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[Playable] Homunculi Lore


Matheus
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Homunculi

[Huh-mun-cue-lie]

 

Origin / traits

 

Homunculi are creatures of “imperfect” life created by alchemy. Only those whom have delved into a deep mastery and understanding of alchemy may be granted a chance to create Homunculi of higher-caliber than the lowest of their kin.The weakest type can be created even as a mistake by mediocre alchemists as a result of varying failures of the art. As with all creatures, one may Role Play a greater Homunculi via the use of a creature application, and a valid creator. Homunculi are common for deriving a substantial amount of their traits from the primary symbol from which they were born under. For these cases: Air would represent intelligence, and speed. Water would represent composure and elegance. Fire would represent recklessness and strength. Earth would represent resilience and a strong-will. As such, an Air Homunculi will typically be smarter than the rest of his kin, as well as benefitting from increased physical speed. Fire Homunculi have the tendency to act much more careless, even brazen with their actions; typically allowing emotions to dictate their actions, trumping logical courses of action. Water Homunculi are calmer, and elegant with their decision making, and behaviour. Earth Homunculi are strong-willed, not easily swayed by any opposing point of view. One could easily conclude from their element that they are physically resilient, granting them far more durability than their more fragile kin. It should also be heavily noted, all Homunculi are without a doubt, hedonistic creatures, with little-to-no true regard for other living beings. This is not to say fellow Homunculi may not respect each other, but such a case with descendant races is highly unlikely. They haven’t a single moral to spare among their own kind, however this isn’t to say Homunculi may not do good deeds, lest it be not for descendants. They must not be for the typical kind-natured reasons. Ex: A Homunculus may not help someone of good will, but rather; they may help another, and expect to profit from their own “Noble actions”.

 

Types / Variants

 

Fiends

  7GHSP5r.jpg

(Note: Currently an unplayable/unfeasible sub-type, may change. But as of now; RPing a Fiend, while technically allowed, is not recommended. )

Fiends are the most odd, and short lived of the homunculi. They are usually small, greatly deformed fiendish beings created from what would be failed potions. They may have extra, or out of place limbs, big lumps and/or tumors growing out of them, more intricate deficiencies such as too much, or little to no hair. They are animalistic, with little smarts, relying only upon the most primal of their instincts for survival. Due to their dire lack of intellect, it is indeed possible to tame such a being given enough effort.

 

They are extremely short lived, only able to live up to 2 IRL months, but most reach only to 1 IRL month. They have no chance of staying alive after being defeated. Being unnatural and a creature, they have weakness to gold, holy magic, and weaknesses to their opposing element.

  • They don't look normal, they are fiendish and greatly disfigured.

  • They aren't strong or smart.

  • Played as a Necrolyte race, but they are not allowed to wear armor due to abnormally disfigured body.

  • Short lived, 2 months tops.

  • No magic.

  • Weak to gold, holy magic and whatever weaker symbol.



Deviants

                                                                                                    OUhdmuc.jpg          

 

 

To make a deviant the alchemist needs to use a dead body. These are normally creations from attempting a potion of revival.. as well as other, more complicated methods of alchemy. The creations are humanoid figures but with small-medium disfigurations, they will still however; retain the skin color of varying shades from their chosen element. Blue for water, yellow for earth, white for air, red for fire. The small disfigurements can be a misplaced eye, a lump, an extra finger, or lack of one.. They live much longer, and can reconstruct their body after being destroyed, they also have varying methods of maintaining their life-span, throughout long periods of time. Being unnatural entities, they have weakness to gold, holy magic, and obtain a weakness inherited by their fathered elemental symbol. Unlike their greater kin, Deviants still retain the mortal trait of “blood” coursing throughout their veins..

  • Must be created from a corpse.

  • Strength, and smarts greatly varies upon its type. But, are still of lesser quality than both Aberrants, and Doppelgangers.

  • Played as a Necrolyte race.

  • Short lived, 5-6 months. This can be extended by use of a special potion.

  • No magic.

  • Has blood

  • Weak to gold, holy magic and whatever weaker symbol.

