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ThatFunkyBunch

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Posts posted by ThatFunkyBunch

  1. In the depths of Goth'Stroh, a woman stands upon the rocky shores of a deep lake. Red eyes cast out into the subterranean darkness. 

     

    "I truly know not if you ever cared for me, my dear Acria. Perhaps I shall never know. 

     

    But I do know. You walk the same path I did, after Renelia. .

     

    Mother Moon guide your steps. " 

     

    "May we meet soon "

  2. I was told two things in the first A.A meeting I ever went to. 

    "Son, you're going to want to get a suit." 

    "You'll either be going to a lot of funerals."

    "Or you'll want to look good when we bury you." 

    I am, deeply sorry that you lost someone so close to this horrid disease. It's awful. If you ever want to chat, simple send me a DM. I understand this exact scenario all too well. I wish you the best, to try and keep your head above water. To take it, one day at a time. 

  3. A mass of chitin chitters out in the depths of a lap. Slapping two sets of googles over its eyes. It begins to prepare alchemical regents. To don the words of those it stayed with. 

    "Nub castin for latz."

  4. MC Name:

             FunkyMaehr

     

    Character's Name:

             Oecanthus

     

    Character's Age:

             Bug

     

    Character's Race:

             Homunculus

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/229429-alchemy-fa-funkytyper/?tab=comments#comment-2000034

     

    What magic(s) will you be teaching?

             Alchemy

     

    Describe this magic or a creature as a whole:

             

    Alchemy is the material world practice of drawing signs of said material world from herbs and making tonics and the sort via the required equipment.  To avoid just copy pasting lore into his section alchemy has five signs. Fire Earth Water Air and Aether. Fire is related to rage, Earth, more stable fortitude , water being life. Air being speed and Aether is tied to mana. These effects are used for various potions. Explosive or flame based tonics always use Fire. 

    The symbols are further made to better define the material world. Life, death, clarity. All can be connected to Signs but not all Symbols are tied to signs, yet all signs are tied to Symbols. 

     

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

             

    Alot of different alchemy packs. Like Lector packs which is arguably the most useful pact for combative uses. Stuff like Infernal I've never used. Adunic alchemy has that ST signed red bull and adaptive camo. Medical pact has neat stuff like waters of life. Due to the complexity of these potions many are required to be learned via roleplay

     

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

             

    Extracting symbols from Jailers moss for further use. Specifically the Instability {x3}  Air Lite method of drying. 

     

    The alchemist adorns simple leather gloves, and a set of tongs. After opening up the jar, she pulls forth a bundle of yellow moss that clings to the tongs. Jailers moss is set on a tray. Soon thrusted into the open furnace to dry it quickly for easier handling. Once dry, the alchemist quickly draws it back and sets the tray down. Gloves are removed and then a small blade is made. Shredding the herb into thin pieces, it is moved to a mortar and ground to a fine dust before ran through a sifter. 

     

     

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

             

     

    "We shall start simple. Step one, you need to cover the basis of how to handle herbs. Those found in dyer climates tend to be of 'fire'. You shall dry or 'cook' these herbs first before they can be on any use. Or those found near shores tend to be of 'water'. Soak them, let them dissolve into a mush. You need to make sure you have all your tools nearby."

    "We'll cover Flash powder. Here I have Night Glow, and Savffi. So, for this night glow, generally, just crush it after you separate the flower head from the stock. Get a different mortar and crush the Sav. Then, we distill the Savfii. When you have done this, grab the vial you've secured to the distiller and add the powdered regent that is the night glow. Put the cork on, use wax to seal, and aggressively shake the bottle to produce the effects. You may natural dyes to change the color of the 'burst' of light produced from flash powder. If you desire to be....quirky"

     

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

             

    My Homounculus shall devour the bone from marrows. Honestly just making sure they know not to do it. Get in a VC if it continues. Then report to ST

     

    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?:

             Yes

     

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

             No

  5. A towering mass of chitin chitters softly. Grasping the paper between odd digits. 

     

    "Oh, the tangled webs we weave. Painting for my many eyes a placid sterile truth of those that form this Coalition. I am interested to see how this plays out. Will the High Magi be happy of public scorn? 

