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[Rewrite/Addition] Homunculi


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Homunculi

[Huh-mun-cue-lie]

 

Origin / Traits

 

Homunculi are creatures of “imperfect” life created by alchemy. Only those who 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. Homunculi are well known to create false relationships, mimicking friendship and care in order to use their target for their own advantage. 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”.

Homunculi have several different ‘evolutions’, stacking tiers of greater strength, intelligence, and longer life. With proper skill, one can create a homunculus at the higher tiers, though lower tiered creations will likely die before they have the opportunity to ‘evolve’ through various means to the next stage.

 

 

 

Tier One: Fiends

character-demon-imp-low-poly-3d-model-5_800x.jpeg  

“Deformed chaos incarnate.”

 

(Note: ET only, or can be portrayed via areal emotes by the creator. If using areal emotes, they cannot attack people except in self defense.)

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 3 or 4 in game months. 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. (ET Only)

  • Short lived, 3-4 IRL Days

  • No magic, can only wield primitive melee weapons.

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


 

 

Tier Two: Deviants

Ghoul-5e.png

“Grotesque, destructive constructs.”

 

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 disfigurements can be as small as a misplaced eye, a lump, an extra finger, or lack of one, or greater disfigurements such as malformed limbs. They have personalities akin to low sentient beings, usually being used as cannon fodder by alchemists. They live considerably longer than fiends, and can reconstruct their body after being destroyed, although after around eight to ten years, their body will begin to break down permanently. 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, 1-2 IRL months. (10 IRP years max) No PK on death, body reforms in the Abyss.

  • No magic, does not possess a soul or usable amount of mana.

  • Has blood and functioning internal organs.

  • Possesses a soul shadow.

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



 

Tier Three: Aberrant

f4cb002bf6352e9ad58b21e24dd78b68.jpg  

“Imperfect, but close.”

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. The third evolution 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 color 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 that 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 just under Doppelgangers, an Aberrant’s strength and wits are easily comparable, and often more close than not to that of a Doppelganger. The Abberant will not retain the personality of the PK’d character, and is essentially an entirely new person. Abberants are known to choose their own name upon their creation.

 

  • 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 color)

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

  • No memories of the PKd character/Persona.

  • Possesses a soul shadow.

  • Lives significantly longer than a Deviant, though still has a shortened lifespan. 40-50 in game years (1 year IRL max) life expectancy before physical breakdown. No PK on death, their body reforms in the Abyss.

  • Has blood, though internal organs are in not functional.

  • No magic. They do not possess a soul, nor a usable mana pool.

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

  • Played as Necrolyte race.

 

 

 

Tier Four: Doppelganger

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“A fresh mind in an old host.”

                                                                                                                    

The greatest known 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 Doppelganger 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. Doppelgangers have entirely different personalities and will often choose a new name for themselves. Physical/mental traits may be harnessed from the symbol they associate with. Doppelgangers, like their fellow homunculi, are unable to feel emotions such as empathy and have no morality. However, they are not inherently evil, and will often mimic the emotions and patterns displayed by Descendants to get what they want. They live the longest of the homunculi, and their body when killed, disintegrates, leaving behind the symbol which flows through their veins (water/ice, dirt/sand, fire/ash/smoke or air), and then rebuilds itself in a safe place, usually the Abyss. Their internal organs are the same, though all blood and bodily fluids are replaced with their symbol, leaving them non functional. They do not age, looking the same as they did when their original body died throughout their life. Their hair does not naturally grow (hair growth potions can be used), and they do not retain any scars after their change as they have no soul to blueprint upon. Doppelgangers possess mild regenerative properties, with smaller cuts and wounds healing within a few minutes, and larger wounds healing within a few days. Doppelgangers are also considerably stronger, faster, and smarter than their descendant precursor. 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.
  • Possesses a soul shadow.
  • Have greater strength and smarts, and has the skills of the PK'ed person.
  • No memories of the PK person, entirely new personality. Dependent upon the symbol.
  • Played as Necrolyte race.
  • Very long lived, with the exact age depending on several factors, including the original race and the power of the catalysts used to create them. Generally speaking, they live as long as their race, and often times longer due to the physical perfection and regenerative properties their bodies possess. (Max 20% longer lifespan)
  • No blood. Instead, will excrete whatever liquid/solid they are formed from. Internal organs present but not functional.
  • No magic. They do not possess a soul, nor a usable mana pool.
  • 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 go inactive without using the proper preservation means. (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. If you use homunculi preservation, keep screenshots of the roleplay.)


 

                               

Ascension

Like all living beings residing within the realm, Homunculi 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.)

 

 

 

Special thanks to:

@Matheus for letting me fiddle with his lore,

The Ascended for allowing me the opportunities to advance this lore, 

_Fid_ for helping write out the final tier,

@Sythan, @Jistuma, and Java for getting me into alchemy and further alchemy. 

Much love <3 - Shannon

 

 

Revision history:

7/13 - Removed Replicants (possibly will be submitted seperately at a later date)

7/14 - Added soul shadows for Abberants and Doppelgangers

7/17 - Added soul shadows for Deviants

7/21 - All types use Necrolyte buff now

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+1 first

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+1 proud of homunculus bean

also she's smart

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+1, looks pretty cool

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I'm proud of the small part I had to play in all of this. 


+1. Really good lore Shannon, hope it goes through.

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I used to play a homunculus back in the day! Good job with this one, makes me want to return to those happy days as a homunculus! +1

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Looks great! love the lower tiers of homunculi especially, would be cool to see an event involving those. 

 

+1

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How did you know that's literally my favorite movie ever 

Anyways, I already saw this and, well, my feelings are...


Ryan-Gosling.jpg

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15 minutes ago, SugarBlind said:

please love me

0
 

abc

but i already do

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>tfw doppelganger is no longer the endgame

b2a.gif

+1

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