The Principle Journey OOC Thread

Okay, after rewriting one effing paragraph like six times, and whatnot, I am getting the post up in a few minuets.


EDIT: Okay, after hours of changing things, and hours of replacing things, and whatnot, it's finally up.
 
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General Traits
Character Picture: sorry, I could not find a photo that was in any way accurate, he is the build of a true stone mason mixed with a martial arts monk (aka muscle T shape with good balanced muscles aside from the insane arms/pects), otherwise see the other sections below, very dexterous hands which are kept immaculate.
Character Role: Main
Character Name: Normand Cordoline McHeial (he does not remember this clearly however)
Meaning of Name: N/A
Alias: Woven
Gender: Male
Race: Human
Age: 24

Appearance
Height: 6’10”
Weight: 390
Hair: Deep, Dark, Blood Copper Red, like Heart Blood run out on stone, various curls interweave the long mass which he keeps woven intricately like a family tabard down his back, similarly his braided full beard flows down from his chin and onto his chest, however it is as black as the hardest coal and as smooth and shiny as polished obsidian.
Eyes: His eyes are almost mirror-like, a crystalline lattice overlapping in intricate patterns, he was born blind, his eyes looking like lumps of dark stone shards, by learning the ways of the runes he etched in mark after mark in his eyes until they began to shine silver light and finally he could see for the first time.
Body Marks: his entire body is covered in multiple layers of runic script, scars glimmer as large base runes, inked lines then write within, metal filigree runes connect major runes to each other, all in all his skin looks like a moving tapestry of living symbols, and from the corner of your eyes some of them even seem to move.

Biography
Birth Place: Unknown
Date of Birth: Unknown
Nationality: Nomad
Personality: Survivor, curious, caring, cautious, calculating, perfectionist, very bright but socially repressed/unstable due to the many trials he faced and the lack of social interaction with only the masters around after being lost.
2 Positive Traits: Runic Protégé, Wild Intuition
2 Negative Traits: Unused to society, Animalistic tendencies
Weaknesses: Hydrophobia, OCD (in particular incorrect art, bad design, useless pieces or parts, or things he could fix), Perfectionist, children (will ALWAYS protect them, especially if they are crippled, or if they remind him of his sisters), women (has NO idea how to behave around them (he has only known his mother and sisters [while blind and little] or a few of the masters who were basically grandparents to him), stands out in a crowd, hates seeing others in pain or struggle (aka pure hearted)
History: He lost his way as a young child while he was still blind, he wandered and fell into water, all he knows is that after he found land beneath him (after what seemed like an eternity alone in the water) he had to crawl along the beach. He found a bush that smelled familiar (it was an herb his mother cooked with) and ate the leaves, after a few days of this and slowly moving, careful of his path he ran into a woods, he carefully followed the safe trails animals traversed and found their water and food. For a very long time he followed these natural roads, living as the animals and doing whatever he had to to keep moving until one day he found a road made by man, he could not remember what this was but it reminded him of his family so he took this path despite the lack of natural food he had grown accustom to, after several days he came upon an open area, this area high up the path he followed was in fact an abbey, seeing this young boy stumbling afraid into the yard, clothes all in tatters what little was left, they took him inside, the boy could hardly speak, so they taught him the tongues which each of the masters knew, they tried to heal his eyes before knowing that that was how he was born, then as they were trying to use the runic craft they noticed that the boy could empower the etchings just by feeling them, he somehow knew the meaning behind the runes which usually burn a person’s mind if they are not trained. To aid the boy in finding a way to live without help the masters taught him the runic arts, in his own studies he began to carve the runes into himself, not fixing his eyes, but rather writing them anew, mending his frail body, and learning how to etch the marks within the materials of the masters culture. However he does remember his parents and his sisters, and one day he hopes to see them for the first time.

