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[✗] [CA Race Lore]-The Izkuthii


Olandyr
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[CA Race Lore]-The Izkuthii

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(Made by Freema. Used in the Llahir lore piece)

 

Sidenote:

I would like to request a CA wipe for this race, due to the new purposes and direction they are being taken in, with the removal of some fairly essential roles and paths for the prior rewrites of the Izkuthii. Along with this, there have been various complaints about instances of powergaming, abuse. The Izkuthii lore, due to Flam’s constant rewrites, vagueness, Cramming the race onto Lotc and such, does not have a good reputation. This is being requested in hopes for something of a clean slate, this is not intended as an aggression towards the current group of Izkuthii, or anyone who has been part of such.

 

Izkuthii Explanation

  • Upon transformation, 1 slot will be permanently taken up, unable to be gained back regardless of disconnection.

  • Fledgeling Izkuthii take up 2 slots.

  • Adult and Specialised Izkuthii takes up 4 slots.

  • Runuurii takes up 5 slots.

  • A Greater Soul is required to become an Izkuthii. As such, Creatures and Constructs that bear little to no souls such as Wonks, Sorvians and Golems are unable to become Izkuthii..

  • Ologs, Hou or Kha may not become Izkuthii.

  • Current and future CA races may not become Izkuthii.

  • Izkuthii can not learn any deific magic, and can only learn Voidal Magic or Kani, if they have the required slots. Izkuthii can not be Seers, or learn the feat.

  • A Feat MA is required for the transformation into Runuurii.

  • A TA is required to learn/know the Connection Ritual

 

Background

Spoiler

 

The Izkuthii, worshippers and kin of the Daemon of Thievery, Trickery and Luck, Llahir. They are guided to lay out and fulfill Llahir’s wishes, being entrusted with gifts from the Lost Daemon, and to follow his code to the letter, not straying or abusing their abilities.

An Izkuthii, should they not use their gifts, should they grow lazy or abuse their boons, will find themselves punished in varying ways. As an Izkuthii, they are left mostly to their own will, aside from the urges and mental changes induced, and the new need to ‘feed’, fulfilling Llahir’s will as they do so. Izkuthii often find that they’re looking to make Pacts and Deals with Descendants, a form of Business, as such is provided in many of their Abilities, a skill provided and encouraged by Llahir to aid them in their schemes and provoke more than a common deception.

 

Origin

-[Ambience music 1]-

TL;DR: A cunning man keeps failing his gambles since he lacks planning, Llahir in disguise tricked the man into serving him. The first Izkuthii was created.

 

Spoiler

Peace was interrupted by the tumbling from a dice set, leaving crimson marks on the rugged table. Weavering flames from a lantern cast long shadows in the empty room. Fresh blood dripping from the Man's forehead, a towel held over the cut. He slumped down on the chair of his abode, blood staining the digits from where the dice escaped. A low muffled groan echoed from him as the dice halted, and a pair of sixes showed on the ivory surface. The man's fist clenched, their open palm slammed down on the wooden grains. He stood from the seat with a jolt, cursing and closing his eyes in remembrance of a few hours prior, of the square's cold stone paving when he fell face first, and the laughter ensuing his harsh banishment from yet another tavern. After a sharp and pained inhale, regained, and clear from the fresh memory, the Man went to the front door of his home. Wrapping his coat over, the Man went to take a stroll through the streets. The moon glimmering on the puddles and mud of the outskirts of the city, each step leaving behind the imprint of his filthy, old shoes. Pace after pace, just like each failed attempt at redemption. He could not afford another failure, not again.

 

The Man's dark hues gazed at each marked door, the eerie silence and seeping mist feeling unnatural, unsafe, even for him. Yet he kept walking. The narrow street seemed to enlarge at each step, getting further and further from the end, gaze ticking in bewilderment when he halted, not a single drop of booze was touched that night, he could not afford it anymore. His shoes sinking in the mud with a sluggish gritting, he looked back, there at paces of distance a hooded and hunched figure came closer. The Elder merely took the first right to the door as it appeared to be their home. The old man's sickly hand reached for the key of the entrance into his pocket, however their weak grip made it slip into the dirt. The failed gambler merely staring at distance. The Elder huffed, bending to reach for the key, not quite getting it, his back pain clearly making it difficult. He had almost got it, however another reached before him, it was the gambler, who then leaned back up and offered the rusty key to the Elder. The old man offered a toothy smile, a sinister glimmer in his eye as the moonlight shone under the hood. His sickly hand taking the offering. A weird purple tattoo was on his palm, an open eye intertwined in a helix, which the gambler could swear he saw blinking at him, the Elder raspily spoke.

