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[✗] [CA Race Lore] - Homunculi


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The hunt for an ‘elixir of life’ is one of the most well known, yet most taboo pursuits of an alchemist. In most known cases, it results in either death, or more infamously, the death of just the soul. When attempting to cheat death, the alchemist has ended up creating a false mimicry of life. The elixir tears the soul apart, leaving nothing behind in a body that has been irreversibly altered by an ambitious concoction, for better or worse. They only remain functional through the complex formulas keeping their brains active. Of course, that is simply the origin. As time passed, some alchemists pursued the creation of homunculi with full knowledge of what they might be doing, rather than as a mistake borne from passion for the field. 

 

Creation

There is no one recipe or combination of symbols that can create the ‘elixir.’ In general, it is a combination of many powerful reagents, with the most perfected homunculi being born from the focus of a particular element.

 

Spoiler

 

Creation of Homunculi:

-Credit to Beordan-

Note: This information is scarcely known; do NOT metagame.

The creation of a homunculus first involves an alchemist who has available to them the tools of an artisan: vials, precise scales, grinding implements, cutting implements, crucibles, apparatuses for distilling, and other such items as may be required for the steps of reagent preparation and final mixing. For the simplest of homunculi--for the fiends--there is little which the creator may require beyond common reagents and the above tools. The alchemist may be largely unaware of what they are creating, and many times it is from blind curiosity or misguided goodwill that these creatures are brought into the world, rather than any ill intent. There is no single way to produce a fiend, and if there were such a common method, the creatures would not be nearly as chaotic as they are. In one case however, a fiend’s creator may begin with what they feel to be the most logical starting place; the body. They’ll combine reagents clumsily in a tub or tub-like vessel; ones which represent endurance and might like that of the heart; ones which embody--often too much in one way or the other--the flexibility of the flesh and its toughness against just enough of life’s dangers; the ones which--as they would think--reflect the brain and its adaptability, its swiftness, and its general capacities; and the list goes on. But this is where failure is inevitable--the alchemist who arrives here with only his potions and determination, no matter how great, will still lack the body--the template--which is needed to grant shape to any greater homunculus. They may try as they might with false skeletons and the scraps from long-dead beings, yet they’ll only be able to create chaotic amalgamations at best.

The alchemist who realizes the futility of trying to create homunculi from scratch may then take the next step; obtaining a corpse. It is grisly work at best, and not for the morally upright or squeamish. But the determined alchemist will find a corpse fresh enough that if nothing else, still bears a mostly-intact brain and heart. They will bring it into their workspace, and attempt the process as before. In an ordeal that is nearly more butcher-work than alchemy, the formerly vital and sense-related organs will be ripped out, tubs of especially-mixed draughts will have the organs submerged in them until saturation, and the potion-infused pieces will be replaced as best as may be done, with the temporary exception of the brain. Then will come the thick alchemical sludges in which the whole body is submerged, designed to replace--or sometimes fabricate--bones, muscles, fat, and flesh. One is poured after the other, with times allotted in between each one for the material to settle, saturate its target (if any exists), and “cure,” with the excess being drained from the vessel or manually removed to reduce contaminations, which could manifest later as hideous patches of bone or muscle jutting out through the flesh. Eyes are then removed from their solutions and returned to their sockets, or fabricated with the eyes of similar creatures being used as a base. Finally, the alchemist reopens the skull and places the brain within, where it is accompanied by all of the fluids in which it was submerged. A fire is lit or magic is used--heating the vessel and incubating its contents--so that slowly, the excess liquids evaporate and the deviant awakens.

By now, the alchemist has thought deeply upon the creation of homunculi. They have experimented, made and remade their concoctions, and even changed their methods. It’s realized that salvaging a decaying corpse or producing a false body will no longer suffice. They must turn to the best-functioning examples of life--the living Descendants--and build upon what has been so naturally provided to them. First the alchemist must begin with the creation of a peculiar potion; an elixir of purification. Its name is a comforting way of describing the horrendous effects--ones which gradually cause the body to be brought into a state of paralysis, then seep further into the mind to destroy memories and almost all of the behaviors associated with them[1]. The elixir’s effects conclude when it has reached far enough into the mind to cease all of the body’s autonomous processes, thus killing it. One should note that while very potent in its effects, the elixir of purification requires at least two liters (just over half a gallon) to be absorbed by a body in order for its effects to be of any value. It cannot be used to tip any sort of weapons effectively, and indeed any subject who exerts themselves physically will find that the draught is incapable of lingering in their mind and subduing them.

When the alchemist has captured a living Descendant and administered the elixir, they will have a brief window in which to perform the next steps of the conversion process. They will need to have already acquired the most potent reagents found within the realm. These will need to have been prepared appropriately through a variety of processes, often taking a great deal of time to complete. Then they will need to be combined. This time the alchemist uses two separate bases; a thinner liquid base for the subject to drink immediately after the purification elixir, and a much thicker one for them to be submerged in. The ingredients are mixed so that either of the bases contain only two of the non-opposite alchemical symbols: air and fire or earth and water. With the subject being given the first potion and placed within a clean, unreactive vessel, the much thicker--and ultimately more meaningful[2]--sludge is poured over the body. The vessel is heated as was done for the previous types of homunculi, and the aberrant awakens.

Of course, this is not the end. The alchemist has come tantalisingly close to perfecting the homunculus, only to fail by the slightest misjudgement. They realize that their methods are sound, yet there is a step further to be taken. One that will free their homunculus from the final few weaknesses of Descendant flesh and blood. They perform their grisly deeds another time. A Descendant is captured, processed with the elixir of purification, and placed within the vessel. Then they are given the draughts which will convert them--but these are not based in alcohol or even the purified water so commonly used in alchemy. To bring their creation to its greatest state yet, they must replace these common and “pure” bases with ones which come directly from the elements[3]. A fire homunculus would be based in tar or ashes; a water homunculus would require unpurified water from various natural sources, such as oceans, rivers, and lakes; an earth homunculus would be based in a mixture of mercury, sand, and any other sort of pulverised rock; and an air homunculus would require a sealed vessel to be filled with a base of various natural gases and vapors. After succeeding in preparing and administering the elemental draughts, the Descendant is left within the vessel. Heat is supplied to hasten the process. After a full day, the doppelganger awakens.

 

Note: A homunculus may keep skills that they had prior to the transformation (language skills, weapon proficiencies, crafts, etc.), but they lose all other memories and do not learn anything new upon transformation. 

Note: The most prominent symbol used in this portion will determine the elemental type of the aberrant.

Note: When using the elemental bases, the alchemist must still have the appropriate symbol be the most prominent/most abundant. If this symbol does not match, creation will NOT succeed.

The Elixir of Purification

-Credit to Beordan-

Note: This information is scarcely known; do NOT metagame.

The successful creation of higher tiers of homunculi relies on a concoction called the elixir of purification. Its purpose is to purge the identity and force the body into a sort of stasis, so that the alchemist may ensure their subject is as clean a slate as possible before beginning the conversion process. 

