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Sybbyl0127

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Everything posted by Sybbyl0127

  1. 26 \o / still 19 in my head, I refuse to act otherwise
  2. making grinding through another dedicancy lookin a little more tempting
  3. Think we'll just use what I wrote here to edit current black powder to be properly formatted with current system so thissun will probably get moved to denied after
  4. Its the same as the one currently accepted though, we haven't had any real issues with people using black powder in rp so I think its rather safe, doesnt need any drastic changes Although now that those misunderstandings I had were cleared up, I may just offer my fixes as an amendment to the currently accepted post
  5. It's amazing to me that posts like this aren't the ones that get deleted or shut down by the mods But also, Slorbin You could try just asking the ST nicely to fix the posts for you I found one earlier today that still had black text and I fixed it, maybe 30 minutes ago feel free to link in the comments here any posts that still have the black text It's amazing what you can achieve when you're not busy foaming at the mouth, isnt it
  6. A few misunderstandings about how the original black powder recipe worked were cleared up, sorcerio explained some things I had mistaken, made some edits to reflect that
  7. Current write of black Powder recipe isn't actually craftable, its an invalid recipe from the old alchemy system This write really is basically just, making the recipe make sense in current alchemy There's literally no other changes I put it on a separate page as a rewrite because I wanted to change how it was worded, what with the bad grammar and all. And it needed better formatting
  8. Recipe: -Charcoal -Sulfur -Saltpeter -Pure Grain Alcohol Appearance: Black Powder appears in the form of a dark gray powder with lighter gray granules mixed in. Creation: The creation involves three components: Saltpeter, Sulfur, Charcoal. The composition is 75% Saltpeter, 15% Charcoal, 10% Sulfur. Each ingredient must be processed and ground down, with care not to breathe in the particulates. Prepare the charcoal first, or purchase it already made. Then take your charcoal, saltpeter and sulfur and grind those ingredients down into a very fine powder. Make sure to keep these ingredients separate for now. For the amount of the powdered mixes you've prepared, prepare about 2 cups of pure grain alcohol. First, pour half your alcohol slowly into the sulfur powder while it sits on a low heat in a wide pan. Stir it gently until the sulfur is dissolved, be very careful not to allow this mixture to catch fire while stirring. Once dissolved and stirred, you may then add the Charcoal and Saltpeter mixture. While the powders and mixing with the alcohol mixture, be sure to wear a mask to avoid inhaling any smoke. Turn off the heat, and store your mixture somewhere dark and cold for at least a day, then afterwards set it to dry in the sun. Once it is dried, break it back down into a powder and store it in a container somewhere cool and out of reach of children. [[ OOC: For obvious reasons, incorrect steps have been added to the creation process. This is not how you make real black powder. Please do not attempt this. ]] Raw Effect(s): A Highly reactive material, black powder when ignited will quickly spark and set on fire, only to die shortly after. This can find its uses in a variety of applications, one such is the use for fireworks, a glorious display during festivals. Signs & Symbols: [Fire] and [Earth] -Chaos x1 -Heat x2 -Burning x2 Redlines: - Cannot be weaponized unless specific lore states otherwise. - Black powder on its own can't be used to create explosions of any destructive scale. - Not an alchemical Recipe - Non-alchemists can make black powder, but only alchemists can extract its symbols as a reagent. - No ST sign required Credit to TaiwanNotChina for the original iteration Credit to Sorcerio for assisting with some details
  9. molotovs are weak anyways unless you use gasoline which we dont have, or modern day booze if you think someone is powergaming their flaming quick burn booze bottles just modreq no need to go as far as techlock
  10. ST Will almost never be in a situation where literally any of this would be used in any official capacity But the plugin is quite neat
  11. how do I stop roleplaying by myself when ive just roleplayed alone for years. How to make character more fun

    1. Show previous comments  4 more
    2. NotEvilAtAll

      NotEvilAtAll

      Hey guys! If you're bored come join (insert community here that I'm biased in favor of)! They're super cool and will totally make everything better for you!

    3. HurferDurfer1

      HurferDurfer1

      what psycho rp's  alone

    4. Notic

      Notic

      either find some people you really like hanging out with or start sitting in random settlement taverns and talking with people. As for making a character more fun, I would either do something opposite of what you usually do, find an IRP Hobby or new magic or something, but honestly I'm not sure. Sometimes you gotta just make a new persona after one has gotten dull.

