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__WaterFox__

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Posts posted by __WaterFox__

  1. 16 minutes ago, NightcastorKitty said:

     

    So unless you want to create a list of do's and don'ts, it's rather hard to debate about. Especially given the term 'darkie' has been used in relation towards dark elves in roleplay for literal years on this server. Does it make it okay? No, but it's rather a minefield for people just playing characters unaware that suddenly its not allowed. 

    Gotta happen at some point. You talk about the word "darkie" in relation to rp, I think of it as a word people use against some of the people I work with, and other people think of it as that word some angry fucker yelled at them while walking down the street.  Imagine the minefield that is existing as a minority when you can't even escape racist terms in mineman of all places.

  2. People who really think darkie and spook are okay terms to use are either racists themselves or just don't get outside much. Growing up I heard both terms be used in a derogatory way against black people and while I used to use both terms quite comfortably in the past I now try avoiding their use because of those experiences with genuinely racist people. I don't see why people are whining about removing these terms when it is so easy to make up names that don't also happen to have roots in racism. I also find it sus those words arose in popularity on LOTC the same time a group who had a particular hatred for dark elves arose.

  3. S5ZNIF9rVyvt988TBn91EggVPe3ByfW6D31weLpkGeMp5RFliZn8UgY8z2ED6VBfXVAv36capQ1GhTnieYCgrFl1GrNoOrh9F6TvQorLNlzsUB41ITAbIP25WlmRJLx6a5diHFO5K1fwr8bKJj0BqsY

    The Portoregne Initiative

     

    ZOPViPPBoMlt09C-VLJbzqtpM-LXogSKKiGtTtxz2mbthmLvRYDFV8ouDAruP95aUM_7HyVCqPHGnC2T_5nwAfinACUz77QA21GdI6InPYrxqyyS52IMegm9pM0up--bfLZe47x17Oe3JFnu5iaBUVU

     

    __________________________________________________________________________________


     

    With the founding and growth of Balian, the matter of aiding those newcomers who find themselves unfortunate and in need of a home in Balian, yet without mina has become one in need of attention. With the following legislature and initiative, we hope to remedy said issue with haste.

     

    In order to assure all the newcomers (henceforth referred to as immigrants) that need homes within the Balian, the following will be put in place:

     

    I. Immigrants to Balian will be offered one of the several apartments in the Capital city, free of downpayment and costing ten mina per annum which they may only occupy for up to six annum or the opportunity to join the Armada and be given a bunk in the Arsenal.

     

    II. Said apartments are only those situated at Rev’s view, if those are filled, others will be constructed upon necessity.

    fX13bq34iXRqp3z7bRHUWhUbzZDUskalqDHqn74BA6PzGvbQTxNSCuM7bNikI4hvvpT5as0G45lESumpzMsWUD2NKNpVURX0RAv44wRl-Vm_reJYZhwU8GOcqGF_Piv2A6wmLDyKWE8u8xZ6ybhYRd4

    Signed,

    HIS ROYAL MAJESTY, Adrian I, by the Grace of GOD, King of Balian, Viscount of Eflen and Anatis, Baron of Brucca,Valens, Malenos, Goza and Ciavola, Lord of Portoregne, Atrus and Monterosa, Warden of La Costa Rubinissima, Prince of the Holy Orenian Empire, Protector of the Heartlanders and the South, etcetera.

     

    Chen Tsune, Concio of Portoregne, Matriarch of House Chen, Last Duhu of Yong Ping

     

    Grimhildr Arkent - Chen, Syndic of Portoregne

     

  4. 16 hours ago, Liam5232 said:

    Body Glue | Common (Tier 1) is already covered by several methods and is redundant
    Spülen Poultice | Common (Tier 3) is covered by fervor concentrate
    Blutverdunner | Common (Tier 1) is covered by an herb (forget the name)
    Blutstau Tincture | Common (Tier 2) simply too powerful. If it were upped to an ST signature or at least uncommon knowledge, maybe. There are a lot of ways you can stop the internal bleeding though, and a simple "shot" shouldn't be the end to a medical treatment that severe. 

