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[Shelved][✓] [Magic Lore + Playable CA] -- Shade


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SHADE

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TABLE OF CONTENTS

  • Magic Lore
    • Background
    • Functionality
      • Weaknesses
    • Spells and Abilities
      • Disconnection
    • Tier Progression
  • Playable CA
    • Background
    • Exalted Fathers
      • Binding Ritual
      • Mental & Physical
      • Abilities
    • Resin Fathers
      • Permuting Ritual
      • Mental & Physical
      • Abilities
  • Purpose & Credit
  • Reference Pieces

 

TLDR CHANGES TO SHADE

  • Added two unique playable endgame CAs (not a Daeva repeat).
  • Combined Ambercrafting and Amber Weapons into Amber Manipulation.
  • Cut the fluff and bloat from every single description, mechanic, and redline.
  • Implemented a points system. Do an ability, spend points. Points regenerate over time.
  • Rewrote and clarified the weaknesses and functionality of Shade.
  • Restructured Shade to match Flam’s new formatting requirements as closely as possible.
  • Changed Shade into a 4 slot magic, and CAs require all 5 slots.
  • Shade Gems have more uses, and their function/creation process has been clarified.

 

CHANGELOG

  • Clarified how gold alloys effect Amber.
  • Removed Active Caliginous Healing due to LT concerns over it breaking theme.
  • Clarified distance limits for manipulating Amber from corrupted Mana Gems and Mana Obelisks.

 

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M A G I C  L O R E

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-- Background –

Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread.

 

Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven.

 

Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade.

 

This background is an abridged version of the full backstory which is contained within Arun’Asna’s deity class lore forum page.

 

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-- Functionality –

ARUN’ASNA; MOTHER of SHADES
The deific entity who breathes life into Shade, the source of the sentience of the parasites, of their corruptive abilities, and of the manipulations learnable by the practitioners of Shade, the Shades themselves. Arun’asna is an incorporeal being whose power is equivalent to that of an aenguldaemon without being an aenguldaemon herself. It is by her will alone that Shade persists. Her exact nature, desires, and further abilities are elaborated on under the Deity Class Lore forum post.

 

SHADE GEMS
The lifeblood of a functioning coven, a shard of Arun’Asna’s very essence created by only the most learned of the fathers. A Shade Gem itself appears as a large, fist-sized jagged chunk of black stone with a soft red illumination. While it is not ultimately damning to be left without a gem, the lack thereof will stunt the growth of a coven, and may prove fatal should the membership of that particular cabal take a significant hit, respective to the size of the gathering.

 

A Shade Gem possesses numerous functions, while itself only having a few subtle effects on the world around it, otherwise sitting idly and in peace. Foremost, the Shade Gem is the source of a Shade’s power, the place from which all new parasites are birthed by the hand of a father. Secondly, the Shade Gem is a point of connection, the place all Shades must be present about for a furtherance of their linking to Arun’Asna. The parasite itself is only capable of growing so much of its own accord, reaching its maximum at Tier 3. Without an established link to Arun’Asna, a Shade will never be able to ascend beyond this point, thus the Shade Gem serving as the place at which to establish such a furtherance. Thirdly, the Shade Gem is itself a lexicon, a means by which to transmit information to a Shade, with the helping hand of a Shade Father, to teach Parasite Creation and Disconnection, the means by which new Shades are created, and destroyed.

 

Spoiler
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
13
Spoiler

MECHANICS

  • A Shade Gem is a funnel through which to connect a parasite that has grown to its potential (Tier 3) alone, to Arun’Asna. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Connection’.
  • A Shade Gem is, in a very limited way, a sort of lexicon, a source of specific information that can be transmitted upon a Shade with the aid of a Shade Father. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Creation’ and ‘Disconnection’.
  • A Shade Gem, as a shard of Arun’Asna’s own power, can be utilized as a limited, one way messaging system to contact other Shades. Any Shade Father can approach the Shade Gem and plant their hands upon its surface. Once having done so, the Shade Father must seal their eyes and focus their attention inward, on the churching deific power within the shard, and must seek out the identity of the Shade with whom they desire to speak. Once having done so, the Shade Father can dispatch a message to that Shade, which will be spoken into the Shade’s head by an ethereal, feminine voice.
  • A Shade Gem can’t be transported by just anyone, and cannot be transported inside of combat. Any Shade Father can move a Shade gem outside of combat, however they will be unable to transport the object for longer than one IRl hour due to unexplainable physical strains experienced while moving the object. If a Shade attempts to move the Shade Gem, they will find themselves physically blighted upon touching the shard, a shockwave of debilitating pain erupting through their form the moment they lay a hand on the object, as if smited by Arun’Asna themselves.
  • A Shade Gem’s passive effects are both positive, and negative, respective to the circumstances. The aura of the Shade Gem’s effect is eight blocks from its origin. Any Shade who enters this radius will find themselves lifted from the intense mental plight of shadedom, the harassing voices and mental strains relieved for the duration of their stay. Any non-Shade who enters this radius will find themselves bombarded with harassing voices and mental strains, as a parasite-like effect dawns on them. As well, the Shade Gem will begin to leech off of their mana pool, increasing the difficulty in casting all spells that draw from a user’s mana pool, requiring one additional emote for all abilities.
  • A Shade Gem is created through the use of a special ritual with Amber Imbuement. See ‘Amber Imbuement’ for an elaboration on this process.
  • Once someone has hold of the Shade Gem and are a Shade Father, they are given knowledge such as Arun’asna’ name and nothing further, only that she is the Mother of Shades.

 

REDLINES

  • A Shade Gem is only a “lexicon” insofar as that it retains information that can be shared. This is not to be confused with Lexicons in Dragonkin lore, which are very different. A Shade Gem cannot possess any new information beyond that which it contains (how to create new parasites, and how to disconnect).
  • A Shade Father must emote at least three times prior to sending a message. Messages may only be sent to Shades that the Shade Father is aware of, knowing both who they are and that they’re a Shade. This cannot be used like a raid bell, meaning that it cannot be used to call Shades for combat, or defensive purposes.
  • Only a Shade Father is capable of moving a Shade Gem, however any Shade Father can do it so long as they are doing so outside of combat. A Shade cannot move a Shade Gem, as Arun’Asna does not permit them to do so. The moment a Shade lays their hand upon a Shade Gem, they will experience a great debilitating pain, a shockwave of agony erupting through their body from the point of origin that touched the shard. This pain is only experienced if the Shade is attempting to move a Shade Gem. This smitting will not occur if a Shade is attempting to destroy a Shade Gem.
  • A Shade Gem’s effects begin immediately upon breaching the threshold of the aura, and cease immediately upon leaving it. Mental damage accrued across time from possessing Shade is not undone by the tranquil aura, but merely is paused for the duration of a Shade’s stay. Non-Shades under the effects of the aura will experience intense dread (impending doom, paranoia, nihilism) in addition to experiencing a series of harassing voices similar to the effects of schizophrenia. This is not debilitating, and can be fought through with effort and strain. All magical abilities that draw from the caster’s own mana pool require one additional emote to function properly while under the effects of this aura. A Shade Gem must be stationary, not being transported, for the aura to function.
  • The Gem is not indestructible, and is as hard as diamond. It is approximately the size of a regular adult Human’s hand, and emits a faint red glow. It appears as a jagged black rock of a vaguely diamond shape with a flat base.
  • The Gem cannot be kept in an Enderchest, nor can it be stored in an unreachable location (such as within a room with no means of entry), nor can it be stored underwater. However, the Shade Gem can be kept in a locked chest, behind a locked door, or behind a hidden door with mechanical (redstone) activation.
  • Only three (3) total Shade Gems are capable of existing at one time. Others can be created, but will lie dormant, and therefore useless, until one of the existing three are destroyed. If there are multiple dormant Shade Gems, the oldest one will be activated first.
  • All Gems are required to be signed by a member of the LT. As they are an aspect of this lore piece, they do not need an MArt. The LT tracks magic items already, and therefore that serves as adequate notation of which Gems exist.

 

THE PARASITE OF RANCOUR
A being of raw, pure amber brought about through the chaotic powers of Arun’Asna. The Parasite of Rancour, or simply The Parasite, is the being which brings about the fuel a Shade utilizes to conduct the various spells, abilities, and powers of Shade. Within the body The Parasite has no presence, for it has no physical form in the mortal world as the descendants do, but rather exists on a deeper, unseen level, as it attaches to one’s soul.

 

That is its purpose, an endless cycle of consumption and regurgitation, turning Mana into Amber, a sickly stygian substance that fuels Shade’s powers. It is from its place, attached to the soul of the Shade, that this cycle is conducted, the worm-like being sucking up Mana from the Shade’s pool for conversion. The process itself is not felt, nor seen, but is understood fundamentally, on a subconscious level which allows a Shade to have an unexplainable comprehension for what fuel remains within their form, ready for use.

 

Spoiler

MECHANICS

  • The Parasite of Rancour is a non-tangible being that attaches to a Shade’s soul, and converts its Mana into Amber passively. Amber is the fuel a Shade utilizes to cast the various spells, powers, and abilities of the magic. The Parasite’s presence is what makes a Shade a Shade.
  • The Parasite of Rancour begins its life as a subtle, little creature, a shadow of its potential self. As it grows over time, the Shade it is attached to will automatically progress through the tiers of Shade, instead of having to attend lessons to go up in tier like most other magics.
  • As the Parasite of Rancour grows in size, the negative effects of Shade become worse and worse, and grow in their scope and power. This is elaborated on further under the ‘Weaknesses’ subsection of this section.
  • The personality of a Parasite of Rancour is unique, no one Parasite is exactly like another. Where this comes into play is during takeovers, which are detailed under the ‘Weaknesses’ subsection of this section.

REDLINES

  • The Parasite of Rancour cannot be felt, grabbed, or otherwise interacted with physically, as it exists solely on the soul of the Shade it is attached to.
  • The growth of The Parasite is automatic, and occurs naturally. This process cannot be stopped, however it hits a ceiling at Tier 3. This is the highest stage of growth The Parasite can reach without a direct link to Arun’Asna, which must be established by utilizing ‘Parasite Connection’. Until a link is established, all growth is paused at Tier 3.
  • Although lessons are not required to go up in tier, the spells and abilities of Shade do not come naturally (unless explicitly stated as being innate) and therefore still require lessons to become able to be utilized.
  • The Parasite of Rancour does not have any inherent desire to love, feel attraction towards, or otherwise “be with” other Shades/Parasites on any special emotional level.

 

MAGIC SLOT UTILIZATION
Shade, as a magic, takes up 4 of the default Magic Slots. A practitioner of Shade cannot choose how many slots they want to utilize, as the magic simply locks one in at 4, and does not allow them to go any lower. However, if a Shade becomes an Exalted or a Resin, their Magic Slots will become 5, forcing out any other known magics that are currently occupying the 5th slot.

 

SHADE AND CREATURES
Shade is capable of working with certain creatures. This is limited by the specific guidelines for those creatures, and their physical makeup, as Shade requires a soul and Mana pool in order to be utilized, period.

