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Xx_BloodStalk_xX

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Posts posted by Xx_BloodStalk_xX

  1. 1 hour ago, SquakHawk said:

    i don't think we'll ever have a scenario like that since almost every character on the server has individualistic aspects that make them interesting, but, meh

     

    this is kinda the reason why namemc screenshots are not necessary
    but unironically this did happen to me, where i got mistaken for another criminal so i, a random dude, got mixed up in this huge crime scheme for something i didnt do and it was p fun to get mixed up in all of it

  2. One Dark Lord leaned forward to pick up one of the missives that had found its way to him from the wind, leaning upon his cane as his cold emerald stare scanned its contents. His lips perked to the side, and a huff of amusement escaped his nostrils. The man would fold the missive, tucking it into his pocket before limping away.

  3. - The time it takes to progress in the tiers is shortened.

    - The time it takes to unlock certain spells has been shuffled around for a better player experience as well as to fix up loopholes.

     

    Old Tier List

    bae7b5b1a4645c5e421f3dd029e21361.png

     

    New Tier List

    Tier One
    In order to ascend to a true Demi-Djinn, one must first master all of the abilities offered to them by the Wiseman. This is the beginning of their mastery. To attain the powers of a Jinn they must first prove to their teacher in specific trials that they can complete contracts without the use of a Demi-Djinn’s prowess. 
    - After their trials are completed (and after CA Acceptance), they must wait one OOC week before moving onto Tier Two.

    Available Spells
    Second Phase, Contract Creation, Contract Removal, Zakhrifa Creation, Ghost Legs, Chameleon’s Cloak, Finger Quill, Party Hands, Eyes of the Wiseman, Sands of Time, Lesser Transmogrification, Zakhrifa Room.

     

    Tier Two
    The average Demi-Djinn is a novice one, and they only have room for more growth. As they progress further, they’d find themselves being able to mold their form into a multitude of different shapes and sizes.
    - It takes a Demi-Djinn two OOC weeks to adjust to their new bodies before moving onto Tier Three.

    Available Spells
    Cloud Walker, Kin-Sense, Greater Transmogrification.

     

    Tier Three
    Demi-Djinn that have made it far enough to become a Tier Three Djinn have found themselves lost in the multiple identities that they conduct for their contracts if they are not careful. On top of this, their bond with their enchanted soul has only grown stronger, and they’re slowly becoming another person - one more similar to the Wiseman’s image.
    - It takes a Demi-Djinn three OOC weeks to progress onto Tier Four.

    Available Spells
    Third Phase, The Wiseman’s Form: Holy Manifestation, Era Embodiment, Emotion Manipulation, Touch of Midas, Fortune Manipulation, Arming, Weaving, Imaginary Realm. 

     

    Tier Four
    At this late stage of a Demi-Djinn’s tutelage, they no longer feel attached to the mortal realm, only finding themselves taking pleasure in what they do best. Upon this, their Third Phase has become slightly more alien to their original form.
    - It takes a Demi-Djinn five OOC weeks to progress onto the final Tier, Tier Five.

    Available Spells
    MArt Creation.

     

    Tier Five
    A Demi-Djinn at the height of their abilities. They are as close to their predecessor’s image as ever, and now they find themselves surging with power, having conquered every single trial they’ve lived to face and conquered themselves at the cost of their original mind. There is no turning back.
    Available Spells
    Custom Zakhrifa Creation, Reincarnation.


    Adjust the third Shackle to allow for Demi-Djinns to spar with their contractors in the case they want to be trained by them. 
    Old Shackle:

    - A Demi-Djinn cannot act out against one who holds their Zakhrifa, unless the first Shackle applies.
    New Shackle:
    - The Demi-Djinn may not act out on their contractor with the intent to kill or maim, unless given permission by the contractor themselves.