 

 

"Thank ye, kind lad... It's glad to see some these days". His toothy smile grew.

 

 

"What is that on your hand, old man?" The Man asked in with mild intrigue.

 

 

The Elder, outing a high, raspy chuckle, dismissed the question. "Come! Come! I must express gratitude..."

 

 

Creaking, the door was open, inviting the Man inside. The failed gambler hesitated for just a moment before stepping in. The room seemed considerably bigger than the exterior, and much brighter than what it looked like a few moments prior, too much to be a poor man's home. The door slamming behind sent a weird pulse of energy on the walls, the environment seeming everchanging for a moment, shifting in shape, decorating with bright tapestry and intricate wallpaper bearing hints of gold. A high chandelier descended from the ceiling, the candles blazing with wisps of purple light, yet giving off a warmth in the splendid atrium, comparable only to a kingly court, yet seeming more expensive than any amount of gold storable by any descendant.

 

 

"Who are you..?" The Man whimpered, stepping back.

 

 

A glimmer sparkled from underneath the hood as the Elder turned about, mist escaping his sickly hands, a finger snap echoed in the glimmering room, and a dense wooden desk materialized from thin air, slamming down onto the marble tiles in the middle. The hooded man then sat down calmly, joining his hands. The failed gambler was baffled at the vision, frozen in shock, though his amazement was cut short, a chair seemingly appearing from nowhere materialized behind and swept him on, sliding across the floor to stop in front of the desk. The gambler could barely hold onto it as he was almost flinged away at the sudden halt.

 

 

The man shook onto his seat, they sat up again "W-What do you want from me?"

 

 

The Elder chuckled, his voice booming and echoing, shifting in tone, out of place for the appearance he still held. "I have a proposition for you..."

 

 

Another snap, and purple mist poofed in mid-air, sparkling, as a paper scroll, ink and quill formed from it, gently gliding down onto the desk, right in front of the failed galmber. Weary eyes stared down at the contract, an offer he could not refuse. After a brief reading, the Man dipped the quill and marked his signature onto the paper, the robed man's toothy smile grew larger.

 

 

The Elder mumbled as the contract rolled up by itself, flinging right into his hand "Glad doing business with you, my friend..." He then laughed.

 

 

Trembling could be felt across the floor, the walls shook, shifting and moving into impossible shapes, the Man closed his eyes in terror as he yelped while covering himself onto the chair. Then peace. Opening his eyes, the Man looked about, but nothing was there, he found himself in his abode and dice set in hand, as if he never left. The first servant of Llahir was born.

 

 

 

-[Ambience music 2]-

The Trickster’s Code

 

Spoiler

 

The Trickster’s code is a set of rules laid out by Llahir, guidelines for his followers to adhere to, else punishments are set in place through Specialised, Runuurii or other, more divine means. Occasionally, were there to be a case of corruption in Runuuri, they may find more deadly consequences. There are exceptions to these of course, and special circumstances, meaning that in most cases the punishment can and will likely vary, depending on its severity. A Runuurii may overrule a Specialised’s judgement. 

 

A follower of the Lost Daemon may not needlessly kill or assault a Descendant, or any other Descendant like figure, unless it’s for self-defense, for the sake of the Order, or for the sake of the Izkuthii’s life. A Descendant who has discovered something of the Order is not on grounds to be killed or harmed, unless it grows to harm the Order, or the secrecy of the Izkuthii. An Izkuthii may not ask for someone’s death.

An Izkuthii may not kill or be involved in someone's death directly, nor may they fight and cause harm without consent, for the dead can’t appreciate our tricks, and injuries bring attention.

 

 A worshipper of Llahir may not needlessly steal from those new to this realm, (New players) unless they have something of equal value to exchange.

An Izkuthii may not steal from Descendants new to life, or this realm unless something is given in return that the Descendant finds valuable without the need for trickery or deceit.

       

Do not hinder those who abide by these rules, do not scathe or harm them, for they are an ally, if a dispute were to emerge between two followers, organised, non-lethal methods may be arranged and agreed upon between the two, as long as it follows all other tenets.

Do not actively work against other Izkuthii, for they share the same goals as you.

        

Do not share secrets of the Order, Izkuthii with loose lips are on grounds to be shunned, if enough damage were to be caused.

Don’t tell any Descendant not involved with the Izkuthii of the Followers of Llahir or details of it unless absolutely necessary. Action will be taken against both the Izkuthii and Person should it grow to affect the order.

