Avatar of Fallenreaper

Status

Recent Statuses

7 yrs ago
Current Yes, I'm an oversize child. Deal with it. :P
2 likes
8 yrs ago
That moment you've got too many rp ideas floating in your head, but you don't want to overwhelm yourself? Yeah... I'm right there, suffering in silence.
6 likes
8 yrs ago
RP hunting is like finding the rare toy in the cereal box. Doable, but the time and effort is nearly more than I can bare!
6 likes
9 yrs ago
That amazing high when you realized how far you've come in improving your writing. It's impossible to describe, but drowns you in a positive glow.
5 likes
9 yrs ago
I love being a terrible person by making my PCs' lives miserable, it's art form that never gets old or boring.
2 likes

Bio



Personal details I've got enough room to share.


Username.....Fallenreaper
Nicknames....Fallen (preferred), Reaper, Devour of lost souls, etc.
Gender..........Female
Sign...............Libra (true to sign surprisingly)
Occupation....Wandering and exploring the caves of my insane mind
Location.........USA (Lost in the Cornfields!)

Status............Stable.



Active


Click the links (Titles) below to be taken directly to the thread.

Advance RP

Create-A-Hero
Accepting: GM/Co-GM Nitemare Shape, Hound55, & Dedonus


Formaroth Part 2: Throne of Lies
Still Accepting: GM TheDuncanMorgan


Casual RP

X-Men: The New Era - Issue II: Avalon Rising
Accepting: GM Almalthia, Co GM Pilatus


Legacy of Heroes: The New Age
Accepting: GM Jessie Targaryen, Co GMs Alfhedil and Apollosarcher


Nation RP

None

Arena RP

None yet.


Extra Stuff Featuring: Flight Rising.

Most Recent Posts

<Snipped quote by Fallenreaper> Hit the thank button by accident. Trying to type with a phone is harder. Anyways you think you're the only one with thinks lurking in your mind. Muhhaha.


I already showed a small glimpse, with Angel/Anjiru, she's among the more mild ones. ^-^
<Snipped quote by Fallenreaper>

If you're going to pester a God, use protection; talismans or relics. Something along those lines or you'll be obliterated.


If you knew what was lurking in my head... you wouldn't worry so much about me but her. *eyes glow slightly then fade*
<Snipped quote by Fallenreaper>

Athena: "I am not saying that at all. For the All-Seeing Helios alerted me to her plight. You cannot hide anything from the all-seeing sun! Do as I say, unless someone among you wishes to be morphed into a newt."


Yet... you're still doing it? She's not out here, you are. :p
<Snipped quote by VATROU>

Athena: "It has been brought to my attention that you all are sexually harassing my avatar. This is my only warning. Stop it or else you will feel my wrath. Remember that you are all mortal and have no right to try to surpass a goddess. Choose well, mortals, for the goddess have brought low many proud men and women."


Are you're pretty much saying your Avatar isn't thick skinned enough or strong enough to stand on her without her goddess stepping in to play the adult?
In my years of experience with tabletop gaming let me tell you this: 'Overbalance' is the complaint of one annoyed that an exploit he had been using no longer works. Let me tell you what's hurtful. Ssarak can functionally do everything Alaira can do except 'Lightning explosion' (which I've only done once), and unlike Alaira there are no heavy penalties or costs. He is an extremely skilled combatant, He can fly, he can disable opponents at range with Psychomancy, which is like lightning but he cannot miss.

In combat my character is basically useless in comparison since five or six lightning bolts is nowhere NEAR as useful and he's just as potent physically.


This isn't tabletop though. Some aspects don't quite apply due to the fact they don't have the same elements to help balance things out. Tabletop usually has streamline description (aka, mainly focusing on the action usually), rely on dice luck and number balance to achieve balance. Something we have to do through description, trust and wording. Tabletop doesn't account for creativity outside a strategy that seems pretty much straight forward, to me anyways.

If I was hunting Ssarak, who in this example is at level of a master, I already know how my rules would limit him as it would be no different than any other blood.

1. Range limit: getting out of the 500 ft range, no magic effects work including Psychomancy. This means Ssarak, or any other Psychomancer, can't read Alaira's mind at all or influence it in any way though sadly as a mage, nor can hers. However there's numerous long range weapons that can... And since an arrow hasn't an mind, how can he sense it coming?
2. Sight. If they can't see, through eyes or other means, they can't cast accurate magic, period. Which means if someone tries to mind control and you get behind a rock, smoke bomb, etc and out of sight, guess what? That spell can't be casted since they lost their target.
3. Doing many tasks/spell/actions at once. This lowers your chances of dodging or damage worth, mainly because dodging takes effort and awareness. To cast a spell, those two aspects lowers and the more you're doing determines the damage result. You do up to 4-6 things, you're going to get seriously hurt and likely killed because best you can likely do is sidestep in place.
4. Natural vs Manipulation, you're rewriting what has been there since birth. It takes some time which gives an opponent some time to react and stop the source before the spell is complete.

