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Bhased

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Everything posted by Bhased

  1. whip the economy team into shape or smth please
  2. A 'ker druid frowns as she reads the tome, until realizing that it was upside down. She then frowns considerably less.
  3. yentleman what's your favourite op to play in siege? What's the siege dream team fivestack in your opinion? would illythia visit conan's grave if he had one lol top five favourite people to rp with? do you miss the great deceiver? do you want chasemagic ave renatus squank
  4. "I'm not the one having f*cking issues here." Declares a Knight of Malchediael, looking at the new calendar.
  5. letmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeoutkailetmeou
  6. if kai ever pings me to do an exposition event again i am going to end it all
  7. man's kinda cracked @ siege aint gonna lie
  8. Tilruir'tir of Joma regards the missive with an expression of utmost exasperation.
  9. brings a whole new meaning to raid rules
  10. this is neat; please unban me from the discord i ain’t do nothin wrong
  11. Rift and I were inspired by the aspect of Gravens being their obsessive focus on something, as well as the idea of ‘holy’ gravens, most notably a character we interacted with on Axios, who was a paladin turned Graven. It would be an exception to the redlines unless the lore reviewers see otherwise. Sorcerio also brought up some concerns, which will be properly redlined The idea with the chaos disconnection clause of quite literally beating it out of another boils down acting in good spirits and regards for others. The reasoning with Victor’s Justice not requiring a broken part of the code, is so that it is a stigma that is enforced through roleplay, rather than, for example, the tenet bending and rule lawyering that comes with Paladin tenets, or something similar. You are absolutely correct that the disconnection ritual itself needs to be ironed out, as the repercussions for having your blessing stripped, and you’ll see this reflected in the changelog shortly The dogma is supposed to be strictly through rp, in the same sense of druidic unattunements, where if people see wrong, they can take action if they know unattunement. The same applies to Malchediael’s Templars. I only get as much say as to edit after feedback, and to choose the other TA loreholder. After it starts to spread organically, I would only be able to stop that irply. The Dogma is included with the lore for ease of access, however it is something that the Templars would be taught from whomever teaches them. If I missed or overlooked anything, please feel free to let me know. If you want to talk via an easier method other than the forums, my discord is Chase#2597
  12. [ ♩ ♪ ♫ ♬] Background/Origin Malchediael, the Aengul of Courage, blessed a human by the name of Gereon de Savoie. Savoie went on to become the Aengul’s champion in the realm of the Descendants. The Order of the Praxic Sun was founded after Malchediael, known also by his canonized name of Michael, made his presence known to High Pontiff Everard II in the realm of Athera. After some time, the order fell out of the annals of time: Malchediael quietly withdrew his blessings. Even in light of such, the battlelust which plagued the order’s members plagued them until the end of their days. Magic Explanation and Connection Malchediael, the Aengul of Courage, favors mortals who show bravery in the face of adversity. Any man or woman who overcomes, or at least attempts to, will garner the Aengul’s attention in some manner. Few of these individuals receive boons directly from the Aengul. Chosen to be his champions on the mortal plane, these folk carry out great deeds or further their own ambitions in the name of their patron. Malchediael’s blessings augment the capabilities of his chosen followers, granting them additional tools as they embark on their quests. Malchediael does not seek to embellish his chosen heroes with grandiose boons as he wishes for them to still use their own talents in their quests: it is why few spells are bestowed onto them. The first most of Malchediael’s Chosen were named his Templar Adjutants by the Aengul of Courage, tasked with seeking those fit for his Blessing. When a Templar sees a Descendant fit to receive Malchediael’s Blessing, they invoke their lord’s name: “Malchediael, Aengul of Courage.” From there, they allow the Radiant Aengul to act through their person, infusing the Blessing within the recipient. This action will force immense amounts of strain and toil upon the recipient’s body, leaving them sore and prone to pain for a year’s time. From there, they are able to be taught how to properly invoke and utilize the radiant blessing. - Malchediael’s Blessing is incompatible with other holy aengulic connections, dark mages, machine spirits, and undead creatures. Gravens are an exception to this, as long as they are not tethered. - A player must consent OOCly to receiving the blessing. If they refuse, the connection process will simply fail to work. - Only the Descendent races are able to receive