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		<title><![CDATA[Sangreal - Fantasy Roleplay - Lore Locks and RP Rules]]></title>
		<link>http://193.122.143.38/</link>
		<description><![CDATA[Sangreal - Fantasy Roleplay - http://193.122.143.38]]></description>
		<pubDate>Tue, 14 Apr 2026 16:56:47 +0000</pubDate>
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		<item>
			<title><![CDATA[Metals Specification Master Thread]]></title>
			<link>http://193.122.143.38/showthread.php?tid=8</link>
			<pubDate>Mon, 19 Aug 2024 18:32:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://193.122.143.38/member.php?action=profile&uid=4">__denby</a>]]></dc:creator>
			<guid isPermaLink="false">http://193.122.143.38/showthread.php?tid=8</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Metal Specifications Master Thread</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font">All metals possess specifications related to their forms, detailing the usefulness, and properties of the metals. These are described through three basic stats of Hardness, Density, and Flexibility. Each operate on a scale from 1 to 10. 1 being the lowest tier and 10 being the highest. Each scale shall be explained in the brief paragraphs about each statistic.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Hardness:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness is defined as the property of a metal or metalloid to hold a form, or an edge. Specifically, the strength by which its molecular internal bonds hold themselves together. As such, a metal with a low hardness, like Zinc- cannot hold a proper edge as well as a metal with a higher hardness like tempered Steel. Metals and metalloids with higher hardness, are more resilient at withstanding impact, holding edges, and retaining shape. However- this usually trades off with a lower flexibility, and a greater density.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Density:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Density is defined as the property of a metal or metalloid that details its mass, weight, and over-all strength. Density is the tightness by which the molecules that form the structure are pressed together. Higher density always results in a higher mass, and reflectively, a higher weight. Some metals with high densities, are not hard however- much like lead. Though a dense metal is often stronger than a less dense metal.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Flexibility:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility is defined as the property of a metal or metalloid that allows it to return to its shape after being flexed or bent in any sort of manner. All metals are flexible- however, some are more flexible than others. Softer, less dense metals are usually capable of flexing much easier than harder, denser metals. Some however, go against the mold, and remain relatively hard while also bearing a low density and high flexibility- such as Cobalt. A metal with low flexibility has the risk of shattering or fracturing when bent too far- while a high flexibility metal will usually remain intact, at times even returning to their original shape. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">While the statistics for all metals can be found on the specific metal lore page, an easily referenced list detailing the hardness, density, and flexibility for all metals that can be found within the realm are listed below.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Iron</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gold</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 2</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 7</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Silver</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Zinc</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 2.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 3</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Copper</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 7</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bronze</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Brass</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Steel</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">High-Carbon Steel:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 5.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cobalt</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 5.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 8</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Metal Specifications Master Thread</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font">All metals possess specifications related to their forms, detailing the usefulness, and properties of the metals. These are described through three basic stats of Hardness, Density, and Flexibility. Each operate on a scale from 1 to 10. 1 being the lowest tier and 10 being the highest. Each scale shall be explained in the brief paragraphs about each statistic.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Hardness:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness is defined as the property of a metal or metalloid to hold a form, or an edge. Specifically, the strength by which its molecular internal bonds hold themselves together. As such, a metal with a low hardness, like Zinc- cannot hold a proper edge as well as a metal with a higher hardness like tempered Steel. Metals and metalloids with higher hardness, are more resilient at withstanding impact, holding edges, and retaining shape. However- this usually trades off with a lower flexibility, and a greater density.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Density:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Density is defined as the property of a metal or metalloid that details its mass, weight, and over-all strength. Density is the tightness by which the molecules that form the structure are pressed together. Higher density always results in a higher mass, and reflectively, a higher weight. Some metals with high densities, are not hard however- much like lead. Though a dense metal is often stronger than a less dense metal.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Flexibility:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility is defined as the property of a metal or metalloid that allows it to return to its shape after being flexed or bent in any sort of manner. All metals are flexible- however, some are more flexible than others. Softer, less dense metals are usually capable of flexing much easier than harder, denser metals. Some however, go against the mold, and remain relatively hard while also bearing a low density and high flexibility- such as Cobalt. A metal with low flexibility has the risk of shattering or fracturing when bent too far- while a high flexibility metal will usually remain intact, at times even returning to their original shape. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">While the statistics for all metals can be found on the specific metal lore page, an easily referenced list detailing the hardness, density, and flexibility for all metals that can be found within the realm are listed below.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Iron</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gold</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 2</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 7</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Silver</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Zinc</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 2.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 3</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Copper</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 7</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Bronze</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Brass</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 3.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 4</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 5</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Steel</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 4.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">High-Carbon Steel:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 5.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility 6</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Cobalt</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Hardness: 5.5</span><br />
<span style="font-family: Georgia;" class="mycode_font">Density: 3</span><br />
<span style="font-family: Georgia;" class="mycode_font">Flexibility: 8</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sangreal Rules of Roleplay]]></title>
			<link>http://193.122.143.38/showthread.php?tid=7</link>
			<pubDate>Mon, 19 Aug 2024 18:22:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://193.122.143.38/member.php?action=profile&uid=4">__denby</a>]]></dc:creator>
			<guid isPermaLink="false">http://193.122.143.38/showthread.php?tid=7</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sangreal Rules of Roleplay v1.0</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font">Roleplay requires politeness and etiquette on behalf of both members participating in the roleplay experience.</span><br />
<span style="font-family: Georgia;" class="mycode_font">The below-listed rules are requirements that must be followed by those who choose to claim Sangreal as their home for roleplaying. Failure to follow these guidelines, will likely result in your RP being sub-par in appearance. In accordance with the Code of Conduct, and other guidelines, sub-par Roleplay will result in you receiving a warning, and a reference to these rules- continuation of your previous misdoings will result in the dewhitelisting of your accounts, and you will be suggested to re-apply once willing to meet the standards set by the community.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Terms to Understand:</span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">OOC:</span> Out of Character; this defines what you are doing as an individual, including but not limited to decisions outside of the Roleplay experience, as well as discussion outside of the Roleplay. There is a clear and defined separation between what is In-Character (IC) and what is Out-Of-Character (OOC). </span><br />
<span style="font-family: Georgia;" class="mycode_font">Note; individuals that play Evil-alignment Characters, are not OOCly, “Evil”, they are merely playing a character for fun. Do not misunderstand this.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">IC:</span> In-Character, this defines what your character is doing, including but not limited to actions, decisions within the Roleplay, et cetera.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">RP:</span> This term defines Roleplay. It is effectively similar to “IC”. IRP, which stands for “In-Roleplay” has the same meaning.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">RPC:</span> Roleplay Combat; this is an honor-based system which defines what occurs between two or more characters involved in combat. It is a game of description and wit, rather than die rolls and luck.</span><br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> - However, Sangreal staff respect the right of all players to participate in 'Defenders Choice' combat. </span>Should a combat situation develop in roleplay or a DM'd event the 'defender' is permitted to their choice of honor-based combat, or a Simplified d20 System. The specifications of which are as follows; </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Simplified D20 System:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Basic Turn Rules apply, with the defender starting first. If there are multiple attackers or defenders, they may all roll a singular d20, where highest roll receives first turn order. Re-roll tied players, rerolling until a subsequent and coherent turn order is created.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may take one (1) action, such as firing a bow, swinging their sword, attacking with their fists, etc. Use common sense.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may take one (1) bonus action, such as switching weapons, opening a door, crouching down, etc.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may move ten (10) blocks while taking the aforementioned actions, or twenty (20) blocks and forfeit their actions for that turn.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Weapon strikes will abide by a flat DC assigned by the following states -</span><br />