 

Creatures that work with Shade

  • Zar’akal
  • Machine Spirit
  • Strigae (no benefits or magic, only the mental downsides)

 

CURING SHADE
While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of magi capable of curing blight on a person’s soul will be listed below if the parasite is not being removed by a Shade Father following the violation of a tenant or willingly removed by a Shade Father.

Tier Zero (0): One Tier 4+

Tier One (1): One Tier 5 or Two Tier 4

Tier Two (2): Two Tier 5

Tier Three (3): Two Tier 5 and One Tier 4

Tier Four (4): Incurable.

Tier Five (5): Incurable.

 

Spoiler
 
 
 
 
 
3
Spoiler

MECHANICS

  • Put simply, the Shade curse is not meant to be easily cured, if at all. This outlines the exact strength of how many magi capable of curing blight on a person’s soul would need to be present and casting to cure Shade, with the Tier 4 and 5 restrictions being in place due to the Parasite being directly linked, and therefore protected, by Arun’Asna.
  • The Shade parasite can NOT be removed by a Shade Father unless the player themselves wants the Shade purged oocly, or the player has faced ooc punishment, such as a ban from the server or a magic blacklist, both of which must be long enough to warrant removal of the parasite, the only exception being if a tenant was broken.
  • A Shade Fathers parasite can only be removed with the help of two other Shade Fathers to assist in removal.
  • Druids can’t cure Shade parasites.

 

REDLINES

  • Should OOC consent not be given during being cured, the effect of the Shade is weakened to T1 for five IRL days. To those above T3, the curse upon the soul is too strong to fully purge, however, the ability gives a devastating effect. As the curse is seared within the body, It is forced into a dormant state, within this dormant state, the Shade is weakened to that of a T2 for five IRL days.
    • Disconnection is an exception to this.

 

- Weaknesses -

 

MENTAL
The Parasite of Rancour attaches itself almost instantly to the soul of the Shade, however this does not immediately bring about mental detriments, nor any kind of psychological horrors. As the Shade is yet so young upon its inception, it is unable to bring about mentally damaging effects until growing beyond a hatchling stage. However, once it manages to breach this sole, minimal barrier, the Shade will be set down an irreversible path of mental degradation that will plague them for the rest of their life. What begins as subtle whispers, a mild annoyance, a distant voice, will eventually grow into a violent amalgamation of harassing voices, each with their own distinct tone and manner of speaking, all pulling and prodding at the mind of the Shade, ever suffering.

 

Spoiler

MECHANICS

Tier 1

  • Once a Shade reaches Tier 1, from Tier 0 at which it starts, they will begin to experience subtle, and sporadic, distant voices whispering into their mind. The exact utterances will likely be too quiet to be discerned, and will likely act as but a minor distraction. In addition to this, the dreams of the Shade will begin to become darker in nature, the Shade, in their sleep, experiencing alien themes, with sickening twists and disturbing images.

Tier 2

  • Once a Shade reaches Tier 2, the voices will begin to take a step up in their intensity, turning from distant whispers into fully discernable utterances. The Parasite will seek to degrade and belittle the Shade, taking shots at their appearance, actions, and utterances, aiming to try and trip them up, cause them to develop a sense of self loathing, and to otherwise try and worsen the life of the Shade. As well, the dreams experienced will become more vivid in their dark themes and images, turning into nightmares of foul design.

Tier 3

  • Once a Shade reaches Tier 3, the voices will again pick up in their intensity, and the Shade may begin to experience more than one voice, which will occasionally overlap and increase in volume. In addition to being generally degrading, the voices will also seek to try and drive the Shade to commit foul actions, whether pushing for the Shade to kick that puppy, or trip that passing woman, or otherwise commit any randomly chaotic action that will further degrade the social standing of the Shade. The nightmares that the Shade experiences will start to mirror the Shade’s deepest secrets, bottled guilt, and regrets, bringing up highly emotional memories to be toyed with, making them appear far worse than they may have actually been. Sleep at this stage may become difficult due to the intensity of some of the nightmares.

Tier 4

  • Once a Shade reaches Tier 4, the voices become more heavily overlain, and rampant in their harassment. At this point, the voices could be compared to schizophrenia in their rampancy and overlapping, and variation in tone, some voices pointing towards one topic, while others point to polar, or simply different, focuses. The Shade’s inability to get a good night’s rest continues to compound as the intensity of the nightmares increases yet again. At this stage, not only will the Shade bring forth withheld guilt and sadness, but will begin to take distant, happy memories, and ruin them.

Tier 5

  • Once a Shade reaches Tier 5, the growth of The Parasite will have achieved its maximum, and thus the mental effects will proceed no further. There is little to no silence in the harassment at this stage, with the suggestions being forwarded by The Parasite becoming far more sickening and vile in nature, going beyond the distant edges of reasonable morality. Sleep will become so sporadic that it will likely be best achieved by passing out from a lack thereof, as traditional, or natural, sleep will be nearly impossible to actively maintain.

 

REDLINES

  • At the later stages of shadedom (tier 3+) the effects of the voices will be impossible to ignore, and will show on the Shade through socially odd and quirky behaviour. At the very late stages (tier 4 and 5) the effects will manifest odd behaviour unbecoming of any socially acceptable, normal person. This is best roleplayed as some manner of insanity, whether shown as twitching and silent mumbling, or some other degree of psychotic behaviour. It is best to be creative, but also tasteful as to not overdo the roleplay, thereby degrading its effects. Failure to roleplay some kind of insanity at and after tier 3 constitutes powergaming.

 

PHYSICAL
Unlike the growing mental degradation of Shade, the physical downsides manifest fully upon a Shade’s inception, upon the first moment that they gain The Parasite upon their soul. These negative physical effects persist for the duration of a Shade’s life, and are unable to be adequately combated by any means of medical care, whether medicinal, alchemical, or physical. However, they are not life threatening to the Shade, as they might otherwise be for a normal person suffering similar conditions.

 

The origin of these effects is The Parasite itself, and the body’s interaction with the presence of a foreign invader that refuses to leave. Given the lack of its physical presence in the body itself, the Shade’s natural bodily processes cannot actually cope with The Parasite’s presence, whether by accommodating it, or attempting to destroy it, and therefore a whole slew of negative effects occur consistently.

 

Spoiler

MECHANICS

  • From the moment a Shade is created, at Tier 0 of the magic, they will begin to experience some of the following effects, or any other creative negative physical effects they can think of beyond this list: nausea, seizures, vomiting, twitches, convulses, coughing up blood, boils forming, intense muscle cramps, and et cetera.

 

REDLINES

  • Under no circumstances can these downsides be avoided, and they will always have a presence, in some capacity, on the Shade, from the moment of them gaining the magic, to their death or disconnection. 
  • No medicine, potion, or other magic can undo these negative effects.

 

TAKEOVERS
Whether due to the psychic numbing of an amalgamation of harassing voices, or due to an intense degrading of the Shade’s will to combat the persistent to and fro, a vying for internal control, of The Parasite. It is ever the intent of The Parasite to wrench control from the mind of the Shade, to send its conscious to the backburner while that of the sentient Parasite grabs the helm, and leads the body off in whichever direction it pleases. Such scenarios are aptly labeled as takeovers, as they are the loss of the Shade’s own control over their body, leaving it to the whims of The Parasite, and whatever dark deeds it seeks to carry out.

 

Takeovers are far more common among elder Shades, whose minds are often far weaker than those of the youth, whose willingness to fight comes naturally, yet to be beaten back and chipped away at. As well, takeovers are common in life and death situations, most especially when the Shade believes they are near death, or are in a situation that is extremely mentally taxing. As well, any serious moment of mental weakness will allow for an easier takeover, including being knocked unconscious, which brings about an automatic takeover.

 

There is no tell when The Parasite takes control from the Shade, like that which could be seen when a Shade is casting the various spells and abilities of Shade. Really, there are no definitive features displaying to those who might be around the Shade at the time of a takeover that one is occuring, as the moment of its execution is instant, a snap, a split second, and the Shade is in the back seat.

 

Spoiler

MECHANICS

  • A takeover is a situation in which the Shade loses control over their body, both in physical actions and utterances. The helm is handed over to The Parasite, whose unique, and far more sinister, personality becomes dominant, and drives the body of the Shade in whatever direction it pleases to fulfill its goals.
  • In situations of extreme peril, such as those in which a Shade’s life is truly threatened, a takeover may be seen as beneficial, as it is The Parasite’s desire to continue to live.

 

REDLINES

  • Takeovers do not result in the Shade being able to cast the spells and abilities of Shade any better than the extent that they are currently capable of casting them. As well, the Shade will be unable to utilize any abilities it has yet to learn, or grow into (in the case of innate abilities).
  • The Parasite at the helm doesn’t mean that the Shade is going to freak out, or devolve into some mass killing spree. Often, The Parasite will instead seek out scheming goals, or other clandestine desires, acting in tandem with the broad will of Arun’Asna (to bring out anarchy amongst civilizations and orderly structures).

 

AURUM
The nature of gold is a mysterious one, for the exact reasoning behind its ability to sink through Amber like a knife through hot butter remains unknown. For Shades, the presence of aurum poses a serious threat to many of their abilities, as any physical embodiment of Amber can easily be damaged, or destroyed, through the use of gold.

 

Spoiler

MECHANICS

  • Solid gold used as a weapon against solid Amber is far more efficient than other traditional, mundane weapons. Gold, unlike other metals, will literally cut through Amber as if it were hot butter, slicing with incredible ease through physical constructions, whether those are some object, a tendril, or otherwise.

 

REDLINES

  • Gold has no additional effect against all non-physical spells/abilities of Shade.
  • Gold alloys, such as slayersteel, will have a greater effect against solid Amber, however they will not cut with such incredible ease as solid gold.

 

COGNATISM
Applicable to those Shades who possess both Shade and the Cognatism feat. In this strange situation, the Shade is plagued by a horrible trinity of minds, each competing for a podium at which to speak, or in this instance think, within the psyche of the Shade. This situation usually results in a furtherance of the physical pains experienced about the brain of the Shade, as they are bombarded by yet another, powerful voice within their head, demanding action, and the pursuit/collection of knowledge.

 

Spoiler

MECHANICS

  • Whether possessing Cognatism prior to Shade, or achieving it while possessing Shade, the results are the same. From the moment the Horror enters the battlefield that is the Shade’s mind, the entire mental situation slides further downhill. The Shade will experience greater mental pains, and will suffer from another loud, commanding voice, that of the Horror, demanding knowledge and the pursuit thereof, in addition to whatever whims come to its mind.

 

REDLINES

  • It is impossible to ignore the further negative effects of possessing Cognatism alongside Shade. The Shade themselves will suffer greater mental pains, and will be pushed further down the path of insanity as they try and cope with the madness in their head.

 

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-- Spells and Abilities –

MANA CORRUPTION -- Mixed (Non-Combative/Combative)
Mana Corruption is the dually passive, and active, process of turning Mana into Amber to utilize as a fuel source for the spells and abilities of Shade. Internally, Mana Corruption is an ever ongoing process perpetuated by The Parasite attached to the Shade’s soul. This process is corrupting the Shade’s own Mana into Amber, which allows the Shade to, by default, utilize this pool of fuel for their castings.

