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[✓] [Further Alchemy/CA Race Lore] Anthroparions

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Posted (edited)

Anthroparions

Artificial Life

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Origins

Since the dawn of time, alchemists have sought to create artificial life. Whether it be out of curiosity or a different desire - it's undeniable that the topic has occupied the minds of mad and over-eager alchemists for ages.

 

What was thought to be nigh impossible, was finally procured by a mysterious and anonymous alchemist. The elf had found a method to create what he called “Anthroparions”. At first, they started off as little people - men the size of an average hand. He created them using a method of incubation of a potion-solution. Anthroparions would slowly grow - starting from a sludge-like solution to a small man through far from mundane exercises. As for the potion, he called it a “vivacion potion” - stemming from the word vivacity or vivacious. The recipe is said to include the mixing of blood, skin and other taboo reagents - as well as mixing the potion. After many failed attempts, the alchemist at last produced a lesser Anthroparion. He kept the little man in a small glass jar, dropping it food every morning and every night. He eventually taught it to speak and to write. All was well, until the alchemist decided he was willing to sacrifice much more to create something far greater. He was only amused by the little man for so long. The alchemist, who was quite literally mad by now - acquired the body of one whom had only recently passed beyond living. He took the body, and forced it to undergo a similar process in which the original anthroparion went. Though this time, he realized that he had to sacrifice the tiny man, to create artificial life in the new body. Fear not, as the original anthroparion was merely transferred into a new body. The alchemist had successfully pioneered the greater anthroparion - though it had many oddities. It seemed to possess some irregular abilities and attractions - it also had many side effects and down sides.

 

In recent times, the notes of said alchemist have been rediscovered. Alchemists are beginning to use the craft again and it is becoming bountiful - though no ordinary alchemist has the knowledge to create Anthroparions.

 

Lesser Anthroparions

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Lesser anthroparions are miniature elves, no larger than the average hand. They typically have the appearance of an elderly being - with grey hair and beards. The tiny men usually have high, shrill voices and odd mannerisms. Their strength is next to nothing and can very well only lift objects that are relative in their size and weight. Due to being created artificially, they have no soul - yet they have functioning organs and blood. One may keep them around for company - to talk with and to generally study. Sometimes they can be used as scribes or writers - maybe even miniature artisans if they wish to be, as they do have a mind of their own. These lesser anthroparions do have some more useful purposes one could say. Some alchemists allow them free, to do different biddings such as spying on others, cleaning and more. The mental state of a lesser anthroparion varies, as they have almost as much mental capacity as the average descendent. They go through mood swings often and sometimes they can be very angry and resentful to their creator if abused. In which case, they will not do anything for their creator. Lesser anthroparions have absolutely no use in combat and are generally used for non-combat encounters. They start off with almost no knowledge, though they can quickly pick up how to speak, write and do simple tasks in a matter of days. Anthroparions require being fed daily as well, without food they will die off quickly. Lesser Anthroparions are infertile, and cannot reproduce what-so-ever. Lesser anthroparions have an infinite life span, seemingly never aging. The only way for them to die is through unnatural causes, such as being killed etc.

 

Mechanics

Spoiler

 

Lesser anthroparions can be demonstrated through signs in a base or they can use environment emotes. They cannot be forced to do something, as they do have a will of their own. One cannot make them attack something, though they do have tendencies to lash out no matter how small they are, they would not do damage on the other hand. They can be lightly controlled to do things such as writing, cleaning, speaking and even spying. Though the player cannot abuse this as the anthroparions have a mind of their own. Lesser anthroparions cannot slip through smaller areas mechanically, they cannot get into bases by sliding under doors and what not. They can only access what the player would be able to access. Lesser anthroparions have next to no strength compared to a descendent as well, everything is relative to their size and weight. They grow no larger than an average human hand. Lesser Anthroparions are infertile, and cannot reproduce what-so-ever. Lesser anthroparions have an infinite life span, seemingly never aging. The only way for them to die is through unnatural causes, such as being killed etc.