 

 

 

 


Tier System

 


Spoiler

 

Fledgeling Izkuthii

 

The first stage of being an Izkuthii. Once the transformation process is completed they will gain the small amount of boons they have at this stage, and the new mental and physical changes that have been brought along with it. They may find themselves struggling to cope with the sudden urges, and, at this point, subtle mindset changes, akin to an itch. At this stage, were a disconnection to occur, or they were unable to feed, they would be reverted back to their normal self, with no memory of their relatively short time as an Izkuthii. Disconnection at this stage is possible, and is counted as a Deific Connection, causing wonky emotions, violent mood swings, struggling to feel strong emotions for long periods (aside from pain).

The Izkuthii has to feed twice every two weeks, as a strong part of strengthening the connection between the Fledgeling and Llahir. At the end of the OOC month they will be able to be transformed into an Adult Izkuthii by a Runuuri or a Specialised Izkuthii.

A Fledgeling who does not meet the feed requirements is disconnected.

A Fledgeling who breaks a Tenet is disconnected automatically, not needing Runuurii or Specialised intervention.




 

Adult Izkuthii

The Second stage of being an Izkuthii, Izkuthii in this tier aren’t the most experienced, however they have a much wider range of abilities than prior, and tend to start properly adapting to this new, unfamiliar lifestyle. They have subtle thoughts, tugging them in the direction of stealing some minor thing, making bets or deceiving someone in a rather light fashion, which over the course of the next month grows into more of a desire. At this stage, they gain age-exclusive Immortality, their age appearance halting.

They must feed twice a month.

After a Month and a half they may be promoted to Specialised by a Specialised Izkuthii or a Ruunuurii Izkuthii.

An Adult Izkuthii who breaks a Tenet can be disconnected.


 

Specialised Izkuthii

A much more developed Izkuthii, promoted to this stage by a Runuuri or a Specialised who has been so for longer than two months. By this stage their previous thoughts are gone, really. Instead they’re much more direct, however only towards one thing, depending on the specialisation chosen. They gain access to more boons, based around their category, and, for many Izkuthii, they will be in this Tier for the rest of their life, apart from the most devout followers. 

They must feed three times a month.

This tier lasts for two months, after which they may be promoted to Runuurii by two Runuurii.

If a Specialised does not meet the feed requirements they will suffer the effects listed in ‘Izkuthii Feeding’.

 

Runuurii Izkuthii

The last stage of being an Izkuthii, in no way are these any form of leader, however they are considered role-models, rather an Izkuthii who has entirely devoted themself to Llahir, and thus has gained all of his boons and all of his curses. These forms of Izkuthii are in no fashion a necessity, merely some more boons to add to the Devout Follower’s arsenal, and to better equip them for growing and sustaining the Izkuthii. However, at this stage they are unable to utilise any form of outside magic and 5 slots are taken up.

They are required to feed five times an OOC month

 

 

 


|Physical Description|

 


 

Spoiler

 

Fledgeling

 

Upon transformation, multiple changes are made, and multiple tells for an unconcealed Izkuthii. A fledgeling Izkuthii takes on a pair of horns, of varying designs, as long as they are average sized and to the side of their heads, sometimes they may be spiraling or twisting in varying directions. These have no offensive, defensive, or combative advantage, and easily snap upon applied force, whether ramming or impaling is attempted.

 

They also gain a mask, one of the most essential things for an Izkuthii, an identifier amongst others, a conduit for their boons, and the key tool in their transformation. This mask can take on any style upon creation, ultimately being forged to be the one most desired by the Izkuthii, this covers the front of their face, and simply can’t be removed. The Mask may be shattered, leaving them vulnerable in their Izkuthii Form, unable to use any ability. 

As a Fledgeling, the mask melds to their face, representing the replacement of what they once were.

 

Adult

 

Upon becoming an Adult Izkuthii, a third eye appears on their forehead, of any color, something almost entirely up to the Izkuthii’s choice. This can be used as a ‘solution’ for any blind Izkuthii, however offers no different perspective due to its positioning in-between the two, this can be blinded, and acts the same way as a normal eye. Everything else remains the same.

Redlines:

There is no different field of view due to its positioning.

The eye’s position must always be on the Izkuthii’s forehead, in-between the two other eyes.



 

Specialised

 

A Specialised Izkuthii gain one of two different aesthetics, equally serving as tells. These can’t be concealed, unless they choose to be in unmasked form, and is ultimately the downfall for idle Izkuthii.

 

Depending on the specialization chosen the Izkuthii assumes either Trickery or Luck tells.

 

Trickery

An Izkuthii who chooses the Trickery specialisation will develop one of four black and white marks on the palms of their hands, out of: A comedy and tragedy mask on the palm of each hand, A pile of coins, a Snake’s eye and a Crown. These are each roughly the same size and only exist in Masked Form. The Symbol may not change once chosen.

