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Latelle

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Posts posted by Latelle

  1. MC Name: Veevs

    Character's Name: Camilla Elibar'acal

    Character's Age: 100

     

    Character's Race:

             High Elf

     

    What magic(s) will you be learning?

             Unsound Magic

     

    Teacher's MC Name:

             Tha_Mystery_Man

     

    Teacher's RP Name:

             Rolando Applefoot

     

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

             Nope

     

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

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

    {field_name_147}

             {field_value_147}

  2. MC Name: Madyssey

    Character's Name: Anne Sunbrook

    Character's Age: Mid-50s

     

    Character's Original Race (N/A if not applicable):

             Halfling

     

    Transformed form:

             Phantom

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Backstory & Overview

    Phantoms are effectively the souls of fallen peoples of the realms. These souls are brought back as ghostly phantoms, and these souls can resist death for any number of reasons, including:

    -An extremely traumatic and/or violent death

    -An extremely depressing or woesome death

    -An extremely high amount of willpower within the soul

     

    No matter the reason these souls are still present in the world of the living, they generally fall into four main categories--Revenants, Specters, Poltergeists, and Gravens. There are also Phantom Beasts & Apparitions, though these are event-exclusive.

    Revenants are souls who have recently died and/or have not learned of their deaths yet. These phantoms do not yet have full control over themselves in either physical or mental ways, and are often lost, confused, and full of mostly negative emotions.

    Specters are Revenants who have learned of their death, and accepted it with relative grace. They hold much more control over themselves emotionally, mentally, and physically, and are generally friendly or neutral--though this does not stop them from causing a bit of mischief every now and again. It’s a long time, living forever. Gotta do something with said time!

    Poltergeists are cousins of Specters--they too have learned of their deaths, and have a far better grasp on their spooky abilities, though they are usually trainwrecks, emotionally speaking. Poltergeists are almost always evil and rarely neutral, and are the stuff of legends and scary stories told around campfires.

    Gravens are alike to a Specter, though with certain key differences. They are well-aware of their deaths, though they have one job, goal, or other thing to work towards that prevents them from moving onto their afterlife. They are effectively a frozen image of their living selves, physically speaking, and are far more grounded in the physical world than any other phantom.

    Once a Revenant changes to any other type of phantom, a comment must be made on the Revenant’s CA.

     

    Ectoplasm

    Ectoplasm is strange stuff--the stuff phantoms are made from, in fact! It is a metaphysical substance that can manifest in a variety of ways--such as a gas, an intangible flame, a liquid, goo, or a million other potential forms. It’s influenced by the phantom that it makes up, and the phantom can typically move, alter, or otherwise utilize ectoplasm via sheer force of will.

    Due to ectoplasm effectively being extraterrestrial, it will not affect everyday, mundane objects without the wielder’s will to do so. Ectoplasm just passes through most materials as if it wasn’t even there, and sometimes is invisible. Since ectoplasm does not allow for true biology as in Descendants, a perk of being a phantom is that these ghosts need nothing physical, such as sleep, food, water, blood, or a brain. So long as an injury to a phantom is non-fatal, in the long run, it’s not a big deal to them. Depending on the subtype of phantom and said phantom’s tolerance for pain, the way a ghost experiences pain differs from person to person.

     

    Mental State

    The ordeal of dying, and the nature of a ghost’s existence, is heavy on the mind, and as such, phantoms always are forced to deal with some sort of mental illness. At their very core, a phantom will always be depressed and asocial, as their very being is completely foreign to the world they come from.

    These illnesses are different from phantom to phantom. Some phantoms may be more prone to certain traits than others, and some only suffer from the default depression and asociality plus one other trait, such as anxiety in some form, mood disorders, schizophrenia, sociopathy, OCD, addiction, or PTSD. How severely a phantom suffers from depression or social anxiety varies from person to person.

     

    Weaknesses

    Phantoms suffer from three main weaknesses: sunlight, aurum, and Voidal magic.

    Sunlight is the first of these three--direct sunlight is an uncomfortable heat to most phantoms, almost as if it were simple sunlight, amplified. However, the longer a phantom stays in the sun, the warmer they feel, to the point where they feel as if they have been set ablaze. It takes about ten minutes for the uncomfortable heat to ramp up to this point.

    Aurum is a material capable of repelling phantoms--this is due to the fact that aurum is a conductor of ethereal energies such as lifeforce--a core component in ectoplasm. Aurum weapons can cleave, bludgeon, or otherwise assault ghosts as if the ghost in question were physically tangible. Aurum powder or shavings are used to form barriers that ghosts are completely unable to cross by any means.

    Finally, Voidal magicks and energies are capable of interaction with phantoms as if the Voidal attacks themselves were made of aurum. For example, if a conjurationist were to summon a conjured beast to attack a phantom, or a layman were to use an enchanted blade against a phantom, the beast would be capable of tearing through the phantom’s flesh and bone, and the blade capable of cleaving through the phantom like an aurum blade.

    Holy magic such as that used by the Paladins of Xan can also heavily injure/demanifest a ghost.

    If a Phantom “dies” to voidal or aurum-based attacks, they undergo demanifestation. A demanifested ghost effectively vanishes for one OOC day. After three demanifestations, an OOC week-long break from the character is required. Lastly, if a ghost demanifests via suicide, Kor’s Blessing (via a Shaman), Purging (via a Paladin), or Banishment (via a Mystic), the ghost in question will be PK’d, if said ghost gives their OOC consent.

     

    Changing Subtypes

    In very rare, isolated instances, a Specter or Poltergeist may switch polarities, becoming whichever incorporeal subtype they are not. A Specter becomes a Poltergeist and vice-versa. For this to happen, a heavily emotionally impacting event must occur, such that the phantom’s emotional direction takes a complete 180. This will be noted as a comment on their CA. This shift may only occur twice, and Graven cannot be transformed in this fashion--their nature as a corporeal being will not allow this.

