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JustMeMorgan

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Everything posted by JustMeMorgan

  1. @ScreamingDingo Why not make it so the rule is, they can have any creature of which is both mundane and provides no reward that a player could not create (e.g. A bandit has a special sword, albeit it’s just a fancy looking sabre with no extra effects) Examples of non-mundane: Voidal horrors, Inferis, golems... Examples of mundane: Things that are naturally existing perhaps a large portion from here: Another question would be allowing certain types of undead, like zombie and vodniks as they are merely...”brainzz” and don’t really confer any special benefit upon killing Other than that I love the idea and the allowance for Nations to have their own creative freedom!
  2. Oh, I’ll add that. They would feel some emotions ye
  3. Never gonna add clotting so no worries on that part On the topic of spell slots: I may increase it to two at most, as I feel 3 slots is quite extensive.
  4. @Tato I mean if you want to be a bit more specific so I can switch it up a little that’d be nice And like, as I said I am not and have never been a necro or dark creature, I was simply writing it with their ideas and stuff, I did say earlier that proof-reading is pretty helpful and if people could specify which areas, that’d be nice
  5. It’s mostly just niches my good man @Fury_Fire you’re okay to have your own opinion but it’s mostly groups wanting to play their niche; demons, ghosts, blood, all these niches are satisfied right now except undead so I’m trying to fill this niche for myself and many likeminded individuals I hope you can understand that although you can see it as a “event only magic” where could the line be drawn in that, all dark magics? All voidal magics and then deity magics?
  6. Rn I’ve got: What I really want to do now is: What I’ve just done (weaknesses for undead)
  7. ❤️ ty I legit rewrote it most myself, I know there are probs mistakes so posting it early probably helps to find and rectify them
  8. I love how the only proper negative criticisms are shitpost memes
  9. I’ve expanded some redlines to help clarify what people can do with the AOE effects such as the draining Draining AoE can be lethal, however it would take a significant amount of time for it to so. They can also only be placed on areas where the creator has PRO permission or direct permission to do so (e.g. their own base or in a small area of a city they have gotten permission to do so in), these areas cannot be massive however can be of some size (e.g. around a person’s house) however cannot be something such as entire portions of a city Basically it can be lethal if u decide to sleep there for a day or so, but other than that it’s just a significant deterrent, I’m also going to add how they can be destroyed
  10. I love you Geo help me fix the issues in the lore and boom we’re gucci tho
  11. Eh that’s fair and can be worked on And I mean nothing really stops it from just being placed in the lore games when they start instead of having it in the dark like some sort of Uno swap hands card, putting it out to the community helps the community solve the issues in it, like you’ve just shown
  12. Exactly why I’m trying to help bring it back lmao We’re able to conjure ice, lightning air, get spirits to bend elements to our will or create elements with runes But we can’t make a corpse do an ooga booga dance
  13. Necromancy; The Etchings in Flesh and Bone The Carved Verse of past Lords Written into a tablet of bone after years of silence, a necromancer closed off from his coven would gently wipe the remnant dust that had settled onto it away. They then began reading of a new art, one without darkhollows and gravelords and coven-magic and crypts, one that spoke of a deeper meaning into the fundamental of life, the fundamentals of blood and bone. Necromancy is the movement of lifeforce and living material to suit the user’s needs, be it to turn a carcass into a shelter, imbue rotting food with lifeforce to make it roughly edible, resuscitate an unconscious person, or to bestow deviant hexes and torturous curses onto a victim. Necromancy has a wide variety of roles in the life of many of its users, all of whom have different goals and different styles of using its techniques. After ages of silence from the Covens, a necromancer devoid of his powers stumbled upon a bone tablet. In it was carved verses and instructions of a past lord of whom called himself ‘Varal’dul’, who had set upon making many more tablets with the ambition to bring a return to Necromancy. Lifeforce: Lifeforce is a ghostly substance which usually is seen as a black or hazy dark mist. Lifeforce is present in all organisms, from plants to humanoids to animals. It varies in quantity via relation to the size of the creature itself. Larger creatures, such as ologs, would have more life force than a halfling. An almost dead creature would have less lifeforce than a creature that is healthy. Lifeforce has an influence on the bodily functions, meaning those with high lifeforce will have increased bodily functions (e.g. increased heart rate and breathing and more energy), however, prolonged use can cause disastrous side effects (Cardiac Arrest, body thinning as it uses up more energy than it has stored). In the end, lifeforce over a certain ‘cap’ will overflow and be used up much quicker at increasing speeds depending on the amount given. For instance, if you were to give someone double