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can couloir not be affect...
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The Economy and You
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New Weapon: Kelsoaker!
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SL2 Version 3.03
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Chimera Hit
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Himari Izumi: Special Wea...
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Heaven Kick Spiff up |
Posted by: Perdition - 11-11-2020, 04:30 PM - Forum: Suggestions
- Replies (1)
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After one uses Heaven Kick, rather than just abruptly disappearing off the map, you should use the leaping lizard blurry rise up effect before they vanish to better convey jumping into the air and so it doesn't look as bad.
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Peter Boon - Application for character gimmick |
Posted by: lalchi - 11-11-2020, 08:41 AM - Forum: Character Applications
- Replies (5)
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Applicable BYOND Key - Lalchi
Character Name - Peter Boon (Basic Soldier)
Request Type - Character gimmick
Request Details -
Hello,
That idea came to my mind wich I want to give a try as it seems fun.
The idea would be to play the classic NPC village guard who get killed by black beast while trying to defend the city or any other reasons.
This mean that it is character made and meant to just die a horrible, peacefull or stupid death.
A little like the red shirt of star trek. But in Sigrogana.
Reason why you are making this request (if applicable) -
I mostly made that application to get approval on two thing since by thinking about it, i thought maybe i should get approval (sorry if that wasn't necessarily :
1 - Because it is meant to be a character who just ALWAYS die. It would be boring to delete him everytime to create a new character behind. So am asking if that would be ok and enough if i just change his allias, picture, descritption, etc... To make sure other understand that it is a different character than the previous who died.
2 - he's a city guard. Who will die but it is still a city guard regardless. And so part of an etablished group. I don't wish to handicap players however, obviously, so i thought of just being that guard who watches and don't work outside of cities. (Basically, i don't wish to take the role of a player on guards role who would be better than this character)
Roleplay & Lore supporting your request -
Black beast attacks are current.
And when black beast attack a city, i feel like it is normal the some guards present would try to defend the city as well.
I also feel like it is normal that they die while doing so.
I want to be that guard who die trying his best.
I think while the idea is funny to me, it would also make great interaction with other player who may see that guard getting violently killed while fighting on his side AND put more immersion into the scene. (It is an attack of dangerous beast after all.)
Other notes and apologies -
I have apologies to make however.
Because the character has already been created despite the rules written.
I didn't had that gimmick on mind when creating that character.
Once i had, I've gone to the application rules to start my demand and then noticed that i shouldn't have made a city guard without approval either.
Oops.
I'm the only one to blame on that mistakes and hopefully this won't affect the application despite the rule asking to make it before creating the character.
It has not interacted with the world much. Basically just powerleveling a bit and then stand still on Cellvish square for hours without a word.
The death part of the character hasn't been done.
Thanks for your time
Have a great day/night
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Vampires |
Posted by: Perdition - 11-09-2020, 08:01 PM - Forum: Balance Fu
- Replies (2)
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It dawned on me recently that in exchange for sanguine crest, which is 2 str, 2 wil, 2 ski, 2 cel, and 2 def and the ability to use lunar lunatism (which honestly isn't that good, SAN is less worth on vampires now), and 25% dark res, you receive...
50% holy weakness, 25% light weakness, and 75% healing effectiveness outside of silvermists. This seems like a very uneven trade to me.
I consider the Vampire rework to be a thematic success. It honestly was great in terms of making vampires feel more flavorful, but honestly the race feels like it got weaker. Like, yeah you don't get dicked by holy or light damage in your regular state and you get full healing, but so does every other race (barring Dullahans) and they get all their normal racial benefits. As it stands, you're just a worse human in your normal state, which would be fine if "activating" your vampire powers put you in a genuinely powerful state.
In addition to that, Vampire feels like it's being tugged in different directions of what it wants to do, which leads to you not being able to feel the full experience of the race. For example, Lunar Lunatism effects scale off of SAN, and bite effects scale off of SAN. However, Banquet is very much a basic attack focused ability. Banquet is also the sole way to maintain essence mid combat. If you're reliant on life drain to activate sanguine crest you have no way to rebuild your essence. At all. Unless you use banquet, but that'll likely do 5 damage and it's just highly inefficient.
