GDPR 014
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a quick 5 minute rant about seers of vaseek as a feat
GDPR 014 replied to IsaaKc's topic in Miscellany
my meme aside, i dont care. If its done tastefully, fine. I’m sure there are people who do some cool RP to become seers, but on the flip side you have your subpar RP; not much can be done about it. Anyways I love all of you please be nice and give me smiles and kisses ehehe. À̸̬͖͉̪̟̅̏̄m̶̙̤̮̪̩̲͍͉͚̅̔͆̕ ̶̪̖͚̟̲͈͖̹̤̼̲̮̆́̎̔̒̈̄̄̔̉̂̉̊͘͜I̸̥̔̃́͠ ̸̧̢̛̭̭͈͇͖̰̪̔͌̚à̵̘̱̯̜̗̳̏ͅļ̸͚̱͔̰̩̌͗̀̔̒̃́̄̊̈́ͅͅṛ̷̯̬̂́̓̏̊̚̚͠ͅį̵͓̝͍͇͍̬̣̜̤̜͎̄͜ͅg̶̞͓̞̼̳͚̤̻̩̼͈̿̊h̷̢̼͍͖̱̜̬̣̮͚͎͇͓̭̪̏̑͌̈́̏̈́̏̈́̽t̷̛̘͚̘̗͎̪̻͕̺̞͖͇̆͑?̶͖̹̪̟̙̺͙͙̞̲̫̟̩̖́̓̓̓̑̇͒̔͌́͐͊̈́͘ -
a quick 5 minute rant about seers of vaseek as a feat
GDPR 014 replied to IsaaKc's topic in Miscellany
- 37 replies
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17
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it can (:. Either way I did this out of the LT not knowing what was going on with the lore, (:::. No ill intention whatsoever. Situation was sorted between Boruto and I. Hopefully his lore gets accepted; if it does, take this one out.
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I assumed you were out of the game since you got banned. My mistake. We can rectify this over PMs, if you’d like.
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i appreciate you joel, thank you for your input ?
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Ḁ̴̹̗̠̪̄̓̀̀̃̃́͗̂͊͊̃͠͝r̸̖͚̺͙̗̺̼̱͚͖̲̺͆̽̑̀́̽̚͜͠c̵̡̢͖̮͎̜̥̳͕̭̩͆̂͂̀̾̒̓͗̌͌̊̉̑͜ͅͅͅǎ̵̹̥̒̊̑͛͜͝n̸̢̧̛̰̝̰̠͉̰̩̜̼̏̋͋͋̄̆̈́̈̉́̓͋̚̕ͅė̸̘ ̶͙̹̐͂D̷̛̫̘̤̥̗̂̎͗̑̍͗̅̉i̴̛̭̪̘̮̼͚̮̤̖̦͓̥͎̓̊̇̅̄͌̉̌̂̈̆͠ͅṡ̶̡͈̜͌͂͜p̴̢͖̟̜̮̮̯̳̹̣̳̫̟̰͌̈́̓̈͜l̸̡̧̨̢̡̖̬̘̟͈͚͇̪̜̬̊̀̐a̶̙̹̩͙̤̮͙̱͈̹̟̬͖̯̣͒̆̋͑̂͛̍̏̅̀̿͝c̸̛̻̉͆̇́̽ë̴̢̡̻̬̼̖͙̲̻̺̼̉̎̌̈́͆͜m̵̨̢̛̲̗̜͍̲̖̤̑̅̍̎̃ͅe̸͓̘̥͙̥̱̣͖͂̾̌͐̀́̽͘͘͜͜͜͠n̵̩̔̎͒̒̎́̄̓͠ṭ̷̫̊̀̈́̌̒̌̏̈́̕͝ͅ;̵̠̖̺̿͂̄ ̷͇͂̾̄͐̎̂̽̌͋͛̑͝͝͝Ş̸̨͎̣̳̗̠̫̫̣̗̝̃͂͗̕h̵̢͇͈͔͉̦̫͇̪̠̒̅͗̽̽̒͛̓̈́͗̒̈̓͝ṵ̸̮̳̭̣̠̳̩̿͛̽͜n̶͇͋̈́̑́̈́͝t̸̢͈̖͍͈̗̪̜͕̹͍̓̋̇́ǐ̵̢̨̯̼͇͇̺̫͌̍̊̽͑͘n̴̡͙̲̪̘̲͆̑̃̅̐́͊͊g̸̢̧̧̫̥͓̝̫̲̖̲̟̫͉̯͛͐̑͗̄̀͝ Background M̸̯͍͓̩̖͚̑̇̒̃͊̽́͛͊͋͘͜á̸̮̥̪̮̣̻̤͝d̶̤̮̭̣͉͈̳͙̯͓̓̋͆̐̓̾̿́̋̄́͋͆̂̋ņ̶̢͚̲͙̬͖̙͒̆͂̽ȩ̸͉͍̘̘͍̫̪̄͛̌̋̈́͝ș̵́̒́̈́͗s̸̟̟̗̪̯̠͙̝͓͈͚̳͕̙̒̀̒̈͌̇̒͗ͅ.̴̝͍̙͕̮̦̦̻̔̆̈́̎͗́͗͠ ̵̡̧͍͍̘͚̻̼͎̩̳̺̲͎̂͜͠Ļ̶̑̀̆u̶͔͔̗͆͌̌̓͒̑̽̌͆͗̀̿̆͆n̸̛̘̠͕̞͖̩͓͇̻̑̀̃͂̓̇̃́͌̅̓̈͠͝ą̸̛͕̦̬͉̳̫̰̏̑͌͐̄̒̍͛̌̄̚͝ć̴̜̙͙̐͘͘ý̸̡̖͆̈̈́̐̏́͝.̶̛̘̪͍̗͈͊͂͒͐̎̔͘ ̵̠̱͚̘̭̦͎͓̀͋͂́D̷̞͓̮̗̞̲̉̊̒̈́̌̿́̒͐̍̄́̄͌͠ę̸͕͓̰͈̰̼͇̪̟͂́͒̈̒̊́̔͛̌͂̕̕̕l̷̨̝̣͔͇͎̈́̒͆̊̃͒͗̽͒̒͘i̸̧̱͙͔͚̙̜̩̋̈́̒̑̅͜r̶̨̢̛̙̹͉͙̬̲̩͉̰͙͉͒̍̈́̑̋̾̍̇̚͝͝í̷̧̛̗̯̤̰̩̯͎͊͛̀̔u̸̲̣̗̰̟̼̰̠̟̠̎̿̑͂͆̎̅ḿ̶̡̛̗͈̻̲̟͙̺͕̬͙̠̊͒̀̀̀̍̈́̆̽̓̍̔̚.̸̧̡̘͔̟̻͖̻̞͔̔ This was the mania of .raSmoT’s Tower; lightning-tossing brooms, bickering tea cups, and flying boats. In the halls of the horizontal spire, .raSmoT’s particular study was a matter of organization. Each hall held it’s own rows of chambers, each unique; a room of frost and wintery winds, a room of assorted yarn, and a room of various chairs. Of the sixty four rooms, one held a displaced secret unusually obvious. In the advance of the Mage’s Guild in Anthos, their ranks infiltrated the tower and came to call it home. In the opening interaction amongst a mess of other playing, the secret came upon the hands of a strong heart. A heavy, sealed tome was snatched from the very back of the dining-room-furniture-room and held dear until the proper time came for the book to open itself; the time came and went. It went through many hands and was researched quite heavily but to no avail. One fateful night the white boar came for the book and it was stolen away, lost to the shifting aeons it came from until, one fateful morning, it was found again. By way of following a sentient, babbling washboard who occasionally combusted and was extinguished in a gust breathed from a woodchip came an oriental to the Planar Dictate’s newest landing site, a simple creek. The washboard and woodchip disappeared within it and at first touch was the beginning of a perilous venture. Poof. Mechanics - Explanation Arcane Displacement is a reformed art altered by the very mad mind which crafted it, .raSmoT the Mad. It functions through shunting, the act of launching one’s self from the material plane into the abounding worlds beyond, slipping narrowly between the existential laws of space and time and thus shunting into other worlds. Following a shift in planar bindings, Arcane Displacement is now shunting and its users, shunters. Spell Shunting - The ability to travel to other planes. A shunter is able to use what they learn to throw themselves into other worlds. Shunters may disappear in a fettering of air and accumulation of dust, randomly passing into another realm carrying only non-organic mass with no control whatsoever as to where they will land lest they be familiar with the journey to a specific world, having made it back from the same plane. From these places a shunter may explore as they desire but, usually due to imminent danger, they may return to the material plane through a secondary shunt wherein they return where they first started. Objects may be taken from these places, some