17 POSTS
|
ʡ 406
|
Male
|
111 Cycles
|
Horse
|
Cecil
|
|
Jan 16 2016, 01:10 PM
(This post was last modified: Jan 16 2016, 01:10 PM by Euron.)
-wiggles brows- I'm just thinking some extra moolah might encourage posting alongside the acheive. ;3 the potential to win magicka is certainly encouraging me to make rolls even with the potential to crit-fail, since even if i crit fail i get some monehs for it. @baroque
|
|
|
109 POSTS
|
ʡ 37
|
Male
|
112 Cycles
|
Lion+Grizzly Hybrid
|
Shafaer
|
|
yee I definitely agree x3
|
|
|
18 POSTS
|
ʡ 0
|
Genderless (male pronouns)
|
107 Cycles
|
African Civet
|
Fira
|
|
I would like to suggest making random events a thing! You could do it monthly, with the news or something. Every month, maybe five or so Gembounds get a prompt that they don't have to do anything with if they don't want to. Basically, it would be something like "Mjadhi -- something you ate made you sick" or "you found an interesting stone on the ground" or "you fell into the Crystal River in Polaris!"
The Gembounds who get chosen could be done so randomly, picked by the Staff.
|
I am only doing one thread at a time with this character. If my thread partner(s) has not replied in five days, I will continue without them and/or exit. If I have continued on without you in your absence and my character is still in the thread upon your return, feel free to jump back in, or exit if you wish.
|
|
329 POSTS
|
ʡ 1320
|
Male
|
105 Cycles
|
Pygmy Marmoset
|
Harvest
|
|
Plant + Arcane Achievement pls?? <3333
|
|
|
68 POSTS
|
ʡ 160
|
Male
|
112 Cycles
|
Mutated Maned Wolf
|
rasta
|
|
new spell suggestions to hopefully attract members towards some of the lesser used magic and some others that i came up with along the way
WATER -
water pistol (suggested by moonlit dream) - low intensity offensive - The user inhales the water from the atmosphere or a water source and ejects small water 'bullets' towards a target. This hardly causes any pain to an opponent, however inhaling too much water can possibly cause harm or even begin to drown the user.
bubble - low intensity manipulation - the user draws water from the atmosphere to create bubbles ranging in size based on success
ARCANE
window - medium or high intensity manipulation - the user is able to see through objects or beings for an amount of time depending on skill level and success. it takes a lot of energy to see through walls or large objects/gembounds and may exhaust the user if they are not experienced enough.
FIRE
wisp - low intensity manipulation - like illuminate orb, wisp allows the user to create a small, floating blue ember that lasts for an amount of time depending on the users experience. this fire can grow or shrink, however can not cause any harm to the user or opponent.
ENERGY
restless - low or medium intensity transformation - the user is able to draw energy from the atmosphere and apply it to themselves or others. Experienced users can take energy from themselves or others, however taking it from either themselves or the other exhausts whichever the energy is taken from.
|
|
|
107 POSTS
|
ʡ 40
|
Genderfluid
|
112 Cycles
|
Otter
|
Moonlit Dream
|
|
Feb 08 2017, 10:01 AM
(This post was last modified: Feb 09 2017, 06:28 AM by Eira the Undying.)
So I had an idea recently.
It came to my realization that I've had muse for a lot of characters that ended up needing a rare character slot to play. However, since they exist in the real world, it'd feel like a waste to put a rare character slot into them rather than playing something more unique like a dragon or manticore or something else outside of the norm. As a result, no-one(or hardly anyone) has ever used rare character slots for animals that already exist in the world, which I feel is something of a missed opportunity- think about it- giant salamanders, octopuses, rabbits, rats- all things that aren't allowed but would be very interesting additions to the cave if only there was a reason to play them!
So, that leads me to my suggestion- having a lower-tier variant of the RCS used exclusively for animals that exist in the real world, but aren't on the allowed animals list. Such as fish, rodents and amphibians. Perhaps it could also be used to create a regular animal with colours abnormal for the species, or be used exclusively for not-allowed animals. It cannot, however, be used to create extinct or mythical characters. That's what the RCS is for!