    Changes lore for the Second Phase:
    Original Lore of The Second Phase: Form In-Between:

    The body in which Demi-Djinn's prowess begins to reveal itself. This form is crafted from within the image of a race within the mortals’ understanding- that is, the race they were born as. Their skin color remains stagnant however, linked to that of their true Djinn form. To achieve this form, the image of their body must be crafted from within the psyche of the Demi-Djinn, and the morphing process begins. Shifting into the Second Phase from the First Phase requires two emotes; Following the rather uncomfortable shaping of their bodies their braces appear over their wrists, albeit the colors of such baring a colorless hue to that of which it would normally be. This body is linked to the soul of its vessel, therefore it will inherit all of its respective curses and unavoidable traits- that primarily being their gender and race. Furthermore, they may age their bodies to look young or old in only a matter of one remote, the process of shapeshifting happening in real time- though the amount of effort they may put into this can strain their bodies. The minimum they may age themselves down to is the adolescent age of thirteen- this action of de-aging themselves resulting in a loss of their abilities. To age themselves too old, however, would find themselves in the development of a frail vessel- one ridden with the aches and rheumatism pains of the elderly; the most they can age their vessels up to is somewhere around the age of an 80 year-old human, an elderly elf, etc.

    New Lore of The Second Phase: Form In-Between:
    The minimum they may age themselves down to is the adolescent age of five. If a Demi-Djinn lowers the age of their vessel under that of ten years old, they’d find that this act of de-aging themselves so low has resulted in the loss of their abilities. To age themselves too old, however, they would find themselves in the development of a frail vessel - one ridden with the aches and rheumatism pains of the elderly; the most they can age their vessels up to is somewhere around the age of an 80 year-old human, an elderly elf, etc.
    The removal of the inability to summon armor in non-combative environments. Djinns may summon and manipulate armor over their bodies in one emote in non-combative situations, otherwise it takes two emotes.
    - Second Phase Djinn cannot FTB, and they also lack genitalia.


    Changes lore for the Third Phase: The Demi-Jinn
    - Changes the aesthetic appearance of a Demi-Jinn


    Original Lore of The Third Phase: The Demi-Jinn:
    One thing remains within these hybrids; once a Demi-Jinn has been summoned, the first thing to notice about one is their head. Like the creatures told within legend, the Jinn were known for being half-beast, half-men, and the Third Phase is the closest a Demi-Djinn will ever get to them. As such, their mortal heads are garbed in a sort of helmet or mask wrought from flesh or fur as well as a thin layer bone, an outer shell resembling that of an animal that harks their soul. This ‘mask’ is an extension of their own features, their beastly eyes will work like their original and they may hear from whatever they now use for ears. However, the mask is extremely fragile, the bone masking their face as brittle as wood. Therefore if their second head were to become broken somehow, their second head would be revealed underneath. Any blow to this would result in their fog-like aura leaking out, evaporating any blood that would escape instantly. Any damage dealt to any part of this head would then be transferred onto their original body as long as the head remains. A blow to their eyes would temporarily leave them blind, plugging their nose would make them unable to breathe. That is not to say that the head cannot be removed. As stated before, the Demi-Jinn’s head remains underneath, but removing their second head would be extremely painful - not much different from ripping off their own flesh.

    New Lore of The Third Phase: The Demi-Jinn:
    One thing remains within these hybrids; once a Demi-Jinn has been summoned, the first thing to notice about one is their head. Like the creatures told within legend, the Jinn were known for being half-beast, half-men, and the Third Phase is the closest a Demi-Djinn will ever get to them. As such, their mortal heads are garbed in a sort of helmet or mask wrought from flesh or fur as well as a thin layer bone, an outer shell resembling that of an animal that harks their soul. This ‘mask’ is an extension of their own features, their beastly eyes will work like their original and they may hear from whatever they now use for ears. This is the minimum of what they inherit from a Jinn’s appearance, being able to garner more animalistic features, albeit they remain humanoid and are grafted over the Demi-Jinn’s descendant-like body.
    - Third Phase Djinn cannot FTB, and they also lack genitalia.