     

    Revenants

    Revenants, also known as grey spirits, are phantoms who have just recently been roused from death. They are quite unfamiliar with the nature of their existence, and believe they are alive, causing their general confusion and the beginnings of the mental maladies that will likely plague them for the rest of their existence.

    Physically speaking, Revenants lack fine control over their physicality, unlike other ghosts. They are greyscale in appearance and not incredibly stable, transparency oft changing without intention, and their appearance becoming fuzzier in visual definition randomly. They’re recognizable as their living selves, though not as readily as a Specter would be recognizable.

    A Revenant is marked by the way they died. This noticeable trait is usually not gruesome, but it is still lingering and noticeable. For example, since my character died from a chisel to the head, she might have a lingering wound hidden beneath her hair as a result of the chisel striking her.

    Their voices are quite strange--shallow, distant, neutral, lacking inflection, and sometimes sounding as if they are much further away.

    Revenants struggle widely to interact with the material world, and mostly are forced to pose as observers, finding it difficult to actually make any sort of mark on the world around them.

     

    Grey spirits are unaware as to what they are--constantly stuck in a state of misery and confusion. A Revenant could be likened to a living Descendant that has just been roused from sleep--they are widely confused and not fully there, though unfortunately this confusion will not fade for at least a year ((week)).

    Most Revenants feel helpless, full of despair, and they generally avoid getting into trouble and usually want to be left alone. They view the living almost like the living view them--disconnected.

    Due to the burden of death upon the (yet unknowing) mind, Revenants suffer from mental disorders, though in a more extreme fashion than a Specter might be afflicted. Due to unclear personality thanks to the confusion, misery, and lacking mental presence of a Revenant, this mental malady becomes a large part of their “personality.”

    Revenants often try to repeat the same tasks they did whilst alive, and their oft-seen desire for clarity and knowledge typically leads them to become a Specter, Poltergeist, or Graven. Which state a Revenant will fall into is simply dictated by the spirit’s response to learning of their death.

     

    Due to their mind and ectoplasm being quite unstable, Revenants react very poorly to pain, especially that of voidal or aurum attacks. They take 2 OOC days to heal from non-fatal injuries (such as a loss of a limb or a major cleave), and will often have a mental breakdown or other similar overload-based response when presented with pain. They’re very unstable.

    Revenants only bear one passive ability and two active abilities, which are shared by all the incorporeal phantoms.

    Phantasmal. Ghosts are as physical as a flame, and they cannot interact with the material world, but are however bound to some laws of the world, meaning they can levitate! Mundane weapons and attacks pass right through, and they don’t age, eat, drink, breathe, or sleep. Ghosts may also be majorly or somewhat translucent, or even glow. They cannot move in ways that a Minecraft player can--no levitating through walls (except if the desired position is reachable mechanically), or doors (except if the phantom has access to them). A phantom can move through characters or levitate a foot off the ground (0.33 meters, roughly).

    Dematerialize. Through a two-emote process, a ghost can progressively vanish. So long as they are not otherwise disturbed via holy magic, aurum, or Voidal damage, a phantom may stay invisible as long as they like. They cannot dematerialize whilst in the line of sight of a mortal, and if a phantom were to sneak up on someone while in this state, the mortal would notice a chill surrounding them. Taking damage whilst dematerialized forces a ghost to become visible, and Specters or Poltergeists can’t become corporeal whilst faded. Mortals with Truesight or Vivification (such as higher tier Seers) can see a dematerialized Phantom.

    Weak Grasp. Revenants have a minor ability to interact with the material plane. With very poor fine motor skills and intense focus, a Revenant can touch or act upon something to little effect. They may slowly open a door, act on a very light object no heavier than three pounds, or extinguish candles, for example. Carrying an object for more than a few seconds causes it to simply fall through the poor phantom.

     

    Poltergeists & Specters

    [Due to Anne being a character aimed at becoming a Graven, I’ve skipped over Poltergeists & Specters. If need be I am happy to describe these phantoms, though I was told it was not necessary in the Lore Discord.]

     

    Graven

    Graven are phantoms that are brought into existence by pure obsession over one singular task or goal. Effectively forcing themselves to be corporeal beings via only their compulsion towards finishing their task, Graven ignore their existence as a spirit and care only for their task. This task can be pretty much anything. For Anne, her task is to protect her village, friends, and family until she can no longer do so. As such, some examples of things she might do in her day-to-day unlife are patrol her village, or try to hunt down her children, wherever they may be. If this hunt takes her to the edge of Arcas, so be it.

     

    As Graven are animated by passion and obsession, they are more corporeal than other phantoms. They are more grounded in reality than other phantoms, and seem rather normal compared to their cousins, except for their gelatinous or glass-like looks, transparent skin, and grey, green, or purple skin. Their strength is equal to that which they held in life, and cannot be changed. Their voices also match their voices in life.

     

    Graven are obsession personified. Whatever they were passionate about enough in life to cause them to become a Graven is an endless addiction. The only times a Graven may deviate from their task is in order to protect said task, or to be social--everyone needs a bit of interaction from time to time. Even spooks. If a Graven deviates from their task without one of these reasons, they become incredibly emotionally unstable and volatile.

     

    Graven feel pain almost as acutely as they did in life, and the weaknesses of phantoms apply even to their corporeal selves. Pain is less of a problem and takes more to inflict upon a Graven compared to a living person. It takes a Graven 3 days to regenerate non-fatal injuries.

     

    Graven have only one active ability, and two passive abilities.

    False Corporeality. Graven are corporeal. They cannot be fatigued or exhausted, but injury or loss of ectoplasm may slow them down. Mortal needs are unnecessary now. As previously stated, a Graven cannot lose or gain strength.

    Tempting Aura. Graven hold a passive aura of vice with a five block radius around them. Anyone in the vicinity feels a strong passion towards the Graven’s task, though the effect is far less severe compared to how the Graven feels. There are no other significant banes or boons and the aura only affects that Graven’s specific goal. No one is ever forced by the aura to assist in the Graven’s desire.