 

Externally, Mana can be corrupted by the will of the Shade, extending their own Amber onto Mana, causing it to, by extension of The Parasite’s power, turn into Amber. This can be used in a number of ways, whether to bring about the creation of a foreign pool of Amber for the Shade’s use, or to corrupt, or destroy, a Mana Gem or Obelisk. Foreign entities who have part, or all, of their Mana pools corrupted will suffer a strange physical aesthetical change, appearing like a large webbed scarr of black across their body. Despite its sickly appearance, this scar is temporary, and yields no negative effects itself.

 

When a foreign creature has its Mana pool corrupted, it will experience some of the negative mental downsides of shadedom, despite not possessing a Shade themselves. This is due to the presence of the corrupted subsistence, Amber, within their system, which brings about such oddities. Where there is more Mana corrupted, there will be more pains experienced by the affected individual. However, given that there is a lack of a Parasite attached to the soul of such an individual, their body will begin to naturally expel the Amber, replacing it with pure Mana over time, thus lowering the intensity of the mental pains until they are all but snuffed out.

 

Spoiler

MECHANICS

 

Non-Combative

  • Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Outside of combat, a Shade will regain 1 Point of Amber per 5 IRL minutes until they can produce no more (as limited by their tier).
  • Actively, a Shade can corrupt the pool of a willing victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the willing victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the willing victim.
    • The Amber within the willing victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the willing victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled.
    • Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.
  • Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

 

Combative

  • Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Inside of combat, a Shade will regain 1 Point of Amber per 5 emotes until they can produce no more (as limited by their tier).
  • Actively, a Shade can corrupt the pool of an unwilling victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the unwilling victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the unwilling victim.
    • The Amber within the unwilling victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the unwilling victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled.
    • Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system.
  • Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

 

REDLINES

 

Non-Combative

  • The passive corruption of Mana within the Shade’s own pool cannot be sped up, slowed down, or stopped by any means. The process will halt itself once The Parasite can corrupt no more Mana, as determined by the Shade’s tier.
  • The moment touch (the placing of one hand on the victim) is broken, Mana Corruption will cease immediately.
  • The Amber within the victim’s system cannot be purged by any magic or other alchemical means. It will flake away over time, or can be used up by any Shade utilizing it as a battery.
  • The dread (impending doom, paranoia, nihilism) induced by the presence of the Amber is not debilitating, but does have noticeable impacts on the mood, behaviour, and overall personality of the person affected by it.
  • The Amber contained within a Mana Gem or Mana Obelisk cannot be purged by any magic or other alchemical means. It will not flake away over time, and therefore will only disappear as it is used up, or if the object is destroyed.
  • The visual blemishes are only aesthetic, and will cause the victim no further harm.

 

Combative

  • The passive corruption of Mana within the Shade’s own pool cannot be sped up, slowed down, or stopped by any means. The process will halt itself once The Parasite can corrupt no more Mana, as determined by the Shade’s tier.
  • The moment touch (the placing of one hand on the victim) is broken, Mana Corruption will cease immediately.
  • The Amber within the victim’s system cannot be purged by any magic or other alchemical means. It will flake away over time, or can be used up by any Shade utilizing it as a battery.
  • The dread (impending doom, paranoia, nihilism) induced by the presence of the Amber is not debilitating, but does have noticeable impacts on the mood, behaviour, and overall personality of the person affected by it.
  • The Amber contained within a Mana Gem or Mana Obelisk cannot be purged by any magic or other alchemical means. It will not flake away over time, and therefore will only disappear as it is used up, or if the object is destroyed.
  • The visual blemishes are only aesthetic, and will cause the victim no further harm.

 

AMBER MANIPULATION -- Mixed (Non-Combative/Combative)
The most fundamental, and trademark, ability of Shade is the largely freeform manipulation of Amber from their person, or from a battery of Amber (whether within another person, from a Mana Gem, or from a Mana Obelisk). This ability allows the Shade to draw the Amber from within a corrupted pool out, and to mold it to their liking into whatever shapes, objects, or limb-like extensions they would like, to serve as tools, weapons, or simply intriguing artistic creations. With practice, this ability will become like second-nature to the Shade, for it is one of the most basic capabilities of Shade.

 

At first, however, a Shade will find that manipulating their Amber is a grueling and arduous process, requiring intense inward focus to draw out and control every aspect of the substance. For a youthful Shade, far from their prime, this will prove largely useless for most situations, regardless of whether or not they’re combative. Aside from malleable capabilities, the Amber utilized through manipulation can change in its density, temperature, and state of matter (solid, liquid, or gas).

 

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MECHANICS

 

Non-Combative and Combative (Specifications in Redlines)

  • Manipulation of Amber from a corrupted Mana Gem or Mana Obelisk requires that the Shade be no further than 5 blocks from the corrupted Mana Gem or Mana Obelisk.

  • Outside of combat a Shade’s ability to manipulate Amber is far more freeform than while in combat. By spending 1 Point of Amber per limb of Amber created, to a maximum of four limbs at one time, the Shade can draw out Amber from themselves (connected to their body) or from a battery (connected to the body of the victim, to the surface of the Mana Gem, or to the surface of the Mana Obelisk). Limbs of Amber can move, at a maximum, 2 blocks per emote.

  • Manipulation of the Amber itself is relatively open outside of combat, as the Shade is free from the added, stressful distractions of being in a life or death situation. As such, they may fiddle around with the appearance of the Amber they are manipulating, creating unique shapes, designs, and other creations to their liking. However, the extent of these abilities are still limited by size, and tier.

  • At Tier 1, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 2 blocks, and cannot be formed into anything but simplistic shapes (spheres, blocks, triangles, et cetera). A Shade at this tier cannot change the density, temperature, or state of matter of the Amber.

  • At Tier 2, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 4 blocks, and can be formed into slightly more complicated shapes (dodecagons, icosahedrons, et cetera). A Shade at this tier can start to manipulate the density of the Amber. By spending 1 additional Point of Amber, the Shade can change the density from its soft, standard form, to something as hard as wood. Temperature and state of matter cannot be changed at this stage.

  • At Tier 3, the Shade can summon no more than 2 limbs of Amber for manipulation. These limbs can extend no further than 6 blocks each, and can be formed into far more complicated shapes, those involving separated, interwoven parts, including a greater level of acute detailing. It is worthwhile noting that, at this stage, the creation of furniture with Amber becomes viable, so long as a connection to the body, or battery, is maintained. By spending 1 additional Point of Amber, the Shade can up the density of the Amber from wood to iron (assuming the Shade has already first spent 1 Point of Amber to go from its soft, standard state, to wood). By spending 1 Point of Amber the Shade can raise the temperature of Amber to a maximum of 80 degrees fahrenheit, or lower the temperature to a maximum of 40 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

    • Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the gaseous Amber cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

    • Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the liquid Amber cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

  • At Tier 4, the Shade can summon no more than 3 limbs of Amber for manipulation. These limbs can extend no further than 8 blocks each, and can be formed into far more complicated shapes, merely taking the extent up a notch, opening the level of creativity in emotes far more than previously described (more complicated designs, far more acute detail than previously achievable). By spending 1 additional Point of Amber, the Shade can change the density of the Amber from iron to steel (assuming the Shade has already first spent 2 Points of Amber to go from its soft, standard state, to wood, and from wood to iron). By spending 2 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 90 degrees fahrenheit, or lower the temperature to a minimum of 30 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

    • Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the gaseous Amber still cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

    • Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the liquid Amber still cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

  • At Tier 5, the Shade can summon no more than 4 limbs of Amber for manipulation. These limbs can extend no further than 10 blocks each, and can be formed into wildly complicated, highly aesthetically interesting, and exceptionally detailed shapes and designs. The extent of the skill achieved at this stage is so great as that the Shade is limited mostly by the scope of their own creativity, and imagination. The Shade can bring the density of the Amber no further than Steel. By spending 3 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 100 degrees fahrenheit, or lower the temperature to a minimum of 20 degrees Fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.

    • Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the gaseous Amber can be used to suffocate someone. The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

    • Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the liquid Amber can be used to drown someone (via insertion into the mouth/down the throat). The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can.

  • At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm.

 

REDLINES

 

Non-Combative

  • Line of sight is not required in order to manipulate Amber, which means that the process is still capable of being performed while blindfolded, the Shade simply being unable to actually see the things around the manipulations. However, a Shade must be conscious in order to use manipulation. In accordance, manipulating amber you cannot see has a much higher chance of being inaccurate, akin to punching something with a blindfold on.

  • Changing the temperature of Amber at later stages does not result in a hard point increase. Rather, the scope of the changes increases and the point cost correlates with these ranges. For example, a Tier 3 Shade lowering the temperature of their amber to 40 degrees fahrenheit (the minimum for their tier) would have to spend 1 Point of Amber, a Tier 4 Shade wanting to lower the temperature of their Amber to 40 degrees fahrenheit would have to spend 1 Point of Amber, however, by spending 2 Points of Amber they can lower the temperature to 30 degrees fahrenheit (the minimum for their tier), and finally if a Tier 5 Shade wanted to lower the temperature of their Amber to 40 degrees fahrenheit they would have to spend 1 Point of Amber, lowering to 30 degrees fahrenheit would cost 2 Points, and lowering to 20 would cost 3 Points, (the minimum for their tier). 

  • At a maximum, a Shade can have all 4 limbs of Amber as dense as steel, OUTSIDE OF COMBAT only. However, a Shade can only be actively maintaining one limb of Amber in state of matter that is not solid at a time due to how arduous the process is.

  • If combat were to start whilst 4 limbs of amber are as dense as steel, they will lower down to their respective density.

 

Combative

  • Line of sight is not required in order to manipulate Amber, which means that the process is still capable of being performed while blindfolded, the Shade simply being unable to actually see the things around the manipulations. However, a Shade must be conscious in order to use manipulation. In accordance, manipulating amber you cannot see has a much higher chance of being inaccurate, akin to punching something with a blindfold on.

  • Changing the temperature of Amber at later stages does not result in a hard point increase. Rather, the scope of the changes increases and the point cost correlates with these ranges. For example, a Tier 3 Shade lowering the temperature of their amber to 40 degrees fahrenheit (the minimum for their tier) would have to spend 1 Point of Amber, a Tier 4 Shade wanting to lower the temperature of their Amber to 40 degrees fahrenheit would have to spend 1 Point of Amber, however, by spending 2 Points of Amber they can lower the temperature to 30 degrees fahrenheit (the minimum for their tier), and finally if a Tier 5 Shade wanted to lower the temperature of their Amber to 40 degrees fahrenheit they would have to spend 1 Point of Amber, lowering to 30 degrees fahrenheit would cost 2 Points, and lowering to 20 would cost 3 Points, (the minimum for their tier).

  • The density of limbs inside of combat is limited as follows:

    • At a max, a Shade can have either: 1 limb as dense as steel, with all others limited to a density of wood, 2 limbs as dense as iron, with all others limited to a density of wood, or all limbs as dense as wood.

  • When manipulating a limb of Amber in a state of matter that is not solid, the Shade can only have one limb active at a time, due to how arduous the process is on top of the stress and pains of a combat situation.

  • The added stresses and demanding attention of combat limits the extent of the manipulation a Shade is capable of performing. Highly complicated shapes and designs cannot be created in combat. However, simple shapes and weapon designs can be formed, and sustained, successfully.