It could perhaps be unlocked as a Spire tier for a lesser price and could also be introduced to competitions and monthly raffles.
Since the RCS colour is red and the Mutation Slot is blue, this new variant could be a light yellow- then we'd have all three primary colours in their sprites!
Name ideas could be uncommon animal slot or lesser gembound slot?
|
|
|
214 POSTS
|
ʡ 1156
|
Male
|
98 Cycles
|
Gryphon
|
Norvilion
|
|
Nov 29 2017, 12:49 AM
(This post was last modified: Mar 01 2018, 04:08 PM by Amras.)
Suggestion inspired by conversation in Discord: re-imagine the current tier ranks to help equalize power between paths and between species. This would apply only to flavor text with no actual mechanical changes.
Fledgling: Behold the Greater Gembound, a new addition to the cave and a being filled to the brim with potential. Unlike their lesser cousins they are usually capable of speech, higher order reasoning, and magic. With abilities often surpassing what appearance would suggest even the smallest greater gembound needs not live in fear of predation. Though it may be strong there is great untapped potential that sleeps in the heart of each fledgling.
Pupil: The essence of the cave has woven into and through the gem of a pupil, starting it down a path of magic. Wonders are summoned with ease that would make any fledgling jealous and power is readily poured into the fabric of the world to extract new spells. Walking the path of the pupil takes time and dedication, but most would argue that the rewards more than make up for the effort.
Master: The true epitome of what many greater gembound aspire to be. A master has practiced magic to such an extent that it has become a core part of their being. Spells that would crush less practiced individuals are often second nature to these experts of their craft. If you ever get into a fight with one of these gembound be careful, for they can often attack in ways the mortal mind can scarcely comprehend.
Brawler: Some gembound travel a path of their own, one fraught with violence either sought or fended off. At a certain time in the life of any gembound who foregoes the finer points of magic to focus on the physical world something remarkable occurs. In a moment of both strength and weakness they find themselves empowered by the very forces that Pupils draw on for spells. From that moment until the end of time they are cut off from refining the art of spellcasting, but in return are empowered with strength and agility far beyond the bounds of their species.
Champion: Though no more skilled at the magic arts than a newborn, champions have no need of such parlor tricks. Further empowered by the essence of the cave they hold strength that might put them in a place of legend beside figures such as Hercules and Cu Chulainn. Sure, masters might be capable of summoning black holes and calling down lightning storms, but a champion can fight with supernatural strength for uncanny lengths of time without rest.
Strategist: Truly strategists are among the oddest batch of greater gembound. They never had a moment where the caves opened up the secrets of magic to them and never did it bless them with physical might. All that energy that might have gone into new growth just sort of… evaporated into nothing. As a result of this strategists have to rely on quick wit and eclectic skills to compete with their mystically charged brethren. The cave has a funny way of repaying for magic potential taken away though; the spirit of luck always seems to fall in favor of these fallen ones as if in apology for the hand dealt to them.
Genius: In a land of master magicians and heroic champions, geniuses are an absolute enigma. Though the essence of the cave continues to leech off their life force they pay no mind. They have lived long enough to amass an astounding skill set in diverse areas and have the ability to pick up new nonmagical abilities very quickly. The odd distortion of probability around them becomes stronger, making them among the best individuals in the cave to tackle tasks that can’t be solved with spells or brute force alone.
|
Tagging preferences: |
On-Site
 |
Discord
 |
In Person
 |
|
|
|
^ These are nicely written!! We already have something like this in our guidebook (Magic > Level Paths) but thanks for taking the time to write these up :)
|
|
|
59 POSTS
|
ʡ 178
|
Male
|
108 Cycles
|
Hybrid
|
Almighty
|
|
SUGGESTION 1!
In reference to groups and their claimed areas;
What're the chances of description edits to reflect a group's claim and presence? Say for Marrowbound, "This area is watched by the Marrowbound Kingdom, who regard it as a sacred resting place for the dead. Enter with reverence, their eyes are upon you." (written by norv, credit where credit is due) just something that reminds players visiting the area that in-game, their characters wouldn't be able to just, make themselves at home without some reference to the groups' being there. A way to tie groups into in-game canon more than they are now.