the Blessing. This means Elves, Humans, Dwarves, and Orcs. - The blessing fails if the receiver has been disconnected from a deific magic thrice, whether they be willing or unwilling, then they are ineligible to receive the blessing. - The blessing requires one slot. It does not work if the receiver does not have any slots available. Malchediael’s Dogma and Victor’s Justice The Aengul Malchediael places valour and honour as highly as courage. These values combine to form his Dogma, a code which Templars over the years have drawn inspiration from for their actions. It should be noted that these do not count as "tenets", more so a code of conduct upheld by the fellow Templars. To needlessly kill an innocent is the action of a craven rat. The act of betraying your brothers-in-arms leaves you nothing more than a snake in the grass. Accept challenges laid before you with fervor. If a disagreement is allowed to fester, settle it through a rite of combat; the feud is to be resolved upon a decisive victory. It is greatly dishonourable to utilize Malchediael or his Blessing as a way to accrue wealth. Should a Templar assume a compatriot to have been led astray from Malchediael’s ideologies, they are able to invoke Victor’s Justice. This allows for a Templar to face another Templar in single combat within an enclosed ring which cannot be entered or exited, to ensure a fair fight. To ensure this fair fight, the imposing Templar must match the protection and weaponry of the challenged. Whichever combatant emerges triumphant has the option to either suppress the fallen’s blessing for two years, or to strike it from them entirely. The latter is often considered a much more drastic measure, though necessary for belligerent, repeat offenders. If it is chosen, Malchediael’s blessing is cleaved directly from one’s soul, the final strike entirely incorporeal as it severs the connection between a blessed Templar and the Aengul of Courage. Victor’s Justice can only be enacted once every two years upon a singular individual. If the Templar under the scrutiny of Victor’s Justice wins, they are able to suppress the challenger’s blessing. For a Templar to kill another Templar purposefully while enacting Victor's Justice is considered an extreme taboo, and almost never deemed necessary. When a Templar’s blessing is stripped, the individual loses all will to fight. Even in self defense they find themselves lacking the motivation to protect themselves for up to four months. This does not prevent them from running away, as cowardly as it may be. Redlines - -Victor’s Justice can only be evoked by a Templar of T5 in an open area able to encompass the ritual. - The dueling ring of Victor’s Justice has a diameter of seven blocks, and once created only allows for the two Templar combatants to remain within, all others finding themselves physically unable to enter or intervene. The ring’s effects dissipate upon the decision of the victorious Templar. - If a blessing is suppressed, it lasts for 2 OOC weeks, and must be commented on their MA, including start date and end date. - Should a participant in the duel have to leave OOCly, a time must be scheduled to continue or the one who leaves must forfeit.. Abilities/Spells Emboldened & Brash - T1 A newly blessed Templar has within his mind a newly ingrained sense of courage; often they find it difficult to turn from a challenge laid out before them, be it a duel or battle to come. This is not to say the Templar is foolish and will rush blindly into battle but instead find themselves yearning for that which will give them glory. When a Templar decides to turn their back upon a challenge, they would begin to feel a deep sensation of failure and would be compelled to undertake a quest to redeem themselves. A second passive effect takes hold of a newly ordained Templar. When a Templar is wronged, their ire would be amplified several-fold toward those who have wronged their spirit. It is for this reason that when an enemy attempts to invoke fear or cowardice in a Templar through sorcery, the spell instead spurs great fury within their spirit. Redlines - - Templars maintain the ability to feel fear; this passive ability is simply an inherent urge to take challenges head on. - Templars that refuse challenges laid before them would begin to feel as if they were failures until redeemed; this may be RP’d to the discretion of the Templar. - Spells, Curses or Hexes that invoke a sense of fear do not affect a Templar, and instead cause them to become furious. - The Fury spawned by this ability is incapable of enhancing a Templar’s strength. Enthralling Recount - T1 When a Templar begins telling a tale or legend in the proximity of a fire, the flames come to life to paint the story that the Templar recounts. Redlines - - The flames are purely aesthetic, and cannot be used to harm others. - The flames cannot be used for combative purposes such as attempting to obscure some opponent’s vision or disorient them. Burst Body - T2 A Templar is able to expel from their being a glorious flash of light which blinds any who may gaze upon them in a ten meter radius. Though