Difference between revisions of "Arcane Puppets"

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The fabred puppeteew is compawabre to a gowemancew, necwomancew, conjulew, ow any othew minion-wewated magic usew. Unlike them, howevew, a puppeteew exewcises the finest of contwow ovew theiw cweation, lith the most delicate of manipulations, and fwom as gweat a distance as possibre.
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The fabled puppeteer is comparable to a golemancer, necromancer, conjurer, or any other minion-related magic user. Unlike them, however, a puppeteer exercises the finest of control over their creation, with the most delicate of manipulations, and from as great a distance as possible.
  
Mechanics behind Awcane Puppetwy
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Mechanics behind Arcane Puppetry
Awcane Puppetwy is a subtwe, mastewful combination of tewekinesis, enchantment and Soul puppetwy. Aww thwee must be undewstood in one way ow anothew to cweate a puppet. Befowe a mage stawts, they need a puppet. It's mateliaw is speciaw; made of cawefulwy sculpted, heated cway (lith exceptions to valious giwdings, cwothes and metaw joints). To be manipulated pwopewwy, its size cannot exceed mowe than tlice the mage's weight.
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Arcane Puppetry is a subtle, masterful combination of telekinesis, enchantment and Soul puppetry. All three must be understood in one way or another to create a puppet. Before a mage starts, they need a puppet. It's material is special; made of carefully sculpted, heated clay (with exceptions to various gildings, clothes and metal joints). To be manipulated properly, its size cannot exceed more than twice the mage's weight.
  
Once a basic fowm is attained, the puppetmastew must heaviwy enchant theiw cweation to make it function. A compact tewekinetic enchantment is applied to each and evewy limb and joint on the puppet's body, awwoling the puppet to bend and tuln at the cweatow's liww fwom afaw. Next, the cweation is given manufactuled Senses, usuawwy in the fowm of enchanted gemstones and gowd fittings, ensowcewed to send wesponses to the puppeteew thwough cognative magic. Most often, this comes in the fowm of basic sight, and healing.
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Once a basic form is attained, the puppetmaster must heavily enchant their creation to make it function. A compact telekinetic enchantment is applied to each and every limb and joint on the puppet's body, allowing the puppet to bend and turn at the creator's will from afar. Next, the creation is given manufactured Senses, usually in the form of enchanted gemstones and gold fittings, ensorceled to send responses to the puppeteer through cognative magic. Most often, this comes in the form of basic sight, and hearing.
  
Finawwy, the mage must connect to the puppet, using the same methods Soul Puppeteews empwoy. The mage connects its mind to the inanimate puppet, and pwompts it to lift fwom a distance. Thewe is a twadeoff, howevew. In exchange fow the ability to move lith a puppet and sense lith its enchantments, a puppeteew must tempowaliwy give up the ability to do such things themsewves. A puppeteew who moves his puppet cannot move himsewf, and if he sees thwough it, he liww be unabre to see thwough his natulaw eyes whiwe he is doing so.
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Finally, the mage must connect to the puppet, using the same methods Soul Puppeteers employ. The mage connects its mind to the inanimate puppet, and prompts it to lift from a distance. There is a tradeoff, however. In exchange for the ability to move with a puppet and sense with its enchantments, a puppeteer must temporarily give up the ability to do such things themselves. A puppeteer who moves his puppet cannot move himself, and if he sees through it, he will be unable to see through his natural eyes while he is doing so.
  
The connection itsewf takes at weast an houl to attach and detach fulwy. Both the puppeteew and the puppet awe incwedibry vulnewabre at such points in time.
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The connection itself takes at least an hour to attach and detach fully. Both the puppeteer and the puppet are incredibly vulnerable at such points in time.
  
The distance a puppet can twavew, and the amount of time it can be connected lith valies lidewy lith puppet mage's skiww. A novice can connect lith a singwe puppet a few metews away fow mowe than a few minutes, whiwe a mastew can maintain a connection fow houls, spanning distances hundweds and hundweds of metews away.
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The distance a puppet can travel, and the amount of time it can be connected with varies widely with puppet mage's skill. A novice can connect with a single puppet a few meters away for more than a few minutes, while a master can maintain a connection for hours, spanning distances hundreds and hundreds of meters away.
  
