CRP would be in the form of low morale or mental distress. Symptoms can include a brief spurts of anxiety/paranoia & loss of focus.

    Redlines
    - Takes immediate effect upon consumption/application.

    - A person that is already afflicted by a supernatural/not-mundane ability, spell or potion that induces mental harm or fear will automatically override the Luck-be-a-Lady effect, rendering it null. It will not stack or extend duration.
    - The potency of the Luck-be-a-Lady effect may be decided by the person afflicted.
    - Lasts up to 5 emotes.


    7 - Pseudo-Flash Powder

    Takes on the Attributes & Redlines of Core Potions: Flash Powder, affecting a 1x1x1 area. If consumed, it will count as though the user had thrown primed Flash Powder into one’s own eyes, in which case the effects may resume as normal.

    Redlines
    - Takes immediate effect upon consumption/application.
    - Refer to: Alchemy III, Core Potions : Flash Powder


    8 - Oops! All Air.

    Funnily enough, the substance will do nothing if it is consumed, leaving the person with only an empty bottle! If thrown, the shrapnel the bottle makes upon impact may be the only 'effect', but such can hardly be considered alchemy.

    Redlines
    - It's a bottle. Don't powergame a bottle.
    - The taste of the chaotic substance may be freeform by the person drinking it so long as it's only aesthetic.


    9 - Superior Liquid Purifier

    Upon being thrown, it will pull in water from the atmosphere to dump upon wherever the potion lands in a 1x1x1 area, often rendering the target soaking wet as though someone had just poured a full bucket upon them. The most harm this water shall do is at most, break concentration unless the target has a specific vulnerability to regular water. If consumed instead, this may count as throwing it onto one's self.

    Redlines
    - Takes immediate effect upon consumption/application.

    - It's effectively dumping a bucket's worth of water on someone. Don't powergame it.
    - Any ice formed by the water right after consumption/application due to cold weather will at most just chill the person and not freeze them in place.

     

    10 - Concoction of Lesser Purity

    Takes on the Attributes & Redlines of an Air Purifier when thrown, refer to the relevant lore page. If consumed, the person who imbibed it shall be given the gift of minty breath! …It’s minty breath, if you find a way to take advantage of this in CRP i'll be impressed.

    Redlines
    - Takes immediate effect upon consumption/application.

    - Refer to: Alchemy III, Core Potions : Air Purifier if thrown.

     

    Rolls 11-15 [Neutral-Positive]

    Spoiler

    11 - Concoction of Lesser Growth

    Takes on the Attributes & Redlines of Land’s Nurture when consumed, granting them a warm meal as it makes contact with their mouth. If thrown onto someone or something, it will cause local plants & life in the surrounding area to suddenly bloom with great speed before quickly dying off after [1-2] emotes. If affected nature is communed with, Druids will be unable to communicate with them coherently as plant/fungal matter under the effect will be simply talking far too fast for them to make sense of anything- as though someone had hit the ‘fast-forwards’ button.
    Redlines
    - Takes immediate effect upon consumption/application.

    - Refer to: Alchemy III, Core Potions : Land's Nurture if consumed.
    - Cannot be used to bind/slow a creature down in CRP as the vines/roots are too frail even to bind voidal magi.


    12 - Golden Glitterbomb

    When thrown, the potion will harmlessly pop into a cloud of gold-colored glitter in a 3x3x3 area covering it- purely being an aesthetic effect, granting no advantage or disadvantage directly in CRP. If consumed, the affected person may cough/spit out all the glitter during a single emote, it being a light distraction at best.

    Redlines
    - Takes immediate effect upon consumption/application.
    - When thrown it is purely an aesthetic effect, serving at most as a small distraction.

    13 - Bottled Choir

    When thrown, a heavenly choir will sing out from where the bottle lands, many mysterious voices holding a pitch till it fades into silence. The tone, volume, & initial pitch of the choir may be determined by the person who OOCly threw the bottle, and lasts [1] emote. When consumed, it forces the person who has done so to sing their words as though they were in an opera when speaking- lasting for [3] emotes. 

    Redlines
    - Takes immediate effect upon consumption/application.
    - The volume at most enters 'Shout' range, being unable to forcibly stun folk with volume on it's own. Purely an aesthetic effect.
    - Consumption is an aesthetic effect, granting no significant advantage or disadvantage in combat.


