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Islamadon

Story Management
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Everything posted by Islamadon

  1. >say you're not a bad faith actor
    >start trying to abuse the system

  2. Arch-Lector Danzen receives the call and plans to attend with his baby boy templar Oijin.
  3. I've encountered numerous times Ghosts performing weird dialogue, telekinesis, etc. At Helton Helvet's funeral his ghost daughter straight up started wailing and chanting while being invisible. In one particular case we witnessed a confirmed vampire chatting with an invisible entity in the square of Yong Ping. These are reasonable tells, in my opinion, that warrant a ghost check. I'm also not a fan of RNG with regards to rolls - if people want to close their eyes, then they're leaving themselves exposed. Trophy would not apply to ghosts or ectoplasm as stated in proposed redlines. It also does not apply to people who are in disguises. The way I see it, if you are in bestial form and get decapitated and then don't lay low with a disguise or change your disguise, you warrant all the consequence of possessing low wit. Revive mechanics on the CA's behalf would have to be addressed, but the concept of OOC consent in this regard facilitates poor sportsmanship. Dark CAs normally go out and feed upon players who are normally unwilling; I think they can afford to lose a minecraft head if they get caught and annihilated. That said, a nondescript "Silit" head could be a fair compromise if it's that detrimental.
  4. Though I understand the concept of Azdrazi not being on the level of an undead CA, at a certain point I consider it pedantic. I think most rational people on the server will agree, at least aesthetically and archetypally, that Azdrazi are not epic holy/neutral guys. They actively serve Iblees's dog collared butler and no amount of coping rationale will ever change that until either Azdromoth or Iblees are six feet under [Xan won't take the shot tho he's bit of a voyeur]. I will theorize a different term for "Dark CA" though, but it is the easiest thing to label the group of affected CAs as. --- As it stood currently you'd have a chance of blinding them regardless if they looked the direction of the shiny tennis ball. For a theoretical reduced emote cost and the ability for your friends to temporarily close their eyes like everyone else - it's not a bad deal. --- With regards to the others on the matter of disintegrating CAs... Eidolas were never intended to be used as trophy since mysticism [will clarify so thank you for the reminder] but it seems to me everyone else has some kind of epic disintegration mechanic! Inferni turning to ash alongside Azdrazi, Eidola to dust, Silit into cherry flavored vapor... Overall the point of Trophy was to preserve a decapitated head and prevent that disintegration, but it definitely requires a more surefire way to preserve it without destroying the regen mechanics of other CAs.
  5. I'm getting sent to the moon anyways, might as well try to leave something I have in a healthier state Also for the other recommendations in this thread, I will compile and edit after I sleep and am not brainrotted.
  6. [LORE AMENDMENT/ADDITION] MALCHEDIAEL'S RADIANT TEMPLARS PATCH PHASE 1 OVERALL PURPOSE Howdy; I play a T5 Templar and It's been a month since the Twice Ordained Templar addition was provided official ST feedback. Though I did not collaborate on that initial proposal, I took it upon myself to attempt an amendment/addition myself that didn't drastically modify the lore. Instead, I sought to build upon what was already present while buffing pre-existing spells in a way that I perceive are necessary. The concepts provided may be rough around the edges, but I can only get so far linking a google doc around - I want to get the ball rolling. I welcome feedback from the community, the LT and from fellow Templars in the replies to this thread. This post may be considered unethical due to my lack of communication with other Templars, but I wish to express that I am currently UNAWARE of any other attempt at a rewrite. I also kept the format in line with the original lore piece. AMENDMENT: [T1] Emboldened & Disheartened > Emboldened and Brash - T1 OLD NEW 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. AMENDMENT: [T2] Fervent Flare > Burst Body - Tier 2 OLD NEW 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. AMENDMENT: [T2] Bound Armament > Bound Armanent - T3 OLD NEW 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. AMENDMENT: [T4] Vigorous Blow > Vigorous Blow - T4 OLD NEW 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 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 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. ADDITION: 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. ADDITION: 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. ADDITION: 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. ADDITION: 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. ADDITION: 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”. ADDITION: 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. - The Radiant Banner, if being used to test for blood magic runes, necessitates that the Templar have reasonable suspicion. If an empowered rune is discovered on accident via a dungeon delve or because someone with an enchanted item is in your party, that is fine. ADDITION: 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 unaffected include: Nephilim, Siliti, Frost Witches, Werebeasts, Inferni + Naztherak and Undead [Dark-Stalkers/Liches], Ghosts and Spectral entities. CREDITS @Bhasedfor the initial lore. @DrHopefor the Twice Ordained Proposal and Banner Concept. JOEL BIDEN for the Trophy Concept. Valannor, __Heathen, Wowj, Shady, Venstreni, Bonito_, Titanium430 for Critique and Feedback. CHANGELOG - Brazen Bonfire soothing burns > easing bruises. - Clarified that Trophy's stun ability can only be used by the Templar that made the trophy. - Clarified that constructs [Eidolas/Golems/Automatons/etc.] cannot be used as a trophy. - Added the provision that Templars must acquire the final blow with their bound weapon for Trophy to be valid. This will provide a 2 narrative minute grace period whereby the Templar can do their business. - Burst Body now only temporarily dispels Deadbreath for [5] emotes. - Burst Body clarified to NOT affect voidal illusions. - Bound Armament's recall range has been reduced from 15 meters to 6 meters. - Bound Armament's recall has been clarified to arc around someone ONLY AFTER it is in motion. - Vigorous Blow clarified to NOT STACK with other power-enhancers. - Trophy now only affects victims in an 8 meter radius. Further, it was clarified that they must directly look upon the Templar/Trophy. - Trophies now become unidentifiable as any single person. - All Blessed Banners have been given a 1 use per combat scenario.
  7. Water does indeed have that effect; the main purpose of the Oil is to be treated onto items in place of Athin while also giving the opportunity to thwart both liquid cockatrice breath and Tanglefoot if you'd rather just use a bottle as a 2 emote shield. With regards to your stink bombs, I'm pretty sure you can fill smoke whispers up with some rotten eggs and sulfur and it'll make it smell pretty bad! I've seen it done before.
  8. do you have a loicense for this forum post?
  9. "You sought to place a free and independent town under your domain and then threatened to raze the city if they refused. Plough off." commented a simple Lector who was embarrassed at the revisionist attempt.
  10. I agree fundamentally that it's OP. I would just remove the numbing/frostbite effects when it manages to cut a target. The entire shtick is that it's an Anti-Mage weapon so I'm content to let it absorb spells and disable the flows of mana akin to Auric Oil. I have a potentially terrible take though: BUFF other materials. It would allow for more variety in weapon choice. For instance, low density Boomsteel is basically just an expensive blasting potion, medium density is weaker than steel and can only produce flame for 6 emotes and high density is just budget bluesteel/carbarum. I would just increase the overall fire time on the weapon to provide fire aesthetic and use in crp. Lunarite could receive a massive buff by taking on the properties of Aurum while having the strength of steel. Azhl is completely worthless IMO as it bends easily and doesn't even inflict azhl anemia during the combat encounter. I would make it so Azhl takes on the limb disabling aspect of Thanhium during CRP.
  11. "Fake news." commented a meat-faced Lector as he read the missive. He looked to a hefty document titled the TSUTENKAKU REPORT which asserted that it was not the Lich who transported Dobrov, but was instead the result of a deal made with evil vampires! Perhaps he would publish it early...
  12. "Embarrassing, that third grievance. For I, Watchman Steve, witnessed first hand as the Grand King refused to make agreements on behalf of the Ireheart aggressors. To claim that the good citizens of Du Loc would have their way with the Irehearts is laughable, considering it is the Irehearts who provoked conflict with threats of conquest. Du Loc adheres to the glorious N A P and to now BAWL AND WEEP about those they threatened to destroy shows immaturity and weakness." spoke the famed Du Locian watchman. WATCHMAN STEVE DEEMS THIS MISSIVE CRINGE
  13. I HATE THE TAXMAN I HATE THE TAXMAN