After administering a correctly-made elixir of purification, there should be a certain sequence of effects. The imbiber will first seem to grow weaker and more sluggish as their mind enters a state of low activity. If they are unrestrained and have the willpower to stay in motion through these first effects, they will surely exhaust the draught’s power before further harm is done. Otherwise, they will rapidly begin to fade from consciousness . Their whole body will flush with the rush of blood to the outer layers of the flesh, then become increasingly pale as that blood is purged of its color. Rapidlythe body will begin to sweat and lose heat. Its pores will open up to prepare for a more efficient absorption of some alchemical substance--doubtless the sludges that have the power to create a homunculus--And the brain of the subject will gradually shut down most unessential processes. The sensory organs cease transmitting information, digestion comes to a halt, and conscious thought ends. 

Following that, there is a window of perhaps one single hour in which the body will remain functionally alive. If it is not processed during this time, the elixir’s effects will extend to shut down the heart and brain. Impurities will plant themselves in the dead body; ones that shall manifest upon rebirth as the mutations and deformities found within Aberrants as well as Deviants.

Reagents:

  • Three strong symbols of air (purity, calmness, sleep)

  • Two strong symbols of water (fluidity, coldness)

  • One strong symbol of earth (death)

  • One strong symbol of fire (destruction)

 

  • You must possess the appropriate GFA to create the elixir of purification.

  • The elixir of purification cannot be used to tip weapons.

  • The alchemist must learn to make the elixir of purification before creating any aberrant or doppelganger-level homunculi. Any attempts to do so without having learned and received the appropriate GFA will result in the creation of deviants.

 

 

Tl;dr

Homunculi other than Fiends must be created from a character who has PK’d either previously (in the case of deviants), or upon creation (for aberrants and doppelgangers). Fiends can be played by their creator with area emotes as smaller constructs, like Atronach drones.

 

Physical Description

The body of a homunculus depends on the tier and the type. Doppelgangers, the most ‘perfect’ form of a homunculus, are birthed from a perfect balance of the intended elemental symbols in the creation elixir. When the balance is slightly off, an Aberrant is created. A significant imbalance with crude methods results in a Deviant, and a rushed elixir with still more crude methods and the minimal functioning amount of ingredients creates a Fiend.

Common features among all homunculi include the fact that they are medically dead. A homunculus’ organs are left in nonfunctional stasis, including a lack of reproductive organs. They are able to breathe, eat, or drink if they wish, but have no need to do so (played with the Necrolyte buff). Homunculi still have limited stamina like any person, but it regenerates naturally rather than from eating or drinking. A lack of functioning organs means that there is nothing for poisons or diseases to damage, n'or anything for alcohol, drugs, or consumable potions to affect. This also results in the flesh of most homunculi having the same temperature as their environment, akin to a cold-blooded creature.

 

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Skin by Beordan

Fiends are the least humanoid of the homunculi, and the only ones that can be created from scratch or mismatched parts rather than using a pre-existing body as template. They often suffer from grievous deformities such as misshapen limbs and skeletal structures, which can result in things like rickety exoskeletons, short claws, or even disfigured horns. Even the organs of these Fiends may end up dangling outside of their bodies, though they remain inert. 

Deviants are more humanoid than their predecessors, but still have very clear deformities. They retain their original features, though one attribute is unusually exaggerated while the rest are significantly weakened. The most common results of this are the growths of disproportionately large muscles in either the arms or legs, or flesh so tough that it greatly restricts movement at the joints. Unlike Fiends, their bodies  are structured mostly alike to the body that they were birthed from. But still, they find themselves marked by the hideous blemishes, discolorations, and unnatural scars associated with the methods used to create the lower tiers of homunculi. 

Aberrants are when the elements used in creation are finally able to distinguish themselves. First off, the inert blood is replaced with a representation of the element; water (phase varying depending on the environment), sand or gravel, flames or ash, and air (along with another nontoxic, opaque gas). Seeing as they have fire running through their veins, fire homunculi are the only ones that feel warm to the touch. The elemental distinction tends to result in body-wide discoloration in the direction of the given element; blue, yellowish-brown, red, or white. Besides this discoloration they will have at least one other mutation or deformity, included in their description and visible on the skin.

 

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Doppelgangers are the highest known level of perfection that a homunculus can achieve. Just like with Aberrants, their blood is replaced by their element, though their discoloration is to a much lesser degree. Additionally, any scarring that they had in life is smoothed away, leaving them looking completely pristine. Even lost limbs regenerate upon creation, and they retain all physical features from their previous body. At a glance, doppelgangers are nigh indistinguishable from regular descendants. 

Tl;dr

Homunculi retain physical features of their original body, with less deformities as they increase in tier. They are functionally dead, with organs in stasis. The blood of Aberrants and Doppelgangers is replaced by a manifestation of their element. 

 

Strengths and Weaknesses

For the sake of this lore, physical abilities will be classified by the use of Parameters (think Ability Scores in D&D, but with letters instead of numbers). These Parameters are Strength, Endurance, Speed, and Dexterity (The parameters will be referred to in this order. Homunculi should keep track of this using their prefix or persona description. For example, a homunculus' emote could begin with something like 

 

[A/B/D/C] Marcy (rest of emote) or include "Strength A, Endurance B, Spe ed D, and Dexterity C." In the persona description. 

Strength refers to physical strength (lifting and punching). 

Endurance refers to the toughness of flesh, general survivability, and stamina.

Speed refers to maximum running speed as well as the speed of the limbs. 

Dexterity refers to both fine motor skills and reaction time. Parameters are clarified through ranks, which are as follows. The formatting fits as

  • Rank: Examples of things that fit into that rank to use as a reference
  • E: Starving child (Speed: 5 blocks/emote)
  • D : Strength/speed/endurance of an average Voidal mage, agility of someone who has been awake for 10 minutes (Speed: 7.5 blocks/emote)
  • C : Average performance of a human (Speed: 10 blocks/emote)
  • B: Performance of a very experienced knight) (Speed: 12 blocks/emote)
  • A: Orc's strength/durability, Kha's speed and dexterity (Speed: 13.5 blocks/emote)
  • A+: Olog strength, durability of a solid atronach, speed and dexterity of a master monk (Speed: 15 blocks/emote)
  • EX: Golem’s durability/strength, agility of a fly (Speed: 17 blocks/emote)

A Fiend’s physical ability varies, but is always a distribution of five points among their parameters, decided by a series of rolls upon creation. One point represents a one rank increase in a parameter, with each one starting at E-rank. For example, a fiend could have each of its parameters at D rank, or two at C and two at E, et cetera.

A Deviant’s physical ability is more set in stone. On creation, it is decided to have either Strength, Endurance, or Speed at rank A+ (this is a choice of personal preference, but is still subject to the racial limitations as covered below), while all other parameters are locked to D rank in representation of their one exaggerated attribute.

Past the deviant variety of homunculi, the elements and methods used during the creation have become so pure that they manifest themselves in their own unique ways. Reflecting this, each type gets their own bonuses and penalties based off of the most prominent elemental symbols used in their creation, as covered in the Creation section of the lore. Parameters of rank EX and A+ are unaffected by bonuses.

 

Water homunculi have their dexterity and endurance increased by one rank, and their strength decreased by one.