<span style="font-family: Georgia;" class="mycode_font">Hide or Cloth armored characters resist RANGED attacks with a DC of 12, and MELEE attacks with a DC of 11.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Lamellar or Metal armored characters resist RANGED attacks with a DC of 12 and MELEE attacks with a DC of 13.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Using a shield adds a flat +2 DC to the carrying player.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Taking more than three solid hits to the body will incapacitate any player, use common sense.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">1 - The use of Emoticons is forbidden.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Utilizing various emoticons within the Roleplay environment is forbidden. It detracts from immersion, and does not make sense.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Instead, if you wish to express in-character emotions, state them through your emote.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">2 - Method of Emoting as recognized by Sangreal.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">All emotes must have actions enclosed within asterisks. (* * *)</span><br />
<span style="font-family: Georgia;" class="mycode_font">All emotes must be formatted as such: *Idly wringing his hands together, the elderly gentleman would cast his steely gaze upon the others.*</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">3 - Use of “brackets”, parentheses, and right-slashes within Roleplay.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Parentheses, ( Message ) or ((message))- are utilized for speaking in OOC terms, while within the Roleplay channel. Please keep this to a minimum. The “Local” channel exists for OOC uses.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Braces, { Message }- These are utilized for voicing your characters thoughts to yourself- or to provide immersion for the situation. This does not mean that you can metagame what someone is thinking. . . It will result in punishment if you are believed to be doing so!</span><br />
<span style="font-family: Georgia;" class="mycode_font">Hard Brackets, [ Message ]- are utilized as an alternative to parentheses for OOC comments.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Forwards Slashes, / Message /- are utilized to give emphasis to a word, usually used within emotes either sarcastically or angrily.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">4 - Grammar Restrictions- Ionia is set in a Circa 1920’s time period, utilize appropriate terms.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Words such as “bro”, “dude”, “sup”, “yo’ “, or otherwise modern language terms, are not permitted. Use of modern language within Roleplay will result in an RP-Quality Warning.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Modern slang is not permitted. </span><br />
<span style="font-family: Georgia;" class="mycode_font">Usage of swearing language should be kept to a minimum, although it is understandable for certain characters to utilize it at times. For added immersion, it is advised to keep in mind the historical standards- “Fuck” was at the time, considered a very taboo word, and unlikely to ever be used.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">5 - Above-Head Usertags- Use of these within RP, as they are a Minecraft mechanic, is not permitted.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Use of the Above-Head name in RP, is only permitted within OOC Parentheses. If you are not familiar with the character, please use Hard Bracket, Character Name format.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Example: *Wilhelm would quickly avert his eyes from the brutal scene, instead turning towards [Stephan.]*</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">6 - Out-Of-Character movement, while in RP, is not permitted.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">If you are in an RP, it is advisable to respect the other players immersion. Do not jump around, punch blocks, or otherwise use Minecraft mechanics because you are “bored”.</span><br />
<span style="font-family: Georgia;" class="mycode_font">When in an RP situation, OOC movement is to be considered IC movement unless specified as “OOC Movement” by letting the others know through OOC means.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">7 - Quotation Marks in Roleplay are negligible.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">While certain members of the community may prefer the use of quotation marks during their Roleplay, it is not required. </span><br />
<span style="font-family: Georgia;" class="mycode_font">If certain individuals, such as those who suffer from dyslexia, request that you cease the use of quotation marks so they can better read your text- please respect their wishes, as it is common courtesy.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sangreal Rules of Roleplay v1.0</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font">Roleplay requires politeness and etiquette on behalf of both members participating in the roleplay experience.</span><br />
<span style="font-family: Georgia;" class="mycode_font">The below-listed rules are requirements that must be followed by those who choose to claim Sangreal as their home for roleplaying. Failure to follow these guidelines, will likely result in your RP being sub-par in appearance. In accordance with the Code of Conduct, and other guidelines, sub-par Roleplay will result in you receiving a warning, and a reference to these rules- continuation of your previous misdoings will result in the dewhitelisting of your accounts, and you will be suggested to re-apply once willing to meet the standards set by the community.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Terms to Understand:</span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">OOC:</span> Out of Character; this defines what you are doing as an individual, including but not limited to decisions outside of the Roleplay experience, as well as discussion outside of the Roleplay. There is a clear and defined separation between what is In-Character (IC) and what is Out-Of-Character (OOC). </span><br />
<span style="font-family: Georgia;" class="mycode_font">Note; individuals that play Evil-alignment Characters, are not OOCly, “Evil”, they are merely playing a character for fun. Do not misunderstand this.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">IC:</span> In-Character, this defines what your character is doing, including but not limited to actions, decisions within the Roleplay, et cetera.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">RP:</span> This term defines Roleplay. It is effectively similar to “IC”. IRP, which stands for “In-Roleplay” has the same meaning.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">RPC:</span> Roleplay Combat; this is an honor-based system which defines what occurs between two or more characters involved in combat. It is a game of description and wit, rather than die rolls and luck.</span><br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"> - However, Sangreal staff respect the right of all players to participate in 'Defenders Choice' combat. </span>Should a combat situation develop in roleplay or a DM'd event the 'defender' is permitted to their choice of honor-based combat, or a Simplified d20 System. The specifications of which are as follows; </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Simplified D20 System:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Basic Turn Rules apply, with the defender starting first. If there are multiple attackers or defenders, they may all roll a singular d20, where highest roll receives first turn order. Re-roll tied players, rerolling until a subsequent and coherent turn order is created.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may take one (1) action, such as firing a bow, swinging their sword, attacking with their fists, etc. Use common sense.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may take one (1) bonus action, such as switching weapons, opening a door, crouching down, etc.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Each player may move ten (10) blocks while taking the aforementioned actions, or twenty (20) blocks and forfeit their actions for that turn.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Weapon strikes will abide by a flat DC assigned by the following states -</span><br />
<span style="font-family: Georgia;" class="mycode_font">Hide or Cloth armored characters resist RANGED attacks with a DC of 12, and MELEE attacks with a DC of 11.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Lamellar or Metal armored characters resist RANGED attacks with a DC of 12 and MELEE attacks with a DC of 13.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Using a shield adds a flat +2 DC to the carrying player.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Taking more than three solid hits to the body will incapacitate any player, use common sense.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">1 - The use of Emoticons is forbidden.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Utilizing various emoticons within the Roleplay environment is forbidden. It detracts from immersion, and does not make sense.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Instead, if you wish to express in-character emotions, state them through your emote.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">2 - Method of Emoting as recognized by Sangreal.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">All emotes must have actions enclosed within asterisks. (* * *)</span><br />
<span style="font-family: Georgia;" class="mycode_font">All emotes must be formatted as such: *Idly wringing his hands together, the elderly gentleman would cast his steely gaze upon the others.*</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">3 - Use of “brackets”, parentheses, and right-slashes within Roleplay.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Parentheses, ( Message ) or ((message))- are utilized for speaking in OOC terms, while within the Roleplay channel. Please keep this to a minimum. The “Local” channel exists for OOC uses.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Braces, { Message }- These are utilized for voicing your characters thoughts to yourself- or to provide immersion for the situation. This does not mean that you can metagame what someone is thinking. . . It will result in punishment if you are believed to be doing so!</span><br />
<span style="font-family: Georgia;" class="mycode_font">Hard Brackets, [ Message ]- are utilized as an alternative to parentheses for OOC comments.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Forwards Slashes, / Message /- are utilized to give emphasis to a word, usually used within emotes either sarcastically or angrily.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">4 - Grammar Restrictions- Ionia is set in a Circa 1920’s time period, utilize appropriate terms.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Words such as “bro”, “dude”, “sup”, “yo’ “, or otherwise modern language terms, are not permitted. Use of modern language within Roleplay will result in an RP-Quality Warning.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Modern slang is not permitted. </span><br />
<span style="font-family: Georgia;" class="mycode_font">Usage of swearing language should be kept to a minimum, although it is understandable for certain characters to utilize it at times. For added immersion, it is advised to keep in mind the historical standards- “Fuck” was at the time, considered a very taboo word, and unlikely to ever be used.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">5 - Above-Head Usertags- Use of these within RP, as they are a Minecraft mechanic, is not permitted.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Use of the Above-Head name in RP, is only permitted within OOC Parentheses. If you are not familiar with the character, please use Hard Bracket, Character Name format.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Example: *Wilhelm would quickly avert his eyes from the brutal scene, instead turning towards [Stephan.]*</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">6 - Out-Of-Character movement, while in RP, is not permitted.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">If you are in an RP, it is advisable to respect the other players immersion. Do not jump around, punch blocks, or otherwise use Minecraft mechanics because you are “bored”.</span><br />
<span style="font-family: Georgia;" class="mycode_font">When in an RP situation, OOC movement is to be considered IC movement unless specified as “OOC Movement” by letting the others know through OOC means.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">7 - Quotation Marks in Roleplay are negligible.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">While certain members of the community may prefer the use of quotation marks during their Roleplay, it is not required. </span><br />