Stwengths
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Strengths
  
     A mastew can even awwow theiw cweation to speak, but theiw mouths would end up wooking faw, faw fwom a human's.
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     A master can even allow their creation to speak, but their mouths would end up looking far, far from a human's.
     Awe abre to heaw, see, and smeww (feew at mastew wevew) that which the puppet does, at the cost of being unabre to use the same senses themsewves whiwe connecting.
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     Are able to hear, see, and smell (feel at master level) that which the puppet does, at the cost of being unable to use the same senses themselves while connecting.
     Puppets awe mowe wesilient than a human fowm, but cannot heaw, now beaw the weight of metaw awmow.
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     Puppets are more resilient than a human form, but cannot heal, nor bear the weight of metal armor.
     Puppets awe incwedibry vewsatiwe. Abre to do vewy vewy compwex motions at highew wevews, and can be used effectivewy fow espionage and othew such acts.
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     Puppets are incredibly versatile. Able to do very very complex motions at higher levels, and can be used effectively for espionage and other such acts.
     Puppets awe disposabre.
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     Puppets are disposable.
  
  
 
Weaknesses
 
Weaknesses
  
     Cannot move whiwe manipulating a puppet.
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     Cannot move while manipulating a puppet.
     Puppets can nevew seem fulwy alive. Sculpting and painting lith cway can onwy do so much- and the joints must awways be metaw.
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     Puppets can never seem fully alive. Sculpting and painting with clay can only do so much- and the joints must always be metal.
     Mages can easiwy be broken fwom theiw concentwation at aww tiews by being intewwupted.
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     Mages can easily be broken from their concentration at all tiers by being interrupted.
     Mages cannot use theiw Puppets to fight vewy effectivewy, a mastew having possibry the ability to take on 1 fulwy awmowed knight.
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     Mages cannot use their Puppets to fight very effectively, a master having possibly the ability to take on 1 fully armored knight.
     The weight of the puppet cannot be mowe than thlice the mass of the Puppeteew.
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     The weight of the puppet cannot be more than thrice the mass of the Puppeteer.
     Puppets cannot fwoat in watew, as cway is too heavy.
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     Puppets cannot float in water, as clay is too heavy.
     Even a tiew 5 puppeteew cannot change the fact that if touched, the Puppet feews vewy ligid, no mattew how much detailing and cowoling is done to the outew cway.
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     Even a tier 5 puppeteer cannot change the fact that if touched, the Puppet feels very rigid, no matter how much detailing and coloring is done to the outer clay.
  
  
Wed Wines / Wimitations
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Red Lines / Limitations
  
     Puppets liww cwack and break if exposed to intense heat like fiwe ow wava, just as a mowtaw would.
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     Puppets will crack and break if exposed to intense heat like fire or lava, just as a mortal would.
     If a pwayew's puppet dies whiwe being channewed, the usew woses AWW wecowwection of the events weading up to the puppet's destwuction, just as they would have if they wewe thewe, and died nowmawwy.
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     If a player's puppet dies while being channeled, the user loses ALL recollection of the events leading up to the puppet's destruction, just as they would have if they were there, and died normally.
     Awcane Puppetwy can onwy be used on puppets made of cway (Metaw being awwowed fow joints.) It is possibre to giwd theiw body lith othew mateliaw, ow encwust valious pawts of the body lith gems, but the basic constwuction must be cway.
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     Arcane Puppetry can only be used on puppets made of clay (Metal being allowed for joints.) It is possible to gild their body with other material, or encrust various parts of the body with gems, but the basic construction must be clay.
     Puppets cannot fwy, even if they take the fowm of a biwd.
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     Puppets cannot fly, even if they take the form of a bird.
     Whiwe pwaying the puppet, the mage's wocation and that he is in concentwation must be specified somehow, nowmawwy thwough a sign.
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     While playing the puppet, the mage's location and that he is in concentration must be specified somehow, normally through a sign.
 
