Jump to content

Diogen

Diamond VIP
  • Posts

    445
  • Joined

  • Last visited

Posts posted by Diogen

  1. Player(s) Being Reported

    tharask

     

    Rule(s) Broken

    harassment & transphobia

     

    Player(s) Involved

    tharask idiogen

     

    Explanation

    running in my dms being a transphobic little shit
    @moderation make sure @Llir catches u up on his behavior before ur verdict



    image.png?ex=661c8640&is=660a1140&hm=2a4
    image.png?ex=661c8651&is=660a1151&hm=f9c

     

     

    Relevant Material

    Evidence

    n/a

     

    (x, y, z)

     

    Evidence of uncooperative conduct.

    Evidence

    yes

     

    Desired Result of Report

    perma


     

    Before posting on this thread, please review the Report Rules.

  2. Purpose:

    As it stands, Cursed Ice's lore is extremely lackluster, lacking any real depth or definition, being no more than just "steel but melts like ice". This amendment aims to provide more depth to it, a new set of weaknesses, overhauling its durability as well as granting it more content, to grant it more use cases. From flavor RP, structures to CRP & MArting, as well as the clarification of redlines. For example, we are permitted to create 1 cursed ice per day through ST verdict, yet isn't stated within redlines. That has been added in the amendment's redline to avoid confusion.

    Cursed Ice will also be something that may be created by other Witches, and not only Mothers, allowing them to work on their own personal projects without having to rely on an endgame CA user to conjure up some ice.

     

    With the opening up of the cursed ice to witches, a [3] OOC day cooldown has been added to every witch aiming to create cursed ice, while it being only [1] day to mothers. As well as redlining the usage of it to anyone that isn't apart of their kin, preventing instances of mass-production and bloating the market through selling / gifting random people.  




    Old lore:
     

    Conjure Cursed Ice

    (Non-Combative)

     

    By imbuing ice with powerful Witch Magic while at the Altar, a Frost Mother, along with perhaps other Frost Witches, may create an ice far more durable than any frost or ice formed within the natural realm, weaving their malicious arts into the ice which they have conjured forth. This ice may be used for a variety of things; from the creation of powerful weapons to entire fortresses created from ice empowered by the will and magic of the Fjarriagua. 

    Mechanics

    - Cursed Ice can be created by a Mother while at the Altar in non-combat, the amount directly proportional to the number of Witches aiding. This ice has the durability of steel or stone and may be used to create MArt enchantments, tools, weapons, or structures of ice. In the case of tools or weapons, they must be signed by an ST in order to be valid. Structures need not be signed unless they have other properties beyond their durability.

     

    - Cursed Ice must be made at an Altar, done by the Witch conjuring ice and then weaving their own magic into it, giving it a darker blue shade, if not purple even. 

    - Cursed Ice and it's conjuration acts the strength ranging from stone (when conjured for anything larger than what may be worn upon one's person), to a high-carbon steel (when used for items wearable or equip-able on ones pesron)
    - Cursed Ice may be used for construction or MArt creations
    - Cursed Ice may not be enchanted without MArt usage
    - Cursed Ice for greater usage (builds, or manipulating so), requires RO permission to use. If there is no RO on tile, it refers to ST to attain approval. Cursed Ice Structures may not be requested to be built by world team or ST. 
    - Cursed Ice is immune to mundane or alchemical flame, though magical flame of any kind would affect it as if it were normal ice.

    - This ice cannot be made during combat nor used for combat purposes on its own.
    - Cursed Ice may only be made in the quantity of (1) sole item as it is a excruciatingly draining procedure for both the Frost Mother and any aiding witch.




    New lore:

     

    Conjure Cursed Ice

    (Non-Combative)

     

    By imbuing ice with powerful Witch Magic while at the Altar, a Frost Witch may create an ice far more durable than any frost or ice formed within the natural realm, weaving their malicious arts into the ice which they have conjured forth. This ice may be used for a variety of things; from the creation of powerful weapons to entire fortresses created from ice empowered by the will and magic of the Fjarriagua. 

     

    Spoiler


    Mechanics
     

    Cursed Ice can be created by a Fjarriagua while at the Altar in non-combat, the amount directly proportional to the number of Witches aiding. This ice has the durability of steel or stone and may be used to create MArt enchantments, tools, weapons, or structures of ice. In the case of tools or weapons, they must be signed by an ST in order to be valid. Structures need not be signed unless they have other properties beyond their durability.

     

    Upon harsh strike on one's flesh, or extended physical touch such as leaning against a wall of Cursed Ice for longer than [2] emotes, this frigid material will leave behind a second degree frostbite on the affected area, being no more than the sensation of pins and needles, discomfort at most.

    Those not of their kin attempting to wield such a material, such as holding a weapon or wearing an armor made of it, will feel utterly repulsed by it, as if rejected by the very curse that inhibits it, finding it impossible to make use of the ice. Structures, on the other hand, emit an unnerving aura.



    Creation Limits

    Each Fjarriagua may only create one item per [3] OOC days, its size depending on the tier of the Fjarriagua. While Mothers may create Cursed Ice once per [1] OOC day.