    Conjured Tool. At will, a Graven can conjure a tool (Requires 2 emotes for a combat item, 1 for non-combat). The tool is equivalent to steel in strength and may take any reasonable shape. Weapons cannot be longer than a meter, except for reach-weapons such as halberds or spears, which may be three meters. Edged/pointed weapons will be average in sharpness. Shields cannot be bigger than 1x2 meters, width and height. A Graven’s weapon can affect other phantoms. Conjured tools are intuitive to manipulate and wield, being an extension of a Graven’s body. Non-combat tools may be freely reshaped at will. The tool will crumble on contact with aurum as if the tool were a specter. Aurum damaging the Graven’s tool inflicts pain upon the Graven as well. A combat tool being destroyed will cause a Graven to lose about ¼ of their normal strength. Tools can’t be manipulated in unnatural or unrealistic fashions, the use methods being the same as a living user would be limited to. The tools have weight to the Graven, so for example, a halfling Graven couldn’t throw a dwarven warhammer. Only one tool at a time, no moving parts, and a tool being taken 5 meters from the Graven means it will vanish.

     

    Redlines

    Listed are the redlines I have not yet mentioned.

    -Revenants cannot be any color other than light grey.

    -Revenants cannot become other creatures, except in edge cases stated otherwise.

    -Revenants can’t learn, teach, or use feats or magicks e.g. voidal magic, alchemy.

    -Revenants do not remember their death whilst in the state of a Revenant. They remember anything leading up to their death as a dream.

    -Revenants last for at LEAST an OOC week before they can become a Graven, Specter, or Poltergeist. However, it can go on as long as a player wishes.

    -Revenants who have discovered their death before a week has passed since they have become Revenants will enter a transition between the state of a Revenant and whatever they may become. The flavor of the subtype they’ll become should be hinted at through progressive behavioral changes.

    -Graven can only be grey, purple, and green.

    -Graven can’t become other creatures.

    -Graven can’t learn, teach, or use feats/magicks.

    -Graven may have one task only.

    -Graven cannot break server rules.

    -Graven must pursue their ambition. Gravens that don’t pursue their ambition will lose their CAs.

     

    Note

    Since mentioning a Graven’s obsession is required on their app, I figured I’d note down Anne’s obsession, since she was created with becoming a Graven in mind. Her obsession is the protection of her friends, family, & the village she was the sheriff of in life.

     

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

             Yes, fire evo: https://www.lordofthecraft.net/forums/topic/187749-evocationmasunnydoneace/

     

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

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             Nope

  3. As a halfling player please no.

     

    Last summer(?) there was a little bug for a day where racial health values were somehow accidentally adjusted. Halflings had six hearts (12 hp). If you accidentally stepped in fire or dropped off a wall to take a shortcut, it basically sealed your death.

     

    People are varied. My dark elf is athletic and fit, but her older sister isn’t as in shape as her. Wouldn’t really make sense imo if they both ran at the same pace. Your argument of “I’d have to state that I’m faster via RP rather than just being faster” applies in reverse, too. If this system were implemented my friend would be typing that her dark elf is slower than other dark elves.

  4. Marie bobs her head up and down as she reads this, tapping her foot. ”Could do better with a couple’a syllables ‘n a few places,” she muses.

  5. MC Name: UwUPlant

    Character's Name: Marie LaDeux

    Character's Age: 50ish [at time of death] 75ish [present day]

     

    Character's Original Race (N/A if not applicable):

             Human

     

    Transformed form:

             Phantom [Revenant]

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Backstory & Overview

    Phantoms are effectively the souls of fallen peoples of the realms. These souls are brought back as ghostly phantoms, and these souls can resist death for any number of reasons, including:

    -An extremely traumatic and/or violent death

    -An extremely depressing or woesome death

    -An extremely high amount of willpower within the soul

     

    No matter the reason these souls are still present in the world of the living, they generally fall into four main categories--Revenants, Specters, Poltergeists, and Gravens. There are also Phantom Beasts & Apparitions, though these are event-exclusive.

    Revenants are souls who have recently died and/or have not learned of their deaths yet. These phantoms do not yet have full control over themselves in either physical or mental ways, and are often lost, confused, and full of mostly negative emotions.

    Specters are Revenants who have learned of their death, and accepted it with relative grace. They hold much more control over themselves emotionally, mentally, and physically, and are generally friendly or neutral--though this does not stop them from causing a bit of mischief every now and again. It’s a long time, living forever. Gotta do something with said time!

    Poltergeists are cousins of Specters--they too have learned of their deaths, and have a far better grasp on their spooky abilities, though they are usually trainwrecks, emotionally speaking. Poltergeists are almost always evil and rarely neutral, and are the stuff of legends and scary stories told around campfires.

    Gravens are alike to a Specter, though with certain key differences. They are well-aware of their deaths, though they have one job, goal, or other thing to work towards that prevents them from moving onto their afterlife. They are effectively a frozen image of their living selves, physically speaking, and are far more grounded in the physical world than any other phantom.

    Once a Revenant changes to any other type of phantom, a comment must be made on the Revenant’s CA.

     

    Ectoplasm

    Ectoplasm is strange stuff--the stuff phantoms are made from, in fact! It is a metaphysical substance that can manifest in a variety of ways--such as a gas, an intangible flame, a liquid, goo, or a million other potential forms. It’s influenced by the phantom that it makes up, and the phantom can typically move, alter, or otherwise utilize ectoplasm via sheer force of will.

    Due to ectoplasm effectively being extraterrestrial, it will not affect everyday, mundane objects without the wielder’s will to do so. Ectoplasm just passes through most materials as if it wasn’t even there, and sometimes is invisible. Since ectoplasm does not allow for true biology as in Descendants, a perk of being a phantom is that these ghosts need nothing physical, such as sleep, food, water, blood, or a brain. So long as an injury to a phantom is non-fatal, in the long run, it’s not a big deal to them. Depending on the subtype of phantom and said phantom’s tolerance for pain, the way a ghost experiences pain differs from person to person.

