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[✗] [Magic Revision] Shade Revisions


AlphaMoist
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SHADE REVISIONS

Listed in the order of the lore sections.


 

MENTAL CHANGES

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Tier 3

 

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

TO

Tier 3

 

  • Once a Shade reaches Tier 3, the voices will again pick up in their intensity, and the Shade may begin to experience more than one voice, which will occasionally overlap and increase in volume. In addition to being generally degrading, the voices will also seek to try and drive the Shade to commit foul actions, whether pushing for the Shade to kick that puppy, or trip that passing woman, or otherwise commit any randomly chaotic action that will further degrade the social standing of the Shade. The nightmares that the Shade experiences will start to mirror the Shade’s deepest secrets, bottled guilt, and regrets, bringing up highly emotional memories to be toyed with, making them appear far worse than they may have actually been. Sleep at this stage may become difficult due to the intensity of some of the nightmares. Furthermore, a Shade who has reached T3 will begin to find uncontrollable enjoyment upon tormenting the lives of those not inflicted with Shadedom. Generally speaking, a Shade thrives upon being surrounded by the negative emotions of the non-Shades around them. This enjoyment can range from mild satisfaction to great euphoria.

 

 

 

MANA CORRUPTION

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  • Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). 

 

TO

 

  • A Shade, by using Mana Corruption, can corrupt the Mana resting within a gem over the course of 3 to 5 emotes. Through this, a Shade may store an amount of Amber Points at a rate of 2 points per emote within the gem, beginning with the 3rd emote. This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained. The Shade can emote at max three times (6 total Points of Amber created). 

  • A Shade, upon coming into contact with an Amber Gem, may siphon the Amber resting within the gem to refill his or her points. This is done via the same emote process as creating a gem, however rather than corrupting Mana, one is absorbing Amber.

  • Aside from acting as batteries of Amber, Amber Gems also possess aesthetic capabilities that can be passed through other objects via Amber’s latent corrupting abilities. While nowhere near as fluid as Amber Imbuement, a sword with an Amber Gem embedded within its hilt may come to possess a black miasma flicking off of the blade, or an animal with an Amber Gem embedded within its collar may grow more violent and feral Should an Amber Gem be struck with sufficient force, the gem will break, causing a small explosion of Amber to burst from the gem.

  • This explosion is not large, and cannot be used to break objects or hurt bystanders in any sort of capacity.

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  • A shade may only replenish their Amber using an Amber Gem once per combat encounter.

  • The Aesthetic properties are limited to light wisps, quiet whisperings, and or a change in the color of the item the Amber Gem is attached to.

  • When an Amber Gem is broken, the inevitable explosion cannot harm anyone nearby unless that player oocly chooses to be harmed by it.

  • The explosion cannot break objects.

  • The gemstone that makes up an Amber Gem has no bearing in how much Amber it can hold.

 

 

 

MANA CORRUPTION

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  • For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

TO

  • For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained.

  • A Shade, upon coming into contact with an Amber Obelisk, may siphon the Amber resting within the Obelisk to refill his or her points. This is done via the same emote process as creating an Obelisk, however rather than corrupting Mana, one is absorbing Amber.

  • A four by four area around the Amber Obelisk will be tainted with amber.

Add Redlines

  • A shade may only replenish their Amber using an Amber Obelisk once per combat encounter.

  • The Aesthetic properties that come with amber corruption around the 4x4 area are limited to light wisps, quiet whisperings, and or a change in the color of the environment surrounding the Obelisk.

 

 

AMBER MANIPULATION

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

TO

  • At Tiers 1 to 2, the strength of Amber Manipulation is as strong as a small child in terms of  grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human adult with half the maximum. At Tier 5, this strength is as strong as a human’s arm for the maximum number of tendrils (four), slightly weaker than an orc with two tendrils, or as strong as an orc with only one tendril being used.

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  • Shades cannot sexually FTB while casting Amber Manipulation, or while connected to their magic in general.

 

 

 

PASSIVE CALIGINOUS HEALING

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

TO

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

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  • While Shades are resistant to most illnesses, they also have some resistance to alcohol, drugs, and things alike. This goes for both things harmful and beneficial.

 

 

 

BLANKET OF DARKNESS

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AURA OF DREAD

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  • Three emotes are required to cast Aura of Dread. 

TO

  • Three emotes are required to cast Aura of Dread on and off.

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  • After activating Aura of Dread, those caught within its radius, visually dictated by a series of faint, black wisps surrounding / filling its border, will be paralyzed by fear for one full emote. This paralysis is easily overcome with adrenaline, however, so the moment someone makes a move to attack them, they will snap out of their fear and be able to retaliate / defend as normal.

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  • This Paralysis does not physically freeze them in place. It merely causes those victims trapped within its radius to stop what they are doing and panic like a deer caught in headlights. Alternatively, they could flee from the radius.

  • Any movement directed towards the victim that could be interpreted as causing immediate harm will cause them to snap out of the paralysis.

  • The Paralysis effect of Aura of Dread lasts only three emotes, beginning once it is cast.

  • Those entering the Aura during the three emotes it lasts will be met with the same paralysis effect unless they have already experienced it within the combat encounter.

  • Shades at a lower tier than the casting Shade will be affected by its use.

  • Aura of Dread can only be used once per combat encounter.

 

 

 

MARKING

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  • There is no set limit for variations of marks a Shade can make.

  • If three emotes are performed, the Shade is able to think of a specific person with their mark, and then ‘recall’ it so it disappears, utilizing 5 Points of Amber.

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  • The passive version of Aura of Dread is Shade specific and does not work all across the board. 

    • If one Shade applies a mark to someone, that Shade’s presence will be the only one blocked unless another Shade chooses to mark said person.

 

 

 

PARASITE CREATION

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  • Shading someone who does not qualify for Shade Magic, but qualifies for Lesser Shade Magic, results in them being granted a Lesser Parasite.

  • Should someone not consent to receiving a Shade Parasite, the Parasite will weaken and become a Lesser Parasite.

  • Children who are given a Parasite at the ages of 8-15 will become Lesser Shades with Lesser Parasites, however they cannot progress past T2 until they are 16.

 

Remove Redline

  • OOC Consent must be given in order to Shade someone, though IC consent is not required.

 

Add Redlines

  • OOC Consent is not required to curse someone with a Shade Parasite.

  • Shading someone without OOC Consent results in them becoming a Lesser Shade.

  • Children who are given a Shade Parasite and are under the age of 8 will die. 

 

 

 

CALIGINOUS FLAME

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  • If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of twelve emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for twelve emotes before naturally dissipating.

TO

  • If the fire comes into contact with a living target that possesses a Mana pool, it will begin to drain their Mana over time. Over the course of ten emotes, it will completely drain a person’s Mana pool, and will then naturally dissipate. Alternatively, if it was thrown onto a mundane surface, it will remain there for ten emotes before naturally dissipating.

 

 

 

CURING SHADE

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  • Exalted and Eclipsed cannot be cured of Shade, except through deific or spiritual intervention, and sealing will only last one IRL day. Burn marks are present upon a sealed Exalted or Eclipsed once sealed, and these burns heal over once the sealing has worn off.

  • Deific or Spiritual intervention means a deity or greater spirit themselves, or any other being able to change the soul at a fundamental level, are the only ones able to remove a shade’s CA, outside of LT intervention, of course.

 

 

 

CREDIT

Writers: Lackless, TheAlphaMoist

Consultation: Lore Staff, the Shade Community, Various Others

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added the ability for deities or spirits to purge shade CAs
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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