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[✗] Afflicted - Adversity of Alchemy


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A newly afflicted human male, left arm mutated in its basic stages.

Credits to Jayto (DeviantArt)

 

“Alchemy is not for those who dare not trod in the unknown, the uncertain.”

 

-

Spoiler

 

 

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Few accounts of these ‘Afflicted’ have surfaced throughout the ages, the few recovered scraps and documents based on the subject have been heavily encoded as if to keep prying eyes from learning of their secrets contained within, or perhaps to protect those who wish to replicate the process for personal gain. One thing is certain, the procedure is one of sophisticated Alchemy, possibly even more difficult to recreate than the likes of Homunculi or Chimera. Few documents on the creation of Afflicted elude that ancient alchemists fabricated the concoction to create formidable soldiers for themselves. Thus far in modern times, the concoction to bring forth this alchemical parasite to transform a descendant into one of these Afflicted can only be accomplished through time and narrow chance, if unknowing of the required components.


This parasite is deemed an ‘Affliction’ or the ‘Afflicted’ by the few decrepit texts that somehow has not been lost.

 

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To procure this alchemical parasite one must be already well versed in the art of alchemy. One may seek to uncover the myth of alchemical life, known as Takwin and may instead create this parasite to their dismay. This tiny creature, somewhat reminiscent to a leech is born from various high quality reagents, though most are of a chaotic nature. Those who concoct the potion may mistake it for something beneficial to their being, quaffing the potion whilst unknowing of the malignant creature subsiding within the liquid, eventually beginning the process of Affliction.  

 

 

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Afflicted are anything but a natural happening, the soul of a descendant is altered in a decent manner, while the physical body is also affected though to a larger degree. Should such an unlucky being happen to combine the correct reagents they would fabricate an unsightly concoction of a hue somewhat similar to coal, a darkened creature, miniscule in its design lies within. Should one drink this liquid, whether, by purpose or accident, it would seem as if nothing were to happen at first. Days would pass until the newly Afflicted would feel a sharp protruding pain from one of their limbs, much to their dismay and fear, upon closer inspection one perhaps would notice a small needle or quill-like object, which has seemingly punctured their skin. Eventually, greater and greater quantities of these foreign objects protrude from the unfortunate individual, though the pain gradually becomes more bearable as if their bodies were becoming more accepting to the changes occurring.


Attempts to be rid oneself of these new growths would result in painful conclusions. Eventually, after a great deal of time, the newly Afflicted individual would be able to ‘recall’ these anomalies from the affected limb, seemingly at will, though this process would be far from instant, especially during the first few instances. However, these small protruding growths are the just the beginning for the recently Afflicted. At this point, the soul of such unfortunate individual would be chipped, distorted from that which is natural, branded due to chaotic and malignant parasite that has taken inside their body and began to afflict their very being, a soul parasite of sorts. Because of this the Afflicted is unable to fully master the magics they once may have held or will learn. Due to this, an Afflicted can only master a singular magic, while being able to become proficient in another, lastly those cursed are capable of learning a third magic. Overall, an Afflicted may learn a total of three magics, though only one to mastery. Deific magics are unable to be learned as well certain dark arts such as shade.

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An Afflicted in the less intermediate stages of limb mutation.

Credits to the Warhammer Fantasy wiki.

 

 

A year or so after the original occurrences the abnormal growth within the Afflicted grows more and more capable. One night an individual may awake to a painful startling mutation, an arm perhaps seemingly hardening, albeit flexible at a decent rate, their hand perchance being excruciatingly shifted to result in a spike of flesh, Of course, such alteration would prove to be temporary, though startling no doubt. After a such a haunting event, one may seek out counsel to be rid of their newfound powers, or simply hope that the unsightly anomaly does not make itself evident in front of others, lest they are branded a mutant- or worse. After few more mishaps, the Afflicted finds themselves able to recall and mutate a limb at will, albeit with great pain, as well time. Near the end of this intermediate stage of Affliction, a descendant is able to mutate their arm into that of a rudimentary form, tiring them to an extent. At this stage some have begun to accept their twisted fate, embracing their newfound alteration, using it towards their benefit.

 

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A basic mutated arm, resulting in hardened, weaponized flesh of a sickly pigment.

