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Jistuma

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Everything posted by Jistuma

  1. It's more of OOC power than IC power. If someone has been gone for 24 IC years (6 months), then comes back, your character probably wouldn't care much about their IC views because so much time has passed and so many changes have been made. Yet when the player comes back, he has friends (only been 6 months IRL, and he probably stayed in touch with some), and might even bring a few other players with him (like you came back with Ever), which would have no idea how the guild is or what they are doing. If they had high ranks in the guild before, lost them due to innactivity, and then come back and can't have them back because their spot has been filled by another, they will just head out and create something new. Not because of RP, not because of IC views, not because of how the guild works, but because "I don't have power anymore." Though in the end, I don't really aren't in favor or against it, I see problems and advantages to this, and I saw no one mention this advantage, so I did. The problems many people have said.
  2. I guess one of the important thing this does is remove power of the innactive from the guild. If a player goes innactive for 6 months and then comes back and says "I'm one of the best, follow me, I'm doing this and that and these guys that are leading the guild are idiots" can't happen anymore because they won't be one of the best anymore, and as such, not many others will follow them. This has happened quite a few times.
  3. This lore has been Denied. Such a creature playable by any player would be like a new race to play. We are not currently accepting new races for the server.
  4. Once the changes have been updated in this lore (shapeshifting and blight healing which were accepted), the lore shall be accepted.
  5. This lore has been Denied. Druid magic doesn't affect natural elements, and just life itself. The Druids do not have the power to control winds, conjure rains, or create hurricanes, it is outside what their powers interact with, even with an Artifact. Control of natural elements falls into the realm of shamanism, and is in the control of the spirits, not the Aspects. As such, the artifact would not be part of the druidic powers, and would make no sense as to why druids would be able to use it.
  6. This lore has been Denied. Ruined potions are potions which were done incorrectly, and they have no effects due to the plugin used. It would make no sense for a ruined potion to give positive effects. The effects if someone drank a ruined potion in RP would probably be very bad. Poisonous most likely, but most people would be able to tell it's bad.
  7. This lore is Accepted! Yet... it's being moved to denied. This is because the lore of this simplicity does not need acceptance, and would just be clutering the implemented lore section. Enjoy the rp.
  8. This lore has been Denied. Druid magic doesn't affect natural elements, and just life itself. As such, even though blight healing might be the furthest thing from affecting life directly, it still has everything to do with it. The healing may spread through the ground or in the immediate area surrounding the druid/druids. The Druids do not have the power to control winds, conjure rains, or create hurricanes, it is outside what their powers interact with. Control of natural elements falls into the realm of shamanism, and is in the control of the spirits, not the Aspects.
  9. As I said in my main post, some are already accepted (druid and paladin's ones for example) and others don't need lore (pretty sure telekinetic ones don't if they are done right). The necro and frost witch might need lore accepted, but as I also wrote in the main post, this is to allow more variety and give players more ideas and permissions to create more magical limbs.
  10. Consequence of losing a limb? This is lore to give an alternative to using the monks to regrow the limb.
  11. Normally mages aren't that strong to begin with. The change wouldn't be too different from original. Think of it this way, if you get hit by a warhammer in the arm, no matter if it's made of ice, bone, metal rods, wood, or skin muscle blood and bone, it would be pretty devastating and you would not be able to use the arm anymore for a while, maybe even lose it. Also weaker =/= can barely use it for anything but holding a spoon. If you aren't fit, you can still have a normal life. Yes physically fighting will be harder, yet these are mages, they have magic to fight with.
  12. A telekinetic can move those extra limbs, but unlike the replacement limb, it would require direct concentration. While the replacement limb would become almost a subconcious magic (mostly like household magic), the other limb movement would be different than what the person would know, and as such, would have to have it's mind focused on it. Same for the other types of magic. I'll send you a pm!