    14 - Pseudo-Luminosity Potion 

    Upon being consumed, it will cause the imbiber to harmlessly glow the color of their aura- illuminating the area around them akin to a torch, shimmering through armor or cloth. This will last [5] emotes, and will grant no benefit/consequence beyond the light itself brightening things up around the person. Upon being thrown instead, the bottle will remain intact- shining like a standard Luminosity Potion, following all Redlines & gaining the Attributes of it until it goes inert.

    Redlines
    - Takes immediate effect upon consumption/application.
    - Refer to: Alchemy III, Core Potions : Luminosity Potion.

    - Cannot be recycled if thrown. When it is used, it is fully expended and rendered useless.
    - Cannot be used to blind someone unless they have an attribute or effect that demands such (Cat's Eye Vision, for example).
    - If a Shaman Blessing or similar ability/spell/effect that causes one's own person to glow brightly is or has been applied to the person affected by the potion, it will render the Luck-be-a-Lady potion useless. They will not stack effects or duration.


    15 - Pseudo-Alchemist’s Sugar

    Upon being consumed or thrown onto a biological entity, it will cause minor hallucinations/varying colors to pop up sporadically for the creature affected akin to pyro-vision. This can be represented in any manner of the affected person’s choosing, so long as it remains purely aesthetic and grants no advantages or disadvantages in CRP.
    Redlines
    - Takes immediate effect upon consumption/application.
    - Lasts 3 emotes at minimum, but the afflicted may choose to have it last as long as they like OOCly.
    - A person that is already under the effect of Alchemist's Sugar, or is consuming Alchemist's Sugar while under the effect will render the Luck-be-a-Lady effect useless. They will not stack effects or duration.


    Rolls 16-20 [Positive]

    Spoiler

    16 - Concoction of Lesser Order

    Upon being consumed by or thrown onto a biological creature, it will grant an unusual stillness of the mind- calming it & shielding the person from mundane fears, anxieties and nervousness for up to 1 narrative/ooc hour. Side effects are comparable to that of Cactus Green or Diddyfunkle, making one's sight slightly hazy. This all may be summarized as making one high.

    Redlines
    - Takes immediate effect upon consumption/application.
    - Duration can be shorter if the affected chooses it to be.
    - Grants no protection against abilities or spells that actively cause fear. An example would be a spirit's aura, or a templar's trophy ability.
    - Side effects can be purely aesthetic, or detrimental if the person involved chooses.


    17 - Pseudo-Stag’s Stamina

    Takes on the Attributes & Redlines of the Stag’s Stamina potion, applying such to an individual target if thrown onto/consumed by a biological creature. Refer to Adunic Alchemy : Stag's Stamina.

    Redlines
    - Takes immediate effect upon consumption/application.
    - Refer to: Adunic Alchemy : Stag's Stamina.
    - A person that is already under the effect of a Stag's Stamina, or is drinking a Stag's Stamina while under the effect will render the Luck-be-a-Lady effect useless. They will not stack effects or duration.


    18 - Pseudo-Acuity Potion

    Takes on the Attributes & Redlines of the Acuity Potion, applying such to an individual target if thrown onto/consumed by a biological creature. Refer to: Alchemy III, Core Potions : Acuity Potion.

    Redlines
    - Takes immediate effect upon consumption/application.
    - Refer to: Alchemy III, Core Potions : Acuity Potion.

    - A person that is already under the effect of an Acuity Potion, or is drinking an Acuity Potion while under the effect will render the Luck-be-a-Lady effect useless. They will not stack effects or duration.

    19 - False Omnipotence

    Applies Cats Eyes, Heat Sight & Arcana Flow to a single target for [4] emotes so long as they are biological in nature, each effect visibly overlapping/blending in with one another. Cats Eye cuts through nearby darkness, Heat Sight applies a colored ‘tint’ to each object to display temperature, & Arcana Flow simply adds the finishing touches with the glow aura grants. While the effects may work in conjunction with one another well, it often results in a headache.
    Redlines
    - Takes immediate effect upon consumption/application.
    - Refer to: Alchemy III, Core Potions : Cats Eye, Heat Sight, Arcana Flow.
    - The headache's severity can be determined by the one effected by the potion, at absolute worst stopping one from casting spells during the duration.
    - A person that has already consumed or is consuming (as in gulped down, not wearing a pair of glasses with the potion's effects on ) one of these potions will render the Luck-be-a-Lady effect null. They will not stack effects or duration.


