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Panashea

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  1. 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.
  2. 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.
  3. put an orc on 

    1. Anbennar

      Anbennar

      of course girl

  4. anyone writing shaman lore

  5. What has been your favorite periods of orc roleplay? Favorite events? Favorite rex? Favorite shaman(s)/parts of the magic?
  6. add me back on discord
  7. 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.
  8. 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.
  9. crazy that ive been patching shamanism for like 2 years now and ologs is what gets people excited. 

    1. Show previous comments  2 more
    2. Panashea

      Panashea

      thanks!

    3. Turbo_Dog

      Turbo_Dog

      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

    4. PolarLoLs

      PolarLoLs

      Well rewriting ologs was interesting but the hype for the shaman rewrite probably died down the first year

  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Longbow is [4] emotes, lowered to [3] on subsequent shots. Rage is [3[, ologs don't also have to worry about ammunition and don't have their movement lowered during it.
  16. I think tying strength to a specific race directly goes against the Techlock and the ideas of outlining how combat works mechanically. "Orc Strength" and "Olog" have been clarified in amendments within Tawkin, but not in the core race lore by itself. Current olog lore only describes it as lifting strength, and has nothing to do with combative prowess or efficacy. Its egregiously vague old lore for Ologs(pre-lore games), and creates a tower of dominoes where every [CA] is vying to be "slightly" stronger than Ologs or orcs rather than just giving them unique strengths or abilities. Descendant/CA "Strength" can easily be defined like in Bolstered strength as a piece of Techlock. I lowered Olog strength slightly to compensate, as I'm unsure 3x is necessary. If we actually took what Olog lore said to heart with lifting strength it wouldn't actually explain what the strength does or how it affects any [CAs] or descendants.
  17. Ologs can already cast magics and learn feats, wear armor and weapons. They don't have any movement penalties currently described in the lore or redlines. These feats and magics have casting spells, both non-combative and combative in them already. This rewrite doesn't stop you from playing an idiot. Plenty of normal uruks play mud-eaters or characters unable to read/write. Having 5 redlines that conflict with each other, however, is a larger issue as amendments continuously get tacted onto it.
  18. I do not think every orc would transition to ologs in the same way not every orc currently transitions to URUK or Olog. Goblins are also still a large part of the playerbase (certainly larger than ologs) and if every uruk wanted to be absurdly strong and hone in on being gigantic we wouldn't see uruk mystics, naztherak, necros, or other magics that enfeebled someone. I would love if there was an orcish state, but at the moment "krug" orcs are dissolved. It doesn't state that they can't live in other orcish societies, i.e Oni /w Koyo-Kuni.
  19. O ʀ ɪ ɢ ɪ ɴ & C ᴜ ʟ ᴛ ᴜ ʀ ᴇ K R U G •• ━━━━━ ••𒋝•• ━━━━━ •• The most hated of The Descendants, you shall always have the lust of war. You are strong? Well, the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatisfied and your descendants shall grow ugly and heartless. •• ━━━━━ ••𒋝•• ━━━━━ •• 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. P ʜ ʏ ꜱ ɪ ᴄ ᴀ ʟ ɪ ᴛ ʏ & M ᴇ ɴ ᴛ ᴀ ʟ ɪ ᴛ ʏ Ologs due to the steepening of Iblees’ curse are far larger and taller than the Uruk counterparts. An Olog may range from [8-10]ft. Ologs appear as varied as their other Orc kin, varying in skin color, eye color, and hair color typically reflecting clan heritage or role within society. Ologs possess more fat and weight than any other descendant, weighing as lean as 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. Ologs possess physical endurance, not tiring easily in addition to eating whatever fits into their mouths. Ologs have been seen to eat rocks, metal, rotten food or other objects typically not digestible without any harm. 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. 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. Ologs are still capable of performing the normal tasks and feats of descendants, but more prone to the negative thoughts and volatile emotions that may make things like study or advanced education difficult. This is not to say that it is impossible, but it would need to align with their authoritarian views for them to accept it as something worthwhile. This constant battle continues as an Olog ages, and much like their supernatural growth bestowed through Iblees manifests after 200 years. Ologs may choose to aesthetically manifest this turbulent nature with vestigial heads, cyclopean features, or other traits typically associated with mythological giants, ettins and other creatures. These secondary traits cannot be bestowed without a [Conversion] ritual on a current Orc or Olog player, or upon an STreq showing proof of an Olog utilizing Rage and killing a target during it. Rᴇᴅʟɪɴᴇꜱ: ⬢ Secondary traits gained must be done through a conversion ritual