Credits to UltimaFatalis (DeviantArt)

 


As the Affliction within the bearer’s body becomes potent and abundant, more cruel deviations are capable of being procured with less time needed as well the cursed beginning to overcome the excruciating pain, for the most part, altering a limb now expends meager energy, tiring the Afflicted little. The user eventually becomes rather accustomed to their bizarre powers, some now even viewing at it as a blessing, as being able to call forth a weapon at will is quite the feat to behold, though this boon does not bring without faults.

 

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An altered limb much like the previous, though in a more advanced demeanor.

Credits to Ted Beargeon

 

 

TL;DR:

Afflicted are descendants who have been affected by a chaotic as well crude alchemy concoction in which a small parasitic creature subsides within. At first, it seems nothing has happened to them, though soon enough painful spikes or quills of bone protrude from one of their limbs, to which they are unable to remove. Their soul also being damaged due to these drastic physical changes. Eventually, the Afflicted are able to recall the abnormal growth into their flesh at will. In time these Afflicted will have more grasp and capabilities with their newfound curse bestowed by the parasite. Soon enough they gain the ability to mutate their limbs to crude, though effective weaponry. Though with this capability comes disadvantages to those that bear them.

 

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While this Affliction can seemingly be a great boon to the bearer in its later stages, there are of course shortcomings apparent with the alchemical curse.

 

 

-Due to the Affliction drawing energy from the host to mutate limbs, the body temperature of one cursed is more diminished than that of a regular descendant, though not near as frigid as that of a being such as Frost Witches. This, of course, could be used to identify an Afflicted if one were to know the signs.

 

-Holy magic has detrimental effects on those Afflicted, effective against these cursed descendants.

 

Followers of Aeriel would find their magic to be considerably lethal against Afflicted and their altered limbs, as their souls are tainted, distorted than that of what is considered natural, and thus Aeriel has no pity on them, the Ascended able to slay these beings with relative ease.

 

Xannic warriors are also effective against these cursed souls, the deific mists being able to slice through mutated limbs and Afflicted alike with virtually no struggle, their magics proving to be an efficient bane.


The followers of Taharaie, patron of purity are those who also have the capability to delimb the Afflicted altered limbs and dispatch their very life, the holy magic purging any imperfection present within their cursed body.

 

-Somewhat similar to the likes of Homunculi, Afflicted share a weakness of Aurum, inciting great pain and being generally effective, mutated appendages are delimbed much easier with the use of said material.

 

-Limbs which are mutated most often leave behind a darker, somewhat sickly hue of skin behind, even if in an unaltered state.

 

-Due to the barbaric as well coarse nature of the Affliction, those cursed slowly begin to experience a gradual change in their behavior, while the body is primarily affected by the concoction, the mind is minimally altered, individuals grow bothered easier, thus more likely to result in violence rather than the tongue on settling various disputes.

 

-In the later stages of the Affliction, it would not be uncommon for the bearer to seemingly ‘expand’ in both stature and mass due to the alchemical parasite rooting itself and coursing throughout the body, causing flesh and bone alike to become greater than natural standards, though unable to massively affect the bearer. This anomaly could also be used to spot an Afflicted descendant, one may find the Afflicted's body to be abnormal to normal standards, possibly arousing suspicions.

 

-Those Afflicted still require sustenance to function, as lungs draw air and hearts still beat, the curse within their body coexists with internal organs.

 

 

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Mutation or alteration of limbs is the main effect of such alchemical curse. These mutations and the process behind them are not of magic or anything of the like, though much like magics through time and usage one gains proficiency in their art, allowing them to reach greater potential. An experienced bearer could transform their limbs, mainly arms into a variety of flesh anomalies, perhaps granting them an edge over their opponents in combat. The process of being capable of transmuting limbs come available to those after a year or more upon first being branded as an Afflicted. The vile curse becomes manifest when the bearer calls upon it to take form, darkened mists excrete throughout various pores in the limb, surrounding the appendage at the base before drifting outwards, reforming the flesh in the desired manner, causing pain to the individual as their skin is being contorted to form an anomaly, though not as perfect as perhaps the user who have envisioned, the turning flesh being a stain of a sickly gray, seemingly devoid of life. Eventually, the mists will complete what they sought out to accomplish, seeping back into the skin, resulting in a horrid manifestation of the Affliction.

