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Sarcof

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    Warmarcher

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  1. My suggest isn't to limit the number of times it can be done in an encounter, but instead basing it on distance to the leaping target. As an example, if the Vargr in question wishes to use leap, but cannot travel at least 6 or 8 blocks in the direction of their chosen target, then they cannot use the full 12 blocks and leap combination to engage, whether because they require a certain amount of acceleration or some other arbitrary reason.
  2. And in comes Keefy with the steel chair!

    1. WOWJ

      WOWJ

      make an olog

  3. Sarcof

    The Swamp

    From the city of Ves, a group of five men departed. They wore a variety of armor, carried a variety of weapons. The only consistent thing about them was that each carried along a pack and a fluid skin strapped to the top.They departed in the direction of the swamp. A day later, they returned, their number less by one. The men of the Jackal Sect were muddy, bodies spattered by gore. They smelled of burning flesh and rotten meat, and several of the fluid skins were empty. Their carried one of their number, dragging him through the streets, bandages wrapped around the belly of the young man.
  4. There's been a lot to read over. Plenty of fighting, and if I'd planned on making a reply from the start, I would have been collecting quotes the whole while. Honestly, I glossed over some of the longer responses, because it's late and I've no desire to read through 20+ quotes and responses in one post on this thread. If it's any indication of my mental state right now, I just had trouble finding the plus key. Horrid, I know. Now, I'm going to start by saying I'm in the grimdark RP crowd. My characters have PK'ed on RP deaths, as of about early Vailor. This has lead to some good RP on my part and some abysmal RP on my part, which I apologized for when called out for it and corrected in subsequent emotes. Just ask Skylez, NJBB or Bromadan about one time they fought me. I've had characters lose hands, eyes, fingers, ears, take horrible scars and just generally severe damage. I've been healed in character through numerous different methods, some by myself, some from other people. Over my time RP'ing, which isn't as long as some people but still isn't anything to sniff at, I've experienced and performed both mundane and alchemical healing roleplay. I've performed surgery IC on several people, and have generally received a handful of compliments on the quality and enjoyment of the healing. My characters have been healed by mundane means, alchemy, some absurd time magic, and a bit of ascended magic. I took part in the Mordskov eventline, being one of the players that helped build it up, flesh out ideas, and roleplay creatures. With my bona fides established, on to the actual discussion. Grimdark RP The argument for PK on RP death has come up with it, and I've played both sides in the argument. PK'ing on an RP death is done, although not necessarily seen as death posts aren't always thrown up. Although few people most likely know it, Skylez has PK'ed at least two characters recently, a darkstalker and a young elf. I'm not keen on people PK'ing on death, because I believe the server would either devolve into just permanent slice of life and tavern RP, with no one wanting to go out and engage in an sort of RP conflict, or all conflict resorting to solely PvP. I'm bad at PvP, so it's a bit unpleasant to me. Sometimes, it even gets me quite tilted. I also believe it would stymie a good bit of character development, as most characters wouldn't live long enough in the current state of RP to craft any significant story. The people that would be affected by their death wouldn't last much longer, and unless you just turtled up or went only for events, story probably wouldn't develop, as CRP between players is hit or miss on survival and quality. Poor RP I've experienced a fair number of different mediums of RP. For the most part, provided the RP I have to interact with is of decent quality, I don't mind. And I do have low standards, where the only RP I generally dislike is meme RP or the minas or die RP done by most bandits on the server as a bare minimum to start PVP. The exception I make to this is when it breaks with what should fit with a creature. While I enjoyed the concept of Devirad, I disliked what it became. But there was a good bit of activity, so that was fun. Now, it's been brought up that the main issue with holy healing, according to it's defendants, is that the instances drawn up were cases of poor roleplayers. And while some people did bring up issuing player reports or ban reports in regards to powergaming, or contacting the LMs, the simple fact is no one wants to. They usually turn into an argument and degenerate into a toxic back and forth, ruining community cohesion. In some cases, proving the charge is difficult, should logs not be on hand or the actions performed only be able to be proven by a recording. On the actual topic of holy healing, any sort of healing magic is usually absurdly good. The reasoning is simple, in that you can do anything provided you have the energy and the knowledge. The ability to remove crippling injuries is obviously beneficial. It can also be circumvented through other forms of roleplay, such as golemancy. And I do agree with several of the people who advocate for consequences in RP. If something happens to your character, it should either affect roleplay down the line, or should breed roleplay through dealing with this. While it's much easier to brush it off, than to try and RP a recovery or adaptation, especially