their body’s amount in lifeforce, they will almost suffer instant Cardiac Arrest as their body cannot take up that much lifeforce. That is not to say, however, you can carry two bodies worth of lifeforce of the victim on you, as this effect can also occur to the Necromancer. Lifeforce also has a ‘frequency’ property: a Necromancer can manipulate these frequencies to deliver desired effects in their spells, ranging from harmless implementation of lifeforce to creating curses. Creation: To Become a Necromancer, one must be taught by a T4+ Necromancer on how to move lifeforce around them in a way the mind wishes. This can be a difficult and sometimes painful process as the Necromancer must understand how lifeforce can enter or leave the body...Sometimes this will require that they be injured to do so. Physiology: Necromancy, although forms at some point, an equilibrium, it is not to say it is a fruitful one. Necromancy drains the victim to around the stage of them being about the density of a voidal mage, if not possibly weaker. Necromancers can sometimes overcome this if they are to quickly consume lifeforce in a short amount of time. This, however, can come at a cost as the more over capacity, the faster it is lost Psychology: It is, of course, natural for such dark arts to have a detrimental impact on the mentality of a Necromancer. Psychopathologies such as depression may form, among other issues such as paranoia, chronic nightmares, and delusions or hallucinations where the necromancer may see or hear dead people and perceive them as being alive. The necromancer may even communicate or otherwise interact with them. The effects of this usually peak at the start of Tier 1 and will fade in and out when they reach Tier 5. Forenote: All segments of Necromancy consist of three parts: Summary, Basics and Method. The summary is a description of the overall segment, the basics is the explanation of how it functions, and the method is the roleplay methodology of how to come around doing it. The Necrotic Link: Tethers & Imbuement [T1] The Shaping of Flesh and Bone; Bone & Flesh Construction [T2] The Raised; Undead Creation [T3] The Ruptured; Abomination Creation [T3] The Baleful Curse; Flesh and Bone Cursing [T4] The Spells of Old; Necromancer’s Spells [T2-5] The Transformed Form; Ascendance [T5] Tier List Redlines General Redlines: Cannot be self taught 1 magic slot Necromancers can create 2 undead and 3 abominations (abominations can be shifted in and out as desired as long as the last one was reverted) Necromancers suffer similar effects to the voidal debuff All beings have a ‘maximum’ lifeforce, too much of it can cause adverse effects such as increased heart rate increasing the risk of cardiac arrest etc. ‘Pain/weakness to aurum’ is a slightly increased damage from aurum attacks, undead can still touch aurum however may have distaste to it, it merely amplifies the pain taken from usual damage. Spell Specific Redlines: Weaknesses: Undead, abominations and ghouls are weak to aurum as well as any other abilities that may damage them Significant damage to the skull can usually lead to their destruction quickly. Abominations are still mortals and thus can still bleed out and suffer pain alike any other mortal. Necromancers gain similar effects to the voidal debuff when learning this magic Necrotic Link: [Necrotic Drain][4 Blocks Range, on a still/restrained target][Increasingly Debuffed][Until no lifeforce remains/is halted by other means] Concentration can be broken alike normal voidal mages Do not suffer exhaustion from prolonged use as no mana is being used, however may be mentally fatigued as it requires concentration Necromancer can simultaneously hold up 4 beams at once at T5, (T1:1 T2:1,T3:2,T4:3,T5:4), these require an additional emote after the first 3 emotes, placing on same areas can increase speed or be applied to different areas to spread effects. Can be used to deliver lifeforce or direct extracted lifeforce elsewhere into another target, those affected by additional lifeforce when injured may heal at faster rates and help overcome exhaustion. Undead Raising: [Raising][6 Block Range][Raises a single ghoul][Permanent] Although a necromancer may raise 6 ghouls at T5 and use them however (e.g. hauling etc), only 2 may be used in combat at one time, they are however able to pull more ghouls in only once the first 2 have been killed (no pulling out the injured and sending in stronger) Ghouls can be killed by significant destruction of their body or caving in their skull/decapitation (significant destruction would be at least the removal of 3 limbs) Ghouls require occasional deposits of lifeforce to survive, either from feeding or from the Necromancer depositing spare lifeforce into them. Ghouls can be fleshsmith in minor ways to change their appearance however cannot have extra appendages added to them (e.g. make them hunched over or turn their hands into large spikes/claws) Ghouls can be raised in combat as long as the Necromancer can contain significant concentration (cannot move etc.) Ghouls are NPCs controlled and governed by the necromancer, alike a pet. Combat Ghoul Rules: When raised/used in combat, a necromancer can use up to two undead. If they use one undead, they can fight alongside that undead as well. If they utilise two undead (even having one spare at the back counts as using it, this counters them just continuing to raise and throw ghouls), they are unable to fight and can only use the two ghouls instead. Abomination Creation: Abominations require