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Found 3 results

  1. BM Tweakeries Embark - Non Combative Old New Purpose As it stands, the Embark ritual is more of a one-way trip. You have 10 narrative minutes– or 30 OOC minutes– to interact with the tear you’ve made, any creatures that come out of it, or any creatures that greet you once inside. I understand it’s not supposed to be easy by any means, but it shouldn’t be this hard. Already, the ST have total control of the ritual; whether the req to attempt it is accepted, where the rift will lead, what will come out of it, whether the players will live or not– etc. Even with this amendment, ST management/ST can still control how long they want the tear to be open– even if it doesn’t respect the additional time/units. If ST believes that a req/attempt will be poorly used, abused, misused, or otherwise prove too complicated, then they can deny it, as per standard Embark redlines. (An additional point to the above, it sometimes takes a group– ST included– twenty or so minutes to emote. That’s roughly half, or more than half of the allotted time, especially if the group is large, if they have particularly slow emoters, if there are complications on the ST’s end (IRL or in game), so on and so forth.) As for the minor, more aesthetic variation of Embark; it’s a fun, harmless addition that provides more fruit to the second slot. The second slot is already woefully underdeveloped, and I think an addition like this will take it one step closer to being a worthwhile choice. As well, Embark already aesthetically replaces the function of lifts. Why shouldn’t it replace the function of SS-ing? The reason a genus count isn’t necessitated for the aesthetic variation is because necessitating a genus count for a mechanic that's often spammed throughout the day would undermine its purpose as a lore explanation for soulstoning. A similar reason is in place for the rite of reflection, which served to replace birds when they existed outside the pluggin. It has no genus count, and it also serves to replace a non-stationary (ie: lifts), server-wide mechanic. It's also a harmless mechanic that provides no tangible gain beyond fun or flavor. Credits: @EdenCringe for peer review @Lockagesfor peer review @Punished_Pup for peer review
  2. What I'm Changing in the Lore Piece: The effect of the Metal Rune when used for ensorcelling an object. Why I'm Changing It: Currently, the effect of the Metal Rune when used for ensorcelling an object is to make it lustrous, sparkly, and mildly conductive. The ensorcelled object can become an extreme conductor and inadvertently attract lightning during a storm. However, this effect is more for appearance than practicality. I propose changing the effect of the Metal Rune when used for ensorcelling an object to make the object sharper the more blood it drinks, with a limit, and needing to be charged during every combat event after it loses its extra sharpness. This change makes the Metal Rune more useful in combat situations and provides a tangible benefit to those who use it. New Effect: When an object is ensorcelled with the Metal Rune, it becomes more sharpened the more blood it drinks, up to a certain limit. Additionally, the ensorcelled object needs to be charged during every combat event after it loses its extra sharpness. This change makes the Metal Rune more practical in combat situations and provides an added layer of strategy for those who use it. Reasoning: Currently, the effect of the Metal Rune when used for ensorcelling an object is more for appearance than practicality. Most people don't RP the condition of their weapon in RP unless someone volunteers it, rendering the current effect of the Metal Rune useless. By changing the effect to make the object sharper the more blood it drinks, with a limit, and needing to be charged during every combat event after it loses its extra sharpness, the Metal Rune becomes more useful in combat situations and provides an added layer of strategy for those who use it. This change makes the Metal Rune more valuable and sought-after in RP, leading to more interesting and engaging gameplay.
  3. [!] Lo and Canticle, for scattered by the wind 'cross the hills of Almaris fell a missive; and whether it was lodged within crevasses of piled wood or stone, or caught in the vortexes of rubbish that blew within the alleyways of Providence or Karosgrad, or 'gainst the barnacle-ridden planks biding sailors from a watery grave along the strait that split the continent twixt, did it bear this foreboding message: In the jungle, the mighty jungle, The lion sleeps tonight. In the jungle the quiet jungle, The lion sleeps tonight. Near the village, the peaceful village, The lion sleeps tonight. Near the village, the quiet village, The lion sleeps tonight. Hush, my darling, don't fear, my darling, The lion sleeps tonight. I'll hush my darling, don't fear it, darling, The lion sleeps tonight.
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