Hidden 11 yrs ago Post by Dazed
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The only way I want a Magic User to be involved with Manium Crystals. Is by draining, so i would like to avoid A Magic User having Crystals bound to items/tech.

Your idea with them being slots or holding spots works. But to avoid confusion I would like you to remove it from your weapon. Having a neckless that its discription is, A placeholder or spot for Manium Crystals for easy access. Is absolutely fine.

But as a reminder of Manium Crystals and Drainers.

Drainers are those who consume the mana from a Manium Crystal. Any amount of consumed mana from a Crystal is highly euphoric and addictive. So I have to portray the fact that, many people refuse to do it. A lot of people frown upon it and consider someone who Drains A serious danger to anyone around them. Ex-Drainers are usually treated very poorly and never trusted. This is due to people never knowing if An Ex-Drainer will do it again and threaten all around them. Because at times or countless cases, Magic Users have been boosted by Manium Crystals and unintentionally killed innocent people.

I would like people to have less then one element. However there are certain sub elements or that I have grouped with Major elements. Meaning I allowed Ral' to have Fire and Lightning/shock because I have grouped those two elements for benefit of fluency for elements. Here is a list of the pairs or combo listings.

Wind & Sound
Water & Ice
Fire & Lightning
Earth & Nature
Light & Healing spells
Dark & Illusions

So I would like people to stick to these catagories. Meaning your character shouldn't have more then one element. Unless they are grouped together. Like Earth and Nature.

This also avoids people from having things like Illusions and Healing spells, thus making them op.

Ya dig?
Hidden 11 yrs ago Post by Dazed
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Alright, I love that this character is from Throx. Kudos on that there. However I will have to ask in the begining of the rp, that she is in Etheon. I removed Throx from the start of the Roleplay to help everyone start in a close vicinity. People can be from different cultures/civilizations or whatever. I just ask we all start near the same area. Because it helps things run faster or more fluently.

I am going to have to ask for you to only have one element. The way your magic effects things does not have to be like a normal spell-flinger. I also give you kuddos for trying to spice up original Magic Users.

I have several magic users that only have buffed attributes and other minor spells. Buffed attributes can be applied to a magic character to make up for lack of spells/abilities. I just ask you do not go to overboard. Or consider the amount of power spent and cost of stamina/mana. This is because my character Cyrus, may seem to have a wide range of abilities. However his stamina when rapidly using darkness depletes rather quickly.

Due to you wanting her to be a healer. Her having healing abilities via light and being able to cast some light abilities sounds sweet. Though don't allow me to influence what you truely want with your character. Just because someone would like healing abilities, doesn't mean they will have their character's element base be light.

All in all the having an element base, gives people a better reason/idea of vulnerabilities and strengths. I have no problem with your CS besides having multiple elements and the Manium Crystal holding slots being in weapons. I would rather have A Magic User hide their Manium Crystals in trinkets that blatently tell people they are not tech devices. Because Magic users do not possess or use Tech Devices, otherwise they would be insanely op.

Also, Tech users can make Tech for other Tech users. However this doesn't mean someone can go and steal a bunch of tech devices and be able to use them on the spot. It takes years for Tech Users to get familiar with A Tech Device to where it doesn't cost insane amounts of stamina to use. Though this also means with extended use and time, someone can use A tech Device more efficient then they did before. Having the stamina cost lower faintly over time.

(Also life expectancy or lifespans in this world. Are generally shorter then this time. Humans that reach the age of 30's are considered old. A human's prime is considered 18-24. (Also making Cyrus about to be out of his prime.) This low life expectancy is due to the ongoing violence and strife constantly infecting this universe. War is not something people are foreign of. Along with blatant crime or death.
Hidden 11 yrs ago Post by Esailia
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Completely alright with starting in that city. I didn't want to start in Throx for that very reason. I also misinterpreted how much the crystals would affect a magic user. I imagine Esailia wanting to avoid them, then. No problem there.

