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[✗] [CA Race Lore] Zephonim, the Poison Ailed


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Zephonim, the Poison Ailed

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A better formatted version of the lore in the form of a Google Doc can be found here!

Creation

Spoiler

The creation of a new Zephonim starts when a victim has become addicted to the poisonous mutagen found in the blood of another Zephonim. Oftentimes the victim is unsure of what exactly they’ve developed a dependency for, but at this rate it’s already too late. Over the next few years the victim’s legs will begin to lock up or the muscles will begin to wither away, making it extremely hard to walk and soon enough causing the victim to become completely handicapped. 

 

The victim’s legs, now practically skin and bone, begin to lock up and stiffen straight out. Over the course of the next year, the victim will notice their skin turning a dark shade of blue and then later blackish-gray. Their gums will begin to slowly recede and reveal more of their teeth, giving them a bit of a savage and primal appearance. At this point the transformation is agonizing, and the only way to dull the pain would be more of the mutagen found in the Zephonim’s blood, and if the victim were not secluded and being taken care of extra carefully, they could wither away entirely. Should they survive this far, the damage has been done. The victim’s legs upon hardening into near stone, now needing to be amputated. 

 

Upon amputation the victim will need to be encased in a cocoon where they will fall into a comatose state, the Zephonim wrapping them up in webs to help quicken the process. During this time their body will sprout their new legs depending on the type of body they can develop. 

 

Physical Description

Spoiler

Anatomy:

Once someone has undergone the entire transformation into a Zephonim, they no longer possess the same anatomical makeup they once did. They now carry two hearts, one in their upper body and one in their lower, arachnid body at the center of their thorax. As their bodies have become much larger, it is simply more effective for there to be two separate heart organs. Damage to one of these hearts does not mean death for the Zephonim, but the opposing side would become much more sluggish and need medical attention as soon as possible. 

 

Tremere:

The smaller of the two varieties. A Tremere’s arachnid body is generally sleek, similar to a black widow or a brown recluse. The Tremere’s exoskeleton can be shiny, matte, colorful, drab or anything in between. The arachnid body can add up to one foot to their height, four feet in length, and anywhere from 100 to 200 pounds to their weight. They are much more fragile than the Bulwark, but that isn’t to say they have bones made of glass.

 

Tremere differ from their Bulwark counterparts due to the fact that they maintain their ability to cast and perform magic. However, their upper bodies are still capable of withering and do so quite drastically. Tremere’s tend to be very gaunt and sickly in appearance, their bodies nothing but skin and bone. 

 

Bulwarks

The decidedly larger of the two, Bulwarks sport a very bulky arachnid body, similar in appearance to the common tarantula. Their exoskeleton consists of chitinous plates of various drab colors. The arachnid body gives them up to two feet in height, six feet in length, and anywhere from 200 to 300 pounds to their weight.

 

Bulwarks have a thick natural form of armour around their arachnid form, making them much more durable than their Tremere counterpart. Their underside, however, is much softer than the rest of their body. A smaller set of arms will also sprout from below the Bulwark’s normal human set. They’re much weaker than their normal strength, and are mainly aesthetic and are there for simple tasks.

 

Mental Description 

Spoiler

Zephonim suffer from alteration of the mind, meaning after they undergo their transformation, they will now act a bit differently than they once used to. Zephonim no longer have romantic desires, mainly due to their lack of reproductive organs. Zephonim instead reproduce by turning their mate, or child, into another of their species. Zephonim will have a harder time developing emotional attachments, but it’s not impossible, instead taking more time to develop meaningful relationships which can evolve into that most similar to that of a familial one. Zephonim do not become any more or any less aggressive, but will not be any less inclined to defend themselves from attacks. 

 

Zephonim are primarily carnivorous creatures. They either set up traps or hunt in pacts for their prey. However, even though they are carnivorous, they are not anymore inclined to feast on the flesh of descendants as they would have been prior to their transformation. Zephonim will usually target smaller creatures such as dogs, cats, foxes, pigs, sheeps, and goats. 