 

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A mutated arm altered to be somewhat akin to that of an axe.

Credits to Ted Beargeon

 

 

These mutations, of course, are not permanent, the limb being able to morph back into its original state after some time from their creation or by will. More complicated mutations are possible the longer the Affliction has gained hold in the bearer’s body and soul. Higher tier mutations result in the affected limb being even more malignant, crude, as well lethal.

 

Example emotes of the mutation process -

 

-Beginning stages (months to years after Affliction)

 

John’s right arm began to uncontrollably as if he has lost control of the limb, the man mumbling out loudly, as if he were in distress or pain, not soon after thin wisps of black mist seemingly sprout out from the frenzied arm, beginning near his shoulder.

Subsequently, the blackened haze begins to travel down the particles slowly starting to transform the flesh into that of sickly gray pigment, small to medium length spikes of bone sprouting forth out of the skin, John yelling in utter pain as the black mists seep back into his being.


While the beginning emotes do not have to be as thorough as the example above, they need to convey the mists seeping forth from their skin to work downwards, mutating the limb, though while not changing the shape of the flesh, the skin becomes that of a light gray color, while spikes or quills of bone puncture the skin, finally the mist dissipates back into the arm, finishing the process.

 

 

-Intermediate stages (years to near a decade)

 

John’s right shoulder slowly began to procure a darkened haze of mist, after a substandard amount has gathered the particles began to drift down away from his shoulder, to which he parted few distraught yelps of pain, as his flesh seemed to be altered.

More agonized yips are heard from him, his right arm becoming hardened, the appendage seeming more as a crude blade of flesh rather than a natural limb, soon enough the mists seep back into the now mutated arm, leaving the human with a weapon composed of his own self.


At this stage the Afflicted have an easier process to call forth a mutation, now being able to directly manipulate the flesh in rudimentary forms, as well the aforementioned spikes of bone being altered into the skin with little effort. The process, in general, would begin to become quicker to complete, the user also beginning to grow accustomed to the pain brought with it, the skin also being altered to a near sickly hue.

 

 

-Final stages (decade to fifthteen years)

 

John hoisted his right arm skywards, fist and teeth clenched, in the moments following an extensive conglomeration of blackened mist seep forth from his upper shoulder, the particles cascading down the limb, beginning to mutate his flesh into a long, hardened ‘pole’ of sorts, jagged spikes of bone randomly poised about.

The arm continued to be altered, near the end of the mutating limb a broad, contorted head forms, a crooked spike present behind the blunt instrument, a Warhammer composed of the human’s arm, the skin hardened, as well a dull and darkened tone.


Blunt weaponry such as the likes of hammers are also accomplishable through alteration. While certainly difficult, the player is expected to clearly convey what type of weaponry they have formed to their best capacity.

 

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A highly altered arm, appearing to look as a crude pickaxe with serrations.

Credits to Ted Beargeon

 

 

Near the end of the Affliction’s growth when it is near fully harbored within the individual a tremendous capability is made viable to the bearer, mutation of an extra limb. Through this final boon, an Afflicted can sprout a singular slender limb of sorts out of either shoulder blade, causing excruciating pain also being the longest mutation to properly form. While the user may be granted an extra arm, the appendage not near as coordinated as regular limbs, better suited for impalement of unarmored opponents or to defend the user, the anomaly weaker than that of altered limbs.

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Alas, at the pinnacle of the virulent Affliction it allows the bearer to learn a truly horrid metamorphosis. One thoroughly covered by the curse would find the parasite does not wish for its host undoing so easily, upon being dealt a near mortal blow the Affliction immobilizes the individual, blackened mists protruding about near every porous opening, the Afflicted experiences agonizing pain coursing through their entire body. This malignant mutation immobilizes its bearer for a good deal of time, leaving them vulnerable as the Affliction attempts to become wholly manifest and envelop it’s host completely, temporarily causing few unsightly spikes to jut out of the Afflicted’s skull and shoulders as well hardening the flesh which it expands, granting the individual better defense in their final moments, forming something akin to an exoskeleton, wrought of flesh and bone fragments. Once the bearer has taken this corrupt form they devolve into the mentality of a hostile beast, generally attacking anything that first comes into view, even on the verge of death those in this wretched state still remain lethal to those that oppose it.