     

    Or will they retaliate back."

  6. Old: Redlines

     

    Crafts of Chitin bear the strength and quality of Ferrum or Black Ferrum. For all mechanical purposes it is simply aesthetic Ferrum. This includes weight, and though instead of degrading with time to rust, chitin rots in place of the natural process of rust. 

     

    Weapons of Chitin are able to be lit on fire twice before the Chitin fully burns away. Chitin does not warp with heat, it simply melts. Weapons of Chitin bear the same weight, durability, and effectiveness as Ferrum or Black Ferrum

     

    Crafts of Chitin is not RARE knowledge, this means it does not require an FA or anything of the sort to create Crafts of Chitin. Characters are able to stumble their way through creation or learn from other characters in the same sense standard metallurgy is. 

     

    Crafts of Chitin are aesthetic in nature purely. These do not require an ST sign to roleplay Crafts of Chitin. 

     

    ST signed chitin, will follow all oversight rules as is standard with approval of an ST. 

     

    New additional redline: 

     

    Crafts of Chitin Armor can not be treated with Bowie Alchemy for its mimicry effects. 

  7. An Azulyte, stares at their arm. Back to the moon lit lands after awakening. A deep, primal fear of templar settling in her mind. As she departs. Alive, but frayed. The fledglings mind ever scarred from this battle. She would not remain the same. The thought of being truly, INVINCIBLE, shattered with good cause. 

    "Never underestimate a Templar."

  8. Only feed back I really have. 

     

    -This would permanently drop Rh’thoraen Necromancy for Reynard Pharamir Delmar, forever holding an inability to access such on the character. 

     

    -While such an act would restore 2 slots, it would permanently pact 2 additional slots to the Faceless God(Making the character have 3 total slots dedicated to the entity). 

     

    -While he is forced to have 3 slots filled, this does not grant the benefits of a second sanction, only the detriments of such. However, should he undergo a second sanction, he may do so without the cost of an additional slot.  

     

    -This grants the same detriments and cost as the Rite of Sanctioning, however grants none of the benefits of another Sanctioning 

     

    I might be wrong about how Seer Slots so forgive me. 

     

    This doesn't really feel to me, like it is actually a negative trade off. As The Delmer currently has 5 slots taken, with Necromancer and Seer. This refunds the 4, and locks him at Three. However if The Delmer gets a second alot in Seer, it doesn't actually negatively effect him unless he does the third slot for teaching. As The Delmer can take the second alot without actually having any additional cost. It just says that he has 3 slots dedicated to Seer. And getting the Rite of Sanctioning doesn't cost him an additional alot. Imo I think it should cost him an additional slot. He can dedicate it to Seer regardless. Making it so if The Delmar wanted to teach Seer, it would be 5 slots

  9. Side note. Actual Lore Feedback

     

    Nearly everything in LoTC is stolen from another platform and medium. It's simply the nature of the server. 

     

    It mentions natural predators and beyond them being in the cold it doesn't suggest a natural defense beyond forming Megazord. Which against most tundra creatures we possess wouldn't do much. As a troll can simply grab a branch and knock them apart. 

     

    If I do may, suggest, speaking more on their horns and perhaps a more durable hide, and ways they they interlock to form a Fluft. As with horns and a durable hide they pose to perform blunt damage or at least means to impose fear on predators. And how they keep their own horns from harming each other in said fluft

     

    In addition perhaps add a timer it takes for a Fluf to shed its furr in warm temperatures, whilst they have the panting like a dog mechanism, it doesn't appear to have a timer for the shedding. In addition unless I am blind (I am blind) It doesn't speak about the diet of a Fluf beyond saying they don't gain dietary requirements from eating meat. 

     

    I could imagine that a Fluf that had to eat meat should. As in the Tundra there isn't a lot of vegetation to eat from. 

     

    All and All, look forward to Fluf Bucket Ball Games. 

     

     

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