baubles or discarded oddities whilst others may be misunderstood relics or artifacts of extradimensional civilizations. When coupled with Circling, a group of at least three shunters may cast in unity to reach the same destination albeit still at random. -Solo shunting must be performed through RP posts on the forums of the character traversing the plane they have landed in. -LT must be consulted on the general ideas behind the planes being traveled to but otherwise the player has complete creative freedom in its design so long as it offers their character no inherent power, change, or advantage that does not require an application or lore besides an MART. -Returning from a shunt with an object of any value more than mundane, useless, and inert must be approved through an MART. -Shunting requires six emotes to perform and to be touched, so much as a poke, interrupts the enigmatic magic wherein it is nullified and must be attempted again. Shunting requires complete and total concentration and thus cannot be performed in combat or to evade combat. As following the greater control attained through increasing the number of shunters, at a total of five -- a leading shunter alongside four others in a use of Circling -- shunters may form portals within, specifically, four meter (block) by five meter (block) frames which cannot be dirtied under any circumstance lest the arcane charms laid into the architecture becomes interrupted and the portal is deactivated until cleaned of all debris. The leading shunter, when accompanied by at least four others, may shunt to a plane they have visited before in order to establish another frame of the exact same dimensions and material as the other and through a second laying of invisible charms may they be connected. No portal may be made upon the same plane of existence as its opposing side. -Requires one to have shunted to and from the realm intended and the material plane to map a portal to another realm for a portal alongside four additional shunters to create it unlike Blood Rifts’ more advanced form, Scouring. -Following the law of equivalent exchange, a portal may only be used to transport five individuals, even non-shunters, before deactivating. The frames remain intact. Following a shunt via Displacement a trail is left in their stead, an invisible charm that anchors them and ensures a path home, a proverbial line around their waist or trail of breadcrumbs which lasts for a single elven hour before fading from visibility yet remains ethereal. Unseen to the naked eye, those who have mastered shunting may spot these charms where a shunter has left and may track them through performing a shunt whilst touching the area, taking them to the same plane as the other whilst leaving behind their own charm beside the original. Tracking can as well be used in reverse by master shunters by launching an abjuration at the charm to then forcibly suck the original shunter back to their place of origin regardless of consent. The bludgeoning force of being forcibly drawn back incapacitates the individual in the process. -Only two charms may touch another charm which is being tracked, creating a triangle of circles, likely two shunters chasing another. Any attempts to add to the charms results in failed castings. A shunter masters Arcane Displacement after three elven months of practice wherein they may teach a single student ever in their lifetime. Should one read from the Planar Dictate, they may self-teach Arcane Displacement as well as be able to teach a student once they have mastered shunting; only readers of the Dictate may teach; as well, reading the Planar Dictate automatically shunts the reader away and later in the book it may read to shunt back, often leading to lone adventures of being stuck in an alien land and being forced to survive until the reader learns to shunt back through the Dictate, often by the guiding hand of a master shunter assisting them. Students of readers may later read from the Dictate to be able to teach a student later in their lifetime. -Should the Planar Dictate not be read from and hoarded for a total of three months it will be removed by the Outvoker and redistributed. Shunting, as with any form of travel, is incredibly dangerous if not handled with the proper precautions. A great number of entities dwell in each of the planes shunters may happen upon, there are forces which seek the stability of the universe and do not permit the traversing of the planes, and shunters are little more than scurrying prey in the eyes of some greater, cosmic horrors lurking between the fabric of worlds; each of these powers are potentially predatory, each of various intensity, and each of unknown origin, intent, or strength to most shunters. The use of Arcane Displacement is a risky act when alone, or perhaps it is larger numbers which draw more attention. -Shunting stirs up trouble in the cosmos. World natives, unknown