    20 - Concoction of Greater Strength

    When the whole count is splashed onto or consumed by someone, arcane bracers of identical color to the creature's aura form over their limbs over the course of [1] emote, increasing their ‘strength’ to the next tier (human > uruk, uruk > olog), unable to exceed the strength of an olog & lasting for the next [2] emotes afterwards. Cannot stack with other strength enhancing abilities, and will be rendered null if attempted. Should this affect something that naturally has the strength of an olog or greater will find that they will have a sudden burst of energy, akin to a sugar rush for the duration of the effect rather than enhanced might. At the end of the duration, the arcane bracers will dissipate into nothing and the effect will cease.
    Redlines
    - Takes effect the next emote after consumption/application.
    - Abilities like Tawkin's "Bolstered Strength" and similar spells/abilities/effects that enhance strength will take priority over the Luck-be-a-Lady effect, rendering the potion useless. They will not stack effects or duration.
    - Creatures that are affected with olog strength or greater will return to their original amount of leftover stamina after the duration of the effect. Therefor, a tired olog after being affected will still be tired after the effect has passed. 
    - If the afflicted creature does not have an aura, the energy which makes up the bracers will default to a white coloration.
    - These bracers grant no physical protection on their own, even against incorporeal creatures.

     


     

     

     

    Red Lines of the Artifact:

             

    Arcane Distillery Redlines

    Spoiler

    - Creating new potions/potion recipes with the Arcane Distillery requires an entirely new MArt (being subject to the cooldown), or alternatively an ST to oversee it should a material sourced from their event be used. Potions utilizing the Arcane Distillery in their creation methods will automatically be placed under the "Rare" category if not specified.
    - There is no direct method to fueling the lightstone & may be considered freeform so long as a form of deific magic is applied to it (A templar's flaming sword resting upon it for example), but it should take at minimum [2] emotes.
    - Disassembly should take [2-3] emotes, and is freeform so long as it keeps the MArt's mechanical item intact.
    - The lightstone, if broken, must be replaced with a new one. It can be shattered with 1 good blunt strike, combusting into a flash of light should it be charged.
    - The lightstone may only hold enough charge to make 3 potions at a time, and any drained charge must be replenished by a Deific MA holder. Screenshots of the charging should be included in any SREQs.
    - To represent the MArt it should both have a physical build taking up a cuboidal space of at least a 2x2x2 area, & an item frame holding the MArt next to or on it.
    - Usage of the Arcane Distillery requires it to be pre-established & prepared physically in that minimum 2x2x2 area.
    - An Arcane Distillery CANNOT be used on the go. It must be set up.

     


    Luck-Be-A-Lady Redlines

    Spoiler

    General Redlines for 'Luck-Be-A-Lady' potion are found in the potion's tab underneath effects.
    Number Specific Redlines Found in the 'Luck-Be-A-Lady' spoiler tabs in 'Rolls'.

     

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    As a TLDR, its effectively a way to jam what is called "Deific Mana" (found in the Canon Energies lore post) into a potion to do some fancy schmancy stuff regular Liquid Essence cannot, using the Lightstone as a means of storing this mana to slowly dilute it into the potions/inert alchemical solutions via the magegold wrapped around.
    Meanwhile, the Luck-be-a-Lady potion is the first of it's kind utilizing this method, & overall very chaotic/fun. I do not want this potion to be practical or hyper widespread like your usual combat potions, nor do i intend on making more MArt recipes with this fancy invention. I do however want to use it to manually inject some chaos and uncertainty into CRP fights to combat the feeling of playing chess which is overall quite boring, & maybe hand out a couple from time to time. If the MArt is ever stolen the 'common' nature of the Luck-be-a-Lady potion means that these potions will still be able to be made, so long as the character that has them is an alchemist & tinkers with the distillery for long enough.

     

     

    Number of duplicates of this Artifact:

             N/A

     

    Do you understand that there is a three-month cooldown between posting MArts per-player, and that cooldown begins upon acceptance? (Denial does not trigger a cooldown period.)

             yes

     

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

             no

  6. I'm all for fancy plugins and what not, but can't we just attain the same level of convenience via satchels?
    Thats literally what they are for- to be able to cram several unique items that are normally stackable into a single slot (example: varied building blocks in vanilla mc's case, or in LOTC's the many alch herbs), while being effectively useless in carrying unstackables (pvp gear).
    Not sure why yall are making specific bags for specific plugins (example, fishing plugin's junk bag) when yall could just make satchels accessible.