Earth homunculi have their strength and endurance increased by one rank, and their speed decreased by one.

Fire homunculi have their strength and speed increased by one rank, and their dexterity decreased by one.

Air homunculi have their dexterity and speed increased by one rank, and their endurance decreased by one.

Aberrants start with a C rank in every parameter, then have the bonuses and penalties of their element applied (E.G. an Air Aberrant would have [C/D/B/B]).

 

Doppelgangers have the unique ability to constantly change their physiology. This ability has very little visual effect, and only changes the physical abilities. Similar to Fiends, Doppelgangers have a pool of 16 points that they can distribute among their parameters however they wish, along with type-granted boons and banes. One point is equal to a one rank increase, with all parameters at E rank before any points are used. Increasing a parameter from A to A+ or A+ to EX costs 2 points instead of 1. Evenly distributed, this means a Doppelganger can have three parameters balanced at A, excluding elemental alterations. The distribution is determined upon creation, but a Doppelganger can spend 3 emotes of focus (similar to casting a spell) to redistribute these points. During the redistribution, their parameters will all be reduced to E level. If interrupted mid-distribution, their stats will all remain at E until the process has been fully completed (use what would have been the remaining emotes, plus one for the resumption). Up to 8 points can be applied to one parameter, representing an EX rank ability. 

There are limitations on how high a homunculus can raise its parameters based on the original race of the body used. In the case that a body is a mixture of one race with a limit and one without, the limit is increased by one rank (I.E. a halfling/human hybrid would have a Strength limit of A rather than B). 

Spoiler
 
 
 
1
Spoiler

Redlines

  • The maximum Strength of a homunculus made from a halfling is B. 

  • The maximum Strength and Endurance of a homunculus made from a child is B, along with other limits based on its race.

  • The maximum Speed of a homunculus made from a dwarf is A.

  • The maximum Dexterity of a homunculus made from an orc is A.

  • The maximum Strength of a homunculus made from an elf is A. 

  • Type bonuses will not raise A+-rank parameters to EX.

  • High Dexterity doesn't mean you can dodge every attack. You still need to be fast enough to do so. E.G. A homunculus with EX rank dexterity and poor speed still won't be able to dodge a blow that they aren't expecting that a normal person couldn’t dodge, nor will they be able to dodge high-velocity attacks such as arrows, crossbow bolts, and many projectile spells. 

 

Tl;dr

Strength, Endurance, Speed, and Dexterity clarified via parameters. Think Ability Scores but with letter ranks instead of numbers. Fiends & Doppelgangers have points they can distribute among these parameters (each starts at E, the lowest rank), with each point spent increasing one parameter by one rank. Fiends have 5 points, and Doppelgangers have 16 plus their type’s bonuses and penalties. 

Deviants have either their Strength, Endurance, or Speed at A+ rank, with everything else locked at D rank. Aberrants have every stat fixed at C rank, but with bonuses and penalties applied based on their element (same as Doppelgangers). 

 

General Weaknesses

On the spectrum of weaknesses, there are only a few that are shared among every type. Aurum weaponry treats the Endurance of every homunculus type as if it were 3 ranks lower (A rank becomes D, etc). 

Homunculi lack a soul, so their body is incapable of producing mana. Their blood lacks any genus for blood mages to make use of, though that doesn’t mean there isn’t an alternative. A homunculus’ body is constantly under an anesthetic effect, rendering their flesh partially numb. They can still feel pain and other physical sensations, but to a lesser degree than descendants. Elementalist shamans can manipulate the elemental body of an Aberrant or Doppelganger in a way nearly identical to a Blood Mage’s bloodbending. Alterationist mages may place mana anchors within the bodies of homunculi, and manipulate them that way. (E.G. a telekinetic throwing a homunculus, or a transfigurationist feeling the homunculus and later altering them.) The lack of a soul means that a homunculus is unaffected by malflame. This also makes them incapable of learning any magic that requires a soul or mana. As of writing this lore, the only forms of magic that a homunculus could learn are Kani, and most applications of Further Alchemy, though they themselves cannot become afflicted.

Tl;dr

Homunculi are weak to gold. Elementalist Shamans can bloodbend Aberrants and Doppelgangers of the same element, and Alterationists can affect homunculi with their magic. Homunculi cannot learn magic that requires mana or a soul.

 

Elemental Type Weaknesses and Differences 

(Applies only to Aberrants and Doppelgangers)

Water homunculi are particularly weak to electricity due to how well it conducts through them. They find themselves stunned by it far easier than the average person, and sustain more damage from it in general. Additionally, bladed weapons cut through them much easier. Armor is ineffective against slashing attacks (the impact is still felt), which treat its endurance as rank E. After getting struck with a slashing attack, a water homunculus’ parameters are reduced by 2 each for their next two emotes. On the plus side, the water running through their veins makes them more resistant to changes in temperature, granting them a specific heat capacity roughly equivalent to that of water. Their body adapts even in the case that their blood is frozen or evaporated - the ice crushes and continues to flow as slush (after causing significant internal damage), while steam passes as normal. As part of the inferiority of aberrants to doppelgangers, water-type aberrants have the characteristic of appearing slightly bluish and having unusually oily flesh and hair at all times.

 

Earth homunculi begin to erode rather quickly when exposed to high or focused winds, or high-speed/pressurized water. The only natural phenomena that would begin this process would be wind speeds akin to hurricanes, along with river rapids, whirlpools, and tidal waves, though focused winds and water from various mages have a much more devastating effect. Skin and flesh rapidly flakes away, deteriorating the homunculus’ body. Additionally, blunt, chipping weapons are especially effective. Armor is ineffective against blunt attacks (the impact is still felt), which treat its endurance as rank E. After getting struck with a blunt attack, an earth homunculus’ parameters are reduced by 2 each for their next two emotes. Earth homunculi are significantly denser than any descendant, comparable to a golem’s weight. It is nigh impossible for one to swim, and quite difficult to move them. Earth-type aberrants bear ashen skin which is always callused and flaking, with superficial cracks appearing at their joints.

 

Fire homunculi are, of course, extremely adverse to water. Water acts like a powerful acid, such as sulfuric acid, when touching the flesh of a fire homunculus. This leads to burns, and even melting of the flesh from sustained contact with larger amounts.A 2-rank decrease to all parameters occurs when a fire homunculus is restricted too much, such as by hoods, armor, hydrophobic clothing, a tarp/blanket,  or something crushing them from the top (for example, another person). A 1-rank decrease to all parameters occurs if the homunculus is constricted or stuck in too cramped of a space (surrounded on all adjacent sides). Fire homunculi do not need to breathe, but they do need access to air, or they will slowly wither and die. Fire-type aberrants show dry, reddish, easily irritable flesh which may never be moisturized.