It feels like you choose to do the basic attack thing, but then have to forgo any semblance of a useful Lunar Lunatism or any of the bite effects. This isn't necessarily a bad thing at its core. Racial abilities usually if not always scale off SAN, so I don't think the scaling should be changed. But because the SAN scaling favors a more magic oriented playstyle, or at the very least something likely not going to be good at basic attacking, allowing Life Drain to build essence would go a long way to improve the vampire experience. This way you have two defined, but equally viable playstyles for the race that feel more complete.
Moving on from all that, we have Sanguine Crest... as I mentioned before, the benefits don't come anywhere close to the negatives. Holy really isn't uncommon. Many people have the exact same weapon but holy enchanted on their item bar. Light damage also isn't that uncommon--certainly much less so compared to dark damage. On top of that, now your healing is reduced in effectiveness, making you more reliant on silvermists for sustain. However, there's no way you're sustaining through any halfway decent holy or light damage even with silvermists.
One possible change could be that after activating the Crest, any subsequent procs of it raise the stat gain by another 2 effectively making the Vampire a slowly escalating threat that still holds a glaring weakness that can be exploited before it can get truly out of control. Either that, or the stat boosts can be changed to things like raw hit, SWA, crit evade, etc. Not all of these at once maybe, but something in the line of those. It's unlikely your build will use all of str, ski, will, cel and def. And of those stats, it's likely you're stacking whatever is relevant to you. Thus with diminishing returns, your Crest quickly becomes an inconsequential buff.
Perhaps traits could be given for your Crest to determine what raw buffs you get if the stacking thing isn't ideal. Like, with enough STR you can choose to have your crest raise your SWA or something. With high Will your crest can give you spell power on all of your spells. Skill can provide Hit, and so on and so forth. These are just rough ideas but I think they'd go a long way to make exchanging a huge, relatively easily exploitable weakness worth it.
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SL2 Version 2.34 Update Notes |
Posted by: Neus - 11-09-2020, 02:56 PM - Forum: Announcements
- No Replies
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New Smelting Recipes & Cloth Materials - Added smelting recipes to create the following cloth material items:
- Singethread; Cotton + 3x Nerif's Blood + Any
Armor: +10 HP, +1 Armor, +3 Weight.
All: +5% Fire Resistance.
- Shiverthread; Cotton + 3x Arctic Gold + Any
Armor: +10 FP, +1 Magic Armor, +3 Weight.
All: +5% Ice Resistance.
- Swiftthread; Cotton + 3x Sylpheed's Curse + Any
Armor: +5 HP, +5 FP, +3 Evade, +3 Weight.
All: +5% Wind Resistance.
- Sunderthread; Cotton + 3x Conduiz + Any
Armor: +5 HP, +5 FP, +3 Lightning ATK, +3 Weight.
All: +5% Lightning Resistance.
NOTE: These materials cannot randomly generate on items.
New Tailoring Recipes- Added 43 existing equipment items as craftable recipes for Tailoring.
- Added the following brand new, crafting exclusive recipes:
- Embroidered Flamedance Gi
- Embroidered Frosttouch Gi
- Embroidered Windswept Gi
- Embroidered Boltstruck Gi
- Elementalist's Gi
- Embroidered Elementalist's Gi
- Feathers of Mercury (Catalyst)
- High-Quality Bandages
- Guild Flag (Carriable)
Carriable Items- Added the ability to carry certain items. Carried items can appear on your sprite.
- Monster plushies are now carriable.
New Woodwork Recipes- Added 20 existing items as craftable recipes for Woodwork.
- Added the following brand new, crafting exclusive recipes:
- Devil's Tome
- Indignant Idol
- Ruby-Head Staff
- Sapphire-Head Staff
- Emerald-Head Staff
- Topaz-Head Staff
- Amethyst-Head Staff
- Onyx-Head Staff
- Diamond-Head Staff
- Aerialite-Head Staff
- Cariaite-Head Staff
- Fortunite-Head Staff
- Fulgurite-Head Staff
- Morganite-Head Staff
- Requinite-Head Staff
- Tetraite-Head Staff
Magic Stone & Talis Adjustments- Now cost 1M to use, with the exception of Requinite (dispell stone).
- Talis skills (such as Aquaphobia's Frozen Fear) now cost 1M to use.
New Cooking Recipes- Corn Pizza
- Cobbed Corn
- Sweet Corn
ETC- Added a Smelting and Enchanting (actual enchanting item crafting) buttons to Portable Science Kit.
- Camp Pots now spawn via the new crafting system.
- Breaking down items has been adjusted to the new crafting system.
- Evasion is no longer disabled when knocked down, but the reduction is halved.