  12. which boils down to, we met on LOTC talked for about a year than I forgot who he was, which is why he says "re-met" in 2017 spent like a whole year hanging out and not dating and then we dated and then moved in really fast \o /
  13. that sounds suspiciously Hareven-like, minus the trauma, stress & induced insanity
  14. If all of your characters got wiped PK style right now What kind of character would you want to play?
  15. Deep in the bungalow under the Lorenthus' hold of the South Cliffs, while the living dolls sat outside on the porch, a hammer struck hot metal in the forge. Again and again, strike after strike, then the sizzling of blazing iron as it dunked into room temperature oils. The soft tink of items being sorted.. Hours go by, filing, polishing, setting finished items into small felted containers. Gifts, made with Leniandir's love for her precious family. They had yet to reach the hands of those they were forged for, meant to be delivered as a set. Two more of the gifts made their way into the cupboard in the forge, in their little boxes.. Only a few empty spaces were left now. Just a few more, and it would be done.. "Ehf we could jus' focking stop havehn babehs fer loike ah couple o' months ah might bloodeh finish." Leniandir jokingly complained, she had seen the missive from Briala, clicking her tongue and throwing out one of the boxes, melting down the finished product she had resting inside. "Ah thin' ta little Moon was next.. Bu' le's do 'tis one fer theh sun." She said as she stoked the coals around the extravagantly forged ring of iron.
  16. I'll give this a nice, solid response The answer is an absolute NO, but here's why Imo: In general, your understanding of what is needed in order for a submarine to bare minimum function isn't quite there. A submarine needs to be built like a TANK, not a paper mache and aluminum foil kids toy. If an arrow can pierce the body of the submarine, then the pressure of going underwater is going to crush it, and everyone inside of it. Alongside this, no matter what anyone does the submarine is not going to sink with just the air bladder technique, because the main body of the submarine still has air for the people inside, and you're not able to make oxygenators or oxygen tanks that can feasibly provide breathable air inside that part of the ship for the people within anyways. We don't have air compressors. So, either your ship will fold in on itself like a sad soufflé, everyone inside will suffocate, or all their eardrums will explode from the pressure buildup that can't be combated with modern technology. Another though, how do you make the ship go? We have ships with sails, but how does the submarine move. You say it has manual propellers, who tells the ship to dive. Does one really unlucky guy have to sacrifice himself every time by opening the valve and swimming back to shore? Or is it like a steampunk set up where there's pulleys and ropes down the outside so you can yank a lever and open up the valve. but then who closes it... The TL;DR is no one will ever let submarines on LOTC I'm sorry, it's just too far beyond the Techlock, even if it's not specifically mentioned, we can't mention everything.
  17. Skinforging is essentially, the combination of two recipes from Alteration Alchemy and Warforging. A mixture of rare recipes not often shared amongst alchemists, now to put together into one to create an all new effect. This concoction of recipes allows for the effects of warforging, which usually only apply to metal, to permanently apply to the flesh using the alteration recipe for the skin. The effects are permanent, though.. Never to be reversed again, except temporarily with a skin potion. Skinforging was discovered by the alchemist named Leniandir Lorenthus, in the 2nd age, Year 23. While searching for a way to incorporate more fantastical effects for inks and make-ups, she was presented with the alteration recipes that spurred on several weeks worth of research. By the end of these weeks of research, holed up in her underground home, she'd emerged safely with sparkling and twinkling stars now embedded in her skin, vials in hand triumphantly. - Skinforging is Rare alchemy, meaning only those who have been taught it may learn it. - In order to learn this recipe, the character must already know Warforging, and Alteration Alchemy - Those who only know specific warforged variations can still learn this recipe if they also know alteration alchemy, but can only use the warforged variants they know. - All glowing effects of any potions from Skinforging are just barely lit enough to be seen in Dim -> Dark lighting, but do not light anything around them. The effects can be noticeable in Bright lighting as a gentle glow, but essentially, they cannot ever be used as a lightsource that could provide any advantage in the dark. - All recipes under Skinforging are Tier 3 alchemy. =============================================================================== Recipe and Creation: Full Body Alteration Alchemy Skin Potion + Warforged Potion [Variant of choice] With an added: 2x Endurance 1x Connection 1x Rigidity + metal dust, as fine as possible For mixing the recipe which will become the bath used to treat one's entire body, a specific set of steps need to be followed. Firstly, the alchemist will need to prepare the Skin Potion, using a cutting or sample of skin from the person who is going to be treated. When it is fully prepared, go ahead and dump it into the container that the person will bathe in. Secondly, while the skin potion is resting in the container, the alchemist will begin to prepare the variant of Warforging recipe they intend to apply to the person. It will be prepared separately, and 2 