  13. To allow serious injury and not resort to skygod magic to make limbs reappear. It's to create a new way for magic rp, and give more things a mage can do with their magic. Players will still have the monks if they don't want to lose a limb, but now there are far more alternatives, learning magic to create the new limb being one of them, or having the magic and being able to use it constantly. These limbs would be easily moved, almost like a normal limb, just a bit weaker and with side effects to it.
  14. This is lore for how a character which knows magic can regain a limb after the old one was lost. Giving mages a few more rp possibilities, some don't even need this lore accepted to be done. This lore does not stop others from submitting a more detailed version of a magical limb created by a mage, simply a lore to state that magical limbs CAN be done, and stating a few ways they can. If someone wishes to expand or add onto a type of magical limb, please do so. The point of the lore is to give possibility of the roleplay, it is not to stop others from writing more indepth lore or lore of other ways to create the magical limbs. Druids wood limbs: Druids are able to attach a living plant to their body, and shape it into the form of a limb. This limb is then able to be moved with their magic, control of nature. Being made of wood, it has a few drawbacks. It burns more easily and does not have as much strength as a normal limb. The druid also has no feeling in the limb. To learn more about it, read druid magic lore. Necromancy skeleton limbs: Attaching a dead limb of another person into the stump of your own missing limb, might sound very bad. For normal people, the new limb wouldn't move, and it would most likely infect the stump. For necromancers on the other hand, a few things can be changed. Since Necromancers control lifeforce, they can make a dead limb move, and since it is alike what once was there, they may do it almost subconciously. If flesh bits were still in the dead limb, the chances of infection would be very high. This isn't to say that necromancers couldn't use more lifeforce to stay alive through the infection, but it would be very painful, and the limb's flesh would rot through time and in an year's time no flesh would remain. This is why most necromancers would use clean bones on a healed stump for replacing the missing limb. Having a skeleton arm has it's advantages and disavantages. They can't feel pain, or fell anything, and being made of bone means it's not very durable. It's strength isn't very high, and since it's just bone, it wouldn't be heavy enough to do damage when punching. Frost Witches ice limbs: Frost Witches have great control over ice, and a great immunity against the cold. A frost witch creating an ice limb to replace her own would soon feel very natural to her, almost as if it would be a new one. Frost Witches can only cast their magic when not being disguised, which truly isn't so bad, as having an ice leg or arm while in disguise would not fool anyone, they would be found out in seconds. The limb would have a few problems of course, it would be subjected to fire and heat, and melt off, it could be shatered by a warhammer or strong hit, and of course the witch would have no feeling through the limb. Telekinetics thin metal limbs: After repeating the same task over and over again, the effort needed to be put into the task starts declining. If a light limb is built for a telekinetic, he could learn to use his magic almost without being conscient of it. Almost alike to household magic. For it to work as such, the limb would need to be very light, possibly just thin rods connected to articulations. The rods could be a light metal, a cut bone, light wood or bambo, or any other light material. The strength of the limb wouldn't be very good, and there would be no feeling in it. Having it be thin and light would also mean that it would easily break with attacks. Being a contraption would also mean it requires maintenance. Paladins golden light limbs: While blessed by Xan, the paladins are able to create solid form from their golden light. Paladins would as such be able to replace their missing limbs with a glowing light. The limb would be like their summoning of golden weapons, and as such, the limb and a weapon can not be summoned at the same time. Moving the limbs is also an arduous task, and like most magical limbs, the paladin can not feel through it. - https://www.lordofthecraft.net/forums/topic/139493-mists-of-xan-addition-limbs-of-light/ Golemancer stone limbs: Golem limbs are actually not forced to stick with the golemancer, but require one to create it. A golem arm is created to scale with the body of the recipient. It takes time, measuring, then breaking the stone to fit the size and making all the parts. A black golem core is then needed to be created, no runes on their sides. It's then broken into three parts. One shard is placed on the end of the limb, and set of runes must be made on the exposed side of the shard. Then the shard is stabbed into the person's stump and it will bond with the body. Using golem limbs lowers the life span of the user, the more parts you have, the sooner the person will die. The limbs are stronger than a normal limb, though not by much, yet they are far slower and clumsier. When they are damaged, a golemancer needs to repair it. (thanks to Dizzy for helping with this one) Not written yet because I don't know enough about how the magics work: Transfigurationists automated gem infused limb. Runesmithing rune limbs. I am also searching for more ideas about using other magics for creating magical limbs, so if you think of one, please comment!