 

 

 

PASSIVE CALIGINOUS HEALING -- Non-Combative
Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.

 

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MECHANICS

  • At Tier 1 and Tier 2 of Shade, The Parasite will automatically utilize the Amber within a Shade’s system to clot lacerations inflicted upon the Shade’s form. Small cuts and openings will cause The Parasite to expend 1 Point of Amber, clotting the various openings with Amber which, over the course of 1 emote, will blockade the bleeding. Large lacerations and openings will cause The Parasite to expend 2 Points of Amber, clotting the various large openings with Amber which, over the course of 2 emotes, will blockade the bleeding. Anything larger cannot be clotted.
    • At Tier 3, and above, the Shade will be able to toggle this ability, choosing to stop its activation. This may be necessary in situations that may cause the Shade to become exposed, as a sickly black substance clotting open wounds isn’t especially easy to mask.

 

REDLINES

  • If it wasn’t already clear, this ability is self-clotting ONLY. This cannot be used to effect others.
  • If a Shade does not have enough Amber in their system to expend, the Shade’s wounds will not be automatically clotted. However, as The Parasite passively regenerated Amber, the moment Amber is available The Parasite will expend it to clot the Shade’s wounds unless the Shade opts to toggle the effect, where capable of doing so (Tier 3+).
  • This clotting is limited in its extent, and as such will not save a Shade from grevious wounds (lost limbs, being stabbed, large gashes, et cetera), broken bones, damaged organs, and other life-threatening situations.
  • As the Amber essentially stitches the wounds back together, they are capable of being reopened, with some force.
  • This ability may only be used out of combat.

 

AMBER IMBUEMENT -- Combative
Amber Imbuement is a strange magical process, involving the utilization of Amber to instill objects and items with the chaotic energies of The Parasite, which carry with them a whole slew of unique aesthetic changes and effects. In that way, Amber Imbuement is a sort of unique, Shade enchanting, however it does not carry along with it any special combative properties, or abilities, nor does it allow a Shade to instill any of Shade’s other spells and abilities into objects and items. In the case of spells from non-Shade magic, this Imbuement occurs passively, and uncontrollably, causing all other spells to carry with them a dread effect.

 

Outside of this simplistic use, Amber Imbuement allows for one particularly arduous ritualistic process, utilized in the creation of a Shade Gem, a process conducted by two learned Shade Fathers to bring another shard of Arun’Asna’s power into the world. Unlike the bulk of Amber Imbuement, which may be taught to a young Shade, this ritual is restrictive, and cannot be taught innately. Just as Parasite Creation is passed along through the use of the Shade Gem as a means of education, the ritual for Shade Gem creation is passed along in a similar manner.

 

Spoiler

MECHANICS

  • Any mundane object or item can be imbued with Amber, however no magical items or artifacts can be imbued. By spending 2 Points of Amber, a Shade will bring about a manipulation of Amber to coat and sink into an object or item over the course of two emotes, then disappearing from view. In the moments thereafter the object or item will take on a mysterious, otherworldly, and or spooky appearance. 
  • In order for the imbuement to keep its effects, amber is passively pulled from an amber battery or from a shade’s amber pool. Should a non-shade who has not had their mana corrupted into amber find themselves in possession of an amber imbued object, their mana pool will be passively corrupted into amber, just enough for the object’s imbuement to remain active. This cannot be stopped until the amber imbued object is no longer in contact with the individual.
  • Should a non-shade be in contact with an amber imbued object, they will slowly begin to notice an aura of dread (impending doom, anxiety, nihilism, etc.) surrounding it.
  • Should a non-shade keep in contact with an amber imbued object for more than one IRL week, the individual in question will begin to suffer from dread effects themselves, as their mana pool will begin to grow corrupt with amber.
    A shade may, one week after an object’s imbuement, strip the amber from an ambered imbued item. Doing so will relinquish the aesthetic properties of the item permanently unless it is imbued again.
    • The exact aesthetic change that the item takes on is completely up to the Shade conducting the imbuing, however here are a few examples: a sword appearing to be held by a floating black hand, a lamp emitting an eerie grey glow, the eyes of a painting appearing to move and follow passersby, tapping sounds emitting from a door or window, and et cetera.
  • The ritual of Shade Gem creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and Parasite Creation, the ritual of Shade Gem creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
    • In order to pass the information along, the Shade Father who is aware of the ritual must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
  • The ritual itself involves the use of ore collected from an imploded voidal node. Two Shade Fathers, who have knowledge of the ritual, will place the ore between them. Over the course of three emotes, the two Shade Fathers will each summon two limbs of Amber, moving them around the ore to link up with the opposing Shade Father’s limbs, forming as circle of Amber around the ore. The Shade Fathers will then step towards one another, bringing the circle of Amber in, closing the size of the circle until the Amber itself totally envelopes the ore. The process of closing the circle takes two emotes. After this, both Shade Fathers will place their hands upon the ore, allowing the Amber to sink into the shard, which will start to emit a faint red glow. The process of imbuing the Amber into the ore takes two emotes, after which the ore will continue to grow in the extent of its illumination until the red glow fills the entire room. Over the course of the next two emotes, the glow will increase, and then fade into nothingness, leaving behind a shard of Arun’Asna’s power.
    • The Shade Fathers conducting this ritual are free to include any other unique, aesthetic occurrences to go along with the ritual, so long as they adhere to the basic functions of creating a Shade Gem.
  • When a Shade casts a spell from a magic that is not Shade, the spell will undergo a visual transformation, gaining a faint grey/black glow, while as well gaining a supernatural effect that brings about feelings of dread (paranoia, nihilism, impending doom) in the individual(s) effected. This cannot be toggled on or off, always occurs passively, and does not cost additional Points of Amber.

 

REDLINES

  • Under no circumstances can magical items and artifacts be imbued with Amber.
  • The aesthetic changes to objects and items imbued with Amber should not be imposing, and should remain as subtle, flavour advancements to a roleplay scenario.
  • The effects of amber imbuement do not wear off, and will continue to exist upon an object until a shade actively strips the item of its amber.
  • The dread effects on a non-shade in possession of an amber imbued object are in no way debilitating, but are still present. 
  • Specifically, if a non-shade were to stay in regular contact with an amber imbued item for more than one IRL week, they will begin to feel more anxious, paranoid, or may be subject to negative mood changes. How this dread impacts a character is up to player choice, but some indication that their mana has been corrupted with amber must be present.
  • The mana corrupted in a non-shade by an amber imbued item is not enough to be usable by a shade as an amber battery.
  • The amber produced within an individual by this mana corruption dissipates  over the course of one IRL day so long as the amber imbued object in question is no longer in contact with the individual. 
  • Any shade T2 and above can strip a person of this amber corruption, however it cannot be purged by any other magical, alchemical, or mundane means.
  • Any shade T2 and above can strip an object of its amber, however this can only be done after one week has passed since the imbued object’s creation. No Amber Points are regained for doing such. No other magical, alchemical, or mundane means can strip an object of its amber imbuement. 
  • Only a Shade Father who is already aware of the ritual will be capable of passing the knowledge along via the Shade Gem.
    • If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
  • Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Amber Imbuement. The Amber must come from within the Shade.

 

MENTAL RESISTANCE -- Combative
In a metaphorical sense, there is a light amongst the encompassing darkness of Shade. Despite all of the intense, negative effects of possessing The Parasite of Rancour, its sickening form yields a few subtle benefits that protect against magical, mental invasions. Illusory magi, and other mental magic wielding individuals, will find that their spells and abilities to not affect Shades as they might other creatures, as the Shade’s awareness of reality is offset in a most unusual way, giving them an advantage over trickery of this caliber.

 

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MECHANICS

  • Mental Mages, and other magi capable of entering a person’s mind, will find that in doing so they experience the exact negative mental effects that befall the Shade, respective to that Shade’s tier. The full force of the harassing voices will be sent upon them, seeking to cast the invader from the Shade’s mind with a whirlwind of distracting and evil utterances.

REDLINES

  • This ability is passive, and therefore requires 0 Points of Amber to utilize.
  • This ability cannot be toggled off by any means.

 

BLANKET OF DARKNESS -- Combative
The expulsion of Amber can be utilized beyond elaborate manipulation, bringing about a chaotic field of confusion and darkness. This is Blanket of Darkness is a wave of stygian mass, exploding out from its point of origin, the casting Shade, to envelop the area surrounding that Shade, and all within the threshold of the radius, in ersatz darkness. The function of this ability is different from the standard properties of Amber, as it rather takes on an almost smoky appearance that permits passage from and into the area of effect. Everyone within the area will become shrouded in total magical darkness, the thick smoky Amber totally blockading all light, natural or evoked.

 

Spoiler
 
 
 
 
 
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Spoiler

MECHANICS

  • By spending 15 Points of Amber, a Shade can pull forth a great deal of their withheld Amber to expel out around them, over the course of four emotes, creating a sphere of darkness 6 blocks out from the origin point of the casting. No light can breach the borders of this sphere, which appears to be a large smoky orb, and as such the interior of the blanket is pitch black.
    • Only Shades are capable of seeing clearly within the sphere.
  • The threshold of the sphere can be passed through, whether to leave or enter the area, without harm.
  • The sphere of Amber will persist until the Shade who cast it leaves the area, or becomes incapicatated.
  • If in a tight or constricted area, such as a hallway that is two meters wide, the excess distance that’d normally be covered in a sphere will instead travel down the length of the corridor or area, so instead of six blocks, it would be ten.

 

REDLINES

  • If at any point during the process (4 emotes) of expelling the Amber, the Shade is interrupted by taking serious damage (anything beyond bruising or small cuts), they will lose their progress and have to restart.
  • No light, whether natural (the sun, fire, or et cetera), or evoked (via voidal, or otherwise), can breach the threshold of the sphere.
  • Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Blanket of Darkness. The Amber must come from within the Shade.
  • Four emotes are required to cast Blanket of Darkness.

 

AURA OF DREAD -- Non-Combative
Once a Shade reaches the pinnacle of its natural growth, that is to say the ceiling reached without a link established between The Parasite and Arun’Asna, the Shade, and those around them, will begin to experience a subtle shift in emotions. Small at first, this change will hardly go noticed by passersby with whom a Shade interacts only briefly, rather growing noticeably over time by those with whom a Shade oft interacts, such as loved ones, and friends.

 

Aside from the passive subtle effects of the Aura, a Shade will find that they are also capable of tapping into the origin of the Aura, The Parasite itself, to greatly enhance its power to toy with the feelings of those around the Shade. By toggling the Aura on, it compounds the speed of its effectiveness tremendously, having a speedy effect on those nearby the Shade, persisting until the Shade themselves choose to deactivate it.

