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About Jinx

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    Cooking, game design, creative writing, playing music, and the occasional round of gaming.

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  1. I'd recommend trimming down to essentials there, my friend! Let's let your roleplaying teach us these things about your character's biography rather than listing it all here. These sheets are only to display bare essentials.
  2. Welcome to The Library, where we catalogue the written works of our contributors for easy access. This first post will be updated to reflect additions to the collection, while the second post will serve as a recommendations column. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Sorted by Author: --------------------------------------------------------------------------- Jinx "Family Business" Campaign Series Prologue: Limiting Liability Part I: COMING SOON Tomabird "The Misadventures of Kayle Walker" Series Kayle's First Case! Ch 1 - 4 Kayle's First Case! Ch 5 - 7 --------------------------------------------------------------------------- Sorted by Title: --------------------------------------------------------------------------- "Family Business" by Jinx Prologue: Limiting Liability "The Misadventures of Kayle Walker" by Tomabird Kayle's First Case! Ch 1 - 4 Kayle's First Case! Ch 5 - 7 --------------------------------------------------------------------------- --------------------------------------------------------------------------- More to come!
  3. I do have a slight concern that by compartmentalizing the pet system, we self-impose limits on it such as "Is the succubus working with the character for selfish reasons rather than a slave/master relationship?" or "is this guy just a dude who breeds tiny desert wolf puppies?". While I'm generally a fan of getting details hammered down tightly, I think we might do more harm than good if we make hard, fast rules about pets. As long as things stay within reason, I personally don't see any reason to limit this particular aspect of lore since it is one that impacts only those who choose to operate in the pet system. if you have a character that has a history with creatures, I say go for it.
  4. Genuine question, not sarcasm: I guess my question to the second part is why differentiate MVPs through lore? As I see it, they're simply extremely powerful monsters, as their life and death mechanics work the same as other creatures; they don't drop anything unique due to being MVPs (I mean that as specific to MVPs on a whole, like an MVP currency), they just seem to take longer to respawn due to more energy needed to regenerate their form, as well as their obvious strength difference from normal monsters. MVP is technically the term used for the /player/ who kills the boss monster, not the boss monster itself, as a way of giving due credit to the one who dealt the most damage. We're just used to calling the boss monsters MVPs for obvious reasons. Also, the forum doesn't like double-posts, so it threw your posts together. I'd recommend next time posting one per day to avoid that, as now we can't properly show likes for each specific fanon suggestion. An issue I have with the resurrection suggestion isn't with the mechanics but with the specifics outlined. I do agree that resurrection itself is a sort of misnomer as no soul seems to go to Niflheim in-game, but I think that a more simplified, streamlined mechanic behind it suffices better. Something to consider is that deaths by PvM in-game, unless a part of a scene, do not have a bearing on the RP. Accidental wipes can and do happen, especially when setting the stage in a risky area. It is important to differentiate "near-death" and "death". Near-Death: A character gets smashed pretty good but is still alive and perhaps even capable of responding verbally or physically. This is often the case in PvM situations. When a Near-Death situation arises, characters with some divine influence (less needed than with a soul bind) can pray for a "spiriting away" of the ND character. If successful, divine power removes the victim to a holy place for treatment, such as a church or monastery. Otherwise, the character could be healed in more standard ways. Near-Death is also a valid story reason why a solo character might be smashed by a monster but not have /died/, having been left in a state of near-death until a plausible story exit is given for them. Death: Character's soul has left their body. I pose that souls cling near (but disconnected from) their fallen bodies for a very short window before being led to the next world. This is the same window of time that the Valkyries of Freyja or Angels of Odin use to recover souls of the fallen. During this time, someone bearing the necessary divine prayer, necromancy spell, or object can reconnect a soul to the body. This, as a process, varies extremely based on the means used to reconnect the body and soul, with divine intervention being the least traumatizing, to necromancy which forcefully binds the soul to the body by converting the Norman (or Doram) soul into a monster soul, which forces it to stay on the Midgard plane of existence (which is why necromancy is a forbidden school of magic). In the event that a field priest or medic cannot reconnect the body and soul in the field (for example, the body is petrified or put into a state where rebinding would instantly re-kill the recipient), a last-ditch effort is to prevent the soul from moving on /without/ binding it back to the body: Anyone with sufficient divine influence (priest, monk, etc.) can bind the soul to a relic until the soul /can/ be rebound to the body. This is not foolproof, however. If the body is destroyed and the soul is then not released from the relic, it is then considered a "cursed" relic (regardless of the soul's effect on the relic) until it is purged. Cursed souls seek to find a new living vessel until they are given one or are otherwise sent on to Niflheim. These mechanics ensure that even non-adventurers have equal opportunity at "revives" (not to be confused with rebirths), and gives a greater emphasis on the strengths of divine power vs magic. Thoughts?