<span style="font-family: Georgia;" class="mycode_font">If certain individuals, such as those who suffer from dyslexia, request that you cease the use of quotation marks so they can better read your text- please respect their wishes, as it is common courtesy.</span>]]></content:encoded>
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			<title><![CDATA[Sangreal Alchemy System]]></title>
			<link>http://193.122.143.38/showthread.php?tid=5</link>
			<pubDate>Mon, 19 Aug 2024 17:18:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://193.122.143.38/member.php?action=profile&uid=4">__denby</a>]]></dc:creator>
			<guid isPermaLink="false">http://193.122.143.38/showthread.php?tid=5</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Sangreal Alchemy System v1.0</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">What is Alchemy?</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemy is the process by which natural and unnatural objects of the material and spiritual world are combined through a myriad process by often un-powered individuals to replicate or create products that set them apart from the standard individual. Alchemy can come in many forms, from physical manipulation of elements via chemical and semi-magical reactions, to the manipulation of thought, memory, flesh and bone. The typical alchemist does not specifically seek out the development of their own power, but rather the development of new scientific and pseudo-scientific methods to make the world at large a more functional place. The mother of invention is, as always, laziness.</span><br />
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<span style="font-family: Georgia;" class="mycode_font">Alchemy can vary from medicinal developments to soothe injuries, to something as direct as stimulants to better a person’s combat effectiveness or ability to regenerate stamina. It is also quite common for alchemicals to be developed specifically for pleasure and recreation- there are many  shamanistic alchemists who strive to create better and more potent hallucinogens and other recreational substances. The field of alchemy is quite broad, and as such, this system is created to provide a basis for what alchemy is, isn’t, and how you can pursue it in regards to following the guideline of the server’s Lore.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">What isn’t Alchemy?</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This is equally as important as defining what alchemy is. Alchemy refers to the usage, and combination of specific materials and processes to develop something that is more potent and useful than its constituent parts or processes. Utilizing a known medicinal herb to soothe a toothache, an alchemist it does not make. In this regard, processes that are incredibly simple or narrow that they can easily be considered common knowledge are not restricted under the Alchemy system. Herbalism and things of that ilk are largely bound by the rules set about in the Proficiency system, and the usage and development of common substances and processes can be gone about with relatively little oversight. If you have any questions, please refer them to the Review Team.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Examples of Alchemical Processes, Terms and Important Keywords</span></span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Recipe:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The recipe of the Alchemical Creation defines the process by which it is refined into the combined form. It includes the component materials required to create it, as well as the process and technologies required. Whether this is written down In-Character or not, a recipe must be created initially, before something can be created.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Skillset:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This references the skill of the character, or characters, involved in creation of the alchemical substance. Over time, characters develop a higher level of skill, through practice and the creation of lesser alchemicals. An example of skillset restrictions, is the stipulation that a novice alchemist would be unable to create something out of a rarer material.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Tools:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemy requires specific tools of the trade, so to speak. The creation of alchemical concoctions becomes ever more complex as one becomes more skilled and knowledgeable. A tool can range from a simple mortar and pestle, to a complex machination of pipes and flame for distillation and calcification processes.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Type:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">There is a myriad of alchemical products that can be created, however these are aligned to certain types. Each type of alchemical creation varies, and the processes by which it works, and is created varies heavily as well. For example, the basic range of alchemical types are- Medicinal, Poisonous, Offensive, Defensive, Alcoholics- and the list is as wide as the individual who creates the craft intends it to be.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Crafting Process:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemical items are crafted through a variety of processes applied to mixed ingredients in order to create different and stronger effects out of different materials. Ingredients used in the alchemical arts range from the parts and pieces of animals to even the various stones and metals of the land. Some alchemists even dabble in the use of the magical arts to try and better their trade. While there are a variety of methods through which one can craft an alchemical item, there are several base and universal processes that almost every alchemist learns and proceeds to use in their process of creation.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Calcination:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A process that is defined as the burning, or debasing something to the most basic minerals and elements that are contained within it. The precise method is fairly simple, and usually results in exposing the material to an open flame, quite literally burning the organic tissues from it. There are very few alchemical reagents that are not entirely destroyed by the act of calcination, though in the right application it can be beneficial. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Ceration:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This process entails the addition of a liquid substance to a previously hardened, or dried out substance, in order to liquefy and reduce the potency of the solution. Depending on the liquid, whether or not it is heated, or chilled, the chemicals and proteins in the solution can have varied effects. For example, a very hot liquid added to a protein-rich solution, can denature certain proteins, resulting in a heavily reduced effectiveness, or an entirely inert solution.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Congelation:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Congelation is a process by which the addition of a thickening agent, usually inert- though at times active, like a material such as soda-lime, and the chilling of the solution increases its viscosity. This can be utilized to create pastes, and thick liquids that can serve as healing agents, among other things.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Defenestration: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A process named after the act of throwing something out the window, this is the method of removing or weakening magical properties in an alchemical creation.  The exact method to go about this varies depending on what an alchemist has on hand, but it is often done either through the careful use of magical spells or the addition of specific metals.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Digestion:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">In this alchemical process, a solution is heated, and is allowed to slowly over the course of a great period of time, boil down to a thicker, and more sticky form of itself. With vaporization, the chemicals within are allowed to concentrate down into a semi-pure sludge form.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Distillation: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Distillation pertains to a process by which a singular element is divided from a solution, or a section of plant matter. The solution, or plant matter, is placed into an iron crucible, which is heated, allowing the vapor of the lowest vapor point element within to float upwards into a condensation chamber. After it has condensed, the separated element flows downwards into a collection chamber. Distillation is complicated, and cannot be done by lesser alchemists- however, it creates the most pure substances possible.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Earthing:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Earthing is a process by which an amount of fresh soil, or other nutrient-rich solution is combined with the alchemical reagents. This allows the combined mix to begin leeching nutrients and base minerals from the nutrient-rich soil or other concoction. Though, this takes a considerable amount of time, it does result in an increased potency in objects such as healing creations.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Exposure: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The act of exposing an alchemical substance to the natural elements or significant airflow, it is an alchemist’s way of allowing the natural world to work upon their creation to alter its properties. The results of this can vary dramatically depending on the creation’s composition, though they’ll be strongest with primarily organic creations.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fermentation: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Fermentation is the process of allowing a compound to break down naturally at the hands of bacteria and other organisms. It generally alters the potency of an alchemical creation’s properties, although by how much and what can vary heavily.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Filtration: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The process of using a filter to remove materials from a brew, this can have varying effects depending on what’s stripped from the alchemical creation by the process. Generally, this removes or weakens side effects of a creation.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Imbuement: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The process of adding or strengthening magical properties in an alchemical creation. While the exact means of going about this varies, it is most often done by various magical spells or the addition of magical ingredients. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Sublimation:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Sublimation is the process of converting a liquid or semi-liquid alchemical reagent to a solid. It operates under the process of heating the reagent to a high temperature, vaporizing it to the upper end of a sublimation container. Once cooled, the reagent will solidify, having lost the water and vaporous qualities, thus becoming a solid.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Alchemical Process and Object Creation Rules:</span></span></span><br />
<span style="font-family: Georgia;" class="mycode_font">These rules and examples are provided to attempt to answer as many questions as possible, and perhaps provide the player with additional examples towards what they may be able to do in regards to alchemy.</span><br />
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<ol type="1" class="mycode_list"><li><span style="font-family: Georgia;" class="mycode_font">Alchemical Processes may not involve the direct use of magic to manipulate an element. This would be considered a material use of magic, and thus would fall into the same category as Magitech, if permanent changes are supplied.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Utilizing magical objects or materials to cause modifications to another object by a non-mage is considered alchemy, although this will increase the difficulty of the process or object creation greatly.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Alchemical processes and items may not in any case result in changes that may be infinitely reproducing, or universe-altering in scale. This falls outside the realm of possibility by relatively simple processes. Examples will be provided below.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">You may not develop self-replicating potions, or modify an object to replicate itself without constant and intensive observation by the creating character.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">You may not develop chemicals, gases, plagues, or other far-fetched things of such ilk which would put the realm itself in peril. This is not only your story.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Apotheosis is impossible. Nothing more needs to be said.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Staff word is final. Do not make modifications or expressions for your character before the alchemical object or process has been approved by the Review Team. If they say that the creation is impossible, you may request an outcome to be granted in order to provide character development, but the item is unusable as it is intended.<br />