    Beyond those thoughts, the plugin itself looks smexy- love less inventory clutter!

  7. 1 hour ago, Jihnyny said:

    -Troll fever causes the loss of any sexual or romantical need and want.


    Immediate +1

    Beyond that though, I will have to ask what 'high intellect' is defined as. Are these knowledge based feats/magics?
    also there any other ways this disease can be cured? (think shamanism blessing, alchemy's fervor concentrate, copius amounts of pot, etc)

  8. As a dude whos fought against a ton of magi as a regular dude in 1v1s,
    it is NOT fun to go against with translo's current state, and I firmly believe this would make it better for both the magic & opposing persons going against the magic.
    as per sam's words, it is quite literally cheesing your opponents as ranged attacks are not guaranteed (especially with minor brisk steps) to catch them, and if comboed with air shield its pretty much a hard W no matter what.
    Then again, it might just be a skill issue on my end & grants me bias against this, but at the end of the day moving 32 blocks in 2-3 emotes is insane lmfao

    TLDR: unfun win button feature, +1ing this nerf

  9. A helmed man inspected the paper, scratching their ferrum chin at the note within the comfort of their own subterranean home.
    Stretching their back after peeling it from the cushioned seat they grumbled, yet this did not grant him sanctuary from pondering.

    "...Am I to be proud, or to be disappointed?"

  10. KOV45LJJqJO_Vh4WiRoa0Cf7hPtVFaGaFoYe2g4GdYFyGjjQe1CAYZRt3ZUWYowZdrptjW662OuoFrNf1gqh_I65hN-3RXui81-njyIO_0y7wXnMLkprkJBSDVIAB-dtVV_fBSus9zEy3nVqPbhYP0o


    Stifle Ointment (Rare, T3)

    Background
    Discovered after much experimentation by a many a goblin messing about with paddfoot & alchemical solutions consisting of freshly extracted symbols intent on giving themselves new options to skulk around the orcish city unnoticed. it shares the sound numbing capabilities of Paddfoot, and when released directly into the air around it, it makes the air more dense- giving sound (& sometimes light) a harder time to pass through the effected area.


    Recipe

    Base: Paddfoot Salve x1

    Air | Silence x2
    Air | Curtailment x1
    Mundane | Lethargy x2
    Mundane | Poison x1
    Mundane | Rigidity x3

     

    Description
    A gray oil to be stored within an air tight container, strangely expanding into the rest of the container to fit it's shape perfectly with time. It has a variety of purposes, depending on whether the oil is exposed, treated on an object, or consumed directly. If a crack in the bottle results in the substance leaking and is not handled within a narrative minute, the potion itself may spoil with no substantial effect.

    Effects (Throwing)

    Spoiler

    When thrown or exposed to the air when primed, the oil will spread out and begin to rapidly evaporate the moment it hits the ground. Due to the effects of the ointment, this will usually make no sound other than an audible gust of wind to flow down from where ever the center of the AoE was.
    This gas, which visibly appears which lightly distort one's view in the effected area should one squint, will immediately deafen whoever stands inside- preventing them from physically hearing things around them as though cotton swabs were packed into their ears so long as they remain inside of the effected area. Sound made from outside the 'cloud' is dulled if it must get through said cloud, as though one were speaking through a thick wall.

    Redlines (Throwing)
    - The Oil will dissolve completely by the end of the first emote, forming an initial 3x3x3 meter area. It will then expand into a 7x7x7 area by the 2nd, & fading upon the 5th.
    - Can't stack with other silencing effects. The more potent effect will always take priority.
    - The distortions the heat-based refractions give (Think of it as leaving a hot oven open and looking through the hot air) is purely aesthetic, and is noticeable if one focuses on the area.
    - No actual heat is generated by the potion.
    - The gust of wind is not abnormally powerful nor alchemical in nature when the potion is released- it is entirely mundane. 
    - The deafening effect does not have any lasting effects when someone steps outside of it, nor does it stun anyone.
    - Destroyed by Air Purifiers or great gusts of wind conjured by players/the environment.
    - If a person with unnaturally enhanced hearing (Acuity Potions, Enhanced Senses, Spiritual Blessings, etc) is effected by the potion the two effects will cancel out.
    - Speaking range is limited to whisper chat when inside of the fog.
    - Prevents the casting of spells that require a verbal component when inside of the effected area.
    - Requires an ST signature.