if you don't know what you're RP'ing, the more quality RP, the better. Quality RP builds characters and their stories, and by the time their stories end, in the event they end, they should have grown. They can't do that if nothing happens to them. But, I don't believe a character should be rendered unplayable. A blind nugget might as well be dead, and once a character can no longer grow, what's the point of the character? Which is why I'm in favor of maimed characters being able to be healed, but not as it is now. At this point, it's essentially a reset button, with nothing to show for it and little development afterwards. Not even a scar, in most cases. Healing Adjustments While nothing can be said for what changes have been made to the Ascended yet, and with nothing regarding the Paladins popping up, the focus of this lies in discussing the Clerics. What most appeals to me is numerous, in-depth sessions requiring healing of major or complex injuries. I say complex because, for example an eye, is a complex little organ. It involves numerous specialized cells, muscles, and tissues to perform it's job adequately. Mess up any one of these, and you might have a malfunctioning or entirely useless eye, which should then have to be removed and formed all over again. I'm also in favor of there being some sort of indication for a wound, and some sort of blow back for the healer. Perhaps a scar might be left behind, perhaps the tissue wouldn't be as flexible or would be numb, insensate. It might grow cold quicker or be more easily injured. The only way to quickly grow a limb might be to reattach it, and then there might be nerve issues in the limb below that point, it might be stiffer or might suffer phantom pains, things of that sort. As for blow back, while there is the issue with healers suffering exhaustion, given what I believe is an apparent bind between their healing and the soul of the person being healed, I think the healer should also feel the emotional trauma that came with that wound, and perhaps see a discoloration or marking on their own body of where the wound was. The concept of faith being necessary is extremely interesting to me, and it's somewhat logically sound. Why should an Aengul extend it's help to someone that places no stock in them, that doesn't worship them or make any sort of offering to them? But, how would it be regulated? Perhaps the person simply has to pray as well. The healer could ask in OOC if their faith is genuine. Of course, they could easily lie, which is against the rules, but a player report wouldn't be necessary. Should it be found out, those who find out, should they be clerics, could simply emote Tahariae withdrawing their blessing from the person who was healed. Whatever magic was worked would sour, the injury in question turning gangrenous or simply reverting.
  5. Victor looks at the poster blankly, quite unable to read and not entirely sure why he has a feeling of needing to nod...
  6. Yes, conception, birth, and a child being formed is more complicated than that. It requires a myriad of cells, initially blank stem cells, replicating over time to form the body. Structures take shape, hormones are added, and eventually a baby is ready to pop out. But, this is a fantasy server, and some things are just allowed to happen. Something with much greater impact that can't happen on our lore is Slayer Steel. With metallurgy and alloying metals, the metals need to be of similar size in order to form a matrix which can hold each other together. This has been done before, but by using the metal of another element. One not used on LotC. A plant being able to eat meat in order to get the necessary ingredients for the body to make stem cells and form them is as realistic as gold and iron being an alloy without some sort of go between metal.
  7. So, to those of you wondering how this happens. I've seen a few points brought up, biggest thing is how they do it. The organs of a bryophite all work the same. They aren't terribly different from Descendants, except in having a few extra needs and what makes up their bodies. More sugar, more water, sunlight, and they'll create the moss by entering a trance-like state. Flowers bloom in their hair and they leave pollen from their hands everywhere they can touch. This trance is essentially just them walking around touching things. Another point brought up, which is a good one, is how plants can make flesh and blood. The pregnant bryophite has thought of this. The character's body is craving meat, fat, and milk, for the sole purpose of providing raw material that the body can use to make the baby's body. Other than that, stop belly-aching and crying so much. It's just RP, and most of you likely don't even have to interact with the people involved in it. Stop raining on someone else's RP with something that really isn't a big deal.
  8. Allow me to delve into a bit of history and ballistic theory here. Firstly, the initial method of making barrels, primarily for blunderbusses because they don't need as smooth of a bore to hold a single projectile, due to holding a cluster of small projectiles, was simply to hammer a bunch of nails and other scrap into a circular tube, welding all the while. That being said, this was a long, slow process, usually halted by the necessity of other, more urgent projects. A musket barrel, notice not a rifle barrel, took even longer, because the weapon first had to be forged, due to the fact that cast iron was weaker and heavier, and then milled with a drill and oil press. There wasn't any sort of mass-manufacturing of arms and cartridges until after the industrial revolution, where you had machines that could rapidly mill barrels. The only other way to crank out weapons