  5. Name: The Dreamlight Carousel Performance Troupe Leader: Charlotte Duramot Place of Origin: Alberta Headquarters: None (mobile) Insignia: A carousel horse against a starry sky Allies: Unknown Antagonists: Phantasmagorica, Madame Rory's Ceaseless Wonders Membership: 16 Known Members: -Charlotte Duramot (Leader) -Espio -Moonlight Wolv -Justine -Casper O'Connor -Finley -Tawnley -Rakugaki -Pim Duramot Biography: The Dreamlight Carousel began when Charlotte Duramot left home in order to start her own business away from her family's crime syndicate. Seeking to create a spectacle that anyone could enjoy, Charlotte's poor business acumen led her to collect an assortment of misfit entertainers and outcasts. Today, her show is often derided as low-brow, eccentric, and often dangerous, though it never fails to deliver on its slogan: "You've never seen this before!".
  6. Name: Elyssia Weylan Gender: Female Race: Norman Organization: None Role: Relic Hunter Physical Description: Messy hair (possibly dyed), dirty clothes, no fewer than eight piercings in her left ear. Personality: Crude and unconcerned with fine details. Possibly has no moral compass. Known Strengths: Unknown Known Weaknesses: Often strung out on drugs. Known Property: Unknown Known Acquaintances: Unknown
  7. Name: Colette Castillione Gender: Female Race: Norman Organization: The Razor Ballet (previously) Role: General of the Razor Ballet (previously) Physical Description: Tall with violet hair. Personality: A serious demeanor. Known Strengths: Legendary combat and tactical skills. Known Weaknesses: Unknown Known Property: Unknown Known Acquaintances: Unknown
  8. Name: Charlotte Duramot Gender: Female Race: Doram Organization: Performance troupe "Dreamlight Carousel" Role: Manager and knife juggler/thrower. Physical Description: Average build, young adult Doram. Indigo hair on charcoal fur. Personality: Abrasive, loud, and somewhat uncouth. Is not above picking on others for her own amusement. Surprisingly unconcerned about her personal image. Often seems torn between compassion and cruelty when dealing with others. Known Strengths: Knife handling expertise. Known Weaknesses: Pollen allergy, children, the downtrodden. Known Property: The Dreamlight Carousel, monetary and property inheritance from her family. Known Acquaintances: Duramot crime family, Dreamlight Carousel members.
  9. For many of the same reasons why you can't bring weapons into federal buildings, embassies, etc... it is a danger to the occupants in the case of a violent coup or assassination, as well as state secrets and such as you mentioned. When I referred to castles earlier, I was not meaning the WoE territories but specifically the governmental seats and other landmarks of national interest. Problematically, if we use a reason like "this is the magic/technological combination brought from the other world, then what have guilds and others been using for long distance communication prior to the establishment of the New World contact?". The only region in Midgard with significant technological advancement is the Schwartzvald Republic, while Rune-Midgard seems to have more heavily relied on magic to get by. The two cultures don't appear to have mingled significantly until a relatively recent era, otherwise they wouldn't be so polarized in expression and technology. Thus, if it is a Midgardian advancement, I feel there still is not enough time for these to have existed prior to the current year in the timeline. TL;DR = It's hard to fit it into the timeline if it's a magi-tech amalgam.