    I like the thought process though, so keep on keeping on!

    Blutverdunner was meant to be a clarifier. To my knowledge rubbing tippen's on a wound would obscure it. Organ mender actually heals organs and does not require st signature. There are also are no ways of stopping internal injury short of killing or otherwise harming the patient.

  5. 1 minute ago, Nilyeet said:

     

    Stopping all internal bleeding sounds like something that should be ST signed to me, forgot to point that out beforehand

    I mean organ mender actually heals internal injuries and I don't believe it requires ST signature. This potion is pretty much used for stabilization and not much else.

  6. Body Glue | Common (Tier 1)

     

    Back Ground: After struggling with performing sutures and experiencing how painful clotting salve was Grimhildr decided to develop her own recipe better suited for keeping flesh where it should be.

     

    Ingredients: 

    -Beeswax base

     

    1x Life

     

    1x growth

     

    2x Connection

     

    2x strength

     

    Creation: Warm beeswax till in liquid state then add each symbol still it is evenly distributed. Let cool in a covered container.

     

    Effects: Body Glue is a salve that acts much like sutures in that it can be used to hold flesh wounds together, glue pieces of flesh back into place, or even teeth back into place. Once applied the wound must be held closed or pressed on for 3 emotes before it is sufficiently glued together.  Should the individual run, fight, or perform strenuous activities consistent with adventuring the Body Glue will fail.

     

    -after application the wound must be held closed or tissue held on for 3 emotes

     

    -Body glue cannot reattach organs

     

    -Body Glue can only glue pieces of tissue no larger than a hand back onto the body

     

    -Running, fighting, or strenuous adventuring will make the Body Glue fail

     

    -Body Glue does not speed healing it merely glues things together in such a way healing can occur.

     

    - Does not require ST Signing


     

     


     

    Spülen Poultice | Common (Tier 3)

     

    Background: After having been treated by having all her flesh painfully removed after being stabbed by a disease ridden beast and having to use subpar materials to treat an infection her alchemical teacher suffered from, Grimhildr realized there were no existing potions to handle such injuries. Using potions such as liquid purifier and the waters of life as inspiration she devised a recipe to tackle that not only would tackle infections, but diseases and venom.

     

    Ingredients:

     

    -Tea Leaves

     

    x3 Separation 

     

    x2 Purity

     

    x2 Vigour

     

    x1 Life

     

    Creation: Combine powdered form of symbols to tea leaves and keep dry

     

    Effects: Once soaked in water for 1 emote the poultice may be spread on an infected wound or a wound where venom was introduced. Over the course of 3 emotes all traces of infection, disease, or venom may be removed from the wound. The poultice however does not heal the wound.

     

    -Must be soaked in water for 1 emote prior to use

     

    -Can only draw venom, infection, or disease from an injury where the venom, infection, or disease was introduced.

     

    -If disease is inflicted by an ST only creature it is up to ST discretion of this works

     

    -Will not heal the wound itself or any damage already done by venom or disease

     

    -Does not requires ST signing


     

     




     

    Blutverdunner | Common (Tier 1)

     

    Background: Related to more of her woes with sutures, Grimhildr developed this potion to make the suturing process cleaner. Surgeons within the Society of St.Julia has also enjoyed using it to control bleeding during procedures.

     

    Ingredients:

     

    Aqua vitae base

     

    2x Clarity

     

    1x Purity

     

    1x Reduction

     

    1x Impediment

     

    Creation: Combine symbols one by one into a bowl of cool aqua vitae

     

    Effects: A favorite for easily discerning the extent of trauma, blutverdunner is splashed or sprayed onto a wound such as a gash or open fracture any remaining blood will drip away to expose the wound with greater detail. The wound will also cease bleeding for three emotes by way of constricting the blood vessels in a way that is uncomfortable for the patient.