cosmic forces such as deities or spirits, and/or Voidal Terrors and Abominations, or even Voidal Horrors and Behemoths are attracted by these invasions; natives likely do not want aliens entering their world, cosmic forces likely want to stop planeswalking, and all Voidal Horrors including Terrors, Abominations, and even Behemoths are attracted by an easy route into the material plane by allowing themselves a path to manifest upon Creation. -Worlds ran by ET and LT have greater antagonistic forces present than solo shunting worlds. General Redlines -Locating lore characters / deities or their domains requires express consent from the LT. -Shunting to new realms will transport the caster at random unless they are visiting a realm to and from which they have already shunted. For example one aiming to find Ebrietas could spend a lifetime shunting between an infinity of realms and have no luck. -The LT must be consulted for approval of realms to ensure that more popular ones are well fleshed out. -Dying on a plane other than the material plane a shunter is from will leave their soul outside the ropes of the monks and thus a death in another plane is a permanent death. -Although time passes differently between in each plane as per Gap Theory, the time differentials between the material plane and the other worlds does not allow individuals to learn magic faster or develop in any way, including age (should the player choose) and does not offer any advantage to the character in the way of advancement. -Cannot Shunt during any kind of combat or conflict. Tier Progression: Tier 1: You are taught, either from the book, or from a teacher. The shunter is able to use shunting, as per the standard. Tier 2 (Reached after 3 months): A shunter can become a teacher, and is able to spread their knowledge without the Planar Dictate. While the Dictate can teach as many as it can, a teacher can only teach one student per 3 months. Purpose This is a requested rewrite of Arcane Displacement. It is still a Feat. It is still linked to the Planar Dictate. Previous users must read the Planar Dictate once more in order to use Arcane Displacement. This was written by Zarsies and thus reformatted as per the new criterea. The intention with this lore is to greatly open up the possible avenues of roleplay for the current scene of LotC and introduce more quirky, deadly, and experimental RP for the Voidal ‘community’, albeit since this is a feat it is so broad this could stretch into dark and holy RP, nation RP, guild and adventurer groups, and so on. The opportunities here are limited by the creativity of the writers; this is nothing more than a means to enable fun roleplay. Furthermore this could be utilised by the ET and LT to shape future events and storylines or potential (or the return of pre-existing) characters scattered about the Veil. Just hope you don’t get stuck somewhere, alone, while a Voidal Terror is rampaging after you and nowhere to run. Citation https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void https://www.lordofthecraft.net/forums/topic/152420-✓-the-rifts-of-blood-magic-blood-magic-addition/ https://www.lordofthecraft.net/forums/topic/151740-%E2%9C%93-gap-theory/ Credit: Zarsies for writing basically everything. Jentos, for helping me pick out a non EJ song.
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Vlad Dracula Tepes
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Politics, Controversy, and Free Speech on the Internet
GDPR 014 replied to bumblefina's topic in Miscellany
oK BoOmEr -
Screwby
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Don't be a baby ttwesten. It doesn't need a reason you find "acceptable", let it run, let it thrive. I don't think I can support this taking up no magic slots given the loaded nature of a celestial (I'm looking at abilities), I also feel that it makes sense to take that additional slot due to further ""attuning"" to the void. A word of advice, redlines for abilities under the abilities. It's very helpful to read and doesn't involve the reader having to cycle from the ability to the end of the piece to match the corresponding redlines. Best regards!
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Jon lights up a bong.
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"Woah dude that's crazy..." Says a bald buff man, lighting a hookah as he Converses with his friend on the topic. "Have you heard of leaf apes? They're ******* crazy dude. Mean as all ****. You might be like, 'oh they're so cute and cuddly', but no -- those things will ******* kill you! Did you hear the story where someone tried to take one as a pet and that fucker -- all doped up on warrior spirit -- shredded this man? And they're ******* brutal with how they do it. They don't kill you swiftly man. They rip your **** off, your face, then your ******* toes. It's nuts man!"