     

    Mental State

    The ordeal of dying, and the nature of a ghost’s existence, is heavy on the mind, and as such, phantoms always are forced to deal with some sort of mental illness. At their very core, a phantom will always be depressed and asocial, as their very being is completely foreign to the world they come from.

    These illnesses are different from phantom to phantom. Some phantoms may be more prone to certain traits than others, and some only suffer from the default depression and asociality plus one other trait, such as anxiety in some form, mood disorders, schizophrenia, sociopathy, OCD, addiction, or PTSD. How severely a phantom suffers from depression or social anxiety varies from person to person.

     

    Weaknesses

    Phantoms suffer from three main weaknesses: sunlight, aurum, and Voidal magic.

    Sunlight is the first of these three--direct sunlight is an uncomfortable heat to most phantoms, almost as if it were simple sunlight, amplified. However, the longer a phantom stays in the sun, the warmer they feel, to the point where they feel as if they have been set ablaze. It takes about ten minutes for the uncomfortable heat to ramp up to this point.

    Aurum is a material capable of repelling phantoms--this is due to the fact that aurum is a conductor of ethereal energies such as lifeforce--a core component in ectoplasm. Aurum weapons can cleave, bludgeon, or otherwise assault ghosts as if the ghost in question were physically tangible. Aurum powder or shavings are used to form barriers that ghosts are completely unable to cross by any means.

    Finally, Voidal magicks and energies are capable of interaction with phantoms as if the Voidal attacks themselves were made of aurum. For example, if a conjurationist were to summon a conjured beast to attack a phantom, or a layman were to use an enchanted blade against a phantom, the beast would be capable of tearing through the phantom’s flesh and bone, and the blade capable of cleaving through the phantom like an aurum blade.

    Holy magic such as that used by the Paladins of Xan can also heavily injure/demanifest a ghost.

    If a Phantom “dies” to voidal or aurum-based attacks, they undergo demanifestation. A demanifested ghost effectively vanishes for one OOC day. After three demanifestations, an OOC week-long break from the character is required. Lastly, if a ghost demanifests via suicide, Kor’s Blessing (via a Shaman), Purging (via a Paladin), or Banishment (via a Mystic), the ghost in question will be PK’d, if said ghost gives their OOC consent.

     

    Changing Subtypes

    In very rare, isolated instances, a Specter or Poltergeist may switch polarities, becoming whichever incorporeal subtype they are not. A Specter becomes a Poltergeist and vice-versa. For this to happen, a heavily emotionally impacting event must occur, such that the phantom’s emotional direction takes a complete 180. This will be noted as a comment on their CA. This shift may only occur twice, and Graven cannot be transformed in this fashion--their nature as a corporeal being will not allow this.

     

    Revenants

    Revenants, also known as grey spirits, are phantoms who have just recently been roused from death. They are quite unfamiliar with the nature of their existence, and believe they are alive, causing their general confusion and the beginnings of the mental maladies that will likely plague them for the rest of their existence.

    Physically speaking, Revenants lack fine control over their physicality, unlike other ghosts. They are greyscale in appearance and not incredibly stable, transparency oft changing without intention, and their appearance becoming fuzzier in visual definition randomly. They’re recognizable as their living selves, though not as readily as a Specter would be recognizable.

    A Revenant is marked by the way they died. This noticeable trait is usually not gruesome, but it is still lingering and noticeable. For example, since my character died from a chisel to the head, she might have a lingering wound hidden beneath her hair as a result of the chisel striking her.

    Their voices are quite strange--shallow, distant, neutral, lacking inflection, and sometimes sounding as if they are much further away.

    Revenants struggle widely to interact with the material world, and mostly are forced to pose as observers, finding it difficult to actually make any sort of mark on the world around them.

     

    Grey spirits are unaware as to what they are--constantly stuck in a state of misery and confusion. A Revenant could be likened to a living Descendant that has just been roused from sleep--they are widely confused and not fully there, though unfortunately this confusion will not fade for at least a year ((week)).

    Most Revenants feel helpless, full of despair, and they generally avoid getting into trouble and usually want to be left alone. They view the living almost like the living view them--disconnected.

    Due to the burden of death upon the (yet unknowing) mind, Revenants suffer from mental disorders, though in a more extreme fashion than a Specter might be afflicted. Due to unclear personality thanks to the confusion, misery, and lacking mental presence of a Revenant, this mental malady becomes a large part of their “personality.”

    Revenants often try to repeat the same tasks they did whilst alive, and their oft-seen desire for clarity and knowledge typically leads them to become a Specter, Poltergeist, or Graven. Which state a Revenant will fall into is simply dictated by the spirit’s response to learning of their death.

     

    Due to their mind and ectoplasm being quite unstable, Revenants react very poorly to pain, especially that of voidal or aurum attacks. They take 2 OOC days to heal from non-fatal injuries (such as a loss of a limb or a major cleave), and will often have a mental breakdown or other similar overload-based response when presented with pain. They’re very unstable.

    Revenants only bear one passive ability and two active abilities, which are shared by all the incorporeal phantoms.

    Phantasmal. Ghosts are as physical as a flame, and they cannot interact with the material world, but are however bound to some laws of the world, meaning they can levitate! Mundane weapons and attacks pass right through, and they don’t age, eat, drink, breathe, or sleep. Ghosts may also be majorly or somewhat translucent, or even glow. They cannot move in ways that a Minecraft player can--no levitating through walls (except if the desired position is reachable mechanically), or doors (except if the phantom has access to them). A phantom can move through characters or levitate a foot off the ground (0.33 meters, roughly).

    Dematerialize. Through a two-emote process, a ghost can progressively vanish. So long as they are not otherwise disturbed via holy magic, aurum, or Voidal damage, a phantom may stay invisible as long as they like. They cannot dematerialize whilst in the line of sight of a mortal, and if a phantom were to sneak up on someone while in this state, the mortal would notice a chill surrounding them. Taking damage whilst dematerialized forces a ghost to become visible, and Specters or Poltergeists can’t become corporeal whilst faded. Mortals with Truesight or Vivification (such as higher tier Seers) can see a dematerialized Phantom.