extra counts of Endurance will be added [all variants] to the potion while it is being heated. Then, the alchemist will take a metal dust, any mundane metal and as fine as possible, and disperse it into the potion, so the effects will have something to activate with. Now, while the warforging potion is still boiling hot, and as quickly as possible after having added the metal dust, add 1 count of connection, and then combine the boiling warforged potion with the Skin potion in the container. Then as they are mixed together, add 1 count of Rigidity. This process will be the same, regardless of the variant of warforged potion the alchemist chooses to use. However, the effects that each variant cause are different. The resulting sensation caused by each transformation of the skin is also quite different between each variant. The Variants, Their Effects, and How it Feels: Full Body Full Body potion Redlines: - Any and all variations of the full body application are 100% permanent. They can never be reversed. If the skin is cut, scarred, burned, etc. then the area will scar over with a dulled or darkened version of the potion's effects, not with normal skin. - Alteration Alchemy skin potions can temporarily work on the effects of skinforging, but this reversal is not permanent and follows all the redlines of the Skin Potion. - Skinforging cannot be used to permanently change the tone of one's skin, the person that the potion is being applied to must be the one the skin sample was taken from. All of the effects of skinforging variants are not so 'thick' or full covering that it would completely cover the skin, it is more like a decoration of it. - Full Body skinforging will not affect the eyes as long as they remained closed, if the person opens their eyes in the skinforged bath, they will go permanently blind as this version of the potion is too volatile for the iris and pupil, and will irrevocably damage the inner parts by penetrating the cornea and entering through the pupil. =============================================================================== Recipe and Creation: Tattoo Ink Recipe: Alteration Alchemy Skin Potion + Warforged Potion [Variant of choice] With an added: 2x Endurance 1x Connection 1x Rigidity + Metal dust, as fine as possible For mixing the recipe which will become a single use vial of tattoo ink, a specific set of steps need to be followed. Firstly, the alchemist will need to prepare the Skin Potion, using a cutting or sample of skin from any descendant. When the sample of skin is added, mix in two counts of Impediment afterwards, this will cancel out the part of the potion which is meant to change the coloration of the skin but will leave the transformative properties alive. Set this mixture to the side. Secondly, while the skin potion is set aside, the alchemist will begin to prepare the variant of Warforging recipe they intend to apply to the person. It will be prepared separately, and 2 extra counts of Endurance will be added [all variants] to the potion while it is being heated. Now, while the warforging potion is still boiling hot, add 1 count of connection, and then combine the boiling warforged potion with the Skin potion you had set to the side. Then as they are mixed together, add 1 count of Rigidity, and put this concoction over high heat with no cover. Allow this to boil down somewhat, until it is the consistency of ink. Once it has reached this consistency, allow it to cool, and store it in a glass container. The potion is too volatile to be stored in anything such as stone, clay or wood, and will react with any metal containers, so glass is required. When the alchemist, or tattoo artist, is ready to use the vial of ink they will need to add in a metal dust [as fine as possible] to the ink in order to activate it. There should be enough dust to cause the majority of the vial to activate, but not so much that its viscosity rises. When it is activated, the artist will have roughly 30 narrative minutes to apply the ink to someone's skin, after which its activation period will have ended and any remaining ink will be useless. What is applied to skin in those 30 minutes will take on the effects of the potion. This process will be the same, regardless of the variant of warforged potion the alchemist chooses to use. However, the effects that each variant cause are different. The resulting sensation caused by each transformation of the skin is also quite different between each variant. The Variants, Their Effects, and How it Feels: Tattoo Ink Tattoo Ink Redlines: - The vial of tattoo ink will remain deactivated, without metal dust, until it is used and will be a 1 use per item potion. - When activated, the artist will have 30 narrative minutes to apply it as a tattoo before any remaining ink is useless and will be thrown away. - Tattoo Ink can only be applied to the sclera of the eyes, the artist will need to be extremely careful and only apply 1-2 drops of the activated ink to the far edge of the open eye, away from the Iris. The ink will color the sclera, but if it gets into the iris the ink can penetrate the cornea and destroy the inner workings of that eye, rendering it blind. - The tattoo ink can still be applied to skin that has already been skinforged, as long as the variants are different. I.E., someone who skinforged their entire body with the Starforged variant, could get a tattoo with Lightforged Ink. - The tattoos are just as permanent as the full body transformation, if damaged, scarred or otherwise injured the skin can scar over just like normal, with a dulled or darkened version of the effects of the variant used. =============================================================================== credits to keefy, timber & ohdeerlord for helping Nozoa wrote Alteration Alchemy