    Tells
    - Specifies the tells of a Demi-Djinn in order from minor to major: Glow, Glimmer, Glitter, Embers, Wisps, Vapor, Smoke, Steam, Mist, Smog, Fog.
    - Allows for the Demi-Djinn to change the color of their tells at any point in time. 


    Zakhrifas
    - Allows for each Custom Zakhrifa to look unique.
    - Allows Custom Zakhrifas to be able to take the form of gems like a T1-T2 Zakhrifa.
    - Allows for the contractor to banish their Djinn within its Zakhrifa against their will in two emotes.     
    - Removes the necessity for the Contractor to invoke the Demi-Jinn’s name.


    New Weaknesses
    - If a Djinn’s Zakhrifa is broken, they cannot use their spells for 24 OOC hours. If they are in the Third Phase when this happens, they revert back to their Second Phase. 
    - If a Djinn’s Shackles are broken, and they are in the Third Phase, they revert back to their Second Phase. Their Second Phase loses their unique skin color and they revert back to that of a Descendant, turning into a mortal version of the form they’re currently in for 24 OOC hours.


    The Wiseman’s Form: Holy Manifestation
    - Remove the duration count for how long the spell is active for.


    Cloud Walker
    - The Djinn is able to fly/soulstone via an alternate way, being able to temporarily enchant an item with their fog so that it may fly. (Examples: Broomsticks, Chariots, Carpets, their shoes, cloth.)
    - Reduce Cloud Walker to a one emote spell.


    Ghost Legs
    - The Djinn is able to hover via another way, being able to temporarily enchant an item with their fog so that it may fly. (Examples: Broomsticks, Chariots, Carpets, their shoes, cloth.) It takes two emotes to enchant the item and when the spell is uncast 
    - Allows the Djinn to boost themselves forward four blocks once per encounter so that they may dodge or move quickly towards something if the spell is already cast by shooting out a gust of fog.
    - Their spiral of fog is able to swallow up any steed they’re already riding, allowing them to be as fast as that animal until the spell is over, in which they resume riding their steed.
    - The Djinn may hover over water, but if their stream of smoke or other means for travel is disrupted they fall.
    - Allows for the spell to be used in tandem with shapeshifting emotes.


    Chameleon Cloak
    - Reduces Chameleon Cloak to a one emote spell.
    - Removes the necessity for tattoos to only be amateur shapes.
    - In one emote, they may also make their tattoos glow with the intensity of a redstone torch.
    - Removes the redline for tattoos not being able to be in motion.


    Finger Quill
    - Removes the redline that the ink can only be black. The ink can be any color thereafter.
    - Removes the fact that their glow-in-the-dark ink disappears after thirty OOC minutes.
    - Allows the Demi-Djinn to make their ink glow on command.
    - Allows the Demi-Djinn to give instantaneously someone who IC consents a tattoo on their skin. The process on how it is done is up to the player.


    Party Hands
    - Allows the Demi-Djinn to cast Party Hands on themselves, becoming an object or a mirage leaking their supposed mist, or a clear tell being that it’s a Descendant binded to such, such as their body protruding out of the object. If the object is destroyed or chipped to a significant extent, they revert back to the form in which they casted it in.
    - Changes the ‘Mirage’ aspect of Party Hands to make it so that a Djinn can only summon one illusion at a time per cast. If at twenty-fifteen blocks away, the Mirage cannot be seen. If fourteen-six blocks away, the Mirage is as clear as day, and looks indiscernible from reality. If five blocks away, the Mirage is see-through and hazy, and is obviously an illusion.
    - Changes the ‘Build’ aspect of Party Hands so that a Djinn can summon more than just furniture, but they of course cannot conjure something they cannot comprehend. Of course, it still cannot be used in combat.
    - Instead of being exhausted after decorating a room, the Djinn will find themselves exhausted after spending enough magic to produce a small house.
    - Add a redline saying that a Djinn cannot turn into something complex like a cannon, unless it is for an event. A Djinn cannot man their own complex machinery.