     

    -Can only be used on open wounds

     

    -Clears away any blood in wound

     

    -Ceases bleeding for only 3 emotes

     

    -Does not require ST signing

     

     


     

    Blutstau Tincture | Common (Tier 2)

     

    Background: While pouring over texts to devise protocols for the medics of the Society of St. Julia, Grimhildr discovered a gap in alchemical capabilities for stabilizing patient’s with internal injuries. Knowing the difficulty of finding magical healers and the complexities of organ mender, this recipe was devised with the goal of making sure the patient would remain alive long enough to reach more advanced treatments.

     

    Ingredients:

     

    2x Connection

     

    1x Life

     

    1x Impediment

     

    1x Balance

     

    Creation: Combining all symbols with brandy or rum the alchemist will aggressively shake it in a bottle then allow to cure for the next few days.

     

    Effects: When drank like a shot the tincture will spread to all sources of internal bleeding and cease them. This effect takes course over two emotes at which point the user will feel chilly and weak. The tincture lasts for 1 ooc hour and may be take consecutively without issue, but taking more than one dose within a 1 ooc hour time span the user may die unless a potion such as hemo flow is administered.

     

    -After taking the tincture the user will feel cold and unable to do more than walk or other mundane activities

     

    -The patient must be conscious enough to swallow the tincture 

     

    -Does not heal internal injuries

     

    -If any new injuries are incurred after taking this tincture the potion will cease working

     

    -Death will result if taken more than once in a 1 ooc hour time span unless hemo flow is administered.

     

    -Does not affect open injuries

     

    -Does not reduce swelling. Signs of compartment syndrome must be relieved other ways

     

    -More a friendly authors note, but closed fractures induce internal bleeding

     

    -Does not require ST signing







     

  7. 18 minutes ago, ReveredOwl said:

    The discovery of the salt test was done through valid rp a long while ago, it is incredibly unfair to completely change your redlines because it has become common knowledge. You can't just change your weaknesses because people have discovered what they are. If you don't want to get discovered, don't go somewhere where they're doing mass testing or don't leave bodies in cites where they're likely to start testing people because of it.

     

    Again, it is incredibly unfair to change your lore because your weaknesses were discovered, not through metagaming, but valid rp.

    2 emotes is not fair or valid rp. Regardless of the rp that occurred however many years ago does not change that this a bad mechanic. Years before even vampires existed all holy magics could instantaneously reveal any dark spawn in a similar manner and it was rightfully removed as a mechanic due to how much of a cop out it was for actual investigative rp. People keep saying corcs should have more tells, but corcs do have to go out and feed without getting caught or someone ratting them out. As I've mentioned a few times in this thread multiple corcs have been caught by means other than salt testing so there really is not argument for a mechanic that purely exists as a way for people to meta freely.

  8. 26 minutes ago, Kholibrii said:

    I believe @LatzMomo's suggestion with a few alterations is the best fix rather than what is being suggested in this amendment. I would suggest adding an additional ability to the Corcitura's roster. I won't give a full description and redlines since this isn't my suggestion post, but I'll provide a brief outline of what I believe would be best.

     

    Should a Corc have fear or concern of being discovered via the use of salt, they may redirect their recovery ability to instead protect minor wounds from the effects of salt over the course of 3 emotes and will remain effective for 3 OOC hours, during this time any salt introduced to major wounds would react with salt as it normally would. In order to use the ability, a Corc must have fed within the last year(1 OOC week), and the usage of the ability would cause the croc to enter the early stages of withdrawal, forcing them to feed again before they may use the ability again. Furthermore, due to the strain the ability places on the Corc's body, they would be unable to transform or experience the passive effects of their recovery ability.

     

    I'd argue that involvement with any darkspawn group comes with the inherent risk of being unable to fully integrate into regular society, so making it so salt only works in major wounds is honestly an overcorrection for the issue. If someone doesn't want to experience ostracization on their character, then perhaps the CA isn't for them.