- Associates (IE summoned allies), excluding Mercenaries, are now treated as minor units and do not cause team turn shifts.
- Plant Seeds;
- Now take 48 in-game hours to mature, but only need to be watered twice during that time to survive.
- Watering it beyond the minimum now only gives 1-2 extra items, regardless of how many times.
- Basic minimum yield increased to 3, maximum yield increased to 8. (For alchemy plants, max yield increased to 4 from 2.)
- Murai transactions in shops now have a tax rate associated with them, which is basically an additional Murai cost. This is equal to 10% of the total amount (so, for a transaction of 100 Murai, a 10% tax would be 10 Murai, bringing the total to 110 Murai.)
- New Omina tail options courtesy of Cerrik.
- New Suitcase and Mech Plating Mirror Shards, courtesy of Roland Staghare.
- New Bone Marauder sprite, courtesy of Roland Staghare.
- New DISCer expansion from KitKatarine.
- Patrions can now be exchanged into Asagorians at the Patrion chest. (You can only change Patrions into Asagorians, not vice versa.)
- New Donation Item; Birth Certificate. Lets humans change their race to another human type.
OOC Corner- Added an OOC room. Please contain your OOC activities to this room.
- Can be accessed by walking into the left-side tree behind the arena. (The one closest to the arena wall.)
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Racial Skills and skill slots |
Posted by: Perdition - 11-09-2020, 01:56 AM - Forum: Balance Fu
- Replies (3)
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It feels really bad to have racial abilities but have to spend skill slots just to use them. Some class combos are very strapped for skill slots, so you have to choose between using your racials are using good abilities from classes. 9/10 racials get put to the wayside. This feels especially bad when races more focused on passives get "full access" to what their race has to offer because they don't have active abilities that require skill slots so this is a non issue for them. For these reasons, racial skills not costing slots would be a positive change.
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First Draft - Conflict Guidelines & Scene Locking Rules |
Posted by: Neus - 11-08-2020, 07:15 PM - Forum: General Discussion
- Replies (16)
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Hello everyone. As promised, I have drafted some basic rules of engagement and things for scene locking. I have run this by the GMs and they gave their opinions, so now I want to also run this by everyone and gather your opinions as well.
The general goal behind these rules and guidelines is not to restrict what you may and may not do, but to give everyone a basic and clear understanding of what is expected when you engage in this type of roleplay, and to help things make more fair in the event that someone wants to be an antagonistic character. Although there are a few other areas which need refinement as well, I think this is the best way to start making progress in this area.
If you feel that I have missed the mark, or that these new rules/guidelines are actually not desired, you are welcome to say so - that is the entire point of this topic. If you want to suggest further additions that I may be unaware of, etc., you are also encouraged to participate in the discussion.
Note that none of this is considered in effect yet.
Rules of Engagement
Conflict: This term will be used frequently. Conflict is defined as any serious scenario that results in violence, or other similar serious consequences, against one or more player character(s).
- Prior to conflict, RP between both parties must occur. This RP must be done in an interactive way; you cannot simply RP 'at' someone.
- Your conflict and the level of extremity (see Rule of Consent section) must have some IC reason supporting it. Certain things may not be used as the sole justification, for example:
- My character is just evil.
- My character is just insane.
- My character hates (race) and/or (gender) characters.
- PVP is not mandatory for conflict RP. If both players agree to RP the scenario instead of PVP, that is perfectly acceptable, but follows all of the same rules.
Rule of Consent
- Both parties must give consent to the 'danger level' of a conflict encounter.
- Consent may be given in several ways. Here are some examples:
- The aggressor may give consent to robbery by giving a clear IC implication that they are intending to rob the other party. For example; Masked Man flourishes his dagger threateningly, flashing in the moonlight. "Hand over your valuables."
- The victim may play along to let the aggressor know they are giving consent. For example, Unarmed Fighter smashes his fist into his palm, and then waves his fingers tauntingly. "Take them if you can!"
- The aggressor and the victim may use local OOC to clearly state that they are giving consent. It is also best to do this in the event that one party is refusing to give consent.
- Once consent is given, it cannot be revoked without the approval of the other party, or the intervention of a GM. Do not give consent if you are unwilling to follow the consequences.
- Consent cannot be forced in conflict between two player characters. Furthermore, attempts to force or coerce someone into giving consent for something they do not want to do is not allowed. Do not harass them OOC - simply accept it and continue roleplaying, or move on.