The magic of Aenguls work extremely well against these temporary aberrations, deemed absolutely corrupt and impure of that which is natural. Aurum still poses a great threat to those fully corrupted, quite capable of rending flesh. Conventional weaponry is also another means to assail these mutants, though not as efficient as those aforementioned. Weapons which inflict blunt force trauma also excel in dispatching these hardened abominations, the protection weak to such force, should the right strikes hit true. If an Afflicted is fortunate to defeat those who seek to destroy them, the individual will lose consciousness for about the same time frame it took to complete the metamorphosis, as the mists course once more through their body to reform back into what it once was.
 

-Example emote(s)
             
John’s bruised as well bloodied form crumpled to the ground as the adversaries’ blade carved into his torso, darkened blood and ichor alike began to pool about him, the two attackers procuring yells and shouts as they took their weapons against John’s brother in arms, ignorant to the wounded man’s excruciating cries and yelps of pain, a thin sheet of blackened mists soon coating over his entire figure.

 

As the clash near the Afflicted continued so did his various sounds of distress, John’s whole body convulsing upon the dirt below as a duo horrid spikes wrought of bone protrude from his skull, prompting yet more yells of horror as now his body began to woefully mutate, a hardened layer of both flesh and fragments of bone surfacing as a makeshift carpace of sorts, the process manifesting throughout the majority of his beaten frame.

 

Eventually, the haze of mists began to recede from whence they appeared; retreating back into John’s form as low, contorted words beckoned forth from his maw, the mutated human slowly arising from the pool of his fluids, an enraged shout coming from him as he trudged into the maelstrom of battle. 

 

- An Afflicted is not immediately granted this final ability, but learned by those who are well versed in the Affliction. (First few people who begin to play these beings)

- Those in this state are enraged mutants, thus they wish only for the destruction of their enemies, uncaring of their own self preservation.

- During this transformation, the individual is immobile, unable to fend for themselves. 

 

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An Elder Afflicted on the verge of death, a hardened 'exoskeleton' formed over his body.

Credits to the Warhammer Fantasy wiki.

 

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New clarifications/revisions, 4/6/17, unable to be RP'd until accepted

Spoiler

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Much how a mage becomes further proficient in their art as they practice as well the passage of time, so does an Afflicted, ranging from a newly Afflicted to an Elder, the progression as follows.

 

Tier 0 - A newly Afflicted individual, unable to mutate the flesh at their will whatsoever, though they may have a few fragments or spines of bone protruding from a random limb, a sure tell sign that the parasite has begun to take root.

 

Tier 1 - An Afflicted who has been instructed how to warp the flesh, capable of basic mutations, such as crude claws or protrude sharp spines of bone from a limb, though severely painful at this point as well tiring.

 

Tier 2 - At this near intermediate point the Afflicted can perform weaponry mutations, being quite able to contort even bone at this point to form things such as rudimentary blades or blunt weaponry, taking a lesser amount of time and energy to successfully complete.

 

Tier 3 -  Truly the mid ground for those Afflicted by the parasite, at this stage individuals are capable of rendering a duo of mutations, though no doubt more painful and time consuming, while also getting a better grasp on their capabilities overall.

 

Tier 4- Most Afflicted will find this tier being their pinnacle, construing flesh as well bone with much little effort needed, though time still being an issue in the procedure, they are able to be taught how to sprout an extra appendage by an Elder who knows how, being granted the ability to mutate into a final metamorphosis, if taught.

 

Tier 5 - Those deemed suitable for the position are granted further ascension as an elder Afflicted, with few extra boons coming along afterwards, though holy magics and Aurum are further efficient against these conduits of the parasite.


This list simply stands to provide a clearer line of progression for Afflicted as well for others to see.