Example; if you produce a substance that accelerates wound healing, you may not roleplay the item’s success before Review Team has granted a verdict in regards to the application. If Review Team informs you that the substance or process will not work, you have the right to request an alternative outcome based on their verdict that you may use for character development- ie; testing of the initial substance causes rapid-onset decomposition to the afflicted skin or the development of keloids, etc.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Strength, Dexterity and Speed of Characters may not exceed twofold without the extensive modification of the physical structure of the individual. Any attempts at more laborious processes to exacerbate this form of physical aptitude will be met with extensive review by the Review Team and likely permanent IC physical consequences to the character.<br />
This does not mean we do not encourage the development and modification of organic structures. It does however mean that attempts to pursue this will inevitably result in outcomes- good, bad, horrifying and chthonian.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Use of any processes that are not logical or known by the character, inhibited by the techlock and IC situation surrounding the character, will result in the immediate denial of the process and potential voiding of any roleplay surrounding the object.<br />
Review Team will inevitably discover the use of what can be referred to as “Wikipedia Dropping.” If your character cannot reasonably know it, do not use your OOC knowledge to try and worm your way towards a goal. Some call this min-maxing.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Element Blacklist: The following elements occur in real life, and would admittedly most likely be found within the world, however, due to the properties of these elements it has been determined by the Staff Team that they do not exist. Do not attempt to pull “...well this is an integral part of x, thus y should exist because…” This is considered Wiki-dropping, and will be punished.<br />
Lithium, Rubidium, Caesium, Francium, Strontium, Barium, Radium, Scandium, Yttrium, Hafnium, Rutherfordium, Niobium, Dubnium, Seaborgium, Technetium, Rhenium, Bohrium, Ruthenium, Hassium, Rhodium, Iridium, Meitnerium, Darmstadtium, Roentgenium, Mercury, Copernicium, Boron, Gallium, Indium, Thallium, Nihonium, Germanium, Flerovium, Antimony, Moscovium, Tellurium, Polonium, Livermorium, Astatine, Tennessine, Uranium, Plutonium and all Lanthanides and Actinides (57 - 71 and 89 - 103.)</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">If you’ve read the above rules and have thought, “Now I just need to find a way to loophole this!” Loopholing is easily recognizable. If your character does not have an easily expressible research question or reason to pursue something, the gap in roleplay can be noticed and will be punished accordingly.</span><br />
</li>
</ol>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Application Formats:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Please abide by the following formats whenever possible during your application for a specific process or item. This is to assist the Review Team in reviewing your work and producing a suitable physical representation of it. It will also allow the Review Team to ensure that others are not metagaming and stealing your processes or items.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Chemical: Including but not limited to Poisons, Gases, et cetera.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Name of Chemical Object:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Character Name of Creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Username(s) of creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Ingredients:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Material Collection:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Creation:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Evidence for Testing:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Method of Use:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Immediate Effects: </span><br />
<span style="font-family: Georgia;" class="mycode_font">Long-Term Effects:</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Alchemical: Including but not limited to Potions, Medicines, et cetera.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Name of Alchemical Object:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Character Name of Creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Username(s) of creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Ingredients:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Material Collection:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Creation:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Evidence for Testing:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Method of Use:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Immediate Effects: </span><br />
<span style="font-family: Georgia;" class="mycode_font">Long-Term Effects:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Overdose Effects:</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Sangreal Alchemy System v1.0</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">What is Alchemy?</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemy is the process by which natural and unnatural objects of the material and spiritual world are combined through a myriad process by often un-powered individuals to replicate or create products that set them apart from the standard individual. Alchemy can come in many forms, from physical manipulation of elements via chemical and semi-magical reactions, to the manipulation of thought, memory, flesh and bone. The typical alchemist does not specifically seek out the development of their own power, but rather the development of new scientific and pseudo-scientific methods to make the world at large a more functional place. The mother of invention is, as always, laziness.</span><br />
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<span style="font-family: Georgia;" class="mycode_font">Alchemy can vary from medicinal developments to soothe injuries, to something as direct as stimulants to better a person’s combat effectiveness or ability to regenerate stamina. It is also quite common for alchemicals to be developed specifically for pleasure and recreation- there are many  shamanistic alchemists who strive to create better and more potent hallucinogens and other recreational substances. The field of alchemy is quite broad, and as such, this system is created to provide a basis for what alchemy is, isn’t, and how you can pursue it in regards to following the guideline of the server’s Lore.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">What isn’t Alchemy?</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This is equally as important as defining what alchemy is. Alchemy refers to the usage, and combination of specific materials and processes to develop something that is more potent and useful than its constituent parts or processes. Utilizing a known medicinal herb to soothe a toothache, an alchemist it does not make. In this regard, processes that are incredibly simple or narrow that they can easily be considered common knowledge are not restricted under the Alchemy system. Herbalism and things of that ilk are largely bound by the rules set about in the Proficiency system, and the usage and development of common substances and processes can be gone about with relatively little oversight. If you have any questions, please refer them to the Review Team.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Examples of Alchemical Processes, Terms and Important Keywords</span></span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Recipe:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The recipe of the Alchemical Creation defines the process by which it is refined into the combined form. It includes the component materials required to create it, as well as the process and technologies required. Whether this is written down In-Character or not, a recipe must be created initially, before something can be created.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Skillset:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This references the skill of the character, or characters, involved in creation of the alchemical substance. Over time, characters develop a higher level of skill, through practice and the creation of lesser alchemicals. An example of skillset restrictions, is the stipulation that a novice alchemist would be unable to create something out of a rarer material.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Tools:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemy requires specific tools of the trade, so to speak. The creation of alchemical concoctions becomes ever more complex as one becomes more skilled and knowledgeable. A tool can range from a simple mortar and pestle, to a complex machination of pipes and flame for distillation and calcification processes.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Type:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">There is a myriad of alchemical products that can be created, however these are aligned to certain types. Each type of alchemical creation varies, and the processes by which it works, and is created varies heavily as well. For example, the basic range of alchemical types are- Medicinal, Poisonous, Offensive, Defensive, Alcoholics- and the list is as wide as the individual who creates the craft intends it to be.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Crafting Process:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemical items are crafted through a variety of processes applied to mixed ingredients in order to create different and stronger effects out of different materials. Ingredients used in the alchemical arts range from the parts and pieces of animals to even the various stones and metals of the land. Some alchemists even dabble in the use of the magical arts to try and better their trade. While there are a variety of methods through which one can craft an alchemical item, there are several base and universal processes that almost every alchemist learns and proceeds to use in their process of creation.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Calcination:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A process that is defined as the burning, or debasing something to the most basic minerals and elements that are contained within it. The precise method is fairly simple, and usually results in exposing the material to an open flame, quite literally burning the organic tissues from it. There are very few alchemical reagents that are not entirely destroyed by the act of calcination, though in the right application it can be beneficial. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Ceration:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">This process entails the addition of a liquid substance to a previously hardened, or dried out substance, in order to liquefy and reduce the potency of the solution. Depending on the liquid, whether or not it is heated, or chilled, the chemicals and proteins in the solution can have varied effects. For example, a very hot liquid added to a protein-rich solution, can denature certain proteins, resulting in a heavily reduced effectiveness, or an entirely inert solution.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Congelation:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Congelation is a process by which the addition of a thickening agent, usually inert- though at times active, like a material such as soda-lime, and the chilling of the solution increases its viscosity. This can be utilized to create pastes, and thick liquids that can serve as healing agents, among other things.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Defenestration: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A process named after the act of throwing something out the window, this is the method of removing or weakening magical properties in an alchemical creation.  The exact method to go about this varies depending on what an alchemist has on hand, but it is often done either through the careful use of magical spells or the addition of specific metals.