  18. I pray that we may one day be able to edit items with colored text, please, let me make fancy item text with colored divider lines and even, squared text I beg much love very excited to see that we're finally going down the track of fixing all the broken stuff
  19. Squints at the paper, curiously watching as some men take a extra form to fill out for themselves, and she asks some of them some questions but for the most part.. They furrow their brows or ignore her. What questions was she asking? Well.. "Whoy teh fock are people goin' aroun' thyna marry ah fOcking sixteen year old?? She's a fockin BABEH, Yer disguhstin!"
  20. @OhDeerLord Leniandir comes into Dwyn's house with this missive in her hands, showing it to him curiously, "Papa, what teh fock ehs wrong wit' theh white elves?" She asked as she pointed to the very strange sections of the papers that she'd found in Haelunor.
  21. Somewhere in elvenesse the occasional question comes from the ever so out-of-the-loop Leniandir, "Oi, yeh seen Uncle Faenor? Ah wan' teh show ehm somethin'." While brandishing about some new carving or bottle of mystery alchemical creation. Often times ending up showing it to Uncle Evar'tir instead.. Her attention span never let her look for too long. She doesn't seem bothered, though. Knowing well that sometimes people just need time to themselves, to get away from the stress of these large, busy environments, full of drama and social events. Though she liked it all herself, she understood.
  22. * Leniandir hid some wrapped up sweets in his pockets before he left for his walk *
  23. =================================================================== Liquid Purifier Distilled Water Base Grace x2 Purity x3 Separation x2 Order x1 Creation: Mixing the Growth and Purity symbols together in a mortar & pestle until they render into a fine powder first, the alchemist would then infuse the Separation symbols in a vial of distilled water. Adding the power to distilled water into a sealable container, then shaking to mix thoroughly. Effects: Liquid Purifier would be a naturally off grey dry powder. When left to sit, it would absorb moisture and humidity in the air to produce one cups worth of water. If added to a mixed liquid, such as saltwater, Liquid Purifier would separate the two (or more) substances into a separate, cohesive unit which could be easily extracted. The power cannot be ingested as the body would viciously reject it. This purification process overall would take up to five minutes, depending on the contamination level of the liquid. Reagents for speed can be added to reduce this time to two and a half minutes. Once it is finished, the purifier simply dilutes into the liquid safely, not being able to extracted for later use. Large applications of Liquid Purifier are possible, as Lector Turnfield had used the powder in application to nets to allow freshwater to flow across a canal or flow of seawater. As an alternate use, The Lectors had begun using Liquid Purifier to dry fruits, meats, and waterlogged materials after having an application of the powder. - Cannot be ingested, nor is it an anti-venom or cure all, if consumed raw as powder it will cause the person to become violently ill as their body rejects it. - One time use, cleansed liquid will behave as though nothing were added beforehand, except clean. - Liquid purifier can turn non-drinkable water into drinkable. - Has no effect on magical or unnatural contaminants, as in it only cleanses the mundane. - T1, Common =================================================================== Hemo-Flow Distilled Water Base Life x2 Swiftness x1 Vigour x1 Creation: Heat the distilled water at low to medium temperature making sure it doesn't boil. Slowly mix in the symbols in the order listed until they are completely dissolved and continue stirring it until it reaches a bright red color. After it has become fully red, take it off the heat and let it cool without any further stirring. Effects: When taken, either by ingesting or injecting, it will make blood flow faster and give something of a small energy boost, though nothing inhuman. It can allow for one to be less tired, but for the most part the main use of its effects is that it reduces the overall time it takes for other potions or drugs to take effect by a total of half. This lasts for half an hour. - While under the effects of Hemo-flow, reduce aany subsequent potions/drugs/etc effects hitting by half the usual time. - While under the effects of Hemo-flow, blood will not only flow faster but also be unable to clot, even small injuries could become quite dangerous if they are not closed up externally quickly. - Tier 2, Common =================================================================== Bone-Setter Connection x1 Life x2 Impediment x1 Rigidity x3 Creation: First, bring a pot of water to a rolling boil to ensure that it is clean and free of any contaminants. Afterwards, bring the heat down somewhat and then add the counts for Life, Rigidity, and then Impediment. Let them dissolve into the mixture, and then boil it down until it is well concentrated but still liquid. Pour in the count of Connection at this point, and stir it in until it fully dissolves, then let the solution cool. Effects: When injected into or directly near a break in a bone, the solution will coat the area of the break and act as an internal cast, though external casts will still be needed in order to keep the area still. What this solution does is it helps the bone heal and seal together more seamlessly, essentially negating the usual weakened state of a bone that heals on its own after a breakage. The healed bone will be as strong as it