Occupation: just trying to get back to those he loves and help whom he can on the way, uses his runic artes and physical abilities to do what he can along the way.
Life Skills: survival, animal interaction, tracking, craftsmanship in almost every material, arcane theoretics, material grade judgment, human translation machine (many languages written and spoken, and animalistic body language speech), cooking (always tried to learn from his mother, then was the only willing cook’s aide in the abbey), weaving/braiding/knots from his sisters and the related crafts and languages of the masters, hunting (though not wanting to hunt and kill himself unless there was no other choice, he learned how to do it in order to avoid being hunted while in the woods)

Material Possessions
Clothing and Attire: Robes and slippers which he crafted at the abbey, they are woven from natural crystal fiber which he coated in metal, the shifting mirror-like surface lets him blend into the wilds better while he is traveling and also give him some protection, however in a normal city it tends to look shabby and gray due to what the building around him look like, he sometimes forgets to put these on, never really recovered from the time in the wild. Aside from that he has numerous bags and a few sealed pouches for drink, food, and supplies, a warm hat made by one of the masters, gloves which are made to protect the hand without hurting dexterity (no cuts from working and nice and room temp despite heat or cold).
Personal Items: Runic Steele, a tool made for etching runes easier, it is enchanted to allow clean marking in any object without breaking the object, if he does not channel his SE through it the tool works as a normal chisel albeit unbreakable and insanely sharp. A set of carved lodestone masks, each portraying the face of a family member so he can show them to someone and find his family again. A set of knives for crafting, cooking, and other such uses. Several pigments, inks, oils, waxes, and other materials for rune crafting. A spool of crystal wire to fix anything that breaks and/or to repair his filigreed runes if they are damaged. Some clay and other materials. A small saw. A craftsman’s hammer. A pocket anvil. A set of lodestone mirrors. (all items are things he made or collected) A small cooking pan set. A walking staff which he uses like a cane if he is trying to see how people are (fakes still being blind). A rough map of the world with main towns and some small towns/routes labeled thanks to the masters, it also has a list of advised dos and don’ts on the back and some other notes. A book of notes where Weave keeps a log of what he knows. A bracelet with each of the master’s insignias on it in case Weave gets lost or in trouble or something, each insignia is a speech gem (can’t remember actual name you used) with a master, but they are rarely awake or free from their studies. A small lyftstone in a balloon made of the shiny material like his clothes but lacquered smooth to use either as a signal or to scout ahead (one side reflects like a mirror, the other sparkles like crazy, turn inside out to switch). (not sure if this goes here) Pet (need to talk with the DM about the animal concept and if it would fit in the bestiary)

Combat Section
Custom Class: Runeomancer
Description: (need masive help on how to do most of this) By etching arcan sigils into a material and infusing their SE a Runeomancer can infuse a spell into the target, these runes can be used in a few ways, they may be stabilized into a mobile “runic base”, a precisely made item (exact nature depends on the material), then will trigger when a specific interaction happens to the base (it is touched, it breaks, a spell is cast upon it…), these lose the charge when activated but can be recharged quickly. It can be etched into a location, creating an effect which, though weaker in general, lasts for a while. It can be etched in a target directly, these have the strongest effect and can be made to last if there is enough time to do so, however most of the time this is very dangerous to do since you must be able to mark the target directly. This class is somewhat secretive about their art and is very hard to master, however if they have the time to plan ahead then there is almost no challenge they can’t overcome. Roles: well balanced, weak long range, great traps, strong close range spells decent at combat, slow in prep time usually.
Elemental Affinity: Wood, Steel, Earth, Ice
Types of Artes: special??? Need to be crafted beforehand or made in a dangerous way, but more options??? Admin or wise old players please chat with me on this as I also don’t exactly get the difference of some of the Artes types X-/
Base Stats: HP 4 / SE 15 / CCA: 3

Special Ability: True Seer, through a mix of his nature, his time in the wild, his new eyes, his training, and his observant nature Weave fully understands what is happening around him, not the social implications and such, but the very core of the matter, thus he sees through lies(at least knows them as lies or knows when something in front of him proves otherwise), understands what is broken or wrong, and can learn how something works with ease. (The first time he saw a street magician who was scamming the crowd did not end well. X-P )

Runes Artes:
Overview:
Type: Choose one of the types that are made available by your Class
Description: Please describe what it may be like in IC, as well as what happens OoC
Elemental: Choose from the ten elements
Price: The amount of Token points needed to unlock this arte and use it in battle.
Cost: The amount of SE ( spirit energy ) that is required in IC to use in battle.
CCA: The amount of CCA ( Combat Character Actions ) that is required in IC to use in Battle

Arte level 1
Name of Arte:
Type:
Description:
Elemental:
Price: 5 Token points
Cost: 6 SE
CCA: 3

