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About Panashea

- Currently Viewing Topic: [Amendment] Wight creation and destruction
- Birthday August 20
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Panashea
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I'm not trying to purposely misunderstand you. The current olog lore states "The largest and most well trained of their kind is capable of matching the strength of 2 full grown orcs". Orcs are 1.5x the strength of descendants. This is just me simplifying the calculation because "orc" strength doesn't actually tell you anything without reading orc lore and has been subject to interpretation. Current lore already has them striking harder by outside of Rage, Rage just enables an olog to fight unarmed. I brought up an ordinary warhammer because that's what Rage's effects are. An orc's strength is supernatural, the whole reason orcs are stronger is because Krug fought Iblees rather than accepting his bargain. Ologs are orcs and so they would share this trait too, exemplified if they are supposed to be the larger version of orcs. It doesn't say that ologs are incapable of living with other races, it is just that ologs are orcs taken to the extreme. I don't think that making the orc CA align with other orcs is anything different than the many races and groups who already have it enforced by lore (Mori, Seer, Undead, Lycan, etc). The speed section states "Due to the Olog’s considerable size, most of its movements will be notably slower than their smaller counterparts. This does not mean an Olog is incapable of running, dodging, or swinging a weapon. What it does mean, however, is that a fit descendant would be able to do each of these tasks faster than an Olog, with an Olog lacking the running speed (and if obese, stamina) that a Human, Elf, or even Orc bears, with their running speed for even the leanest of Ologs capping out at 8mph." It doesn't say that Ologs aren't limited by block distances in the same way golems or paleknights are during CRP, or if said speed actually has any effect on whether someone can avoid an Olog's attack any better. This isn't a mechanical weakness in the same way the other constructs/CAs have redlines about their limitations. Current lore ologs already have the strength described in the submission and there are a host of other magics that provide the same level of strength. Azdrazi, Zar'Akal, Templar, Tawkins, etc would all put an orc, or even a normal descendant at the same strength threshold as an olog. Even with 3x Strength, an open CA and being one of the oldest creatures, I'd still argue they're one of the least played CAs because of how limited they are compared to their contemporaries. I don't really subscribe to the idea of "endgame" CAs or different balancing for different CAs when people already applied to get on the server, and the status section/player recruitment completely circumvent the idea that CAs/magic is restricted or gatekept. People post regularly looking for people to play their golems and other CAs of similar strength, Inferi also get medium armor built in and can cast spells. I think it's pretty absurd to argue orc players trying to "find a counter" via rewrite when I'm only providing basic iron tools and armor should an olog be unarmored and without weapons. Beyond that, the only other changes are with magic compatibility and intelligence, and I've listed many examples of characters that could have an olog's strength, magic compatibility and normal intelligence.
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I didn't change anything about olog strength in this write, they've always had 3x descendant strength. "Two orcs" is equal to 3 descendants. I don't think it takes years of IRL time to go to a mine and get a few ingots to make medium armor and a warhammer. Even in the worst case scenario as a solo player, at the most it's a few hours if you really need to run around to multiple mines. Nations give out free netherite armor and weapons anytime we have a war. Medium armor, nor a warhammer are marks of powerful equipment or deep character progression.