was before it was broken. Bone-setter should be re-applied to the area of the break once every narrative week until fully healed. - Bone-setter does not actually set the break on its own, the bones will need to be put back in place before bone-setter is applied - It does not make the area indestructible, a hit as hard as a swing from a club would ruin that application and bone-setter and it would need to be re-applied. - Breaks treated with bone-setter do not heal faster than usual, however, they will not ache quite as much as an untreated break. - Tier 1, Common =================================================================== Waters of Life Distilled Water Base Life x3 Connection x2 Order x1 Grace x1 Vigour x3 Creation: With distilled water as the base, heat the water carefully and add in the counts of Life and Connection to it until they dossolve fully. At this point, it should be a light turquoise color, let this mixture sit for half an hour. After it has sat, bring it to a boil again and add Order, Grace and Vigour in that order, as it dissolves it should become an oxford blue color. Effect: The waters of life can stimulate the healing of wounds. While it doesn't do so rapidly, the speed is notable; What might take months to heal can recover in roughly half that time. Though it is considered a miracle liquid, there are some things that even it cannot treat. Waters of Life cannot save someone who is actively dying from fatal wounds or injuries, as well, it won't treat unstable wounds. Unstable wounds are fresh wounds that have yet to be treated, gashes in the flesh that haven't been cleaned and bandaged or broken bones that haven't been set. Healing them while in this state would only cause more complications. The general procedure is to put the person into the fluid, letting it wash over their injuries. Bleeding areas will clot, broken bones [if set] will seal their cracks and flesh will sow itself. The process is quite slow, however, taking several narrative days at the least. Multiple treatments are advised. While in the fluid, the user will feel relaxed and numbed, often falling asleep in the process. It is best to have someone accompany the person being treated for this reason. When they wake they will be groggy and slightly disoriented, but this will fade after a few short moments of getting ones bearings. - Does not regrow organs or missing limbs - Does not heal internal injuries, drinking the liquid will do nothing - Does not instantly heal injuries, but instead will make the healing process of an injury take half as long as it would normally to heal, in narrative time - Tier 3, Common =================================================================== Tranquil Draught Distilled Water Base Peace x2 Clarity x2 Lethargy x1 Impediment x1 Creation: Heat the base to a boil, and then add in each symbol in the order they're listed. Once mixed, gently swirl the solution for a little while until everything is completely dissolved and well combined together. Then let it rest for a few minutes, and bottle it. Effects: When ingested or injected into the bloodstream, the draught has a relaxing effect. Calming both mind and body, though bouts of extreme emotion in reaction to stimuli are still possible. The potion would physically stabilize or mildly slow body processes in attempt to correct them from acute or chronic abnormality. This effect will last for up to 2-3 narrative hours. The calming effect renders one relatively loose, and less aggressive, though again aggression is not impossible if a response is triggered via stimuli. It does not negate the ability to fight back or respond, but rather gives the person a release of stress and tension while under the effects of the draught. It may cause some to become drowsy, or a little lethargic, but one could easily push past this sensation if they do not actively desire sleep. It is recommended to only take the draught as an as needed medication, rather than a regular dosage, due to the fact that can be highly addictive and one could develop a dependency on it if they're not careful. Withdrawal Effects: In the event that one does become dependent upon the draught, the effects of withdrawal are not pleasant when trying to ween away from it. In the first day without taking the medicine, the user will experience mild disorienting headaches and sweating. In the second day, they will experience dizzy spells, rolling sensations of the stomach, and frequent bathroom visits. In the third day, the user will be racked with body chills, slight fever, and high chance of dehydration from sweating and loss of appetite. The effects will begin to dull down slowly over the course of the next 2-3 narrative weeks, with high temptation to give in to the addiction. If the user can last the full 2-3 narrative weeks without taking the draught, they should be able to escape the addiction. - Does not render one unable to respond to aggression - Regulates vital signs such as Heartrate, Respiratory Rate, and Blood pressure, stabilizing them to acceptable values if achievable. - Can help in treatment of acute/chronic cardiac or pulmonary disease. - It is possible to still get mad while taking tranquil draught, it's just easier to be less stressed - While it can make you drowsy, it does not force you to feel a lack of energy, it can work as a decent sleep aid - Addiction is not enforced, and rather left up to the player to decide whether or not that will take hold of their character. - You won't die from the withdrawal effects. - Tier 2, Common =================================================================== Credits: TaiwanNotChina for the original write Nivndil for helpful input
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