 

Air homunculi are extremely flammable. A brief moment of skin contact with fire is usually enough to catch them alight. Fire spreads twice as fast and burns twice as hot when in contact with an air homunculus’ body. This doesn’t mean that contact with fire is certain death, as it can be put out if handled fast enough (albeit this is rare, the homunculus must handle it immediately), but it will almost always cause significant, crippling damage. Additionally, they are extremely weak to stabs and other piercing attacks. Armor is ineffective against piercing attacks (the impact is still felt) and treat its endurance as rank E. After getting struck with a piercing/stabbing attack, a homunculus’ parameters are reduced by 2 each for their next two emotes. On the opposite spectrum of Earth homunculi, Air homunculi are extremely light. They find it exceedingly difficult to sink (this does not mean they can walk on water), for example, and are thrown around quite easily, though they also fall much slower than a regular person, only a little faster than a feather or sheet of paper. Air-type aberrants have skin which is unusually transparent and pale, making their false veins and blood vessels much more readily viewed.

 

Tl;dr

Water homunculi are weak to bladed weapons and electricity, but are resistant to changes in temperature. Earth homunculi are weak to fast/pressurized air and water, as well as blunt weapons, but are very dense. Fire homunculi are weak to water and cold temperatures, and being constricted. Air homunculi are very flammable and light, and weak to stabs.

 

Death & Respawning

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A homunculus dies after its body sustains a sufficient amount of damage. Loss of vital organs or blood doesn’t mean death, as they have no function, though destruction of the brain is always certain doom. A higher endurance rank means that a homunculus can sustain more damage, and the examples in the rank list should be used as reference. Try to use common sense, a homunculus won’t survive with half of its body destroyed, even at EX rank endurance. Upon death, aberrant and doppelganger-level homunculi disintegrate into their element (water, gravel/sand, ash, or air), and reform somewhere safe, losing all memory of the events leading up to the death as normal. Fiend/deviant-type homunculi break down into alchemical sludges and gas, which slowly gathers in a safe location to reform. Loss of memories leading to up the event occur, as with the aberrant/doppelganger deaths.

Fiends live for only a few days, while aberrants, deviants, and doppelgangers live ¼, ½, and the entire lifespan of their original race, respectively. As a homunculus grows closer to its age limit, full-body regeneration begins to take a bit longer, and signs of decay begin to appear on their body. Color drains in patches, small cracks appear in the flesh that do not regenerate. These are the signs that they need another dose of the elixir.

Tl;dr

Homunculi break down and reform somewhere safe upon death. Homunculi die after sustaining a large amount of bodily damage, similar to what their rank in Endurance implies. Respawn rules still apply.

 

Mental State

Fiends are the only type of homunculi that do not possess intelligence. They are completely animalistic, and rely on their primal instincts for survival. This means that they can even be tamed, with great effort and patience, though their short lives often discourage such attempts. Homunculi retain no memories from their previous lives, although they are capable of replicating a few of the skills possessed by their body’s previous owner, such as languages and crafts. 

The general mindset of any homunculus ranges from moderately-to-highly self-centered. Their actions are all performed with the notion in their minds that it should benefit them later on, and so any homunculus that performs a deed for someone else will expect--and often coerce--the person to do something in return. One universal constant among homunculi is the search for perfection. Ingrained in the mind of a homunculus is that they exist to become a perfect being, whether that was their creator’s intention or not. It is up to the homunculus what their definition of perfection is, but it often involves surpassing the weaknesses of mortals.

 

Water Homunculi often go with the flow of things. The one thing they yearn for beyond perfection is for a world that contains more water; liquid, solid, gaseous, or even alchemical water symbols. They want more of it in the world, and will do whatever they can to make that happen. Pollution of water is the one thing they absolutely cannot stand. In exchanges with Descendants, water homunculi will tend to behave in ways which provide them with a path of least resistance. They almost constantly keep a cool head, will adapt their opinions on a whim to mesh with the ideas of those who are nearby, and can be very noncommittal towards plans at the first sign that they may not benefit.

 

Earth homunculi are more quiet and stoic than any of their kin. On the other opposite end of water homunculi, Earth homunculi seek the expansion of the land. They wish to see more land, farms, and islands. They despise the corruption of the earth, but support the sustainable use of its resources. To many Descendants, earth homunculi would seem particularly slow and deliberate about their actions and speech. They often adopt a fatalist view of the world, but make no effort to speed up the course of nature. Their patience makes them seem impervious to insults--and while this tends to be true in the short term, it’s also true that earth homunculi hold the longest grudges.

Fire homunculi are emotional and volatile. They wish to see more fire in the world, though they aren't necessarily all arsonists. They love the barren, hot landscape of deserts and mesas, as well as the fiery nature of magma and volcanoes. On top of all this, fire homunculi love dragons, but see ones that don't breathe fire as disgraces. While a fire homunculus will probably be angry about someone cutting down a forest, they won't see it as an affront to all things perfect in the world. Most Descendants would find themselves needing to be extraordinarily cautious or very thick-skinned when interacting with fire homunculi, as their tempers tend to flare at even the slightest annoyances (or, at least, much easier than most). Those that manage to tiptoe around this fact would find that fire homunculi are also the most passionate of  their kin; when they have a goal in mind and the resources to complete it, they will push for success until they’ve consumed all of their means or been crushed.

 

Air homunculi are calm, collected, and analytical. They have two (somewhat contradictory) views for the world. First off, air homunculi want flatter plains for the wind to blow freely across. Second, they desire taller mountains and towers to bring the world closer to the sky. Plateaus are an air homunculus’ favorite natural formation. Air homunculi hate smoke, fog, and generally anything that pollutes or obstructs the air. In interactions with Descendants, they often come off as especially haughty and eccentric, as well as painfully logical. Blind faith in anything is often mocked by them, and they take their own views on things to be the only truths of the world.

As an existence that lacks a soul, a homunculus is incapable of feeling empathy. They are often perplexed by it, and consider it a weakness that can be exploited. The cleverer homunculi may figure out how to fake it decently through observation, but they will never be able to truly experience it. Guilt is a foreign concept to a homunculus--they feel only regret that they failed a personal goal.

 

Tl;dr

Homunculi don’t remember anything from when they were alive, but still retain some basic skills. Homunculi all search for some form of perfection, and see their elements as perfect. Homunculi are sociopaths. No empathy, but smarter ones can try and fake it when it seems beneficial to themselves.

 

Abilities

 

Upgrading - Noncombative

It is possible to upgrade a non-fiend homunculus to a higher tier; Deviant to Aberrant or Doppelganger, Aberrant to Doppelganger. This requires an entirely new creation elixir, which needs to be perfected to a degree beyond the original. See “Creation of Homunculi” below.

A homunculus retains all memories it had as a homunculus after being upgraded. Its lifespan is reset once upgraded. Upgrades can skip a tier (i.e. Deviant to Doppelganger) if the concoction (and method) used is perfected enough.

Spoiler

 

Redlines

A homunculus only retains memories it had as a homunculus. No memories from previous life are obtained during an upgrade.