a CA to play, a T5 Necromancer can have 6 abominations, any new ones require the last ones to be reverted (which is fully possible with time and work) Are susceptible to Aurum and are still living so bleed and can die out from blood loss or pain etc. Can have two extra appendages, bone plates, hide etc. added to them albeit in reasonable areas. It is possible to utilize stomach acid etc in combat (e.g. the abomination has a muscle they can use to squeeze a stomach sac on their chest which sprays it over the person while they are on top of them, albeit stomach acid is not powerful enough to cause instant agony it can be a deterrent and cause pain over time) Cannot be made taller without lengthening out their body causing them to become quite frail and thin. Can be made only above-normal strength. Baleful Curses: All weapons have the same procedure for activation: activate, charge, apply, all effects last for 4 emotes before fading with the worst at the 3rd emote, and the 4th emote of it lessening, all weapons require recharging every 3-4 uses. Once the first application has been applied (e.g. a sword cut) the weapon loses its charge and requires to be reactivated in the same manner (e.g. you hit someone’s torso with an activated weapon, the weapon is now deactivated and you must reactivate it to apply the effect again) Curses applied on targets must be done on flesh or bone areas, if the area is amputated the curse simply moves elsewhere on the body, time restrictions on curses must be clearly defined with the sentence started at the beginning “The date is now: (Date) and this effect will wear off (expiration)” this can be done with Pms but must be stated clearly. Large runes and armour can last extended periods of time however should usually be restocked every few weeks, this can be done throughout the time instead of ‘dump recharging’ Multiple effects can be applied to stationary objects with Lt approval (e.g. fog and aesthetic effects) Draining AoE can be lethal, however it would take a significant amount of time for it to so. They can also only be placed on areas where the creator has PRO permission or direct permission to do so (e.g. their own base or in a small area of a city they have gotten permission to do so in), these areas cannot be massive however can be of some size (e.g. around a person’s house) however cannot be something such as entire portions of a city All curses placed on objects can be destroyed with a significant force such as a war hammer or warded away with specialised magic Spells of Old: Majorly an aesthetic set of spells, these cannot be used in combat however can be used after or before combat (e.g. scare off people or help mend people) 3 emotes to create each effect, effects wear off over time and although can be used maliciously, it counts towards the rules on damaging property in regions. Areas affected by tainting spells last for 2 ooc weeks, and then have a cooldown for a week to prevent it being spammed. Transcended Form: One Necromancer can only create 2 undead, including himself. Proof of 3 kills should be verified during CA (screenshots etc.) Undead are weak to aurum but do not feel pain to things such as steel can still break and damage them however they may not feel the damage Can be killed by significant fracturing of body or destruction of skull Can move their skeleton structure as needed albeit the head is the main core, removal of that will cause the bones to shamble to pieces. Only as strong as they were in life however feel no exhaustion Have innate touch drain ability for feeding Have 5 magic slots however take debuffs akin to voidal debuffs if they utilize them. Do not need anything to sustain themselves however lifeforce is one of the few things that give them sensations so they usually feed on that as a way to ‘retain sanity’ If a phylactery is destroyed the undead must find and make a new phylactery and message an LT with the proof and timestamp of when it happens as soon as possible with proof of its creation, if they are killed before they can make a new bond they have an irreversible PK. Although lacking physical senses, they still have emotions. Some of them may be numbed however leaving them to act as if a sociopath. Necromancy and the Why: P.s, Made my me alongside the neccros who helped somewhat, if there are any holes they can be filled in and what-not, I’ve written pretty much all of it though
  14. Don’t you think it was a bit redundant making a google slide on what was essentially a slideshow @InfamousGerman good chuckle nonetheless
  15. I think both of our sides suffered the same fate lmao, we were screaming “**** yeah they’re falling out the sea” And then it started happening to us And we were like “****.”
  16. Technically not drowning as oxygen isn’t heading into their lungs, it’s moreso just an aesthetic name for asphyxiation (stops air getting in by creating a seal over the face) @XFrostgamingX I hope that answers that oh and I should probably add one redline for something I want to change in it because the redline was so stupid in the first place and only reduced the non-combat element of magic in the first place
  17. Increasing the cost of raid ladders is stupid because what happens if one side has already got like 4 double chests worth and are hiding it? One side are stuck without raid ladders whereas the other has a borderline infinite supply ? just a thought no salt idk it could be Oren side it could be Renatus, either way still applies
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