 However, an obvious tell for an Izkuthii who has chosen to go down this route, in Masked form, is that, once the Izkuthii remains idle for too long, whether it be simple conversation, or loitering in one place for 10 emotes, everything around them in a 3x3 block radius takes on a much more oddly shiny and polished appearance, whilst things like mina, silver and such appear much more dirty and rusted. This is only aesthetic, however, and fades the moment the Izkuthii moves around sufficiently again (Out of the 5x5 radius it started in).

           Redlines:

  • The Izkuthii can not simply move out of and back in the radius, if they do so, the effect will appear again, they must wait five emotes.
  • Once the effect is in place, everything will take that appearance, however anything being touched by someone will look as it normally would, until being free from grip.
  • Unless there were only two people, being the Izkuthii and someone else, this is almost impossible to entirely pin on a Person, however the effect itself is easy to notice.
  • An Izkuthii, before the effect takes place, does not need to wander out of any radius, however they can’t stay still/almost still without this occurring.
  • This has no effect in combat.
  • Idle is referencing an Izkuthii who lingers in the same place for too long, (10 emotes). An Izkuthii who is locked in a cell larger than two blocks won't be considered idle unless they remain in one spot. An Izkuthii who moves more than two blocks frequently cannot be considered Idle. But an Izkuthii who occasionally moves their hands about, or lightly shuffles side to side is an idle one.

 

Luck

An Izkuthii who chooses to specialise in Luck is recognisable by one of the four marks that they may obtain upon choosing this tier. Upon choosing the Luck specialisation, the Izkuthii may choose the black and white marks of: A set of dice, a Horseshoe, a Tarot Card of the Izkuthii or a four-leaf clover. These are each roughly the same size and only exist in Masked Form. The Symbol may not change once chosen.

An Izkuthii gains another curse, which carries through both of their forms, though not as major as Trickery, it makes up for it by its consistency, the Izkuthii almost constantly slipping up in some form, whether it be almost smashing a vase, though just missing it, or almost tripping yet being able to stay on their feet, or almost dropping a hammer on your toes, and grabbing it mid-air.

This must be emoted at least once per RP encounter, assuming said encounter is longer than five emotes, and it fits in such. As a rough guideline, for every five or so emotes, an example of it should be displayed.

            Redlines:

  • This has no effect in combat.
  • This only affects the Izkuthii.
  • This does not occur when idle, it is a passive thing that happens regardless of how active the Izkuthii is.
  • Due to the fact this is more subtle than the other specialisation, this must be emoted at least once per RP encounter, assuming it’s possible, to not do so is Powergaming.
  • Idle is referencing an Izkuthii who lingers in the same place for too long, (10 emotes). An Izkuthii who is locked in a cell larger than two blocks won't be considered idle unless they remain in one spot. An Izkuthii who moves more than two blocks frequently cannot be considered Idle. But an Izkuthii who occasionally moves their hands about, or lightly shuffles side to side is an idle one.

 

Runuurii

 

Runuuri lose the marks gained from being a Specialised Izkuthii, instead getting the light purple mark of a helix with an eye in between it on the front and back of their hands, only in Masked Form. Along with this, they gain four horns, rather similar in design.

These become much less unnoticeable in their tells, still maintaining them to a much smaller extent, a Ruunuri may find themself oddly lucky (Out of combat), still making small mistakes, or almost making small mistakes, but swiftly avoiding doing so in a rather helpful way, and the Trickery tell becomes more subtle, everything in a 2x2 radius becoming either shiny and polished, or dirty and rusty, essentially designed to look the opposite of their natural look, regardless of material. This happens after being idle for ten emotes, and requires more attention to notice, however is much easier to pin on the Izkuthii.

 

            Redlines:

  • To not emote this in some form after the required time (For Trickery) is considered powergaming
  • This is not immediately noticeable in most cases, as it is a more minor effect than prior
  • Luck must still be emoted in almost every other RP encounter, assuming it isn't a combative one, though this can be flexible, and to a smaller degree.

 

 

 


|All Izkuthii-Physical Description|

 


 

Spoiler

 

The Mask:
 

The mask that an Izkuthii dons is special to them, like a close friend, or a long passed heirloom. It is the host of their abilities, and the thing that ultimately forms their deific connection. This mask takes its design the moment it is placed upon the Izkuthii’s face, colours and designs sprouting to life and spreading over the mask from the center rather swiftly, forming something wanted by the Izkuthii, colours occasionally used to represent them as a Person. This Mask covers the entire front face of an Izkuthii, leaving space for the third eye which rests above it.

