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SlitheryC1

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  1. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man. milk. man.

  2. I feel like archetypes could very easily be summarized as a point buy system. It can be summarized as "you have 2 points, put them into any stat you'd like". Also, Skill is WAAAY less important than Strength as is right now. an absolute unit with 3 strength defense will be completely okay half the time each time a person with 0 Offensive strength smacks them, assuming the area isn't armored- in which case their strikes will only deal 1-2 damage a third of the time, which is just outright busted. Offensive strength, meanwhile, is just downright horrifying. Meanwhile, +1s, +2s and +3s very minorly shift the skills portion as while yes, you might land your hits and dodge more often- you might get completely and utterly stomped the moment you do get caught, and your attacks might do nothing half the time. CAs are completely fine, and can even be modified if they'd like given the rule "Story is king". it'd make sense for ologs to have a natural -2 reduced skill in both offense and defense, but an extra +2 in strength Offense/Defense, though this is something to have a discussion about with the people you are holding the crp fight with. All and all, really great system! I do look forwards to using it, math junk aside it seems real handy. I've already made some for my current characters. Sounds good, but... personally, +2 damage is a LOT Especially considering when a gigamaxed brute orc with a +3 to offensive strength can already nearly 1 shot normal descendants that have 0 armor/defensive strength (roll of 6 on damage, +3 due to strength = 9 damage). lil worried bout that as it means an extra +2 will result in the one tapping of an unarmored, 0 strength defense spook whenever the orc rolls a 5 or higher to deal damage even if they are at full health
  3. StraightE Slith Cobbett DoinDaTing#1770
  4. Not only that, but I feel that we need smaller events going around too. They dont NEED to be apart of a massive storyline, they just gotta be something to break up the moments of silence- give people a reason to be excited to log on, prepare for it, actually deal with it, then talk/haggle with other people about the situation.
  5. seems very interesting, but i fear metagamers/bad faith rpers it'll just make it that easier to target someone. I think getting the best of both worlds would be (as said by a whole bunch of other folk) making it an optional setting
  6. I hope stacking items/meats of the exact same type will be fine enough- as without it, it contributes to making fishing as a means of feeding people even more obsolete compared to farming/husbandry. Why have all this specialized equipment to get food if other options only require a wooden hoe or some wheat/seeds? Also, sometimes the bag gobbles up recently deposited items and causes them to disappear, though it's only happened once in the short time i've used it.
  7. [!] The helmed man reflected upon the scene within his own humble abode, sitting upright in his room with a hand pinching the bridge of his nose in sheer disappointment on what he had witnessed.
  8. I actually love this Cant wait for people to start making their edgy ocs with Parsaer's drought tho
  9. Isn't it Malchediael's job to slaughter voidal horrors and beasts that get through the veil anyways? Cuz at this point if void magic is compatible that means either A, Malch doesnt care and is too busy being mindless/doing axe things, or B, he likes voidal mages because they give him new things to slaughter which i think is both pretty funny and in character with the context provided in this post
  10. Sometimes the items material components can be hella valuable/expensive I'd rather get the voidal enchant off of my boomsteel sword rather than go about finding new ore to make another sword without the enchantment
  11. Q - What is your name? A - Slith Cobbett. Q - What is your age? A - 84 Q - How many friends do you have? Be specific. A - Many acquaintances, but only about 5 or so friends I would truly consider close. Q - What is your experience assisting brilliant scholars? A - Little beyond the usual 'Collect item X, bring to location Y', however I seek to prove myself proper. I have been performing experiments both with myself and comrades. Q - What is your level of education? A - Mastery of basic alchemy, pushing limits towards furthering the art and focusing on experimentation- hence my interest. Q - What is the most impressive thing you have ever seen? Be specific. A - Such is wholly dependent on what category of 'impressive' you seek. The beast which was Cloudbreaker and their den three times over. The now forsaken and unholy Spirit known as Ixli, which had attempted to strike mine and many comrades with madness. Other kinder spirits through the usage of shamanic magics. An island with a lone tree harboring Life itself, mirrored upon an endless abyss below. However, I find that the most impressive thing I have ever truly seen is the material realm itself- despite its initial mundane properties, the amount of things that scream otherwise still echo about throughout the entirety of this world. It is a land of nigh endless potential, and I believe this is why creatures of the beyond seem (from mine own perspective) quite interested in this land. We must learn to use such for ourselves, and I wish to help you in hopes of furthering that knowledge.