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Digestion:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">In this alchemical process, a solution is heated, and is allowed to slowly over the course of a great period of time, boil down to a thicker, and more sticky form of itself. With vaporization, the chemicals within are allowed to concentrate down into a semi-pure sludge form.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Distillation: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Distillation pertains to a process by which a singular element is divided from a solution, or a section of plant matter. The solution, or plant matter, is placed into an iron crucible, which is heated, allowing the vapor of the lowest vapor point element within to float upwards into a condensation chamber. After it has condensed, the separated element flows downwards into a collection chamber. Distillation is complicated, and cannot be done by lesser alchemists- however, it creates the most pure substances possible.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Earthing:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Earthing is a process by which an amount of fresh soil, or other nutrient-rich solution is combined with the alchemical reagents. This allows the combined mix to begin leeching nutrients and base minerals from the nutrient-rich soil or other concoction. Though, this takes a considerable amount of time, it does result in an increased potency in objects such as healing creations.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Exposure: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The act of exposing an alchemical substance to the natural elements or significant airflow, it is an alchemist’s way of allowing the natural world to work upon their creation to alter its properties. The results of this can vary dramatically depending on the creation’s composition, though they’ll be strongest with primarily organic creations.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fermentation: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Fermentation is the process of allowing a compound to break down naturally at the hands of bacteria and other organisms. It generally alters the potency of an alchemical creation’s properties, although by how much and what can vary heavily.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Filtration: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The process of using a filter to remove materials from a brew, this can have varying effects depending on what’s stripped from the alchemical creation by the process. Generally, this removes or weakens side effects of a creation.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Imbuement: </span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The process of adding or strengthening magical properties in an alchemical creation. While the exact means of going about this varies, it is most often done by various magical spells or the addition of magical ingredients. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Sublimation:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Sublimation is the process of converting a liquid or semi-liquid alchemical reagent to a solid. It operates under the process of heating the reagent to a high temperature, vaporizing it to the upper end of a sublimation container. Once cooled, the reagent will solidify, having lost the water and vaporous qualities, thus becoming a solid.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Alchemical Process and Object Creation Rules:</span></span></span><br />
<span style="font-family: Georgia;" class="mycode_font">These rules and examples are provided to attempt to answer as many questions as possible, and perhaps provide the player with additional examples towards what they may be able to do in regards to alchemy.</span><br />
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<ol type="1" class="mycode_list"><li><span style="font-family: Georgia;" class="mycode_font">Alchemical Processes may not involve the direct use of magic to manipulate an element. This would be considered a material use of magic, and thus would fall into the same category as Magitech, if permanent changes are supplied.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Utilizing magical objects or materials to cause modifications to another object by a non-mage is considered alchemy, although this will increase the difficulty of the process or object creation greatly.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Alchemical processes and items may not in any case result in changes that may be infinitely reproducing, or universe-altering in scale. This falls outside the realm of possibility by relatively simple processes. Examples will be provided below.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">You may not develop self-replicating potions, or modify an object to replicate itself without constant and intensive observation by the creating character.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">You may not develop chemicals, gases, plagues, or other far-fetched things of such ilk which would put the realm itself in peril. This is not only your story.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Apotheosis is impossible. Nothing more needs to be said.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Staff word is final. Do not make modifications or expressions for your character before the alchemical object or process has been approved by the Review Team. If they say that the creation is impossible, you may request an outcome to be granted in order to provide character development, but the item is unusable as it is intended.<br />
Example; if you produce a substance that accelerates wound healing, you may not roleplay the item’s success before Review Team has granted a verdict in regards to the application. If Review Team informs you that the substance or process will not work, you have the right to request an alternative outcome based on their verdict that you may use for character development- ie; testing of the initial substance causes rapid-onset decomposition to the afflicted skin or the development of keloids, etc.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Strength, Dexterity and Speed of Characters may not exceed twofold without the extensive modification of the physical structure of the individual. Any attempts at more laborious processes to exacerbate this form of physical aptitude will be met with extensive review by the Review Team and likely permanent IC physical consequences to the character.<br />
This does not mean we do not encourage the development and modification of organic structures. It does however mean that attempts to pursue this will inevitably result in outcomes- good, bad, horrifying and chthonian.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Use of any processes that are not logical or known by the character, inhibited by the techlock and IC situation surrounding the character, will result in the immediate denial of the process and potential voiding of any roleplay surrounding the object.<br />
Review Team will inevitably discover the use of what can be referred to as “Wikipedia Dropping.” If your character cannot reasonably know it, do not use your OOC knowledge to try and worm your way towards a goal. Some call this min-maxing.</span><br />
</li>
<li><span style="font-family: Georgia;" class="mycode_font">Element Blacklist: The following elements occur in real life, and would admittedly most likely be found within the world, however, due to the properties of these elements it has been determined by the Staff Team that they do not exist. Do not attempt to pull “...well this is an integral part of x, thus y should exist because…” This is considered Wiki-dropping, and will be punished.<br />
Lithium, Rubidium, Caesium, Francium, Strontium, Barium, Radium, Scandium, Yttrium, Hafnium, Rutherfordium, Niobium, Dubnium, Seaborgium, Technetium, Rhenium, Bohrium, Ruthenium, Hassium, Rhodium, Iridium, Meitnerium, Darmstadtium, Roentgenium, Mercury, Copernicium, Boron, Gallium, Indium, Thallium, Nihonium, Germanium, Flerovium, Antimony, Moscovium, Tellurium, Polonium, Livermorium, Astatine, Tennessine, Uranium, Plutonium and all Lanthanides and Actinides (57 - 71 and 89 - 103.)</span><br />
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<li><span style="font-family: Georgia;" class="mycode_font">If you’ve read the above rules and have thought, “Now I just need to find a way to loophole this!” Loopholing is easily recognizable. If your character does not have an easily expressible research question or reason to pursue something, the gap in roleplay can be noticed and will be punished accordingly.</span><br />
</li>
</ol>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Application Formats:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Please abide by the following formats whenever possible during your application for a specific process or item. This is to assist the Review Team in reviewing your work and producing a suitable physical representation of it. It will also allow the Review Team to ensure that others are not metagaming and stealing your processes or items.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Chemical: Including but not limited to Poisons, Gases, et cetera.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Name of Chemical Object:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Character Name of Creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Username(s) of creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Ingredients:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Material Collection:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Creation:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Evidence for Testing:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Method of Use:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Immediate Effects: </span><br />
<span style="font-family: Georgia;" class="mycode_font">Long-Term Effects:</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Alchemical: Including but not limited to Potions, Medicines, et cetera.</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Name of Alchemical Object:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Character Name of Creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Username(s) of creator:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Ingredients:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Material Collection:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Proof of Creation:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Evidence for Testing:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Method of Use:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Immediate Effects: </span><br />
<span style="font-family: Georgia;" class="mycode_font">Long-Term Effects:</span><br />
<span style="font-family: Georgia;" class="mycode_font">Overdose Effects:</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sangreal Proficiency System]]></title>
			<link>http://193.122.143.38/showthread.php?tid=4</link>
			<pubDate>Mon, 19 Aug 2024 17:09:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://193.122.143.38/member.php?action=profile&uid=4">__denby</a>]]></dc:creator>
			<guid isPermaLink="false">http://193.122.143.38/showthread.php?tid=4</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Sangreal Proficiency System v1.0</span></span></span></div>
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<span style="font-weight: bold;" class="mycode_b"><span style="font-family: Georgia;" class="mycode_font">Description</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Proficiencies are recognized as the IC Character’s ability to perceive, create, and design objects through their various methods of Crafting Roleplay. This is restrictive across all methods of construction, be that via Magical, Mundane, or other various means. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">For Example: </span>A character will not be capable of forming objects such as Weapons and Armor of higher quality materials, regardless of their knowledge or race if their proficiency is not high enough in Blacksmithing.</span><br />
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<span style="font-family: Georgia;" class="mycode_font">All players will be capable of working with a maximum of Four (4) Total Proficiencies. This may be split however the player would like, however, the maximum number of crafting proficiencies is Three (3). As an example - one may choose to be skilled in three crafting proficiencies, and one gathering - or two crafting and two gathering.  One Proficiency of each category will be capable of being leveled to Mastery, while the other two (for crafting) or one (for gathering) will be capable of being leveled to Expert. A character cannot be skilled at all things!</span><br />