            Redline:

  • The Mask may not be entirely one colour
  • The Mask may not vary in shape

 

The Mask is a weak point of an Izkuthii, whilst it does not directly kill them, it renders them useless of their powers once smashed, with the durability and feel of toughened clay. Once an Izkuthii’s mask is smashed through means other than breaking a Tenet, such as through a blunt hit with a hammer, roughly four times, the mask, or what remains of it, swiftly turns grey, crumbling into dust and falling from their face. What remains of it is coated by a light purple substance within a moment, claiming it back and vanishing. The Izkuthii, from here, are left with their horns and third eye out, unable to utilise any ability aside from ‘Forging of the Mask’.

            Redlines:

  • The Izkuthii may not forge a new Mask whilst still in the RP encounter
  • The Mask does not give much protection, whilst it prevents the Izkuthii from having their face directly harmed, due to the link formed between them and their mask, any damage inflicted towards their mask, the pain of such is felt by the Izkuthii. For example, if an Izkuthii were to have their mask stabbed, though it wouldn't be as effective as something blunt, it would likely be more painful, as the Izkuthii would experience a ‘stabbing pain’ in the area struck.
  • The Mask may not be removed from an Izkuthiis’ face, unless it is destroyed, shifting into their Unmasked form still counts as having the Mask, for they cannot do so without it.
  • The Mask must remain upon their face, and cannot be moved about their head.
  • The Mask may not change its design.
  • The Mask may not take any more than 5 hits from a blunt object in normal circumstances.


 

The Eye:

 

Upon becoming an Adult Izkuthii a third eye will be placed on the forehead of the Izkuthii, just above their mask,taking the exact same point of view as the other two eyes the Izkuthii has/had/would have. This is only visible in Masked Form, and is sealed over in Unmasked form, or when the Izkuthii utilises Advanced Shapeshifting and chooses to hide the Horns, Mask and eye. This may be regenerated in Llahir’s Pool, regardless of whether it is stabbed, entirely removed or damaged/hindered/rendered useless in any form. This may take on any appearance, regardless of how mystical it may be, though it is clear it is an eye.

           Redlines:

  • May not give a new point of view.
  • May only be used in Masked Form when it is visible.
  • Cannot be made smaller/larger.
  • Cannot be moved.
  • Can still be blinded

 

Age Immortality:

Upon being transformed into an Adult Izkuthii, they will find their aging to cease, appearance wise and internally. Whilst  death continues to affect them as it would most other creatures, Izkuthii have the convenience of Age-Exclusive Immortality, and thus are able to live until they Die (PK) through other means.

Age Immortality does not prevent the Izkuthii from making themself appear younger or older, it simply means they are unable to age through normal means, and so do not change in appearance naturally.

        Redlines:

  • An Izkuthii in each form is still able to die as easily as a normal Descendant, more so in Masked form, in fact, due to the heavy blood loss they experience.
  • This does not affect anything aside from age
  • The aging stops the moment they become an Adult Izkuthii.

 

 

 

Lack of Organs-Exclusively Masked Form

An Izkuthii  in their masked form, due to the lack of organs, has no need to breathe, eat or drink, nor can they be poisoned through consumption as they are ultimately unable to digest anything, and are unable to suffocate because of this. This can also be a weakness however, as more blood is needed to pump around their body, and they are more susceptible to bleeding out. Their heart remains, as more blood is needed, and it would be deadly to lack such, despite their deific nature. 

An Izkuthii in their masked form bleeds out much faster and heavier than one in their unmasked form, this does not make them susceptible to bleed out from a papercut, but if one were to stab a Descendant in the chest, they would bleed out slower than a Masked Izkuthii, who would bleed out at roughly double the speed.

As a rough guideline, a Descendant with an arm chopped off, assuming it is untreated for six~ emotes would probably pass out, and upon ten~ emotes they would likely bleed out.

For a Masked Izkuthii, they would pass out after about three emotes, and bleed out at about six emotes in the same scenario.

           Redlines:

  • Despite past iterations, the Heart remains a lethal spot in any form.
  • To not emote bleeding out faster is Powergaming.
  • This does not mean an Izkuthii will die from a stab to the stomach, however it would be easier to die from such, were the Izkuthii to be negligent from it.
  • In Masked form, were they to have both their arms severed and untreated, this would be almost instant death, unless they are treated within one or two emotes, upon the third emote the Izkuthii likely bleeding out and dying.
  • Decapitation is an instant death.
  • Any kind of Poison that does not target any missing organ still affects the Izkuthii.

Weaknesses:

Aurum and Gold:

Aurum and Gold, one of the biggest weaknesses of the Izkuthii.