on a current Olog or Orc Player- or through screenshot proof in an Sreq of an Olog utilizing rage and killing a target during it. ⬢ Secondary traits are only aesthetic and function the same as other body parts, (i.e an Olog with [1] eye still looks around normally, still can be blinded, etc) ⬢ Secondary traits cannot be used within CRP to gain additional actions or effects, (i.e an olog with 2 heads can still only make [1] action with one of the heads) ⬢ Attacks done to secondary features function the same as their normal counterparts(i.e an olog with 2 heads would still die if one head is severed). R ᴀ ᴄ ɪ ᴀ ʟ T ʀ ᴀ ɪ ᴛ ꜱ Fᴇl Blood - [Passive] [NC] 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 passives and traits of Ologs, sapped to that of an Uruk Void Mage or comparable magic. Similarly, Olog's innate armor prevents them from casting magics that cannot wield [Medium] Armor, [i.e Kani]. Ologs can learn Shamanism, Seer, Blood Magic, Corcitura, Alchemy Feats, Housemagery, Bardmancy, Golemancy, Sorvian Crafting, & Feats; any other that doesn't alter the soul or corrupt it while preserving their Olog traits. Ologs may still be born as Cursed Children,possess Vivification, or other birth-based affects should the requirements be met. Other magics may be added in the future with amendments. [Conversion][NC] While this accursed blood bears no additional genus or effects, Shamans, Naztherak, and Blood Mages, may steep this curse further in Krug’s children, artificially creating Ologs through a restrained or willing Orc. This ritual requires [3] T5 magic users of compatible magic and a freeform ritual of at least [4] emotes and descendant blood. Converted Ologs may have aesthetics reflecting the magic they were forged with, in addition to mutating secondary traits described in Physicality. Fᴇl Blood Rᴇᴅʟɪɴᴇꜱ: ⬢ The Fel Blood ritual requires magics with direct connection to Orcs, I.e Shamanism with the Ancestral Realm and Krug, Naztherak with Ixris, or Blood Magic’s affiliation with both. Other magics may be added with story events or amendments. ⬢ Converted Ologs are still liable to magic compatibility and will lose Olog traits should they take on a Magic or CA that physically weakens them or corrupts them. ⬢ Ologs who previously were weakened by a Magic have their strength and traits return after [1] OOC Month. ⬢ Fel Blood conversion only works on orcs, this includes goblins with [2] additional magic users. ⬢ This ritual cannot be used as reason to shed or alter the Descendant Curses and instead is the result of Iblees’ initial tampering. ⬢ Successful conversions require screenshots and the creators involved documented on the new [CA]. ⬢ This ritual requires OOC consent and cannot be reverted. ⬢ Ologs are an open CA with Uruk Strength unless utilizing Rage. They possess 5 magic slots and may learn compatible feats and magics described above. Hardened Visage - [Passive][C] Ologs possess intense fortitude. Aesthetically, Ologs may possess stone-like skin, moss protrusions, or hide-like skin to showcase this durability. While Ologs are unarmored this durability functions as [Medium] armor, providing no benefits when an Olog equips [Medium] armor or greater. This innate armor prevents Ologs from casting magics that cannot wield [Medium] armor or greater. This constitution bears consequence, as Volatite greatly harms them, ignoring 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. Ologs are capable of using Thunderclap, but gain no damage or strength benefits. Hardened Vissage Rᴇᴅʟɪɴᴇꜱ: ⬢ The 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. ⬢ Ologs with Hardened Vissage cannot cast magics that cannot use [Medium] armor, i.e Kani. These effects persist whether armored or unarmored. ⬢ The passive effects of Hardened Visage are ignored when striking with Volatite. ⬢ Ologs gain no strength bonus from Volatite’s Thunderclap but may use it for its other effects. Titan’s Strength - [Passive][NC] An Olog’s strength is supernatural- lifting strength and possessing the endurance of two orcs. Ologs may exert this strength and endurance to move and lift objects, as well as growing tired less easily than their descendant counterparts. This strength only functions outside of combat. Titan’s Strength Rᴇᴅʟɪɴᴇꜱ: ⬢ This is a non-combative ability that allows Ologs to function as durable workers and siege equipment within orcish society. It has no effects on combat or harming others. Indomitable - [Passive][C] Ologs are incapable of having their strength changed by any means unless activating Rage. Iblees’ corruption permanently prevents them from having it increased or decreased by any magic or items, remaining at Uruk levels otherwise. 