this display of radiance can only manifest twice per combat scenario, it’s utility lies not in the blinding of foes, but in shattering the veil of cowardly and deceitful foes. Entities which rely upon their invisibility are forced to manifest truly when exposed to the light. Mechanics: Burst Body takes two emotes to cast: one emote is for a Templar to brace their body while focusing on their courage, the second emote is to release their stored light. When bracing their body, the Templar themself would begin to radiate a bright aura which would act as a warning for those around them. The light expulses outwards in a ten meter radius and will blind any who gaze upon them for the duration of two emotes: victims will be entirely blinded for the first emote and will then be partially blinded for the second emote as their vision starts to recover. Entities that are invisible would be forced to manifest, while dark hazes such as Deadbreath would be cleared within the affected area for a duration of five emotes. Redlines - - The Templar must close their eyes to avoid being blinded when they release their stored light. - The Burst’s radius, at maximum, extends ten meters from where the Templar is currently standing. - The Burst’s blinding effects are only momentary, lasting seven narrative seconds when exposed. When affected by the flare, all hearing is muffled to an extent. - Seers and blind individuals are unaffected by Burst's blinding effects. - Entities that are invisible within the radius will be rendered visible to the naked eye. - Hazes originating from dark magics, such as Deadbreath, would be cleared as a result of this spell for the duration of five emotes. This does not apply to Smoke Whispers or Voidal obscurants. - Burst Body will not affect Voidal Illusions. - Burst Body cannot be used to check for Ghosts unless there is an objective reason to be suspicious. Bound Armament - T3 A Templar’s weapon will take on a radiant glow as it gains the darkspawn purging effects of Aurum. Though the affected weapon is incapable of trapping souls, entities and monstrosities weak to Aurum will find that it is capable of inflicting the same searing and debilitating effects of the blessed metal. In addition, a Templar may recall this weapon to their hand should it be in their sights a total of two times per combat scenario. A weapon fixed within the flesh of man, beast or being can be wrenched out with some difficulty. Mechanics: When a Templar first draws their weapon, it becomes “Bound” and will adopt the darkspawn harming properties of Aurum. The spell to recall the weapon requires two emotes to cast: the first emote places attention upon the weapon as it slowly begins to tug towards the Templar; the second emote is to pull the weapon back into the Templar’s hand. Should the weapon be lodged into a surface or an enemy's body, the spell will take an additional emote to dislodge it. Redlines - - The Bound weapon is defined as the first weapon the Templar draws. - The Bound Weapon is indicated by its bright glow, but is incapable of illuminating rooms or dark areas. - The Bound weapon holds the properties of Aurum bar its weight and soul-trapping capability. This is applicable to ST approved materials. - The Recall has a range of 6 meters (blocks). - The Bound Weapon, when recalled, cannot be pulled from another’s grasp. - The Bound Weapon, when recalled, cannot slip through iron bars, cracks in doors, or other similar small gaps in blocks. - The Bound Weapon, when recalled, must be within line of sight. If something or someone attempts to block the path of the weapon following a successful cast, the weapon will arc around them as it is in motion and being pulled back into the Templar's hand. Bulwark - T3 A Templar who expects a devastating blow to be sent their way may prepare themselves to intercept and negate the concussiveness an enemy's attack twice per combat scenario. Used primarily against foes of superior strength, the Templar would dig their heels into the earth and allow their imbued shield to absorb and dissipate the brunt of the damage. The infused light will not linger forever; should two emotes pass without the Templar blocking an attack with their infused armament, the light will dissipate. Mechanics: This spell takes two emotes to cast: the first emote has a Templar focusing upon an assailant while drawing upon their inner courage; the second emote requires a Templar to imbue their shield with Malchediael’s light and brace for impact. After this, a Templar may block an attack and negate its concussive effects. The infused light will not linger forever; should two emotes pass without the Templar blocking an attack with their infused armament, the light will dissipate. Redlines - - Bulwark is capable of negating the concussive effects of heavy attacks. This includes attacks which possess the strength of Ologs, Golems, Etc. - Bulwark is capable of being bypassed by the effects of magical spells, only their concussion would be negated. - Bulwark is capable of blocking the concussive force of blasting potions if a Templar’s shield is directed towards it. - Bulwark