Though Aurum and Gold does not directly harm an Izkuthii, in the complete Physical Sense at least, it hinders them greatly. An Izkuthii 3 blocks from Aurum or Gold chunks will find themself distracted, their mind wandering towards its lingering presence constantly, unable to entirely concentrate on what they are doing. An Izkuthii two blocks from Aurum or Gold chunks will find themself slightly disoriented, as if trying to focus on something constantly changing. The corners of their vision are more ‘foggy’ at this point. An Izkuthii one block from Aurum or Gold chunks will find themself weary, and experiencing the two previous effects, they may find their speech slurring slightly, and struggling to keep hold onto anything heavier than a ball of metal. An Izkuthii directly on Aurum or Gold chunks will find that they suddenly become very weary, any recent wounds opening back up (recent being the OOC day before, or that day) and will experience all previous effects. An Izkuthii simply passing by Aurum or Gold chunks won’t be affected by it much, just being disturbed by its presence as they pass by, wanting to get past it as much as possible.

An Izkuthii who lingers around Aurum or Gold chunks, within the ‘range’ will find the effects amplified.

For every two emotes an Izkuthii is in the range of Aurum or Gold chunks the effects will be amplified into the next stage, as if they were closer to it. For example, an Izkuthii who is three blocks away from Aurum or Gold chunks will be affected as if they were two blocks away from it after two emotes, one block away from it after another two, and directly on it after a last two, this can not be amplified further. 

Aurum/Gold 'chunks’ refer to Blocks.

 

Aurum or Gold weapons are generally not as effective, due to their size and forging process, and affect the Izkuthii in different ways. An Izkuthii that is struck by an Aurum or Gold weapon will find themself more sluggish, unable to utilise any  form of Abilities for a period of time, depending on the weapon they are struck with. Along with this, they begin to feel sick, like they are on the verge of vomiting. For 1 OOC days after being struck with an Aurum or Gold weapon they are unable to utilise the Pool of Llahir, and for until the end of the day after the attack, unable to shift into another form.

This varies from weapon to weapon, of course, a Sword would be able to give stronger effects than a dagger, here is a reference list:

Average Aurum or Gold sword-2 OOC hours unable to use abilities, cannot shift form for until the end of the OOC day after the attack.

Average Aurum or Gold dagger-10 Emotes unable to use abilities, unable to shift form for 12 OOC hours.

Average Aurum or Gold Shortsword-1 OOC Hour unable to use abilities, unable to shift form for 24 hours.

Not all Weapons are listed on this, but a rough guideline would be that the bigger a Weapon is, the more Aurum/Gold it contains, the more it can pierce an Izkuthii’s skin and make contact with them, the more it will prevent them. An Aurum or Gold Machete stab into the chest would always be more than that of a Sword. Anything smaller than a dagger will only make someone feel sluggish upon contact, any small projectile, such as Aurum or Gold flakes are ineffective. 

An Izkuthii may not wield an Aurum or Gold weapon  larger than an average Sword, as prolonged contact with such a thing (5 emotes) would place the effects as if they were three blocks from Aurum or Gold chunks, amplifying every five emotes into the next ‘stage’. Swords can be wielded without problems.

           Redlines:

  • To not emote the effects of Aurum or Gold chunks, or Aurum or Gold weapons is powergaming.
  • Aurum/Gold 'chunks’ refer to Blocks.
  • There is no way to prevent the effects felt by being harmed by an Aurum or Gold weapon.
  • If an Izkuthii were to attempt to utilise a Pool of Llahir before they are able to, it would do nothing.
  • The Shifting Form halting works both ways, an Izkuthii stabbed with Aurum or Gold in the Unmasked form would not be able to shift to their Masked Form.
  • An Izkuthii who attempts to utilise an ability during the cooldown will get effects akin to if they were standing one block from Aurum or Gold chunks for 2 emotes, and upon trying two more times will pass out.
  • The effect from being stabbed does not amplify, unless a different weapon is used, made of Aurum and Gold, the effects of which will replace the weaker one.
  • The Izkuthii may only wield an Aurum or Gold Sword, or less without suffering the effects after some emotes.
  • Being unable to use Abilities doesnt keep already placed down things from working, it just means it cant be actively used further, such as a Crystal Ball’s image, though they cant make a new Crystal Ball or change the image in the Crystal Ball.  Same goes for the Illusionary World, and People may still interact with the ‘Conjuring Fortune’ statue.
  • ’Izkuthii Sensing’ may still be utilised due to its passive nature.
  • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.

Izkuthii Blood:

Izkuthii blood, one of the most hidden tells for an Izkuthii, noticed only by the observant and the knowledgeable. Izkuthii blood takes on a light purple hue and a glossy look, only really noticeable by those paying attention to it, or those very close to it. This shares the same appearance qualities as normal blood otherwise, and acts the same as normal blood, apart from when working with Tippens Root, often taking three times the time to clot that it would normally, (roughly two emotes before an Izkuthii’s wound clots). Attempts at numbing a wound through Blissfoil would also be more ineffective, assuming said wound was bleeding, only numbing it by a quarter.