    The number of Fjarriagua partaking in the creation together directly affects the size OR number of creations. This means that [2] T2 Fjarriagua may combine their efforts to create a singular longsword like a T3 Fjarriagua could create by herself.

          Worn on one’s person | Structures

    T1: Tiny accessories only | 2x2x2

    T2: Nothing larger than a dagger in size | 4x4x4

    T3: Nothing larger than a longsword in size | 6x6x6

    T4: Nothing larger than a spear in size | 8x8x8

    T5: Nothing larger than a set of armor | 10x10x10


    Weaknesses

    A higher form of ice, these objects, oddly enough, seem to be immune to all forms of mundane and alchemical flames, unlike their mundane counterpart. Yet, flames of magical nature seem to be capable in purging this accursed ice.   

     

    PURGING FLAMES

    Due to Cursed Ice being fed the very essence of the Fjarriagua that created it, soul-affecting flames such as MALFLAME, or purging flames of magical nature such as DRAGONSFLAME & HOLY FLAMES are seemingly extremely effective, finding themselves capable of purging the curse that exist within such ice. Requiring a mere [4] strikes of such to be inflicted upon the Cursed Ice before purging it of its innate curse.

    Within the first [3] strikes, the Cursed Ice will begin to visibly crack, its color seemingly grown lighter in appearance, as if shifting from an obsidian hue to more of mundane ice, as if the very curse within the ice partially dissipated. While on the [4]th, the object will be rendered fully mundane ice in nature, although extremely brittle, the accumulated cracks shattering the item on the spot.
     


    MAGICAL FLAMES

    Magical flames of non-purging capabilities, such as Voidal flames, instead directly melt the Cursed Ice, requiring a total of [4] strikes to fully melt affected areas. This may be done through either separate attacks or channeled flames. Flames twice as hot such as voidally-conjured Blue Fire double the strength of the strikes, counting as [2] entire strikes per hit on the Cursed Ice instead.

    Spoiler

    -Only magical flames may destroy Cursed Ice, as well as anything that could physically break steel.

    -Cursed ice does not bend like steel, instead shattering should enough force be applied to physically shatter it. What would cause dents on mundane steel would instead cause cracks within the cursed ice.

    -A mere [3] magical flame strikes is enough to destroy the item, whether through separate attacks, or through channeling.

    -Purging flames destroy the entire Cursed Ice item, regardless of the affected area, as it strips the ice of its curse. Magical flames on the other hand, only melt the areas that they strike.

    -The weaknesses apply only to objects of Cursed Ice (steel durability). Structures of Cursed Ice may not be griefed, unless granted consent by the person responsible over the build, such as an RO, PRO, or owner of the build, following the rules of destroying builds. Should proper consent be granted, then one may begin to melt the build using magical flames as if one were to melt mundane ice.

    -Damaged Cursed Ice will naturally regenerate out of combat, within the healing aura of an altar, so long as it is not fully destroyed.

    -While Malflame may purge the essence within the Cursed Ice, it may not latch onto if as if it were flammable.

    -Flames twice as hot count as [2] strikes.


    [OOC] Purpose:

    Spoiler

    Current lore Cursed Ice does not properly delve into what weaknesses it could have, as this amendment will add a new set of weaknesses to the item, that being Malflame and Holy flames of all types.

    The 'durability' of the ice has also been reworked, clearly defining how much it can properly take before melting off, while allowing it to not be completely garbage. This way, Fjarriagua may weigh their options before deciding whether to opt for mundane steel or Cursed Ice as their tool of choice, offering proper counterplay to both sides.


     

    Cursing

    A Fjarriagua, should she wish, may inscribe the symbol of a Frost Cursing curse within the Cursed Ice as she creates the item, essentially allowing that curse to inhibit the unholy ice, yet dormant, lasting permanently within the weapon.


    The curse within may be activated within the span of [2] emotes, lasting for a total of [4] emotes on the weapon before dissipating, transferring that curse should it make contact with bare skin or flesh, leaving behind a bruise-like mark, with the symbol of the curse. Should it strike flesh or skin before its dissipation, then the curse will prematurely dissipate off the weapon.

    Spoiler

    -The curse may only be transmitted should it make contact with flesh or skin, following the rules of Frost Cursing

    -The process is similar to Frost Cursing, requiring the Witch to conjure a chunk of ice, carve the symbol within and sink it into the item, the symbol appearing on the surface of the object of Cursed Ice.

    -Dissipates on the first strike against flesh or skin, OR after [4] emotes pass.

    -Cursing may not affect structures.

    -Curse effects must be implemented in the item description.

    -After the implementation of the curse within the weapon, it may no longer be changed, requiring the witch to make a completely different item for a different curse.

    -Can be activated in disguise, but the activation must require visible tells on the weapon, such as a dim glow radiating the item's color (dark blue, purple, black, etc), or veins sprouting from the curse's engravings throughout the weapon, or wisps dancing on its surface, etc.

