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Temp

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Everything posted by Temp

  1. @von_Aesterwald 
    https://gyazo.com/15ca3df0b34adfdaadecb7bac1701565
    Y-yeah y-y-you beta male idiot!111!!


    lol

    1. GDPR 014

      GDPR 014

      calling someone a virgin and betamale over mineman. so ******* chad bro

    2. Temp

      Temp

      God I wish he’d **** my wife.

  2. Temp

    Views of Atlas

    Do this again with no shaders and default textures! It’ll change your mind!
  3. Ah yes, a shop by boomers for boomers.
  4. Craig you grouchy bastard! Screech the little **** to nothing and see it done! Inside jokes and such aside, hoping you stay in both good health and good spirits man.
  5. Here’s a decent way to do this sort of thing without drafting some half-baked ultra god-like movie villain. Link
  6. Being given a hand in this concept. Thread can be stashed away somewhere.
  7. Bounty Board! What happened to it? Is it dead or does it just not see regular updates? Why?
  8. It’s an effective application of the ET! Look at any Bethesda game. The side quests tend to be more memorable than the main lines.
  9. Players/Group Requesting: Settlers of Velia | Region of Terra Pravum What kind of Event are you looking for?: Ambient events in the form of hunts, exotic resources gathering and a long-term regional line. Approximately, what time/date you want the Event to take place?: Up for discussion. Organizer's Discord: RancidHound#1670 --- The idea is to set up a steady chain of minor events for the sake of getting a region to feel alive. To be organized similar to Mordskov and the Lodge, for any ET familiar with the practice and application of the sites. Toss me a line and I’ll break things down.
  10. P-please respond