  10. This assumes that there are only two uses for Emperium: for use as anvils and earrings. As a magical crystal, there may be all sorts of practical uses that aren't necessarily tied to either of the aforementioned. Use in Madogear applications, Guardians, etc... where resonance would a a non-issue. I would think that the shards left over from the creation of an Emp anvil would be used in the more industrial purposes or otherwise ones in which resonance isn't the desired trait but rather the magic. My only issue with your proposal is that, as a /enchantment/ upon the crystal, isn't it subject to nullification by countermagic? Going into an area with magic nullification (as might be expected in a castle or other area of sensitivity) would reduce the earrings to incredibly expensive trinkets. I'm not entirely sure it's canon lore or simply the unexplained gameplay mechanics (much like "why does a character suddenly get a TON more HP when they accept a role as a Crusader when they were already a Swordsman?"), but that's just me being picky with your words. I agree with what you're saying. From my viewpoint when drafting that up, characters, reborn or not, fit into the closest in-game class that represents what they are, and they have those positions based on their personal goals, experience, and skills. A reborn character has innate talent with what they previously experienced in their prior life, so reaching the competency needed to achieve those elite ranks is potentially easier for transcended individuals.
  11. Concept: Long-Distance Communication Example: Any channel chat in the chat window aside from Say or @me. Suggested Fanon: I suggest we build lore on Emperium as a naturally magical crystal. - Emperium has a unique resonance property in which sound on one part of the crystal resonates across the entire crystal even after the original complete Emperium crystal has been fractured. - While an entire Emperium "parent crystal" is resonant, the quality and intensity of the resonance is dependent on the clarity of the Emperium as well as what part of the crystal is measured. Fragments taken from the deepest parts of a high quality crystal display far better resonance than the exposed surfaces or interior fragments taken from a subpar crystal. - The larger the fragment, the greater the amplitude. Clarity of crystal affects the clarity of tone produced. - Sound typically directs out of any "tip" of the crystal. This is useful because several cones of the same Emperium crystal can be arranged to focus the resonance in a particular direction. - A watchmaker in Prontera created a now ubiquitous design for earrings that utilize several narrow rods of Emperium in an arrangement that focuses resonance toward the wearer's ear, most often worn in the tragus of the ear. Resonance focus is achieved by pressing the center of the earring, which aligns several crystal fragments inside to direct sound into the ear. This design allows for sound to resonate loud enough to hear only when the earrings are being pressed (much like a real world walkie-talkie). While this design is the most common, it is not the only one. - Emperium earrings are prohibitively expensive and handcrafted by highly skilled artisans, and can be purchased in most bigger cities. The earrings are always sold in matched sets, with larger crystals able to generate more fragments suitable for larger groups of wearers. Prices rise dramatically when needing matched earring sets beyond the two dozen mark due to both the rarity of Emperium crystals large enough to facilitate that and the market demand by wealthy large guilds. - Emperium earrings are most commonly seen worn by members of officially registered guilds, as an Emperium crystal is required material of registration for any Class 1 or 2 guild. There are no restrictions on civilians owning Emperium earrings. Reason: It gives explanation for why Emperium is needed to create guilds, as well as give RPers a method by which to speak to others over long distances.
  12. Concept: Rebirth / Transcendence. Example: The gameplay system put into place to increase the game's lifespan by sending you through the game twice is mentioned in lore lightly, but almost exclusively when you're specifically completing the Rebirth quest. Suggested Fanon: My suggestion for rebirth is a multi-tiered approach. - When a person dies in Midgard, their soul (if they have one) typically falls into one of three groups: The Chosen of Odin, The Chosen of Freyja, or The Unchosen. - The Chose of Odin are extremely rare even amongst warriors. These people are chosen because their lives and character exemplify traits Odin values. The Chosen of Odin do not remember their past life but can benefit from prior skills, appearing to have a natural affinity for the activities of their previous existence. The Chosen of Odin are not marked or influenced by Odin after rebirth and have no obligation to serve him or his purposes, as their past deeds have earned them their reincarnation. Approximate odds of a warrior being in this category are 1:5000. - The Chosen of Freyja are also rare, but not as much so as Odin's Chosen. The Chosen of Freyja may have had great deeds in their lives, but those alone did not earn reincarnation (lest they would've been picked by Odin already). Instead, these souls are chosen based on their potential to further Freyja's will in their next lives. Freyja's Chosen are also no marked, but they are influenced by Freyja's animosity toward the sentient mortals over time and their actions may become less and less benevolent toward others depending on the Chosen's strength of will and innate nature. General odds of a warrior being in this category are 1:1000. - The Unchosen are simply those not picked by god or goddess and simply transmigrate their souls to Niflheim upon death. The overwhelming majority of normans and Doram would fall into this category. - The two categories of Chosen are naturally drawn to each other in antagonistic relationships. Reason: This reconciles a serious but underexplained concept of the game lore and gives contributors a new avenue to explore for character biography or story conflicts.