    [OOC] Purpose:

    Spoiler

    Frost Cursing is abysmal, finding zero usage due to the requirement of 3 emotes of extended touch on bare skin, making its use practically impossible outside of slapping it on someone post-capture. This addition aims to circumvent the issues with Frost Cursing, allowing a Fjarriagua to find use for it, in a way that makes sense thematically (cursed ice)

    - Cursed Ice must be made at an Altar, done by the Witch conjuring ice and then weaving their own magic into it, giving it a darker blue shade, if not purple even. Its appearance may take on appearances similar to obsidian, dark-coloured glass-like apperances, or glossy metals, its transparency ranging from fully opaque to slightly translucent, similarly to ice.

     

    - Cursed Ice and its conjuration acts the strength ranging from stone (when conjured for anything larger than what may be worn upon one's person), to a high-carbon steel (when used for items wearable or equipable on ones person)


    - Cursed Ice may not be enchanted without MArt usage. It may also be used for construction or MArt creations.


    - Cursed Ice is immune to mundane or alchemical flame, though magical flame of any kind would affect it following the Weaknesses section.

     

    - This ice cannot be made during combat.


    - Cursed Ice may only be made in the quantity of [1] sole item per Witch partaking in the creation, or may optionally combine their maximum sizes together into a singular item rather than separate, as it is an excruciatingly draining procedure for the Fjarriagua.

     

    - Maximum creation of once per [3] OOC days to Fjarriagua T1-T4. Once per [1] OOC days to T5 Fjarriagua.

     

    - Builds made out of Cursed Ice may either be conjured at once should there be enough Fjarriagua present for it, or be done in sections over the course of days.

     

    - For anything that can be worn on one's person, two Fjarriagua of a certain tier may create a single item of the next tier. This means two T3 Fjarriagua may create a singular T4 Fjarriagua item for example. Or 2 T4 being able to conjure what a singular T5 can.

     

    - Armor sets of Cursed Ice are skin-numbingly cold, as exposing oneself to [2] emotes or longer would numb one's skin, afflicting it with stage two frostbite.

     

    - Those not of their kin (Witches, Mothers, etc) will find themselves incapable of wielding the Cursed Ice in any way, whether it be wearing it as an armor, wearing accessories, or using a tool made of it.

     

    - While Cursed Ice visibly could be passed off as obsidian, glass, stone, or something of the likes, one may for example, during an investigation, make physical contact with the weapon, feeling its repulsion and discomfort.  





     

    ECHOED WHISPERS

     

    tuxpi.com.1692190152.jpg

    [Non-Combat]

     

    Ice is but an extension of the Fjarriagua, wielding the expanse of winter’s domain as if it was yet another limb they always had, with some becoming another mouth that may speak their voice, that may whisper visions. By infusing a portion of their essence within an object of Cursed Ice, the Fjarriagua may then whisper words to it, effectively trapping these whispers and visions within the object itself. Causing that object to glisten in a faint, icy blue. Then, should it be interacted with through physical touch, the object itself will echo those faint whispers and visions.
     

    Red Lines:   

    Spoiler

    -This may only be done out of combat.

    -The Fjarriagua infuses her energy into an item of Cursed Ice, causing it to glisten, optionally granting it a faint glow, a shimmer, or even wisps that dance upon its surface, whispering words into it in #w channel, which will be trapped within.

    -Signs are required to be placed, preferably writing all that is echoed in /rpsign. Should that option be inconvenient to the Fjarriagua, they may instead prop up signs to be DMed when interacted.

    -The echoes may only be freed by the Cursed Ice through a Fjarriagua dispelling it in [2] emotes, or through the destruction of the item following Weaknesses.

    -While a weapon may be granted Echoed Whispers for out-of-combat flavor RP, Echoed Whisper has zero effect in CRP, practically unable to transfer whispers and visions within.

    -Structures may be affected by Echoed Whispers, in small areas. Such as propping up a sign on a wall, detailing that a faint glow pulses within a wall, and upon touch, would whisper words.

    -Magics, Feats, recipes or anything of that nature cannot be taught with the usage of Echoed Whispers.


    -Echoed Whispers cannot be used to "record" other people's voices without their IRP/OOC consent.


    -Spoken Voices will only be heard as a comprehensible chorus of whispers, perfectly mimicking the same emotions and perhaps speech patterns as of the original speaker. Otherwise being impossible to know the identity of the speaker from sound alone.


    -Echoed Whispers may instead be infused with sounds of songs, melodies and other such sounds.



    [OOC] Purpose:

     

    Spoiler

    The aim is to push for Cursed Ice to be used beyond merely CRP, granting it unique usage that fits the Witch aesthetic for flavor RP.

     

     

  3. 7 hours ago, Wizry said:

    Yeah as an animatii maker, I always found it weird that I had to address that in my combat emotes.

     

    Though I would argue we should probably implement this '-The destruction of the pet's head results in an instant death.' as 'The destruction of the pet's gear-heart results in instant death'.

    Good amendment.


    thank you

    in lore it is explicitly mentioned that they are frailer than their biological counterpart, and it is a bit nonsensical for an animal to continue to live and perform any actions without a head. seeing how its vital modules are all around the head area.