The reason I wanted to use multiple elements was since the way she lived didn't force her to build up her mana pool. She uses her weapons to accent her abilities, so she can barely be on par with the length of time a normal magic user would be in terms of stamina. If forced to use her magic without her bow or swords, it would deplete her mana in either a few spells, or even in one or two, depending on which element she used. It's an intentional crutch for the fact of using more than one element. For example. If Esailia is in a prolonged fight, you wont see her shooting magic infused arrows, or swinging around her swords with elements constantly. She simply cannot cope with constant use. She relies more on planning and reflexes to get her through fights rather than her magical power. I'd be willing to bounce ideas of how Esailia can use the elements on her weapons in PM with you, if you feel they are too much. I understand you don't want anyone to be OP. Perhaps she can use two elements?

I am debating this because my character would not be the same without her ability to use the base elements. She grew up with nature. Earth, water, fire, air, being the four main ones. Earth and water grow the plants, air being self explanatory, fire has its place as well. cleansing a stretch of land, allowing a fresh start to an ecosystem. Esailia would have learned to harness these base elements in her time as a Keeper of the Wood. Even her ability to heal would be nature based than light based. Like a druid, rather than a priest.

I understand too that I am pushing something that you feel shouldn't be in the world you created. I bring up the fact that odd and amazing things happen in our world too. The man who can swim in ice water by controlling his internal body temp with meditation. The human conduit, who can conduct enough electricity to turn on lights without any bad side effects. People so flexible they can scratch behind their ear with their foot. I can imagine in a world where everyone has mana, there would be oddballs that can do strange things. But as always, I will defer to your judgement. It's YOUR world, after all.
Hidden 11 yrs ago Post by Dazed
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All is noted and taken into consideration. I'll send you A pm with my response after work. (Since i'm on lunch break.) Also i get to give myself a few moments to think this over in my mind. Since I'm not sure what I will say due to your comment/piece. (Which isn't a bad thing.)

Hopefully by the time I get back some people who requested spots will have posted some of their character sheets. (No rush guy's just excited.) ^-^'
Hidden 11 yrs ago Post by Dazed
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Dazed said
Wind & Sound

Water & Ice

Fire & Lightning

Earth & Nature

Light & Healing spells

Dark & Illusions



The only possibility of multi-classing elements would be for example Ral Zar'Rek case. Where Lightning is his base, but fire is his secondary.

Thus people can have multiple's if they follow the rule/catagories above. Meaning someone cannot control water and fire. Though can control Water and Ice.

As for being a Druid style healer. Anyone can have potions, poisons or ointments that were made by herbs. However the purest form of extracting a herbs healing or damaging is by someone with Nature based magic/tech. (So someone who does not use nature and wants to use poison. They would get their poison from a Nature user, unless they want a less potent version of what they seek.)

Sorry for the thorn in the side, but having two elements is something I recently disagreed with. Can't very well go back on my word now. So people should stick to one. (Unless they are sub categories of one another. Like Water & Ice.)
Hidden 11 yrs ago Post by Esailia
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Revised. Hope this works better ^_^
Hidden 11 yrs ago Post by Dazed
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Esailia said



Esailia, Keeper of the wood is Accepted.
Hidden 11 yrs ago Post by Esailia
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I actually like this new Esailia. Makes much more sense. As people say, change is difficult, but usually it's for the best. In this case, it is. Why WOULD she learn to harness fire? Or Lightning? Nature magic is a....natural extension to her life. She gained earth magic by exploring deeper into the natural world. She can't move the earth itself, but she can call for its help.
Hidden 11 yrs ago Post by IVIasterJay
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I'm working on an Arachnid bounty hunter.
Hidden 11 yrs ago Post by Dazed
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Awesome! Looking forward to seeing the cs's still in the works!
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Updated the third post in the OOC. Made it fancy and added a section for those who reserved spots for the RP.
Hidden 11 yrs ago Post by IVIasterJay
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WIP
I'll finish up and post his bio tomorrow, when my brain is not dead.

-CS removed-
Hidden 11 yrs ago Post by Gravislayer
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Well I guess I throw my bones in here as well.
1) Ral is now an old creep T-T
2) About the Techs, I do get the point with mastering a tech but in a world where people are so short lived who would go through the difficulty mastering a tech which most likely takes years? I would then rather wield a lot of them to be prepared to fight also half baked persons like oneself than studying it, even if there would come a tech master to challenge you....ypu just have your variety.