Arte level 2
Name of Arte:
Type:
Description:
Elemental:
Price: 10 Token points
Cost: 12 SE
CCA: 6

Arte level 3
Name of Arte:
Type:
Description:
Elemental:
Price: 15 Token points
Cost: 18 SE
CCA: 9

Arte level 4
Name of Arte:
Type:
Description:
Elemental:
Price: 20 Token points
Cost: 24 SE
CCA: 12

Arte level 5
Name of Arte:
Type:
Description:
Elemental:
Price: 25 Token points
Cost: 30 SE
CCA: 15

Okay I can't help you with the validity of your character's runic ability in the lore, but I can help you with Artes. Player made classes have three Arte types, unless you buy more with TP. The types determine what the Arte can do. DEF artes defend, ATK artes do direct damage, SPT Artes assist others, etc.

Also JRPG JRPG whatup doe
 
Okay I can't help you with the validity of your character's runic ability in the lore, but I can help you with Artes. Player made classes have three Arte types, unless you buy more with TP. The types determine what the Arte can do. DEF artes defend, ATK artes do direct damage, SPT Artes assist others, etc.

Also JRPG JRPG whatup doe
thanks, i am putting the character back in storage for now, but yeah, it was the later artes and the ruling on effects and so forth that were just real hazy to me as far as how they work since it seems like a lot of them should actually be combined with other ones to make a working spell (like you have both the effect and the target as the same sort of thing...)
 
thanks, i am putting the character back in storage for now, but yeah, it was the later artes and the ruling on effects and so forth that were just real hazy to me as far as how they work since it seems like a lot of them should actually be combined with other ones to make a working spell (like you have both the effect and the target as the same sort of thing...)
I'm not sure what your mean in your parenthetical text.
 
I'm not sure what your mean in your parenthetical text.
ATK, DEF, (EHM&SPH as one), PHM, SEAL, and HEAL make up 6 effect types, however SPH, EHM, and FLD make up 3 target types, the effect types don't have a clear target suggested, meanwhile target types don't have a super clear effect limit nor a clear range incriment or anything similar, it just seems as if it should be changed to maybe like:

Effects: ATK (damages an enemy), DEF (stops damage), BOOST (any positive status), PHM (anything that does not fit into something else), SEAL (any effect on another's actions), HEAL (any healing)
Target: Single (single non-caster target), Group (multiple targets based on range and spell), Self (only the caster)
Range: Touch (anything within melee range), Long (any non-melee range attack which is decided at the time it is cast aka rays, bolts, cones), Location (a specific marked location, requires the mark then holds the effect there)
Time: Instant (hits once, then goes away), Held (can be kept going by continuing to hold it at the expense of other actions), Timed (a pre set amount of time the spell lasts, it can't be shut down early)

of course if you did that then target, range, and time would effect SE cost most likely (self<single<group / touch<location<long / instant<held<timed, held depends on how long you hold it) or something anyway

thats what i was trying to describe
 
ATK, DEF, (EHM&SPH as one), PHM, SEAL, and HEAL make up 6 effect types, however SPH, EHM, and FLD make up 3 target types, the effect types don't have a clear target suggested, meanwhile target types don't have a super clear effect limit nor a clear range incriment or anything similar, it just seems as if it should be changed to maybe like:

Effects: ATK (damages an enemy), DEF (stops damage), BOOST (any positive status), PHM (anything that does not fit into something else), SEAL (any effect on another's actions), HEAL (any healing)
Target: Single (single non-caster target), Group (multiple targets based on range and spell), Self (only the caster)
Range: Touch (anything within melee range), Long (any non-melee range attack which is decided at the time it is cast aka rays, bolts, cones), Location (a specific marked location, requires the mark then holds the effect there)
Time: Instant (hits once, then goes away), Held (can be kept going by continuing to hold it at the expense of other actions), Timed (a pre set amount of time the spell lasts, it can't be shut down early)

of course if you did that then target, range, and time would effect SE cost most likely (self<single<group / touch<location<long / instant<held<timed, held depends on how long you hold it) or something anyway

thats what i was trying to describe

Ohh, okay. If you look in the TP store you will see that you can purchase Arte alterations that affect your range (to which all Artes have a default of 10m I think before you upgrade). As well as how many people you can target with an Arte, as well as being able to target both an ally and an enemy in the same post with artes. This has more to do with your character's additional TECH levels, not with the Artes themselves.