     

    My suggestion which builds upon LatzMomo's original idea creates an expectation that both sides in an interaction be operating in good faith. If a Corc player RPs being protected from the use of salt on lesser wounds, there is an expectation that they have performed the required emotes the activate the ability and have properly RPed feeding in the last week, just as it's expected that anyone investigating a corc isn't metagaming a player's CA or causes a major wound to test the salt without proper cause. If either side is not operating in good faith they would receive proper punishment for breaking the rules. To me, this feels like the best solution as it's allowing the Corcs a way to remain protected from routine salt tests, but also forces them to put themselves at risk at a later date as they will have to feed sooner to avoid withdrawal.

    This is probably the best suggestion I have had and honestly I think this is the way to go. This puts further emphasis on the need to feed, is extremely simple to understand, and still requires the corc to be careful about how they manage themselves. This is an absolutely solid mechanic and I would have my amendment disregarded if you wanted to make your own amendment with this.

  9. 1 minute ago, satinkira said:


    No. I’m saying mandatory testing should be removed to enable more interaction between corcs and normal players, whilst also saying that corcs should.. do more

    I mean if this cop out mechanic is removed they will. Recently there was an issue where a corc was being suspected because of their name and happening to be seen around a group of players once. That was it. That would be enough to get salt tested. Really hard to rp when any little thing can and will be used to justify a salt test. From other corcs I've talked to they are very excited about getting this cop out mechanic changed so they can actually go rp without risk of being salt tested (then killed or losing corc) for little things like their char didn't like a torch in their face or was wearing dark clothes.

  10. 15 minutes ago, satinkira said:

    It’s not on the shoulders of the average player to provide intriguing detective RP to corcs. It’s on the shoulders of corcs to provide intriguing RP to players, as they’re the ones with special abilities and flairs - nothing too major, but enough to make it interesting. I personally don’t know how you deal with this sorta thing, but I’m willing to bet that most corc players don’t adhere to the principle of give and take rp - instead focusing on not getting caught. Just yesterday, I saw players oocly discussing mutating someone with tawkin to prevent them from being caught by the local authorities (keeping it vague to prevent metagaming on either end.)
    The point is, it is ultimately you who should be working to provide RP. Corcs are, in general, a more casual Darkspawn CA, and it’s usually treated like such by the players themselves; not many really bother going further with the CA than they need to, maybe joining a coven but mostly keeping to doing normal day to day stuff. Obviously, levelling a city is a bit ambitious (or maybe not! Depends on how ambitious you are) but as things stand, you can’t really blame players for wanting to simply get rid of what is, essentially, a pest invasion of dark creatures who don’t do anything except sit and form sometimes form covens. I don’t like salt testing, but for corcs, at least, it’s not unfair.
    this could be hilariously out of touc

    Hilariously out of touch is turning dark spawn players into mini dm's. No dark spawn, dark mage, holy mages, or literally anyone bares the responsibility to give you rp. Your idea about covens also shows how little you know about the corc playerbase since that is already something most corcs participate in so they can better protect each other. Using tawkins to alter one's appearance thereby going by another persona entirely still requires more work than salt testing 

    7 minutes ago, Cloakedsphere said:

    Of course. I'm not at all disagreeing with your standpoint of there needing to be some fix. But I think changing the mechanic itself is targeting the wrong root of the problem. The issue is exclusively the players abusing the mechanic, not the mechanic itself. Just hence why I believe something like built up immunity over time for maybe more veteran corcitura ( let's say, after 3 feedings or however it works, a corcitura gains the inherent ability to be immune to salt tests unless a major artery is cut due to their growing power) and newer corcitura remaining susceptible to the salts is a much better resolution just in my honest opinion. 

