Hidden 10 yrs ago Post by Milieu
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Mortal Kombat!!! *queue the 90's theme*
Hidden 10 yrs ago Post by Schradinger
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Oh god... I used to have that theme on a mix CD. Perfect music for getting in the mood to write a fight scene. Lol.
Hidden 10 yrs ago Post by Ichthys
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I usually just get a playlist on YouTube going.
Hidden 10 yrs ago Post by Schradinger
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Alright, I've gotten most of the CS done. I just need to finish the personality and write the bio. Hopefully it'll be posted tomorrow.
Hidden 10 yrs ago Post by Ichthys
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Good to hear. Candidly, I've already got most of the first IC post written up as well. It's very lengthy, but it should establish the current state of affairs in the coven quite well.

I'm just waiting to finish the judgement of some of these last players and characters, before posting it up. :) Don't feel pressured to rush though; take your time.
Hidden 10 yrs ago Post by Castor
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Going off this as a guide:
the potential to do magic (which all have), the choice to use it (a spell is hardly done on accident, well a spell with the desired effect), some sort of intent (that is a desired effect), and the understanding/knowledge required to both prepare and execute the spell

A glyph of power is a symbol or shape with a corporeal form which enables a user to perform a desired magical effect. Through experimenting/learning forms of glyphs, the witch gains the knowledge/understanding of the nature of the magic he wishes to perform. They are like magical instructions which determine the resultant magic executed. The act of inscribing the glyph on to objects is important, as these magical instructions are often too complex to just be remembered and spoken as words unless the magic you want is simple(VERY RARE, a picture paints a thousand words). Moreover, since the object being used to communicate these glyphs(magical instructions) is essentially a pipe/bridge/train tracks for the magic to flow, there is a need to ensure that these objects are one of value and integrity, if you desire a stronger, more lasting effect. This idea of a suitable medium ties in with the "execution" bit.



The example shows how glyphs can be carved into sticks and such but the down side to using objects with low integrity is that they break down once the magic is used through them. Runes are just small stones which are polished and can be used as a medium for glyph etching. Also note how the farmer had to activate it, for the intent and choice to use magic to play in. In this case the farmer's own magical potential was not a big factor as its just a simple heating action.

However, the need for magical potential is pivotal is cases where highly potent glyphs are activated. For example, a Mithril suit of armour with glyphs engraved. To protect the wearer, the instructions would be: [Keep the material connected at all times,metal can not deform the armour, wood can not deform the armour, dust and grime can never dull the shine]. Instructions are explicit, and learning the right glyphs to accurately convey instructions will take a lot of studying. As a result, a magical icicle that is harder than the armour would not break the mithril armour but it can deform the mithril and still damage the wearer. Now, for magical potential, it differs from each individual. Strength of armour is directly proportional to strength of the magic user. Note, if the potential required greatly exceeds the limit of the user, the caster can die of shock, even if the mithril armour still doesnt break. The reason is uncertain. Therefore, Flowryde or glyph users who know their thang would add instructions to deactivate the instructions in the event of over exertion.

Finally, because the glyph is a manifestation of the creator's intent, not the user's (the user merely choses to activate the glyph and wills the magic to perform). The creator's own magical potential is important for a variety of reasons. Obviously, a glyph user with low magical potential will be hard pressed discovering glyphs of power(They are not random drawings!). Furthermore, the intent of the glyph is not only physically imprinted on an object, it is also imprinted in a magical sense. Hence, glyph creator's have their unique magical signature on their creations. The stronger the magical potential of the creator, the more integrity it has.

TL;DR: Glyphs require skill and understanding to use. Pros: Dynamic application. Cons: Limited to knowledge of glyphs, time, materials, magical potential.

The tattoo came with the character. I'm embarrassed to admit it... but I thought it looked cool so I wanted it to do something... Enhancing reflexes seemed to be the most subtle option. If you dont like it, what do you think about speed enhancement. When activated, he can run as fast as Usain Bolt. It does not shorten his life but burns up the butt fat.