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I got the hook up. ((my tastes are everywhere and putting everything here would be a no go. Though Ive been listening to a lot of Synth lately)) Ah, how could I forget Royal Blood:
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But can I make breeze smell like swamp ass so I can fart in someone's direction
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Honest thoughts about me?
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I think you used hemorrhaging on my brain.
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no no, you misread for launchers. Its single shot, but the pnuematic cannisters propel 4 total before requiring an additional emote in the reload process. So think of it like: emotes to load and fire emotes to load and fire emotes to load and fire emotes to load and fire emotes to load+putting a new canister back in, and fire rinse and repeat apologies for the confusion
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Its more than a projectile weapon now though. There are more uses in noncombative settings than just combat pew pew
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Well, I'd definitely like to chat about your qualms. My discord is Bokratzia#8909 if you're willing to discuss and possibly hash things out
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List them for show and tell pls
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am not I hate guns im a reformed gamer how can it be a gun. May as well write this crap so it's out there
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The Arqua “Send word to High Priest Faust, the so called ‘Cockatrice’ have become more of a problem, especially with those tools of theirs.” A Mordskovian Cultist to their higher up. Origin Much of the time, innovation comes from a need, or want. In the horrifying hellscape that was Mordskov, the need to survive was priority; beasts no ordinary man could hope to defeat, frigid land, toxic air, and raving madmen. To be able to live, one must be adaptive and prepared. The conventional tools were not as efficient in the artificial cold, thus sparking a search for an alternative by the Cockatrice, a band of men meaning to put an end to the horror. Though their discovery -- while operable in colder conditions -- found itself usable in other elements, and even outside of the military setting. Description The Arqua is what is a type of weaponized device that functions off a series of clockwork and a propulsion system. Often these types of propulsion aid the clockwork mechanism. The size of these things vary, from being handheld to siege based equipment. Components and Mechanics Arqua variants rely on a series of mechanisms, done by clockwork parts and either pneumatics or hydraulics. Spring and Strike-plate - This is the most crucial part of the Arqua mechanism. This is linked to the crank, and by pushing the crank forward from rest (or another priming system), it causes the spring to coil up and condense, taking the strike-plate -- a piston -- with it. A Pneumatic or Hydraulic Supply - A container containing either gas or liquid. This is inserted into the Arqua, and because of this supply, it will cause the piston to spring forward, and launch or move some item, the specifics will be stated later on. Vessel Port - This is what the supply is linked to, when actuated via the same motion for the spring and piston, the supply will also release into the port via tubings until it reaches a closed chamber, which gets opened up once the firing crank is clamped down, causing the piston to move. The port is slightly modified for a hydraulic supply by installing a secondary moving piston. Firing Crank/Trigger - This device is what activates the system, by pushing it forward it begins to condense the spring and have the supply go into the port. When it fully clamps down, it opens the chamber to let the supply hit the piston Strike Chamber - Also referred to as the chamber or the port, this is where the piston mechanism does its work. Pneumatic vs Hydraulic There comes the question as to what system one should use. Pneumatic systems are more commonly seen on the hand held types, given the fact that they are meant to propel lighter objects, with the max being four pounds (or 1.8 kg) on hand-helds before the object simply wouldn’t move out the barrel. Of course, the amount of damage it can do would range depending on how solid the object is. Pneumatics also require a seperate reload for the supply, with canisters fit for the type being able to launch five objects before a new one needs to be loaded, though often one might see Arqua users have a pack on their person which is directly linked the Arqua, feeding the gas into the tool. Hydraulic Systems are for heavier objects, often these are for heavy launchers or for tools that require great force and repeated usage. These are slower to activate compared to pneumatics but such should not be