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<span style="font-family: Georgia;" class="mycode_font">All players are also capable of working with Common materials, without requiring a selected proficiency. For example, a Master in Alchemy may work with Common metals, without requiring any sort of proficiency in Blacksmithing.</span><br />
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<span style="font-family: Georgia;" class="mycode_font">However, certain proficiencies are not restricted by the rarity of objects, and instead are restricted on the theories, methods, and constructs that they may be capable of creating. This is primarily up to the Review Team’s discretion, as OOC Knowledge and RP Quality can have a role in these situations.</span><br />
<span style="font-family: Georgia;" class="mycode_font"><br />
It is up to the player to maintain their own PROOF OF RANK MASTERY; if applying for Uncommon+ items, make sure your character sheet or something on your profile includes the crafts you have done prior. The review team will check, but it's easier for you to do it, let's be honest.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Ranking Overview</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Object Rarity</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Player-Characters are restricted in the crafting of their items. An item with the ‘Mastercraft’ tag will be capable of only being created by someone with the Master rank in that specific profession. Equally, a ‘Magitech’ item will only be capable of being created by someone with a Master rank in the profession related to that item. The color system will be reflected in-game for roleplay items.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #2ecc40;" class="mycode_color">Common (Novice)</span></span> - All players may utilize items that are listed under the Common variety. This is not restrictive to real life plants, nor is it restricted to real life metals, however the Server’s Tech-Lock must be observed.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #1e92f7;" class="mycode_color">Uncommon (Initiate)</span></span> - Players of the Initiate rank in Gathering will be able to acquire these items, while Players of the Initiate rank in Crafting will be able to work with these items. Players of Initiate rank in Crafting will also only be capable of creating an object with a maximum rank of Uncommon. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #cf2be7;" class="mycode_color">Rare (Journeyman)</span></span> - Players of the Journeyman rank in Gathering will be able to acquire up to Rare, while players of the Journeyman rank in Crafting will be able to work with these items. Players of Journeyman rank in Crafting will be capable of creating an object with a maximum rank of Rare.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="color: #ff851b;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Ultra Rare (Expert)</span> </span>- Players of the Expert rank in Gathering will be able to acquire up to Ultra-Rare, while players of the Expert rank in Crafting will be able to work with these items. Players of Expert rank in Crafting will be capable of creating an object with a maximum rank of Ultra-Rare.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Legendary (Mastery)</span></span> - Players of the Mastery rank in Gathering will be able to acquire up to Legendary, while players of the Master rank in Crafting will be able to work with these items. Players of Master rank in Crafting will be capable of creating an object with a maximum rank of Mastercraft/Magitech.</span><br />
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<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Proficiency Skill Level</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font">Players may only progress up One Rank per Category (Crafting and Gathering), per two OOC weeks. This is to preserve the logical progression of RP Quality as best as possible, without restricting characters too much. The following are ranks you may label your character as. </span><br />
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<span style="font-family: Georgia;" class="mycode_font">Ie: It would take two weeks as Initiate, making lower rank items, to progress to Journeyman - six weeks total to Expert, and eight to Master.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Initiate</span> - Players who progress from the most basic rank that all possess upon creating a character, Novice, become the rank of Initiate. Initiates in Crafting and Gathering are capable of working with and collecting Uncommon materials.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Journeyman </span>- Players who progress from Initiate, become the rank of Journeyman. Journeymen in Crafting and Gathering are capable of working with and collecting Rare materials.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Expert </span>-  Players who progress from Journeyman, become the rank of Expert. Experts in Crafting and Gathering are capable of working with and collecting Ultra-Rare materials.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Master</span> - Players who progress from Expert, become the rank of Master. Masters are usually exceedingly rare to stumble across, and one may only become a Master in one specific Crafting profession, and one specific Gathering profession. Masters are the only characters capable of producing Mastercraft or Magitech items- this does not apply to Runecrafting, as all Runecraft-related objects made by a Runesmith are Magitech. Any attempt at using magical phenomenon to craft items is only capable of someone with the Master rank.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Special Roleplay Exemption - Case-by-Case Basis</span></span><br />
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<span style="font-family: Georgia;" class="mycode_font">Much like a Non-Standard Character Application, the increase in rank may be attempted via what is known as a Special Roleplay Exemption. If a character is somehow bestowed with a massive amount of knowledge through a pre-existing system, such as Mind Magic, through Event Mechanics, or any other means appropriate for qualifying the character, they may apply for a Special Roleplay Exemption, and be progressed to a higher level. </span><br />
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<span style="font-family: Georgia;" class="mycode_font">A Special Roleplay Exemption may also apply for characters who were considered Masters in the world from which they are being imported. An example would be, an older character who was recognized as a World-Renowned Alchemist or Blacksmith, could apply for a Special Roleplay Exemption which would be reviewed by the standing lore reviewer.</span><br />
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<span style="font-family: Georgia;" class="mycode_font">Such Special Roleplay Exemptions should be taken to Private Forum Conversation, and may take a considerable length of time depending on the character, profession, and rank requested.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Types of Proficiencies</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Crafting Proficiencies - </span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Armorsmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Armorsmithing refers to the act of creating armor out of metallic structures, a sub-category of what is vaguely known as Blacksmithing. Not all Blacksmiths are capable of forging from raw ore, a potent set of armor. In the case of Armorsmithing, they are capable of working with and creating any metallic constructs that are formed into armor. This applies to the creation of plated shields, cuirasse, vambrace, helms, ad etc. An Armorsmith is capable of conducting basic woodworking and tailory to complete their crafts- such as clasps, buckles, belts and such ilk.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Weaponsmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The counterpart of Armorsmithing, a Blacksmith who specializes in Weaponsmithing, is skilled in the working of metal to form the blade. While this primarily applies to swords, polearms, and other weapons constructed of metal- it can also apply to arrowheads, intricate portions of mechanical weaponry, small objects classified as weapons - such as caltrops - and a host of other machinations. Weaponsmiths are capable of conducting basic woodworking and tailory to complete their crafts- such as sheathes, pommels, poles and such ilk.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Whitesmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Whitesmithing pertains to Jewelry-making, (dinner) Plate-making, Utensil-making, and other intricate objects which require softer metals such as timepieces, astrolabes, ad etc. Any metallic constructs that do not require excess heat, or contribute to the defense, offense, ad etc of a character, likely fall under the Whitesmithing category. Historically, Whitesmiths were individuals who produced dinnerware, jewelry, and other fanciful objects for the considerably wealthy.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Alchemy and Chemistry</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemists and Chemists, for the sake of Historical Accuracy, are one-in-the-same. In this case, Alchemy and Chemistry applies to anyone utilizing material chemistry, or herbalistic alchemy to perform any act that utilizes a reaction to alter something. For example, an Alchemist would produce a potion that benefits the user, or harms them- and a Chemist would produce a substance that could either benefit, such as a colloidal salve, or a detrimental concoction such as flammable oxidants.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Tailory</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Tailory pertains to the crafting of clothing, any instrument developed by utilizing cloth-like substances, and any armor that is non-metallic in nature (such as gambeson). Tailors are capable of using basic metalworking and woodworking to form links, clasps, and buttons, though that is the distinct limit. Tailors are capable of utilizing furs, pelts, skins, and other organic and inorganic items that would be utilized to make cloth-like substances. Tailors are also capable of spinning their own thread, as well as operating looms, ad etc.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fletchery and Bowery</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Fletchery and Bowery are considered to be the same profession, as historically speaking, it would be pointless for an individual to create bows, without understanding the intrinsic details behind crafting a functional arrow. Fletchery and Bowery pertains to anyone that is creating a structure such as a bow, crossbow, or siege weapon involving the use of bows. In this case, a Bower is capable of using woodworking to such a degree that they can form Crossbows, Bows, and Siege Weapons out of wood, as that is their profession. However, the components of a bow is the limit to the knowledge of their woodworking, without choosing an extra profession.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Woodworking</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Woodworking applies to the creation of staves, wheels, and other wooden constructs that are lacking from the prior mentioned professions, as well as contained within. For example, a Master Woodworker could create the body of a Bow, though it would likely be nonfunctional. A Master Woodworker would also be capable of creating a handle for a blade, a pole for a polearm, ad etc. Anything involving the working of wood is within their repertoire. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Engineering</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Engineers are effectively the most narrow-scoped and complicated profession. It is inadvisable for an Engineer to be lacking one of the following: Woodworking, Blacksmithing, or Whitesmithing. Engineering is the study of complicated interactions between gear and pulley systems- or the design of complicated moving-part machinery. The creation of a Siege Weapon will almost always require the assistance of an Engineer, as would be the same for any equipment involving Dwarven Gear mechanics. Complicated crossbows and arbalests would also require the assistance of an Engineer in one way or another.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Sub-Note: To utilize Dwarven Gear mechanics, or to create Golemaic structures, one must possess Expert+ in Engineering.