 

 

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Truly perhaps the epitome of malign Affliction. Much like on how there are Elder Wraiths and the like, there is Elder Afflicted. These individuals are at the fullest progression of taint and warp, the parasite that lies therein fully advanced about their bodies, at this mark, they are more so a direct conduit to the Affliction rather than a Descendant, though they still appear as such. Elders are few, no doubt as only a small handful are able to exceed even further from the plateau so to speak as through a great deal of time and effort, such as their are elder Wraiths, in the same sense are their elder Afflicted. These rare individuals are wholly capable of mutating the flesh to both a higher and quicker degree, though still not instantaneous as their lesser brethren, while also being assumed few other boons. Elders have unbarred the some of the limitation for conjuring the aforementioned exoskeleton of sorts, granting them the option to use it but few times extra, even before the threshold of death. The last ability allows them to have but a singular magic more at a moderate level (T4), as the Affliction concludes its spread, so does most of the turmoil, granting allowance of further magical prowess, though not expansive.

 

- Near pinnacle of the Affliction, though scant and rare, e.g: if there were 20 Afflicted only around 3 to 4 would be of an elder state, the biggest benefit is a more efficient way to mutate the body, either contorting a singular limb quickly or a duo of appendages at a slower rate.

- Allows more leeway on when an Afflicted is able to use the ‘exoskeleton’ type ordeal, though by no means is something done on a common basis.

- Addition of being able to learn one more magic at an intermediate level (T4) for a total of 4 magics, though evenly distributed. This is allowed as the Afflicted is now in almost wholly control of the parasite and thus are able to focus on other matters.

 

Like Elder Wraiths, not everyone will be able to play an Elder Afflicted, but those who show a strong grasp on the lore as well in character actions.

Heavily moderated such as Elder Wraiths by the LT to ensure people in these roles are fit for said position.

 

 

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Spoiler

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Locked away, deep within the confines of a vault, rests a single page from an ancient epic:

“And so came the reaper, hewing flesh from bone, limb from body, soul from man. And so went the day of peace, being supplanted by fear into the hearts of man. So was the day that evil surfaced.”

 

 

Primal Afflicted are monstrous Afflicted, now animals driven only by an instinct to kill and destroy. They are what happens when a soul is no longer able to control the Affliction, the virulent parasite taking root at the very fiber of the Afflicted’s being. They serve as guardians, animalistic wolves who prey on those that pose a threat to Afflicted, even if this could mean their demise. Though, of course, they are feared by Afflicted and Man alike.

 

 

Afflicted gain their power through their ability to control the parasite within them, similar to the way a mage can control their mana. Rarely is there a moment within the lifespan of an Afflicted where the parasite takes control, and there are only two instances where such an incident happens, the first being within the span of the year after the Afflicted drinks the potion (when a part of their body undergoes accidental metamorphosis). The second is when an Afflicted is near death, the parasite taking hold and morphing the individual to protect their body (this is of course only to allow the parasite to survive, not for the sake of the Afflicted). Elder Afflicted are a special case, as they can call this parasitic instinct almost at will when they feel adequately threatened, which is where the mutation for a Primal Afflicted begins.

 

Primal Afflicted are made up entirely out of Elder Afflicted, who one day were unable to come back from their final metamorphosis. It is not an instantaneous transition, however, as those who go down the unwanted path of turning Primal often times will find their transformations becoming larger and more varied as time goes on. What used to be a simple coating of armor turns into vast mutations, often times they find that what little spotted memory they had left from their transformations fades completely. There is no stopping it once the Primal Afflicted begin their journey to damnation, except through felling the mutating individual.

 

After their final transformation, Primal Afflicted double their size to that of normal Afflicted, their skin becoming hard and calloused, serving as natural protection against weapons (although a sword will still cut through their hide, with enough swings). What little mind they had left is gone, the parasite taking complete hold over their soul. They lose their ability to differentiate between the features of people, their vision instead being based off of whether or not their prey is a fellow Afflicted. While typically docile, the scent of blood or the threat of violence against them brings them to a violent rage.

 

There is only one verified way to pacify a Primal Afflicted once it goes beserk: rubbing the blood of a fellow Afflicted on them. It takes only a droplet for the Primal to immediately calm down and become receptive to the will of the other Afflicted around them. Despite the thickness of their skin, it is very porous, and can absorb most liquids almost instantaneously. Remember, a Primal Afflicted is essentially just the parasite made wholly manifest, and as such they do not wish harm to other parasitic carriers around them (which has led to their use as outstanding protectors). There is another way that is believed to be capable of pacifying a raging Primal other than injuring a fellow Afflicted. It involves taking an item that was very important to the Primal when it was still a Descendant and presenting it to them. Often times, such a gesture does not solve to calm the Primal, but there are instances where such a method has worked in times of distress.