underestimated, these objects often have more power behind them. Types and Capabilities Placer “Get moving! We need to get that bridge built if we hope to get to the upper half of this Hellhole.” A Cockatrice Engineer to labormen. Description: These four feet, handheld Arquas are seen in construction. With the intention to quickly plant denser things such as construction bolts, rivets, pitons, and so on, into their desired surface. From there, it still needs to be hammered in, though it makes the process easier. This Hydraulic Arqua is relatively loud, making a loud hissing sound and cracking sound when it punches through the material, and is relatively ineffective at combat given its range. Capability: The Bolt Placer is able to implant an object into the surface of an object, lest said object can somehow resist the hydraulic might of the tool. It requires the user to first slip the item into the feed, and then prime the mechanism. A steady hand helps, especially if they are not right up against the surface. Once the item is implanted, it will dig into the material, though fail to fully penetrate, with some manual labor required to fully secure the item. These are often used for construction, be it in scaffolding, buildings, or other such devices. Emotes: Two. Range: Two Blocks. Example: Rickert grunts as he slides an iron piton into the feed of his Placer. As he actuates it, he takes aim at the stone structure with the thrumming machine. Pressing down on the clamp, the piton impacts the stone with a “CRACK!”, digging into the structure with some flakes flicking from the stone. He then means to hammer it down with his tool. Redlines: Cannot fully penetrate a person. Cannot snipe or be used for long/mid range. Does not fully penetrate the material unless it is relatively thin or weak. It will require some more labor to fully insert. Regarding Events, an ST can dictate whether or not these can penetrate Event based material. Excavator "Get working. We only have so much time before the Huggers start prowling." Captain Roland to some workers. Description: These larger hydraulic devices are employed by teams of workers, be it for construction, demolition, or excavating. Depending on the type, these are often used in mass to dig out an area faster, or break through stone structures. These do not launch anything, rather, have systems attached to the strike plate, as well as an external mechanism to keep the system optimal, which is a rotary crank rather than the standard clamp crank. Capability: Granted their effectiveness depends on size, with handhelds being less effective in area than larger machines. The types are split into Diggers and Crackers Diggers: The Chamber is modified to be able to flick debris from a given surface, either from the back of the Arqua or the side. This requires constant rotary motion from the crank to continue the hydraulic system. Crackers: Chamber has a dense tapered steel rod designed for breaking hard structures with repeated assaults. Either mounted on-top of ones arm with the other assisting it, or a two handed mechanism, this hard head delivers a great deal of force onto its target, and has some penetrating power against non malleable or flexible objects due to the force of the heavy item. It can crack stone with a single strike, though requiring multiple to break it. Emotes: Two. Range: Touch. Example: Digger: Jonar plants the Digger Arqua against the mound, gritting his teeth as he cranks the rotary crank on the side. The sounds echoing within the machine. The mound around the digger recedes briefly as various cranks and clacks follow along with the rotary motion on the trigger. Cracker: Ragnir plants the the heavy item against the structure, huffing as he eases his hand on the crank. He begins to spin it. The Cracker roars as the dense head repeatedly slams against the stone structure, casing cracks around the area of impact, as well as debris to fall off. Small chunks of crushed stone hit the ground as he works. Redlines: Unable to fully penetrate walls of stone immediately. Event or Lore related materials can be more difficult when it comes to using these devices. Larger, less handheld versions are plausible but require a team of two to operate. One moving the crank and one keeping it steady. Munition “Never quite liked ‘em. Nothin’ beats a bow, simple an’ efficient, just arm-strength n’ training. Can see that with them Tengu ‘n their Warbows, dastardly, ain’t it?” Codename ‘Yokai’ to a fellow Cockatrice. Description: Ranging from three feet to four feet (0.9 to 1.2 meters), these are more seen in both combat, protection, and even hunting settings. It is the most reliable as well, being built to handle wear and tear, and work in tough conditions, as seen by the Cockatrice units in Mordskov. Due to it requiring a pneumatic supply, such will be required to be changed and replaced after four launches if one carries canisters, though