  4. PURPOSE:
     

    Unfortunately the lore only states how to destroy a combat pet using only blunt strikes, yet completely ignoring things such as armor-piercing attacks, boomsteel attacks using a sharp weapon, or merely harsh strikes with any sharp weaponry, capable of inflicting enough kinetic force regardless. This aims to provide a clear way of handling these creatures without any confusion or thoughts of them being completely immune to anything (i.e sliced in half by carbarum) unless they're slapped twice by a hammer.

    OLD LORE:

     

    Servants & Pets

      Hide contents

    Commonplace within workshops and the homes of those affluent in the clockwork artifice of Animatii are servants, drones, and clockwork critters which serve a variety of different purposes, defined in the 2nd to 4th tiers of Automata. In the case of critters, able to be made around the size of a Golden Retriever at the largest, they may take a freeform design of one’s choosing within reason, such as spiders which help weave clothing, messenger birds, companions such as rats, or metallic dogs to help carry objects about. Tier 3 Pets abide by all of LoTC’s rules on pets in combat, should they be used for such, and should their vessels or tubing be cut they would bleed out within [5] emotes, with their limbs and components able to be destroyed in [2] blunt strikes. Animatii mounts such as horses are also included in this tier, their components requiring [3] blunt strikes to destroy and [8] emotes to bleed out, and may only be used in any way which a mundane horse would be allowed to in combat. 

     

    NPC servants, such as humanoid automatons or sapient work benches, are entirely benign and non-combative in nature. They may be used as butlers to make or ferry food around one’s home, NPC crew on a naval ship, and other similarly flavorful purposes. 

    - Both Servants & Pets are unable to transfer information between owners, or be used to metagame whatsoever.

    - Tier 3 Animii companions follow all rules for pets in combat, and may not exceed the size of a Golden Retriever. They are relatively fragile, owing to their smaller size and more primitive minds, and will otherwise act much as a mundane critter would. 

    - One cannot use many multiples of a pet or mount to accomplish a feat that would require Smoggers to perform, such as moving a colossal house with a horde of Animatii buffalo. 



    NEW LORE:
     

    Servants & Pets

      Hide contents

    Commonplace within workshops and the homes of those affluent in the clockwork artifice of Animatii are servants, drones, and clockwork critters which serve a variety of different purposes, defined in the 2nd to 4th tiers of Automata. In the case of critters, able to be made around the size of a Golden Retriever at the largest, they may take a freeform design of one’s choosing within reason, such as spiders which help weave clothing, messenger birds, companions such as rats, or metallic dogs to help carry objects about. Tier 3 Pets abide by all of LoTC’s rules on pets in combat, should they be used for such, and should their vessels or tubing be cut they would bleed out within [5] emotes, with their limbs and components able to be destroyed in [2] blunt strikes, or [4] harsh slashing strikes. Animatii mounts such as horses are also included in this tier, their components requiring [3] blunt strikes to destroy, or [6] harsh slashing strikes, and [5] emotes to bleed out, and may only be used in any way which a mundane horse would be allowed to in combat. 

     

    NPC servants, such as humanoid automatons or sapient work benches, are entirely benign and non-combative in nature. They may be used as butlers to make or ferry food around one’s home, NPC crew on a naval ship, and other similarly flavorful purposes. 

    - Both Servants & Pets are unable to transfer information between owners, or be used to metagame whatsoever.

    - Tier 3 Animii companions follow all rules for pets in combat, and may not exceed the size of a Golden Retriever. They are relatively fragile, owing to their smaller size and more primitive minds, and will otherwise act much as a mundane critter would. 

    - One cannot use many multiples of a pet or mount to accomplish a feat that would require Smoggers to perform, such as moving a colossal house with a horde of Animatii buffalo.
    -Piercing attacks capable of penetrating armor, such as a crossbow bolt, count as [2] slashing strikes.

    -Every [2] slashing strikes is to be considered the equivalent of [1] blunt strike. Meaning one may destroy a combat pet's limb by harshly striking it twice with a greatsword, and once with a hammer.

    -The destruction of the pet's head prior to its bleeding out results in its loss of intelligence, awareness and combat capability, due to its loss of intelligence and sensory modules.

    -Destruction of its Geartheart results in instant death.

  5. MC Name:

             iDiogen

     

    Character's Name:

             Naele

     

    Character's Age:

             Over 16

     

    Character's Race:

             Elf

     

    Link to your accepted MA:

            https://www.lordofthecraft.net/forums/topic/231503-golemancy-fa-idiogen/

     

    What magic(s) will you be teaching?

             Golemancy

     

    Describe this magic or a creature as a whole:

             

    Golemancy is the practice of using sigils, a dialect of the material alphabet, to breathe life and magic into stone or other materials, known as golems. These sigils are powered by a golem core forged at a golem anvil. Golemancy is also used to make prosthetic limbs for those who lost them. 
     

