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GDPR 014

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Everything posted by GDPR 014

  1. I like it. Has my undying support
  2. The information was present in rp during vailor, which effectively showed myself and combustionary as the head of the atronach project. I'll be sure to spread more info though.
  3. Too far my ass. This is what Xan does, I might have been a **** tier paladin but even I knew that was one of our purposes. I love this lore though, makes me wish i was a Xan boy again. Also, why would you want very similar magics? For what purpose? Anyway, love the lore, this is what Xan magic should have been.
  4. Two teachers, three practicuers. Issue is no one to talk to us about it, lol. Hopefully this lore will spark some activity and or want to learn how to makr atronachs
  5. I'm sure it was removed because only one person knew it, and that person just kept 'suicide mission'ing as their character's puppet. So long as it isn't stunts like Arcane Puppetry, I think it'll be fine. I'll keep that in mind and heavily consider adding that Redline in though.
  6. I don't see the reason as to why. For now, I'll keep it as is but if you give me a good reason, I'll add it in.
  7. Ah, the thing is, it isn't exactly playable. Think of it like a siege weapon or like a turret.
  8. Atronach/Familiar Additions: (Also, can we just change their name to Atronachs now? There really isn’t a point to keep it as Familiars. We were strong armed to change the name to Familiars anyway.) Original lore: https://www.lordofthecraft.net/forums/topic/141253-playable-arcane-familiars-a-mages-construct/ Note: ”the destruction or damage of these plates will cause the familiar to become more unstable in its form. A fully formed solid familiar is not are severely affected, but severe damage to the plates of a liquid Familiar can cause the being to burst in an explosion of its element as the core lacks boundaries and drains itself.” - Original Atronach lore. New Discoveries and Augmentations have brought about additions and changes to the Arcane Familiars. Lightning: Beings of storm, their beings put into the fluid section of atronachs (Necrolyte). The first issue was with how much electrical evocation took quite a lot of charge for an enchantment, and such was fixed with simply a enlarging the core, and lining the plates with arcarum for the sole purpose of better conduction and usage. While they still can use a mana obelisk as a means of fuel, this method provides a longer duration for this, and all other atronachs. The other issue is that the plates would need to be of a different material, for metal will attract electricity towards it, so instead the use of stone was utilized. These creations crafted the first Storm Atronach, rock and arcs its form. These beings have the ability to unleash electrical blasts, charges, sparks, and so on, though by no means quickly- verily, this new Atronach takes time to let rip electrical blasts and oddly enough, it cannot cast a call down, as though the energy is far too much for it to unleash. What makes this Atronach deadly to any about it, is the issue of when a plate is heavily damaged or destroyed, the electricity goes out of control in that area, spewing forth arcs which could damage both ally and foe. -Example: Pros: New type of Atronach, more options for players. Can unleash electrical attacks Get Necrolyte Cons: Cannot cast call downs. (Basically making an aerial strike with electricity) Takes as much time to cast as a normal mage Can harm friends and foe if the plates are heavily damaged Plates can be damaged. Larger ‘core’ which can translate to more viable ways of putting one out of commision Can be warded with Alteration and can be taken out by Fi. Plates are still vulnerable to attack. Redlines: Cannot be stronger than an adept mage Cannot cast call downs (lightning strikes) In the event of plates being heavily damaged or destroyed, the electricity has to go berserk and flow out of the atronach in said area of the damage eventually. The Atronach still has to adhere to Electrical Evocation rules. Wind (Also a fluid type Atronach): Wind Atronachs are an archetype left almost untouched by mages throughout time. The fluid creatures are capable of generating strong winds and gusts that can send man to their knees, proving a valuable asset in the war for tactical superiority; their raw power pales in comparison to the other more battle ready atronachs. The most harmless of their kind are capable of creating torrents of wind when their plates incur damage. It proves to be an intimidating asset when used in tangent with other atronachs or martial abilities. Example of an Wind Atronach: Pros: New type of Atronach for players to RP. Can use wind related attacks Get Necrolyte Cons: Must adhere to Air Evocation rules A mass of wind will flow out of the area where the plate is damaged or destroyed. Affected by Fi and Alteration. Plates can be damaged by normal weapons. Redlines: Has to RP the effects if a plate is heavily damaged or removed. Must adhere to Air Evocation rules. Cannot be stronger than an adept mage. New behavior changes: Personality complex: The Atronach is an ethereal creature with an intellect incomparable to that of the descendants races. When conjured from the womb of the Void, they are new to the world; their thoughts muddled and clouded, be it from adolescence and malformation or the effects of their untimely translocation to the physical plane. Regardless, they bend the knee to their masters; they are magically obliged to bend to the will of their de jure masters and to follow their orders regardless of their opinions on the matter at hand. Some may argue that the deeds they perform serve as a platform from which they derive their morality and conscience on this new and alien world - or that of their masters. Some may even become great contrarians, sarcastic creatures bound to the will of an irate master. Tl;dr: This is to make Atronachs more playable. The longer an Atronach is alive it gains more sentience, however it will always be bound to the will of their master. Different variants and aesthetic: Aesthetic: Floating can be enchanted on an Atronach, though the larger a Atronach the less of the levitation. The maximum sized Atronach can hover one foot, a foot shorter can hover two feet, and so on. Drone: Atronachs can come in many shapes and sizes, and these variants are truly a companion. The