Despite their increased strength and endurance they are still able to be felled with some ease, should one have the adequate means to do so, holy magics and Aurum weaponry prove to be extremely effective, more so than their lesser brethren; blunt force also proves to be effective, cracking the exoskeleton to reveal the flesh underneath.

 

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An attempt at binding and sedating a Primal Afflicted, though failed.

 

Physiology:

 

The physiology of Primal Afflicted varies from person to person, with varying strengths and speeds as the parasite is chaotic, random. Their ability to morph their limbs and body into weapons is increased substantially, to speeds far quicker than their compatriots. This being said, their regenerative ability is also enhanced, but slowed dramatically the more wounds they suffer. The trick to beating a Primal lies in causing many small injuries to it, so as to slow down its regeneration before attempting to deal one final blow to its heart. Although this is not an easy task, and it varies greatly from Primal to Primal.

 

 

Behavior:

 

As stated before, Primal Afflicted are often docile unless incited into a rage via threat or foreign blood. As such, they are partly susceptible to the will of Elder Afflicted, and can be led amongst them as if an envoy. Once in their rage there is very little than can be done to quell their rage, short of their own death. Their primary role is to serve as Guardians, and as such will rush to the aid of a fellow Afflicted that is on the verge of death. It is also not uncommon for them to be led by Elder Afflicted, who essentially move it to wherever needed, though theses horrors are primarily used for defensive purposes. They feed off of whatever meat they can find, as their bodies require constant sustenance to survive.

 

 

Pros and Cons:

 

  • Great physical aptitude, brutes.
  • Resilient beings with a good deal of protection about them, an exoskeleton of flesh and bone alike, very similar to the final metamorphosis that can be taught to Afflicted individuals.
  • Towering fiends of horrid proportions, near the height of a duo of door frames stacked atop one another.
  • These fiends are still of course affected by Aurum weaponry and Holy magics as their lesser counterparts, even more so at that.
  • Should one reach this crude peak, they forever lose their humanity, unable to revert back into an ordinary form - unchanging mutants; do not expect to see these abominations roaming about freely, but kept bound in a multitude of chains and behind bars.
  • Unable to be properly reasoned with, or speak in reply, their words but an amalgamation of crude and mispronounced sounds.
  • All magical capabilities are severed in this warped state, unable to wield magics as they may have once before.
  • But a main, singular purpose, to safeguard those Afflicted, akin to an alpha wolf guarding his pack.
  • Only a singular Primal Afflicted may be present in a location at any given time, as if two were to meet the formidable mutants would erupt into a gruesome clash, the overwhelming parasite within them recognizing a suitable adversary, attempting to prove it’s superiority over the other, likely resulting in death for both.

 

TL;DR:

Primal Afflicted are the true pinnacle of the Affliction, where the individual loses control over the parasite, succumb to its will to become mindless, a guardian of the Afflicted with few extra boons and limitations.


This is already near accomplishable with the current standing lore, though we wish to further clarify on the pure endgame for an Afflicted as well put feasible restrictions on ourselves. Keep in mind these beings will be few and played infrequently at that, only those who have a thorough understanding on the lore with being a limit of two maximum, while also being strictly moderated by the lore keeper.

 

Big thanks to @EmbryoGod for having the original idea of Primal Afflicted, as well writing a decent deal of the section.

 

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Affliction lasts throughout death, as the soul is permanently branded by the curse upon the first symptoms noticed, as such these unfortunate beings are reformed at the Sunless Sanctum.

 

Altered limbs, when sliced, smashed, or etcetera bleed out darkened ichor, the limb itself dissolving at a quickened pace, the ichor, however, becomes inert in the span of two Saint’s days, should an experienced alchemist collect the vile substance, depending on how long the liquid has been idle, the observer could discover some of the base reagents used to make the infectious parasite.