    If a mechanic encourages poor behavior then I consider the mechanic bad, but if this amendment fails this definitely would be a direction I would look in. Regardless you can still salt test people, you just better be very certain you are right before killing or brutalizing that person.

  11. 9 minutes ago, Luxury said:

     

    The fact that they look identical to descendants is a perfect disguise in my opinion.

     

    I’m pretty sure we used to play together back in the day iirc! That kind of roleplay you used is by no means simple, and it will definitely never become standard on the server.

     

    I have to hold on to my take that removing the failsafe check is a unnecessary buff, as long as there are no other indications of origin.

    We probably did! That asides the two emotes of rp to expose a corc is in no way equivalent to the amount of rp a corc has to go through to safely feed or try to hide themselves if they do get caught. Most other dark creatures barely have tells and have much more boons than a corc does. Someone once called corc an entry level to villainy and honestly I agree with that. Even if this amendment passes a corc offers more responsibility and weaknesses than it does benefits.

  12. Just now, Luxury said:

    The existence of perfect disguises necessitates a failsafe form of discovery. I've never quite been a fan of the mechanic, yet I understand its function.

     

    Even the disguises that seem to have forms of hints or clues are regularly mitigated and downplayed so as to not be a valid form of identification. And when things get hot, you change a skin. 

     

    The fair detective roleplay that is being called for is exceedingly hard to do correctly, I find, unless you’re a veteran roleplayer.

    Corcs don't have disguises. The only way they can alter themselves is by making themselves obviously vampiric, which was a way a corc was caught. That asides corcs have no way to keep the person they feed off from speaking, so either they risk constantly crp'ing to feed or they do their damnedest to appease the person they feed off of. Quite a few corcs have been caught because of that.

     

    As for detective work being made harder, that's just good. I was a cleric during the time they altered holy magics to keep people from being locked out of cities or instantly revealed so I know exactly how these types of changes go. At the time I was pissed because of how much harder it was to hunt down dark spawn, but it's not like it changed the ability to defend against or kill dark spawn. What it did do was yield to much more interesting roleplay where my cleric would use alchemy to disguise herself and enter places believed to be dark spawn strongholds or go out into the world to make connections who would give her information. In other words the removal of the meta free card made me rp more and gave more rp to other people.

  13. 5 minutes ago, Borin said:

    Good. This is how they should have to rp. To happy GOD fearing man corcs and other spooks are the enemy, and as in real life sort of witch trial stuff, there are times when random/mass testing happens, and if theres any suspicion you can and will be investigated and ganked.

     

    My point is, those playing these creatures SHOULD be forced to be careful and cover their tracks, and if somewhere does practice mass testing or is particularly suspicious, namely my sort of human canonist community where the church has the power and will to run about testing people OR the orcs I believe (?), they should rlly just stay away instead of throwing themselves into danger if they rlly dont wanna be caught.

    Hard to cover your tracks when any little thing could reasonably lead to salt testing. Salt tests are a cop out.

  14. 44 minutes ago, Cloakedsphere said:


    Im 50/50. I understand what you're saying/trying to get past. But changing the mechanic to now having to almost kill someone to be able to test them (aka cut a major vein) is over the top and if you think that will stop people from abusing the mechanic, it most certainly wont. I'd maybe find another avenue to fixing this issue. Maybe by amending that over the years and as corcitura evolve, they have a built up immunity to the salts through valid roleplay. That would force the players entirely to go a different avenue and also achieve what you're looking for.

    If it must I would find this a good compromise, but I think any mechanic that allows for someone to instantaneously find out a character is dark with extremely minimal rp is a bad mechanic that should not exist. If a mechanic at all allows for an easy way for people to skirt meta rules it is a bad mechanic and I would bet money there is a better way to tackle whatever ever issue that bad mechanic was trying to handle.