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 the passive effects of Indomitable should they take up magics that weaken them, or be transmuted into something incompatible with their base forms. Indomitable Rᴇᴅʟɪɴᴇꜱ: ⬢ Indomitable prevents an Olog from having their strength sapped or buffed via magic or other means. ⬢ An Olog’s strength will always be the same as an Uruk within CRP unless utilizing Rage. ⬢ Items that sap strength or poison the character’s strength(i.e Voidal Poisoning) would be unable to be used by an Olog. ⬢ An Olog who learns a physically weakening magic would lose Indomitable and all other abilities related to being an Olog. Rage - [Active] Rage unshackles their normal restraints, Olog tapping into a deeper magical strength. Rage can be activated [2] times per combat encounter, and lasts for [4] emotes each time. Activating Rage a [3]rd time would cause cardiac arrest, PKing the Olog at the end of the encounter. Should an Olog kill a target while Rage is active, they may cast Rage an additional time without penalty. Rage is hindered by armor and weapons, lacking the same efficacy when utilized. Rage requires [1] emote of focus to incite, inducing the state of being and disconnecting them from all other magics. Rage grants the following abilities. » An Olog’s weapon-ed attacks strike with the force of [2] average descendants. » Unarmored Ologs gain [3] additional blocks of movement. Armor immediately disables this effect. This may be represented as a charge or sudden movement and may only happen [1] time per Rage activation. » 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 defer to the lore above. » 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. Direct strikes on an Olog's flesh with 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 by the Olog, and instead only disconnected through loud sounds that would disrupt magical connection. ⬢ Rage's sound based weakness cannot be ignored by covering one's ears, earplugs, or similar. ⬢ 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. ⬢ A kill is defined as killing a Player Character, and not summons or similar evoked entities. Gᴇɴᴇʀᴀʟ Lᴏʀᴇ Rᴇᴅʟɪɴᴇꜱ: ⬢ Ologs are an open CA with Uruk Strength unless utilizing Rage. They possess 5 magic slots and may learn compatible feats and magics described above. ⬢ 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 still require a CA application, even when converted from Uruks. ⬢ Ologs may only crossbreed with Uruks, and are incapable of hybridization, creating whole Uruks or Ologs only. ⬢ Ologs are incapable of romancing 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 Indomitable and all other 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. G ᴜ ɪ ᴅ ᴇ , P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ , & C ʀ ᴇ ᴅ ɪ ᴛ ꜱ [ Cʜᴀʀᴀᴄᴛᴇʀ Gᴜɪᴅᴇ ] Ologs are misappropriately labeled as being completely devoid of thought or played as drooling babies. This misconception ignores the deeper nuances of bloodlust and the ramifications of Iblees’ on an orc’s outlook. Orcs, and to a more extreme extent Ologs are othered by descendants despite their sacrifice. This dualism reflects their emotional state, constantly battling the bloodlust and need for vices with their innate respect for Krug. Ologs are deeply complex in this eternal struggle, and must find outlets to vent their conflict. It is these ties that prevent them from aligning with other descendants in society and finding a place outside of orcish culture, or those dark enough to match an Olog’s vices and the innate violence needed through Iblees’ influence. While this does not mean Ologs are incapable of living with non-orcs, the ability to do so would constantly be hindered by outbursts of emotion, or the constant aversion toward their weakness. As such Ologs are often nomads when outside of orcish society, or form familial clans tightly bound by conviction. Orc societies will always be considered home first because there is no other image of Krug within the world, no icons who remind them of themselves. These traits play into how an Olog views honor and strength, or how they may fall prone to corruption and rash decision making. As an Olog player it is that nuance that provides an intense intrigue to what typically is seen as a “less” intelligent character, when in reality, Ologs are merely less diplomatic to those unworthy of their time. This rage and emotional liability are the keys to creating a nuanced character, as well as deeply tying one’s self to the origin story of Krug and the orcish people. Clans, historical figures, and legends become backdrops by which Ologs aspire, and use to align themselves more in tow with their Father. [ Lᴏʀᴇ Pᴜʀᴘᴏꜱᴇ ] Orcs as a race have been maligned on Lord of the Craft because of their strength and often stereotypical approach to character mentality. While every group has had bad actors on the server, few have been so easily accessible and gifted mechanically to be abused. Worse, I believe that the standardizing of “Orc” strength and “Olog” strength go directly against the ideas of the Techlock when said strength is not defined in Orc race lore. I do not think “Orc Strength” relegates Ologs to being lobotomized when many other CAs have the same strength without the same caveats. Should this be accepted “Olog” strength would be no different than an Uruk’s strength in CRP, and Rage a totally different metric than how [CA]’s typically frame their strength, while preserving the unique niche of Ologs as larger brutes. [ Credits ] - Me, IndignantShaman - Thank you John forumslop (Pallodium) for the formatting. This is one of the many projects I have stewed on for a few years now. I am very grateful for the few long term Olog players (thank you Dutch) who have been through the ups and downs of playing this CA.
  20. So many orc books are gone :(
  21. Lur wolves specifically are for orcs/require specific husbandry via the Lur clan. You most likely haven't seen them bc you haven't seen a Lur.
  22. ive been on ST for 10 years ama