 

- Demonstrated through signs or environment emotes.

- Cannot slip through smaller mechanical spaces or get into areas the player would not be able to get into.

- Cannot be used to attack something and would do no damage anyway.

- They cannot be inherently controlled - they have a mind of their own though it is fine to lightly make them do things if the user has a good irp relationship with them.

- These cannot be played by players, not to be confused with greater Anthroparions.

- Can under no circumstance reproduce.

- REQUIRES AN ST SIGNED ITEM

 

 

Creation

The creation of anthroparions is a task no regular alchemist can endure. It takes commitment and patience, and a process in which most are driven mad. One must first ensure they have an abundant supply of alchemical tools, reagents and time.

 

- A valid GFA is required.

- Teaching from one who has a valid GFA is required.

 

Ingredients

Spoiler

 

Vivacion potion

Blood vial of elf

Skin of elf

Cow’s milk

Bone fragment of elf

 

 

Process

Spoiler

 

  1. Prepare an airtight flask about 12 inches tall and 6 inches in diameter. Seal it tightly.
  1.  Grind all the ingredients separately using a mortar and pestle except what is already liquid and have all ingredients ready for use.
  1.  Lift the seal on the flask and pour the vivacion potion in as a base. Let sit for 5 minutes in a warm environment.
  1.  Using an eye-dropper, put 4 drops of elf blood in the base.
  1.  Quickly after, pour about two teaspoons of milk into the solution carefully without disrupting the liquid.
  1.  Gently add the ground up skin and bones on top without disturbing the solution and seal the flask tightly.
  1.  Let sit in a warm environment for 3 IRL days.
  1.  Add 3 drops of elf blood into the solution each day and monitor the progression.

 

The anthroparion should slowly start to form, starting from just a little seed by the end of the first day, gradually forming into a full anthroparion by the third day.

 

  1.  By the third day, all of the liquid should be gone and there sits a little man in the flask. It will be alive or dead whether or not you did it correctly. It is now up to the alchemist to teach it, feed it and keep it alive from here on out.

 

 

Creation Mechanics

Spoiler

Each step takes 1-2 emotes with an overall sum of 3 irl days added onto the end. The user is required to continue to add 3 drops of blood for 3 days. The anthroparion will undergo growth over the 3 days, starting off as a mere dot in the congealed liquid, growing bigger as time progresses and eventually absorbing all the substance - completing growth. The potion of vivacion only functions when used in conjunction and in the process of creating an anthroparion. All steps are required, if you miss even one - the creation will result in a failure and nothing will come of it.

 

Distribution Mechanics

Spoiler

The lesser anthroparion is now ready for use and can be used for whatever. They cannot be mass produced as the process is extremely taxing. An alchemist could make at most five lesser anthroparions, seeing at the process is rather taxing. That being said, over time they may be able to produce more. Lesser anthroparions start off with next to no knowledge, and must be taught to speak, to read, to write and to do whatever else the alchemist desires. They have almost as much mental capacity as a descendant, so they are capable of many of the same functions.

 

Vivacion Potion

 

A potion even the most skillful and experienced of alchemists have trouble making effectively. For it is a lengthy process to prepare this viscous, glowing green solution.

 

-The vivacion potion takes no effect unless used in tandem with anthroparion lore.

 

Ingredients

Spoiler

Distilled Water

Vigor x1

Death x1

Life x3

Endurance x2

Growth x2

 

Process

Spoiler

       1. Pour the distilled water in a flask and set it to a boil.

  1.  Begin adding the symbols of vigor and death, mix gently until the water turns white in colour.
  1.  Slowly begin to add the rest of the symbols while churning. Add them one by one until the solution begins to turn green.
  1.  Leave the solution to sit in a warm environment for 30 irl minutes (no less than 10 emotes) until it begins to glow gently. The potion is now ready.