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gathering Proficiencies - </span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Mining</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">To be a Miner means that you are skilled in the discovering, harvesting, and refining of a specific set of metals. While one might not think that a Miner would be capable of understanding metallurgy to the degree of purifying metals, that is simply not the case. While someone in the Mining profession may not be capable of crafting a blade, they are capable of refining a metal and selling it in its purest form to attract a greater profit.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Hunting</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">To be a Hunter means that you are skilled in tracking, hunting, skinning and harvesting the objects gathered from an animal. A Hunter is responsible for the capture of animals, as well as the harvesting of their component parts. While an unskilled Hunter may be able to kill an exceedingly rare animal, they would simply not be able to render much use from the corpse that lay before them.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Logging</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A Lumberjack or logger is capable of doing far more than simply chopping down a tree. Any individual may chop down a tree, but they would be incapable of discovering what type of tree something was, the appropriate way to handle the wood, or the proper method of drying, cutting, and storing said wood. A person of the Logging profession would be capable of the most basic forms of woodworking, in order to provide the purchaser with a complete product, rather than a unhewn piece of log.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Herbalism</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">An Herbalist is not an Alchemist, yet an Alchemist may be an Herbalist. Herbalists are the only individuals that are properly trained in collecting, cutting, and raising plants without causing their unseemly demise in the process. For example, any child may pluck a piece of mandrake should they stumble across it, however only a Master Herbalist would be capable of acquiring the plant in such a way that it retained its usefulness for any alchemical applications. Herbalists are just as capable at gathering plants, as they are at growing them, and may do so should they choose.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Sangreal Proficiency System v1.0</span></span></span></div>
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<span style="font-weight: bold;" class="mycode_b"><span style="font-family: Georgia;" class="mycode_font">Description</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Proficiencies are recognized as the IC Character’s ability to perceive, create, and design objects through their various methods of Crafting Roleplay. This is restrictive across all methods of construction, be that via Magical, Mundane, or other various means. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">For Example: </span>A character will not be capable of forming objects such as Weapons and Armor of higher quality materials, regardless of their knowledge or race if their proficiency is not high enough in Blacksmithing.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">All players will be capable of working with a maximum of Four (4) Total Proficiencies. This may be split however the player would like, however, the maximum number of crafting proficiencies is Three (3). As an example - one may choose to be skilled in three crafting proficiencies, and one gathering - or two crafting and two gathering.  One Proficiency of each category will be capable of being leveled to Mastery, while the other two (for crafting) or one (for gathering) will be capable of being leveled to Expert. A character cannot be skilled at all things!</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">All players are also capable of working with Common materials, without requiring a selected proficiency. For example, a Master in Alchemy may work with Common metals, without requiring any sort of proficiency in Blacksmithing.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">However, certain proficiencies are not restricted by the rarity of objects, and instead are restricted on the theories, methods, and constructs that they may be capable of creating. This is primarily up to the Review Team’s discretion, as OOC Knowledge and RP Quality can have a role in these situations.</span><br />
<span style="font-family: Georgia;" class="mycode_font"><br />
It is up to the player to maintain their own PROOF OF RANK MASTERY; if applying for Uncommon+ items, make sure your character sheet or something on your profile includes the crafts you have done prior. The review team will check, but it's easier for you to do it, let's be honest.</span><br />
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<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Ranking Overview</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Object Rarity</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Player-Characters are restricted in the crafting of their items. An item with the ‘Mastercraft’ tag will be capable of only being created by someone with the Master rank in that specific profession. Equally, a ‘Magitech’ item will only be capable of being created by someone with a Master rank in the profession related to that item. The color system will be reflected in-game for roleplay items.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #2ecc40;" class="mycode_color">Common (Novice)</span></span> - All players may utilize items that are listed under the Common variety. This is not restrictive to real life plants, nor is it restricted to real life metals, however the Server’s Tech-Lock must be observed.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #1e92f7;" class="mycode_color">Uncommon (Initiate)</span></span> - Players of the Initiate rank in Gathering will be able to acquire these items, while Players of the Initiate rank in Crafting will be able to work with these items. Players of Initiate rank in Crafting will also only be capable of creating an object with a maximum rank of Uncommon. </span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #cf2be7;" class="mycode_color">Rare (Journeyman)</span></span> - Players of the Journeyman rank in Gathering will be able to acquire up to Rare, while players of the Journeyman rank in Crafting will be able to work with these items. Players of Journeyman rank in Crafting will be capable of creating an object with a maximum rank of Rare.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="color: #ff851b;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Ultra Rare (Expert)</span> </span>- Players of the Expert rank in Gathering will be able to acquire up to Ultra-Rare, while players of the Expert rank in Crafting will be able to work with these items. Players of Expert rank in Crafting will be capable of creating an object with a maximum rank of Ultra-Rare.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="color: #e82a1f;" class="mycode_color">Legendary (Mastery)</span></span> - Players of the Mastery rank in Gathering will be able to acquire up to Legendary, while players of the Master rank in Crafting will be able to work with these items. Players of Master rank in Crafting will be capable of creating an object with a maximum rank of Mastercraft/Magitech.</span><br />
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<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Proficiency Skill Level</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font">Players may only progress up One Rank per Category (Crafting and Gathering), per two OOC weeks. This is to preserve the logical progression of RP Quality as best as possible, without restricting characters too much. The following are ranks you may label your character as. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">Ie: It would take two weeks as Initiate, making lower rank items, to progress to Journeyman - six weeks total to Expert, and eight to Master.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Initiate</span> - Players who progress from the most basic rank that all possess upon creating a character, Novice, become the rank of Initiate. Initiates in Crafting and Gathering are capable of working with and collecting Uncommon materials.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Journeyman </span>- Players who progress from Initiate, become the rank of Journeyman. Journeymen in Crafting and Gathering are capable of working with and collecting Rare materials.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Expert </span>-  Players who progress from Journeyman, become the rank of Expert. Experts in Crafting and Gathering are capable of working with and collecting Ultra-Rare materials.</span><br />
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Master</span> - Players who progress from Expert, become the rank of Master. Masters are usually exceedingly rare to stumble across, and one may only become a Master in one specific Crafting profession, and one specific Gathering profession. Masters are the only characters capable of producing Mastercraft or Magitech items- this does not apply to Runecrafting, as all Runecraft-related objects made by a Runesmith are Magitech. Any attempt at using magical phenomenon to craft items is only capable of someone with the Master rank.</span><br />
<br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Special Roleplay Exemption - Case-by-Case Basis</span></span><br />
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<span style="font-family: Georgia;" class="mycode_font">Much like a Non-Standard Character Application, the increase in rank may be attempted via what is known as a Special Roleplay Exemption. If a character is somehow bestowed with a massive amount of knowledge through a pre-existing system, such as Mind Magic, through Event Mechanics, or any other means appropriate for qualifying the character, they may apply for a Special Roleplay Exemption, and be progressed to a higher level. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">A Special Roleplay Exemption may also apply for characters who were considered Masters in the world from which they are being imported. An example would be, an older character who was recognized as a World-Renowned Alchemist or Blacksmith, could apply for a Special Roleplay Exemption which would be reviewed by the standing lore reviewer.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font">Such Special Roleplay Exemptions should be taken to Private Forum Conversation, and may take a considerable length of time depending on the character, profession, and rank requested.</span><br />
<br />
<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Types of Proficiencies</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Crafting Proficiencies - </span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Armorsmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Armorsmithing refers to the act of creating armor out of metallic structures, a sub-category of what is vaguely known as Blacksmithing. Not all Blacksmiths are capable of forging from raw ore, a potent set of armor. In the case of Armorsmithing, they are capable of working with and creating any metallic constructs that are formed into armor. This applies to the creation of plated shields, cuirasse, vambrace, helms, ad etc. An Armorsmith is capable of conducting basic woodworking and tailory to complete their crafts- such as clasps, buckles, belts and such ilk.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Weaponsmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The counterpart of Armorsmithing, a Blacksmith who specializes in Weaponsmithing, is skilled in the working of metal to form the blade. While this primarily applies to swords, polearms, and other weapons constructed of metal- it can also apply to arrowheads, intricate portions of mechanical weaponry, small objects classified as weapons - such as caltrops - and a host of other machinations. Weaponsmiths are capable of conducting basic woodworking and tailory to complete their crafts- such as sheathes, pommels, poles and such ilk.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Whitesmithing</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Whitesmithing pertains to Jewelry-making, (dinner) Plate-making, Utensil-making, and other intricate objects which require softer metals such as timepieces, astrolabes, ad etc. Any metallic constructs that do not require excess heat, or contribute to the defense, offense, ad etc of a character, likely fall under the Whitesmithing category. Historically, Whitesmiths were individuals who produced dinnerware, jewelry, and other fanciful objects for the considerably wealthy.