    Weak Grasp. Revenants have a minor ability to interact with the material plane. With very poor fine motor skills and intense focus, a Revenant can touch or act upon something to little effect. They may slowly open a door, act on a very light object no heavier than three pounds, or extinguish candles, for example. Carrying an object for more than a few seconds causes it to simply fall through the poor phantom.

     

    Specters

    Specters, also known as white spirits, are ghosts that accept their demise with relative grace. They embrace the circumstances of unlife and have a certain benevolence, but the burden of death and undeath still weighs upon them in the form of mental disorders.

     

    Physically, Specters seem strange in comparison to their Graven and Revenant cousins. They are colored in shades of white, yellow, or green, and have no mark from their death. They look not unlike themselves in life--though they are unsettling in a way. Their eyes bear no pupils or irises, and their skin is as flawless as porcelain. However, compared to a Poltergeist, a Specter looks much more agreeable.

    Their voices are soft and melodic, sometimes calm and absentminded, but usually quite pleasing to listen to. Their voices often sound echoey.

    Specters can tolerate direct sunlight just fine--it’s uncomfortable, but a Specter in the sun will experience no outright harm. Specters, like Poltergeists, are more easily able to interact with the world around them in comparison to a Revenant.

     

    Specters are prone to depression and sorrow, though they are far more stable in comparison to the confused Revenants, vengeful Poltergeists, or obsessive Graven. Specters often are kind and selfless, and at the very worst are simply playful and mischievous. Their acceptance makes them into what they are.

    They are sometimes shy and elusive of mortals, though some are more outgoing than others. Specters tend to avoid conflict, unless acting to assist another ghost or in rare cases, a mortal being. They closely resemble their living selves in personality, but are not a one-to-one copy. Specters have a solid grip on their own memories in life, but they can sometimes move beyond their previous lives with enough time, becoming distant and forgetful of their lives.

    Specters often reach a point where they are happy and content to simply move on into the Soulstream, usually quicker than other types of phantoms. Some do prefer to stick around in the realm, usually due to their want to aid others and help out, or a simple lack of desire or a reason to move on.

     

    Specters respond to pain similarly to mortals--when they take a hit, the amount of pain tolerance wildly varies from person to person, and is often based off of how much they want to be in a painful situation.

    Specters do try to avoid combat, however, simply due to their nature. They take a short amount of time, only a single OOC day, to regenerate non-fatal wounds.

    A Specter’s repertoire of abilities mirrors that of a Poltergeist, and they have many more options available to them than a Revenant does.

    Phantasmal. See Revenant section.

    Dematerialize. See Revenant section.

    Controlled Incorporeality. Via a 2-emote action, Specters can grant themselves a physical state. They can easily interact with mortals like this, as if they were corporeal themselves--because they are! Corporeal Specters are subject to being harmed by mundane weapons, though mundane objects hurt less. Specters are weakened if corporeal in sunlight, and their strength is equivalent to how strong they were at the time of death. It takes 2 emotes to fade back to incorporeality, and if they are damaged by an object that they are weak to, the process of fading back begins anew.

    Shift Form. In the span of 2 emotes, a Specter can shift to appear like an animal. Their size, strength, speed, and other attributes are not affected whilst they are corporeal, and they cannot be larger than a small bear or smaller than a crow. No mechanical advantages or flight beyond two meters are offered via shifting to a creature which can fly. They can transform back in a single emote.

    Phantom Grasp. Specters can manipulate objects via telekinesis. They can manipulate multiple objects with a combined weight of no more than ten kilograms, and 2 emotes are required to grasp the first object, with 1 emote required for every additional object held. The precision of this hold is rather lacking, especially if more than one object is manipulated. Killing with these objects is straight-up impossible, as is major wounding such as breaking bones. Line-of-sight is required to manipulate something, and living matter nor liquid can be manipulated. Throwing something with Phantom Grasp will never make it travel faster than a baseball, making a thrown object easily avoidable.

    Instill Peace. Specters passively create an aura of positive emotion around them in a 5 block radius--or wherever they frequently are located. These emotions can range from calmness, joy, safety, warmth, excitement, enthusiasm, or other strictly positive emotions. This aura has no major benefit--just a temporary morale boost at the most!

    Possess. A Specter can possess a foreign vessel that is not a mind or corpse--simply inanimate and humanoid objects. Possession takes 3 emotes. A possessed object is useless in combat and is very slow and crude in its movements. Weaknesses such as Voidal magic automatically kick the Specter out of their vessel. If an object is reasonably sized, it can be possessed. Immovable objects such as a tree cannot move around whilst possessed. Possessing Descendant minds or corpses is a no-go--that’s for Poltergeists only.

    Sanctuary. Within a 25-meter radius, over the course of one OOC day, a Specter can disperse their presence over a 25-meter radius zone known as a sanctuary. They are unable to leave the location whilst bound to their sanctuary, but their area of influence is greatly improved. The area is chilly, though comforting, and mortals within might feel at ease, as if a parental figure were watching over them protectively*. Whilst in their Sanctuary, a Specter’s telekinesis is vastly improved--total carry capacity is increased to 25kg, and they can lift numerous objects. Specters can dematerialize in front of a mortal whilst in their sanctuary. Specters cannot kill within their sanctuary, but they may use physical weapons or telekinesis to attempt to injure and expel mortals from the area. If killing an invader is absolutely necessary, a Specter must use their controlled incorporeality to attack directly, due to telekinesis being too weak to deliver a killing blow. If a Specter demanifests whilst in their sanctuary, the sanctuary goes away, and it takes 3 OOC days for the Specter to reform.

    A few stipulations may prevent an area from being sanctified by a Specter:

    -Excessive light in an area protects it from sanctification.

    -Areas with large amounts of people are difficult to sanctify, though not impossible.

    -Locations with a strong amount of holy aura, where Paladins and Clerics are oft located, are unable to be sanctified.

    Unless a Specter is chased out or forced to relinquish their sanctuary, it will last forever.