 

 

Regeneration - Combative

All homunculi have a greatly enhanced passive regeneration factor. When they are created, the homunculus’ Soul Blueprint is imprinted on their body before it is lost. The body becomes completely stagnant, unable to change, leaving their supernatural regeneration to constantly strive back to their original state After sustaining damage, their bodies gradually return to the state they were in upon creation. Minor cuts and bruises heal within seconds, while larger wounds take considerably longer. Even after death, a homunculus’ body can regenerate as its enhanced body desperately clings to the world. As mentioned earlier, upon death, a homunculus disintegrates into its element (water, gravel/sand, ash, or air for doppelgangers & aberrants) or into alchemical gases and sludge (for fiends & deviants), and reforms somewhere safe, losing all memory of the events leading up to its death as normal. This puts enormous strain on the body and formulas sustaining it, which needs time to recover before it can resurrect again.

A single wound is defined as any amounts of damage to the flesh occuring at the same time. For example, if Wolverine stabbed a homunculus, the three claw wounds would count as one. However, if a homunculus cut itself to connect two wounds that occurred separately, that would count as three separate wounds. Regeneration times are listed below, based on the severity of the wounds.

Negligible Wounds (E.g. Paper cuts, bruises, splinters) - 2 emotes

 Minor Wounds (E.g. smaller cuts, shallow and thin punctures, broken fingers/toes) - 5 emotes

Moderate Wounds (E.g. lacerations around 6 inches long or ½ an inch deep, dagger or rapier-level stabs, hands/feet) - 8 emotes

Major Wounds (E.g. wide, deep stabs, broken forearms, lacerations up to 2 inches deep) - 11 emotes

Critical Wounds (E.g. Larger broken bones, lacerations deeper than 2 inches) - 12 IRL hours

Spoiler

 

Redlines

  • If for whatever reason an RP session takes 12 hours, critical wounds do not regenerate during that session. Only after.

  • If a homunculus dies 3 times in one week, it must PK.

  • Only one wound can regenerate at a time. The homunculus chooses what to regenerate and when, but they must be regenerating something if wounded.

 

 

Semiorganic - Non-Combative 

Being dead organic material without any complex mana signature, the body of a homunculus is partially transmutable. The flesh can be reshaped, recolored, or have extraneous materials fused to it. It cannot be hardened/softened, heated/cooled, or liquified. Additionally, runes can be carved into the flesh of a homunculus, though their functionality will be limited.

Transmuting a homunculus’ body still requires understanding. The only way to understand it enough would be either being a homunculus yourself, or Voidally Feeling one, which in itself would require a circle of two or more mages to have enough mana. Transmuting a homunculus takes twice as many emotes and twice as much mana.

Spoiler

 

Redlines

  • Transmuting a homunculus takes twice as much mana as transmuting something inorganic.

  • Transmutations revert back to normal after 3 IRL days due to the Regeneration ability.

 

 

Semiorganic - Combative

Of course, there are combative applications for the semiorganic nature of a homunculus. Weapons could be fused to the body to make disarming much more difficult, like ripping off a fingernail. Armored plating can also be fused to the body, though this will not alleviate the weight of the material. A runesmith’s runes can be carved into them, though will function at a maximum of third tier. The runes are treated as wounds and regenerate over 6 emotes. The regeneration can be delayed if the homunculus focuses on repairing other wounds. Homunculi are still in danger from these runes (for example; an air homunculus would almost certainly die if they activated a create fire rune on their body). Applying other forms of enchantment (Mystic hexes, transmutation enchantments, etc) are currently impossible.

Spoiler

 

Redlines

The homunculus cannot be hardened/softened with transmutation.

Runes carved into the homunculus max out at T3 and disappear after 6 emotes (the regeneration can be delayed if focusing on another wound).

 

 

Water Type Abilities

Spoiler

 

Water Homunculi: Blood - Non-Combative

The blood of a water homunculus is replaced entirely with water and snow. Homunculi can squeeze wounds to propel this water, though not at any dangerous speed or pressure. Additionally, the water is completely safe to drink for mortals. Blood regenerates due to the previous ability, so water from a single homunculus could quench the thirst of a small group (around 5 people) indefinitely.

Wounds must be a minimum of 1 inch deep. It takes 2 emotes; 1 to squeeze, 1 to propel the water up to 2 blocks away. 

  • Water propelled through this method cannot move at any dangerous pressures of speed. Think a garden hose. It can be disorienting at most.

  • Any poison/contaminants in the water would be purged within minutes due to the regeneration ability. Water would have to be poisoned and spewed within the span of ~5 emotes in order to be effective. 

  • The blood doesn’t make it harder for weaponry to pass through the homunculus.

 

Water Homunculi: Liquification - Combative

The active ability of a water homunculus is to liquify parts or the entirety of their body. Liquified body parts remain attached to the rest of the homunculus and are still manipulatable as normal, but act as a watery liquid.

It takes 2 emotes to prepare to liquify a limb or patch of flesh of up to 2 inches in radius. Body parts liquified by this method remain that way for up to 3 emotes. The entire body can be liquified after 4 emotes, which only lasts for two emotes, or indefinitely if the homunculus allows itself to collapse into a puddle. While in puddle form, the homunculus can use 2 emotes to reform as a solid in its normal shape. If the puddle is disturbed or separated, the homunculus suffers extensive gashes and bone fractures, and is forced back into its descendant shape. This ability can be used up to 3 times per combat encounter.

  • It is impossible to hold things with a liquified limb, but clothes remain attached for decency’s sake. 

  • While the body is liquified, dexterity is treated as two ranks lower.

 

Water Homunculi: Freezing - Combative

Water Homunculi are capable of creating an incredibly cold, currently unidentified fluid that, while it isn’t quite water, they can still produce minute amounts of as a complex mixture of primarily water symbols- just enough to surround a single hand, foot, or even their teeth. This fluid is so cold that it freezes just about anything it touches at a rapid pace. It is important to note that the homunculus themself is not immune to this effect. 

A water homunculus must spend 3 emotes to surround a single hand, foot, or their teeth in a fluid that acts identically to liquid nitrogen. They have an increased resistance to the change in temperature, but the area surrounded by the liquid will still freeze after 3 more emotes (the entire mouth if produced around the teeth). The frozen limb becomes as brittle as ice and unmoveable. This is treated as a lost limb in terms of regeneration, though it can thaw over 6 emotes if constant heat is applied, and regenerate fully after another 6 emotes. This fluid won’t instantly freeze a person, but it will very quickly cause ice burns on any exposed flesh, and exposure for 3 or more emotes will result in freezing of the contacted area - however, the liquid is slippery and makes it difficult for the homunculus to maintain a grip, limiting its combative use. Freezing other objects takes 2 emotes of sustained contact. The homunculus' body can store 8 units of this fluid at a time, with one unit used per emote. One unit is regenerated per IRL hour.

  • This cannot be used to discover nitrogen or liquid nitrogen, as the fluid is only an alchemical substance that acts similar to it.

  • Unless continuing to produce the fluid, it disperses after 1 emote.

  • This liquid cannot be used as a projectile, n’or will it surround any held items. 

  • If the homunculus completely freezes another surface with a frozen limb, that limb becomes stuck to the accompanying surface. Separation would require thawing or partial destruction of either the surface or the limb. 

  • The fluid does not regenerate during combat.

  • The fluid results in whatever body part it is being produced from to become very slippery.