- Just because consent is given for a particular danger level does not mean that the victor has to follow through with it. For example, although consent is given for a robbery, the victor of the conflict may later choose not to actually rob the loser.
- In the event that a danger level is not clearly established, both players assume it is Level 1.
- For Level 3 and Level 4, explicit consent must be given in local OOC - simply implying it is not allowed! This is because these actions have permanent consequences.
The danger levels are as follows:- Level 1 - Simple non-life threatening injuries.
- Level 2 - Robbery. (See Robbery section)
- Level 3 - Maiming (IE, limb loss), destroying a vampire or lich's body. (IE, non-permanent character death.)
- Level 4 - Permanent character death.
Rule of Avoidance
- To avoid never-ending cycles of revenge conflict, both parties must avoid interacting for at least 12 real-time hours following the resolution of the conflict.
- Interacting means interacting; both parties have a responsibility to make sure their characters are not in the same place where conflict would begin again. For example, do not go taunt your victim/aggressor after the conflict.
- Naturally, it is forbidden to use different character(s) the player(s) own to try and get around this.
- This rule may be waived in the event that both parties amicably agree to do so. (IE, you wish to continue the RP).
- Always keep in mind that the spirit of this rule is to prevent nonsensical, repeated headbutting, and to avoid OOC drama which may arise otherwise.
Robbery
- Robbery is any conflict scenario that results in the losing party having items or Murai taken from them.
- Both parties must be aware prior to PvP or any roleplaying conflict that losing means being robbed, and consent must be given (see Rule of Consent).
- Regardless of how many player characters are in either party, the victim(s) may only be robbed once. Some examples:
- If the winning party has 4 player characters, while the losing party only has 1, the losing party is only required to offer once - they do not have to give something to each of the 4 player characters.
- If the winning party has 4 player characters, while the losing party has 4, the losing party's 4 characters are only required to offer once. They do not have to offer to all 4 player characters in the winning party - only once. (The winning party has the responsibility of splitting it however they want.)
- In the event that the initiator of the robbery 'loses' the conflict, and is at the mercy of their would-be victim, the victim can choose to rob them instead, following the same rules.
- A player character can only be a victim to a robbery once per 24 real-time hours. (They may consent to more at their own discretion.)
- A player can only rob a victim once per 6 real-time hours. (Note: This means player, not player character. You are not allowed to swap to a different character and continue robbing.)
- It is highly recommended that if you engage in such an encounter, you document the whole thing with screenshots and chat logs if you feel even the slightest chance of there being a problem.
If the victim of a robbery, one (and only one) of the following, of the victim's choice, must be offered to the victor. (NOTE: DONATION ITEMS, PATRION ITEMS, REGALIA'D ITEMS, ETC. ARE NEVER REQUIRED TO BE OFFERED, NO MATTER WHAT. IT IS A BANNABLE OFFENSE TO ATTEMPT TO CONVINCE OR IMPLY THAT SOMEONE IS EVER REQUIRED TO.)
- Victim's choice of an equipment item of at least 3* rarity.
- 2d10 total of any stackable item(s), such as crafting materials or potions, etc.
- 10d20 Murai.
Scene Locking
First and foremost: Roleplay is a collaborative activity, not a competitive one. All parties involved in a scene, be it in conflict or not, should strive to make the scene fun and interactive for as many people as possible. Please keep that in mind when reading these rules.
- Once conflict has begun, except in one of the listed circumstances, the scene is considered 'locked'. This means that the participants in the conflict at that time are the only ones who can participate - meaning that if someone happens across the scene, they may observe OOCly, but cannot interfere or interact with it, and for the purposes of the scene, they are not there ICly.
- Once the conflict concludes, only participants may obstruct either party from leaving the scene, and only if it makes sense with how the scene played out. Non-participants cannot pursue leaving parties or interact with them regarding the scene for 10 real-time minutes (to give a little padding for antagonistic characters from being immediately pulled into another conflict).
- KEEP IN MIND: If you stumble across such a scene, you are observing OOCly. The way it plays out and any information divulged is NOT IC knowledge to you - using it as such is considered metagaming. This includes if your character was 'secretly watching' - if you did not participate (by roleplaying) in the scene from the start, you are not there ICly.
The following is an example of how this rule works in practice:- John begins conflict with Mary with the intent to rob her.
- The two roleplay the scene and some resolution is made (PvP or RP) with John being the victor.
- Part-way through this, a random bypasser, David, sees the scene unfolding.