Another factor you might not have realized, Free, is that the mind is also influenced by electricity in the brain. I assume, though Lucius might want to correct me, that if a electromancer, which this is well in the range of one, can alter and sort of shock their brain out of the effects. This would make it hard for a psychomancer to retain control as they need to be familiar with the mind set they are latching into. Much like vitamncy needs a wide, detailed knowledge of anatomy to be used else you risk killing otherwise hitting the wrong stuff, potently causing more trouble then intended. Especially in healing. In addition, because of rule 4 which goes for all bloods, the targeted player has short time depending on the level (even a master has several seconds) to counter/stop the attack in a way they think is fitting. Which then involves rule concerning the points of focus or dodge, meaning their spell lessens in power due to having to shift focus briefly. This can even prevent the spell from being casted at all.

Any normal character, especially one not trained for combat, will have a hard time against mages of any sufficient level at least. A civilian would just panic and die, even against a trained soldier realistically. However someone trained to deal with combative situations can stay calm and cool, then use that time to either sent a fast attack into the mage or at least break the focus causing the spell to be either weaker (aka taking more time to activate and lessens power) or not be casted at all.

I hope this helps some.

I don't see electromancy and pyromancy as being too similar, as kinetic energy and electromagnetism are entirely different. If you start thinking about the potential applications of electromagnetism, I'm sure you can think of plenty of ways to differentiate it.


Point was, Elite: You can gain similar results from two different bloods. I never said how close the effects would be but there has been cases, lightning for example, which is an aspect of electromancy, causing burns. I'm mainly stating if you want to achieve a key effect, but don't have the blood, get creative and do the research. See if your element can possibly achieve those effects and how.

These are the lightning references I'm talking about.

Site reference one
Example 2
Example 3

Also, I can't say I particularly advocate merging any two bloods currently. All mage bloods do share some concepts and similar functions even across different magebloods, but actually merging them across bloodlines will require us to rebuild Blood from it's magical foundations, which means a lot of retcons. I do think they need more specific work however, in order to give each variant unique flavor and abilities that can't be copied by other mage bloods (Which is also why Inferno Magic needs revision since it is capable of bastardizing at least elemental mage bloods).


I'm not too thrilled about that myself. Namely as we talked about something similar, which is the end results and how each blood can achieve them in different ways. Take Electromancy and Pyromancy. They both can fry you but the way they do is different, Electromancy uses electricity to basically nuke you while Pyromancy literally burns. Both result in burnt meat, but not in the same fashion.

Another example is the insect control for psychomancy and herbamancy. They can manipulate insects in different ways through either mind or scent, causing them to attack enemies in similar ways or follow a set of brain patterns based on instinct. Either way, your foes feel the sting of those little beasties.

Final example, Vitamancy and Noxomancy. Both can weaken the body, Vitamancy by starving the body of needed nutrient and forcing it to reject them. Noxomancy by slowly rotting the body from the inside out or causing sickness to attack key aspects of the target's body. Again, similar effect but different ways to get it. These aren't the only bloods that does this but these illustrate my point that bloods can technically mingle when it comes to getting a set goal/outcome if you're creative and reasonable with it. Mainly reason realism does play a bit of a part in these magics.
So, you're like, fully human now?

Kinda hot.


Well, we know why Arachne whines so much. There's no one here that's her type. :p
<Snipped quote by Fallenreaper>

They're a good 'band-aid' fix for now, but I'll work to see if I can't have them seamlessly integrated.


Keep in mind, Free, one of the main aspects of blood magic is trust. I don't want to over limit players but I also don't want to give free reins. Both aspects can kill balance and like Elite said, overbalance can hurt the effectiveness of a Player's magic. It can also make them feel like we don't Trust them to be sensible or want to 'script' them into a fix set of actions for a spell, both aspects are very negative to a Player's confidence as I'm sure you know.

In addition, and this is to all Players, while we've asked your suggestions and thoughts, we might not be able to incorporate them all. In end, we will pick and chose ideas/thoughts/suggestions based on how we, as GMs, believe it will best suit the RP. Either way, we thank you for the feed back.
Also, folks, don't forget but I also put the limitations (page or two back) as well which should be something to be taken into account. In addition, keep the tone reasonable, This is a Reminder as I'm currently a bit busy working on another post for another rp. Rtron and Lucius will be watching for any 'heated' tones from anyone so they decide to drop the subject, no fighting about it, kay? I would also like to know if those Limitations are reasonable.
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