The type of Arte essentially determines who you can target. ATK is anyone other than the self, DEF could theoretically be anyone (if i wanted to I could cast my DEF arte on an enemy.. kek). EHM artes are always cast on the self. SEAL artes target anyone other than the self. SPT artes are ENH artes that target others, FLD artes affect an area, not a specific target. HEAL can effect anyone, and I've never seen a PNM Arte.

You can eventually purchase tech that lets you target more than one person with an arte per post. For instance, I have a single target DEF arte, but I can target multiple allies with it per post, I still have to pay the same amount of SE per target as the first (no bulk casting incentive *cough shin cough*). I don't know about 'chargin' or holding artes as a part of the casting mechanic, I have never witnessed this and do not know how it plays out. What I can say is that the only thing that affects Arte SE cost is the number of times you cast it (I think. Unless someone casts some sort of Arte on you that increases your SE costs)

I hope this helps, I know the system is confusing at first.
 
Ohh, okay. If you look in the TP store you will see that you can purchase Arte alterations that affect your range (to which all Artes have a default of 10m I think before you upgrade). As well as how many people you can target with an Arte, as well as being able to target both an ally and an enemy in the same post with artes. This has more to do with your character's additional TECH levels, not with the Artes themselves.

The type of Arte essentially determines who you can target. ATK is anyone other than the self, DEF could theoretically be anyone (if i wanted to I could cast my DEF arte on an enemy.. kek). EHM artes are always cast on the self. SEAL artes target anyone other than the self. SPT artes are ENH artes that target others, FLD artes affect an area, not a specific target. HEAL can effect anyone, and I've never seen a PNM Arte.

You can eventually purchase tech that lets you target more than one person with an arte per post. For instance, I have a single target DEF arte, but I can target multiple allies with it per post, I still have to pay the same amount of SE per target as the first (no bulk casting incentive *cough shin cough*). I don't know about 'chargin' or holding artes as a part of the casting mechanic, I have never witnessed this and do not know how it plays out. What I can say is that the only thing that affects Arte SE cost is the number of times you cast it (I think. Unless someone casts some sort of Arte on you that increases your SE costs)

I hope this helps, I know the system is confusing at first.
thanks, that does help... i think anyway, i think i just had trouble finding the info because its spread out way too much... good to know how a lot of this works better though
 
where do i find what the different levels of Artes do damage and so forth wise?? or is that up to me to make then get approved?
 
thanks, that does help... i think anyway, i think i just had trouble finding the info because its spread out way too much... good to know how a lot of this works better though

The information has been categorized using the Hosted Projects System from before the Update, so with all the changes navigation is difficult.
 
where do i find what the different levels of Artes do damage and so forth wise?? or is that up to me to make then get approved?
Damage depends on the Type, but ATK is of course the most effective. That is calculated this way:

Damage calculation for a direct HIT is 3X the Arte lvl. e.g. : Arte lvl 3 = -9 HP
 
Just going to clarify arte types.

ATK artes are shoe-horned to a single purpose, and that is do deal damage.
DEF artes act as defensive abilities, usually negating damage to a target.
EHM artes are self-buffs (increase damage, speed, etc.)
PNM artes are debuffs (posion, reduce def, etc.)
SEAL artes are restricting debuffs (prevent movement, action, etc.).
SPT artes are buffs limited to targeting allies only.
FLD artes are AoE abilities.
HEAL artes are obviously healing abilities.
 
Just going to clarify arte types.

ATK artes are shoe-horned to a single purpose, and that is do deal damage.
DEF artes act as defensive abilities, usually negating damage to a target.
EHM artes are self-buffs (increase damage, speed, etc.)
PNM artes are debuffs (posion, reduce def, etc.)
SEAL artes are restricting debuffs (prevent movement, action, etc.).
SPT artes are buffs limited to targeting allies only.
FLD artes are AoE abilities.
HEAL artes are obviously healing abilities.
thanks, that's actually a decent bit clearer, also nice to have a list all in one spot of the names so you don't have to scroll around
 
btw i made this wheel for my first character concept that i retired, but it works pretty well in general if you are looking at the elements, only thing that can be different depending on tradition its based off of really would be if ice and wood were in reversed spots, i can get rid of the names if someone wants a permanent version of this for the archives or something, also sorry that "Earth" is hard to read
 

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