- Although David may be a character who would like to interfere and stop Mary from being robbed, they cannot, because they were not an active participant when the scene began. For the scene's purposes, David is not even there.
- John being the victor takes some Murai from Mary. Despite the scene nearing resolution, David still cannot jump in and try to stop John from leaving.
- John leaves the area. David may not pursue them. Mary would like to pursue John, but since they have just been beaten up, it would not make sense from a roleplay perspective for them to be able to do so.
The Devlogic™:
- Although this interaction could, ICly, take less than a few minutes to resolve, it may take much longer than that to roleplay out, not including any PvP or RP'd struggle. The longer the scene goes on, the higher the chance that someone will come across it by chance, even if it doesn't make a lot of sense.
- This provides a major disadvantage for antagonistic characters due to the tendency for people to dogpile as more and more people become aware of what's going on.
- This rule also prevents scenarios where less well-intentioned players will OOCly alert their friends that they need help IC during conflicts.
What defines a 'participant'?
- A character who is actively taking part in roleplay with the conflicting characters before the conflict starts.
- A character who is actively roleplaying in the immediate vicinity of where the conflict starts, even if it is not necessarily with the participants. (Immediate vicinity being capable of seeing the scene from where they are.)
What if a participant leaves to get help?
- If a participant leaves the scene for whatever reason, they are no longer defined as a participant and thus excluded from the scene. (See Exceptions section).
- All parties should apply basic logic, however. If the participant who leaves walks two rooms over to alert someone that conflict is happening nearby, that can be considered a general exception to the scene lock rule. (This only applies for being in the same general area.)
- In the event that you cannot come to a general compromise, consult a GM.
Exceptions to Scene Locking
- If the conflict is started in town or other area where NPCs are likely to be, this rule does not apply. (This is most places in towns with the exception of areas such as sewers. The reasoning being that, in this scenario, it actually is conceivable that someone would notice what's happening in a reasonable time frame to cause interference.)
- If all participants agree to waive this rule, they may do so. (As a participant, until you have confirmation that it is being waived, please do not ICly interact with non-participants to avoid confusing them.)
- If a GM believes this rule should not be applied to a certain scene and provides justification to the participants, it may be forcibly waived. (An obvious necessity in scenarios where this rule applying or not isn't clear cut, and for odd outliers.)
- During events, this rule may be waived by Event Staff, for both conflicts they start, and conflicts started during the course of the event by others where applicable. (IE, if you try to rob someone in the middle of an area with an event going on, an Event Staff may forcibly waive this rule in those instances.)
Rules for Undying Races (Vampires, Liches)
Some races have the capability to escape death, such as vampires and liches (referred to here as Undying Races). These rules are here to help define what they may and may not do, to avoid players from 'cheesing' and avoiding RP consequences as a result of conflict.
While Undying races are permitted to utilize their relative immortality in a way that benefits them, utilizing it in a way that stifles RP or otherwise seeks to game the system, especially if done repeatedly, is metagaming and therefore a punishable offense.
Note that these rules only apply for instances where the Undying race character is captured or otherwise in peril of such.
Suicide
- Undying races can only commit suicide with tools, such as weapons or a noose. They may not commit suicide by bashing their head into a wall, or by biting off their tongue, or biting their body repeatedly. Tools that cannot be interactively RP'd with, such as poison capsules, or weapons that are hidden even after being searched (or otherwise part of the body), etc. are not permitted.
- If the Undying race character is stated to be restrained or otherwise incapacitated as a result of the RP leading up to it, they cannot attempt to commit suicide until this changes.
- Youkai or other summons are not considered tools. You cannot summon a Youkai to kill you.
- Magic is not considered a tool. You cannot drown or freeze yourself with an Aquarian spell, impale yourself on a spike of earth from an Isespian spell, etc.
- Jumping from a high enough altitude to fall to their death is allowed, but only if the height is substantial enough to be sure death; heights where you would have to land on your head for it to be fatal are not allowed to be used in this method.
- If other characters are nearby when this attempt is started, they may intervene. Settle the matter with RP (and if you can't do that, roll a d20 - highest roll wins, RPing appropriately) If they fail to intervene successfully, the suicide attempt is considered a success and cannot be undone/stopped.
- If the Undying race is said to be under strict supervision by NPC guards, perhaps due to the high probability of suicide if left unattended, it is assumed that they will intervene and be successful. (If the undying character wishes to try and escape via suicide in this instance, they will need a GM or Event Staff to roleplay as the guards and find a way around their intervention.)