     

    As far as recent events for corcs go it is to my knowledge that most were exposed prior to be salt tested or salt testing was not needed due to quality of the evidence.This amendment was mainly inspired by conversations I've had with others who were struggling with hunters using the most vague of rumors and suspicions to try to hunt them. Many corc players are keenly aware of how any level of suspicion can result in a salt test and how from that point on they are kinda fucked unless they can take far more actions in rp to disguise themselves than the hunters did in hunting them. Quite a few corcs have or are currently handling rp like that.

  15. 30 minutes ago, sarahbarah said:

     

    On the other hand - speaking from the standpoint of a community leader, I don't think it's fair to link those forum posts on a lore amendment thread that addresses metagaming and bad faith roleplay. All of these posts were written in response to legitimate investigative roleplay that has occurred over the past few weeks, and thus it would make sense to mandate testing in this case. I know you previously mentioned that you did not garner any malicious intent by including the links, but I truly feel that linking them here undermines the players that authored these posts, and can honestly be quite hurtful to those involved.

    That is completely fair. I only included the links to emphasize how mass testing can be easily done and how the general ease of access lends to that kind of rp. I sincerely doubt the authors intended anything malicious ooc and will remove the links to make sure they aren't wrongly shamed.

  16. Previous:

     

    Salt (in pure granular form or at most diluted as saltwater; not simple sand or salted foods) will will boil the blood of corcitura, causing it to fizz and steam whilst shooting searing pain that feels akin to being set on fire through any wound it’s poured into whilst exposure to the eyes can blind corcitura for up to a narrative hour. Weapons treated with salt will leave fizzling wounds on corcitura who have suffered skin-breaking blows, causing them to suffer in a similar fashion to undead victims of aurum weaponry. The presence of refined salt not used to draw cuts or mixed with their blood will be at most uncomfortable to Corcitura, having no impact on their bare skin. 

     

     

    New:

     

    Salt (in pure granular form or at most diluted as saltwater; not simple sand or salted foods) will boil the blood of corcituri, causing it to fizz and steam whilst shooting searing pain that feels akin to being set on fire if in the proper quantity. If poured or splashed into the more sensitive and exposed organ of eyes the corcituri they will be blinded for 1 narrative hour. Outside of pouring salt into the eyes, the wounds must be inflicted by a weapon coated in salt. This salt must be dried onto the blade irp with at least 3 emotes of preparation and will flake off uselessly after being used. The telltale fizzing and excessive pain will not occur unless coming into contact with a significant amount of blood coming from an injury such as from an artery or several injuries that would result in one losing a significant amount of blood. Simply dropping salt into a wound will be as painful as it would be for any other mortal having salt dropped into a wound.

     

    A corcituri may focus their passive recovery ability to prevent salt from causing the telltale burning and fizzing in minor wounds provided they have fed within the last 7 OOC days. Major wounds such as stab wounds and deep gashes as is incurred in a fight will still fizzle and burn with this ability activated. This ability occurs over 2 emotes during which being attacked or attempting to flee will render this process null. Once completed the effect will last for 3 OOC hours. Due to the intense nature , after this process is performed the corcituri will be barred from using this mechanic, transformation, or cloaking and enter a state of withdrawal till they can feed again. The state of withdrawal is similar to as if the corcituri had not fed in 7 OOC days and puts them at risk of frenzying.

     

    Edit: Thanks for the suggestion Khol!

     

    Purpose: 

     

    In general rp mechanics that can completely forgo any detective work yield to abuse. Even if a person does not take the steps to properly investigate, perhaps even going off a singular rumor, they can just force the individual to take a test at which point they can either be found out or try running away and still be viewed as guilty. This kind of rp is at best cheap and at worst an easy way to cover up for any meta issues. The links below show the willingness irp (I am not accusing anyone of being malicious ooc) to use this mechanic in mass in a way that honestly is abusive. With how freely available salt is and how lacking in any consequences there are in using salt there really is no reason why this can't or shouldn't be done. Hopefully by changing the salt weakness it will force people to actually perform quality detective rp or do something as bold as killing or nearly killing someone based on a rumor.

     

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