cannot be cast if a Templar is in motion. A Templar must brace themselves in order to block, and cannot casually brush off attacks. A Templar may counter attack afterwards, however. - Bulwark can be imbued to the length of a Longsword or Polearm haft but will be incapable of dispersing the concussion from alchemy and magic. This enables a Templar without a shield to block a powerful incoming melee attack or swipe. - Bulwark cannot be used to block collapsing structures. - Bulwark inhibits movement by half once charged. Rumination Reflection - T3 A Templar is able to attempt to establish a connection with another Templar, regardless of distance, so long as they are both near a reflective surface. (e.g. a mirror, any still body of water, windows, glasses etc.) During this time, the Templar is effectively incapacitated, meaning that they cannot attack, move, or cast. Their vision is also obscured, akin to someone with the wrong prescription glasses, save for the image of the other Templar. Mechanics: This spell is a more direct ‘bird’, allowing for two of Malchediael’s Blessed to communicate directly with one another. It takes three emotes to initiate: the first to focus upon the reflective surface, the second to reach out to the other Templar, the third to form their image. This takes three emotes from the receiving party: the first to notice the shimmers of an image within any reflective surface, the second to form the connection, the third to solidify the connection. After three emotes from both parties, the Templars can converse freely for up to 12 total emotes from either party collectively. Redlines - - Requires three emotes always. May not be utilized in combat, or in any brief pause of combat. Ex. Stepping out of active combat to notify others. - The Templars cannot move, cast, or attack while initiating or maintaining the connection. - If the Templar is attacked, attacks, or moves away from the reflection, the connection will be lost immediately. - Only the Templar can be seen in the reflection. - If the receiving party is not near a reflective surface, the initiator will find their connection to fall flat, indicated by the sound of a glass shattering in the recesses of their mind. - Metal not made specifically to be a reflective surface, i.e. armor, does not count as a reflective surface. - In order to use Rumination Reflection on a body of water, it must be relatively still and clean. Bodily fluids do not count as a source of clean water. Vigorous Blow - T4 Divine energy infuses itself with the Templar’s weapon up to twice per combat scenario, allowing for Additional force to be imparted onto the next blow dealt by the weapon. Mechanics: This spell takes three emotes to cast: the first emote is to concentrate on the courage within a Templar; the second emote is to summon Malchediael’s light and to infuse the Templar’s weapon, and the last emote is to ready and/or strike with the weapon. This blow is granted enhanced strength comparable to the force of an Arbalest, albeit lacking its properties. The infused light will not linger forever; should two emotes pass without the Templar striking at a target with their infused weapon, the light will dissipate. Redlines - - Vigorous Blow’s strength is comparable to that of an Arbalest’s strength; this does NOT grant the Templar themself additional muscle or power. Additionally, Vigorous Blow's power will not stack upon other strong blows. For example, a Tawkin enhanced Orc with an overclocked Animii Arm will deal the same damage as a weak elven Templar. - Vigorous Blow will have, at maximum, 2000lb force backing it. The intent is to provide a powerful hit, not render someone's bones to dust. - Vigorous Blow can be deflected through adequate parrying or blocking at the defender’s risk of damaging their weapon. - Vigorous Blow is incapable of cutting through plate armor with a sword or other bladed weapon. - Vigorous Blow is capable of penetrating or heavily denting plate armor with capable weapons, i.e. Polehammers, Maces, Warpicks, Half-Sword thrusts, etc. - Vigorous Blow only affects a Templar’s fists if they are wearing gauntlets. - Armor can and will afford some degree of protection against a blow from a weapon enchanted by this spell. - Vigorous Blow will dissipate if a swing fails to hit its target. - Vigorous Blow will dissipate 2 emotes following a successful cast provided a Templar does not engage a target. Though brief speech emotes will not count towards this, it is implied that one should not engage in full blown conversation. Trophy - T4 A Templar who has slain a great foe may sever the dark creature’s head and imbue it with Malchaediel’s light. This act would not only preserve the decapitated trophy for the Templar’s collection, but it may also be used to strike fear into the heart of its fellow beast. When displayed to a creature of the same ilk, it will be stunned temporarily once per combat scenario. Mechanics: After a Templar delivers the final blow upon an enemy Dark CA with their bound weapon, they will discover that there is a two narrative minute grace period whereby the corpse will not disintegrate