This applies more so in their Masked form, due to the increased amount of blood/bleeding, Tippens root taking five emotes to clot a wound, and Blissfoil being entirely ineffective against a bleeding injury. For short, any medical herb which makes contact with an Izkuthii’s blood is dulled, and thus is less effective, or, occasionally nullified completely.

Stronger herbs which clot blood are lengthened by two emotes minimum, weaker herbs, such as Blissfoil which only numbs something around half of its pain, will be incredibly ineffective normally, and essentially useless in their Masked form.

 

          Redline:

  • Ingested herbs are unaffected by the blood.
  • Injected herbs are entirely useless.
  • This serves as a downside purely for the Izkuthii, and you can't douse a herb in Izkuthii blood to make it less effective generally.
  • This does not dull any Poisonous herbs.
  • This does not dull any herbs that have no medical qualities.
  • The more blood there is, the less effective it will be, use logic. An Izkuthii in masked form will always have a higher emote count for a wound clotting than four emotes, as the blood is what affects the Herb, and Masked Izkuthii bleed heavier. 
  • Numbing herbs retain their effectiveness on a non-bleeding wound.
  • To not emote the appearance of blood, were a Character to turn their attention to it whilst in a 4 block range, or be 1-2 blocks from it is considered Powergaming.

 

 

Izkuthii Death:

Spoiler

 

Izkuthii death is something rather abnormal due to the way they are made, and the way their anatomy changes, the way their soul warps and differs from that of the average Descendant.

Izkuthii can die in many ways that a Descendant can die, with few exceptions, such as age, or suffocation, equally, bleeding is much more lethal and fast than that of a Descendant bleeding, as described previously, this is exclusive to Masked Form, of course.

Due to Llahir’s grasp over an Izkuthii’s soul, they are not revived at CT, or in a particularly similar method to Monk revival at all, an Izkuthii can die to most-if not all things of combat in their Unmasked Form, whilst in their Masked Form the main methods of death would be their heart, or causing them to bleed out through excessive large wounds, along with decapitation, an instant death for such a creature. Breaking their mask renders them weak and boonless.

Upon death, their Mask will vanish, or what remains of it, beginning to reform in a Pool of Llahir, or where one once was, colours coming back to life, and slowly bringing and repairing the Izkuthii’s body back with it. As the Mask reforms in the Pool of Llahir it starts re-constructing the Izkuthii’s body, being able to do so due to its strong link to the Izkuthii’s soul, this process takes 2 OOC days for the Izkuthii to reform, after which they will have 1 OOC day until they are able to utilise their Masked Abilities once more.

Should a Llahir’s Pool not exist at the time of the Izkuthii’s death their revival will be delayed by 2 OOC days, this is elaborated on in the ‘Pool of Llahir’ ritual.

           Redlines:

  • Same death rules continue to apply, an Izkuthii will not be revived upon Suicide, nor will they remember the events leading up to Death.
  • An Izkuthii will not regenerate any limbs lost outside of the encounter in which they were killed.
  • An Izkuthii will not, under any circumstances, be able to be revived earlier than 1 day after death.
  • An Izkuthii will not, under any circumstances, be able to use their Masked Abilities for One day after their revival.
  • The Izkuthii will still mechanically respawn in CT.

 

 

 

 

Izkuthii Feeding:

Spoiler

 

Izkuthii feeding is an odd thing, something enforced by Llahir, something they are required to do not so much for themself, but to please Llahir. The Izkuthii are drawn to Feeding, not being satisfied with themselves until they have fulfilled their Feeding quota.

Izkuthii Feeding is done by succesfully carrying out an Ability marked as a Feeding Ability, under ‘Unmasked’ and ‘Masked’ abilities.

Izkuthii Feeding is gathered by the Izkuthii, then ‘given’ to Llahir in a common Izkuthii ritual, (Llahir's Feast, mentioned in ‘Rituals of Llahir’)‘this is important as something that makes the Izkuthii’s loyalty clear, and as something that empowers Llahir. An Izkuthii who misses these important rituals, or does not feed finds themself losing their Boons over time, however death will not occur.

Feeding is gained by using Abilities marked ‘Feeding’ abilities, if the Izkuthii is successful in using this, it will grant them one ‘feed’. They must interact with Descendants to this, of course.