This bring me to part three.
3) The elements: while I do like the avatar concept here I must firstly destroy the druid circle of elements for my characters sake xD.
In a just plain scientific view it does firstly seem that every element has a connection with each other but then~
There are plants who does not need water, they feed on insects to maintain their household, fire which equals heat....now there are plants resisting the cold harshness of tundras. Air, said to be the base of everything, sadly shamans here only the whole lot, forgetting it is a mixture of many seperated gases.
I know science and nature, an ongoing war.

All that aside, while creating Ral i did not stick to nature mana cycle but rather to personalities fitting for someone.
Fire= hot blooded, passsioned
Water= calm, wild,deep with a nick of changing moods quickly
Earth= static, unbending will, calm
Wind= quick to act, intelligent, sneaky
Light= happy, outgoing, careless
Dark= moody, grumpy

The other, sub categories are adding extras to the bases I mentioned above.
Like lightning, while Ral is not hot tempered he sure is passionately and here cones lightning.
He is jumpy, while advancing for his goal he will make many steps to the left or right to just see what's there and what's not, in the end for him the way itself was the goal.
A quote fitting for him would be "The only opportunity worth taking, is the one with unknown outcome" He will explore everything, swooping the "what could happen aside". He does not care about consequences and if they are bad, he has to dealt with it.
That's were I decided to get my ideas from.

Now what I originally wanted to say is: in a world of magic, where magic is forged by ones imagination, I personally think the spectrum of personalities are defining what magic a person can do or not, it would be weird to act or think against your own nature and so the spell would cost an high amount of stamina or would crumble.
Here I am saying that person could still learn more than their element and their sub-class but that it would need a lot of energy and concentration.
That is my opinion, also I have to say that when magic can influence weapons, tech users are highly disadvantaged.
Here I mean that a magic user than do the very same as the tech user. Why not crossing the "one element" rule for tech users? Here people are infusing mana to a tool. Sure the right amount and the "how" has to be get the nick of to master it but still.....what element the weapon is gaining would mostly come from the techno an who developed that tech. There is no imagination behind, no emotion!
Hidden 11 yrs ago Post by demonspade64
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demonspade64 Your Friendly Neighborhood Hellraiser

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Appearance:

Appearance note: Has elf ears

Name: Simon Johnson

Alias/Nick-name: The Fisher

Age:22

Race: Augnor

Gender: Male

Affinity: Magic

Titles/Occupations: Bounty Hunter.

Equipment:

A custom made holster belt: A white holster belt custom made to carry his Water Canisters instead of guns.

Two small water Canisters: Pretty much strap on to his holster for both safe keeping and easy access.

Two Large Water Canisters: Usual kept on the back of his pick-up truck both back up uses and unavoidable outdoor battles.

A red pickup truck: His main mode of transportation while on the job it is mainly used to both transport his larger Water Canisters and the suspects he catch alive, unfortunately it bare no Obsidium.

Handcuffs,shackles,and zipcuffs: Pretty much keep with him to restrain crooks and likely suspects with bounties.

Magic repression collars: Pretty much like ones Carson made, only different that it doesn't decapitate the wear but shocks them when they get to far from him.

Abilities/Skills:

Water Manipulation: Simon's primary element, he mostly use this magic to manipulation near by bodies of water and used them as his tools. It also should be note that his Water manipulation is effect by the moon. When he outside when the moon is out it take less mana to use this ability, and the fuller the moon the more his abilities is effected this way

Water Volume Manipulation: Simon can harden the water he controls in order to weaponize it. With this ability the simplest splash to the face from the water in his canister could knock someone down. Simon can also use this ability to walk on water.

Water freezing: Simon can completely freeze nearby bodies of water in 5 second time spam.

Accelerated ice thawing: Simon and melt ice as fast as he can freeze it.

Bio: Coming soon(Want to see what you think first.)