 

Creation Mechanics

Spoiler

Each step would take about 1-2 emotes and each ingredient must be correct. This potion would be impossible to make during the heat of the moment or in battle because of the time and precision it takes.

 

Distribution Mechanics

Spoiler

If the potion is made correctly, it will always be glowing and light green in colour. The potion only lasts for 1 IRL week without use before expiring. The potion only functions when used in conjunction and in the process of creating an anthroparion.

 

Greater Anthroparions (CA)

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Origins

The alchemist began to get bored of his little man, so he sought to create something much greater using a similar method. He gathered a body of one who had only just passed, bringing it back to his lab for experimentation. He continuously tried and tried, until the body began to rot. The decaying body simply wouldn’t do. And so he swiftly took the life of a neighbor of his, for his experimentations with life had driven him mad. So mad that his value for life began to decrease, seeing as he could produce it himself within a matter of days... the mad alchemist thought himself to be a God. Though at last, he found a way to make a larger anthroparion, this didn’t come without sacrifices of course. The mad alchemist had to kill his lesser anthroparion in the process - a grim sacrifice, though it seemed that the little man was merely transferred into the new body. So not all that bad after all- in the eyes of the alchemist.

 

Creation

The creation of greater anthroparions is even more of a delicate craft than with the lesser variety. The alchemist best have a large space to work with - as they require a lot of resources, something big enough to hold a descendant and all the proper tools. Once again, this process involves practices that are considered taboo, and ingredients far from mundane. Only those mad enough would pursue something such as this.

 

- A valid GFA is required.

- Teaching from one who has a valid GFA is required.

- Permission is required from the owner of the persona.

- The persona in question must be dead for creation.

- A valid CA is required to play a greater Anthroparion.

 

Ingredients

Spoiler

 

Fresh descendent body (dead)  x1

Vivacion potion x1

Life Sign x2

3 litres of elf blood

Skin of elf

Cow’s milk

Bone tissue of elf

Living lesser anthroparion x1

 

 

Process

Spoiler

 

  1.  Prepare a glass holding chamber large enough to hold a full descendant comfortably. 
  1.  Grind all the ingredients separately using a mortar and pestle except what is already liquid and have all ingredients ready for use.
  1.  Place the descendant body in the chamber, make sure it's a cool environment.
  1.  Place a vivacion potion in a stand and set it to boil.
  1.  Add all the other ingredients except the life symbols and the lesser anthroparion to the vivacion potion.
  1.  Mix the potion well and let it sit in a warm environment for 5 emotes.
  1.  Using a syringe, inject the new vivacion solution into multiple veins on the body. Spread it out well and make sure each area has an equal amount of potion in it.
  1.  Seal the chamber and monitor the body for 2 IRL days. Make sure it's not tampered with.
  1.  Take the other vivacion potion, the one not mixed with anything and inject little bits of it into the body every 12 IRL hours.
  1.   On the end of the second day, the anthroparion will begin to flicker with life, its skin still pale though it will be noticeably further from death. Take the lesser anthroparion and the life symbols, feed the body both of them at the same time and wait for only a few minutes.
  1.   After waiting for a few minutes the body will spark to life - creating the greater anthroparion. It will now be alive and well, in which it is now in the hands of the alchemist to take care of.

 

Creation Mechanics

Spoiler

Each step would take 1-2 emotes, with a grand total of 48 hours of IRL waiting and injecting more vivacion potion every 12 hours. All ingredients must be acquired through valid means. The descendent body has to be from someone who has died recently. Any descendant body can be used, this is impossible on any CA races such as wonks, houzi, ologs, kharajyr, etc.

 

Distribution Mechanics

Spoiler

A dead persona is required and consent from the player is required. A valid CA is required to play a greater anthroparion. Only someone who has a valid GFA can create one.

