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CombatRolePlay

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Posts posted by CombatRolePlay

  1. TTY.png

     

    Name (Common)

    Roy’s Bread

     

    Background/Description

    An alchemical creation meant to be a temporary portable and filling meal for hunters on the go… 

     

    “Roy always said he was a baker, I thought he was joking”

     

    Recipe

    Base: Aqua Vitae

    Flour ,Yeast ,Salt ,Water. 

    (Basic Bread- Recipe can be expanded depending on what type of bread you make)

     

    N/A | Vigour -  x2

    N/A | Rigidity - x2

    N/A | Life - x1
     

     

    Creation

    Prepare freshly made bread dough. This can vary depending on what type of bread and if the alchemist wants to add more flavor into the product.

     

    Prepare each symbol in its powdered form, pouring one portion of equal parts powdered Vigour and Rigidity symbols with aqua vitae, mixing until homogeneous.
    Wait for it to settle and repeat with the rest of the powdered symbols, now including the life symbol into the mixture.

     

    Mix until the consistency of paste, then knead it into the freshly made bread dough.

     

    Bake the resulting mixture and a brittle but dense cracker like substance will be the result.  

     

    Effects

    One ‘loaf’ of ‘Roy’s Bread’ can keep a grown man full for an entire day.

    Although due to its nature it does not provide proper nutrients and must not be relied on as a main food source for an extended period of time.

     

     

    Redlines

    -Cannot be used to ‘over feed’ someone and cause harm to them

    -Cannot be used as a main food source for more than three days due to its lack of nutrition.

    -Does not require ST signing.

     

     

    hunters_lounge.png

     

  2. Just my opinion but the lore piece seems a very unoptimized, lots of extremely vague spell descriptions and generally seems Unfun to RP against.

    Meteor seems to have listed out alot of my issues on the magic on his comment so I'll not repeat it. 

    Wishing you the best of luck for the future lore posts.
     

  3. Food rotting was probably around top 3 of the most annoying part of nexus. Logging back in with all your food rotten because you don't have time to login every day was horrible.

    We shouldn't be punishing players that don't no life the server like some of us do.

  4. It's natures way of telling you who not to approach..

     

    Quote

    Aposematic signals are primarily visual, using bright colours and high-contrast patterns such as stripes. Warning signals are honest indications of noxious prey, because conspicuousness evolves in tandem with noxiousness. Thus, the brighter and more conspicuous the organism, the more toxic it usually is.

     

    jokes aside though, usually its used as a sort of defense mechanism to deter other people from doing something similar in the future, sort of like a wall of shame. It doesn't really work though, and more often just makes people question why that person gets so much hate in the first place.

  5. TTY.png

     

    (This recipe is meant to be an addition to the already existing 'Hunters Alchemy' alchemy list)

     

    Missing Scent

    Spoiler

    Name of Potion:
    Missing Scent (Common)

     

    Brief Description:
    A murky white potion that Once used will quickly turn into a mist that neutralizes all smells / scents in a 3x3 area around the potion. Best used while lying in wait against simpler creatures with acute sense of smell as there is a high chance that more intelligent beasts may notice the effects of the potion.
    Used by the members of the hunters lounge to stalk particular prey that have a strong sense of smell or by the lounge’s book keepers to observe certain types of wildlife without being spotted. Sometimes used for exploring areas with unbearable stench like the rotting sewers of a city.
    This potion lasts for an IRP hour or ten (10) turns in combat.

     

    Recipe:
    Base: Aqua Vitae
    Purity x2
    Peace x2
    Silence x1
     

    Creation:
    -Mix one (1) of each symbol in powdered form with Aqua Vitae in a 1:2 ration, mix until homogeneous.
    -Let rest for ten (10) minutes or one (1) emote.

    -Mix in the rest of the symbols in powdered for before adding equal parts water. Mix until homogeneous.
    -Seal the bottle and let rest for ten (10) minutes or one (1) emote.

    -Resulting potion should be a murky white liquid that will immediately evaporate into a mist once unsealed.

     

    Effects:
    For one (1) IRP hour or ten (10) turns in combat, all scents/smells in a 3x3 area around the potion will be neutralized. Used mainly for longer more prepared hunts where one may have to lie in wait for a long duration of time.

    The potion only neutralizes the scent on the immediate area around it. This means it does NOT remove the scent trail left by an individual.

    This potion is distinctly different from the core potion ‘Air purifier’ as it does not nullify harmful substances and inhalants in the air, only neutralizing the scent/smell.

     

    Redlines:

    -Does NOT need ST signing
    -Requires T3 Alchemy
    -Cannot be treated onto clothing/items
    -Cannot “purify” air similar to Air Purifier
    -Each batch creates three (3) single use vials

     

     

    Please inform me if there are already existing potions that do the exact same thing.

  6. On 1/2/2023 at 8:12 AM, ClassyBells said:

    When the channeling emotes are completed, the energy is wasted should [10] emotes or 1 narrative hour pass without the bow being fired. Upon firing, the energy dissipates and new channeling emotes must be performed.

     

    Aside from the concern where a two channel magic can give you the strength of an arbalest- maybe lower the time the infusion lasts on it? 
    Being able to do a 2 emote cast away from battle and have 10 emotes where you carry around an arbalest might be a bit too strong.

     

    Aside from that, I support bow users having more options :D 

  7. Please put back the +12 pvp rule. As much as I like CRP, 12 people in conflict with each other CRPing is a headache.

    perhaps have more specific rules for certain scenarios like War raids / large scale raiding. 
    Maybe even lower the threshold for pvp to be activated the larger the group in conflict is?

    CRP default is fine for smaller conflicts but when the scale grows it becomes increasingly more difficult to manage.

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