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Sanic Shell is not fast vs mages |
Posted by: Snake - 11-08-2020, 11:23 AM - Forum: Balance Fu
- Replies (10)
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Sonic Shell really needs Silence back on it, even if it's through a status infliction chance and 2 rounds duration. Mages have been running rampart, magic has absurd scaling on the spells and finally why did that get changed when no one complained about it?
My small plead's to change the High Charge of Sonic Shell to be Silence instead of Knockdown. Then move KD to somewhere else in the kit, I don't know. But we gunners need an edge here, man. Not only we'll have to basic hit people with the stinkiest weapon in this videogame for basic hitting or even critting, but also there are a lot of ways to shut down gunners. Mages love to do that too by spamming blinds, or just completely overpowering you, DPS wise.
This is just how absurd magic and magic damage is nowadays.
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BDP Camping Trip |
Posted by: Tanasinn - 11-08-2020, 10:45 AM - Forum: Suggestions
- Replies (3)
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Someone in OOC brought up the idea of making camp in the middle of dungeons, both for RP, and mechanically to heal/set up food.
From an RP perspective, this would help make black door RP a little better. As it is, it's awkward to RP in the middle of clearing a dungeon - You're either holding a conversation while casually killing things en masse, or you're dramatically slowing the progress down by RPing out your attacks when they're going to be mechanically identical over and over. A break in the middle of a dungeon with a campfire set up would give people a proper and logical setting for mid-dungeon RP, while also possibly enticing people passing through to join in.
Mechanically, it would allow a form of more sustained healing mid-dungeon. This isn't as bad as it sounds, because most people just leave for ten seconds to awkwardly inn up anyway, or rarely wait the up to 7.5 minutes for their food to proc, but having to run down up to nine floors while also risking your BDP despawning isn't great.
My own personal suggestion on implementation would be to make campfires usable on a floor that has 0 monsters remaining, other than statics, and probably with some kind of check to make sure nobody's still in a battle on that floor.
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Selena Niauta - Spirit Channeling |
Posted by: Aqua - 11-07-2020, 04:09 PM - Forum: Approved Characters
- Replies (3)
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Applicable BYOND Key - Trapple
Character Name - Selena Niauta
Request Type - Character Ability (Spirit Channelling)
Request Details - Heyo, I'm looking to get my character approved to basically temporarily (A few minutes) take the appearance of a deceased person through the means of spiritual possession (Essentially allowing the deceased person's spirit to possess her), of course, it wouldn't be something they would be able to pull off constantly due to how taxing it can be both mentally and Physically. It would also have risks if not performed right or it was interrupted by anything. It would take a great deal of concentration or focus to even pull off.
Risks would very likely include things such as being deemed a 'witch' or 'cursed' as well as mental exhaustion and depending on how persistent the spirit would be could probably lead to more permanent damage or temporary ones such as Amnesia. Of course, standard Spirit Possession risks would also apply.
This would be undergone in a very secure place (A room in a player house that would be locked from the inside with a key) that would only allow three people in the room, that being the Spirit Channeler, Those who request the service and someone to ensure no Illegal activity happens as well as ensure the channeler's health.
This would strictly be for Roleplay & Flavour and would offer no Mechanical benefits or boosts in any shape or form.
Reason why you are making this request (if applicable) - My Character that I'm requesting this ability for, has been training for this the type of thing for the Majority of her life as part of her tribes Spirit Medium teachings ICly.
Roleplay & Lore supporting your request - - Lore: I'm working on this based on Spirit Possession.
- Roleplay: As part of the teachings of the tribe Selena comes from, this would have been thoroughly touched upon and would be taught as a 1 on 1 type of thing. It's no secret that there are rumours within the tribe that these types of teachings have been happening. Due to how young she is, the risks would have been basically 'drilled' into her in order to prevent permanent damages.
These teachings would be considered Myths if not stories to most if not all people outside of the tribe. If anyone was to actively even try and find these secret teachings, those that already knew the technique would be at great risk (things such as Kidnapping) by assassins, Terrorist groups just to use the Spirit Channellers knowledge or even their skills to their liking.
Anyone that would entertain such a thought or the idea would be considered a laughing stock or just outright bluffing.
I am fully willing to negotiate and clarify with any GM(s) reviewing this either by Forum PM's or Discord (Aqua#4529) whichever way is easier.
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