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Panashea started following Ologs - Krug's Indomitable
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LotC Core Race Lore - Master Thread LotC Core Race Lore - Orcs When the Arch-Daemon set upon the first of the Orcs, his fires burned the flesh of Krug, staining his flesh green and marking his children forever as apart from the other descendants. This curse granted the orcish people a unique strength at the cost of a brutish and maligned appearance from the world. The depravity of Iblees’curse upon the Orcs birthed a diaspora of bloodlust and strength. Those most affected became Ologs, colossi of flesh and muscle. This steepening of the curse created giants, quintessential parts of Orcish Culture. Trolls, Jotun, Ogres, Giants and the like are thought to be direct descendants of Ologs, or Iblees attempt at recreating Ologs through his own meddling. Skin Coloration: Ologs possess the same skin tones as other orcs, though typically shades darker. Many are black or possess hides of many cool colors. The skin of an olog is durable, manifesting as stone and hide-like alterations, or aged flesh with mossy protrusions. While Ologs are unarmored this functions as [Medium] armor, providing no benefits when an Olog equips [Medium] armor or greater. This armor bears consequence, as Volatite ignores the [Medium] armor when striking them. Similarly, when wielding Volatite, they are incapable of striking with [2x] the force, at risk of splintering their hardened exterior. They are capable of using Thunderclap, but gain no damage or strength benefits. Hair Coloration: Ologs hair color is typically brown, black or red. Colors outside this reflect clan heritage or role within society, as many orcs decorate their bodies and features with the marks of the Spirits they worship, or the rituals of their clans. Height: Ologs due to the steepening of Iblees’ curse are far larger and taller than the Uruk counterparts. An Olog may range from 8-10ft. Ologs vary in posture as some may be slouched or hunched, though 10ft is the absolute maximum. Weight: Ologs weigh more than any other descendant, 400 pounds up to a maximum of 900. Ologs move and act as quickly as their descendant counterparts, though their size grants an insane constitution and constant eating. Ologs have been seen to eat rocks, metal, rotten food or other objects typically not digestible without any harm. Strength: An Olog’s strength is supernatural, matching three descendants on their own. Ologs may exert this strength and endurance to move and lift objects, as well as growing tired less easily than their descendant counterparts when doing so. Iblees’ corruption permanently prevents them from having it increased or decreased by any magic or items. Items that normally sap a character’s strength at the cost of activation or similar poisoning afterward would not allow an Olog to use them. An Olog loses these passive effects of should they take up magics that weaken them, or be transmuted into something beyond their base forms. Mentality: Mistaken for a blind stupidity, an Olog possesses an intense obstinance and arrogance born from Krug’s original refusal of Iblees, and the harrowing nature of the Descendant curse. While other descendants may take this as poor nature, an inability to communicate or understand, an Olog would much rather physically act on their emotions and impulses rather than listen to creatures weak in flesh and body. This intense respect for strength intrinsically ties Ologs to Orcish culture, and makes it extremely difficult to exist outside of their kin. Ologs are still as mentally competent as other descendant kin, though the expression of that is increasingly difficult to coax out when violence and physical force are far easier languages for them to speak. Ologs are incredibly literal in this way. Though capable of speaking any language, in their eyes- teeth are made for eating, rather than speaking. This may be interpreted as childish or rash behavior, but to an Olog, it is more rash and childish to argue with someone half their size. Thus, Ologs are incredibly driven, albeit only by their own needs and aspirations. The divide between Iblees’ corruption and Krug’s steadfast nature leads them extremely prone to gluttony and vices, while also being incredibly dogmatic. A storm constantly rages within a stone body, bloodlust and temperance constantly at odds with themselves. Fᴇl Blood: Ologs are limited in the magics they may learn due to Iblees tampering and their closer allegiance with Krug, as such, they cannot use the magic or feats of known Aengudaemons. While Ologs may be transmuted or corrupted into other CAs, they would lose their strength and abilities, behaving identically to an Uruk who had been transformed. Ologs who take on physically crippling magics like Voidal Magic, Necromancy, Mysticism, or Naztherak would be corrupted the same, losing all traits of Ologs and functioning the same as an Uruk who had taken up these magics. Kani, and Blood Magic, who require specific physiology or augment it have ologs lose their traits the same. Rage - [Active] Rage unshackles their normal restraints, an Olog tapping into a deeper supernatural strength. Rage can be activated [1] time per combat encounter, and lasts for [4] emotes. Activating Rage a [2]nd time would cause cardiac arrest, PKing the Olog at the end of the ability. Should an Olog kill a target while Rage is active, they may cast Rage an additional time without penalty. Rage requires [1] emote to incite, inducing the state of being and disconnecting them from all other magics. Rage grants the following abilities. - Ologs without a weapon strike with the force of an Uruk’s warhammer, capable of breaking stone and buckling heavy armor with fists, teeth or other combative parts of their body. Attacks made with weapons remain at 3x descendant strength. - Similarly, Ologs may throw any projectile and have it function the same as if it was