 

When an Afflicted is delimbed of a mutation, they no doubt feel pain, if cut by Aurum the feeling would be similar to that of steel against normal flesh, excruciating. Should an individual lose their mutated limb to Ferrum, steel or materials of the sort, the pain would still, of course, be present, though nowhere near as if delimbed by Aurum.


Upon an Afflicted being delimbed the blackened mists quickly take action on wherever the mutation was separated, closing whatever open wound the user had inflicted to them, something akin to cauterization. However, if an Afflicted where to be struck, smashed, or things of that ilk in any other area besides being delimbed, the mists do not act to close the wound.

 

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  • While the first few modern occurrences of the concoction of Affliction which harbors the parasite will be extremely rare, the procedure, once standardized will require an accepted Further Alchemy application to create, with an accepted Creature application needed for those who become Afflicted.
  • Mutations are not something which can be done instantaneously and without trouble, costing the Afflicted energy, time, and pain even in the later stages. Two to three decently long emotes are adequate for this process.
  • The mutation also is something not able to be done discretely, as such you must give some indicator of the alteration happening, with darkened mists being the obvious give away as well the pain one will feel upon limb mutation.
  • Altered limbs, while able to be shaped into various means of weaponry, are unable to extend very far from the body due to a limitation of the mists which mutate limbs. (Two blocks maximum)
  • Only limbs are able to be altered, though minor body mutations are available to the body at tier 2
  • Only one mutation may be active at a time until tier 3, which then a duo of mutations are allowed.
  • One may not create an extra limb such as a third arm or leg, the only exception being that of a ‘flesh tendril’ only accomplishable after a great deal of time has passed since Affliction (Fifteen or so years.)
  • Holy wards such as that from clerics will affect Afflicted as other eldritch creatures, more so if they have an active mutation, they prove as a suitable deterrent, rendering those cursed, pain.
  • Afflicted are 'rebuilt' at the Sunless Sanctum, because of this soul parasite.
  • Afflicted still lose all memory of their deaths and events leading up to it.

 

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  • Grants the Afflicted the capability to alter their limbs, allowing them to mutate arms and the like into various crude, yet lethal weaponry such as swords, hammers and the like.
  • Over time those Afflicted grow in both stature and mass, as the alchemical curse courses throughout the majority of their body, though this enhancement is not massive.
  • Able to disguise their Affliction, somewhat.
  • The ability to sprout forth a third arm or ‘tendril’ of sorts in later stages, though it is the longest mutation to perform.
  • Able to learn an ability to form a hardened 'exoskeleton' on the verge of death.
  • Granted the Nexus ‘Necrolyte’ race as underlying, due to their permanent cursed state, much like the Nephilim in that they are not Necrolytes character wise.
  • Formidable fighters overall.

 

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  • The soul of those Afflicted is branded, chipped or permanently distorted, by a parasite that affects the soul which expands past the physical body when the first unwilling mutation occurs.
  • Afflicted are unable to learn the number of magics that regular Descendants are able to, those with the parasite are limited to three magics, though Deific magics are not capable of being learned as well some Dark arts such as Shade, voidal feats are still possible. (1 T5 magic, 1 T4 and 1 T3.) Elder Afflicted may learn a singular magic more (T4)
  • Full list of incapable magics-

- Deity magics: All Deity magics, as the soul parasite would clash with any external deific connection. 

- Dark magics: Dark Shamanism, Fi'magic, Fjarriauga (Frost witch), and Shade. 

  • Those Afflicted have a lower body temperature than that of regular descendants, though not as chilled as Frost Witches.
  • Limbs mutated often leave behind a darker pigment of skin than their natural color, even if in an unaltered state.
  • Flesh of light gray as well bags beneath eyes are not uncommon amongst the Afflicted 
  • Deity magics are effective means to damage Afflicted and delimb mutated flesh.
  • Aurum weaponry is sufficient to cut through altered limbs with some struggle, easier than that of conventional weapons, inciting greater pain.
  • While not creatures or inherently evil beings, the longer the curse has upon the bearer the more likely they are to grow malevolent, Afflicted without a doubt will have a stigma behind them, justly so.
  • Affected by holy wards, though not to an extent as pure unholy creatures such as ghouls or liches.
  • In the later stages of the Affliction individuals lose the ability to reproduce, the body having undergone massive changes.
  • Those Afflicted still require sustenance, possibly even more than before.