    Effects (Treating Materials)

    Spoiler

    Leathers & hides may be soaked within the oil directly for a narrative week within an air-tight container will permanently apply the sound-muffling properties of the ointment into the material, giving it a faint gray tint while maintaining the hide's durability. This treatment cannot be washed out, and does not completely negate all sound made- only quieting it some akin to Paddfoot.

    Redlines (Treating Materials)
    - 1 alchemical count of Stifle Ointment will be enough to make only 1 large item (cloak, shirt, pants) or 2 smaller items (ear muffs, gloves, shoes).
    - Can only be applied to leathers, skins & hides. Cannot be applied to living/undead skin directly for a permanent effect, even if you were to somehow keep your hand in the solution .
    - Can't stack with other silencing effects to completely get rid of all sound. The more potent effect will always take priority.
    - Can't stack with more than 1 alchemical effect on the same portion of material (No combining bowie cloak & stifle Ointment on the same sheet of leather, for example)
    - Significantly reduces sound, not completely rid them of it.
    - Those with their hearing enhanced unnaturally (Acuity Potions, Enhanced Senses, Spiritual Blessings, etc) will hear objects or things effected by Stifle Ointment at regular volume, the two effects cancelling each other out.
    - Forces noises made with the treated item to be at maximum within the 'quiet channel' range.
    - Does not require an ST signature in treated item form.


    Effects (Ingesting)

    Spoiler

    If you were to ingest the potion for whatever reason, it will cause one's breathing, heartbeat, & other internal bodily functions to become entirely silent for 6 narrative hours. This can be somewhat unsettling to the person, though luckily those that check physically will still be able to feel/see such organs moving still.

    Redlines (Ingesting)
    - Requires a Stifle Ointment in oil form to be consumed.
    - Purely flavor/aesthetic, and provides no significant benefit or detriment in CRP.
    - Does not affect one's voice.


    OOC Reasoning

    Spoiler

    Here ya go ST team, your 40th alchemy submission of the year :D (sorry lmfao).
    I've submitted this on it's lonesome as it was just a small idea I fancied, and is just another excuse for me to get better at writing and handling lore.

    anywho, Paddfoot & Bowie Camo are both really cool, but i'd love to see and have new options for stealth both irply with players, and within events to go about sneaking while also giving it some varying uses all centered around things being made quieter. I was very generous on the radius within the 'Application' setting as it's not the type of potion to whip out just because, as it is incredibly situational and is effectively useless so long as someone has line of sight on you, or knows you are at least around. It is because of that degree of situational-ness that I also think that this potion will have very little effect on alchemy bloat if it were to be added, so such is not that much of a concern to me.
    There are also very few items or things that hush sounds, the only other one being similar to it being paddfoot and some blood magic ritual which permanently silences an area- one of which is vague, and cannot be quickly applied to an area, while the other is very obvious and tedious to set up, making it inconvenient to use unless you specifically lure people into your 20x20 area.

    I will admit that I am not wise in CRP Pvp, however, and I gladly take any input to adjust for that. Thanks for reading!

     


  11. MEDIKAL AGH RESEARCH LODGE!
    ______________________________
     

    rEJptu96e7GvhvtkdaffiQdu0yCrhNj0AFBBIbVedDoO8m2mPjHVdlkRSRUwVm8TNQBsvT9AG3lBQJpRRy_jN-GF-LoE-b7HH2aA4L3oDmMxajLrV2iifR3SKllxtIWGuXpKwxvhDabADgPK1pVfm30

    The center of orcish innovation, manufacturing & medicine- in that order specifically.
    The surface & upper floors are available for use by the public, so long as equipment remains unharmed & folk clean up after themselves
    once they are done tending to the wounded or finished working upon their creations.
    Often this lodge shall be used as a staging ground to not only heal members of the Horde, but also to manufacture less simple products than what other lodges may provide alongside granting the nation a place to work on nation-wide scientific projects.

    ______________________________

    DAH MEDIKAL SIDE

    Spoiler


    es30pcN4b2qRwKRpCH-NDqBCy-_BEhrkr5D3_aweX5K1X_m4mYI19-l8XCsxywl0RpxgbxFcxR_lhcOdYH_9nXwNSdWMuqyABbmJSG05AJnCgG7OoiFIG4crMwlD3P_ez7aXPHyP_gbVx9kBmGgakX0

    Medics & doctors tending to patients within the Lodge will be granted access to remedies/sanitized medical equipment within the lodge,
    including but not limited to mundane ferrum appliances, Tippens Root Salve, Gislocnovi Juice, Blissfoil Salve, a variety of medical potions and whatever brothers/sisters may provide to the house via the donation bin! All donated alchemical reagents, potions or herbs are greatly appreciated, and will be put to good use for keeping your brothers or sisters in top shape for the next klomp.