  • Being killed does not mean a PK, but they will be forced to PK if they die a lot, or have a constant rate of poor performances/complaints. (No breaking and entering heavily populated areas, just to get killed, no constant - “trolley” RP), or if they go inactive without warning. (1-2 months with not logging in on the char, or 2-4 months with very little Role Play on the char. A warning is done before.)



Aberrant

  cRiv16z.png

The failed kin of Doppelgangers, these Homunculi have been unable to fully develop themselves into that of  a fully-fledged doppelganger, stuck in a seemingly permanent limbo on the brink of its perfection. These “failed” creations are just a few steps short towards its own twisted view of perfection. Undoubtedly the second greatest of the Homunculi kind, bare without a doubt, an eerily similar appearance from the entity it was derived from, though they may have an uncanny resemblance to the once descendent being, it will still retain unnatural skin colour similar to a Homunculus of lesser quality. Though it’s imperfections are much more miniscule in comparison to its kin of lesser quality, it still falls short from achieving physical “perfection”.

 

Like with a Doppelganger, one must have a character PKd from their own arsenal (Or, from someone else's should that be an option.) In order for the Aberrant to be created. Another downside of an aberrant, is; it may only retain a fraction of the skills, and any knowledge directly tied to such proficiencies, back from when it was a mortal.. As such, if one’s character were to have multiple skills, only one of which may be carried over to your newly created Aberrant. Like with Doppelgangers, you may not retain any memories, or associations whatsoever to other living beings. Being the second highest in its hierarchy, an Aberrant\s strength, and wits are easily comparable, and often more close than not to that of a Doppelganger.

  • Must be created from a PK. Either from yourself, or from another player who is willing to Pk their character.

  • Have slightly altered looks from the PKd person (Unnatural skin colour)

  • Greater strength, smarts, and has /some/ skills of the PKd person.

  • No memories of the PKd character/Persona.

  • Lives slightly longer then that of a Deviant. Typically 1-2 years. May also be extended by certain methods.

  • Has blood.

  • No magic.

  • Weak to gold, holy magic, and it’s opposing symbol.

  • Played as a standard necrolyte race.


 

Doppelganger

                                                                                                                     ptXwm8r.jpg

The greatest of the homunculi kind in terms of physical perfection, as well as being the rarest of the bunch. They will always look perfectly akin to the person that traded its life for it to be created, meaning someone has to PK for the doppleganger to be created, a body of another player, unwilling to RP a doppelganger, may not be used. Even though they are the same in appearance, they do not share the same memories, nor do they act the same, despite this. A newly created Doppelganger may have vast amounts of knowledge on particular skills, but may not retain any memories excluding that. Physical/mental traits may be harnessed from the symbol they associate with. Even though the memories don't carry with the doppelganger, they will be able to have the same skills as the one used to create them. They live the longest of the homunculi, and their body when killed, disintegrates into the symbol (water/ice, dirt/sand, fire/ash/smoke or air), and then rebuilds itself in a safe place. Since their bodies are different, fighting them is normally considered harder than the other Homunculi, but they have the same weaknesses of gold, holy magic, and an extreme weakness to its opposing symbol.

 

  • Must be created from a living person, which PKs.

  • Looks like the PK'ed person.

  • Greatest ability to have greater strength or smarts, and has the skills of the PK'ed person.

  • No memories of the PK person.

  • Played as a necrophyte race for earth and water symbol, and spectral for air and fire(Undecided by MAT at the moment).

  • Long lived, yet slightly shorter than the races. As with the other greater Homunculi, they may extend their lifespans, via alchemy..

  • No blood. Instead, will excrete whatever liquid/solid they are formed from.

  • No magic.

  • Weak to gold, holy magic and whatever weaker symbol.

  • Being killed does not mean a PK, but they will be forced to PK if they die a lot, or if they go inactive without warning. (1-2 months with not logging in on the char, or 2-4 months with very little role play on the char. A warning is done before.)