shot from a Long Bow in accordance with Techlock. An olog still must take [3] emotes to ready, aim and fire the projectile. Azhl reduces an Olog’s Rage by [1] turn and a second strike would totally prevent them from utilizing Rage in addition to its usual effects. Similarly, Volatite’s Thunderclap and loud sounds that would disrupt magical connection would prematurely end Rage. Rage Rᴇᴅʟɪɴᴇꜱ: ⬢ Rage cannot be used in conjunction with any other kinds of magic that would require connection, focus, or rhythmic breathing. ⬢ The satisfaction gained from an earned victory, one in which the Olog themselves snuffs the life out and sates their Bloodlust allows them to cast Rage [1] additional time within a combat encounter without penalty. This effect may only trigger [1] time per combat encounter. ⬢ The state of Rage cannot be held in concurrence to magical connections and disconnects the Olog from magic until Rage ends. ⬢ Rage cannot be prematurely ended. ⬢ A fatal casting of Rage will still kill the Olog at the end of the encounter, even if they kill and proc an additional casting. ⬢ Abjuration has no effect on Rage as it is not a mana based spell. ⬢ An Olog cannot sprint or attack in conjunction with Rage. Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ: ⬢ Ologs are an open CA with 3x descendant strength. ⬢ Ologs cannot denature from their innate affiliation with Orcs due to their conceptions of strength birthed from Krug. An Olog within non-orc society will always feel out of place, frustrated and depressed. ⬢ Ologs can learn Shamanism, Seer, Blood Magic, Corcitura, Alchemy Feats, Housemagery, Bardmancy, Golemancy, Sorvian Crafting, Kani & Feats; any other that doesn't alter the soul or corrupt it while preserving their Olog traits. Other magics may be added in the future with amendments. ⬢ Ologs are incapable of learning the magics of known Aengudaemons, though may be transmuted into other CAs. ⬢ Ologs may only crossbreed with Uruks, and are incapable of hybridization, creating whole Uruks or Ologs only. ⬢ Ologs are incapable of romancing/FTBing other creatures as they do not align with Krug’s visions of strength and honor. ⬢ Ologs are capable of transfusing with Uruk and act as blood ingredient to the muritor elixir for them. Other racial based lore follows the same logic. ⬢ An Olog who learns a physically weakening magic would lose all abilities related to being an Olog. ⬢ Ologs, like all orcs have their souls transferred to the Stargush’Stroh upon death unless claimed by other means. ⬢ The skin-like armor effects may only be present while an Olog is unarmored. ⬢ Medium armor adheres to techlock and does not apply to sensitive places like an eye, the inside of one’s mouth, or other openings like nostrils. ⬢ The passive armor of an olog is ignored when struck with Volatite. ⬢ Ologs gain no strength bonus from Volatite’s Thunderclap but may use it for its other effects. ⬢ An Olog is incapable from having their strength sapped or buffed via magic or other means. ⬢ Items that sap strength or poison the character’s strength(i.e Voidal Poisoning) would be unable to be used by an Olog.
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What has been your favorite periods of orc roleplay? Favorite events? Favorite rex? Favorite shaman(s)/parts of the magic?
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add me back on discord
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Fel blood explicitly states that if an olog takes on a voidal magic or any strength weakening magic they lose all their buffs and are the same as normal orcs who take on the magic as well. A lot of the other critiques seem more like personal opinion rather than any specific balancing points. There are many other CAs with olog strength, none of which are limited in the same way- Tawkin, Azdrazi, Pale knights, Zar'akal, Golems, etc. None are incapable of dodging or limited to the materials they can use save for golems and pale knights, both of which get magic, immortality, and further durability. I don't really understand the fears of ologs suddenly becoming peak magic stackers when anything they could do, an orc could do better. There has never been a cabal of minmaxing ologs, nor would making them weaker with my write suddenly have people spring to the archetype. Orcs already have enhanced strength and are one of the smallest groups on the server. If these beings are born from Krug, the most honorable/respected person within orc society and the undoing of Iblees in the creation lore, his aspects should be integral to how they function/interact with the world. Uruks are more free in that regard, yes, but as a CA these are important characteristics based in playing a more nuanced character. Cavalry is an interesting point that no one's really brought up. Definitely something to consider, but save for Paleknights/Golems, an uruk /w azdrazi/tawkin/golem limb etc, would be more effective and can still use a horse. There are many orcish mounts specific to supporting ologs. From your critique it seems you suggest this rewrite is excessive/unbalanced because orcs are a more freeform niche but also disagree with the main points that constrain an olog's character to help give them a nuanced path separate from uruks. There currently isn't really a reason to play ologs because of many of the suggestions you want to add, or are implemented in old olog lore despite their being no basis/rationale with it (see volatite). Uruks already have more compatibility, access to olog strength through a host of means, and less weaknesses.
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Ologs can already learn house magic. An olog who uses Kani cannot use it in conjunction with their olog strength, as there is an explicit redline on it. Otherwise their strength is just uruk. Void mage ologs would suffer similiarly, weakening them to the same degree as a void mage orc. The innate armor pushes them out of Kani anyway, so I'm fine making it a double redline.