 

 

 

Changelog -

Spoiler

2/14/17 - The soul of individuals is now affected because of the curse, also other, minor changes.

 

2/15/17 - Changed wording on the effectiveness of deity magics.

 

2/16/17 - Deity magic is effective against Afflicted in the same manner as that of Ghouls, Liches and other unholy beings, those cursed are able to learn a singular magic, Necromancy.

 

2/21/17 - Added the capability to learn a 'metamorphosis' type ability, final revision.

 

3/10/17 - Changes as requested by the Lore Team Manager, the Affliction now more like a parasite as well some other changes.

 

3/13/17 - Full list of incapable magics.

 

4/6/17 - Further clarification of progression, Elder Afflicted and an addition; Primal Afflicted, as well other minor changes.

 

OfLAOLI.png

The amazing Warhammer universe, where I obtained my original inspiration from.

Skylez, amateur writer.

Phil, whom greatly aided me overall, as well a giver of feedback.

Jax, helped me throughout my writing, giving me feedback and advice along the way.

 

To many other unnamed individuals who I appreciate for their opinions on my writing.

 

Overall, I thoroughly enjoyed writing my first lore submission, putting a great deal of effort into it, thank you for your time.

Any comments, criticism or questions are welcomed.

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can they reproduce? am i able to enjoy nice splicer arms inside me?

 

 

nah, really good lore, my man!

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I like the idea. Would be fun to fight someone who's arm just suddenly turns into some blade. +1

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Err just a minor thing but if the soul is not corrupted by the process then you would be able to use any form of magic, the reason why homunculi get rekt by gold and clerics is because they have no soul.

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4 minutes ago, Jake! said:

can they reproduce? am i able to enjoy nice splicer arms inside me?

Stop that

 

also p neat +1

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20 minutes ago, ???% said:

Err just a minor thing but if the soul is not corrupted by the process then you would be able to use any form of magic, the reason why homunculi get rekt by gold and clerics is because they have no soul.

On top of this, monks work in resurrection by copying the soul and recreating it into flesh etc. If it doesnt affect the soul how does the curse persist past resurrection?

 

Neat lore by the way. :]

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In the current canon, it's been said that apparently all biological changes conform strictly to the soul as well. That's one of the reasons I can see for your lore being denied, perhaps you ought to amend that or discuss it further with the LT.

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Am I the only one who thought of this?

Resultado de imagem para prototype

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4 hours ago, Jake! said:

can they reproduce?

The descendant's ability to reproduce is now lost in the later stages of the Affliction. (8-10 years)

 

4 hours ago, ???% said:

Err just a minor thing but if the soul is not corrupted by the process then you would be able to use any form of magic, the reason why homunculi get rekt by gold and clerics is because they have no soul.

Revised, the Affliction now affects the soul, thus those cursed are incapable of wielding magic of all types, thanks.

 

4 hours ago, Gladuos said:

On top of this, monks work in resurrection by copying the soul and recreating it into flesh etc. If it doesnt affect the soul how does the curse persist past resurrection?

 

Revised, Afflicted are now rebuilt at the Sunless sanctum as well the soul being affected by the curse, thanks.

 

3 hours ago, Aerial said:

In the current canon, it's been said that apparently all biological changes conform strictly to the soul as well. That's one of the reasons I can see for your lore being denied, perhaps you ought to amend that or discuss it further with the LT.

Fixed, thank you for your help.

 

1 hour ago, Summorox said:

Am I the only one who thought of this?

Resultado de imagem para prototype

 

Oh man.........................................................

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I feel the wuju from this one.

 

Looks awesome. Wrote something similar a while back, though the origin was different - awesome to see someone do another take on alchemical monsters.

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I hate to ask it, but once the methods of creating Afflicted are discovered, will it require one's OOC consent to turn someone into one of these?

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42 minutes ago, Gladuos said:

I hate to ask it, but once the methods of creating Afflicted are discovered, will it require one's OOC consent to turn someone into one of these?

Of course, much like that of Ghouls, Paleknights and other creatures of similar nature, it will require the 'victims' OOC consent, as well a Creature Application.

 

Feel free to ask any question you have.

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