or vanish. A Templar may then sever the head of their fallen foe and imbue it with their latent power in order to preserve it and give it the second additive effect. It is noted that this imbuement will cause the head to warp and become base-like, becoming unidentifiable as any specific individual. This imbuement requires three emotes to cast: the first emote is to focus on your inner courage; the second emote is to generate a holy light about the Templar’s hands; the third emote is to imbue the light into the creature’s severed head. When hoisted and displayed before a fellow Dark CA of the same type within an eight meter radius, the entity would become stunned and immobilized for the duration of one total emote. The effect of the trophy requires two emotes to use its stun effect: the first emote is to remove the trophy from a Templar’s bag or hip; the second emote is to raise it into the air, aimed at the desired target. Redlines - - A Templar must acquire ST approval for the Trophy to be considered valid. This requires screenshots containing the decapitation and imbuement. - A Templar may only carry one Trophy on them at any given time. - A Templar must deliver the final blow with their bound weapon in order to imbue their trophy. This will keep the corpse from vanishing for two narrative minutes. - A Trophy can only be harvested from a true form monstrous CA (not disguised). - Trophy's secondary stun effect can only be used by the Templar that made the trophy. In the item description it should state that it was "Templar's Name's" trophy. - Trophy can only be used to stun an individual once per combat scenario. A victim must directly look towards the Templar for the stun to take effect. It cannot be used on multiple targets. - Seers and blind individuals are unaffected by Trophy's stunning effects. - Dark CAs currently affected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches]. Ghosts, Eidolas, Spectral entities and other constructs cannot be made into a Trophy. This ability will add any Dark CA accepted in the future, to the ST’s discretion. - Trophy will not affect disguised CAs. Second Chance - T5 Every story comes to an end, and the Templars are acutely aware of this fact. While the powers granted to them by the Aengul of Courage can prove useful, they cannot always guarantee victory; sometimes the odds are insurmountable. By uttering the name of their patron and his domain, a Templar is given a second wind: their wounds no longer hold them back, their energy is restored, and it’s as though they’d lost no sweat at all. This rejuvenation of the body does not come without its consequences. Once combat has been resolved either through victory or defeat, the Templar’s body deteriorates into nothingness as Malchediael’s light consumes it in its entirety. It is the ultimate price to pay for a second chance at victory or further glory, and to knowingly face death is a sacred act of courage amongst these Templars. Mechanics: This action requires the strongest of wills, and one emote to enact. Once the spell has been cast, the character will be PK’d by the end of it. Any wounds garnered in the duration of the encounter, whether they be light or grievous, will no longer hinder the Templar. Their body is reinvigorated and any fatigue they might have previously felt in a battle is washed away. The Templar does not, however, receive a boost to their strength, speed, and reactions: they will simply fight at their peak prior to the fight. A Templar is still susceptible to fatal wounds such as the heart being pierced, the brain being severely wounded in some manner, or decapitation. If the Templar survives the fight, they will perish as Malchediael’s light consumes them in a roaring inferno. Redlines - - Despite renewing the body of the Templar to allow for the fight to continue, it does not enhance their strength in any regard. - After the fight has decisively concluded, the Templar’s form is consumed by their patron’s light. A conflagration of holy energy will reduce their body to nothingness, only leaving behind whatever they had worn and had on their person. - To use this spell is a PK, and will be enforced by lore if consequences are not followed. - Templars who die using Second Chance cannot be made into Gravens/Phantoms/Undead/Etc. upon their death since their soul is gone. The Blessed Banners of Malchediael's Chosen When a Templar has mastered their abilities, they will find it possible to project to the world the boons they have worked towards. A Templar’s banner, crafted by the Templar themself, is a testament to their courage and a reflection of the Templar’s personality. Marked by the Radiant Star of Malchediael, these Banners may be imbued with a plethora of abilities that would further the Templar’s drive towards glory. May these mobile monuments serve as a point of rally for those who would oppose wickedness, and a mark of death for those who embrace it. Mechanics: Once a Templar reaches Tier 5 in the Magic, they may fashion themselves a banner to represent their warrior spirit. Once fashioned, a Templar will permanently imbue it with Malchediael’s