                                

Ascension

Like all living beings residing within the realm of Vailor, are often influenced, and motivated by their own ego to evolve, to improve themselves. Whether the result comes from through hard-work, talent, luck, or a combination of all.. A Homunculus is the same in the matter, and as such. May be able to further improve themselves to a point of satisfaction, if not, to the very brink of perfection. A homunculus, though quite unknown to many. Might evolve its current type to one of higher “quality”. A lowly Deviant, may one day very well end themselves up as a fully-fledged, and now powerful Doppelganger through their continuous, and tireless efforts (Only a Deviant created from a PK, as previously stated may obtain a higher state of being.).

(If one wishes to know how this is done, they must learn ICly from one whom has already accomplished such an unforgettable feat.)

 


(Please note, this is only pertaining to Homunculi created from PKs. And as such, those whom aren’t, are currently unable to take part.)

 

 

 

 

 

 

 

 

Special thanks to:

Agnusdei/Lotho: For color scheme + editing

Jistuma: Original/core lore

Jaybleezy: Editing.

Shiloh Ellis: Aberrant reference picture.

 

LM Changelogs



 

-shimmeringbliss: All red linings are the formal fixes of the lore team to best fit the lore on LOTC. Changed doppelganger from Construct to Necrophyte mechanical race, 1/12/2017

 

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When it says weak to gold, to what extent do you mean? Is it simply holding or touching gold that will hurt the Homunculus? Or does it require being cut? Can gold be ingested? 

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1 hour ago, Bogrin said:

When it says weak to gold, to what extent do you mean? Is it simply holding or touching gold that will hurt the Homunculus? Or does it require being cut? Can gold be ingested? 

It affects them the same as with any other "undead' being. (Specters/ghosts being the exception.) Touching wouldn't kill, nor truly harm them. It's when used with force that it becomes a problem (Cutting, hitting, etc).  

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Could you possibly provide visual examples as to portray how these creatures look like? The inclusion of the vague art of alchemy dilutes my mental image of these entities.

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Lore under review.

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On 25/01/2016 at 3:10 PM, Swgrclan said:

Could you possibly provide visual examples as to portray how these creatures look like? The inclusion of the vague art of alchemy dilutes my mental image of these entities.

Dopplegangers look like normal people. The other images shown are how Deviants, Aberants and a fiend (bit without many tumors and growths, but still fits) are.

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This lore has been Accepted!

 

But I will be adding a few redlines into it if you don't mind.

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I have a few questions: can one make a deviant, and make it more beast like? Like adding hooves or an animal head? Of course, this would make the quality of the creation

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Please send your question to this forum.

 

All creature and magical questions are to be put here.

 

Though if you wish to check if your question has been answered before check this topic.

 

 

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3 hours ago, Jentos said:

I have a few questions: can one make a deviant, and make it more beast like? Like adding hooves or an animal head? Of course, this would make the quality of the creation

I've answered this in a pm, but either way I'll answer it here too (I didn't know accepted lore could even still be commented on)

 

The answer is no, that's a chimera, and they still need lore.

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I have a question! If you have a hommi of one element, like fire, and that hommi acts as if it's water, personality wise, is that lore breaking? Similar, say you have an air hommi and it has inhuman strength, is that fine? or is that only for fire types to have augmented strength?

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5 hours ago, Demotheus said:

I have a question! If you have a hommi of one element, like fire, and that hommi acts as if it's water, personality wise, is that lore breaking? 

 

It depends. You can have a Homunculus that subverts their preconceived personality type, but make sure they at least have one or two traits derived from their perspective element. That being said, a Homunculus' personality is not set in stone, nor does this lore actively dictate what your character should be. Its purpose is to broadly  guide their creation.

 

5 hours ago, Demotheus said:

Similar, say you have an air hommi and it has inhuman strength, is that fine? or is that only for fire types to have augmented strength?

0

Now, for the strengths question: somewhat contrary to what I just said, their strengths and weaknesses are somewhat static. Air Homunculi have strengths associated with the air element, that being of intellect (quick-wits), speed, etc. Fire Homunculi have physical power. Earth Homunculi are much sturdier than the rest, and have a good deal of raw strength, etc.

 

I suppose you can be a little flexible with their physiology, as long as you don't do it to the extent that it will draw complaints. When in doubt, stick to the guidelines for this aspect.

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