 

 

Earth Type Abilities

Spoiler

 

Earth Homunculi: Blood - Combative

The blood of an earth homunculus is replaced entirely with sand, gravel, or pebbles. Homunculi can squeeze wounds to propel brief spurts of their blood (think pocket sand).

Wounds must be a minimum of half an inch deep. It takes 2 emotes; 1 to squeeze, 1 to propel the blood up to 2 blocks away. Additionally, the makeup of the Earth Homunculus’ body causes it to be much more dense, weighing around 10 times as much as its descendant counterpart.

  • While the pebbles/sand/gravel cannot move at dangerous speeds, it is possible it could cause minor cuts.

  • The blood doesn’t make it harder for weaponry to pass through the homunculus.

  • Being heavier does not make the homunculus stronger or more durable.

 

 

Earth Homunculi: Melding - Combative

Earth homunculi possess the ability to temporarily merge their body into the surface of dirt, sand, clay, gravel, or stone. It is seen as them either sinking into the ground, or shoving themselves against a surface until they disappear into it.

It takes 2 emotes to meld completely into a surface, in which the homunculus can only move 3 blocks per emote. It takes 2 emotes to re-emerge, though, it only takes 1 emote for an earth homunculus to meld with things like boulders or large bodies of moving earth, if those objects collide with the homunculus. This can also be from 2 previous emotes of the homunculus running into the object, or from the object being launched at the homunculus, in which case the melding nullifies the impact. This ability can be used up to 5 times per combat encounter.

  • Melding cannot be used to pass through walls or floors.

  • Melded homunculi are still harmed when the surface they are in is attacked.

  • Melding can only be done in one emote if the target is approaching the homunculus at high speeds, like a rolling boulder or mudslide.

  • Homunculi cannot meld with evoked material or golems.

  • The homunculus can only be melded an inch beneath the surface. 

 

 

Earth Homunculi: Crystal Growth - Combative

Earth homunculi are able to produce quartz crystals from their bodies. These crystals can be opaque or translucent and reflective, and can sprout smaller crystals from them if the homunculus so wishes. However, as the crystals are not naturally part of its body, they begin to decay as soon as they are created.

After two emotes of preparation, Earth Homunculi are able to generate quartz crystals at a rate of ½ a foot of length per emote, with a maximum width of 1 foot. While the crystals aren’t being generated and are still on the homunculus, they decompose at a rate of ½ a foot per emote. The crystals cannot be controlled by the homunculus, and cannot continue to grow once the initial production has stopped. 

  • This cannot be used to give yourself mechanical items of quartz.

  • The crystals cannot be shaped into anything detailed like a tool, sword or armor, and while they can be somewhat sharp, they will never come near the level of an actual weapon.

 

 

Fire Type Abilities

Spoiler

 

Fire Homunculi: Blood - Combative

The blood of a fire homunculus is, of course, fire and ash. Similar to water homunculi, they can squeeze fire out of their wounds to spew it out. They can use this from larger wounds for things like combative bursts of fire, or even utility methods like a makeshift blowtorch or candle. Additionally, their bodies are significantly more resistant to fire, though not completely immune. Homunculi can gather their blood in one limb to make that limb far hotter, as if it were steel that was about to melt.

For combative effectiveness, wounds must be a minimum of 1 inch deep. It takes 3 emotes; 1 of starting to squeeze the wound, 1 of fire beginning to surround the wound, and 1 of the fire expelling from the wound. The fire can travel up to 3 blocks, last up to 3 emotes, and the heat is around 1000 degrees celsius. Only two emotes are required for utility uses, and any sized wound can be used. Resistance to fire can be seen as a resistance to heat and burning. Fire homunculi have a much larger heat tolerance than normal people, to the point where it takes flames as hot as blue fire to even hurt them. Heating up a limb takes 2 emotes, and removes the fire resistance from the rest of the body until the effect is over.

  • The homunculus can only move one block per emote while excreting the fire.

  • Shooting fire from the wound stops the regeneration process until no more is being squeezed out.

 

Fire Homunculi: Overheat - Combative

Fire homunculi can harness the nature of an out of control blaze for a short period of time. During a brief burst, a fire homunculus suddenly boosts its physical abilities significantly, only to suffer a burnout afterwards. This increase can even surpass the natural boundaries of that homunculi are normally capable of achieving. 

A fire homunculus can spend two emotes of preparation to increase one parameter by 2 ranks for 4 emotes. After the sixth emote, the increase is nullified, and all of the homunculus’ parameters are reduced by 1 (the rank that was increased by 2 is reduced by 2) for the rest of the IRL day. If used to increase an ability that is at EX-rank, it can reach an ‘EX+’ level. The references for each ability at this level are listed below. 

Strength EX+: Strength is proportional to that of an ant. Muscles that used the full extent of this strength suffer expansive tears, while used bones suffer oblique or comminuted displaced fractures.

Endurance EX+: The skin becomes as strong as iron, though the homunculus cannot walk for the duration.

Speed EX+: Capable of running twenty blocks per emote, and moving limbs almost instantaneously. When moving a limb this fast, the homunculus must roll a d20. On a roll of 10 or lower, the limb is dislocated from the shoulder or hip.

Agility EX+: Cannot be achieved due to elemental parameter decrease.

This ability can only be used once per IRL day.

  • The parameter decrease is immediate on the 5th emote.

  • This can increase a homunculus’ parameters beyond their racial limits.

  • The effect ends if the homunculus comes in contact with more than a small puddle’s worth of water.

  • Even Strength EX+ isn’t going to one-shot something that a Golem wouldn’t be able to.

 

Fire Homunculi: Softening - Combative

When things reach near-melting temperatures, they tend to become softer, more malleable. Fire homunculi are able to force this property onto materials without the need to heat them up, through the use of a yet-unidentified alchemical compound of fire symbols. The compound slowly soaks into the material, softening inorganic solids into a mud-like consistency. 

A Fire Homunculus can, over three emotes of sustained contact with an object, channel the softening compound into it, softening an area the size of their hand. Softened matter acts similarly to a fairly thick mud. Sustained contact beyond three emotes can continue to soften connected objects, with each emote softening another hand-sized area. This effect can be reversed after exposing the object to below freezing temperatures for three emotes. Combative use is possible, but it is more suited for more passive scenarios as the hands become slippery while channeling the compound, making it very easy for others to move items out of their grasp. This ability can be used three times per combat encounter. 

  • Does not affect organic matter.

  • Magical materials (including runed, hexed, and otherwise enchanted items) take twice as long to soften.

  • The compound results in the hands becoming very slippery while in use.

 

 

Air Type Abilities

Spoiler

 

Air Homunculi: Blood - Non-Combative

Air homunculi have air and another nontoxic, opaque gas of choice replacing their blood. This allows for a few different effects. For one, mortals are capable of breathing the regular air in the blood.

This blood, along with the natural makeup of an air homunculus, makes their body far lighter than that of a normal descendant. Their density is around one tenth that of a normal human’s, making them much easier for others to move. Additionally, they fall at around the same speed as a feather.

  • The air is not poisonous and cannot cause suffocation.

  • Homunculi cannot choose to fall faster.

  • Air homunculi float on water, but cannot walk on it. They’d just be floating around really awkwardly like a doll, and have an extremely hard time swimming. 

