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GDPR 014

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  1. I don't think so boss. Dent, sure, penetration? I don't think so man. I think the people you've seen who have been roleplaying arbalests might be godmodding crossbows. Hardly anything can penetrate tempered steel, the Chad medieval tank is an absolute unit in full plate. Or maybe skall is wrong and I'm missing something. Also, I believe you mean full plate, or full harness, not “platemail”
  2. For anyone about to talk about app locking, there will be a post coming up soon. I'd standby before going off about it
  3. the point behind that note is to say that one cannot make something greater than a crossbow anyone else can make. That’s all I’ll give you, chief. Thanks, chief.
  4. The primary use of alchemy; to concoct and create potions which bear a plethora of effects. The creation of potion is performed through the process of Mixing - that is, the addition of signs or symbols to a base. Often, various additional steps will be necessary to unlock further potency in the final creation - varying from product to product. These are split into three layers of complexity, that of the apprentice, journeyman and master alchemist (tiers one to three respectively) and are as follows: Potion Emote Counts: [1] To draw potion — [1] To prime the potion (Shaking, adding primer, etc.) — [1] Throw/Consumption & Emote Effects —[+] Any other necessary emotes. Potions being primed would stay primed for two emotes, until once more becoming inert. Once inert, a potion must be primed again to be activated. Drawing/Throwing a potion does not count as priming a potion. Potions would go inert and unable to be primed when their holder connected to a magic, or used an enchantment. Potions remain inert until two emotes after the user disconnects from a magic or stops using an enchantment. Luminosity Potion (Common | T1) Giving credit to its name as, this is quite literally light in a bottle. It is often employed by spelunkers and miners in order to navigate throughout darkened caves with a mere vial of alchemic liquid as opposed to carrying around entire lanterns. Flash Powder (Common | T1) Used by Alchemists for crowd control, or for shows, the Flash Point emits a bright light on harsh contact, much like a flare. Air Purifier (Common | T1) A thin vapor which neutralizes harmful or toxic inhalants, much like Liquid Purifier. It is most well-known for its ability to counter certain air-borne alchemical substances. Smoke Whispers (Common | T2) Another simpler concoction utilized by thieves and criminals, often to escape from law-enforcing pursuers. Essentially, it is a liquid that when comes into contact with air evaporates into a cloud of grey smoke which can inhibit vision, essentially an alchemic smoke bomb. Will o' Bottle (Common | T2) Used often for cultural practices, combat, and so on, Will o' Bottles are the product of vain attempts to recreate the fabled Alchemist's Fire. Thornskin Salve (Common | T2) A thick, dense concoction which would be better described as a salve than a potion. Upon application to one’s skin; rough, spikes resembling thorns would form from the flesh. Tanglefoot Potion (Common | T2) A viscous, gooey concoction which many Alchemists employ for hunting creatures, or offer it to guards in order to ensnare fleeing criminals. The goo itself is incredibly durable and sticky, and tends to be a very strong adhesive when attached to things, making it an excellent use for anything from patching up holes to trapping an animal. Blasting Potion (Common | T3) An alchemical concoction which, upon release, creates a concussive blast. Potion of Acuity (Common | T3) Employed by Hexers of the Hexcanium, this concoction heightens the senses of the individual who consumes it; primarily their hearing, eyesight, and reflexive abilities. Water Breathing (Common | T3) A relatively self-explanatory concoction, allowing the consumer to breathe underwater for a short period of time; though perhaps longer should they treat it in a respirator. Cat's Eye Potion (Common | T3) Often used by hunters and scavengers, this potion provides one with the ability to see in the dark. Heat-Sight Potion (Common | T3) Employed by the Cockatrice Initiative during Mordskov, this potion granted a new form of vision, allowing those who consumed it to be able to see heat. Arcana Flow (Common | T3) Used from guards to appraisers in order to determine if an item possesses a magical nature, this tincture allows one to see if something is magical or not, if by any means. Land's Nurture (Common | T1) A concoction made as a means to facilitate and nurture regents and creatures that normally could not survive in certain climates, often employed by botanists or herbalists in order to keep their various herbs alive in less favorable environments. Solidarity Unction (Common | T3) The Solidifying Formula is a concoction which when exposed to air, causes the liquid to crystalize and harden to a more solid state over the course of a few ticks, and depending on the type of modifiers and strength an Alchemist makes the formula, it can prove to be rather strong, like that of steel. Dragon's Breath (Common | T3) Sought after by performers and jesters as a means of enhancing their shows, Dragon’s Breath is a concoction that, when ingested, temporarily allows the user breath fire or ice, used often by entertainers to light torches aflame in their shows. Arctic Mists (Common | T3) A potent potion which imitates the frigid arctic winds which derive its name, exploding into a subzero mist which can freeze whatever it touches. GENERAL REDLINES POTION FORMAT This is used to make sure future potions are created in a similar format. CREDITS Sour_Doh – Writer Pund – Writer Mordu – Edits and Consultation
  5. how about i give you some vitamin D. Vitamin DEEZ NUTZ
  6. been a while trips, gimme your discord nibnobba. i miss you, my finnish traplord

  7. cool but pokemon should be accessible to any and all magic man, i dont like the idea of locking it down to this amalgam of a piece but im okay with it happening dont shoot me chief
  8. If corona don't kill me I hope this does 🙂
  9. Mathematical! I mean... radical???? Alchemical?? Occult??? Herbal??? how many more must suffer
  10. That was a lot of reading. Cool. So, for the people who know who I am (and also searched my lore submissions, what a treat), it's likely one knows what my answer is. I'll give a better response tomorrow when I'm able to type more, but a spark notes version would be: Guns, cool, we as a community can shape it to fit the aesthetic and be balanced. Honestly, I want cannons more than anything, but I mean -- handheld shooty sticks? Risk vs reward (RISK OF RAIN BOYS), and possible new avenues to do role-play? (I see you Oren nobles trying to settle feuds about getting cucked or being slighted somehow, I see you). Sounds like a fun time. Though I see validity in the argument against guns too. I'll get to this tomorrow. Hope everyone is doing alright in the midst of what's going on! Your friend, and possibly lover (hit me up on that discord you know what I'm saying), P.S maybe it's time to write another lore post. I like powder but I also like other nonmagic aesthetics. Me alchemy ungabunga monkey who violate techlock and make people mad and sad. ME HOARDER so watch out, hehe
  11. 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?̶͖̹̪̟̙̺͙͙̞̲̫̟̩̖́̓̓̓̑̇͒̔͌́͐͊̈́͘
  12. 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.
  13. I assumed you were out of the game since you got banned. My mistake. We can rectify this over PMs, if you’d like.
  14. i appreciate you joel, thank you for your input ?
  15. 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.
  16. 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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