  12. Name: Slith Cobbett Age: 84 Race: Human Nation: Horde
  13. @ScreamingDingo A very valid point. There most likely is a pretty big risk for me trying to write this lore, as it is incredibly niche. However, I intend on using it quite a bit for my own group to try get it to flourish, as I believe it's worth a shot. Do you have any suggestions so I can make it easier to use/implement, or is it simply 'doomed' to fall behind due to the very niche topic? How can i more effectively establish such a foundation?
  14. World Lore The Abyss Below An IRP system for Ocean Depth Zones! ____ (Source: https://wall.alphacoders.com/big.php?i=484832) Beneath the cold blanket of the ocean’s surface, untouched by Man, and ignored by the Sun’s light Lay a land most unforgiving and unnatural to those not native to it. Here, in these nigh unholy waters, the still abyss of blue waits. Here, where sights the Creator intended us to not see lurk within. Yet here, with madness at the door and blindfolds over our eyes, we dive. - Local Fisherman Geezer ____ Overview As most folk stare off towards the calm surface of the infinite waters, oceanographers and naval experts used a mixture of estimations and facts we already know about the waters to create a theory in which the Ocean’s depth is cut up into four categories based on depth. These depths are the Sunlit, the Twilight, the Midnight, and the Abyssal Depths respectively. Each zone has a couple traits that vary from one another, the most obvious ones being the light that is naturally present within the zone, and how deep it actually is in the ocean. The deeper you are, the more cumbersome water is upon one’s body due to the amount of water piling up above you. Specifics will be elaborated upon below. OOC NOTE FOR EVENT RUNNERS/ST: ____ Sunlit Zone (Taken from Pinterest. Original image here: https://www.pinterest.ca/pin/801148221185532883/) The area of ocean Descendant kind is most familiar with, and is thus the safest of the four locations. These depth zones are best characterized by the fact that they are upon the surface, and thus the waters are easily penetrated by the sun and other celestials above. This zone, cradled by the sky, is home to the greatest number of aquatic species. Due to its lack of depth it does not require specialized diving equipment to traverse through. ____ Twilight Zone (Original image here: https://art.alphacoders.com/arts/view/55970) After sinking for several hundred meters, the sky slowly begins to fade away into a distant watcher of your descent. This zone of the ocean, already unfamiliar to a vast majority of Descendants, is where problems begin to arise for outsiders. The zone itself has steeply dropped in biodiversity, as the reduced amount of food around here has led to a more competitive and less friendly cluster of lifeforms. Given the sheer amount of weight upon one’s body, one will find themselves unable to breathe if found without an external means of dealing with such pressure around their chest, even if they had a water breathing filter. ____ Midnight Zone (Original image here: https://www.wallpaperflare.com/deep-blue-dark-ocean-dive-silhouette-one-person-sea-wallpaper-pfmqc) Hundreds of meters turn into thousands. Any and all traces of the sky vanish from sight, as the waters finally meet the ocean’s floor. This alien world, forsaken by the sun and stars above lay in a calm grave shrouded by eternal dark. The variety of fish down here is slim, for there is little room for error. Only the fittest survive within this unforgiving realm, which has given rise to creatures with unusual qualities. These attributes mirror the absurd environment they live within, allowing them to live off the ‘land’ in an unorthodox fashion- often far larger than their Sunlit Zone counterparts. The intense quantity of water above will result in the crushing or pulverization of any surface dwellers made of flesh or softer/looser materials in an excruciating process. ____ Abyssal Zone (Original image here: https://www.deviantart.com/dionix24/art/Underwater-Caves-365871499 ) A realm that was at first, only theoretical. As the midnight zone consistently reaches the ocean floor, the Abyssal represents the caverns carved by the ocean that extend deeper, and deeper. There is no telling how much further the ocean may reach down into the earth. Some believe that such extends for eternity, while others believe that these are the paths to the other side of our coin-shaped realm. To those intrepid divers that seek to find the true bottom of this world, this is a treacherous land with naught but greater challenges than the layers of ocean above themselves. ____ OOC Purpose: Credits:
  15. INVENTION The Sinker Apparatus (1.5) ____ (Taken from Pinterest. Original image here: https://www.pinterest.ca/pin/722827808938313357/) Overview The Sinker Apparatus, or simply called a ‘Sinker’ are heavy suits of armor designed to fully encase the wearer within. This is to protect descendants and other living/more delicate creatures from the crushing depths and dangers that they may come across within the ocean’s deeper ends. Their designs and components are as varied as their creators, however the bare minimum these creators require is knowledge on Automaton Crafting. Physically, a suit has 3 main components- the frame, the mechanisms that allow the frame to bend, and the plates/hide stretched over the frame to keep the water out. General Mechanics (Applies to all Suits) - Sinkers naturally protect the wearer from all manners of water pressure, even without any modifications. - The weight of a suit is comparable to 1.25x the weight of a suit of armor made of the same material, greatly reducing agility. - A person within the suit cannot swim effectively, hence the name 'Sinker'. - The wearer may jump up to 2 blocks vertically without climbing if underwater. - A suit passively is compatible with the Life Supports System unless specified otherwise in it’s item description. General Redlines (Applies to all Suits) - IMPRACTICAL ON LAND. When not fully submerged in CRP on land, their movement speed is decreased by 25%, rounding down to the nearest whole meter. This cannot be circumvented with the use of MAs or FAs. - A suit has 2 Modification slots. - A suit of ferrum plating will on average sustain 3 hits on the same spot before becoming punctured, while mechanical joints may be damaged in 2 strikes, preventing that limb from moving until repaired. This durability may be reduced within the twilight zone or deeper due to pressure at the ET's discretion. - Cannot be put on during combat due to bulk. - Locked behind T4+ Automaton Crafting, considered an uncommon 'recipe'. ____ Creation/Repairing (Original Image: https://chiaragatti.cgsociety.org/7dce/the-blacksmith-forge) These suits, while often made durable, may come in great varieties depending on the materials used to forge it. Suits only have 2 requirements- a ferrum-strength (or greater) frame, and plates/hide to keep the water out. Like any suit of armor, one may decorate or use any material they wish, the suit of armor gaining the consequences or benefits of implementing such. One should take note that one MUST know at least T4 Automaton Crafting, as any attempts without proper knowledge may result in faulty designs. It is also not uncommon for these suits to be damaged underwater and require repair on the spot, however. This may be done in a multitude of ways, like voidal transfiguration or through the use of alchemy potions to seal up the holes as temporary fixes. Mechanics - Requires T4 Automaton Crafting to make a Sinker Apparatus - Voidal Mage strength creatures will have to wear suits equal to iron wood or other equivalents in weight + durability. - Using magic to repair a suit will have to follow all the redlines of the magic/spell being used. - Repairing a suit with an alchemy potion will require 2 emotes (Prime > Apply) Redlines - If a material uses an ST signature, it has to be ST signed. - Repairing a suit with an alchemy potion will require 2 emotes (Prime > Apply) - A previously damaged area needs only 1 blow before prying back open if sealed. - Voidal Mage strength creatures, if capable of casting magic, will take 1 extra turn to call forth the spell when in a suit. This is not circumvented if the suit is made up of a lighter material. ____ Life Support Systems (Original Image: https://www.pinterest.ca/pin/220676450467173580/) Life support systems are what allow the living, beyond the immense weight of the ocean upon their backs, to survive and sustain themselves properly within the alien realm that is the deep sea. Some are more effective than others, at a cost. They are not necessary within a suit, however,l though unless specified otherwise all suits will be capable of the following: - Air Pumps/Tethers Utilizes a redstone circuit encased in water-tight rock, a leather sack and a singular piston to repeatedly push/pull air in and out. This option mostly consists of a large tube that extends between where the divers are and the leather lung being abused by pistons, giving those attached to it a constant, fresh flow of air. - Water Breathing Filter Suits using these require little advanced technology, relying solely on the potion to sustain a steady air supply. This grants the wearer significantly more freedom than their Air Tethered counterparts, however it can be far more risky if one does not bring spares or keep track of how long their filter has been going for. These issues can be delayed if one brings more potion, however the more one brings the more storage the suit will require in order to use the fluid effectively. ____ Further Modifications With the fear of the unknown deeply ingrained into the minds of descendants, those that tinker may apply their skills to the craft in preparation to face off against whatever madness may lurk below if they are forced to do such using rarer knowledge or greater powers they have bound to themselves. While the most obvious may be modifications for combat, others may be for hiding, an enchantment, and so on. An example may be retractable automaton climbing hooks. ____ OOC Purpose: ____ Credits:
  16. I'm personally fine with it, though I think the soulstone pillars should instead be converted to warp signs or something of the like so that it is easier for new players to use, while removing the insta-soulstone recharge when SSing to Cloud Temple as a means to balance it. Not sure if carriages were disabled or that every nation is just broke, but those should be brought back too. All and all, its a good system and I like how they implemented soul-stoning as a mechanic into it- but it's a bit of an IQ test to those unfamiliar with it, and unfortunately people make mistakes and SS to the wrong place sometimes.