light for the provision of a final ability of the Templar’s choice. Prior to imbuement, the Banner’s material must be marked [smeared/soaked] with the blood of an enemy that the Templar had acquired the final blow upon. The enchantments available to a Templar are provided further. The process of imbuing these banners requires 5 emotes: the first has a Templar seizing the haft of their banner as they focus upon the divine blessing of courage; the second emote requires a Templar to draw upon their blessing as a holy light manifests from their body; the third emote has a Templar transfer the holy light from their body into the banner; the fourth has a Templar verbally proclaim the purpose of their banner in a litany of their choice; the fifth and final emote sees the Templar raising the banner into the air as it swells with a radiant glow before calming. Redlines - - A Blessed Banner must be first marked in the blood of an enemy the Templar has acquired the final blow upon. This can be done via soaking, smearing, etc. The method of choice is to the discretion of the Templar. - A Blessed Banner can be any shape provided it is noticeably visible. It cannot be hidden and must be presented on the back of a Templar or carried in one of their hands. - A Blessed Banner’s size cannot exceed that of a standard mechanical Minecraft banner. - A Blessed Banner must be represented by a Minecraft banner and in some way include the “Flower Charge” design . The coloring, background, etc. is up to the taste of the Templar. - A Blessed Banner must acquire ST approval after being crafted in order to be considered valid. - A Templar may only reap the benefits of their own Blessed Banner. - A Templar may only create and wield one Blessed Banner. - A Templar can change their ability after a 1 OOC week cooldown; this will require the imbuing process to begin anew and a fresh marking of a foe’s blood. Blessed Banner: Indomitable Banner - T5 The Indomitable Banner is wielded by Templars who seek to inspire and lead other souls against the forces of darkness. Once per combat scenario, uncorrupted beings within a 5 meter radius of the Indomitable Banner will find themselves becoming immune to fear imposed by sorcery, and will also discover themselves emboldened to meet challenges head on for a period of time. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the banner into the air; the second emote is to recite a litany of the Templar’s choice regarding courage and opposition to evil. Upon activation, the Indomitable Banner would radiate a glorious aura and provide the ability of “Bold & Brash”, to all descendants within a [3-5] meter radius provided they are not a Dark CA. This would cause those affected to become enraged by fear magic and more likely to engage in courageous deeds. This effect lasts a total of ten emotes. Redlines - - All Redlines pertaining to “Bold & Brash” apply. - All Redlines pertaining to “Blessed Banners” apply. - The Indomitable Banner only affects Descendants. - The Indomitable Banner may be placed down following activation to secure a particular area with the effect. - Dark CAs currently unaffected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches], Ghosts and Spectral entities. This ability will add any Dark CA accepted in the future, to the ST’s discretion. - Once an individual has left the radius of the banner, the effects of “Bold & Brash” would become null. Blessed Banner: Valiant Banner - T5 This Blessed Banner is often used by solo Templars who seek to enhance their combative prowess. The Valiant Banner simply provides an extra charge onto each of the Templar’s learned abilities once per combat scenario. This added bank of ammunition enables a Templar to remain proficient in any given fight for a longer duration. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the Valiant Banner into the air; the second emote is to recite a litany of the Templar’s choice regarding wrath towards their enemies. Upon activation, the Templar will be granted an additional charge for each one of their spells throughout the remainder of the combat encounter. Redlines - - All Redlines pertaining to “Blessed Banners” apply. - The Valiant Banner will not remedy the fatigue experienced by a Templar and will only enable them to use each of their abilities an additional time. - The Valiant Banner’s effect does not apply to “Second Chance”. Blessed Banner: Radiant Banner - T5 The Radiant Banner adorns those Templars who seek to delve the darkest and most wretched of depths while paving way for themselves or their comrades. The Radiant Banner will illuminate a glorious light in a five meter radius that vanquishes dark hazes once per combat scenario. Mechanics: This ability requires two emotes to prepare: the first emote is to raise the Radiant Banner into the air; the second emote is to recite a litany of the Templar’s choice regarding the expulsion of darkness with light. Upon activation, the Radiant Banner will begin to shine brightly as it illuminates an area within a five meter radius. This light is capable of clearing Dead Breath and other dark hazes, akin to “Burst