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MeteorDragon

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Posts posted by MeteorDragon

  1. Personally, I think that Augmentation should be listed under T1 considering there is a T1 version of the spell. For the rituals, they shouldn't really need to be listed because you can LEARN the rituals at any tier, but you can't LEAD them until specific tiers. This amendment would make it look like they can't learn it until later on. Also, it would ruin the whole TA at T4 thing if you have to wait until T5 to learn some of the rituals

  2. 26 minutes ago, Traveller said:

    imo i dont think every spell should be unrecorded

     

    the rituals like hail/calamity for example should absolutely be recorded on your MA due to their impact or potential impact compared to something like ensorcel or quiet

    I don't mind changing it to be like that. I think Hail, Call Calamity, and Invent should be recorded since those all are the most important ones. Thoughts?

  3. Previous:

    Mechanics

    Spoiler

    Abilities are not recorded by staff so it is up to teachers and their students to keep track of what runes and rituals get taught; however, as per usual silit rites are recorded on MAs in comments. Such rituals must be listed including their name and who they were taught by (MC name).

    Redlines

    Spoiler

    -Given awakening and the use of blood magic including the activation of rituals require the individual to have genus-having blood, blood magic cannot be learned by people or creatures without it. Entities which cannot use blood magic include animals, golems, animii, atronachs, sorvians, liches, darkstalkers, ghosts, gravens, wights, eidola, striga, and vargs. Because of this above blood magic is compatible with kharajyr, frost witches (bar frost mothers who do not have biological hearts or blood), siliti, tree lords, anthroparions, zar’akal and inferi who have magic slots, and Voidal horrors. As well, blood magic is compatible with all magics and feats 
    -A blood mage must PK via dying of old age if they reach their 2 IRL year time cap. This can only be escaped by dropping blood magic (Invoke Ignorance) or by becoming ageless / immortal.

    -Runes do not have powers on their own, they are merely shapes that evoke meaning for combination in rituals; writing a fire rune on a tree won’t ignite it.
    -All rituals and spells must be learned through roleplay and must be recorded on apps by having ST comment on them denoting the name of the ability and who taught it (MC name).
    -Genus is held in the blood of greater soul-having creatures meaning sentient life (most of which can learn or cast magic but not necessarily) and not animals. Fresh blood is defined as blood spilled within one narrative day or 3 OOC hours. Blood cannot be stored in order to remain fresh.
    -Players cannot deceive or misinform ST on the functions of the magic as to aid themself in a ritual, including giving an ST an incorrect modifier on a ritual’s roll.

    -All Spells need to be learned to obtain a TA in blood magic. This includes the two slot spells which can be learned. However, in order to lead them you must dedicate a second slot. 

    -Spells cannot be self-taught unless outlined in their respective spell description.

     

    New:

     Mechanics

    Spoiler

    Abilities are not recorded by staff so it is up to teachers and their students to keep track of what runes and rituals get taught; however, as per usual silit rites are recorded on MAs in comments. The complex rituals Hail, Call Calamity, and Invent are also required to be marked. Such rituals must be listed including their name and who they were taught by (MC name).

    Redlines

    Spoiler

    -Given awakening and the use of blood magic including the activation of rituals require the individual to have genus-having blood, blood magic cannot be learned by people or creatures without it. Entities which cannot use blood magic include animals, golems, animii, atronachs, sorvians, liches, darkstalkers, ghosts, gravens, wights, eidola, striga, and vargs. Because of this above blood magic is compatible with kharajyr, frost witches (bar frost mothers who do not have biological hearts or blood), siliti, tree lords, anthroparions, zar’akal and inferi who have magic slots, and Voidal horrors. As well, blood magic is compatible with all magics and feats 
    -A blood mage must PK via dying of old age if they reach their 2 IRL year time cap. This can only be escaped by dropping blood magic (Invoke Ignorance) or by becoming ageless / immortal.

    -Runes do not have powers on their own, they are merely shapes that evoke meaning for combination in rituals; writing a fire rune on a tree won’t ignite it.
    -All rituals and spells must be learned through roleplay but do not need to be recorded on one's MA. It is up to the teacher and student to record what is taught. The only exception are Siliti Rites, Hail, Call Calamity, and Invent which must be recorded on MAs, such including the MC Name of the person who taught the ritual.
    -Genus is held in the blood of greater soul-having creatures meaning sentient life (most of which can learn or cast magic but not necessarily) and not animals. Fresh blood is defined as blood spilled within one narrative day or 3 OOC hours. Blood cannot be stored in order to remain fresh.
    -Players cannot deceive or misinform ST on the functions of the magic as to aid themself in a ritual, including giving an ST an incorrect modifier on a ritual’s roll.