  17. I want to thank all of you that actually gave proper feedback and criticism- they will all be kept in mind when designing the next submission. This post will be self denied in a little bit, as there are a couple oversights (addressed below) and personally I feel a lack of quality in the submission. So again, thank you for letting me know of the flaws of this post, it'll be better next time! Personal replies to feedback below. 1. Noted, will absolutely implement such. 2. I could imagine one could perhaps use such to try make a getaway irp, though I do think I will scrap this just to simplify things. 3. Often I go under the premise of 'If it isn't in the redlines (and thus a restriction) it's fine' when it comes to redlines, so this is certainly a blunder on my part due to a lack of experience in writing lore posts. I'll keep such in mind for next time, and specify. 4/5. Again, thanks for the help with clarifying/simplifying the post! Definitely a weakness on my end. love you bbg A mistake on my end- did something that no lore writer probably should ever do, and assumed there was already a system in place for such due to the Marine Ecosystem lore post stating varying levels for Sunlight, Twilight and Midnight zones within the redlines of certain creatures. Thank you for bringing this to my attention! I think I'll write up a couple possible solutions to this if I have to, though that's for the next post. One of the more promising systems that first came to mind would be having such levels be determined not by how mechanically deep you are in the world (as there are limitations like you said), but rather how far away you are horizontally from shore assuming the diver is underwater. However, the exact numbers for this will have to wait till the dynamap comes out for aevos so I can ensure I don't make the ranges too big or too small. I think you misinterpreted what I was trying to say, I'll will clarify in the next attempt at this invention/world lore(?). - Is SEPARATE from Vital Modifications- A water breathing filter will not count towards the FA in use. 1. Water breathing filters are a Vital modification, as stated above the Non-vital section 2. The limit is 1 MA and 1 FA per full suit. This is to prevent minmaxxers from stacking several kinds of magic or feats onto different portions of said suit within the same item, though I suppose you could MArt if you really had a cool combo in mind. Something to note is that this only applies to the SUIT, not the person inside or any exterior containers. So yes, you can use alchemy potions or even apply a couple directly onto your suit even if it has a shamanic blessing. I would honestly just put that under flavor rp, nothing too huge. No one is gonna rp 'unnecessary'/minor downsides, even if it was made into a redline unless they wish to pk from it somehow. bet, i'll dm you in a couple hours from now on disc regarding it. Looking forwards to it, hope we can get some dope rp out of this later down the line!
  18. INVENTION The Sinker Apparatus ____ (Taken from Pinterest. Original image here: https://www.pinterest.ca/pin/722827808938313357/) Overview The Sinker Apparatus, or simply called a ‘Sinker’ are heavy suits of armor designed to fully encase the wearer within. This is to protect descendants and other living/more delicate creatures from the crushing depths and dangers that they may come across within the ocean’s deeper ends. Their designs and material components may vary greatly, but generally they require at the very least a ferrum frame, waterproof/durable leather, a waterproof glue, and a solid, see-through material for the windows. General Mechanics (Applies to all Suits) - A suit of ferrum will on average sustain 2 hits on the same spot before becoming a leak. This durability may be reduced within the midnight or twilight zone due to pressure at the ET's discretion. - The weight of a suit is comparable to 1.25x the weight of a suit of armor made of the same material, greatly reducing agility. - A person within the suit cannot swim effectively, hence the name 'Sinker'. - The wearer may jump up to 3 blocks vertically without climbing if underwater. - Prevents people from being turned into pancakes when in the Twilight/Midnight zone of the ocean. - Takes 3 emotes during combat to equip ( Pull on Suit > Strap up Suit > Don/Affix Helmet ) General Redlines (Applies to all Suits) - IMPRACTICAL ON LAND. When in CRP on land, one’s armor will weigh them down significantly- making their attacks far easier to dodge while oncoming strikes are far more likely to hit. This cannot be circumvented with the use of MAs or FAs. - A suit Descendant to Olog sized suit may flood with water within usually around 5 uninterrupted actions if not sealed when in the Sunlight or Twilight Zones, incapacitating them in about 7 though this may vary at the Event Runner's discretion. - A suit will begin to painfully suck a person out of their suit if a puncture arises if they are in the Midnight Zone or deeper, incapacitating them in roughly 3 emotes and killing them