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Golem Prosthetics-

    Prosthetic arms, eyes, legs, may be made for people with the necessary sigils for movement drawing on the bearer's soul. Prosthetics are attached via spike with connecting Sigils carved upon it. The spike is inserted into the very bone, or in the case of eyes carefully stabbed into the socket, where the limb had been lost, the pain of which is overbearing. The spike draws anima from the soul to power the limb which is then attached to a socket on the spike. Golem limbs being made of stone lack the capability to send sensory feedback and eyes do not tire though their vision has some desaturation and fine details are harder to be made out at a distance. Limbs may sustain five strikes from a sharp object or three strikes from a blunt object before the sigil is too broken to function. Golem prosthetics can house one of the following auxiliary sigils: Illumination Sigil, Compass Sigil, Disruption Sigil, and Dowsing Sigil. If the person has multiple golem limbs then they can only have one auxiliary sigil. Auric oil treated weapons would disable the sigils and render golem limbs inert for the rest of combat if they are struck twice by the weapon.
     

    NPC Golems-

    Servus Core: These golems are simple mindless constructs with a core of silver and gold encasing a clump of pyrite. They are untiring laborers capable of simple repetitive tasks, bound to listen to their creator. These golems aren’t capable of speech. Their height is capped between two and five feet. Their strength is limited to that of a teenage dwarf. They are swift and nimble creatures, though they will flee from combat despite their creator. Their bodies require three strikes with a pick of blunt weapon to breach their core, and their sigils can sustain two strikes of a bladed weapon or one strike of a blunt weapon

    Antecessor Core: A core created from pure silver encasing sapphire, the size of a small horse cart. These are usually constructed when a golemancer is nearing their death because they can bind their soul to the core, and upon their passing their soul would reside inside the core, sleeping until they are awoken. This is done by drawing a Sigil of Binding onto the core with their blood. Future golemancers would be able to reach out to the soul within the core using their mana for a brief communion before letting the soul rest once more.  These cores are capable of empowering a completely stationary building. The cores are cognate and capable of storing and reciting information, acting as libraries hosting vast sums of knowledge. To destroy the core requires 10-12 heavy blood hits or 6 hits with anti-magic weapons. Antecessor cores can not be used to metagame information.

    CA Golems-

    Mundus Core: The most basic of golems with a six-sided geometric shape made from aurum encasing pure quartz for a core the size of a descendant heart. The speed and strength of the golem dependant on size. Their size is capped between five and eight feet of height. Strength ranges from slightly above peak human strength to uruk strength. The body of the golem requires four direct strikes with a blunt weapon to breach and destroy the core while the sigils can take five strikes from a bladed weapon or three from a blunt weapon. They are slightly slower than the race they are modeled after, retaining four blocks of movement. They are capable of hosting a total of two auxiliary sigils.

    Brutus Core: Strong and large golems containing a core wrought of diamond and gold which requires steel reinforcements the size of a human head. Their height is capped between eight and twelve feet. Their strength is slightly above that of a olog. Their bodies can take 7 direct strikes with blunt weapons to breach and destroy the core, with sigils being able to take 5 heavy strikes with bladed weapons or four from blunted weapons. Their speed is slightly slower than a pale lord, retaining three blocks of movement. They are only capable of having a single auxiliary sigil.

    Soulbinded: A dark and cruel ritual that can be performed by three golemancers over the course of six emotes on a restrained target. The process traps the person's soul within a golem core, imprisoning them. This causes immense psychological trauma and forces them to the will of those who imprisoned them. This can be done with either a mundus core or a brutus core, requiring 6 sigils of binding to be written upon the core. If the core is brutus then they can have three auxiliary sigils total and if it is a mundus core than it can have a total of five.

    Titanicus Core: These are golems can only be played by ET and are reserved for events. The cores often the size of thrones, made from slayersteel encasing four pure thanhic crystals. These golems are loyal to the community which helped create them and remain in eternal slumber until they are needed. With simple minds they are only able to comprehend simple commands and any complicated command will be ignored. Their height is between 12 and 25 meters. Their strength is incredible though left to ET discretion. Due to their size and thickness they are incredibly durable though their external sigils are still vulnerable. They are incredibly slow, akin to walking siege weapons but are more like walls.
     

    Sigils-

    Core Sigils: 

    Sigil of Memory- This sigil acts akin to a brain, allowing the golem to store information and form thoughts. It also allows the golem to form its own personality and philosophies, making each one unique.

    Sigil of Touch- Allows golems to feel faint sensations through their extremities, such as pressure and texture, though they are unable to feel things like cold or heat and other sensitive sensations.

    Sigil of Hearing- This sigil allows the golem to hear like a normal descendant, though their hearing will never be better than that of a descendant.

    Sigil of Sight- This sigil allows golems to see through sigils upon their head akin to eyes. Their sight quality would be as if they bore two golem eyes.

    Sigil of Activation- The final sigil to be drawn upon a core. When charged with their creator's mana, the sigil would quickly disappear, dispersing its stored magic throughout the golem’s core and body activating all core sigils and auxiliary sigils.
     