    1. Show previous comments  14 more
    2. KeiaTypeBeat

      KeiaTypeBeat

      How has the server changed throughout the years that has left you with a sense of growth? Has anything worsened? Do these answers change if you focus only as a player vs as a staff member? Do you like the direction the server is going? What change do you think could help Story team the most? What change do you think people think they want from ST, but you understood would actually be a detriment? 

       

      What's ur favorite animal? 

      Favorite Veg?

      How do you like ur veg?

      Do you take supplements, or do you meet all of your daily values without them? - if that isn't too personal

       

      Do you like pickles?

    3. Panashea

      Panashea

      Things that have Improved
      - General RP between all players
      - Organization and outlining of lore
      - Event Management

      - Toxicity*, I mostly speak to the doxxing/ddosing, goreposting and extensive harassment and OOC arguments. I still think there are aspects of the server's toxicity
      Things that have gotten worse

      - I think people are more inset in their communities in a negative way, in that it feels like people are fighting for players constantly rather than striving to build a diverse community. It feels like every large war bloats into a toxic fest and the condescension people have for player groups feels way worse.  I think in the past there was a larger effort to preserve communities and the 4 races especially for the sake of a more cohesive narrative, but it feels like all of it is in the player's hands for the better or the worse. I think it's lead to a lot of negative isolation between communities when the server would be more interesting and fun. It feels like more people leave the server now not because of IRL or of grievances with plugins, not being interested in roleplay, but the explicit volatility between players that wears them down or forces them to quit out of frustration. We're all part of the same community and yet in my eyes it feels way more fractured, especially as activity checks and the economization of roleplay regions force you to go /somewhere/ even if it doesn't match.

       

      As a player this is a community-wide mentality,  I can try to make posts, provide people with good RP and improve lore, but I also think the way in which LOTC is played by people (including staff) would either have to change or become less callous to people outside of their community.  Staff definitely play a part in this, but staff is a volunteer position and I cannot really prescribe/force people to change the server in any direction beyond talking to them. We all have lives outside of lord of the craft and cannot commit hours to every single person to give them amazing events, or mediating every conflict.  I try to do as much as I can in my little local sphere and hope people appreciate it. I definitely would prefer a return to that larger focus on supporting the 4 Brothers/core races and CAs rather than always  leaving those aspects in the player's hands.  I have never been a fond of activity checks/nexus/surge and the "grind" of lord of the craft rather than providing novel stories, but I understand also the need for retention and paying the bills.  I would like more opaqueness within the Story Team on projects but this could also be a communication on my part. Nothing really comes to mind in terms of what people want from ST in terms of changes on our part. 

      - cuttlefish
      - oyster mushroom, lentils maybe (seitan), or jackfruit
      - I cook a lot of different styles of cuisines but mostly asian/indian/italian, usually very spicy 
      - No supplements, It isn't super hard to meet daily values, the only thing that's really changing is the meat and there's lot of things that have protein, (beans, lentils, peanuts, etc etc,) that can just be used instead

    4. KeiaTypeBeat

      KeiaTypeBeat

      Ur brain is so wrinkly and big. Freakin love to see it in action, thanks for the answers! Glad to call you my friend. 

  23. A new storm rolls over the lands of Azuras. A purple banner thunders toward familiar lands.
  24. anyone wanna help me write a ca C:

  25. newest jojolands is dope

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