    Lesser Transmogrification
    - Remove the redline stating that a Demi-Djinn’s strength is removed whilst their limb is stretched.
    - Allows the Djinn to stretch their torso and neck.
    - Lesser Transmogrification will become a two-emote spell.


    Greater Transmogrification
    - Improves upon the spell in that multiple states are able to be unlocked. The original elastic state that lasts for five emotes, a stoneskin state that summons a layer of stone over their skin but lowers their movement per emote by half - that lasts for five emotes.
    - Demi-Djinn are not allowed to use both abilities in the same encounter.


    Zakhrifa Room
    - Allows the Demi-Djinn to take their contractors into their Zakhrifa. They may leave to their own content. 
    - Zakhrifa Room becomes a two-emote spell.


    Sands of Time
    - Adds a separate use for Sands of Time that allows the Djinn to repair any nonorganic object so long as it fits within a 4x4x4 space as well as if they have enough sand in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.
    - Enchanted items and constructs that are beyond a Djinn’s understanding cannot be repaired. 
    - Wounds cannot be healed with Sands of Time.


    Era Embodiment
    - Lowers the spell to a two emote spell. 
    - The spell may be used in tandem with shapeshifting emotes.


    MArt Creation
    - Lowers of cooldown for MArt creation for Djinns to six weeks rather than three months. 


    Emotion Manipulation
    - Emotion Manipulation becomes a one-emote spell.


    Touch of Midas
    - Change the spell so that the Demi-Jinn may turn an entire object into any inorganic open material, both inside and out.

    - Cannot be used in combat.

    - Can only be used on items given to the Demi-Jinn by the contractor.

    - Touch of Midas can change any item smaller than an Olog.


    Weaving
    - Remove the need for OOC consent.
    - Weaving becomes a one-emote spell.
    - Removes the redline that you cannot make armor for your contractors. Armor cannot be made in the middle of combative situations however.


    Fortune Manipulation
    - Fortune Manipulation becomes an Ability rather than a Boon.


    Imaginary Realm
    - Imaginary Realm becomes a two-emote spell.
    - Changes the redline “Organic life cannot be manipulated within the Imaginary Realm, but the Demi-Djinn may manipulate their own forms.” to “Sentient life cannot be manipulated within the Imaginary Realm, but the Demi-Djinn may manipulate their own forms.”


    Arming
    - Changes Arming so that instead of enchanting a weapon, the Demi-Djinn becomes the melee weapon. The Djinn will return to their Second Phase if the weapon is broken.
    - Arming loses its duration, and lasts until the end of the combat encounter or until the Djinn dispels it themselves.
    - Arming becomes a three-emote spell.
    - Arming allows an alternate path in which the Djinn can either form armor over their contractor or possess one the contractor is already wearing. Same effects apply.


    Shifting Body
    - Shifting Body becomes both a Cursed Djinn and a Blessed/Demi-Djinn spell.
    - Shifting Body becomes a one-emote spell.


    Retainment
    - Retainment becomes both a Cursed Djinn and a Blessed/Demi-Djinn spell.
    - When a Blessed/Demi-Djinn uses Retainment, the body part sacrificed turns into sand rather than ash.
    - Removes the necessity for a material contract to be signed. OOC and IC consent is all that’s needed. 

     

    Spoiler

    Purpose
    A Demi-Djinn cannot use their abilities unless they are in their Second Phase or Third Phase. This includes every spell. Following off of this logic, if a Djinn cannot access their Second Phase until Tier 2 they're 'soft-locked' from making Contracts, Zakhrifas, and a boon they can't even use until Tier 3. Furthermore, most of the things a player must wait too many weeks for is just aesthetic spells, so condensing the tier progression and saving the most soul-altering elements for last (such as Reincarnation, MArt Creation, etc.) made the most sense lore-wise and provides for a better experience for both Djinns and players.