    Auxiliary Sigils: 

    Illumination Sigil- This sigil is scrawled upon the hand and within one emote of activation can produce a ray of light akin to a oil lantern, lasting until it’s turned off or broken. This bears no combative effect though once during combat the sigil can be charged for three emotes to release a blinding light on the third. The light is in the form of a three meter cone from the sigil, blinding those who did not hide their eyes for one full emote. After one combative use the sigil would go inert for rest of combat


    Compass Sigil- A sigil carved onto a stone tablet which is usually fixed to the forearm. A passive and constantly active effect the gives a subtle pull north, allowing the bearer to know which direction they are facing at all times. This cannot be used to metagame and does not act akin to a GPS.

    Disruption Sigil- This sigil is either drawn upon a golem arm’s hand which does not have to be a prosthetic once or upon a golden hammer which can only be used by those who bear a golemancy FA. The sigil requires one emote of charging and a second emote to strike the golem, and upon a successful hit would stun the golem for three continuous emotes. After three emotes the golem would wake and function as normal. This can only be used on a golem once per combative encounter

    Dowsing Sigil- This sigil drawn upon the forearm activates when the bearer goes below the surface of the earth, subtly tugging them towards where they entered so they can always find where they came from. Though if their entrance becomes blocked, it won’t pull them towards a different exit unless E.T. allow for such.

    Laborer’s Sigil- This sigil is placed at the base of each of the golem’s limbs. The sigils can be activated over three emotes with obvious tells of activation, the golem can triple their strength and carrying capacity. This sigil cannot be used in combat and should combat start while the sigil is active, the sigil would deactivate, requiring too much focus to maintain in combat.

    Tremorsense Sigil- This sigil is drawn upon the back of a golem’s head and allows them to perceive their surroundings in a ten meter radius through tremors. Each hulking step the golem takes would act similarly to echolocation but with tremors. This ability is always passively on and easy to trick if the golem isn’t smart.

    Stonevoice Sigil- This is a sigil drawn upon a golem’s collarbone, or the location of their collarbone if they had one. It would allow the golem to communicate to other golems and other golems alone with an odd sort of language that can’t be understood by anything else, not even golemancers. 

    Sigil of Recollection- This is a unique type of sigil not drawn upon a golem but instead drawn upon aurum no larger than a palm. The sigil is then pressed against a golem’s sigil of memory and effectively downloads any memories the golem. After the sigil has recorded the golem’s memories it may only be used once the golem is destroyed. When pressed against a new core’s memory sigil and uploads the memories it had stored. After use the sigil of recollection would break down, meaning it is a one time use item. Only one sigil of recollection can exist for a golem at a time, and a new one can be made if the old one is destroyed. This requires OOC consent from the person who plays the golem.
     

    Golem Anvil-
    Golem anvils are made by inscribed the the striking surface of a stone anvil with a golem heart sigil, which allowed the golemancers mana and anima to be cycled between them and the sigil through the core, rapidly cooling the core

    The two ways of making golem bodies-
    Sculpting: The first way of making a golem’s body is sculpting it from stone. A tedious and long way of crafting a golem body but it allows the golemancer to create the body in their image. They leave a hole large enough in the golem’s chest for the core and once the sigils used for movement are drawn on the golem’s limbs, they set the core inside the golem’s chest and seal it with rubble and adhesive. 
    Rubble: An alternative method of allowing the golem to create their own form. This is done by the golemancer placing the golem core in a pile of loose stone. With a surge of mana the stones would begin to come together to form a crude but more natural host for the core.

    Golem Mentality-
     Golems are built to last so too are their minds. Golems know they are made to withstand time and their minds are built to prepare what comes with that longevity. They do not feel emotions like descendants do but that doesn’t mean they are unfeeling. While they don’t feel mortal emotions like anger or sadness they will still react negatively to change, being creatures who value stability. They place values on things such as efficiency and traditions, slow to change in their ways. 
    Golem’s hold a concept called impera though it is much different compared to ancient golems. Golems will seek purpose in a descendant of their choosing, latching onto a mortal for companionship much like a parent and a child, serving their impera and completing tasks in return for their impera’s friendship. Though should they wish to change their impera they are free to do so, holding free will of their own.
    While golems are normally passive creatures and don’t feel anger like a descendant might, that does not mean they are incapable of pure rage. Their bright and warm sigils will turn a sage of crimson to signify this rage, which often comes from their core getting damaged but not always. This state will always last until the end of the encounter it was triggered but may last even longer. After a golem has come out of their rage they would enter a form of sulking, until either their core is fixed or naturally over time. 
     

     

     

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Naele stood before a large anvil made of hewn stone marble. The hag picked up her tools, a hammer in one hand and a chisel in the other. Her eyes fluttered as they began to glow with azure hued light. She poured her inner mana through her tools, the tip of the chisel and the head of the hammer shining with the color of her mana
     

    She placed the edge of the chisel against the smooth stone striking surface of the anvil and used her hammer to tap against the bottom of the handle, chipping at the stone. 

    Slowly and meticulously she began the carving of the golem heart sigil, each tap she gave to her chisel with the hammer taken with great care and precision. She paused for a moment, brushing away dust and debris with her arm.
     