Did I address every issue?

Edit: Just wondering, do all of you live in America? Everyone seems to be sleeping whenever I come on :l
Hidden 10 yrs ago Post by Tatsua Aiisen
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Yeah, I think I'll step back from this one. I'll still watch though, since I adore the concept and all the hard work that has gone into this.
Hidden 10 yrs ago Post by Ichthys
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Although that explanation is fine and dandy, my biggest concern was on the extents and scope of this magic. As of right now, how powerful is he? What can he do? I just don't want anything unbalanced, y'know. :p
Hidden 10 yrs ago Post by Milieu
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Milieu said
Awesome :) I have some concerns regarding Castor's character as well. First off, he bears the last name of the D'Cerf? Is this just an adoptive name applied to those without a surname? (For instance, would Atlas be Atlas D'Cerf simply because he doesn't have an original surname?) Or is this the name of the High Priestess, and she passed it on, if so, wouldn't that mean succession would pass to Castor's character? Originally, I thought D'Cerf was simply a sorta clan name, applicable to anyone apart of it, like how American, is typically used to describe a person from the United States. I might just be nitpicking, but I figured with all the detail put in to make things more succinct that it might pose an issue. Idunno though.


@Ichthys: This concern I had posted earlier, although I figure its something for you to address.

@Castor: So do all materials break down over time? And depending on the power level of the spell (especially if its a powerful spell) wouldn't that do more damage to the material itself?
For instance, a glyph engraved on a steel dagger which one could activate to conjure light for, let's say, dungeon crawling, would degrade the blade slowly because I imagine the glyph for making light would be less complex/powerful. But a steel blade that would burst into flames to add more damage would probably degrade much quicker. This is going off your own example of the sticks breaking, I imagine they break because of the magic surging through the material (which would otherwise not stress a material without the glyph).
This would be a sensible limit, and require your character to balance glyph power with the materials used, and the more rare/durable the material for its properties in conducting magic, could sustain more powerful glyphs.
Hidden 10 yrs ago Post by Ichthys
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Regarding the name, I wasn't originally worried by it at all. As stated before, the D'Cerf family is more than just immediate; there are extended members as well, although they do not have right to the hereditary monarchy at all. Thus, I find it completely okay for one to have the D'Cerf surname for the character. I mean, Castor didn't mention he was going to play immediate family, which as I mentioned can only be played under special circumstances. Plus, who said Lord Bayard and the High Priestess Olwyn were even of direct descent of the original founders. If you want to get a spoiler, they aren't. :p I mean, as alluded to before, its perfectly possible for one not of original D'Cerf decent to gain rule to the throne, except I'm not about to explain how Olwyn and Bayard, in particular, got to their position just yet. I'll leave you in suspense.

Still, as the D'Cerf is a "clan name" as well as an actual family name (derived from the name of the original founders), it's also possible for those without any relation to the D'Cerf to have that surname as well, due to mere association. Some might take the name in solidarity or some other reason. Therefore, Atlas could very well be Atlas D'Cerf, but only if you want him too.
Hidden 10 yrs ago Post by Schradinger
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If that's the case, should I leave Vincent's bio prior to the death of Olwyn blank? His history would be tied very closely to Olwyn's, and I don't want to write something in that would be contradictory to what you have planned.
Hidden 10 yrs ago Post by Ichthys
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It depends. I haven't seen a bit of Vincent's CS. :p I'd say go at it; I don't think it'll ruin much, if anything, and I can always adjust a bit. I have time before that part takes any large role in the plot.
Hidden 10 yrs ago Post by Schradinger
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Name:
Vincent D'Cerf