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crazy that ive been patching shamanism for like 2 years now and ologs is what gets people excited.
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Frozen lore vs something you can change. I’d be more hyped about someone reinventing the wheel rather than a buzzfeed article about dinosaurs too
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Well rewriting ologs was interesting but the hype for the shaman rewrite probably died down the first year
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In general yes, the "olog strength" numbers don't actually exist on the olog page, they ONLY exist on the Tawkinist bolstered strength spoilered redline. There's no reason for Azdrazi or Zar'akal to say olog strength when 3x descendant or 2x descendant actually represents how combat works. It'd also be easier/more interesting to have varied numbers for all these different creatures.
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Ologs in this write only have 2x descendant strength via Rage, an ability they can only activate [2] times in a combat encounter within this write, otherwise they are just normal orcs strength wise. Currently they are at [3x] constantly. It wouldn't be necessary to immediately jump ship because there are tons of other lore pieces that orcs currently utilize to fufil the same niche or strength requirements, (Tawkin, Golemancy, Templar, Azdrazi, Mysticism, etc), many of which are either incompatible with Ologs or can't be stacked together. Boomsteel by your words can be activated more times in addition to its other powers and thunderclap effects. Olog strength is seen over a ton of other [CAs] as I listed before with Primnya's response, in addition to them being able to use magics and possessing other mechanical boons. Giving other Ologs the same fairness is rational when Ologs are being used as the primary point of strength for other creatures. Templar and other magics have similar clauses with "Last stand" type abilities, as well as Thaumburn being a general mechanic /w spell overuse. ⬢ A fatal casting of Rage will still kill the Olog at the end of the encounter, even if they kill someone and proc an additional use. If you cast it beyond your maximum, even if you kill someone you just die. You can't use it to undo the PK. Death is pretty clear for creatures I can amend to clarify that they are playable characters. I think this is more of a personal/cultural thing. I don't think intelligence needs to be systemized just to make things take longer. Waiting doesn't make the roleplay fun if there isn't really a reason to wait around. Additionally penalizing ologs when other creatures have access to Olog strength, magic, alchemy, and golemancy and so on just seems excessive. 1. ologs have to be unarmored for the movement boost. sometime big guy need to run away 2. I don't think there necessarily needs to be a *** for tat, anyone can used ranged weapons, this just gives an added benefit for ologs to be unarmed/unarmored while raging. 3. it explicitly says sounds that break connection, so both of those examples work. They're not yet reviewing the base Shamanism changes yet and some of the more complicated stuff needs proof-reading. I can multi-task.
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The post explicitly says they cannot become Templar, nor can Ologs use Kani while in enraged. Orcs can already learn Kani and Templar and their strengths would be equalized should the write pass. Ologs have already become leadership positions, TheDutchSupremacy has been leader of a clan for like 6 IRL years and last map we had an Olog Rex.
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It doesn't say orcs need to become ologs, in addition to many orcish clans already having olog lineage that got retconned when Ologs were made into separate CA. (i.e Braduk). The inclusion of the blood ritual is pretty overt as a connection between Iblees, Krug, Shamanism and Spiritualism . Golems can be equipped with Sigils as well as being described as being stronger than ologs. Zar'akal Crunch can be used in conjunction with Naztherak other other compatible magics. Azdrazi also have an olog tier ability in conjunction with their magics. Pale Lord get menhir craft, eidola storage, augments and so on. I understand that these are created creatures and thus are more difficult to create but it's clear they do not lack magical ability or compatibility via their mechanics. Plenty of people post asking people to play Brutus Golems and there is no issue with them being super strong or "gated" because they're not an Open CA. Bolstered strength [3x] as it stands is stronger than an Olog's rage[2x]. An uruk using a warhammer is as strong as the only other pronounced effect via their fist. Bolstered Strength has a cooldown, but no limitation to how many times it can be used. Homunculi can also stack mutations or normal uruks in addition to Shamanism or other compatible magics. Orcs already have the ability to do what is provided in the submission. Ologs are already an open CA with 3x the strength of normal descendants. This write would lower that strength cap and outline it within the core orc lore without having to know about tawkin.
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An uruk with heavy armor /w boomsteel and a bow or a warhammer has the same combat efficacy as an Olog in this current write. Nothing stops ologs from using warhammers, long bows, or medium armor/heavy armor in the current write. Bolstered strength on its own is still stronger than what's provided here.