    Other spells have been rebalanced for both enjoyment to players and the Djinns. Some have been changed, and others have been buffed to make more sense within lore. Cursed Djinn abilities have also been ported over to Demi-Djinns since the likelihood of there being a Cursed Djinn is null, and roleplay in the community of Demi-Djinns have proven that a Cursed Djinn's boon will become useful for both versions of the CA.

     

  4. Taking up the quill, an envelope baring the crest of Edenia soon found Mink Vuiller's presence via one exhausted courier. 

    To Mink Vuiller, 

    Greetings and salutations, young maiden. I've partaken in some interest to your request and have a proper solution that will solve both of our problems. I've a friend, you see, one who'll fail to reach out to you due to his default aversion to bold women such as yourself - one Crumena of Kamees - a follower of the Cannonist faith and a proper man if I've ever seen one. While he may not be the human you've asked for, and he may be a tad older than one such as yourself would like, is a man's faith not worth it to make up for that? Seek Crumena of Kamees if you wish to be given a worthy spouse, but hark; for this trial does not come without consequence. Crumena of Kamees is a proud 'aheral, and will settle for no less than a woman of his image. Seek me out for a pair of fake elven ears and a snow white wig, so that you may present yourself to him in your purest form.

     

    Until the day you make the right decision,

    The Dark Lord of Edenia, Dark Dael
     

    ((OOC Note: Contact @Heero if you wish to settle an appointment with Crumena! P.S: He is an admin, so staff bias comes with the package))

  5. "Ser Dael." 


    A bright grin soon appeared over his face, the young boy jumping up and down in excitement causing his scarlet cape to flop over his ginger perm. "Ser Dael! Yes! Uh, what my title?"
    ".. Urgh.."
    Cyrene's eyes blinked to the side as she thought, and only after a second she spoke once more. "The Great." She'd utter without much care, really only entertaining this annoyance so that he'd go away.
    "Ser Dael the Great!" He'd quickly salute the 'ame, his fingers slapping against his forehead, causing a red mark. "I'm Ser Dael! I go on patrol now, thanks Grandma!" Soon after, the boy moved his wooden sword away from his belt - running off with a skip in his step.
    "Stop calling me that! I'm not your grandmother!" She'd yell after the child as he left, moving back to lean against the bench. 


    A happier time - a simpler time for the now Dark Lord. Another face. Another phase

    Another loss. 

  6. A sudden chill emerged over the Dark Lord's spine; and he truly knew - the Crimson King had fallen. "This.. was not in my 'premonitions'.." With a widened gaze, he fell back upon his throne, a palm concealing his left eye while those crooked teeth of his clenched. "You've no parting words for me, then? No.. your message is loud and clear, Oliver! I know what I must do now." The Lord soon stood, hobbling outside in that heavy limp of his.. leaving where he had remained this whole time - a frozen land burdened by its own machinations, freakishly huge spikes of ice concealing his figure as silver wisps followed his wake.

  7. there cannot be a solution where no bad thing happens imo
    the current system of birds, in my opinion, are especially flawed however its good because its convenient to everyone and doesnt cost anything (sending an irp missive shouldnt be exclusive to a nation's aviary or should cost anything nor should it have a limit - this idea is exactly the type of thing vortex brought on that stagnated rp for so long)
    i think entirely relying on a plugin would be bad too bc if the plugin breaks there'd be no way to send birds i think? but a plugin with controlled limitations would be a lot better than the system would be bad too so i think a good middle ground needs to be found
    but really no matter what decision or solution administration comes up with there will always be metagamers 

  8. Dark Dael offered no rebuttal, no words, not even a hint of delight or despair at the news as his seers brought him news of this current event. For he already knew. Everything was going to lead up to this. Yet, a tired gaze wandered off to the side, silver wisps trailing off of his figure. 
    "About any day now," He'd tell them, looking far out the window. "That time is coming. The final piece is in place."

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