Jump to content

Search the Community

Showing results for tags 'fishing rp'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Whitelist Applications
    • Accepted
    • Denied

Categories

  • Groups
    • Nations
    • Settlements
    • Lairs
    • Defunct Groups
  • World
    • Races
    • Creatures
    • Plants
    • Metallurgy
    • Inventions
    • Alchemy
  • Mechanics
  • History
    • Realms
  • Magic
    • Voidal
    • Deity
    • Dark
    • Other
    • Discoveries
  • Deities
    • Aenguls
    • Daemons
    • Homes
    • Other
  • Utility
    • Index
    • Templates

Forums

  • Information
    • Announcements
    • Guidelines & Policies
    • Lore
    • Guides
  • Aevos
    • Human Realms & Culture
    • Elven Realms & Culture
    • Dwarven Realms & Culture
    • Orcish Realms & Culture
    • Other Realms
    • Miscellany
  • Off Topic
    • Personal
    • Media
    • Debate
    • Forum Roleplay
    • Looking for Group
    • Miscellany
  • Forms
    • Applications
    • Appeals
    • Reports
    • Staff Services
    • Technical Support
    • Feedback

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Discord


Minecraft Username


Skype


Website


Location


Interests


Location


Character Name


Character Race

Found 2 results

  1. INVENTION The Sinker Apparatus ____ (Taken from Pinterest. Original image here: https://www.pinterest.ca/pin/722827808938313357/) Overview The Sinker Apparatus, or simply called a ‘Sinker’ are heavy suits of armor designed to fully encase the wearer within. This is to protect descendants and other living/more delicate creatures from the crushing depths and dangers that they may come across within the ocean’s deeper ends. Their designs and material components may vary greatly, but generally they require at the very least a ferrum frame, waterproof/durable leather, a waterproof glue, and a solid, see-through material for the windows. General Mechanics (Applies to all Suits) - A suit of ferrum will on average sustain 2 hits on the same spot before becoming a leak. This durability may be reduced within the midnight or twilight zone due to pressure at the ET's discretion. - The weight of a suit is comparable to 1.25x the weight of a suit of armor made of the same material, greatly reducing agility. - A person within the suit cannot swim effectively, hence the name 'Sinker'. - The wearer may jump up to 3 blocks vertically without climbing if underwater. - Prevents people from being turned into pancakes when in the Twilight/Midnight zone of the ocean. - Takes 3 emotes during combat to equip ( Pull on Suit > Strap up Suit > Don/Affix Helmet ) General Redlines (Applies to all Suits) - IMPRACTICAL ON LAND. When in CRP on land, one’s armor will weigh them down significantly- making their attacks far easier to dodge while oncoming strikes are far more likely to hit. This cannot be circumvented with the use of MAs or FAs. - A suit Descendant to Olog sized suit may flood with water within usually around 5 uninterrupted actions if not sealed when in the Sunlight or Twilight Zones, incapacitating them in about 7 though this may vary at the Event Runner's discretion. - A suit will begin to painfully suck a person out of their suit if a puncture arises if they are in the Midnight Zone or deeper, incapacitating them in roughly 3 emotes and killing them in 5. May vary at the Event Runner's discretion. - Does NOT protect against temperature alone, beyond the usual coldness that comes with the depths. Vital Modifications Vital Modifications are what allow the living, beyond the immense weight of the ocean upon their backs, to survive and sustain themselves properly within the alien realm that is the deep sea. Some are more effective than others, at a cost. - Air Tethers Utilizes a redstone circuit encased in water-tight rock, a leather sack and a singular piston to repeatedly push/pull air in and out. This option mostly consists of a large tube that extends between where the divers are and the leather lung being abused by pistons, giving those attached to it a constant, fresh flow of air. Mechanics - Air Tethers have a maximum length of 96 blocks (Max range of a conduit), restricting how far a diver may travel. - Stationary when active. Has to be disassembled then built up again if it is to be moved. - Must be exposed to a source of fresh air, usually right above the surface level. - Sinker Suits themselves are not required unless entering the Twilight Zone or deeper. Redlines - Surface Pumps must be physically represented by a mechanically functional conduit. - Air Tethers have a maximum length of 96 blocks (max range of a conduit), restricting how far the diver may travel into the depths. - Suits using this do not require an ST signature unless using an ST material or item. - Requires no FAs or MAs to create, only ICly gained knowledge. - Unable to be transported once set up, must be near a source of fresh air. - Water Breathing Filter Suits using these require little advanced technology, relying solely on the potion to sustain a steady air supply. This grants the wearer significantly more freedom than their Air Tethered counterparts, however it can be far more risky if one does not bring spares or keep track of how long their filter has been going for. These issues can be delayed if one brings more potion, however the more one brings the more storage the suit will require in order to use the fluid effectively. Mechanics - Adheres to all redlines and mechanics of the Water Breathing potion. Redlines - These suits do not require an ST signature unless using an ST material. - Can be made without FAs, however will not be functional until paired with a potion of Water Breathing if not already treated on it. Non-Vital Modifications With the fear of the unknown deeply ingrained into the minds of descendants, it is not outlandish to believe that some would prepare to face off against whatever madness may lurk below if they are forced to do such using whatever knowledge or greater powers they have bound to themselves. While the most obvious may be modifications for combat, others may be for hiding, navigation, and so on. Examples may be an enchanted propeller-pack which allows the suit to maintain it’s altitude when crossing gaps, or retractable automaton climbing hooks. Mechanics - A Sinker Apparatus may be enchanted, enhanced, smithed with, or edited like any other suit of armor, so long as external FAs and MAs are being used within their boundaries. Redlines - Only 1 kind of FA and 1 MA may be utilized within a suit. Examples being a retractable automaton hook, or a voidal/spiritual enchantment- but never a shaman’s enchantment mixed in with a blood mage’s. - Mundane smithing will not count towards the FA or MA. - Requires an ST signature, unless the external lore being used states otherwise. - Is SEPARATE from Vital Modifications- A water breathing filter will not count towards the FA in use. OOC Purpose:
  2. As Almaris enters the middle of the fall season, The sea creatures are now beginning to migrate from the north to the south, searching for a much warmer home and thus the Atoll Grove bustles with activity and preparations for a fishing contest and cookout before the final celebration of the Pumpkin Moon. Among the Bustling Activity at the Atoll Grove, many of the prepared fliers and missives are carried away by the gentle fall breeze, making their way to homes, towns, forests and other areas throughout Almaris. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The fliers seem to be written in terrible handwriting…but at least they were legible! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- COME ONE COME ALL! TO THE ATOLL GROVE FALL FISHING EVENT! The Atoll Grove formally invites all the People of Almaris equally to come and enjoy a day of relaxation and celebration by the waters of the beach! There shall be a fishing contest and cookout hosted by the Fishermen of Almaris and yours truly, The Atoll Grove! As the fish migrate south during this fall season be on the lookout for big catches! You never know what you just might catch! Boat rides, canoe races and many more activities shall be held! Please come and relax with the southern druids and their fishermen fisherwoman, and fisherpeople friends! This is a great time for networking! Fresh food and drinks from the Bayou Beer Garden shall be served to all guests! TIME OF EVENT: The event will begin at midday and last until the dawn of night! (4 PM EST - 6 PM EST) Please bring your fishing equipment! If you do not have any, no worries! We will also provide them for you! Directions to the Atoll Grove: Please take the cart in Cloud Temple to South Hub. Find the path and you shall see signs with arrows leading to the Atoll grove! Make sure to cross the lily pad bridge when you come across it and continue following the path and you shall be there in no time!
×
×
  • Create New...