     

    *This does not apply if a mortal has malicious intent upon entering the Sanctuary.

     

    Poltergeists & Graven

    [Due to Marie being a character aimed at becoming a Specter, I’ve skipped over Poltergeists & Gravens. If need be I am happy to describe these phantoms, though I was told it was not necessary in the Lore Discord.]

     

    Redlines

    Listed are the redlines I have not yet mentioned.

    -Revenants cannot be any color other than light grey.

    -Revenants cannot become other creatures, except in edge cases stated otherwise.

    -Revenants can’t learn, teach, or use feats or magicks e.g. voidal magic, alchemy.

    -Revenants do not remember their death whilst in the state of a Revenant. They remember anything leading up to their death as a dream.

    -Revenants last for at LEAST an OOC week before they can become a Graven, Specter, or Poltergeist. However, it can go on as long as a player wishes.

    -Revenants who have discovered their death before a week has passed since they have become Revenants will enter a transition between the state of a Revenant and whatever they may become. The flavor of the subtype they’ll become should be hinted at through progressive behavioral changes.

     

    -Specters cannot be any color other than white, blue, yellow, or green.

    -Like Revenants, Specters cannot become other creatures, except in edge cases stated otherwise.

    -Like Revenants, Specters can’t learn, teach, or use feats or magicks e.g. voidal magic, alchemy.

     

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

             https://www.lordofthecraft.net/forums/topic/182670-conjurationmasunnydoneace/?tab=comments#comment-1711250

     

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

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             No

  6. 8a18boON9Xh2S5fsvZQlLMQvTX28zSnTFgemzg9k

    Congratulations, you’ve been accepted! Welcome to Lord of the Craft!

     

    Now that you’re accepted, you will spawn in Cloud Temple as a player and be able to interact with the world around you. If you need any help, you can message me in game by doing /msg UwUPlant, or if I’m not online, you can find me on discord @UwUPlant#0017 Lastly, if you need any guidance in-game, and I am not around, please do /creq along with a message as to what you need, and another Community Team Member will get to you as soon as possible!

     

    After reading the below information and logging into LotC, I highly recommend sending this in chat so a Community Team Member can help you out:
     

    /creq I have just been accepted and would like a Wilven Monk!

     

    When joining, the bot may be down that normally automatically whitelists you after the acceptance of your application. So, please go into the wandering soul channel (#ws) and ask for a Community Team Member to accept you!

     

    I highly recommend you join the LotC discord using the invite link below, and please look through the New Player Guide!

    https://discord.gg/fwEQA2F 

    https://www.lordofthecraft.net/forums/topic/191596-the-new-player-guide/

    https://wiki.lordofthecraft.net/index.php?title=Nations_and_Major_Charters 

    https://wiki.lordofthecraft.net/index.php?title=Settlement_Guides 

  7. 1FVrr_EOTluCLUoQu4yQKvdm8h6PfTxTFKgkOk3N

    Your application has been put on pending, as there are changes needing to be made before you may be accepted, as follows:

     

     

    I. Your character cannot be a known criminal, or otherwise be well-known, within Kal’Varoth. Please alter this.

     

    Otherwise, your app looks good to go. 

    If you do not make these changes within 24 hours, your application will be denied. When you are finished, please message me on discord @UwUPlant#0017 to let me know, or if you don’t have a Discord, send me a forum message, and please do ask if you have any questions. 

     

    If you still need help, make sure to check the wiki, and I highly recommend joining our discord and reading through the New Player Guide as well.

    https://wiki.lordofthecraft.net/
    https://discord.gg/fwEQA2F
    https://www.lordofthecraft.net/forums/topic/191596-the-new-player-guide/

  8. [!] Upon Brandybrook’s noticeboard and around various Arcasian settlements, some strangely well-written flyers would be put up!

     

    The POTS ‘N PANS Festival

    unknown.png

    [!] Accompanying the flyer is a sketch of the Thain, Elders, and Shiriff of the village.

     

    ”The wee folk of Brandybrook are BORED! As such we’ve decided to hold a FESTIVAL!

     

    The Pots ‘n Pans Fest is a very simple event! We’re just gonna gather together at a certain time, yeah, ‘n bang a bunch of pots ‘n pans together for funsies!

     

    Gather at the Brandybrook tavern in an Elven day or so if you’re interested in participating or watching!

     

    WHAT: The Pots ‘n Pans Fest in which the halflings and friends are gonna make some noise!

    WHEN: Next Elven day! ((2pm EST, Thursday the 4th of June))

    WHERE: Brandybrook, duh! ((We’re on the right-hand side of Aegrothond))

    WHY: For fuckin’ funsies, idiot!

     

    -KK”

     

    Full credit goes to nerdypenguins#8906 on Discord for bringing this godforsaken amazing idea to us.

  9. MC Name: UwUPlant

    Character's Name: Gecko

    Character's Age: 2 Months ((OOC 2 Days)

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Sorvian (Newt)

     

    Creator's MC Name:

             TimberBuff

     

    Creator's RP Name:

             Ciliren

     

    Briefly explain the lore behind this construct or creature:

             

    Sw_w2r2y17UY-w8yrJsgvCYrLJJNUhn1vkpBElK2dkxH1ONPKGkHvEon7Zv2AhQHYCjISdoufN2cxPiYEKeh3jmzomZnPVv2Q4cRoetGaMHzjdCkohROb-a3UoQy35UwKb8GsgUR
    A Sorvian.


    Backstory

     

    Long ago, creatures akin to flesh golems were created, entitled Sorvians. These creatures had no minds of their own, merely built to follow their masters’ commands. Over time, the Sorvians developed some personality of their own. These creatures were always mere imitations of Descendant life however, and eventually the secrets of Sorvian creation were lost to time, as was the last “living” Sorvian.

     

    Decades later, a man had learned of these now-gone Sorvians and became obsessed with recreating them. Thanks to his skill as a potter and his immense effort, he managed to “recreate” a Sorvian. This was by no means a real Sorvian, simply an imitation of one, but it did work similarly to one. These are the Sorvians that walk Arcas today.