Other:
Hidden 11 yrs ago Post by demonspade64
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demonspade64 Your Friendly Neighborhood Hellraiser

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What are the penalties for handing in a wanted suspect dead?
Hidden 11 yrs ago Post by Esailia
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I would imagine it depends on if the client wants the suspect alive or not.
Hidden 11 yrs ago Post by hermijouji
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Name: Lind Taylor

Alias/Nick-name: Chakram caster

Age: 16

Race: Human

Gender: Male

Affinity: Magic

Titles/Occupations: Assassin

Equipments:

1. A pouch full of manuim crystal.

2. Hooded cloak. He uses it to hide his identity.



4.Long knife.

Abilities/Skills: Lind's main element is electricity, which means he can convert his mana into electricity, as well as he can absorb electricity to restore his mana. Using his element he can move fast and silently, teleporting from place to place, although has limitations in distance, making him kill his foe easier and silently with a knife and escape from danger easily. Lind is an excellent chakram user, using his ability he can create a string or chain of electricity to bond his hand and the chakram, making it function like a yoyo.

Bio: I'll finish it later, my brain is still empty -.-

Other: After consumption of manium crystal, Lind's electricity changes it's color into red and becomes stronger.
Hidden 11 yrs ago Post by Dazed
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Gravislayer said
Well I guess I throw my bones in here as well.1) Ral is now an old creep T-T2) About the Techs, I do get the point with mastering a tech but in a world where people are so short lived who would go through the difficulty mastering a tech which most likely takes years? I would then rather wield a lot of them to be prepared to fight also half baked persons like oneself than studying it, even if there would come a tech master to challenge you....ypu just have your variety.This bring me to part three.3) The elements: while I do like the avatar concept here I must firstly destroy the druid circle of elements for my characters sake xD.In a just plain scientific view it does firstly seem that every element has a connection with each other but then~There are plants who does not need water, they feed on insects to maintain their household, fire which equals heat....now there are plants resisting the cold harshness of tundras. Air, said to be the base of everything, sadly shamans here only the whole lot, forgetting it is a mixture of many seperated gases.I know science and nature, an ongoing war.All that aside, while creating Ral i did not stick to nature mana cycle but rather to personalities fitting for someone.Fire= hot blooded, passsionedWater= calm, wild,deep with a nick of changing moods quicklyEarth= static, unbending will, calmWind= quick to act, intelligent, sneakyLight= happy, outgoing, carelessDark= moody, grumpyThe other, sub categories are adding extras to the bases I mentioned above.Like lightning, while Ral is not hot tempered he sure is passionately and here cones lightning.He is jumpy, while advancing for his goal he will make many steps to the left or right to just see what's there and what's not, in the end for him the way itself was the goal.A quote fitting for him would be "The only opportunity worth taking, is the one with unknown outcome" He will explore everything, swooping the "what could happen aside". He does not care about consequences and if they are bad, he has to dealt with it.That's were I decided to get my ideas from.Now what I originally wanted to say is: in a world of magic, where magic is forged by ones imagination, I personally think the spectrum of personalities are defining what magic a person can do or not, it would be weird to act or think against your own nature and so the spell would cost an high amount of stamina or would crumble.Here I am saying that person could still learn more than their element and their sub-class but that it would need a lot of energy and concentration.That is my opinion, also I have to say that when magic can influence weapons, tech users are highly disadvantaged.Here I mean that a magic user than do the very same as the tech user. Why not crossing the "one element" rule for tech users? Here people are infusing mana to a tool. Sure the right amount and the "how" has to be get the nick of to master it but still.....what element the weapon is gaining would mostly come from the techno an who developed that tech. There is no imagination behind, no emotion!


The idea of having one element is for specific reason. I thought of Tech users having multiple elements, but decided against it like I did for magic users. Duel elements could be done, the only problem would be, someone who trains two elements would never reach goals that one would if they trained an element solo. However in contrast certain caliber of magic obtained by two elements, could have results that are dire/incredible.

Mastery speed of tech is to avoid one person possessing incredible amounts of tech. Someone could learn another tech. Though the creators base element would be greatly taken into consideration. A dark Tech user is not going to be able to produce a weapon that light users can weild However A fire Tech user can make tech for other fire tech user. People can see immediate progress with learning to use A tech. It doesn't take months to get little progress.