the alternative is carrying a larger supply pack that is hooked to the Arqua and set on one's back. Capability: The Munition’s Arqua is able to deliver projectiles that can fit in its chamber with varying results. It depends on the type of object being used. When launched, it makes a small, near quiet sound, sounding more like a “Thwump” for those nearby. Small and Medium - This is up to two pounds (or 1 kg). While able to shred into flesh bone, projectiles from these will be able to cause moderate denting to typical plate armor, with the force transferring past the metal. It fails to fully penetrate mesh like armor such as standard maille or scale (though the force can still be felt) and digging an inch into the armor, though failing to penetrate. A standard padded armor will nearly be fully penetrated, able to get through most-- if not all -- of the layers and half an inch at most, though it more likely to get a centimeter. Sharper and denser projectiles, such as ones that are meant to pierce, will have a better penetration, adding a half inch, conversely blunt projectiles will be able to cause a better dentage on the armor, only enough to cause more stagger and impact, though not instantly caving in and compromising the armor unless already damaged. These types are capable of staggering, even tumbling if in the right spot (such as the legs). Heavy - Between Small and Medium and to the limit of a pneumatic supply (~2 kg), capable of tearing past flesh and bone, these are able to penetrate through standard padded armor able to go in by an inch and a half, piercing half an inch into standard maille and scale, as well as causing heavy denting to standard plate, the force of the blow being able to be felt by the wearer and likely toppling them. These projectiles carry enough power to floor an individual at best, whether or not objects are designed to pierce better or deal more blunt force, it becomes arbitrary, especially with the sheer weight of the projectile (imagine carrying around a three pound spike). It will cause a slight improvement to the actual power, near negligible. Standard Hollowed - These are often potion and such fragile things that are hollowed out on the inside to carry something. The item will shatter on impact; in addition, the amount of damage done will cause bruises and dazing should one lack armor. It will cause very little physical harm for someone in armor, save for staggering and some feeling of the impact Reinforced Hollowed - These are harder materials that are hollowed out. At most, it will cause less denting and damage than denser projectiles, half than its denser types. These projectiles will likely stagger. Spread - Spreads are composed of multiple smaller projectiles. The range is dropped, and the damage would be akin to a heavy projectile when within two meters of the target, and becomes Small to Medium damage when outside those three meters, though the chance of some projectiles missing are high. A muzzle designed for more spread can help the projectiles move. Emotes: Three emotes, +1 for reinstalling the supply. Range: (Shout)/Crossbow Range, Quiet for Spread. Examples: Murdoc slides the compartment open on the rear side of his Munition’s Arqua, slipping the canister into the slot and pressing it in. He slides the canister shut after. Murdoc pulls the priming mechanism back, a soft “Ping!” followed by a soft ticking sound. He twists and pushes the mechanism back into rest, before sliding a steel bolt onto the launching port. He steadies his grip as he aims. He trains his aim on the idle deer, clamping the crank, and with a “Thwump!” The rod soars towards its heart. Redlines: 4 shots per canister, or the user can have larger packs on their back which is attached the Arqua. Can only be a pneumatic supply. It is all single shot. That means the specified emote count + the amount for reattaching the canister. Can only be preloaded as set-up to an encounter, or directly prior to the encounter. This is to avoid the “loaded crossbow” cheese. Heavy needs to loaded during the encounter. Loading emotes cannot be done in whisper, if fully hidden it can be done in quiet, though one must each loading emote per ones turn. Cannot penetrate standard plate armor. Hand “The degeneracy is unbearable and the heathenry is unnerving. They do not mind it, however, they lost their Humanity long ago. What were once kind and well-being souls now twisted as they denounced Owyn’s Flame. Rabid and maddened like feral animals. They dance and celebrate, believing they escaped God’s Justice with their twisted leader. They haven’t escaped God’s Wrath, merely put themselves in debt; For tonight, I have come to collect.” - Codename 'Owynist' to his two Hand Arquas, ‘Damnation’ and ‘Perdition’. Description: Two feet in length and far from concealable, the Hand Arqua variant is for a more compact use compared to the munition Arqua, while sacrificing its damage