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

Leon5431 said
I picture the Underhaven as something like Tyrael's man cave or something. Kind like Mar's room...except its a literal cave....talk about a low maintenance gal.


Mar's culture is rather primal compared to the Colleg and other residents. Her people liked to only change nature enough to suit their needs and rather adapt to their surroundings then change them unless needed. Heck, before the College, whenever she slept back in her home town there were more then just her in the room and you could barely move without slithering over someone. Sort of like what garter snakes do in winter where they seek out a nice underground spot and huddle close to one another for warmth, their bodies containing the heat better that way then individually.
Leon5431 said
So you need a ruin to defend against key aspects of phsycomancy? Like per se, if one wanted to protect their thoughts from being read they would need to acquire a rune designed to block your thoughts from being read?


Yes, but it wouldn't stop mind puppeting or memory implantation as those would need to be include within the rune inscription. Again, the rule of too many multitasking also applies to rune and what they affect. Have too many like 6-7 things it has to focus on that's only bits and pieces of one thing then the effect isn't as strong as if it only 2-4 things.
Freeshooter92 said
Hey, just letting ya know. Get to it whenever you feel like.


I wasn't snappy about it, just telling you I was working on it and it being 5 doesn't help at all.
Freeshooter92 said
Hey, the link to Grey's CS is broken. The first part says 'ur;' instead of 'url'


I'm working on, it's almost 5 am here so that doesn't help.
Freeshooter92 said
I like to imagine Duuri selected hers by putting a shitload of names into a shotgun, firing that shotgun at a wall, putting them through a paper shredder, and then arranging random letters and then, based on the results, selecting the one that looked the least like Abraham Lincoln.


Whatever helps you sleep at night. :p
You'll see in the future Acts to come, as well those involved.
Freeshooter92 said
:I


♀Duuri-Insanity; Mental illnesses; Cripples (Bodily or mentally); Psychomancy
Freeshooter92 said
And finally, why did the goddess of Psychomancy pick the person that hates psychomancy?


It's a little...insane, don't you think?
Kestrel said
Sometimes you must pass some up to lull others into a false sense of security...


Or in one PC's case that I know of, toss him to a metal man that nulls his magic and watch the fun unfold. :p
Lucius Cypher said
You could always try for runes and such too, but then you'd have to be reliant on an object instead of your abilities. I'd say more, but I don't know how Fallen plans to create Anti-Psychomancy Runes.


I tend to remember how hard it is to get a PC to be in IC, thus the runes are an option for those who PCs tend to be rather stubborn and at least need some protection until Players can figure out how to solve that problem. Whether the Players tend to keep that form of protect or chose to find a way IC of making it possible for their PCs to take the WCs (Warding Classes) is up the Players. Like with the Bloods, it has its strengths and weaknesses that all 3 GMs can play off of.

Also, keep in mind that the higher level Psychomancy effects resulting in changing any PC’s mind aren’t instant- from what I understood between Lucius and his write up-take time to be fully affective. During that point, they are vulnerable to attack when their foe realizes what they are doing and can end up having their focus split between dodging to avoid an early grave and maintaining that effect. Like with any blood, doing multiple things at one time drains a lot of blood in long durations. Even a master vitamancer would have trouble healing self and others while remaining on the offensive because both the split focus and multitasking. It’s one of the Blood’s few laws (right now the 3 at the top of my mind) about magic, though they aren’t listed anywhere (might later on when the list is complete), I refer to them often in my explanations sometimes:


1. Multitasking (this means doing 3 and more completely different things within the blood limits at once, not many targets though there are exceptions.) and split focus drains blood faster, even at a master level.
2. Actions that require the continuous use of a blood to obtain a desired affect will slowly drains blood throughout the whole battle and can take a heavy toll in lengthy ones, leaving the mage either exhausted to an extreme point or dead.
3. Dual magic is possibly and useful when covering the weakness of one class with the strengths of another. However a master of two different classes within the same blood (or in Uicle’s special case) is weaker than one that dubs mainly in only class due to the fact power is divided between the two classes for a dual mage, unlike a single class mage who’s complete power is limited within that area. This is mostly demonstrated when both mages clash with the same class as the attack of the dual mage will be notably weaker than the other in any attempts to cancel each other’s attacks out.

To be honest, Leon, there’s a few ways to ward off Psychomancy. I’ll start with the Runes then move over to the others which are sadly beyond mortal and rarer forms of protection. (AKA GM decision and IC deliverance/gained only.)
Alright Runes:
Out of the ancient magic, Rune’s is closest to being like the Arcanite mageblood. That’s why it’s got a wide range of abilities that aren’t accessible by other magic, but at a high price. Namely a few of its flaws are…

1. Danger of overheating from constant use. (depending on the magic and its strength can range from continual day and night to several times without a break)
2. The fact that the effects can been nulled by physical and some magical attacks, damaging it. Even when the damage inflicts is small like a chip or crack as well as self-inflicted.
3. The smaller the rune, the more limited the effect and likely focused on place/person.
4. Sometimes can be finicky, even the best and mastery runes, when the effects are stretched beyond their limits or in overheated mode.


Val will be creating these Anti-Psychomancy Runes upon being asked IC or before mages head off to missions, which they either return them or keep said rune. Now before any of the mages in this blood worry about their Blood being useless against anyone wearing these, don’t. These runes are designed to protect from key aspects of Psychomancy and only triggered by those said aspects which If anyone is curious how then I can go into greater depth over it. (Damn it Lucius, you’re spreading…) The defense is likely different then the WC because they redirect the mage’s arcanite magic into the Rune itself, where the mage will find a fun old mental maze/puzzle which they can either fruitlessly explore/try to solve or chose to exit out without a problem. Even for a master Psychomancer the Rune’s defenses are rather frustrating as it defends against /redirects the magic influence related to those key powers-each ability with each class has its own arcanite signature allowing Runes to be more specific in what they prevent/allow/do- of Psychomancy into the Rune, rather than affect either mages’ mind at all.

The second prevention is Divinity interference or result. God (or minor Goddesses) made items is extremely rare outside Plotline and while they are powerful there are extreme flaws to them. Depending on who made them then they can enhance or cancel out key blood classes, including the users own. Duuri is the Goddess of Psychomancy and anything she either blesses (good luck since you would have better luck finding a God item then this and it’s more of a curse then a blessing, Goddess of Insanity so it can’t be helped)or creates affects Psychomancy. Though usually each time the user relies on it, they risk suffering from one of her worshiped areas: Insanity; Mental illnesses; Cripples (Bodily or mentally).

Some areas within Tiien, like Craggville (unless you’re a Noxomancer), can prevent/warp the uses any sort of magic while you’re in them. A fact that messes up many mages who’s source way to fight is magic since it can dampen the power or increase it, even sometimes making them backlash on their owners. :p Once you step out of range, the arcanite starts to work normally an the magic is at your normal levels. I’m tempted to make Midnight Island being a sort of a mine field with a wide range of fields which can randomly flux your mageblood’s power to either powerful or weak levels, canceling it out or turning it upon the mage themselves, all depending on where you’re standing in said mine field. :p

On a side, funny note: I’m rather surprised no one attempted to swipe Val’s teleport rune as it current was sitting upon the table, unguarded. XD Not that there wasn't a nice little surprise if that had happened since no one knows how to use that rune properly. (Slightly different than other runes as it requires you to visualize where you want to go. :p)
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