 

Air Homunculi: Propulsion - Combative

Air homunculi are capable of gathering large amounts of their gas-blood at their feet or hands, before bursting open their palms or the soles of their feet to use the pressure as a sudden propulsion mechanism. This can be disorienting for less-agile homunculi, but those with high enough dexterity can even perform these bursts in quick succession.

Two emotes of preparation are required before a third emote of actually propelling oneself. This ability allows one to shoot themselves up to 10 blocks in a straight line. If using this ability with a Dexterity below A rank, the homunculus cannot move for one emote afterwards. If using this ability with Dexterity rank A+ or above, the homunculus can, in their emote after the first propulsion, use a second one to change direction and propel themselves another 5 blocks. One propulsion creates 1.5-inch wounds in either both palms or feet, and two propulsions create the wounds in both. While the palms or feet are wounded, they cannot be used for this ability.

  • A wounded palm means that only the feet can be used for a single propulsion, and vice versa.

  • Both hands or both feet must be used for a single propulsion.

  • Air can rip through leather at most. Anything stronger being worn on the hands or feet means that propulsion cannot be used. No, you can’t wear a metal gauntlet and snipe someone with it.

  • The emote of propelling oneself is the entire emote, but actions can be taken in the air if the dexterity is above A. They land on the next emote (unless using a second propulsion), and cannot move if their dexterity is below rank A. 

  • This cannot put the homunculus anywhere that it cannot get mechanically

 

Air Homunculi: Single Propulsion - Combative

In addition to gathering and releasing air for sharp movement of the body, the technique can be used on a single limb. Air can be gathered in the joints of a single palm, elbow, sole, or knee, and released to shoot that one limb in a single direction at a high speed, for things like a stronger strike or a quick grab.

A  homunculus with dexterity below A+ is disoriented for one emote after using this ability. It takes three emotes to use; two to prepare, and one for the propulsion. A propulsion creates a 1.5 inch wound on the part of the body that it is used, and cannot be conducted using a wounded body part. Strikes using this ability ignore the strength and speed parameters of the homunculus, and instead simply focus on the momentum of the attack, equated to a shot from a homemade air pressure cannon. 

If an already wounded limb is propelled from an unhurt location, there is a chance of the old wound(s) expanding with gas and the limb tearing off. The homunculus must /roll 20, and on a roll of 15 or lower, the limb is torn off by the propulsion.

  • This ability does not extend their reach.

  • Air can only be expelled for propulsions from unwounded flesh.

  • Air can rip through leather at most. Anything stronger being worn on the hands or feet means that propulsion cannot be used. No, you can’t wear a metal gauntlet and snipe someone with it.

 

 

Red lines/Restrictions.

  • This section is where you cover the important restrictions and other things of note.

    • General red lines/restrictions. This is where you list general red lines of the creature, such as ways their special traits should not be used. If your creature is restricted from learning magic or has restrictions of a similar nature, be sure to include that here.

  • Homunculi require a CA to be played, and non-fiends require a PK’d character to serve as the base. Fiends can be roleplayed without a separate character in area emotes, similar to drone Atronachs, but will only be able to attack in self defense. On these CAs, the creator of the homunculus must vouch and provide their accepted Further Alchemy application, and the player must specify what elemental symbol their homunculus is.

  • An accepted Further Alchemy application is required in order to create homunculi.

  • The lifespan of a homunculus varies based on the type and the base creature used. Fiends live for 3-4 days in all cases, while deviants, aberrants, and doppelgangers live for ¼ of, ¾ of, and the full lifespan of their base races, respectively. They can “reset” their lifespan by upgrading to the next tier or submerging themselves in another batch of sludge as would be used in the creation of a homunculus of their current tier, thus setting their effective age back to 0.

  • Homunculi cannot learn magic that requires a soul or mana. As of writing this lore, homunculi cannot learn any magic aside from Kani, as all it requires is the ability to breathe. Homunculi don’t need to breathe, but they have the organs and are able to manually perform the action.

  • Homunculi cannot FTB for intercourse, as they are corpses without reproductive organs.

  • Creatures that are larger than the largest uruks--8 feet (or 2.4 meters) tall--may not be made into homunculi, for balancing reasons. Yeah, we’re looking at you, ologs.

  • Race-specific abilities are NOT carried over when homunculi are created, as such abilities are determined by the elemental type and parameter distributions.

  • Intelligence is NOT increased when a being is turned into a homunculus. A homunculus may keep skills that they had prior to the transformation (language skills, crafts, etc.), but they lose all other memories and do not learn anything new upon transformation. 

  • Homunculi do NOT grow after their transformation, as they are meant to be copies of a person at the moment they were transformed. They will age mentally however, so a youth that was turned into a homunculus may become more wise and seem to gray in spite of never physically growing.

  • Animals may NOT be turned into homunculi, and any attempt to do so will create fiends. Animal-like races (Hou-zi, Kharajyr) are exempt from this.

  • Homunculi cannot be translocated. 

 

Ability specific red lines. After the general red lines, you follow with repeating the red lines that are tied to specific abilities which were provided in the above section. It should follow the format of “Ability Name: [insert red line]”. E.g. Fireball: This spell can not go past 10 blocks before fading.

Spoiler

 

  • Parameters:

  • Parameters: The maximum Strength of a homunculus made from a halfling is B. 

  • Parameters: The maximum Strength and Endurance of a homunculus made from a child is B, along with other limits based on its race.

  • Parameters: The maximum Speed of a homunculus made from a dwarf is B.

  • Parameters: The maximum Dexterity of a homunculus made from an orc is A.

  • Parameters: The maximum Strength of a homunculus made from an elf is A. 

  • Parameters: Type bonuses will not raise A+-rank parameters to EX.

  • Parameters: High Dexterity doesn't mean you can dodge every attack. You still need to be fast enough to do so, and recognize that the attack is being made. E.G. A homunculus with EX rank dexterity and below average speed still won't be able to dodge a blow that they aren't expecting that a normal person couldn’t dodge, nor will they be able to dodge high-velocity attacks such as arrows, crossbow bolts, and many projectile spells. 

 

  • Upgrading

  • Upgrading: Homunculi only keep the memories they obtained as a homunculus. They do not gain memories from their previous life when upgraded.

 

  • Regeneration

  • Regeneration: Critical cannot regenerate during a single RP session.

  • Regeneration: If a homunculus dies 3 times in one week, it must PK.

  • Regeneration: Only one wound can regenerate at a time.

 

  • Semiorganic

  • Semiorganic: The homunculus cannot be hardened/softened, heated/cooled, or liquified using transmutation.

  • Semiorganic: Transmuting a homunculus takes twice as much mana as transmuting something inorganic.

  • Semiorganic: Transmutations revert back to normal after 3 IRL days due to the Regeneration ability.

  • Semiorganic: Runes carved into the homunculus max out at T3 and disappear after 6 emotes (the regeneration can be delayed if focusing on another wound)..

 

  • Water Homunculus Abilities:

  • Water Homunculus Blood: Water propelled through this method cannot move at any dangerous pressures of speed. Think a garden hose. It can be disorienting at most. Sprayed water only reaches two blocks ahead at maximum.

