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Fandom Out of Character Chat

*purrs* That's not actually a bad idea... I don't think a neko would be acceptable though. However, you did just give me a possible idea, if I can make it work. *nuzzles hand still purring*
; A ; I'm finally useful? Ha! *Looks in mirror while petting kitteh more* Take that, me!
 
*Anxiously awaits a person to join Raven Tail*

Celtic's character doesn't count for... reasons...

Psst... someone who doesn't know what they want to do... psst... join Raven Tail... please...
 
How's it going guys? Any questions?
Not at this current time =^-^=
I'm about to chuck some code out the window but that's not something you need worry about.

*Anxiously awaits a person to join Raven Tail*

Celtic's character doesn't count for... reasons...

Psst... someone who doesn't know what they want to do... psst... join Raven Tail... please...
Unfortunately... The character I'm currently working... isn't Raven Tail...>..>
... He isn't really any guild atm... He's not even a full person yet...
 
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How's it going guys? Any questions?
I'm pretty alright, right now!
200_s.gif

*Anxiously awaits a person to join Raven Tail*

Celtic's character doesn't count for... reasons...

Psst... someone who doesn't know what they want to do... psst... join Raven Tail... please...
*Looks at Raven Tail guild* One day... :T
 
*Looks at Raven Tail guild* One day... :T
But... today's the fun day to be in Raven Tail... at some mysterious one day, the fun of being there might not remain.

If a GM is excited about having people join a guild, that either is very good or very bad... but I'm not about to say which. xD
 
But... today's the fun day to be in Raven Tail... at some mysterious one day, the fun of being there might not remain.

If a GM is excited about having people join a guild, that either is very good or very bad... but I'm not about to say which. xD
;>v> H-Ha. Nice try, but I'm not so easily persuaded. *Stops hand from clicking character sheet link*
 
Not at this current time =^-^=
I'm about to chuck some code out the window but that's not something you need worry about.


Unfortunately... The character I'm currently working... isn't Raven Tail...>..>
*Grabs code, flings out window.* AAAAAAAAAAAAAAA!!!!!!!

;>v> H-Ha. Nice try, but I'm not so easily persuaded. *Stops hand from clicking character sheet link*
*Slaps Sugary with code flung out window.* AAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!
 
*Grabs code, flings out window.* AAAAAAAAAAAAAAA!!!!!!!


*Slaps Sugary with code flung out window.* AAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!
NYAAAAAAHHHH!!!! *Steals code back and carefully replaces it back in it's rightful spot on le character for this rp...* I didn't mean it Mongoose friend! .... >.>

Well, that's finally decided to work for me, so I'm going to sleep now and turn le character into an actual person tomorrow when I'm actually awake. <3
 
*Grabs code, flings out window.* AAAAAAAAAAAAAAA!!!!!!!


*Slaps Sugary with code flung out window.* AAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!
*Is slapped* ; n ;
NYAAAAAAHHHH!!!! *Steals code back and carefully replaces it back in it's rightful spot on le character for this rp...* I didn't mean it Mongoose friend! .... >.>

Well, that's finally decided to work for me, so I'm going to sleep now and turn le character into an actual person tomorrow when I'm actually awake. <3
Gooood night!
 
Lady Warlock Lady Warlock CelticHero37 CelticHero37

Alrighty, I think I'm just gonna outline what exactly I have in mind now and then we can talk about whether it's going to be suitable for the rp or whether it's going to need some adjustments or if I should go down a different route. So this is the magic that deals with the contraptions themselves, the actual character would pair it with some kind of metal making magic, I was thinking steel.


Magic Ability: Tinker magic: Tinker magic allows one to assemble and remotely control various contraptions via magic. It's possible to make things such turrets, golems, traps or simple utility items however the magic itself does not provide the components, tinker magic is limited to what can be found at hand or what can be produced so practitioners often choose to study a secondary school of magic that allows them to quickly produce component parts.

Advantages: Tinkers have the advantages other summoners type mages, namely that they have their summons fight on their behalf without exposing themselves to risk and they can fight in more than one location at once. Compared to other summons tinker magic is less demanding as the physical form of a contraption is composed of mana, merely animated by it. Tinker magic is also quite versatile, it's possible to engineer contraptions for specific purposes and its even possible to combine or split up existing contraptions on the fly to suit changing conditions. Contraptions are also usually designed in such a way that they can be easily fixed, individual parts can be easily fixed or replaced and it can be difficult to permanently take them out of a fight.

Disadvantages: There's a fundamental limit to how much "stuff" a tinker mage can control at once. the larger contraption is the more mana it can store and the more powerful it is but the more of its master's concentration it demands. controlling multiple contraptions at once is also more demanding, two contraptions whose power adds up to the same as one larger contraption would actually be more demanding due to the greater complexity. Range is also an issue, the further away a contraption is the harder it is to control. Naturally these limitations can be improved by a skilled mage but for beginners in particular they can be quite strict.

In order to get around these limits to some extent tinkers can relinquish "full" control of a contraption and instead issue it a set of basic instructions such as "Attack anything that moves" or "patrol this area" however these are in themselves a limitation, they tend not to be very precise and can result in friendly fire or missed details and skilled opponents can easily recognize these patterns and exploit them. Switching fluidly between instructions and full control is the hallmark of a skilled tinker mage but this takes experience and skill to get the hang of.

Tinkers cannot take control of existing machinery. Though they can utilize existing components the contraption must be assembled through tinker magic to be controlled by it. Anything that can function independently can't simply be incorporated into a contraption, it would have to be completely stripped down to its separate parts and the tinker mage must understand how it operates and how to reassemble it in order control it. Magical items such as enchanted weaponry also do not play very well with tinker magic.

While controlled by tinker magic a contraption constantly demands mana. It is therefore very mana intensive to constantly maintain anything other than very small, weak contraptions. Usually tinker mages are "slow starters" they have to take time at the outset of the battle to construct contraptions and more powerful ones take longer to assemble. Tinker mages therefore tend to be vulnerable to ambushes, or sudden, close range battles.

Finally, while it's true that tinker contraptions have formidable staying power, it costs mana to sustain this. Heavy damage to a contraption that damages multiple parts often results in some or much of the mana stored within them escaping, meaning it must be replaced and the repairs themselves also cost mana. While it's difficult to completely destroy a contraption forcing its master to continuously make repairs to them will exhaust their supply of mana and distract them: it's harder to control contraptions and defend oneself while also making repairs, potentially leaving the tinker mage open to attack.
 

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