Age:
43

Gender:
Male

Appearance:
Vincent is a tall man, standing a full head taller than the average citizen, and carries himself with a regal grace that makes him instantly recognizable as nobility, even to those who have never seen such a man before. His build is slender, yet possessed of a lithe solidarity that would indicate a background of hardship despite his noble upbringing, and he also possesses a small collection of scars normally hidden by his clothing. His eyes hold the haunted wisdom of a man who has lost much, but also the keen curiosity of one who has studied enough to realize how little he truly knows. His hands, unlike those of most nobles, carry the remnants of callouses indicative of a willingness to work, though they have begun to fade in recent days. Where once his scent was reminiscent of the outdoors, mixed with the aroma of Alder, Birch, and Oak, it is now of a much cleaner aroma, almost on the border of nonexistent, as though he spends too much time bathing and not enough getting out into the world. On the subject of fashion, his tastes tend to air on the side of silken shirts, embroidered vests and knee-length coats, and calf-high boots. The embroidery is tasteful yet not overdone, and if not for the cost and quality of the materials used would be only just on the near side of acceptable for a nobleman.

Role:
Prominent Noble

Renown:
Very Famous

Interests:
Ever since he was a boy, Vincent has always been fascinated by the mysteries and complexities of the world around him, drawn as much to the study of people as he was to the study of plants, animals, and that ever-pervading force known as magic. It was the last item that captivated him the most, and he has all but dedicated himself to uncovering the vast mysteries regarding that ever-present force and the nature of its interactions with the physical world. Even when he was young, he would spend hours in the mountains surrounding Moonshearth castle, practicing the spells he had learned from the priests and their books, not all of which had been taught on purpose. His mind was well-suited to such academic pursuits, and he quickly mastered every challenge laid before him, whether it be the learning of a new spell or the discovery of a new method to perform them. Hand in hand with this innate talent for magical learning came a similar talent for learning of a more mundane sort, and he took it upon himself to learn as much as he could about the land that his family called home.

Skills:
- Scrying -
An almost laughably simple spell, this ability has very few requirements in order to function, but it is the difficulty in acquiring these necessary components that makes it as rare an ability as it is. That, and the simple fact that those who know it tend not to share. Even Vincent himself, with access to the full library of the D'Cerf coven, had to come by the knowledge of this spell via deceptive means. Of the three things required, a body of water, an incantation to direct the magic, and an item belonging to the target of the spell, it is the last that is always the most difficult to come by. In order for the spell to function with any level of detail or clarity, the object must be one that has been in the possession of the target for a significant length of time, and for the best results it should also be an object of great value to the target. Naturally, the prime difficulty then becomes the acquiring of such an object, as their absence tends to be noticed, after which point they can take precautions against the spell. Thankfully, however, it is rare for a target to realize the true significance of the missing object, due in large part to the rarity of the spell itself and the knowledge of how to perform it.

- Wards -
Due in large part to his relentless study of magic and the various methods and spells used to harness it (as well as a distinct natural talent for it), Vincent has become exceedingly adept at countering a vast multitude of spells and their effects. From the simple annoyance of a laughing hex to the very potent danger of a fireball, he has an almost preternatural ability to devise counter-spells, sometimes even before he fully knows the spell he is countering. When asked to explain this ability, the best he could do was that he sometimes gets feelings about the magic around him, though at first they seemed to come and go with no rhyme or reason. As he grew and trained, however, he began to develop the skill further and learned to correctly guess a majority of the spells he observed another witch performing, even when he had never seen the spell before, or the method the witch was using to perform it.

- Dueling -
Complementing his skill with wards is an unusual talent for dueling, magical contests between two witches that end only when one has bested the other. His preferred method for participating in such activities is via the use of a wand, an enchanted device to aid the witch in the casting of non-verbal spells. Generally, this method of casting is far more rapid than the use of more elaborate incantations or rituals, but the spells often suffer from reduced effectiveness when compared to their slower counterparts. Due to the fast-paced nature of most duels, this tends to become a negligible factor in a majority of cases, as the duelist who can unleash the most spells in the shortest amount of time tends to be the one to gain the upper hand, followed quickly by the victory. To date, Vincent has only lost a single duel, and he is well known as one of the best in the realms, with some even saying there are none who could match him.