drone is a smaller Atronach, with arcane energy or any other of the elements inside it. These beings can be given the ability to float (via other enchantments) though they cannot exceed seven to eight feet. Due to its smaller frame, less mana is fueling them causing for them to have weaker spells in comparison to your seasoned wizard. ((These can still be played by other players, but the appeal is likely on the player who has one.)) Example: Pros: A smaller variant, able to be carried by players and RP’d as small companions which act as support. Cons: Even though it is small, these creatures can easily be hit by weaponry. Plate damage/destruction causes the same effect. Spells are generally weaker in comparison to a normal Atronach. Must adhere to Atronach guidelines and lore. If you are caught power-gaming your Atronach, it will be taken away. Redlines: These beings max at the strength of a novice mage. Must adhere to the lore of their imbued magic. Must RP the proper effects of damaged plates. Must adhere to basic atronach guidelines. Tl;Dr: ones that the owner player can RP so long as they understand the rules. If they don’t, the atronach gets removed from them. Basically, these are much smaller atronachs that can float at the max of six feet that do weaker spells and act more as a support for a character. Think of them like a weaker conjuration. Although forgers are already able to rp their own atronachs, this provides something that fits more towards being played by the maker, rather than having to emote for another body (which you can still do, this is just easier to rp, but also weaker) Goliaths: Of material and arcane, these Atronachs types are even deadlier compared to their brothers, having the prowess of master wizards, and even surpassing them. This strength comes at a cost however, their beings, now massive and visible for attack, are immobile when they call upon the great power within. And once they cast, they must secure themselves to the ground, though it appears most of their creators keep them in designated spot. These variants also appear to heavily rely on their creators, having little to no intelligence. The Goliath is more so employed as a siege weapon, or even wall defenders more so because of the constant need for a massive fuel source, an obelisk. These beings must be near at a mana obelisk at all times. Example of a Goliath: Pros: Bigger Atronachs, standing at the maximum height of 9 feet. Their spells are incredibly powerful, being the equivalent of two master wizards. Can be used for sieges as both offense and defense. Cons: Incredibly slow, only able to move the speed of a Brawn-core golem Their charge up for spells are slower, taking an average four emotes for a weaker spell (like a volley of magic missiles, although they’d do more damage than a normal volley) When they cast, they have to become immobile, with the slight exception of re-adjusting aim. Require their master to give orders or even do anything. Not playable, unless used for mounted building or area defense, or for sieges. Vulnerable to strikes, especially now that the frame is larger. If the plates are heavily damaged or destroyed, the berserk effect will be greater. Need to have a mana obelisk present with, or around them. If it is broken, the construct shuts down. Timing: Out of wars, when it is used as area defense or heavy artillery, the typical emotes go and number of casts per obelisk (CPO) Weaker spells - 4 emotes, 10 CPO Moderate spells - 6 emotes, 7 CPO Strong spells - 8 emotes, 5 CPO Redlines: -Must adhere to the magic rules -Cannot be quick. - Has to roleplay the effects of heavily damaged or destroyed plates. For Sieges: Basically, when Goliaths used for sieges, they are immobile and GMs could/will moderate the strength to an amplificare, albeit the blast is a bit weaker, so it would be somewhere between Rune Cannon and Amplificare. It takes a standard of 5-6 emotes for a blast. For every obelisk, they have five uses. You will need to roll out of 20. Roll effects goes as below: 1-5: Misfire, the energy is dispersed before it could reach its mark, using one of the charges from the obelisk. 6-14: Miss, however the blast is close to its mark. 15+: The blast hits dead on. If the Obelisk is destroyed the Atronach has to shut down, if the Atronach sustains heavy damage from an enemy siege weapon, the energy within will go berserk, and heavily injure the people operating the Atronach, taking them out of the fight. Tl;dr: Big, near immobile Atronachs that need to be near an Obelisk. Their blasts are far stronger than an Atronachs, even greater than a mage’s due to the mass of mana. They are incredibly dumb and require their masters to be near them to give orders. Amendment: All Atronachs typically need to be charged after three weeks (unless there is some mana saving thing the creator does on the atronach and even then keep the extended time reasonable). Being charged by the hour is excessive and takes time out of playing one.
  9. @Merkaken genus is the fuel bloodmages use basically, it's found in blood and js the catalyst for creation. The original Dreadlords cannot make Dread Knights, however the Bloodmages who know the ritual (the new Dreadlords) can make DKs.
  10. Event Disguises likely don't, lest they RP it otherwise. This is just for Sensory Illusion.
  11. Due to a few complaints, I'm posting this reminder: Illusionary disguises (unless very minor ex. Eye change) are flawed. You will need to emote these flaws as either imperfections, distortions, discoloration, or an area of the illusion failing, etc. An example of when you need to emote the flaw would be every three emotes, you need to make one emote regarding the illusion's flaw (though keep the time gap reasonable). Thank you. P.S. the more complex the illusion is, the more mana it takes and the more flaws. Unless you have sufficient fuel, don't expect a full body enchantment. If you have any questions, please feel to message me, or another MAT. On another note, if you have need to report on bad magic rp, PGing, and anything that fits the criteria, please make a report in the sub forum! https://www.lordofthecraft.net/forums/forum/608-magic-reports/
  12. I'll answer your first question, hugo. The idea is that they need refueling after two weeks. I'll let will answer the second bit of your question.
  13. Sure thing. Most likely the Dread Lord will be the one's repairing them anyway.
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