and range capabilities. It, as any other projectile launching Arqua is designed for taking in varying projectiles, delivering it with formidable force. However, due to it requiring a pneumatic supply, such will be required to be changed and replaced after four launches if one carries canisters, though the alternative is carrying a larger supply pack that is hooked to the Arqua and set on one's back. Capability: The Arqua is able to deliver projectiles that can fit in its chamber with varying results. It depends on the type of object being used. When launched, it makes a small, near quiet sound, sounding more like a “Thwump” for those nearby. Small and Medium - This is up to two pounds (or 1 kg). While able to pierce flesh and break bones, projectiles from these will be able to cause light denting to typical plate armor, while failing to penetrate mesh like armor such as standard maille or scale (though the force can still be felt). A standard padded armor will be able to stand its ground against such, failing to penetrate, though it would go through a fair amount of layers. Sharper and denser projectiles, such as ones that are meant to pierce, will have a better penetration, though would fail to fully go through anything, although padding will have a half inch of penetration, conversely blunt projectiles will be able to cause a better dentage on the armor, only enough to cause more stagger and impact, requiring multiple shots to fully cave in and compromise. These types are capable of staggering. Heavy -Between Small and Medium and to the limit of a pneumatic supply (~2 kg), capable of tearing into flesh and bone, these are able to cause standard padded armor to fail around the area, it will also dig into scale and maille but not fully penetrate let alone cause enough damage to be lethal against ones in good condition; and moderate denting to standard plate, the force of the blow being able to be felt by the wearer, still taking multiple shots to compromise the metal. This will likely stagger the target and possibly wind them depending on the area. Naturally these heavy types of projectiles can be designed for more piercing power or blunt force, though such would fail to fully penetrate anything above standard padding, with blunt based projectiles causing more stagger. Standard Hollowed - These are often potion and such fragile things that are hollowed out on the inside to carry something. The item will shatter on impact; in addition, the amount of damage done will cause bruises and dazing at most should one lack armor. Negligible save for a very slight stagger if wearing armor. Reinforced Hollowed - These are harder materials that are hollowed out. At most, it will cause less denting and damage than denser projectiles, half than its denser types. These projectiles will likely stagger. Spread - Spreads are composed of multiple smaller projectiles. The range is dropped, and the damage would be akin to a heavy projectile when within two meters of the target, and becomes Small to Medium damage when outside those three meters. A barrel modified for spread can help with this, though only in letting the projectiles spread more. In general, the further, the more of a chance for some of the projectiles to miss. Emotes: 2, +1 when reinstalling the pneumatic supply. Range: (RP) Range, Quiet for Spread. Example: John slips the sealed canister into a compartment on the back of the Arqua, twisting it in as a low “‘Ss” was audible, closing the compartment. John pushes the crank forward, causing a faint ticking sound to occur. He slips a steel bolt into the port. He’d take aim at the apple on the tree, furrowing his brow as he feels the crank tense somewhat. He’d clamp down, causing the bolt to fly out with a “Thwump!” as it pierces the apple and snaps it from the branch. Redlines: 4 shots per canister, or the user can have larger packs on their back which is attached the Arqua. It is all single shot. That means the specified emote count + the amount for reattaching the canister. Can only be used with a pneumatic supply. Cannot fully penetrate anything above a standard gambeson at best. Can only be preloaded as set-up to an encounter, or directly prior to the encounter. This is to avoid the “loaded crossbow” cheese. Heavy needs to loaded during the encounter. Cannot be easily concealed. This is not a derringer. Loading emotes cannot be done in whisper, if fully hidden it can be done in quiet, though one must each loading emote per ones turn. Siege Vrines “Witness the power of these monsters.” A hybrid in size between Ballista and a small catapult, this war engine is used to deliver heavy projectiles through the battlefield. It is relatively multi purpose, uses varying from crowd control, structural damage, or other such things. These Hydraulic systems require to be actuated prior to launching an item, as well as requiring a crew of four in a war setting, and three in more