    1. rukio

      rukio

      s-senpai notice me

  11. Raids do precisely what they're meant to. Get people fighting outside of full-scale invasion scenarios. It's, in general, incentive to have a standing military and guard force, even if it's just to deter a minor annoyance that comes once every few days.
  12. Mmm, the lore would have to be paced over, if not rewritten, to address the extent of imperfect healing. A limb regrown with healing magic may be missing joints, could have improperly fused bone and other unwanted growths or deformities. It wouldn't be too far fetched to see a return that never lives up to the original with this in mind.
  13. Muscle memory, manual dexterity and strength in general takes time to train. Months for those actively making the attempts.
  14. Combat application of any and all healing should not undo limb removal, fatal wounds and broken bones. Once a player has been disabled by an injury in conflict, healing of any variety should be about stabilizing the player and allowing them to retain the knowledge gained through the encounter. Not getting them back into the fight. Using healing magic should also disable the healer, when the wounds of the fallen are disabling, regardless of tier. Outside of conflict, I do not think it's a huge issue for healing magic to, over quite some time, heal non-fatal wounds. Anything regrown / healed should see hastened degradation, should be weaker than what was before it and should lose quite a bit of coordination. A greater emphasis needs to be placed on the imperfect nature of healing magic and those that currently RP healing magic should be observed, at random, to address the 2-emote fix-alls. Overall, I feel that healing magic should be a lesser and more imperfect solution to wounds. No resources are required, risk of failed medical treatment is passed over and knowledge of what magics can and can not do is lacking in quite a few players, the mages themselves at times. Even when unintentional, allowing players to quickly and effortlessly undo something only cheapens the experience.
  15. "Stagnant water, rotted flesh, bile and shite as far as the eye can see. Cursed, The Maw. Why would anyone willingly reside there?" The rift, a distortion fueled by blood, by sacrifice, began its writhing inward climb. Shadows dance and shift, orange hue casted over the fragmented remnants of culture long forgotten. A space once sacred, a place of respite for the dead, now a birthing ground of undeath and perverse mutation. Men, their forms wrapped in shadow, took to the walls. Present one moment, gone the next, they paced the crimson spattered canals of the damned, descending ever deeper into this mundane hell. For days, weeks, Ravens resided in the jaw of the beast. Watched on as the Hivemind manifested, split and then turned in upon itself. Documented the converging of realms, the manifestation of ancient entities. And yet, the wastes have remained silent. No man has gone forth to return, to speak of his brothers lost. Progress has met a great, unyielding wall and the ancient evil just beyond goes unchecked.
  16. Dislike the notion of a mage being able to yank someone into their own personal domain whilst under attack from behind. Should something like this be implemented, why would we allow folks to disregard the standard rules for most magic, being the requirement for line of sight? Another thing, items and etc brought into the mindplane are reduced to mana upon departure so, how would one have structures or objects within the plane if they're just barren spaces upon creation? Personally, I am completely against the notion of Cyber Dens and Magical Safe Spaces pocket dimensions. Something this powerful should render the caster worthless for quite some time, not just their NPC assistant.
  17. When faced with the anomalous, mundane tools and techniques of war are all too often inadequate. As such, those met with the unending and ever changing threat of the anomalous are forced to adapt and overcome or be eradicated. It is through this mentality that the Artificer’s Guild was formed. Built around the notion of inevitable death, those of the Artificers are expected to contribute their all through means of alchemical experimentation, invention, study and combat. --- Founding Beset upon from all sides within Mordskov, Eddard Wolfe and the remainder of the Manticore Initiative fought a 6 year war with the very land itself. From mutated feral ghouls to regular assaults by Mercenary forces, the uphill battle was one of attrition. With their resources low and numbers lower, their only stronghold in the region was sieged and razed. Bloodied but not broken, the survivors of the siege retreated. Their methods, deemed ineffective, have gone into redevelopment and a guild was formed under the notion of modernizing an approach to deal with creatures and beasts of this variety. A new recruitment drive was to begin and a secondary attempt at cleansing the sickness of Mordskov is to be put into the works. --- Sects Mechanical Tasked with the development of tools and devices to increase field efficiency. These members produce the arms, armor, weaponry and tools of the Artificers. Alchemical Tasked with the development and upkeep of alchemical goods including enhancers, poisons and medical supplies, the alchemists of the Artificers are an essential support entity and are often tasked with overseeing the wellbeing of the guild. Arcane When the mundane, no matter how clever simply is not enough. Those of this sect are tasked with creating more creative means of dispatching anomalous opposition and enhancing the works of the mechanical sects. Security Tasked with responding to direct assaults upon the compound or allied structures. These artificers are the frontline in most if not all engagements. --- Figureheads Eddard Wolfe (RancidHound) Lead of the Alchemical Sect Renuald Aep Dyffryn (Warmarcher) Lead of Security Sect --- Ranks Unoathed Those who have not yet earned their place in the ranks of the Artificers, these men and women are given a series of tasks alongside their regular training that must be completed prior to the oathing ceremony. Initiated The bulk of the Artificers, these are members who have been fully trained, equipped and conditioned for the task at hand. These are the working and thinking forces of the Artificers. Sergeant Typically a disciplinary figure, these men and women of the Artificers keep those of their sects in line and on the task at hand. Lead The deciding and functional core of the Artificers. (May only hold position over a maximum of 1 sect at any given time.) --- Recruitment MC Name: RP Name: Do you understand that you will likely die when faced with the horrors of Mordskov? (This Guild operates under PK Clause) Do you understand that you will be assessed and placed into a sect that the leads feel reflect your talents? Whilst not enslavement, do you understand that the Artificers ask you, for a time, to abandon your prior life? --- You will be contacted via PM either in-game or on the forums by one of the leads.
  18. Keep the item strictly RP, actually stick with the idea of punishing folks for using the device without a LoreMaster's approval and punish folks that abuse the weapon very harshly. Hell, I'd probably require a very VERY basic app that says you have fully read and understand the lore prior to allowing people to use it alongside a further alch app for people to even contemplate making the items. On a personal level, even with rolls and everything considered, I just dislike firearms on a medieval server. They have the potential to be a serious detriment to roleplay.
  19. Since modreqs are down! Can I get a GM that's free to toss me a message? LC related.

  20. But this doesn't make anything balanced. You're literally requiring fighters with ranged equipment to stand within spear poking distance to stand any genuine chance of getting a hit off. It defeats the purpose of the tool entirely but even with that in mind, sticking to any form of realism, folks wouldn't struggle to hit one another at moderate distances and gunpowder essentially made bulky suits of armor worthless. If I wanted to mess around on a renaissance/post-renaissance server, I'd look into joining a server with that theme.
  21. Regardless of guidelines set, firearms are a detriment to roleplay. You can't realistically dodge an arrow or bolt from moderate range, never mind a thumb sized beats-all slug. No thanks, man.
  22. Naah. These groups are essentially guilds. Guilds are responsible for their own well being and land acquisition. There's nothing that keeps them from, when the next map does roll out, simply buying themselves a slot of land or getting in with any of the existing nations and requesting a bit of their land.
  23. Pay: Toss me a PM and we'll talk price or simply leave a price below and I'll respond. Got a handful of steam games and I'm not too short on Minas. Reference images: Thanks!
  24. A happen upon a parchment and should you care to read it, it would read as follows: After failing for weeks to find responsive stewards, I find myself in a minor situation. Seeking out either a vacant plot of land or a relatively large home or workshop. Payment made upon inspection of site. All responses may be sent to Eddard Wolfe of Oak Shade. (RancidHound)
  25. Personally, I've been RPing it as a gold coin. On one side, a crown. The other, cattle.
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