SUGGESTION 1.5;
Alternatively, allowing leadership members (ie; proven and trusted members of the game) of groups to legally intrude on private threads should that thread contain area-changing events; this would of course come with the requirement that leadership let the thread participants know ahead of time that they may pop into the thread to ensure the group has some influence on what is meant to be a patrolled and lived-in area. I much more prefer the first option, of course, as popping into private threads can throw off planned events, and nobody likes it when that happens. Still, I feel like officially established groups (especially in side caves, where travel is less frequent) should be getting a little more recognition. Back when groups were a new thing, every group that formed was recognized just by their novelty but that's not happening anymore.
With the private intrusion option; group members would still be discouraged from violently defending their claims for all the same reasons as the current rules are in place and of course groups could still be rebelled against and put in their place- there would be no exceptions to the regular site-wide rules besides the ability to enter private threads in that specific location with good enough cause; that there specifically needs to be an established reason in-game for leadership to enter private threads.
This dips into 'power playing' a bit, but I've seen it work well on other sites, and it certainly gives groups more recognition, which with possibly two more groups up and coming, I'm betting they'd be appreciative of either of these suggestions too. Again; not to insight power play, just to input some realistic consequences to entering claimed territory / someone's officially recognized home.
|
|
|
515 POSTS
|
ʡ 975
|
Male
|
113 Cycles
|
Dog-Crow Hybrid
|
Dark
|
|
Jan 16 2018, 02:28 AM
(This post was last modified: Jan 16 2018, 05:13 AM by Oliver.)
Right this is a long one; please bear with me. This idea came up between me and Kai when discussing rolling our characters as healers (Oliver is aimed to be a mender, so!). The costs for healing spells picked and chosen from the various elements are VERY prohibitive and this could be a fun way to further define a character!
New Path: The Mender
Ranks: Medic, Mender, Healer
Focused on selflessly aiding those around them, the Mender's path has attuned them specifically to magics that heal and strengthen their allies. No longer do other magics, or even their own element, answer to them so freely--but in exchange, their ability to act as a medic is unparalleled.
The Mender focuses not on offensive magics, but on mending and caring for others around them. They receive a large cost reduction (as if all are in their own, personal element) in purchasing healing spells from various elements, and a bonus roll to these particular spells. They receive NO bonus toward other elemental magic spells; anything offensive and they're just as out of their depth as a Brawler casting the spell.
List of Spells Affected:
White Sense - To see the well-being of those around them
Fauna Cleanse - To help bolster and cleanse their allies
Micro Cloud - To affect the bacteria of an ally, for mending purposes
Recover - To regain their own strength (it needn't have a cost reduction, but the roll bonus is nice)
Summon Water - To flush and cleanse wounds
Purify - To purify water for their patients to drink
Green Sense - To find plants for Weave
Weave - To knit and weave flesh and bone
Emerge - To grow plants for Weave
Blossom - To grow plants for herbivorous allies to eat
Flourish - Same as above
Digest - Kind healers may prefer not to eat flesh
Lesser Empathy - To sense how their ally feels
Illuminate Orb - To cast light, in order to better see what they're doing in delicate operations
Heat Up - To warm an injured or weak target, esp. one in shock
Internal Control - To restart or calm the heart of a target, esp. one in shock or even dead
NEW spells could include:
- A spell to replace Heat Up in this list--something to warm a target without burning them, for those in shock or in cool places;
- A spell to reduce a target's pain, in particular--could have the drawback of having to -share- it with the target
- A Master-level spell to actually speed up the body's healing to rapidly regrow tissue, i.e. to close wounds, like cauterize but without murdering your target
- An Animal-element spell to control bones into setting
These are just ideas, but I thought it could be a cool additional way to define your character, and add an entirely new element (ha) of gameplay to Origin!
Idea from myself + Kai, posting with her permission!
|
|
|
|