 

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MECHANICS

  • Passively, at Tier 3 a Shade will begin to exude a very subtle aura of Dread (impending doom, paranoia, nihilism) that will linger on anyone who interacts with the Shade from there on out. However, this lingering of the aura will have little to no effect unless that person interacts with the Shade on a consistent basis, thereby compounding the lingering effects, and causing long term changes.
    • If a character interacts with a Shade at Tier 3 actively (at least twice per IRL week) they will begin to experience the effects of Dread (impending doom, paranoia, nihilism) while interacting with that Shade. The extent of the changes to their emotions are by no means debilitating, or traumatic, but are undoubtedly present, and noticeable.
  • Actively, a Shade can opt to toggle the greater version of Aura of Dread, causing the Dread (impending doom, paranoia, nihilism) effects to act quickly, affecting those nearby the Shade in moments. By spending 5 Points of Amber, the Shade can cause these effects to take place, which come to fruition over the course of three emotes. Upon reaching that third emote, the full force of the effects, as described in the above sub-bullet, will affect everyone within 6 blocks of the Shade. These effects fade immediately upon leaving this zone, or the Shade becoming incapicatated.

 

REDLINES

  • Neglecting to inform characters who actively engage with the Shade of the presence and effects of the Dread constitutes powergaming.
  • Three emotes are required to cast Aura of Dread.

 

MARKING -- Non-Combative
To combat the passive effects of a Shade’s Aura of Dread, which will naturally induce Dread within those who oft interact with a Shade, a Shade is capable of applying an Amber tattoo to a person by pulling from their own store of Amber, and utilizing the power of The Parasite. This amber tattoo can take on any appearance, determined by the Shade who applies it, and can be placed on any location on the body. Once applied, the affected individual will find that they are immune to the passive effect of Aura of Dread, however the active version will still affect them.

 

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MECHANICS

  • By spending 5 Points of Amber, a Shade can, over the course of four emotes, apply an Amber tattoo, of any design, upon a person, Shade or non-Shade. This tattoo can be no smaller than the size of an adult Human fist.
  • These marks are permanent, and can only be removed by a Shade with the capability of utilizing Marking. Removal occurs over four emotes.

 

REDLINES

  • The active version of Aura of Dread is not blockaded by the presence of a Mark. Only the passive version of Aura of Dread.
  • Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Marking. The Amber must come from within the Shade.
  • The Shade must have at least one hand completely touching the victim for Marking to successful occur.
  • Four emotes are required to cast Marking.

 

PARASITE CREATION -- Non-Combative
The summoning of a new Parasite, drawn from within the body of a Shade Father, the new Parasite splitting off from the fully grown one, to be planted into a victim, willing or unwilling. This process is only capable of being conducted by a Shade Father, as one must be knowledgeable of the exact process in order to adequately perform the creation. Once a new Parasite is drawn from within a Shade Father’s form, it is then firmly forced into the chest of the victim, thereafter wiggling its way through the person’s form, attaching to their very soul. This is not to suggest that The Parasite is physical, however it has been said to feel as if a giant worm is crawling throughout one’s body as this process is undergone, causing intense, gut-wrenching pain.

 

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MECHANICS

  • Parasite Creation as an ability functions in two forms. First, learning how this process is undergone occurs via the Shade Gem in a similar process to teaching the ritual involved in Shade Gem creation, under Amber Imbuement. Second, actually carrying out the process which, once learned, becomes innate.
  • The process of Parasite Creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
    • In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
  • Creating a new Parasite from one’s own functions slightly like a cell splitting. It only adheres to this comparison insofar as that The Parasite within the Shade Father is said to ‘split’, however the two creatures are only exact copies physically. The personality of every Parasite is unique, as described under ‘Parasite of Rancour’. As well, the new Parasite will be young, but a hatchling, tiny and curled within itself, appearing like a grey-green worm. Over the course of four emotes, the Shade Father will pull out the new Parasite, and forcefully insert it into the chest of the person they seek to make a Shade.
    • The moment that The Parasite is inserted into the body of the new Shade, they will be overcome with an intense, discomforting, and gut-wrenching pain, accompanied by the feeling of a worm writhing around inside of their body. The reality is that this is a hallucination, as The Parasite is non-tangible, and attaches to their soul. This intense pain lasts for three emotes before quickly fading.
    • Additionally, a Parasite can be inserted into the soul of a lesser creature, that is to say any creature of lesser intelligence, like: dogs, cats, deer, birds, mice, and et cetera. These creatures can possess The Parasite, however it will grant them no boons, and only banes, driving these poor creatures insane, and often violent. A shaded creature is not viable to be kept as a pet, as its behaviour will be uncontrollable, and often highly aggressive.

 

REDLINES

  • A Shade must have achieved Tier 5 before being taught Parasite Creation. After being taught, the Tier 5 Shade can apply for, and receive, a TA. Once a TA is achieved, the Shade becomes a Shade Father, and can utilize Parasite Creation to make new Shades.
  • The latter point about shading animals primarily exists to fuel roleplay, and for utilization by Event Staff.
  • Only a Shade Father who is already aware of Parasite Creation will be capable of passing the knowledge along via the Shade Gem.
    • If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
  • Inferior souls (the souls of lesser creatures) plagued with The Parasite, via the creature being shaded, will make them unable to be interacted with via Druidism’s Communication.
  • Upon acceptance, teaching applications (TAs) will not be grandfathered in and those who were able to teach before the lore games must undergo the process of learning again.
  • OOC Consent must be given in order to Shade someone, though IC consent is not required.
  • Four emotes are required for making a parasite to either put into a person, and or lesser creature.

 

CALIGINOUS FLAME -- Combative

Shades who have been taught how to create new Parasites will find that, through a fundamentally similar, but ultimately different, process that involves the sectioning off of a sliver of their Parasite to summon forth an ability borne of The Parasite’s internal chaotic energies, those own of Arun’Asna. This process allows the Shade to invoke an alien sort of fire, burning a strange mixture of dark green and black, that exudes a faint dark grey smog. Unlike practical fire, however, this Caliginous Flame does not char wood nor melt flesh, but rather burns away Mana, not corrupting, but destroying. Anyone, aside from the Shade who cast it, who comes into contact with this fire will start to have their Mana burned away.

 

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MECHANICS

  • A Shade does not have to be a Shade Father to learn Caliginous Flame, but does have to know how to carry out Parasite Creation first, as the knowledge for utilization of this ability stems from the innate comprehension of splitting The Parasite.
  • By spending 25 Points of Amber, a Shade can, over the course of five emotes, summon this fire, and cast it at a target. The fire will stick to the first surface it touches, whether living or not, and will remain there until dissipating naturally, or being snuffed out.
  • If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of twleve emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for ten emotes before naturally dissipating.
  • Caliginous Flame can be snuffed out as anyone would normal fire, whether by smothering it, using water, or covering it with any large object (such as a crate).
  •  

REDLINES

  • The summoned fire is approximately the size of an adult Human fist.
  • The fire will have its draining effect through clothing and armour, it simply has to be in contact with a surface attached to a living body possessing a Mana pool.
    • ‘Surface attached to’ does not mean any surface, such as a floor, wall, chair, or et cetera. It has to be directly encompassing the living body, meaning that this term specifically refers to clothing and armour.
  • To reiterate, this fire is not like natural fire. It does not create light, consume air, burn surfaces, or produce heat.
  • Five emotes are required to cast Caliginous Flame.

 

PARASITE CONNECTION -- Non-Combative

The process of linking a Parasite with Arun’Asna via the Shade Gem. This unique abilitiy is only available to Shade Fathers, who are the only Shades in need of utilizing such an ability, considering the assumed purpose of its existence. By undergoing a process to learn similar to that of Parasite Creation and the ritual of Shade Gem creation, a Shade Father will become innately capable of establishing this connection, thus allowing a Parasite to grow beyond its natural ceiling.

 

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MECHANICS

  • The process of Parasite Connection cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and the ritual of Shade Gem creation, Parasite Connection is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
    • In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
  • To conduct this process, a Shade Father must place themselves between a Shade Gem, and a Shade who has reached their natural ceiling (Tier 3), acting as a conduit through which to establish a link. The Shade Father must plant one hand on the Shade Gem, and the other on the chest of the Shade, and, over the course of four emotes, will draw the essence of The Parasite through their person, running it through the chaotic energies of the Shade Gem, to then run back through and back into the body of the Shade. This process is extremely physically taxing, and will strip the Shade Father of the majority of their energy.

 

REDLINES

  • A Shade must have achieved a TA before being taught Parasite Connection.
  • The level of energy stripped from the Shade Father is akin to the feeling experienced following a long day’s work at a labour job. The Shade Father will feel generally lethargic, or even exhausted, desiring rest or sleep.
  • Only a Shade Father who is already aware of Parasite Connection will be capable of passing the knowledge along via the Shade Gem.
    • If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
  • Four emotes are required to connect a T3 Shade to the Shade Gem via Parasite Connection.
  • Two emotes are required to pass the information of Parasite Connection to another Shade Father.

 

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- Disconnection (Combative) -

ARUN’ASNA’S WILL
The tenets under which all Shades are bound to operate. Disagreement and discontentment are disregarded, and the violation of one, or multiple, of the tenets could spell disaster lest the transgressor comes to an agreement with their elders, and the old guard.

 

  • There is a wall standing between your actions and the eyes of the inquisitor, built on a foundation of secrecy with stones of falsehood and intrigue. It is stalwart and tall, capable of withstanding the greatest of Holy blows, and yet with the slightest crack on the side of you, my child, it will crumble into dust, and all you have worked for will burn into nothingness. Remember this, for it is your choice to survive, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor.
    • [Do not expose the identities of any Shade(s), and do not discuss the business of the Shade Coven(s) under any circumstances whatsoever.]
  • While you sow the quiet dismantling of harmony, take great care in considering the order of the collection of kin with whom you loyally align. The finely tuned expectations of your elders is what permits the successes of your operations, and greed inward is what causes their failure. Remember this, for it is your choice to be victorious, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor.
    • [Do not physically or mentally harm, or kill, your fellow Shade(s). Duels and accidents are exceptions.]
  • The flawless star holding within its shining mass a chthonic amalgamation of energy and emotion. These are the symbols of my power gifted upon you, and without their presence you would never find a golden throne on which to sit, nor a hierarchy to shatter. Remember this, for without my Gems you would be but infants, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor.
    • [Do not damage, destroy, or disclose the location of a Shade Gem to any non-Shade.]
  • Utilize my gifts in the bringing about of the will pushed ever fervently upon you. Do not disregard the utterances of Rancour, for without their speech you would be like lost cur. They corral you, they are my parsons. Go, whether to wild or urban, and bring with you the seeds of distrust and disorder, nurture them so that they might grow into utter pandemonium. Remember this, for without my righteous words given daily you would wander eternally, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor.
    • [All Shades must carry out an act, or series of acts, of a chaotic nature at least once every 2 IRL weeks. Such acts could be clandestine and mischievous, or outright twisted and murderous. Whether it is sowing distrust in a political establishment, or riling up a guild to attack a group of innocents they believe have done wrong, chaos must be spread.]
  • Turn not on your brethren lest they are transgressors unwilling to repent. This cabal in which you and all others find themselves is as ancient as the forests of Malin, it is as established as the temple of the Triumvirate, and it serves a purpose most anarchic. Act not in its detriment, for it must move ever forward. Remember this, for without order within my Coven we will fail, and for those who would act as a fifth column, remember their malfeasance, and consider them Transgressor.
    • [Act in the best interest of the Coven at all times.]