 

Physical Description

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The overall figure of the anthroparion remains mainly the same as the descendent and still looks very humanoid. They will have much grayer and baggier skin. Their eyes are always faintly glowing orange no matter what colour their eyes were previously, though nothing enough to illuminate dark spaces. All organs of the body are functioning and blood runs in the veins. Though there is a peculiar detail, in their veins runs the vivacion potion mixed in with the blood, providing some further abilities. Greater anthroparions are typically weaker and much more frail than the average descendent, their skin peels much easier though it can be repaired. Any anthroparion, greater or lesser has no soul - due to the life being artificially manufactured. They require the same needs as a regular descendant, adequate food and water, oxygen, and so on.

 

Greater anthroparions maintain the same figure as their descendent counterpart, though they are weaker and more frail, brittle. Their speed is about the same as their descendent counterpart. They also tend to have numbed-feeling, meaning they don’t feel pain as much - though they still can and will. It is merely suppressed. Magics that are not related to the soul, usually are effective - though ones that use the soul do not work on anthroparions as they do not have a soul. Greater Anthroparions are infertile, and cannot reproduce what-so-ever.

 

Upon death, an anthroparion’s body will lay dormant until the conflict ends, in which they will slowly bind themselves back together and repair any wounds before resuscitating themselves using the vivacion which flows in their body. This process takes 1 IRL day. If an anthroparion loses any of its limbs or body parts aside from the head, they will be automatically regenerated upon revival. If an anthroparion’s head is chopped off, they will be unable to resuscitate/revive themselves, and will result in them being pk'ed- unless the head is still accessible and within line of sight in the area. In that case, the head will gravitate toward the body and reattach its self. If the anthroparion’s head is chopped off, and lost- carried far away from it’s dead body, then there is only one final way to prevent a PK. The anthroparion’s head can be replaced with a new head of the same race and similar structure, it must simply be stitched on and the vivacion potion will do the rest of the work over the course of 1 IRL day. It must be noted that the anthroparion will lose its memory after this process! If the vivacion potion is somehow drained from the anthroparion’s body upon death, they will be unable to revive (PK)- unless their creator or someone else with knowledge of the potion injects more (DO NOT META PK METHODS). A greater anthroparion has an immortal and infinite life span, allowing them to live as old as they can without being killed by unnatural methods. Their body will slowly degrade over time, touch-ups and repairs are bound to be required throughout the long lifespan of anthroparions.

 

Mental Description

The mental state of an anthroparion is quite an unstable one - thus leading to many side effects such as mood swings and hallucinations. After being created, the lesser anthroparion’s mind essentially takes over the new body. They can go through often mood swings and temper changes, resulting in them being rather unpredictable. An interesting inquiry is that if a body is fresh enough, the greater anthroparion’s mind will be split. Meaning; their mind is a mix of the descendants mind and the lesser anthroparions mind - with the anthroparion’s mind always as the primary. The descendant conscience will sometimes take over, leading the anthroparion to do different actions and very possibly being a different person. All this is only if the body is extremely fresh upon creating the anthroparion. At first, the lesser and greater anthroparions will have no knowledge - they must be re taught everything such as speaking. One thing they maintain is their motor skills and muscle memory from their previous life - if they were good with a sword, this would translate over. Anthroparions in no way serve or are binded to their creator, they have a mind of their own and can do whatever they want - this being said, they can be alluded into a false sense that they are.

 

Abilities

Greater Anthroparion’s have a small selection of abilities to aid them in combat and non-combat scenarios. All of which are unlocked and already in the knowledge of an anthroparion immediately upon creation.

 

Vivacion Flow - Combative

The greater anthroparion controls and concentrates the vivacion potion which courses through its veins to an area of the body - usually a hand. Doing this hardens the limb, akin to that of a rock - allowing for more potent punches or kicks. This can also be used as a defensive precaution - for example, sending the vivacion potion to a certain area of the body if you know you are getting hit there.