- Other -
The extensive study of magic ever since he was a boy has given Vincent an almost unparallelled knowledge of spellcraft, and he has at least dabbled in every known form, from alchemy, to necromancy, to enchanting, and even magic-infused physical combat (though that ended before he got any farther than training with knives). While his specialties are dueling, scrying, and the creation of wards, he nevertheless has a working knowledge of every form of magic that can be taught in the D'Cerf coven, and several forms that can only be found outside its walls.

Personality:
Always being the smartest person in any given room has given Vincent a bit of an ego complex, though not in the way that he believes everyone around him to be beneath him. He simply knows that if he tried to explain everything as he see's it they would likely just stare dumbfounded and think him a gibbering idiot, and so he hides the intellect behind a facade of warm cordiality in order to blend in at the various political functions performed at Castle Moonshearth. In truth, he often prefers the silence of solitude to the buzzing of court, though being the current first in line to the throne has taken away the luxury of remaining absent from the masses, even if he did decline those who wished to raise him to the position. When alone, he is a man driven by vibrant curiosity and a boundless thirst for knowledge, often remaining shut inside his quarters for days on end as he conducts one experiment after another in his attempts to reveal the deepest mysteries of magic. This habit was only heightened after the death of his sister, the High Priestess Olwyn, and it wasn't until recently that he began returning to court, frequently enough that a bodyguard was hired to help protect him.

Biography:
The first thing Vincent remembers is the cold winter day when he and his sister first arrived at Castle Moonshearth, accompanied only by their guardian. The man was elderly, though still far from what one would call frail. He sported a long grey beard and a towering physique that would make any cutthroat think twice, but also a kindly disposition when dealing with the young Vincent and his sister. With a few whispered words between the gatekeeper and the guardian, the two children were admitted into the glorious finery that was the home of the D'Cerf coven, and that was the last time they saw the man. Having never known their parents, he was the only father figure they had until that day, and after that they never had another like him. While Olwyn was taken to the temple of the Occult in order to be trained as a priestess, Vincent was taken in by one of the great scholars of the D'Cerf, and both the children took on the name of the coven as their own, having no other by which to call themselves.

As the years passed, Vincent grew in both knowledge and stature, until his height was just as much a point of fame as was his innate aptitude for learning. By the time he came of age, he had even surpassed several of his teachers in ability, and there were those that speculated he would one day make a play for the throne itself, such was his aptitude at the game. He chose a different path, however, and remained dedicated to his scholarly studies throughout his life, taking only brief respites from the gathering of knowledge to defend his home and his sister whenever the need to do so arose. It was during these times that his talent for spellcraft and dueling shone most brightly, and he bested all but the first of the opponents to come against him.

On the day that he failed his commitment to his sister, the day that her corpse was found clasping the hand of her dead husband and lover, Vincent's life changed forever. He had lost one of the only people in the world he had ever cared for, the one who had been there with him from the beginning, guiding him through the treacherous waters of the personal relationships he had always found to be so tedious and draining. Without her, he would never have been anything more than the curious little boy who just wanted to know how magic worked, and now that she was gone he had lost the only balancing influence on his brilliant but fragile mind. He retreated into the depths of his own studies and refused to see anyone that was not a cook or a servant, and even they were ushered out of his chambers as soon as their tasks were done. He even declined those who were vying to place him on the throne, sending them packing even faster than the others.

It was not until recently that he finally re-emerged from his downward spiral, stepping back into court with a clean-shaven jaw and the regal presence he had always been known for. He has not yet declared the intent behind his sudden and inexplicable return, and the court is rife with gossip about everything from a play for the throne to a manhunt that will only end with the death of his sister's killer, and there are almost as many rumors about what he might have been doing trapped inside his chambers for so long. Had he succumbed to madness and begun practicing the dark arts of the savages? Perhaps he had been delving into the study of necromancy in order to bring his sister back. Or maybe it had all been a ploy, a scheme to engender uncertainty in the court so he could return in a flourish and claim the throne for himself. No one can say for sure what his intentions are, but it is known that he has not been idle. The acquisition of the hulking bodyguard known as Atlas has only further fueled the rumors, though none can say for certain what his purpose truly is.
Hidden 10 yrs ago Post by Schradinger
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In the interest of not keeping everyone in total suspense any longer, there's all the bits except for the biography.
Hidden 10 yrs ago Post by Milieu
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Schradinger said
In the interest of not keeping everyone in total suspense any longer, there's all the bits except for the biography.