 

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MECHANICS

  • The process of Disconnection cannot be taught naturally, which is to say that it must be learned through others means. Like Parasite Connection, and the ritual of Shade Gem creation, Disconnection is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
    • In order to pass the information along, the Shade Father who is aware of the process must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual.
  • These tenets are the overarching RP guidelines that all Shades are expected to adhere to. They are the will of the sentient entity that powers Shade, Arun’Asna, and she is omnipresent before all Shades. As such, she is aware of the actions of all Shades as they occur in real time, permitting her full knowledge of all transgressions made against her will.
  • The term Transgressor is assigned to Shades who are discovered as having violated one, or multiple, of the tenets. These Shades can be disconnected.
  • The term Shade Coven, or simply Coven, refers to all Shades, as they reside within the Coven of Arun’Asna.
  • The tenets are known by all Shades old and new, as if they always knew about them once they receive the parasite. 

 

REDLINES

  • The term Shade Coven, or simply Coven, is often used in roleplay to specifically refer to cliques, or gatherings/associations, of Shades. This version of the term is not applicable to the tenets outside of the third and fourth redlines.
  • Disconnecting a Shade Father requires two Shade Fathers.
  • A Shade can make amends for breaking a tenant. Doing so will render them unable to be disconnected due to their being forgiven. This is achieved by approaching the Shade Father(s) of their Coven (socially speaking), and pleading for forgiveness, or achieving some task that will redeem them in the eyes of that Father (those Fathers).
  • A Shade who does not associate with any Coven (socially speaking) is not, by default, technically violating any of the tenants. These Shades are often referred to as Rogue Shades.
  • A disconnected Shade may be shaded again, although the effects of insanity would be twice as worse. If you’re lost on the significance of the doubled effect, take what has been written in the insanity guide and simply take each level up one step, and be creative. 
    • If you have been disconnected multiple times, the worsened insanity does not stack, and only doubles once.
  • Arun’Asna, the force that permits disconnection, is omnipresent before all Shades, and therefore does not bend to lies. A Shade Father who attempts to disconnect someone based on a lie, or false evidence, will be unable to go through with the process. Additionally, disconnection doesn’t require one to possess first-hand knowledge in order to carry out a disconnection.
  • Only a Shade Father who is already aware of Disconnection will be capable of passing the knowledge along via the Shade Gem.
    • If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers.
  • Two emotes are required to pass the information of Disconnection to another Shade Father.
  • If a loophole or grey-area is seen, contact the LT.

 

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-- Tier Progression –

TIME BASED TIERS

-- Tier Zero (0) --

  • Points of Amber: 0
  • Learnable Abilities: None.
  • Innate Abilities: None.
  • This stage lasts one week from the acceptance of the Shade’s MA.

 

-- Tier One (1) --

  • Points of Amber: 5
  • Learnable Abilities: Mana Corruption, and Amber Manipulation.
  • Innate Abilities: Passive Caliginous Healing.
  • This stage lasts one week until hitting Tier Two.

 

-- Tier Two (2) --

  • Points of Amber: 10
  • Learnable Abilities: Amber Imbuement.
  • Innate Abilities: Mental Resistance.
  • This stage lasts two weeks until hitting Tier Three.

 

-- Tier Three (3) --

  • Points of Amber: 20
  • Learnable Abilities: Blanket of Darkness.
  • Innate Abilities: Aura of Dread.
  • This stage lasts five weeks until hitting Tier Four. However, progression is paused until the Shade is linked with Arun’Asna via ‘Parasite Connection’.

 

-- Tier Four (4) --

  • Points of Amber: 35
  • Learnable Abilities: Marking.
  • Innate Abilities: None.
  • This stage lasts five weeks before the Shade is able to ascend to Tier Five.

 

-- Tier Five (5) --

  • Points of Amber: 50
  • Learnable Abilities: Parasite Creation, and Caliginous Flame.
  • Innate Abilities: None.
  • Once the Shade is taught ‘Parasite Creation’ they may apply for a TA. Once a TA is achieved, the Shade is considered to be a Shade Father, and can utilize ‘Parasite Creation’ to make new Shades.

 

-- TA (Shade Father) --

  • Learnable Abilities: Parasite Connection, and Disconnection.
  • Innate Abilities: None.

 

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P L A Y A B L E  C A

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-- The Twisted Paths (Background) –

Aknu’gul, the trapped Mother, freed herself from the confines of the Shade Gems through the purloining of the immense power of the Daeva, which allowed her to snap her ancient bindings, and ascend to divinity. However, unbeknownst to her at first, and beyond the scope of the Shades themselves, remained a pool of power unused. The extent of the might of the Daeva was even greater than Arun’Asna, Aknu’gul at the time, understood in her limited sentience, and so their total absorption was unnecessary, but nonetheless was a consequence of her desire for freedom.

 

As such, the pool of power was eventually realized, and seeing the growth and spread of her children occurring with a newfound lack of direction, missing the calculating obedience of the Foretakers, Arun’Asna saw it fit to bolster her children, as to propel them towards her goals more efficiently. So she brought to life two new states of being, elevated as the Daeva were, but a far, far cry from their extreme power. She split these states into two distinct categories, the Exalted Fathers, who would act as the Daeva did, as calculating, obedient leaders, to shepard the Shades towards the pursuit of anarchy, and the Resin Fathers, who would bolster the capabilities of their peers, and could utilize the boons of Shade to influence their environments.

 

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- Exalted Fathers -

Shepherds of the flock, cold and calculating, lifted onto an echelon otherwise unforeseen, beyond the unstable scope of the Shade Fathers, lost in a typhoon of psychosis. Closest to their predecessors, the Exalted Fathers undergo the Binding Ritual to achieve their elevated state, transforming their very beings into creatures above the puny limitations of Man. Yet, they are not great murderers, capable of metamorphosing into pure amber, nor are they gifted with a freedom from the plights of life, of the necessity of food and water, rather they are but provided the tools needed to carry out Arun’Asna’s will, to perpetuate the pursuit of anarchy, and the demolition of order and society.

 

THE BINDING RITUAL
The Binding Ritual is the process of elevating a Shade Father into the Exalted state, transforming their soul and mind to mirror the whims of Arun’Asna, to make a Shade Father into an obedient shepard. The ritual utilizes a Shade Gem, and requires the presence of another, or multiple others, of the nature that the Shade Father in question shall be being transformed into.

 

Spoiler

MECHANICS

  • The Shade Father who shall be elevated to Exalted is lead into a room with a Shade Gem, alone save for the presence of the Exalted (one or more) who shall be aiding in the ritual. The Shade Father is made to seal their eyes, and kneel before the Shade Gem, while the Exalted moves behind the Shade Gem, or in the case of multiple, circles the Shade Gem and Shade Father. Over the course of six emotes, the Exalted shall place their hands upon the Shade Gem, and shall ease their focus inward on the churning chaos of the Shade Gem, pulling its very essence forth, which appears as a great illumined essence of orange and yellow. Once pulled forth, the chaotic essence is brought before the Shade Father, and, like the process of Parasite Creation, forced into their form, to merge with The Parasite inside them.
    • Success in the Binding Ritual is determined by a roll. A 70 is required to be successful if there is only one Exalted present, 60 if there are two, 50 if there are three, or 40 if there are four or more. If the Shade Father has broken a tenant, in the last 1 IRL month, they must meet or surpass 95. If they fail the effects of their curse will double and become almost overwhelming for 3 IRL days. After that 3 day period they must wait an additional 2 IRL weeks before attempting the ritual again. Success requires that the Shade Father who gained Exalted to post an Exalted CA. In their CA they must name the exact Shade Gem used in the ritual.

 

REDLINES

  • If there are no living Exalted, the LT shall decide at random which Shade Father shall be granted the opportunity to become one, trying again and again until someone agrees. If none of the living Shade Fathers want it, the Exalted shall cease to exist.
  • A Shade Father is required to possess a TA in order to undergo this process.
  • There is no limit to the number of Exalted that can exist at one time.

 

PHYSICAL AND MENTAL CHANGES
The moment that the Binding Ritual completes, assuming success, the Shade Father will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The prime adjustment throughout this process is with The Parasite itself, and the way that it interacts with the Shade Father, now Exalted, who possesses it. As well, the Exalted may take note of the fact that they no longer age, becoming effectively immortal, although susceptible to a new, extremely dangerous, condition.

 

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  • Foremost, The Parasite will cease its intense, schizophrenic-like harassment of the Shade Father, now Exalted. All psychic damage built-up over time will be washed away, and the Exalted’s mind will be made a clean slate, in terms of damage.
    • This is to say that the Exalted will no longer be insane, as they are no longer suffering under the intense mental effects of the Parasite.
    • Additionally, the threat of takeovers is completely removed.
  • Fundamentally, the Exalted will undergo a shift in their personality. The goals and interests of Arun’Asna will become the pinnacle of importance, and their perpetuation is an unending goal that must be pushed upon all Shades. This is vitally important to an Exalted, who will always seek to perpetuate the bringing about of anarchy via the Shades, or themselves, over civilization and civilized structures, whether by seeking their destruction, or bringing them to a grinding halt, to a state in which they cannot effectively function.
  • Along with the shift in personality, they’ll find that they would take up some characteristics their parasite once had, not a complete merge, though the Exalted will display their own personality and their parasites.
  • Physically, an Exalted is ageless, ceasing their aging at the age at which they achieved this state. This prevents an Exalted from dying of old age.
  • Exalted are entered into a PK-clause when they are created, tied in directly with the Shade Gem they were connected to. So long as the Shade Gem they were connected to exists, an Exalted will be unable to be PK’d, simply reforming at Cloud Temple each time they are killed.
    • If the Shade Gem the Exalted was formed at is ever destroyed, they will be immediately entered into a PK-clause state. This means that the next time they’re killed, they will be forced to PK.
  • Exalted suffer from an intense aversion and weakness to fire, and to a lesser extent, light. Like their stygian mother, Arun’Asna, who lives and basks in darkness, they inherit traits associated with this state. Sources of intense natural light, such as any source of natural light larger than one block (a bonfire, a stream of fire from an Azdrazi, evocated fire, et cetera, will cause the Exalted mental and bodily pain, driving them to flee from the source, remaining at least 5 blocks away lest they suffer these driving pains. Being out in direct sunlight causes a resting state of discomfort for an Exalted.
    • Natural fire, specifically, causes intense damage to an Exalted. The extent to which fire normally effects a descendent being is compounded two-fold, flesh melting away rapidly, muscle and bone becoming deteriorated or all but destroyed twice as fast as normal. On top of this, natural fire has the same effect as Aurum when used against physical Amber manifested by an Exalted.