     

    Physiology

    Sorvians are strange creatures biologically. They seem rather creepy to almost any Descendant, bearing hairless & silky smooth bodies made of clay. Their mask, which is effectively their core (the most important part of a Sorvian body), is a still, never-moving face. Most Sorvians clothe themselves so that they may more accurately fit in with Descendants.

     

    Two parts are most important to a Sorvian, these parts being their mask and chest. Sorvians have very little soul essence, and this essence is stored within their mask, chest cavity, and a small “pipe” of sorts that links the two, which is only visible from inside the Sorvian. The three ways to kill a Sorvian are detailed as followed:

     

    Destruction of the Mask: With three emotes in combat, one can crack a Sorvian’s mask. This effectively kills the Sorvian and detaches its mask from its body, which will now be a Husk.

     

    Puncturing of the Chest: The Sorvian’s chest cavity can be punctured, causing them to bleed out for the next five emotes, though rather than bleeding they leak what little soul essence they bear. At the end of the fifth emote, they are dead.

     

    Decapitation: A Sorvian’s head can be severed to kill it quickly, giving it only one emote to stay alive before death.

     

    No matter how the Sorvian is slain, it can be remade by any sculptor, though with the key feature of always revering its original sculptor as its Creator.

     

    Sorvians are required to have their wooden skeletons covered in clay. They can have additions and changes to their bodies as their creator wills--this can be as drastic as bonus limbs (though to make up for this, the other limbs lose some of their strength) or as minor as the creator’s initials engraved upon the Sorvian’s hip.

     

    If a Sorvian is hurt, rather than healing over time like a Descendant, that injury will stick with them forever. Of course, there is a saving grace--if a Sorvian goes to a sculptor, they will be able to fix up the Sorvian to make them as good as new. This can be as minor as a cut upon one’s hand or as major as a lost leg, though the sculptor will need the necessary amounts of clay flesh to recreate the injury as it was. These injuries leave permanent scars, as no fix is ever going to be perfect. There are two major restrictions to Sorvian healing.

     

    Restriction one is that if a piece was not attached to the original Husk during the first sculpting process, it will not be able to be re-created. If a Newt were to bear two arms when it was forged, it could not have a pair of extra arms when healed.

     

    Restriction two is that the repaired Sorvian will have a slightly discolored area of the clay flesh around the injury after it is repaired, and that any limbs that are re-added/fixed will be at half strength for an elven week.

     

    A Sorvian’s mask is where it sees and speaks from. Under its eye holes and mouth hole is a pitch-black void. The mask is irremovable from the head, stuck on thanks to the ritual used during creation. If one were to try and stick a finger or other appendage into the holes upon a Sorvian’s mask, they’d be met with a pitch black, smooth wall.

     

    Sorvian masks can change slightly over time depending on a Sorvian’s ideologies & aspirations. For example, a Sorvian who finds themselves as an artist might find that over time, their mask shifts to always have permanent splotches of ink or paint upon their face, completely flush with the mask as if it was not painted on, but part of the mask itself. Sorvians must always have two eyes and a mouth, though.

     

    A Sorvian has a sense of hearing and sight akin to that of a Descendant. Their voice is neutral at first, but eventually develops a vocal range, as well as an accent akin to that of whatever culture they find themselves a part of. Attacking a Sorvian directly would simply cause the affected bit to be unusable and probably lost. Since they have no blood and high pain tolerance, it’s of no matter to a Sorvian if they sustain massive injuries in combat. To cut through a Sorvian’s “flesh and bone” is quite easy due to the brittleness of their skeleton and the weakness of their clay flesh.

     

    Sorvians are effectively timeless and do not age. Pain lasts for years, and never truly leaves, but due to their severely dulled sense of pain, it isn’t much of a problem for them. They experience spikes in these pains sometimes, especially when close to psychologically breaking and abandoning their ideologies. They sometimes feel phantom pains of previous wounds, even if healed.

     

    Sorvians are ambidextrous and have no problems with fine motor skills, and have pretty good dexterity overall.

     

    Mentality

     

    Sorvians are created as servants, and as such always hold reverence towards their Creators, but are not entirely bound by their Creator. They’ll follow any request given, but do have a sense of wanderlust, and wish to learn of mortal beliefs and similar. They are a blank slate at first, who will become alike to a Descendant of whatever system, ideology, and/or culture they’re exposed to often as a blank slate. They will devote themselves to an ideology through thick and thin once ingrained within it. If their Creator dies or simply does not administer orders, the Sorvian pursues their own work and ideals.

     

    Sorvians are in a way, much similar to a person in that they are driven by their ideals--even moreso than Descendants. However, they are never truly able to become a Descendant despite their mimicry, so they tend to love ideologies--it’s almost as close as they get to being a Descendant.

     

    If a Sorvian’s ideology is separated from them somehow, or the ideology merely ceases to exist, the Sorvian will either persist and do their best to justify the ideology in their head, or they will break--maintaining all knowledge and memory they previously held in their former ideology, but they are a blank slate adapting to new ideologies, and a new personality in some cases.

     

    Abilities

     

    Timeless Form: Sorvians do not age, nor heal on their own. However, they can show age through calluses, scars, scratches, et cetera.

     

    Pain Tolerance: Sorvians have incredible pain tolerance in comparison to Descendants, but their pains last for years at a time. They have no blood, are ambidextrous, and have no ill reaction to losses of limbs other than potential incapacitation, but tearing or cutting off parts of a Sorvian is far easier than it is to do the same to a Descendant.