    She continued to work very carefully, doing her best to perfectly inscribe the anvil with her chisel. The sigil she was plastered onto the quartz surface glowed with her azure shaded mana.
     

    A few final taps were given with her hammer against the end of her chisels handle. Finally the sigil was complete, glowing faintly with her mana and anima. She set down her tools and took a step back, a small smile upon her face as she studied her work.
     

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

     

    “Watch carefully dear.” Naele said as she set down a six sided cube wrought of aurum on the golem anvil. She then picked up her chisel and hammer before stirring her inner mana throughout her body and arms, pouring it through her tools. Both the hag’s eyes and tools began to glow with a soft azure light. “You must first begin to pour your mana through her body, allowing it to flow through your tools just like I had you do before.”
     

    “The first core I will be showing you how to make is the mundas core which will act like a heart for your golem. The first step to making an activated core is carving the core sigils into the sides.” With her chisel and hammer Naele began to etch the sigil of memory into the aurum surface. “This sigil is known as the sigil of memory. It gives your golem both a short term and long term memory and helps the golem form its own personality, making it unique.”
     

    Naele began to chisel another sigil into a different surface of the aurum cube, this time the sigil of touch. “Now this sigil is called the sigil of touch. It gives your golem the ability to feel and sense sensations.”
     

    Naele turned the cube again, still pouring her mana through her tools. With great care she chiseled the sigil of hearing into the surface of gold. “Now this one is known as the sigil of hearing. As one might assume it allows your golem to hear as a descendant might.”
     

    On a fourth, untouched side, Naele began to carve the sigil of sight with great care onto the smooth aurum surface. “Now this core sigil is called the sigil of sight. It imbues what would be your golem’s eyes with the ability to see.”
     

    Naele flipped the golden cube to the last and final untouched side. “Watch carefully, if you blink you might miss it.” Naele countinued to pour her mana through her tools as she carved the final sigil, the sigil of activation. As soon as the sigil was finished it began to fade from the surface of the cube. “That sigil was called the sigil of activation. You know you did it right if the sigil begins to fade once you complete. It activates your core, bringing it to life.”
     

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I’d reprimand the behavior and make sure it doesn’t come from a place of misunderstanding, and if it does I would clear up any such misunderstanding. I would also let them know if it continues I will have to drop them and let ST know, and should it continue I would do just that

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Y

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             N

  6. i agree with the 2k-5k minas mark, seeing how your art is really high quality and well done. i'd say price it by the type of art you're offering, like if it's bust then 2k, half body 3.5k, full body 5k, etc
    then people of different wealth will be able to commission you depending on what they're looking for and you get to rake in minas without having to target just the top 5 wealthiest

  7. gonna be honest

    femur’s one of my favorite RPers on this server. he’s time and time again proven competence and brought tons of amazing RP & activity to lotc. good/consistently active darkspawn leaders are rare

     

    but because of those reasons i’m hesitant on +1ing. i think we need more people like that in the community rather than ET

  8. MC Name:

             iDiogen

     

    Character's Name:

             Icarus Leonida Sol'Acal

     

    Character's Age:

             Over 16

     

    Character's Race:

             Elf

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/220394-translocation-ma-itz_diogen/?tab=comments#comment-1952658

     

    What magic(s) will you be teaching?

             Translocation

     

    Describe this magic or a creature as a whole:

             

    Translocation is a one slot voidal magic and requires a total of sixteen weeks to progress from tier 1 to tier 5. Translocation can be used to teleport oneself or even others with the use of mana anchors. This subsection of the magic is called shifting. It is also capable of being used to store, summon, and move objects. This subsection is known as Expatriation


     


     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Shifting:
    Minor Teleportation- This is a three emote spell that involves the mage connecting then placing a visible anchor where they wish to teleport and finally exploding in a flurry of magical energy where the anchor was placed. The spell can be extended an additional emote to double the distance the anchor can be placed at for higher tiers, though at the cost of extra mana.
    Brisk Step- A quicker and simpler form of teleportation, often called blinking, that is done over two emotes. The first is the mage’s connection and the second is teleporting over a short distance where a trail of their mana will follow. The shorter time it takes to cast means it also requires more mana.
    Greater Teleportation- This is a simple spell for mastered mages that is just a flavored way of using your soulstone. It is entirely non combative, meaning it can’t be used during combat. The spell is performed over 4 emotes, the first being connection, then you open a rift, enter the rift, appear next to the soul pillar.
    Group Teleportation- A more powerful version of Minor Teleportation that allows the mage to teleport not only themselves but others. The spell requires four emotes, with additional emotes depending how many people are being teleported. The first emote, as always, is connecting. The second emote is the mage placing the visible anchor in the location they wish to teleport. The third emote is shrouding the person they wish to teleport in their aura, requiring an additional emote for every person being teleported. Then finally the last emote is teleportation. The mana cost of the spell increases with every person being teleported.
    Material Teleportation- Material Teleportation is just like Minor Teleportation where you teleport a stationary object instead of yourself. It is a four emote spell where the first emote is connecting, the second is placing your visible anchor, the third is emoting a visible tell around the object that is going to be teleported such as your mana swirling around the object, and finally the teleportation of the object.
     