 

REDLINES

  • All insane behaviour, and the nightmares caused by the mental weaknesses of normal Shade, cease the moment that a Shade Father becomes Exalted.
  • It is impossible for an Exalted to opt to neglect the driving desire to perpetuate Arun’Asna’s will. They feel an intense, unignorable, natural urge to bring about anarchy, to dismantle order, and to guide the Shades, like a shepherd does their flock, to carry out these goals.
  • Exalted are ageless, in that sense immortal. They are only immune to death from old age.
  • When a player becomes Exalted they MUST agree oocly to the PK clause, else the Binding Ritual will fail. If the Shade Gem they were created at is ever destroyed, they enter into a permanent PK-clause state, meaning that the next time they die, it will be irreversible.
  • The discomfort of being in direct sunlight is not overwhelming, and can, with some effort, be pushed off as to allow travel and interaction within direct sunlight. However, prolonged exposure (1-2 IRL hours) will cause discomfort to build up to such an extent as that the Exalted will feel the urge to find shade.
    • It is permitted for “narrative time” to be taken into consideration when an Exalted is roleplaying. Which is to say that if a roleplay scenario began at night, just because the MC sun came up doesn’t mean they’re suddenly uncomfortable.
  • Natural fire, whether created or from an Azdrazi, causes immediate and immense damage to an Exalted, and their Amber. In mere moments a consistent source of natural fire can obliterate a portion of an Exalted’s body, or totally destroy the Amber affected by it.

 

DARKFORM -- Combative
Darkform is a special state of being capable of being utilized by Exalted, often brought about at moments of intense need, circumstantially specific, to make a point, or turn the side of a bad scene. Those who possess this often consider it a kind of ‘true metamorphosis’, believing it is a close representation of their mother, Arun’Asna, bound to their form to be utilized as a great tool in their efforts. 

 

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MECHANICS

  • Darkform is activated by first spending 30 Points of Amber, which, over the course of 5our emotes, appears as a great torrent of Amber, exploding out from the Exalted’s chest to wrap around their body, encasing them in a sort of Amber armour.
    • The appearance of this armour is unique to every Exalted, but most often takes on a grotesque, nightmarish appearance designed to strike fear into one’s foes.
  • Despite its appearance, in the sense of its scope (covering the entire body), being like plate armour, the Amber case does not weigh down the Exalted to any great extent, going barely noticed, and in no way impeding agility. The Amber armour is as strong as steel.
  • All weapons, items, satchels, and other containers worn on the Exalted’s body will be stuck within the Amber armour, unable to be utilized for the duration of its use.
  • The fingers of Darkform do not form like normal digits, and cannot be modified out of their altered state. Rather, the digits of Darkform form like large, razor sharp claws, as strong as steel.
  • While Darkform is active, the only ability of Shade the Exalted is capable of utilizing are: Amber Manipulation (with a limit of two limbs)
  • Darkform can be sustained for as long as the Exalted would like. However, exposure to natural fire, or direct sunlight, will cause it to immediately revert (deactivate). As well, if the Exalted is knocked unconscious, the armour will immediately revert (deactivate).

 

REDLINES

  • If at any point during the four emote activation process the Exalted is struck in the head, exposed to natural sunlight, or struck with fire, the process will be stopped, and the Amber will be wasted.
  • Containers (such as large bags and back-satchels) that are too large to cover will be forced off of the Exalted during the transformation process.
  • Because of the state of the Exalted’s digits in Darkform, they are incapable of wielding weapons or items, and cannot reasonable lift or carry objects without damaging them (respective to the object being carried).
  • If Amber Manipulation is utilized while Darkform is active, the strength of the Amber armour will lower from steel to iron (with one limb being manipulated), and will lower from iron to wood (with two limbs being manipulated).
  • Darkform cannot go over armor and any attempt to do such will not work.
  • Five emotes are required for Darkform to be activated.

 

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- Resin Fathers -

A corrupted tenebrific essence flows through the veins of those who become one with the Resin. Their blood, once life-fueling and free flowing, transforms into a thick, frothing substance composed of nearly pure amber. Shade Fathers who choose to subject themselves to the Permuting Ritual bring themselves nearer the mana corrupting substance they have come to know, and as such the insanity that its proximity entails. The Resin are those who opt not to shepard, but opt to heightened the powers of Shade, to more significantly influence the world around them, and their fellow Shades.

 

THE PERMUTING RITUAL
The Permuting Ritual is the process of elevating a Shade Father into the Resin state, transforming their soul and mind to further encompass the capabilities of Shade, lifting their spells, powers, and abilities into a new realm of use, expanding primarily their effects on the environment around the Resin Father.

 

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MECHANICS

  • The Shade Father who shall be being elevated to Resin is lead into a room with a Shade Gem, alone save for the presence of the Resin (one or more) who shall be aiding in the ritual. Over the course of six emotes, the Shade Father is made to stand before the Shade Gem while their hands, wrists, forearms, and upper arms are cut in multiple places, such that there is a steady, tricking stream of blood moving down the Shade Father’s arms. Then, the Resin will pull forth Amber from within themselves, forming it into a complex web to cover the numerous, bleeding openings along the Shade Father’s Arms. Once this web is established, the Resin will sever the connection to their Amber, clotting the many openings. After which, the Shade Father will be made to place their hands upon the Shade Gem, allowing its chaotic essence to sense the presence of the amber and the blood, allowing the energies to shift out and into the form of the Shade Father, bringing the amber in to mix with the Shade Fathers blood, not only changing the constitution of that sanguine essence, but as well the energies of Arun’Asna merging with The Parasite, fundamentally affecting the Shade Father’s soul.
    • Success in the Permuting Ritual is determined by a roll. A 70 is required to be successful if there is only one Resin present, 60 if there are two, 50 if there are three, or 40 if there are four or more. If the Shade Father has broken a tenant, in the last 1 IRL month, they must meet or surpass 95. If they fail the effects of their curse will double and become almost overwhelming for 3 IRL days. After that 3 day period they must wait an additional 2 IRL weeks before attempting the ritual again. Success requires that the Shade Father who gained Resin to post a Resin CA. In their CA they must name the exact Shade Gem used in the ritual.

 

REDLINES

  • If there are no living Resin, the LT shall decide at random which Shade Father shall be granted the opportunity to become one, trying again and again until someone agrees. If none of the living Shade Fathers want it, the Resin shall cease to exist.
  • A Shade Father is required to possess a TA in order to undergo this process.
  • There is no limit to the number of Resin that can exist at one time.

 

PHYSICAL AND MENTAL CHANGES
The moment that the Permuting Ritual completes, assuming success, the Shade Father will begin to undergo a series of rapid physical and mental adjustments as the raw chaotic energy of Arun’Asna becomes one with The Parasite, and through The Parasite fundamentally changes their soul. The most notable change is in the quality and experience of the Resin’s blood, which becomes like a thick, nearly black frothing substance, new altogether, a strange mixture of raw Amber and blood.

 

Spoiler

MECHANICS

  • The presence of extra Amber within a Resin’s system is capable of being pulled from to fuel the spells and abilities of Shade. The Points of Amber maximum for a Resin Father increases from 50 to 65.
  • All along the hands, wrists, and arms of a Resin Father will form a series of intricate tattoo-like markings, appearing in a dark black hue like Amber. These tattoos are permanent, and are incapable of being removed.
  • Physically, a Resin is ageless, ceasing their aging at the age at which they achieved this state. This prevents a Resin from dying of old age.
  • Resin are entered into a PK-clause when they are created, tied in directly with the Shade Gem they were connected to. So long as the Shade Gem they were connected to exists, an Exalted will be unable to be PK’d, simply reforming at Cloud Temple each time they are killed.
    • If the Shade Gem the Resin was formed at is ever destroyed, they will be immediately entered into a PK-clause state. This means that the next time they’re killed, they will be forced to PK.
    • If the Shade Gem the Resin was formed at is destroyed, and thus they are under threat of PK, the Resin may be re-bound to a new Shade Gem by repeating the ritual that turned them.
  • Mentally, a Resin suffers at a heightened level compared to that experienced by a Tier 5 Shade, normally. Unlike the Exalted, who are freed from their mental burdens in place of a broader weakness, Resin experience the mental downsides at a heightened level.
    • Resin Fathers are encouraged to consider the writing under Tier 5 of the Mental Weaknesses section of the Magic Lore, and simply take every facet up a notch.

 

REDLINES

  • The thickness and alien composition of a Resin’s blood makes it impossible for clean, clear blood flow to occur throughout a Resin’s form. As such, intense physical activity (climbing, running, extended combat, et cetera) will cause a Resin to become tired far faster than normal, losing the energy to continue at twice the standard rate.
  • Resin are ageless, in that sense immortal. They are only immune to death from old age.
  • When a player becomes Resin they MUST agree oocly to the PK clause, else the Permuting Ritual will fail. If the Shade Gem they were created at is ever destroyed, they enter into a permanent PK-clause state, meaning that the next time they die, it will be irreversible.

 

ENHANCED PASSIVE ABILITIES -- Combative
The elevated presence of Amber flowing through a Shade’s body further bolsters their passive capabilities. At the height of a Resin Father’s passive capabilities, mentalists and those specializing in mind altering magics will find it nearly impossible to penetrate the mind of the Shade, their attempts thwarted by the new-found intensity of the being’s strength. Only the most apt of Mental Mages could hope to break down or protect themselves from the overbearing impact of the Parasite. In addition to this, Passive Caliginous Healing now becomes extremely rapid in its effect, clotting around open wounds such that even once mortal wounds now become livable by the sheer speed alone at which the amber responds.

 

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MECHANICS

  • Passive Caliginous Healing clots open wounds instantly, rather than requiring one, or two, emotes to occur. The Point(s) of Amber cost remain the same.
  • By spending 4 Points of Amber, a Resin Father can allow the Amber utilized in Passive Caliginous Healing to set broken bones, fill fractures, and realign dislocated limbs, over the course of two emotes. The adjustments are permanent, flaking away once the damage heals naturally. Once the Amber has fulfilled its purpose (after the two emotes) the pain caused by the damage will be severely numbed, allowing it to be effectively disregarded.
  • The Resin Shade becomes highly resistant to alcohol and drugs, doubling the amount of the substance required in order to render a Resin Father intoxicated, or high.
  • Attempts to breach the mind of a Resin Father are met with an intensity of harassment so great, beyond that which occurs within normal Shade, that a Mentalist, or other magi capable of such feats, will be unable to focus their casting within the head of a Resin Father.

 

REDLINES

  • What is meant by ‘instant’ is that in the response emote to receiving damage, a Shade would also emote, assuming they haven’t toggled off the healing, the wound becoming clotted within seconds (nearly instantaneous).
  • This clotting is still limited in its extent, and as such will not save a Shade from grevious wounds (lost limbs, being stabbed, large gashes, et cetera), damaged organs, and other life-threatening situations.
  • The caliginous healing ability may only be used out of combat.

 

RESIN OBELISKS -- Non-Combative
Unlike Mana obelisks corrupted with Amber, corrupting a Mana obelisk with Resin-Amber results in a more potent effect. The corruption process is unique to that which is conducted via standard Mana corruption, as the Resin Father has to pull the Resin from their bloodstream in addition to the Amber from within their corrupted Mana pool. Once this process is complete the obelisk will start to shift in its appearance, becoming fully enveloped in darkness as the Amber spreads from the point at which it was touched. Over the course of several hours thereafter, the obelisk will become splattered with dark red blotches of colour that shift and move about the pillar on their own accord. 