in 5. May vary at the Event Runner's discretion. - Does NOT protect against temperature alone, beyond the usual coldness that comes with the depths. Vital Modifications Vital Modifications are what allow the living, beyond the immense weight of the ocean upon their backs, to survive and sustain themselves properly within the alien realm that is the deep sea. Some are more effective than others, at a cost. - Air Tethers Utilizes a redstone circuit encased in water-tight rock, a leather sack and a singular piston to repeatedly push/pull air in and out. This option mostly consists of a large tube that extends between where the divers are and the leather lung being abused by pistons, giving those attached to it a constant, fresh flow of air. Mechanics - Air Tethers have a maximum length of 96 blocks (Max range of a conduit), restricting how far a diver may travel. - Stationary when active. Has to be disassembled then built up again if it is to be moved. - Must be exposed to a source of fresh air, usually right above the surface level. - Sinker Suits themselves are not required unless entering the Twilight Zone or deeper. Redlines - Surface Pumps must be physically represented by a mechanically functional conduit. - Air Tethers have a maximum length of 96 blocks (max range of a conduit), restricting how far the diver may travel into the depths. - Suits using this do not require an ST signature unless using an ST material or item. - Requires no FAs or MAs to create, only ICly gained knowledge. - Unable to be transported once set up, must be near a source of fresh air. - Water Breathing Filter Suits using these require little advanced technology, relying solely on the potion to sustain a steady air supply. This grants the wearer significantly more freedom than their Air Tethered counterparts, however it can be far more risky if one does not bring spares or keep track of how long their filter has been going for. These issues can be delayed if one brings more potion, however the more one brings the more storage the suit will require in order to use the fluid effectively. Mechanics - Adheres to all redlines and mechanics of the Water Breathing potion. Redlines - These suits do not require an ST signature unless using an ST material. - Can be made without FAs, however will not be functional until paired with a potion of Water Breathing if not already treated on it. Non-Vital Modifications With the fear of the unknown deeply ingrained into the minds of descendants, it is not outlandish to believe that some would prepare to face off against whatever madness may lurk below if they are forced to do such using whatever knowledge or greater powers they have bound to themselves. While the most obvious may be modifications for combat, others may be for hiding, navigation, and so on. Examples may be an enchanted propeller-pack which allows the suit to maintain it’s altitude when crossing gaps, or retractable automaton climbing hooks. Mechanics - A Sinker Apparatus may be enchanted, enhanced, smithed with, or edited like any other suit of armor, so long as external FAs and MAs are being used within their boundaries. Redlines - Only 1 kind of FA and 1 MA may be utilized within a suit. Examples being a retractable automaton hook, or a voidal/spiritual enchantment- but never a shaman’s enchantment mixed in with a blood mage’s. - Mundane smithing will not count towards the FA or MA. - Requires an ST signature, unless the external lore being used states otherwise. - Is SEPARATE from Vital Modifications- A water breathing filter will not count towards the FA in use. OOC Purpose:
  19. 1, 2, 3, 5, 6 - I wouldnt know im not a pvper lol 4. Generally i've found crp sieges to be a lot more interesting and fun, albeit more difficult and time consuming to set up than just throw people at each other. Though, this does make a couple of smaller questions like 'if a cannon comes into play and destroys a wall, does a mod have to get involved with the encounter to make a fair hole, or will the people with build perms (aka defenders) have to do so out of good faith?' 7. as a rare reward for higher end events or event lines, i think this would be pretty dope so long as there arent many, and have counters present (like shields, or using a bow and arrow to interrupt the casting mechanically) 8. no, because no matter how much you limit the creation times there will be 1 or 2 player groups mass producing these things till they become part of the pvp meta. 9. winnable fights with sacrifices would be great for character development, I feel like since everyone knew the map was gonna change oocly anyways in Almaris the ending event suffered as a whole and gave everyone really no reason to fight other than for the sake of fighting. 10. i wouldnt know im not a pvper lol that is all, thanks for making this post!
  20. A helmed fellow clenched the missive with both automaton hands as he remained laying in bed, scrunching it up a slight as he brought it to his chest. Doomsday was coming.
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