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Alchemy and Chemistry</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Alchemists and Chemists, for the sake of Historical Accuracy, are one-in-the-same. In this case, Alchemy and Chemistry applies to anyone utilizing material chemistry, or herbalistic alchemy to perform any act that utilizes a reaction to alter something. For example, an Alchemist would produce a potion that benefits the user, or harms them- and a Chemist would produce a substance that could either benefit, such as a colloidal salve, or a detrimental concoction such as flammable oxidants.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Tailory</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Tailory pertains to the crafting of clothing, any instrument developed by utilizing cloth-like substances, and any armor that is non-metallic in nature (such as gambeson). Tailors are capable of using basic metalworking and woodworking to form links, clasps, and buttons, though that is the distinct limit. Tailors are capable of utilizing furs, pelts, skins, and other organic and inorganic items that would be utilized to make cloth-like substances. Tailors are also capable of spinning their own thread, as well as operating looms, ad etc.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Fletchery and Bowery</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Fletchery and Bowery are considered to be the same profession, as historically speaking, it would be pointless for an individual to create bows, without understanding the intrinsic details behind crafting a functional arrow. Fletchery and Bowery pertains to anyone that is creating a structure such as a bow, crossbow, or siege weapon involving the use of bows. In this case, a Bower is capable of using woodworking to such a degree that they can form Crossbows, Bows, and Siege Weapons out of wood, as that is their profession. However, the components of a bow is the limit to the knowledge of their woodworking, without choosing an extra profession.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Woodworking</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Woodworking applies to the creation of staves, wheels, and other wooden constructs that are lacking from the prior mentioned professions, as well as contained within. For example, a Master Woodworker could create the body of a Bow, though it would likely be nonfunctional. A Master Woodworker would also be capable of creating a handle for a blade, a pole for a polearm, ad etc. Anything involving the working of wood is within their repertoire. </span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Engineering</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Engineers are effectively the most narrow-scoped and complicated profession. It is inadvisable for an Engineer to be lacking one of the following: Woodworking, Blacksmithing, or Whitesmithing. Engineering is the study of complicated interactions between gear and pulley systems- or the design of complicated moving-part machinery. The creation of a Siege Weapon will almost always require the assistance of an Engineer, as would be the same for any equipment involving Dwarven Gear mechanics. Complicated crossbows and arbalests would also require the assistance of an Engineer in one way or another.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Sub-Note: To utilize Dwarven Gear mechanics, or to create Golemaic structures, one must possess Expert+ in Engineering.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gathering Proficiencies - </span></span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Mining</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">To be a Miner means that you are skilled in the discovering, harvesting, and refining of a specific set of metals. While one might not think that a Miner would be capable of understanding metallurgy to the degree of purifying metals, that is simply not the case. While someone in the Mining profession may not be capable of crafting a blade, they are capable of refining a metal and selling it in its purest form to attract a greater profit.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Hunting</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">To be a Hunter means that you are skilled in tracking, hunting, skinning and harvesting the objects gathered from an animal. A Hunter is responsible for the capture of animals, as well as the harvesting of their component parts. While an unskilled Hunter may be able to kill an exceedingly rare animal, they would simply not be able to render much use from the corpse that lay before them.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Logging</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">A Lumberjack or logger is capable of doing far more than simply chopping down a tree. Any individual may chop down a tree, but they would be incapable of discovering what type of tree something was, the appropriate way to handle the wood, or the proper method of drying, cutting, and storing said wood. A person of the Logging profession would be capable of the most basic forms of woodworking, in order to provide the purchaser with a complete product, rather than a unhewn piece of log.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Herbalism</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">An Herbalist is not an Alchemist, yet an Alchemist may be an Herbalist. Herbalists are the only individuals that are properly trained in collecting, cutting, and raising plants without causing their unseemly demise in the process. For example, any child may pluck a piece of mandrake should they stumble across it, however only a Master Herbalist would be capable of acquiring the plant in such a way that it retained its usefulness for any alchemical applications. Herbalists are just as capable at gathering plants, as they are at growing them, and may do so should they choose.</span>]]></content:encoded>
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		<item>
			<title><![CDATA[Sangreal Techlock]]></title>
			<link>http://193.122.143.38/showthread.php?tid=3</link>
			<pubDate>Mon, 19 Aug 2024 16:57:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="http://193.122.143.38/member.php?action=profile&uid=4">__denby</a>]]></dc:creator>
			<guid isPermaLink="false">http://193.122.143.38/showthread.php?tid=3</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Techlock</span></span></span></div>
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<span style="font-family: Georgia;" class="mycode_font">Barring specific permission from the Staff Team, Sangreal’s Techlock is centered around the middle to the late medieval period, from the 1400s to the 1600s with minor exceptions to the rules.</span><br />
<span style="font-family: Georgia;" class="mycode_font">However, the majority of what is restricted shall be detailed below, for the sake of players incorporating it into their characters in some way, shape, or form.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rifled Weaponry:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Any projectile weapons should not possess rifling, as this technology is futuristic to the setting.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gunpowder Weaponry:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The development and production of gunpowder and cannonry is prohibited unless otherwise specified.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">High-powered Explosives:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The server may permit simple explosive recipes. However, high-compression, high-density explosives, such as Nitroglycerine, Trinitrotoluene (TNT), and similar non-Gunpowder derived explosives are disallowed.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Penicillin or Sulfonamide:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Modern or semi-Modern Antibiotics are disallowed for use in RP, as medicines and alchemy of the period, should be kept relevant to the period.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Concept of Electricity:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Many will know that lightning and other electrical discharges, including ‘magic’ ones, are inherently dangerous. However, understanding that these are electrical charges that can be harnessed or stored, is disallowed.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Compressed Fluids and Gases:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The technology of the medieval period, barring fictional magic, was unable to compress and contain fluids and gases in a manner similar to hydraulic action. Fluids and gases may be contained, but at no more than standard atmospheric pressure.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Magical means of compression must be approved by Lore Team, and stringent limits may be imposed upon their uses.</span><br />
<span style="font-family: Georgia;" class="mycode_font">This restriction includes steam power being utilized to convey heat into kinetic motion. Steam engines are restricted, and must require heavy Lore Team oversight.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Intricate Gearwork Systems:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Outside of the constructs of ‘Magitech’, gear systems with cogs smaller than 2 inches in diameter are disallowed. Metallic ball bearings and bearing-styled bushings that function on grease lubrication are also summarily disallowed.</span><br />
<span style="font-family: Georgia;" class="mycode_font">‘Magitech’ systems must be approved, and the fudging of intricate systems will be punished.</span>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Techlock</span></span></span></div>
<br />
<span style="font-family: Georgia;" class="mycode_font">Barring specific permission from the Staff Team, Sangreal’s Techlock is centered around the middle to the late medieval period, from the 1400s to the 1600s with minor exceptions to the rules.</span><br />
<span style="font-family: Georgia;" class="mycode_font">However, the majority of what is restricted shall be detailed below, for the sake of players incorporating it into their characters in some way, shape, or form.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Rifled Weaponry:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Any projectile weapons should not possess rifling, as this technology is futuristic to the setting.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gunpowder Weaponry:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The development and production of gunpowder and cannonry is prohibited unless otherwise specified.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">High-powered Explosives:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The server may permit simple explosive recipes. However, high-compression, high-density explosives, such as Nitroglycerine, Trinitrotoluene (TNT), and similar non-Gunpowder derived explosives are disallowed.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Penicillin or Sulfonamide:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Modern or semi-Modern Antibiotics are disallowed for use in RP, as medicines and alchemy of the period, should be kept relevant to the period.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Concept of Electricity:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Many will know that lightning and other electrical discharges, including ‘magic’ ones, are inherently dangerous. However, understanding that these are electrical charges that can be harnessed or stored, is disallowed.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Compressed Fluids and Gases:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">The technology of the medieval period, barring fictional magic, was unable to compress and contain fluids and gases in a manner similar to hydraulic action. Fluids and gases may be contained, but at no more than standard atmospheric pressure.</span><br />
<span style="font-family: Georgia;" class="mycode_font">Magical means of compression must be approved by Lore Team, and stringent limits may be imposed upon their uses.</span><br />
<span style="font-family: Georgia;" class="mycode_font">This restriction includes steam power being utilized to convey heat into kinetic motion. Steam engines are restricted, and must require heavy Lore Team oversight.</span><br />
<br />
<span style="font-family: Georgia;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Intricate Gearwork Systems:</span></span><br />
<span style="font-family: Georgia;" class="mycode_font">Outside of the constructs of ‘Magitech’, gear systems with cogs smaller than 2 inches in diameter are disallowed. Metallic ball bearings and bearing-styled bushings that function on grease lubrication are also summarily disallowed.</span><br />
<span style="font-family: Georgia;" class="mycode_font">‘Magitech’ systems must be approved, and the fudging of intricate systems will be punished.</span>]]></content:encoded>
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