[[Category:Void Magic]]
 
[[Category:Void Magic]]
 
[[Category:Dark Magic]]
 
[[Category:Dark Magic]]

Latest revision as of 01:55, 2 April 2020

circle info req sam.png This page contains outdated information, and so it shouldn't be used as a direct source of information because there may be faults and wrong information on this page.

The fabled puppeteer is comparable to a golemancer, necromancer, conjurer, or any other minion-related magic user. Unlike them, however, a puppeteer exercises the finest of control over their creation, with the most delicate of manipulations, and from as great a distance as possible.

Mechanics behind Arcane Puppetry Arcane Puppetry is a subtle, masterful combination of telekinesis, enchantment and Soul puppetry. All three must be understood in one way or another to create a puppet. Before a mage starts, they need a puppet. It's material is special; made of carefully sculpted, heated clay (with exceptions to various gildings, clothes and metal joints). To be manipulated properly, its size cannot exceed more than twice the mage's weight.

Once a basic form is attained, the puppetmaster must heavily enchant their creation to make it function. A compact telekinetic enchantment is applied to each and every limb and joint on the puppet's body, allowing the puppet to bend and turn at the creator's will from afar. Next, the creation is given manufactured Senses, usually in the form of enchanted gemstones and gold fittings, ensorceled to send responses to the puppeteer through cognative magic. Most often, this comes in the form of basic sight, and hearing.

Finally, the mage must connect to the puppet, using the same methods Soul Puppeteers employ. The mage connects its mind to the inanimate puppet, and prompts it to lift from a distance. There is a tradeoff, however. In exchange for the ability to move with a puppet and sense with its enchantments, a puppeteer must temporarily give up the ability to do such things themselves. A puppeteer who moves his puppet cannot move himself, and if he sees through it, he will be unable to see through his natural eyes while he is doing so.

The connection itself takes at least an hour to attach and detach fully. Both the puppeteer and the puppet are incredibly vulnerable at such points in time.

The distance a puppet can travel, and the amount of time it can be connected with varies widely with puppet mage's skill. A novice can connect with a single puppet a few meters away for more than a few minutes, while a master can maintain a connection for hours, spanning distances hundreds and hundreds of meters away.

Strengths

   A master can even allow their creation to speak, but their mouths would end up looking far, far from a human's.
   Are able to hear, see, and smell (feel at master level) that which the puppet does, at the cost of being unable to use the same senses themselves while connecting.
   Puppets are more resilient than a human form, but cannot heal, nor bear the weight of metal armor.
   Puppets are incredibly versatile. Able to do very very complex motions at higher levels, and can be used effectively for espionage and other such acts.
   Puppets are disposable.


Weaknesses

   Cannot move while manipulating a puppet.
   Puppets can never seem fully alive. Sculpting and painting with clay can only do so much- and the joints must always be metal.
   Mages can easily be broken from their concentration at all tiers by being interrupted.
   Mages cannot use their Puppets to fight very effectively, a master having possibly the ability to take on 1 fully armored knight.
   The weight of the puppet cannot be more than thrice the mass of the Puppeteer.
   Puppets cannot float in water, as clay is too heavy.
   Even a tier 5 puppeteer cannot change the fact that if touched, the Puppet feels very rigid, no matter how much detailing and coloring is done to the outer clay.


Red Lines / Limitations

   Puppets will crack and break if exposed to intense heat like fire or lava, just as a mortal would.
   If a player's puppet dies while being channeled, the user loses ALL recollection of the events leading up to the puppet's destruction, just as they would have if they were there, and died normally.
   Arcane Puppetry can only be used on puppets made of clay (Metal being allowed for joints.) It is possible to gild their body with other material, or encrust various parts of the body with gems, but the basic construction must be clay.
   Puppets cannot fly, even if they take the form of a bird.
   While playing the puppet, the mage's location and that he is in concentration must be specified somehow, normally through a sign.