  13. Opinions stated = check Decision made = check Thread reduced to puerile "I know you are but what am I?" = check It's abundantly clear that nothing positive will come out of this thread if it stays open. You wanted the results of an open thread where your peers could see it? Congratulations, you have that now, and it seems to have brought the general opinion of your contribution here from "well-meaning neophyte" to "condescending egotist". Keeping the thread alive further is serving no purpose other than feeding your martyr complex and forum toxicity. I move that we lock the thread at this point.
  14. Concept: The current year and timeline. Example: Ragnarok Online Timeline as laid out by the Ragnarok Wiki. Suggested Fanon: I feel we should simply utilize the linked one above, as it is an unreasonable burden to expect someone to find all instances of cited dates within the dialogue of the game. Reason: This will help us better catalogue events of the past.
  15. Concept: Cards Example: Card gameplay mechanics ubiquitous to Ragnarok Online. Suggested Fanon: There is very little mention of cards from a lore perspective within the game, and those that do exist usually refer to interaction with cards rather than the cards themselves. My submission is to clarify the existence of cards in a historical and magical manner. Here is my suggested lore and related fan minutia: - At the end of The Thousand Year War (predating current RO by almost a thousand years, as the current year in Ragnarok Online is assumed to be A.W. 998 or A.W. 999), canon lore indicates that a truce was brokered between normanity, the gods, and demonkind. My personal explanation is that each of those three groups conceded something to the other two groups as a token of truce: Normanity gave to demonkind Geffenia (which had prior been claimed by normans following the their conquest of the city from the elves) as a haven for them to exist without persecution; normans also formed the Church of Odin religion to honor the gods. Demonkind became split into two factions: the demons who felt they should sacrifice nothing to the other truce brokers, and those who felt that compromise was the only way to flourish. The cooperative demons gave the gods deference in magic to divine power (ensuring that magic could not ever trump divine power), and they gave the previously mundane normans magic. The gods gave the cooperative demons access to Niflheim as a new home, and gave normanity the miracle of cards (explained below). - Those demons who did not compromise were cursed for their hubris by the gods to become monsters in Midgard, forever having their souls trapped in Midgard, doomed to reincarnate in that plane as monsters until the end of time instead of moving on to Niflheim or elsewhere. - Cards are a physical manifestation of a piece of the soul of a monster. While the vast majority of the time a monster's death simply meant that the soul would materialize a new monster body eventually, on rare occasion if killed by a norman Odin may be pleased with the bravery and triumph and reform a small bit of the monster's soul into a physical artifact, a card. - Cards are quite durable but are still physical entities and can be destroyed even by mundane means. A destroyed card vanishes and frees the bit of monster soul to rejoin the greater part within the reincarnated monster. - A dropped card is only a fragment of the soul, and does not prevent the monster from reincarnating. - Cards benefit the bearer through the addition of an attribute or talent of the monster from which it was taken, but traditionally must be attached to a non-living object. To attach a card to a living creature would bind its soul to the soul of the living, thereby corrupting the existing soul into that of a monster. - Cards and their legend are common knowledge throughout Midgard, but to actually own one is very uncommon due to their rarity and value. - As they are made of monster souls, normans (and by extension Doram) do not drop cards. Their souls leave Midgard upon death and go to Niflheim or Valhalla. Reason: There currently exists no way to incorporate cards into NovaRP without rationalization.
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