    Expatriation:
    Voidal Pocket- Void Pocket is the process of storing objects, deconstruction, in the void to be summoned at a later time, reconstruction. Magi are limited to the size of objects based on mastery, objects must be whole and cannot be a part of a larger object, all objects lose momentum when being stored, and the larger the object the more mana is required to deconstruct or reconstruct. It is a three emote spell requiring additional emotes depending on the size of the object. The first emote is connection. The second emote is placing your anchor around the object that is going to be deconstructed or where the object is going to be reconstructed, requiring additional emotes depending on the size of the object. The final emote is the object deconstructing into the voidal pocket or reconstructing into the material plane. Living things cannot be stored and if the mage does not have a understanding of what they stored it is lost to the void forever
    Summon Weapon- This is a spell used to flavor sheathing and unsheathing of weapons. It cannot be used on complex weapons such as crossbows or armor, shields, or ammunition. The spell is done over the course of a single emote where the mage connects and then summons their weapon in a swirl of their aura.
    Half Expatriation- A more difficult spell involving creating two anchos that acts like rifts, allowing objects to pass through one rift to the other. The anchors can only be made within four blocks of the mage, living matter cannot pass through rifts, spells cannot pass through rifts and simply move through them like they don’t exist, combative potions will explode upon attempting to pass it through a rift. The spell is performed over four emotes, the first being connection, the second is forming the first anchor, the third is forming the second anchor, and finally the last is the object passing through the rift.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

    Performing Brisk Step:

    Icarus quickly formed his connection as his enemy approached. His tattoos began to glow a crimson hue as his eyes began to radiate with the same color.

    As his enemy swung their sword at him, Icarus exploded in crimson light. He vanished and blinked in a straight line behind him, moving twelve meters as a trail of his crimson aura followed. Icarus rematerialized at the end of his trail as it began to fade, staring back at his opponent with distance now between them.

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

    Teaching Void Pocket:

    “Alright, for today’s lesson I’ll be covering the spell Void Pocket.” Icarus spoke as he stepped towards his student. “It is the process of deconstructing objects and storing them into the void to reconstruct at a later date. The first step, as to any spell, is forming your connection. Go ahead.”

    Icarus watched closely as his student began to connect to the void. Icarus himself began to form his own connection, his tattoos began to give off a soft crimson glow and his eyes radiated red. “I know you’re quite familiar with apples, I see you eating them all the damn time.” Icarus slipped two apples out from either pocket and held one out to his student to take. “If you are not familiar with the object you place in your void pocket, you could lose it to the chaos that is the void.”
     

    As soon as his student took the apple Icarus continued his demonstration and explanation. “After you form your connection you need to establish your anchor and will your mana to shroud the object you are trying to store.” Icarus looked down at the apple within his grasp as crimson smoke began to ooze from his tattoos and swirl around the apple.

    Icarus glanced towards his student as they followed along, making sure they were listening and performing the spell properly. “Good work so far. The final step is to store it in the void.” Icarus focused his attention on the apple as his crimson aura shrouded the object. Suddenly the object exploded in crimson smoke, vanishing from his hand. Icarus grinned and looked back towards his student, waiting for them to do the same.

    As Icarus watched his student store the apple they held he nodded his head, an approving look upon his face. “You did well today, you are still a fresh mage so that will be all we are doing. Translocation is the most taxing magic when it comes to mana usage, so use it well and don’t waste your mana in combat. It may just be the end of you. At your current stage you wouldn’t be able to store much more than an apple but as you begin to master translocation objects of a larger size should come with more ease.

    -

     

    This is when I would send them the redlines and tier list for the spell and make sure they understood everything.

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    beat them

     

    Spoiler

    If someone reported to me that my student was powergaming or I caught them myself then I would explain to them why that breaks lore and is considered powergaming, making sure they understood and giving them the benefit of the doubt that it was a simple misunderstanding. If it happens once more I would give them a final warning, telling them if it happens again I will be forced to drop them and report them, once again explaining why that is considered powergaming. If it is clear they are simply a powergamer I would then drop them and report them to story management to deal with.

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             N

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Y

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             N

  9. MC Name:

             iDiogen

     

    Character's Name:

             Icarus Leonida Sol'Acal

     

    Character's Age:

             over 16

     

    What feat(s) will you be learning?

             Veil Watcher

     

    Teacher's MC Name:

             exogens z3m0s kuebiko_

     

    Teacher's RP Name:

             sir emir kalgrimmor iolas

     

    Do you agree to keep Story updated on the status of your feat app?:

             y

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             n

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             y

     

  10. MC Name:

             iDiogen

     

    Character's Name:

             Icarus Leonida Sol'Acal

     

    Character's Age:

             over 16

     

    What feat(s) will you be learning?

             Herald

     

    Teacher's MC Name:

             exogens

     

    Teacher's RP Name:

             Sir Emir

     

    Do you agree to keep Story updated on the status of your feat app?:

             y

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             n

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             y

     

×
×
  • Create New...