urban settings; one or two to load, one or two to prepare, one to aim and fire. Though, there are larger and smaller versions which may require more. Emotes: five for a standard Vrine, five for a Daderun, and four for a Tuk. Capability: A shot from one of these can tear through a man, or go through deep if it is hollow ammunition; ammunition weight varies from six pounds to twelve. Standard armor becomes near irrelevant due to the sheer force and power of this siege weapon, which is often why it is employed for dealing with walls. There are talks of people making massive Vrines called Daderuns, which are able to provide an even greater firepower, used only for offensive sieges by sane men. Though there are smaller Vrines called Tuks, which are for more urban and shock based situations, requiring a two man team, though one could perhaps finesse it. It would mean for one to actuate the hydraulic system while making sure the legs of the contraption are fully secure, then loading the ammunition and firing it. These are capable of slaying lightly armored combatants while dealing heavy damage on the rest, though these are primarily seen for supporting fire. Examples: Vrine and Daderun(though the Daderun will require an additional member to actuate the machine, as well as load it): Siege Man 1 begins to actuate the Vrine throughout the process, shifting the side lever to and from. Clicks heard from the War Machine. (this can be swapped with another mechanism if one wishes, its all aesthetic). Siege Man 2 slides the metal slug into the feed, trying to press it firmly against the port. Siegeman 4 (or leader) adjusts the hull of the machine to face the target. His hand steady on a pump like device. (Either Siege Man 2 or Siegeman 3 if available) Begins to fully secure the projectile via a large rod. Siegeman 4 pushes down on the pump, which causes a loud churn and groan from the Vrine, before it unleashes its projectile with a loud sound, the hull jerking down after. Tuk: Man 1 makes sure to stabilize the Tuk’s legs on the ground. Man 2 slides the projectile into the feed, twisting a rotary crank on the side, causing the projectile to move deeper. Man 1 begin to push back a pump on the back, a low churning sound audible through the Tuk. Man 2 aims the device to their target, while Man 1 pushes down on the pump, causing it to snap back as the Tuk launches the projectile towards the sky, it plummeting down. . Busters "We're getting in there, one way or another." Much like a battering ram these devices can either be carried by a team of men, or pushed on wheels. It follows a similar design to a Cracker Arqua; a dense head is welded onto the strike plate. The hydraulic system is primarily used for bashing open gates or doors. Often, the ones in sieges are used by a team of four men, with two on each side, and one activating the system, though ones meant for a more urban setting can be done with two or three people. Emotes: Three emotes required. Example: ((whoever is holding the thing emotes holding it firm)) The handler actuates the system, feeling the force behind the tool as it begins to wind back. After it fully winds back, he hits the launching mechanism, causing the head to slam at the surface once. The process needing to be repeated. Progress: Stage 1 ((first Two Weeks)) - The Arqua Maker is more comfortable with Hydraulic systems due to not needing to account for feeding pneumatic canisters. Anything Hydraulic is plausible. Stage 2 ((Lasts up to a month)) - Able to use pneumatic systems comfortably, having now been working on handheld systems. Stage 3 - Mastery of their craft, keep practicing from here. General Rule: Can make three Arquas a week. Can be Self Taught, requiring an application. Likewise, one could also learn from a teacher (who takes three months to make a TA). The character--if self taught – should be inclined to tinker with mechanical and less magical aspects, while also requiring a reason to work with a Hydraulic or Pnuematic system. Siege weapons can be given to any Nation that buys them, as to avoid hoarding. Purpose: The intent is to provide more tools, be it for non combative or combative purposes. It spices up RP by different variations, and intends to show some kind of progress in technology, while remaining in the bounds of LoTC’s lore. Hydraulic and Pneumatic systems are very much plausible because of Pistons. To any who might complain about everything being prewritten, roleplay wise they were employed and expanded on in Mordskov, so there’s some reasoning behind it. However, in the hands of you, the crafter, you can roleplay at whatever progression you so please. Enjoy. Oh, and Credit to all the people who gave me some advice (you know who you are), especially Elrith in regards to types of Systems. Initially it was all going to be clockwork, but those don’t really work as practically.
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