  15. The Potion Index Listed below are all of the potions known in the Lord of the Craft universe, including their usage and descriptions. This has been made to list all potions made and roleplayed by alchemists. For the moment, most potions do not need LM permission to be invented and roleplayed, but you can always post the potion here to make sure. The application for new potions are at the bottom. Post your application as a reply to this topic. "LM Approval" refers to a player requiring the exact consent of a Lore Master in order to create a given potion. The majority of the time the answer will be yes, this is more so used to monitor and control their usage. The Potion Index Application Below is an application to which you may reply to this topic with in order to add a new potion to the world. Expect a single word answer of "Yes" or "No" and no elaborate answer; if you truly care to argue for your potion, PM myself (Jistuma) and it may be discussed. Template by Zardan
  16. After a few changes were asked and performed (removal of non druids able to move wooden limbs and red lines of wooden limbs added), this lore is accepted!
  17. This creature is an animal, and animals can't be played by players, only ETs. Sorry.
  18. So, I'll just have to point out the difference of strengths and weaknesses between these creatures and other playable creatures. First off starting with the strigae: Strengths: - Immortal - Extra strength (not above orc if human) - Quick and ninja hiding skills - Grow long talons - Super regeneration - They can find their own kind through smell - Anaesthetic saliva Weaknesses: - Unholy immortal weaknesses (Holy, gold, infertility) - Dogs can know what they are - They get crazy with too much blood around. - No magic You will notice I didn't add most of the other blood related weaknesses, that's because they only serve as an RP mechanism for the one playing the strigae, not a weakness others can use on them. I haven't said anything about shapeshifting because I think they only have one form, or I might be confused, so I didn't add any of the strengths/weaknesses of that. Lets see Frost Witches strengths and weaknesses: Strengths: - Shapeshifting - Ice magic Weaknesses: - Found out through a cut (they don't bleed normal blood) - No special magic while appearing normal - Cursed weaknesses (holy, infertility) - Fire and heat Lets compare that with Imp parasites, the previous accepted 'vampires', the simplest strengths and weaknesses: Strengths: - Can't get sick (though not many get sick. Poisons still work) Weaknesses: - If you're found out, you're hunted and killed (can't shapeshift to evade this) I didn't add the crazy and phycological parts because those are roleplay incentives, and what makes the creature... the creature. Just like what makes the strigae, strigae, is drinking blood and the necessities to drink it. On the other hand, lets now look at one of the strongest creatures in LOTC, golems: Strengths: - Super Strength. - Super Defense. Weaknesses: - Super slow. - No free will. - Have that spot where if it's broken they die. - Ascended magic works against some of them. - No magic Even golems have a good strength to weakness ration. A big strength needs a big weakness. There is no big weakness for the strigae, and yet they have more strength, more speed, super regeneration, and something that allows them to attack without needing a tool. DarkStalkers / Liches: Strengths: - Immortality (undead) - Greater strength / Greater magic Weaknesses: - Unholy weaknesses (holy, gold, infertility) - Fire / physical weakness - Total obedience to a master - They can't safely interact with normal people since they're a skeleton. - Darkstalkers can't do magic / Liches are easy to destroy I could keep on going showing that each accepted creature has a good strength/weakness ration, a ration I don't find in this lore.
  19. Saint on seeing one of the posters, takes it out from whatever it was attached to and takes it home with him. "I think I've seen her before, could be interesting information. Sketch and name to match." He speaks only to himself as he heads home.
  20. I'm sorry to say this lore has been Denied. You may send a PM to any LM to hear of the reasons.
  21. I'm sorry to say this lore has been Denied. You may send a PM to any LM to hear of the reasons.
  22. This lore has been Accepted! Might be moved shortly, might be denied, and the other post updated.
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