 

Zephonim maintain their morals and self-control to a certain degree, depending on how they take their transformation and the type of person they were prior to their transformation. 

 

Abilities

Spoiler

Spiderling Web [Non-Combative]

Both Tremere and Bulwick, Zephonim have the ability to produce webs. These webs are fairly durable and elastic, but are quite flammable. These can come in handy in a multiple of scenarios from binding a person up or grabbing something from far away. 

 

-Zephonim may not use their webs in order to sling across long distances.

-Zephonim may not use their webs to competitively grab something from someone’s hands.

-Zephonim may not use their webs to bind someone while in combat.

-Webs produced by a Zephonim are highly flammable and will immediately burn away once exposed to flame. 

 

Molt [Non-Combative]

When a Zephonim is injured or is brought to the brink of a death either they, or another Zephonim, may molt them. This encases the wound in their webs and allows it to heal, as Zephonim are out of the jurisdiction of the Cloud Temple Monks.

 

-Zephnoim cannot heal their wounds in combat.

-Zephonim must survive combat scenarios in order to perform this ability and heal their wounds.

-Zephonim healing takes place over the rest of the OOC day from performing.

-Zephonim that do not heal themselves with their ability will die and respawn at the Cloud Temple.

-Should a Zephonim die and be revived by the Cloud Temple then they will no longer be a Zephonim and will need to undergo the process once again.

 

General Red lines/Restrictions

Spoiler

-Transforming a character into a Zephonim requires OOC consent from their player.

-Addiction does not normally occur after one taste of the poison, especially not a small one.

-Transformation only occurs if the mutagen is regularly ingested.

-A Zephonim must be created from a pre-existing character. You cannot start a character as one.

-While most might classify the Zephonim as abominations, they didn’t come about from an evil ritual or alchemy. As such, the usual abomination-killing methods (Aurum, holy magic, etc) are ineffective. Though the weaknesses unique to Tremere and Bulwarks respectively are listed, these weaknesses encompass both variants.

-Bulwick’s second set of arms cannot be used in combat and are primarily there for aesthetics.

-This creature can be applied for by anyone with an ST to play the Zephonim that created them or the validate the mutagent they used.

-The addition of height and weight assumes the arachnid body is roughly the same height and weight of their descendant legs before modification.

-A Zephonim’s arachnid exoskeleton is weak to blunt and piercing damage.

-Zephonim share the traditional weaknesses of most living beings. They can die from blood loss, starvation, suffocation, burning, electrocution, etc.

-Once you’ve transformed, you cannot switch between Bulwark and Tremere on a whim. They should be treated as separate creatures in a CA.

-Zephonim cannot climb walls or ceilings, they weigh far too much.

-Zephonim cannot web sling.

-Zephonim that die and are brought back by the CT Monks will need to have their applications denied and undergo the process once again.

-A Tremere may learn and cast the following magics: All Arcane/Voidal, Necromancy, Mysticism, Pale Blood Magic, Sorvian Crafting, Druidism. (Will update if compatible with things like Shamanism)

-Zephonim mutagent in the form of an item must be ST approved. All the same rules above apply when using the mutagent outside of a Zephonim player turning another character into a Zephonim.

 

Citations

Spoiler

Zephonim Lore

Zephonim Revision & Addition Lore

Original Lore Writer

 

Should this be met with positive review, I’ll gladly make an addition for the Broodmothers spoken about in Aehab’s Revision & Addition Lore. For now, this is what I’ve put together as someone who definitely thought the Zephonim were a unique and cool take on the Spiderling aesthetic and was sad that I didn’t get to see enough of them. Keep in mind this may look very, very similar to the original lore piece and that is because I tried to keep it as true to Aehab’s original work as possible, because I didn’t find it fair to take the idea and spin it my own way. I do hope you all enjoy and should Aehab, or any other writers that planned to work on this, feel that this piece isn’t up to par with what you had in the works then by all means please let me know and I shall gladly have it denied! ~ Luv

 

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