Spoiler

 

Over a short period of time, the anthroparion can send the vivacion potion in their blood to a certain area of the body. Doing so effectively hardens the area, akin to that of a solid rock or brick wall. The largest the hardened area can get to is that of the entire palm, or for example a palm sized spot on the chest for protection. This can be used for offense or defense. It takes one extra emote on top of your action to use this. For example, one emote to send the potion to your hand, then one emote to throw a punch. Or one emote to notice an incoming hit and another to send the potion to the area of impact. Though it may be too late by then. The hardened area lasts for two emotes at most, though can be shut off any time before then.

 

Upon the effects fading away, if any damaging contact was sustained to the hardened area, the anthroparion would be shot with pain- likely lasting only a few emotes, depending on how hard the area was hit and how much damage could have happened.

- The largest area that can be hardened is the size of the average palm.

- Bones can still be broken through this, albeit not as easily.

- The anthroparion will not feel anything in the affected area.

 

 

Rejuvenation -  Non-Combative

After a dangerous encounter where the Anthroparion is injured, it will be able to channel the vivacion potion in a different manner - effectively binding minor wounds and speeding up the process for larger ones.

Spoiler

Over the span of 3 emotes, the anthroparion would once again send the vivacion potion which flows in its blood to a specific wound of the body. They will be able to temporarily suppress and bind a wound. If used on something major, it would only speed up the healing process. The anthroparion can rejuvenate for however long they deem necessary, though the longer they mend themselves the more tiring it may become.

- The largest area that can be temporarily binded would be the size of a large hand.

- Cannot be used in combat

 

Limb Detachment - Non-combative

A greater anthroparion is able to detach their limbs from their body. They may choose to do this for a variety of reasons, for example - they might take an arm off to reach up to a higher place.

Spoiler

An anthroparion can remove its limbs, including the head and they can remotely control said limb within an 8 block radius. They accomplish this by sending layered electric pulses from the brain to the limb, as well as using the vivacion potion to their advantage. Their limb can remain detached for a maximum of 5 emotes, before it loses connection to the body and will have to be reattached by the anthroparion. If the head is off for more than 5 emotes, the alchemist must reattach it manually, though the anthroparion can reattach it’s head itself before the 5 emote mark. Only one limb at a time may be detached. The process takes one emote to detach and one emote to reattach. Upon detaching, no blood will be spilled and the limb will simply pop out of its socket- being removed from the body. A gaping hole will be left where the bone would be connected. Upon reattaching, the limb will simply bind itself back, upon it being inserted back into the socket.

- This cannot be used in combat.

- Only one limb at a time can be detached.

- If a limb is detached for more than 5 emotes, it must be manually stitched back on.

- If the head is detached for more than 5 emotes, it must be manually reattached using the same method as if it were chopped off.

- No other abilities can be used while a limb is attached or detached.

- A detached limb can only be controlled for up to 5 emotes.

- Cannot be used to access areas that would not be able to be accessed mechanically.

 

Play Dead - Combative/Non-Combative

The ability “play dead” is the function of an anthroparion being able to  completely shut off its organs and any signs of life for a limited period of time. They may wish to do this to avoid true death, to blend in or perhaps give a fright to anyone nearby.

Spoiler

The greater anthroparion shuts off all bodily functions, organ and blood/vivacion flow in the body for a limited amount of time. It takes a total of 2 emotes to complete this. The play dead can last for only up to 5 emotes, the anthroparion will die and it will be considered a suicide PK if it is held for any longer.

- Takes 2 emotes to activate and can be held for 5 emotes.

- Holding for any longer than 5 emotes will cause the anthroparion’s body to shut off permanently, killing them as a suicide- forcing them to PK.

 

General Redlines and Restrictions

- A valid GFA is required.

- Teaching from one who has a valid GFA is required.

- Permission is required from the owner of the persona.

- The persona in question for creation must be dead.