on any sort of rapid scale would be to put a pack of individuals to work, all doing the same thing. And that's not to include making use of the trigger mechanisms, which requires skill more akin to that of a fledgling watchmaker. Now, to ballistics. The assumption is that these weapons will be an effective replacement of crossbows, longbows, arbalests, shortbows, recurve bows, and every other ranged combat apparatus being used thus far. Asides from the fact that making and acquiring these will be difficult, there's also the fact that early firearms were nothing even close to being as effective as their modern counterparts. The biggest benefit of ballistics to date is rifling, something missing in these early weapons. Without rifling to put the spin on the projectile and stabilize it, the bullet being fired is much more likely to miss. This is why you had those great big lines during firearm battles. It was to increase the chances of targets actually being hit. Now, when rifling became common practice, that became a horrible method of fighting because you could actually hit your target at that point. It's why there was such long barreled weapons, because that would assist in accuracy to some degree. But these are weapons seen in the 18th century, towards the end of the century. We're talking starting weapons. Let's consider range, firstly. The longbow, and by extension the properly trained bowman, had a maximum effective range of roughly 300 meters. Accounts vary, lengthening or shortening that distance, but this is still a long way. So important was the ability of the bowman to hit his target at that range that archery was the only sport or art allowed to be practiced on Sundays, bar none. No training of any sort was done except for that conducted by archers. Of course, this was a fully trained bowman, not your average peasant or warrior. Which is why recurve and short bows were so popular amongst hunters, due to them requiring less strength to use, but similar levels of skill. The crossbow is the exception, being a layman's weapon. It took less skill to use, and a superbly made crossbow could even begin to hit targets at the distance that the longbow could. However, getting such a weapon was an expensive affair, and most crossbowmen and arbalesters were equipped with weapons made using cheaper, less refined techniques. Still much easier to hammer out than a firearm. Now let's look at the firearms. The longest effective range against moderately armored targets is the long musket, being about 63 meters, where 1 meter equals 1 block in game. To fire it, it takes between 3 and 5 emotes, as opposed to an archer's 2. At such range, without rifling, the chances of landing a hit where the musketeer was aiming is lackluster. This range falls well within the range of a longbow and even a decently made crossbow or a shabbily made arbalest. A crossbow can be loaded, aimed, and fired in three emotes. The bow, as I said earlier, can achieve the same thing in two. Given that the aggressor has decent eyesight, they are able to competently land shots on the musketeer, because their projectile will fly straighter, for as far, and still be dangerous. The only time a firearm shines is in close quarters, where it has the velocity and impact to actually make something happen. And, even then, this breaks from history in that plate armor will be able to stop the round, at the cost a sizable dent. The only weapon that will make a hole through plate, a big one, at that, is the blunderbuss, which quickly becomes less effective. Now, I won't get into the concept of bulletproof body armor, as the real danger isn't stopping the bullet but the force of the bullet as it tries to transfer through. That's why ceramic body armor craters and polystyrene armor lets the bullet melt it and freeze in place. It's why steel alone isn't necessarily a good choice, because that big dent dimpling inwards will still cause damage. The nice benefit of most armor at this time, however, is there's standoff between the plate and the body, and there's padding and chain mail in between. There's one last thing, to reinforce the mechanical point. Anything being done to dodge having to roll for the weapon as it fires, skimping on emotes, and trying to make the weapon without lore approval is powergaming. If it's done, it's as punishable as a mage calling down lightning with one emote. The weapon can't be acquired through event loot, the powder can't be made by alchemists outside of the circle, and it'll be tracked who all has the weapon. I would even go so far as to make it a requirement that there be a paper trail for if the weapon is looted, with the original owner informing the right people of the weapon having been snagged. The looter, however, would soon find themselves out of powder and shot, and carrying around a nice club, provided that the weapon doesn't malfunction or misfire in some way.
  9. +1 Clear sign of the lore mastery of Phillis.
  10. I think this is the first status I've ever made. I don't have a character anymore. ****.

    1. antiopa

      antiopa

      u wana play as my baby?

    2. Sarcof

      Sarcof

      No, but thank you for the offer.

  11. Username: Warmarcher Character Name: Oan of Brevis
  12. Leave for 3 months and come back with 337 notifications.

    1. Kvasir
    2. Kvasir

      Kvasir

      Welcome back friend

    3. Carson

      Carson

      i dont know you but hello<3

  13. Name (Leave IG name as well): Gimdul (Sarcof) Race: Forest Dwarf Gender: Male Skills: Farming, cooking, no bad fighting habits Do you meet the criteria to join Hallowvale Contracting?: Yes. Leave an address for a return letter of accepted: Luciensport
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