  14. "IT'S HAPPENING, IT'S HAPPENING, I HATE THE TAXMAN, I HATE THE TAXMAN!" Shouts Arch-Lector Dante from the roofs as he loads his arbalest.
  15. Going to provide genuine feedback since I play a [T4] Templar. I think the concept of making twice ordained Templars is faulty at its premise, even if its flavor. If someone is going to be connected in the first place, they should be granted any and all ability (tier dependent) purely due to the fact that they were marked. To me, it seems out of character to mark someone if they weren't already trusted or courageous enough to use the magic responsibly. Ordaining someone a second time implies that it was only AFTER they were granted the boons of normal Templarism, including the elimination of fear, that they could be trusted with the full deal. I think this simply encourages mass recruitment and ideological brainwashing. Secondly, I'm not a fan of the prayer section. Using magic to ward off magic, poison and MUNDANE fire seems counter intuitive to the concept of courage. By the time you would be done charging the Prayer of Deliverance, the kid in the burning building may have already been burnt to a crisp. Spiderman ran head first into burning buildings in his movies, even when he lacked his powers. The Prayer of Salvation also encourages that you stare at the enemy awkwardly while you charge your own spell instead of just cutting them down or using other strategies. That said, I am a huge fan of the banner system and the AOE group buffs that can be applied. I think it's a niche that could raise the overall value of having a Templar around as they can act as beacons of inspiration and leadership. To conclude, the way Templarism was described to me by Dingo and Titanium: Malchediael doesn't really care if you worship him at all - he just wants you to be courageous and to be out in the world killing bad things. I think bogging down this premise by encouraging prayer circles and power boosting diminishes the concept of being a truly courageous individual who earns merit on their own strengths. That said, I may have misinterpreted the lore and it could be fair to say that I am acting contrarian due to my own take on Templarism and disdain for aengul-cuckery. I think all that Templarism needs to be viable is total immunity from fear hexes and the ability to make whatever weapon is bound to take on the property of Aurum.
  16. "BY OWYN... The Lectors were truly born in Dobrov after witnessing the late Ostromir's cadaver... For years we've suspected foul play in those wretched woods. We bore witness when Ando Alur rose, and then crumbled with continental devastation. I've seen flying castles... Something is wrong here, terribly, terribly wrong!" commented a concerned Lector.
  17. 20%, not 40%? Why you eating so much prime rib!

  18. c-crown sale when?

  19. STOP THE MERC CRAB STOP STOP STOP

  20. SELL $HOE SELL $ORN

  21. Hans Rovin, long since deceased, provides a figurative thumbs up of approval.
  22. I'm unsure if I'm able to post here, but I am wondering how the Rokodra change will effect undead personas. Every person I've seen wearing Rokodra is some form of undead mystic or a siliti - would this change effect their ability to wear it as well or would their undead/blood-bag nature make them immune?
  23. reset the kalpa

    Edited by Letharian
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