  • Water Homunculus Blood: Any poison/contaminants in the water would be purged within minutes due to the regeneration ability. Water would have to be poisoned and spewed within the span of ~5 emotes in order to be effective. 

  • Water Homunculus Blood: The blood doesn’t make it harder for weaponry to pass through the homunculus.

  • Water Homunculus Liquification: It is impossible to hold things with a liquified limb, but clothes remain attached for decency’s sake. 

  • Water Homunculus Liquification: While the body is liquified, dexterity is treated as two ranks lower.

  • Water Homunculus Freezing: This cannot be used to discover nitrogen or liquid nitrogen, as the fluid is only an alchemical substance that acts similar to it.

  • Water Homunculus Freezing: Unless continuing to produce the fluid, it disperses after 1 emote.

  • Water Homunculus Freezing: This liquid cannot be used as a projectile, n’or will it surround any held items.

  • Water Homunculus Freezing: If the homunculus completely freezes another surface with a frozen limb, that limb becomes stuck to the accompanying surface. Separation would require thawing or partial destruction of either the surface or the limb.

  • Water Homunculus Freezing: The fluid results in whatever body part it is being produced from to become very slippery.

 

  • Earth Homunculus Abilities:

  • Earth Homunculus Blood: The blood doesn’t make it harder for weaponry to pass through the homunculus.

  • Earth Homunculus Blood: While the pebbles/sand/gravel cannot move at dangerous speeds, it is possible it could cause minor cuts.

  • Earth Homunculus Blood: Being heavier does not make the homunculus stronger or more durable.

  • Earth Homunculus Melding: Melding cannot be used to pass through walls or floors.

  • Earth Homunculus Melding: Melded homunculi are still harmed when the surface they are in is attacked.

  • Earth Homunculus Melding: Melding can only be done in one emote if the target for melding is approaching the homunculus at high speeds.

  • Earth Homunculus Melding: The homunculus can only be melded an inch beneath the surface.

  • Earth Homunculus Melding: Homunculi cannot meld with evoked material or golems. 

  • Earth Homunculus Crystal Growth: This cannot be used to give yourself mechanical items of quartz.

  • Earth Homunculus Crystal Growth: The crystals cannot be shaped into anything detailed like a tool, sword or armor, and while they can be somewhat sharp, they will never come near the level of an actual weapon.

 

  • Fire Homunculus Abilities:

  • Fire Homunculus Blood: The homunculus can only move one block per emote while excreting the fire, which can only reach 2 blocks away.

  • Fire Homunculus Blood: Shooting fire from a wound stops the regeneration process until no more is being squeezed out.

  • Fire Homunculus Overheat: This can increase a homunculus’ parameters beyond their racial limits.

  • Fire Homunculus Overheat: The effect ends if the homunculus comes in contact with more than a small puddle’s worth of water.

  • Fire Homunculus Overheat: The parameter decrease is immediate on the 5th emote.

  • Fire Homunculus Softening: Does not affect organic matter.

  • Fire Homunculus Softening: Magical materials (including runed, hexed, and otherwise enchanted items) take twice as long to soften.

 

  • Air Homunculus Abilities:

  • Air Homunculus Blood: The air is not poisonous and cannot cause suffocation.

  • Air Homunculus Blood: Homunculi cannot choose to fall faster.

  • Air Homunculus Propulsion: One or two wounded palms means that only the feet can be used for a single propulsion, and vice versa.

  • Air Homunculus Propulsion: The emote of propelling oneself is the entire emote. They land on the next emote (unless using a second propulsion), and cannot move if their dexterity is below rank A. 

  • Air Homunculus Propulsion: Air can rip through leather at most. Anything stronger on the hands or feet means that propulsion cannot be used. No, you can’t wear a metal gauntlet and snipe someone with it.

  • Air Homunculus Propulsion: Air homunculi float on water, but cannot walk on it. They’d just be floating around really awkwardly like a doll, and have an extremely hard time swimming. 

  • Air Homunculus Single Propulsion: If an already wounded limb is propelled from an unhurt location, there is still a chance of the wound expanding and the limb tearing off. The homunculus must /roll 20, and on a roll of 10 or lower, the limb is torn off by the propulsion.

  • Air Homunculus Single Propulsion: This ability does not extend their reach or move the homunculus.

  • Air Homunculus Single Propulsion: The limb moves in the opposite direction of where the air was expelled. I.E. a punch would have to be propelled from the elbow.

  • Air Homunculus Single Propulsion: Air can only be expelled for propulsions from unwounded flesh.

 

 

Purpose

I’ve always been a fan of the roleplay birthed by the concept of homunculi and the ‘elixir of life.’ The idea of alchemists seeking a way to prolong themselves, to cheat death for themselves or others, or simply seeking a higher state of being. Homunculi are the next step in that character arc. On the side of homunculi themselves, I think that the strive for perfection, as well as the love for their element that Homunculi possess is capable of driving interesting rp. It is specific enough so that they actually have something to do, while still vague enough that every Homunculus can have a unique experience.

 

 

Citations

 

Image Citations

 

Notes on Mechanics

Players of Homunculi that have acquired souls in the past will have a choice. They can either have the soul deteriorate and fade away to become a homunculus, or their soul remains with them and their body returns to that of its original race. There are no exceptions. 

Upon acceptance of this lore, previous homunculi will be able to remake their applications with their original ones linked in place of a creator. CAs will include element and tier of homunculus, with proof of RP provided to ST members in order to update the tier. Returning homunculi will have their effective age reset to 0 on acceptance of this lore.

 

Balancing Note

I just want to get out of the way how I decided on the points to give to doppelgangers. When evenly distributed out, they have enough points to put A in each stat, which could become [A+/A+/A/B] or something around that, after modifiers are applied. When you really think about it, the average, well-trained, nonmagical human combatant is likely to have B across the board, maybe a few A's, even A+ for the toughest ones. Translate that to something like a trained orc, which would likely have a similar A A B B distribution, if not better. So, even with the abilities they can access, I feel that their weaknesses easily counterbalance their strengths. 

 

Credits
SpodoKaiba - Primary Lore Writer

Beordan - Co-Author. Primary source of prior alchemy/homunculus knowledge, good man

Lackless – Literally Reformatting Everything.

Archipelego, Sour_Doh, Elennanore - ST Contacts, Brainstorming & Balancing help, peer editing

Dunstan - ST Contact, Alchemy boss, peer editing, tried to convince me not to waste time on this like a good friend should.

stckyfngers/goosey, TheAlphaMoist, Assassinofawsome, UnBaed, DeusVidet, Vezzin, TheWolfOfGames - Peer editing

TheTri, Whiplashist - Brainstorming help

Jistuma & Sugarblind - Previous lore authors

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Just now, Goblinberg said:

F O R M A T

im bad at it

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AYE

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lack is going to fix the formatting don’t worry guys

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The mad man got a team to do it, and they did it well! <3 +1

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2 minutes ago, Apostate said:

Please say that they can’t have souls.

 

Please.

 

 

they can’t have souls

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