    DISCLAIMER. BY USING THE HORDE'S MEDICAL/RESEARCH LODGE'S APPLIANCES AND/OR LAND, YOU AGREE THAT THE LODGE OR STAFF IS NOT RESPONSIBLE FOR ANY UNSOLICITED EXPERIMENTATION, SIDE EFFECTS, WOUNDS OR ILLNESS THAT MAY OCCUR WITHIN THE LODGE. 


    ______________________________


    DAH MANUFACTURIN SIDE

    Spoiler


    dgvhpbJ1G-Kh-4IbjE6zScNxuOBCHJTH3JNTBLDtZc-PwKdrS0_ywK-PKPgqWDAMaYyOl3hCWvZ8a83_ZffdEShzKWFVfnt0ctQhPdHdEg0BG5H883wOLpetn51G6WdVfykM4Hh_1gb_Pe3C00uf3s8

    The Lodge assists the horde with acquiring & manufacturing alchemical/complex goods to assist our fellow brothers/sisters in their day to day lives.
    If you find a draught in the city to cleanse the sickness out of an olog that's eaten something it shouldn't, or a prosthetic forged of ferrum for a wounded soldier, you may wager some mina that it made here.
    Occasionally, we may require assistance to help us with creating these wares or products. Donating herbs, material or remedies may not only ease the load but also allow us to further help the Horde in whatever it may need should it ask for a greater scale of creations.


    ______________________________

    DAH INNOVATION SIDE

    Spoiler


    GWYtAm62b5iUfpUxylfBHazDuj0gOjaRWIKcH2dQ4Ly1cXv_hOgrSozH_IvlPFu4f6WnMH6sVXKr3byqBfR_YDIGalABmnbVoPtmwO4FshWaT58Ukb6ljwHAyGuSHA0X9oDM4NF43Ygh4oTrYFx8toI

    Our favorite side of the Lodge, but also the one of most risk.
    Occasionally, some new knowledge to chase may come knocking upon our doorstep- whether it be an old relic brought inside the lodge, an anomalous landmark out there on the field or a goblin literally banging upon our door to help them start up a new project underneath the lodge, it is often our job to be the ones that will study these oddities, & support those that seek to construct something new for the betterment of the Horde.

    For those of unusual properties that are small and stable enough to be handled, they may be brought here and studied within the lodge to gain more insight on it's purposes or details, though will often be done behind closed doors for the safety of our fellow orcs (If you wish to have a hand in such private research, please see the 'Registering' section below). If it is too large or impossible to move, however, research will often have to be done on sight- in which case we may call upon the Horde & allies to either assist us or protect us during such research.
    Public & ongoing expeditions will be presented upon the notice board.

     


    Registering as a member of the Lodge

    Spoiler

    In a perfect world, all brothers and sisters may be trusted to assist us in tinkering with these exotic and/or extraordinary objects/research projects.
    Unfortunately, this is not the case. Things may sometimes be delicate, or have detrimental consequences if a mistake is made.
    For this reason, some projects are held behind closed doors. You may witness/assist in private projects as a registered Lodge Worker, so long as you meet and agree to the following criteria:


    1. The Project Leader/a higher up of the ongoing project agrees to your inclusion.
    2. You will dismiss Clan grudges or political stances within the Lodge.
    3. You are not an active enemy of, or are trusted by the Horde.
    4. You are a registered Lodge Worker, or agree to contacting the Grand Alchemist & having your name be added to the Lodge's Book of Names to be recognized as a Lodge Worker.


     

    ______________________________


    Signed,

    Slith Cobbett
    Grand Alchemist of the Iron Horde

    ______________________________

     

     OOC

    Spoiler

    If ya want to set up an event with us, just DM the current Grand Alchemist on discord, set up a time with them, tell them what you are up to, how you plan the event to go, what group or groups you want involved in the event, and we're good.
    Thank you for the read!

     

  12. A helmed man reading this missive within the confines of the Iron Horde pumped a fist towards the air, loudly declaring in his little cave.
    "WAGH- er... nae, that's not right. ARU? ...One o th'two!"

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