The major difference between Magic users and Tech Users. Magic Users may have more brute power magic wise. However A tech user in the long run, can activate mastered tech in a manner that long outlasts A magic users stamina. Meaning Cyrus may have powerful magic that depletes his stamina quickly. But A tech users depletion of stamina through his tools, most likely is significantly less then A magic users stamina depletion during spells. (Thus making Magic users generally more powerful per individual. While Tech users tend to have a significantly larger bank of mana/stamina.)

Also the life expectancy is rather short in this world. Meaning the actual speed for learning tech isn't truly all that slow. Its just the amount of time in a life a person has in their life to learn. ^-^ (Ral may be 'old' by standard of this universe. But that doesn't mean a whole lot. Other then some of my npc's may call you old man when taunting you lol.)
Hidden 11 yrs ago Post by Dazed
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demonspade64 said
What are the penalties for handing in a wanted suspect dead?


Depends greatly on the bounty. The bounty on the individual will say dead or alive depending on why the person had a bounty on their head. For example, if their offence isn't incredibly terrible. It will say wanted alive. While in Cyrus' case, where he was framed for stealing Manium Crystals, Cyrus is currently wanted dead or alive, it does not matter.

So the dead or alive concept of returning a bounty. Would depend on the person who made the bounty. Or your employer.
Hidden 11 yrs ago Post by Dazed
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demonspade64 said
Appearance: Appearance note: Has elf earsName: Simon JohnsonAlias/Nick-name: The FisherAge:22 Race: AugnorGender: MaleAffinity: MagicTitles/Occupations: Bounty Hunter.Equipment: A white holster belt custom made to carry his Water Canisters instead of guns. Pretty much strap on to his holster for both safe keeping and easy access. Usual kept on the back of his pick-up truck both back up uses and unavoidable outdoor battles. His main mode of transportation while on the job it is mainly used to both transport his larger Water Canisters and the suspects he catch alive, unfortunately it bare no Obsidium. Pretty much keep with him to restrain crooks and likely suspects with bounties. Pretty much like ones Carson made, only different that it doesn't decapitate the wear but shocks them when they get to far from him.Abilities/Skills: Simon's primary element, he mostly use this magic to manipulation near by bodies of water and used them as his tools. It also should be note that his Water manipulation is effect by the moon. When he outside when the moon is out it take less mana to use this ability, and the fuller the moon the more his abilities is effected this way Simon can harden the water he controls in order to weaponize it. With this ability the simplest splash to the face from the water in his canister could knock someone down. Simon can also use this ability to walk on water. Simon can completely freeze nearby bodies of water in 5 second time spam. Simon and melt ice as fast as he can freeze it.Bio: Coming soon(Want to see what you think first.)Other:


You are the first person to have a vehicle in any way shape or form involved with your cs. Whether its owning it or simply having one in your bio. lol

I like the whole cs so far. Maybe it should take a little longer to freeze and unfreeze water. Generation of the element water takes a signifigant amount more stamina then with water that is already there. Though I feel as though you instinctivly know this lol. But just keep an eye on, or, keep in consideration the amount of water you control/manipulate in the same day as rapidly freezing and unfreezing water. I feel the combination of manipulating water to attack a foe, while freezing or unfreezing water, can quickly rack up a toll on your stamina/mana.

As for the collar, I was thinking high ranking Enforcers (The Elite Enforcers.) Would be the only ones with those. I also think people wouldn't take kindly to someone that possesses A neckles that removes their ability to cast magic or use tech. I truly see the worth of the collar for your characters occupation. However I don't feel other people will enjoy the op factor. Which is why I was implementing this collar as A major pivital plot point. Only used by npc's and only put on peoples characters if that person and I discuss it. (However if situation or rp calls for it. I may pressure someone to let their character get A collar put onto them. They can be removed, just the right person needs to do it.)

So you should probably remove the collar from your cs. One last thing to mention. Your character is not a Pilot, so the truck is just a truck. I want ordinary vehicles in this universe, however I want pilots to have a great amount of use as well. So trucks and cars are ok, but thats as far as anyone who is not a Pilot can go vehicle wise. Pilots do not have weapons on their Vehicles just like no cars or trucks will possess weapons or Tech weapons on it. To avoid tanks and all that nonsense.
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