Its nice to see it coming along. I'm excited for the rest.
Hidden 10 yrs ago Post by Castor
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Milieu said So do all materials break down over time? And depending on the power level of the spell (especially if its a powerful spell) wouldn't that do more damage to the material itself?

No, not all materials break down over time. The magic does not naturally damage the vessel (unless it's the desired effect..).
Compare glyphs that are: 1. Carved on a wooden bowl 2. Engraved on a brass pot 3. Cut on a diamond palette. The instructions will be [collect water from air, fill vessel].
When activated, water will slowly collect on every vessel and you drink the water. For weeks you use the vessels activating it every day and drinking from it. A month later, you notice the water in the bowl takes a very long time to fill and it does not fill to the brim(looks dodgy too). 2 months it stops working altogether. Same thing with the pot but it takes 8 years for the magic to wear out the integrity of the pot. The diamond palette however seems to last indefinitely as at least 50 years wouldve passed before it is completely useless, assuming daily usage.
You could say that an object with a higher aesthetic value will have higher integrity. The act of engraving also increases the integrity which is why very well crafted glyphs work better than ugly looking ones. Magic is very picky.
About the dagger, because the nature of the magic is to produce light, instructions: [shine], it would not damage the material. iron dagger will last you a few days, steel probably months-years(depending on the grade), Mithril decades, diamond(?) a very long time. Alternatively, materials could be damaged if instructions were [pierce and deform metal] and you used an bronze dagger and tried jabbing at a hardened steel block. Scenario one, glyph is dormant, jabbing the block makes you look like a fool but nothing happens out of the ordinary, maybe the dagger is blunted but the block has hardly a nick on it. Scenario 2, glyph activated, the magic will insist on piercing but because the bronze is shyt it will shatter, and the user might die, regardless of how magically potent the user is. Really depends on the nature of the magic.

@Ichthys: Glyphs magic, when used offensively is dangerous to the user as seen above. Its also quite useless in direct combat unless you have top of the range equipment, which Flowryde doesnt own, but he does makes some for the noble people of D'Cerfs. Flowryde is a broke ass kid. Since instructions have to be precise, using it in battle is inefficient. You want to use magic to create invisible barriers? No probs, leme get my staff out and draw a bunch of glyphs. Hey please stop hitting me, im concentrating on drawing glyphs, also, can you stand in between those two lines, the magic wont work anywhere else.
He does have a battle outfit that has glyphs weave in to prevent burns and grazes, but its only as effective as the next persons chainmail. Flowryde is has high magical potential but physical limits (money,time) really constrains his magic.
Flowryde carries 2 runes, one that says [make heat] and another that says [collect water]. quite useless in battle. But it can heal cuts simply by gathering blood in the wounds and burning them close. You can trust me with the limits, unbalanced characters are no fun ;P
Hidden 10 yrs ago Post by Ichthys
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Okay, good. Flowryde seems perfectly fine then; I just wanted to double check nothing too 'sketchy' was possible, didn't want to leave anything to unknown for my own purposes of gauging balance.
Hidden 10 yrs ago Post by Schradinger
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And there you have it. Vincent's Bio has been added.
Hidden 10 yrs ago Post by Milieu
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Woot! I can't wait for this to start :P
Hidden 10 yrs ago Post by Ichthys
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I'll probably be able to get the OOC up after 3 (that is, in 3-4 hours), which is my last class ends for the day.
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