 

The imbuement of a mana obelisk with Resin lasts for two weeks, unlike standard Amber imbuement which lasts for a single week. During this time the environment about the obelisk, whether natural or man-made, will become corrupted by the influence of the Resin imbued pillar, warping the land into a dark and desolate place. All natural life, such as grass, shrubs, trees and so on will die off, replaced with piles of tenebrific stone taking the shape of the objects they replace. These effects are not limited to the land, however, as even the atmosphere around these monstrous constructs becomes oppressive and edged with malice, felt by even those most hardened of mind.

 

Any non-Shades who enter this area will be overcome with an intense feeling of dread (impending doom, paranoia, nihilism). If those non-Shades remain within the corruptive aura of the obelisk for too long they will begin to experience the mental aspects of the Shade curse, suffering auditory hallucinations of varying capacity as their mana becomes slowly overtaken by Amber.

 

Spoiler

MECHANICS

  • Corrupting the Mana within an Obelisk with Resin-Amber follows the same standard process of Mana Corruption, however the Resin Father simply needs to spend an additional two emotes drawing the Resin from their system to be added to the Amber being pumped into the Mana Obelisk.
  • Unlike standard Mana Corruption of a Mana Obelisk, Resin Obelisks do not act as batteries from which to draw Amber.
  • Over the course of 1 IRL week, a 15 block wide circle of corrupted land will form around the Resin Obelisk.
  • Once a non-Shade enters the corrupted area, they will, over the course of a three emote build up, become affected with a feeling of intense Dread (impending doom, paranoia, nihilism) that will persist until they leave the area. If they remain in the area for an additional 5 emotes, they will also begin to experience auditory hallucinations of distant, distracting whispers.

 

REDLINES

  • The Resin Obelisk needs to be refueled (repeat the creation process) every 2 IRL weeks, or, over the course of 3 IRL days, the corrupted circle will shrink and disappear.
    • This process can only be repeated 5 times before the Resin Obelisk will start to crack and crumble into a pile of rubble, as the effects of the Resin causes intense stress on the Obelisk itself. Once the Obelisk crumbles, the corrupted zone will shrink and disappear over the course of 3 IRL days.
  • Region Owner consent is required in order to create this corrupted zone via use of Resin Obelisks.

 

RESIN MARKING -- Non-Combative
Unlike the Amber standard, Resin Marking utilizes the subtle deific chaotic energies of the Resin within a Resin Father’s system to broaden the scope of the capabilities of Marking into three distinct categories. While holding the same appearance from mark to mark, the intent of the Resin Father is what is important, for the purpose behind their marking will determine the effects of the sigil upon the person affected.

 

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MECHANICS

  • Application of a Resin Mark functions in the same was as the standard Shade ability, Marking. However, Resin Marking has two key differences. Firstly, the Resin Father must spend two additional emotes, on top of the standard four, to pull the Resin from their system to combine with the Amber utilized in the mark. Secondly, the Resin Father must formulate the structure of the Resin in accordance with the mark they seek to apply, following one of three key patterns to achieve the desired outcome.

 

Mark of Resilience

  • The pattern of the Resin for Resilience is a triangle, applied to the Amber and then placed upon the intended target. 
  • Possessing the Mark of Resilience makes the individual utterly immune to Dread (impending doom, paranoia, nihilism) effects caused by Shade’s Aura of Dread ability. Both the passive and active variations of the ability will have no effect whatsoever.
  • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.
  • At most, a Resin Father can have three active Resilience marks at once.

 

Mark of Creation

  • The pattern of Resin for Creation is a ‘V’, applied to the Amber and then placed upon the intended target.
  • Possessing the Mark of Creation will allow the affected individual to create a prosthetic limb out of raw Amber. In order for this to occur, the Resin Father gifting this mark has to pass over an additional amount of their own Amber for the marked person’s utilization.
    • Prosthetic leg (includes feet and toes): 15 additional Points of Amber.
    • Prosthetic arm (includes hands and fingers): 10 additional Points of Amber.
    • Prosthetic hand/foot (includes fingers or toes): 5 additional Points of Amber.
    • Prosthetic finger/toe: 2 additional Points of Amber.
  • These prosthetic limbs are not perfect, and do not cope seamlessly with the body they are attached to. Prosthetic legs will not function without err, inducing some minor piercing pain around the area they are attached to, thereby causing the affected individual to limp. Prosthetic arms may twitch to shift of their own volition, making their use in combat or for acute tasks like rolling the dice. Prosthetic hands or feet will cause similar piercing pain as a prosthetic leg does, but more minimally, such that it is hardly noticeable. Prosthetic fingers and toes function normally.
  • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.
  • At most, a Resin Father can have three active Creation marks at once.

 

Mark of Tumult

  • The pattern of Resin for Tumult is a ‘W’, applied to the Amber and then placed upon the intended target.
  • Possessing the Mark of Tumult will cause a subtle shift in the personality, and thought processes, of the affected individual. They will begin to adopt more anarchic, libertarian, or generally independent viewpoints concerning the world and its aspects. They may find disagreements with law codes and restrictions where previously they were content, they may desire freedom from social expectations or relationships where previously they were comfortable, or any other subtly chaotic shifts.
  • This mark lasts for 1 IRL week before fading automatically, needing to be reapplied.
  • At most, a Resin Father can have three active Tumult marks at once.

 

REDLINES

 

Mark of Resilience

  • The triangular formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.
  • Dread (impending doom, paranoia, nihilism) effects caused by other aspects of Shade (corrupted Mana pool, Resin Obelisk, et cetera) are not blockaded.
  • Four emotes are required to use this mark.

 

Mark of Creation

  • The ‘V’ formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.
  • The limitations/side effects of the prosthetics must be roleplayed as they are described. Perfectly functioning Amber limbs are impossible (save for fingers/toes).
  • The Resin-Amber limbs cannot be manipulated, drawn from, or otherwise utilized by a Shade as a fuel for their casting.
  • Four emotes are required to use this mark.

 

Mark of Tumult

  • The ‘W’ formation of the pattern with the Resin onto the Amber must be clearly emoted throughout the process of its application.
  • By no means is this a major, serious, or otherwise an impactful shift in the personality of the affected individual. It is subtle, small, and minute. At the end of the day, it is up to the affected individual to take it further, as they are not forced to. This mark is specifically designed to try and promote roleplay and character development by making slight adjustments to the way a character views the world.
  • Four emotes are required to use this mark.

 

STRENGTH OF NIGHT -- Combative
Despite the standard lul of the thick, frothing Resin-Blood within a Resin Father’s system, Strength of Night is a unique strength-boosting capability that allows a Resin Father to bolster the blood flow within their system, pumping Resin into their muscles for artificial inflation and a temporary strength boost. Whether being utilized for tasks such as: lifting heavy objects, pulling open jammed doors, increasing one’s striking power, or otherwise, Strength of Night permits a Resin Father to momentarily bypass their lethargic downside.

 

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MECHANICS

  • By spending 15 Points of Amber, a Resin Father can begin to bolster the movement of the Resin-Blood within their system, pumping up their muscles temporarily, and artificially.
    • The first two emotes of this process yield no muscular benefit. The next three emotes slightly increase the Resin Shade’s muscular strength, bringing the Resin Shade up and up, a bit, nearing the olympic maximum. The fourth and fifth emotes are when the Resin Shade reaches that olympic level. This state can be sustained for a maximum of five emotes thereafter, however for every emote after the fifth, the Resin Father will start to suffer muscular and other bodily tears. If Strength of Night is sustained for as long as possible, the Resin Shade, once out of the ability, will be in extreme pain, unable to move, or utilize what strength they had, without serious medical assistance due to immense muscular tearing.

 

REDLINES

  • Strength of Night is a whole-body boosting of the Resin Father’s muscular strength.
  • Once stopped, Strength of Night will fade quickly, ceasing totally one emote after the Resin Father emoted stopping the flow of Resin into their muscles.
  • A Resin Shade can still cast/utilize their other Shade spells and abilities while using Strength of Night.
  • Two emotes are required to start casting Strength of Night, allowing for it to be continued five emotes after.

 

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P U R P O S E  A N D  C R E D I T

PURPOSE

Magic Lore for Shade, another rewrite. Why? The Loregames, but more importantly, Shade in its current iteration is bloated and confusing. There are waves of bloat in the way that abilities are described, there is lacking clarification in mechanics and redlines, and there are just issues overall, whether with balancing or comprehension. We sought to clean up the issues, and to expand upon Shade by combining abilities, splitting Amber Manipulation into combative and non-combative, allowing for unique aesthetic pursuits, and such. Within LotC’s canon Shade is a methuselah, and is unique in its operation. There is no current magic that matches Shade’s aesthetic, its means of function, nor its abilities and spells, save for parts of a few which may share some subtle similarities. Five slots? I hate magic stacking. Shade itself is more than capable of severely impacting someone’s own roleplay, and through that bringing about tons of new roleplay. The last thing desired is for Shade to be a power grab on someone’s dark magic train. We sought to find a happy balance between five slots and content without going overboard with power.

 

Playable CA for Shade, Daeva again? No. Why? Daeva were broken and overpowered. Considering some of the feedback we received about Shade and outlets for RP it might be missing, in addition to some of our own thoughts and ideas for the magic and its direction, we wanted to try and insert a unique “endgame” that was fairly balanced, and not utterly combat oriented. Our hope is to further the roleplay potential for Shade, not to create a circlejerk elitist creature. Exalted were designed to act as a sort of “shepard”, creatures with a mindset that is deliberately modified to adhere to Arun’Asna’s wants and desires. This instills them with an innate desire to pursue/bring about anarchy, with a further drive to manipulate the people around them, Shades or not, to knowingly, or unknowingly, aid in this goal. Resin were designed to act as a unique topper to Shade, providing them with a number of non-combative and environmental abilities to drive roleplay even further, outside of the general capabilities of a Shade. Additionally, Strength of Night was moved up from normal Shade, modified heavily (so things are clear and it isn’t broken Olog strength anymore), and given to Resin as a combination temporary activitable balancing for their weakness, and because it made more sense because of the nature of the Resin substance within a Resin’s system.

 

CREDIT
Writer: Lukariatias
Primary Consultation: Lackless_
Additional Consultation: Abyssus, Arzota, Assassinofawsome, ElevatorMusic, heretichour, Kaelan, Kanadensare, Keening, Sug, Tahmas, and TheAlphaMoist.
Art: ChrisCold

 

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R E F E R E N C E  P I E C E S

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n8yqf7171b611.jpg

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Now that, Is epic.

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1 minute ago, Tato said:

It promotes an ‘upgrade’ and meta-build –also permitting the shade to basically have Naz’therak (save for summoning Inferi: but Lore Games are directing that only a single imp, if one were to use em, would he allowed in a combat encounter – ie. they’re not missing much). 

 

Having Zar’akal does not mean that you have Naztherak. Zar’akal cannot, by default (by being a Zar’akal), utilize any of the abilities of Naztherak. I contacted a Lore Manager about it, and I am waiting on a clarification answer as to whether or not a Zar’akal can become a Shade, by, of course, dropping Naztherak.

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what if.. my character got shaded by yours ah haha.. just kidding..

 

..unless?

 

just kidding please don’t corrupt nemir

 

 

 

unless?

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can I get a tl;dr to review this

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Finally my ERP fantasies will come true once again!

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good read

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damn, this is what you call an extensive post ;o

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