- A valid CA is required to play a greater Anthroparion.

- They cannot be inherently controlled - they have a mind of their own.

- Any magic that requires use of a soul cannot be harnessed or used by an Anthroparion.

- ANY CA races cannot be turned into anthroparions.

- Greater and Lesser anthroparions are both infertile, and cannot reproduce under any circumstance.

- The only way an anthroparion can be created is through means stated in this lore (The creation process).

- Under NO circumstance can an anthroparion of any kind engage in sexual FTB.

- Do not meta PK methods.

- An anthroparion must be PK’ed if it’s head is chopped off and removed from the area. The only way to avoid this is stated under physical description.

- An anthroparion must be PK’ed if all of it’s blood/vivacion potion in it’s body is drained.

 

OOC

I felt that we needed something along the lines of Homunculus, though I wished to create something different and somewhat unique from it. Alchemy has many possibilities, and I felt like this was an extremely cool concept that could be touched on.

 

Citation

Noz –  Author

blackhand7 – Helper

Archipelago – Advice

TheTri – Morale Support ❤️

Edited by Nozoa

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11 minutes ago, Nozoa said:

A PK’ed persona is required and consent from the player is required. A valid CA is required to play a greater anthroparion. Only someone who has a valid GFA can create one.

 

its gonna be pretty difficult to find a freshly pk’d body of a person, pk’s dont happen every day and it limits the ability to create these creatures. Think its neat, just am a little concerned about this. 

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4 minutes ago, Salty said:

 

its gonna be pretty difficult to find a freshly pk’d body of a person, pk’s dont happen every day and it limits the ability to create these creatures. Think its neat, just am a little concerned about this. 

Thats true, I might revise and alter this!

 

Edit: I made it so they don’t have to be PK’ed.

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pretty cool

 i really like all the effort put into this piece, an alchemy ca is really interesting 

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I didn’t read this but I am obliged to support it due to my name being there. Thanks.

 

: )

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1 minute ago, Parion said:

I didn’t read this but I am obliged to support it due to my name being there. Thanks.

 

: )

LMAO I DID NOT EVEN NOTICE THAT

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I like it a lot, however I do have a question. Firstly, if I read correctly, all descendants can become greaters. If it was all of them, that would include Ologs. For the abilities such as ‘play dead’, it would be quite hard for an Olog to be able to mentally be able to figure out to do that during combat. Perhaps some sort of redline, stating that the creature has to be smart enough, or perhaps a redline around Ologs in general? Overall, I like the lore, and I think it will be fun watching 10 death cults sprout up 2 days after the lore is accepted.

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3 minutes ago, CornPhlake said:

I like it a lot, however I do have a question. Firstly, if I read correctly, all descendants can become greaters. If it was all of them, that would include Ologs. For the abilities such as ‘play dead’, it would be quite hard for an Olog to be able to mentally be able to figure out to do that during combat. Perhaps some sort of redline, stating that the creature has to be smart enough, or perhaps a redline around Ologs in general? Overall, I like the lore, and I think it will be fun watching 10 death cults sprout up 2 days after the lore is accepted.

Forgot to add ologs into the forbidden races! Thanks for pointing that out!

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Honestly is short, its sweet, its simple, and it doesn’t provide anything inherently trying to ride the lines of powerful. Excellent job!

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Good job Noz ❤️ 

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28 minutes ago, Anthony303 said:

Good job Noz ❤️ 

 

❤️ Thanks!

 

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3 hours ago, Nozoa said:

 

- Made sure it was clear they cannot reproduce.

 

honestly id just make it so that they cant FTB. like, i understand why you want to leave player freedom for that sort of thing, but this turns it into borderline necrophillia if ya know what i mean

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I like the idea of having little folk in RP and I would like for one to sit on my characters shoulder or hide in her pocket while I RP tyvm

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Everyone spells my username wrong this is so sad

 

But yeah its cute, glad to have been able to help

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