    -All Spells need to be learned to obtain a TA in blood magic. This includes the two slot spells which can be learned. However, in order to lead them you must dedicate a second slot. 

    -Spells cannot be self-taught unless outlined in their respective spell description.

     

    Purpose:

    Fixing a lore inconsistence! Other magics (and especially dark magics) don't require general spells and rituals to be marked on someone's MA. It's a hassle that just makes more work for ST and Players. Understandable, Siliti rituals should be marked because of the special nature of them as well as if someone has taken the Second Slot. The mechanics even say this exact same thing, so I wish for the inconsistence to be fixed and for the annoying process of marking abilities and rituals to not be required.

  4. A behemoth of stone remained sitting upon his Throne, arms resting against his knees. He breathed out, a blue-green smog flowed out of him as he stared at the other side of his cavern. A new soul had joined the realm of the dead.

     

    "We can sense you, Sarrion. You brought anger to us when we lived... but it seems you now join us in death."

    Zarith, Lord of Wrath, moved up to his feet, wading into the waters that rested near him. Yet, in this moment, it was Xavis' memories the dozens of souls shared. They were faded and mostly forgotten, though he remembered that old mage. It was a face he would likely never forget.

    ----------------------------------------

     

    On the other side of the world, sitting before an obelisk, a different mage recalled that elderly fellow. Sulieronn Ashwood grew no smile and no frown as he heard of the death of Sarrion. With a disappointed shake of the magi's head, he muttered to himself, "And so the world loses another Archmage. What will we do now."

  5. The Snake sat within the jungle, an old tome resting in his hands. Passively, he flipped through the pages, a faint grin residing upon his face as he spoke to himself. "We don't take misuse lightly! Let the venom sink in, my friend, and rest in death. You shall learn from your actions." The fellow snickered to himself, then continuing to read through his book.

  6. "So, you come to us and don't listen to a word we say? We prove we're not with the Harrowers and even show our hands to show that we hold no marks. You didn't even mention Vampires when you came and we have seen no such Pale Knight in our city walls. Now you spread lies about a city that hasn't even done anything to you? Sorry that Sakuragakure is mad that we left, but your lies are ridiculous." Sulieronn commented, rolling his eyes. "Warmongers, the lot of them. Perhaps they could enlighten us on who these vampires or Raider worshipers are!"

  7. A majority of my interactions with Bandits on the roads throughout the years has just been a bunch of people running up with weapons already drawn in their first emote and they stop 1 block away from you and, if there are multiple, they surround you. When I see something like this start, it does instantly put a bad taste in my mouth because it feels like they aren't actually there to rp. This bad taste does usually make me want to just want to get out of the situation, making my rp usually worse as a result as I don't wish to entertain it.

    This is a problem. It's an issue when people are just wanting to kill people for their loot and not generate a fun story for all parties involved, like what Hairy_Sonic mentioned. The moment a bad taste is put into a party's mouth, the rp will become worse and Bad Faith RP is likely to be more prevalent.

    In my opinion, two main things are true. For one, the Bandits are almost always the ones initiating the RP, so it is up to them to make a good first impression to not set that initial "bad taste". Secondly, it is then up to the ones being bandited to play into it once that good faith rp has been initiated. This can be done in multiple ways, like trying to talk to the bandits, or maybe even trying to "play the hero" in some way. No matter what, there should be an understanding that the good faith rp is meant to be, well, good faith and generate a story for all the involved characters. This should not stop after the first round of emotes, of course, and the bandits should play into the ones they're banditing as well, such as verbally responding to them. There have been a few instances where the bandits never even speak to the people they're banditing.

    Personally, I do think it's difficult for banditing rp to get a good leg up because so many people have given it a bad name by being extremely bad faith, using it just to get items and murder hobo. Another issue I see is that pixel gooning. While it is the point of banditing to grab people's items or mina, it should still be a fun story with it. For example, steal someone's wedding ring or their heirloom sword! Maybe give them a hint where to find you so they can try and steal it back. Wanting to PVP and then pop someone will almost always leave a negative impact on people, so try to avoid killing and if you do have to kill someone, let them SS, but maybe take an item or two. If you do end up killing someone, at least make the RP fun for them as well, this goes for both sides. Give and take is extremely important and losing can still be fun if you get a good OOC story out of it that you can tell your friends. For example, "Oh yeah, I got killed by some bandits, but I managed to chop one of their hands off in the process."

    Overall what I'd like to see is people rping for the story aspect and for the fun of it, on the sides of both parties. Start your banditing with respect and you'll receive respect back. One decent encounter comes to mind where my character was stopped in the forest, searched, and then let go because nothing interested the bandit. This wasn't a bad interaction, and if this was more common, then banditing wouldn't be hated as much. We're all on lotc for the story, so make it a good story. Sorry not sorry for the rambling

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