Body”, but is unable to blind opponents. This effect lasts a total of ten emotes. Redlines - - All Redlines pertaining to “Blessed Banners” apply. - The Radiant Banner’s effects will last only for a total of ten emotes. - The Radiant Banner cannot be used to blind other people. Malchediael’s Brazen Bonfires All mortal warriors need to rest eventually . The clashing of steel and the pursuit of quests may drive a Templar’s ambitions, but the Brazen Bonfire created by a master Templar enables them to recuperate and prepare for the battles to come. Once within the warm embrace of these imbued pyres, a Templar would begin to feel their minor wounds mending and their pain render into numbness. Too would dark entities think twice about approaching the flame, for they would begin to feel anxious and uneasy by the presence of the holy warmth, thus debilitating them. Though an imbued Bonfire will extinguish itself upon a Templar’s departure from the area, three Templars may combine their efforts in order to create a permanent flame at a location of their choice. Mechanics: A Bonfire is created when a Templar imbues the light of Malchediael into a roaring flame. A Templar, prior to imbuement, must first mark the ground with a depiction of a Radiant Star. This imbuement five emotes to perform in addition to being T5: the first emote is to prepare the pyre with fuel, the second emote is to ignite the flame, the third emote to focus on the inner blessing of Malchediael; the fourth emote is to manifest a light about the Templar’s hand; the fifth emote is to imbue the flame with the light. When three Templars imbue a pyre in synchronous fashion, the pyre will become permanent and will not extinguish itself after a Templar vacates the radius. When a Templar sits within the five meter radius of the Bonfire, their minor wounds would begin to close, scar and become painless. Dark CAs within this radius would become afflicted with an overwhelming anxious sensation that would cause them to become uneased; this raises the emote count of their spells by a single count. A Bonfire, both standard and permanent, may be disrupted through three continued emotes of physical disruption. Redlines - - A Templar must be T5 in order to create a Bonfire. - A Bonfire requires an initial radiant star marking and pyre to imbue. This cannot be made while engaged in combat. - A Bonfire will not heal a Templar’s wounds if they are engaged in combat. - A Bonfire will not mend broken bones or heal internal injuries. A Bonfire is capable of easing bruises as well as mending minor cuts and non-critical stab wounds. - A Bonfire will extinguish itself should the casting Templar leave the five meter radius. This does not apply to a Permanent Bonfire. - A Bonfire will extinguish itself if disrupted by three attacks during a single encounter. - Permanent Bonfires must acquire ST and RO approval in order to be considered valid. They are indicated by a visible ST Approved sign. They will must be 3x3 in area. - Dark CAs will feel uneasy around Bonfires but will still be able to destroy and sit around them. This uneasiness cannot be used as a means to detect Dark CAs, and could be written off as simply a fear of fire or something else on their mind. - Dark CAs currently affected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches], Ghosts and Spectral entities. Tier Progression Tier One This stage is reached immediately after receiving the blessing. The Templar has a newfound restlessness awoken within them; when the Templar tells a tale or a legend, if near a fire, it will come to life to depict the story. Tier Two This stage is reached two weeks after receiving the blessing. The Templar is able to utilize flares, as well as recall their weapon Tier Three This stage is achieved four weeks after receiving the blessing. The Templar is now able to contact another Templar through reflective surfaces. Tier Four This stage is achieved eight weeks after receiving the blessing. The Templar can now momentarily imbue their weapon with kinetic force. Tier Five This stage is achieved twelve weeks after receiving the blessing. The Templar now may be granted their Second Chance in combat. Purpose (OOC) This lore is meant to be a small flavour for players who enjoy questing roleplay: whether they be Human knights or Orcish hunters for example. It is based heavily off of the iteration of Celestine magic. Citations Changelog
  13. heerozero is the source of the server crashing

    1. Ducklingator

      Ducklingator

      i saw heero stand in place for three seconds and then nuclear got sabotaged im just saying

  14. i dont think you took a proper look at all the accepted lore
  15. Kergran the zar’ei utters out the demonic promise. ”We will wrong the rights of the past.”
  16. prime example of pink tag. join the st today

  17. Bhased

    ???

    Logistically speaking, if I saw you and jaelon in electrical, gamma did medbay, lumiin did shields, and Harrison did meteors, the. What are the chances Justin rdms me and jest
  18. Deuces homie and stop calling me mini garrett
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