     

    Other Redlines Not Yet Mentioned

     

    Sorvians have no true soul, only a vague soul essence.
    They cannot breathe.
    They can learn Sorvian Sculpting but can only make 1 Sorvian per 3 months. 
    Sorvians who can Sculpt can patch themselves up out of combat.
    Handling the blood of others allows them to create/repair other Sorvians, if they are able to Sculpt.
    Sorvians must be fresh characters.
    Sorvians are 3-6ft in height. Humanlike proportions.
    Newt Sorvians are 2-3ft in height. Halflinglike proportions.
    NPC Newt Sorvians are 1-2ft in height. Lenient proportions.
    Sorvians cannot go against their Creator’s command, nor can they willingly harm their Creator. They will go with every command even if they don’t agree.
    The one exception to the Sorvian always obeying their Creator lies within their mask. They see it as their face, and will resist, move, run, and push away any attempts to hurt their mask. They know the destruction of the mask means death, and are willing to directly harm any being who attempts to harm the mask (EXCEPT their Creator).
    Sorvians cannot partake in any sexual action or FTB.
    Sorvians of old are only similar to new Sorvians in name.

     

     

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

             N/A

     

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

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             Nope

  10. MC Name: UwUPlant

    Character's Name: Jol

    Character's Age: 15

     

    Character's Original Race (N/A if not applicable):

             Human

     

    Transformed form:

             Epiphyte

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Epiphytes are plant-like beings that resemble a humanoid Descendant race. These “plant-people” are created when a fae organism--a fungus or a plant--happens to find a vulnerable Descendant nearby, whether by luring it over almost like a siren, or preying upon an unlucky person who falls asleep nearby. The unfortunate prey that falls unconscious/asleep is cocooned in plant matter and roots, preserving the Descendant’s soul but modifying their physical form.

     

    plantes.thumb.png.7b03a99dfb1977917c6ca120a7f40f25.png

    A human female Epiphyte (left) and an elven female Epiphyte (right).

     

    After about one day, the Descendant emerges from their cocoon. The afflicted is made entirely of plant matter--organs, flesh, bone, all of them. This plant matter does hold weakness to Voidal magic, causing the afflicted to be unable to take up the practice, and is easier to cut than typical skin. This weakness is due to the movement required of the plant matter to keep the Epiphyte, well, moving. The plant matter the Epiphyte is made up of resembles the fae organism that turned them into an Epiphyte, though their skin holds none of the medicinal or poisonous effects the plant itself bears. For example, were an Epiphyte afflicted by a gypie gypie fae plant, their skin wouldn’t sting creatures upon contact. In some cases, the Epiphyte’s appearance drifts to become plantlike. In the above example, the Epiphyte’s hair holds leaves in it, though more extreme cases exist such as extremities becoming rootlike. Epiphytes burn as quickly as a well-hydrated plant would.

     

    Epiphytes maintain the same natural (pun not intended) lifespan as their Descendant counterpart--an elven Epiphyte would live for centuries, while a halfling Epiphyte would live a fraction of that lifespan. However, every 50-100 years (roughly 1-2 Elven years) the Epiphyte begins to grow old, much like an elderly human. Soon the Epiphyte will “die,” and from their corpse an infant Epiphyte will grow. The infant retains the Epiphyte’s memories to some degree (this tends to vary) and soul, however for the year or so it takes for them to grow to adulthood, they will be rather vulnerable and fragile--a parental figure of sorts sometimes tend to imprint on them. The Epiphyte’s personality remains generally the same in this reincarnation, however their personality can change a little due to circumstances during the year they grow from an infant to an adult again. At the end of the Epiphyte’s natural Descendant lifespan, they will die for good. Worth noting is that a blessing, curse, or magic an Epiphyte is affected by persists through their rebirths. As underage characters cannot utilize magic, their magic is effectively unusable for the year it takes for an infant to grow to an adult.

     

    Most Epiphytes are herbivorous, though if they were affected by a carnivorous fae plant (for example, a venus flytrap) they can possibly end up being carnivorous or omnivorous. Bryophytic and dryad-like Epiphytes need good amounts of sunlight to keep themselves from becoming ill, and Saprophytes need good amounts of shade to stay healthy.

     

    Epiphytes all have a fae organism that they are tied to--this is the same type of organism that turned them into Epiphytes in the first place. These fae organisms are created by a seed or spore floating through a fae ring and showing up in our world, the Mortal Realm. Epiphytes can create one of these seeds or spores at will, though can only have one fae plant of their type grown by them at once. If they attempt to grow a second, the first shrivels and dies. However, the only time they can produce a new plant is once the first one dies and a Blight Healer cannot revive it, or there is a map change. The Epiphyte is constantly driven to plant the seed somewhere. The Epiphyte is connected to their fae plant strongly--they can commune much like a Druid can with any plant, and if the Epiphyte or fae plant is afflicted by illness or blight, the other is afflicted too. This works in reverse, too--heal the plant and the blighted Epiphyte is saved too, though healing the plant can be difficult. This is because blighted Epiphytes will attack on sight, attempting to spread their blight. If the plant’s growth is stunted, or the plant is pruned, so is the Epiphyte--this is what causes bonsai dryads to be stuck as children. The Epiphyte always knows the location of the fae plant, and can create seeds of it at will. The seeds are mundane rather than fae, however. If many Epiphytes plant their seeds together, a dryad’s tree or a fae tree (which turns into a Treant) may grow.

     

    General redlines relating to Epiphytes that I’ve not covered include:

    1. Epiphytes cannot have children.

    2. Epiphytes cannot bind to rare plants (those that require approval or events to locate).

    3. Bonsai Epiphytes are considered children for the sake of server rules and OOC law.

    4. If an Epiphyte wills it so, they can stop their fae plant from converting someone else into an Epiphyte. Generally, people are allowed by the Epiphyte to come near the plant so long as they pose no risk.

    5. Epiphytes won’t try to force people to sleep by the Fae plant--this puts the plant at risk of extermination which is a big no-no in the Epiphyte’s mind.

    6. Tree Lords cannot become Epiphytes.

    7. Descendants are the only characters eligible to become Epiphytes.

    8. The rules on Druid magic on Epiphytes are:

      1. Communion, Control, and Herblore hold no effect on an Epiphyte. They can affect the Epiphyte’s fae and mundane plants, though.

      2. Blight healing does work on Epiphytes and will heal/regenerate wounds, including lost limbs.

     

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

             N/A

     

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

             Yes

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

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

             No

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