 

Not feeding drawbacks:

The first two weeks that a Fledgeling Izkuthii does not meet the feed requirement they will lose access to all Fledgeling abilities aside from ‘Mark of Discord’

The first Month an Izkuthii doesn't meet the feeding requirements will make them lose access to all of their Masked abilities, aside from the Feeding ones.

The Second Month an Izkuthii does not meet the feeding requirements they will lose access to all abilities aside from Feeding abilities, and they will be locked in their Masked form.

 

Not attending the ritual drawback:

Should an Izkuthii not attend a Llahir’s feast for 1 month they will lose access to all fledgeling abilities except unmasked shapeshifting and feeding abilities.

Should an Izkuthii not attend a Llahir’s feast for a second month they will be locked in masked form and lose access to:

All fledgeling abilities except feeding and unmasked shapeshifting

Illusionary world, Hands of Deceit, Conjuring fortune, Llahir’s will.

Should an Izkuthii not attend a Llahir’s feast for a third month they will be locked in masked form, losing access to all abilities aside from feeding and unmasked shapeshifting.

 

Until they meet the Feeding requirements again this will remain like this, the moment they do meet the Feeding requirements or attend a ritual with such they will be granted back their Boons.

 

 An Izkuthii attending a Ritual only counts if they remain until the Feedings are given to Llahir, and attending a Ritual does not excuse them from the drawbacks of not feeding, whilst it is implied that attending a ritual goes hand-in-hand with having the required feeds for the Tier, an Izkuthii who has their required feeds but has not attended a Ritual has not given Llahir their Feedings.

 

Redlines:

  • An Izkuthii may not ‘loophole’ any of these, doing so is Powergaming.
  •  An Izkuthii attending a Ritual only counts if they remain until the Feedings are given to Llahir, and attending a Ritual does not excuse them from the drawbacks of not feeding

 

 

 

 

 

 

 


|Mental Description|

 


 

 

Spoiler

 

Izkuthii, as they transform, gain some natural thoughts and urges, implemented by the Daemon himself to ‘aid’ them in carrying out his will, and sustaining him.
As a Fledgeling, their mind begins to adapt to this new way of Life, the Izkuthii encouraged to be more secretive, albeit rather subtly, though more social, as to find and understand those around them.

As an Adult Izkuthii, their more prodded in different directions, often rather wanting to take opportunities-so long as it does not affect a loved one, or the Izkuthii so directly, at this stage they often become a tad more cautious of the People around them, only truly trusting of the other followers, their loved ones, and those they have known for a long time.

As a Specialised Izkuthii, they often try to tempt deals and tricks, luring Descendants into them with lies and bribery, their mentality changes depending on the Specialisation they choose, such as an Izkuthii who chose the ‘Luck’ category wanting to test their luck a lot more, being generally more outgoing.

As a Runuurii Izkuthii, their mindset broadens once more, being far more wanting, and practically needing to show Llahir gratitude, to open Descendants up to their Deals and Trickeries, they often grow frustrated upon being away from other Izkuthii for too long, as they want to be around and check on their allies.

           Redlines:

  • Not all of these are guaranteed mindset changes, however changes will occur as an Izkuthii.
  • To not emote the mindset changes of becoming an Izkuthii is Powergaming.


 

Timelessness:

The longer an Izkuthii becomes and remains such, the more they lose track of broader time, the way it flows and changes, something most noticeable in the later stages (Runuurii and Specialised). This often occurs due to the partly random nature of Llahir, and how intertwined his realm can become with his followers at points, along with the Immortality they are granted, it shifts and adapts their mind to last over the years, and so Izkuthii tend to lose track of time, or the year, scarcely remembering their original age-A point of design in Llahir’s forging of such a race.

Izkuthii tend to track time through major events, rather than days and nights, or changes in People, as sometimes their remembrance of their Companions can become confused, blending the changes over the years into one Personality, this often becoming problematic for Izkuthii wishing to build bonds.

Redlines:

  • This is practically guaranteed as one progresses to the later stages of being an Izkuthii, though it is not impossible to have some sort of coping mechanism to deal with this.

 



 

Control:

One of the deepest desires of the Izkuthii, whilst not being an inherent trait that is gained, many Izkuthii often get used to control, to offering Descendants various things, and the Izkuthii being able to take advantage of Descendants, developing something of a God Complex occasionally, and can underestimate those around them in many cases. 

An Izkuthii who comes across the realisation that they are not, in fact, as in control as they thought can be mentally damaging, it could shock some, it could give an Izkuthii an almost entirely new perspective in some cases, this is not a guaranteed mindset an Izkuthii will adopt, simply one likely as they take advantage of Llahir’s boons.

 

 

 

Regularity:

The Izkuthii usually settle around 1 or 2 Nations or Locations for them to perform their tricks and acts, growing something of an attachment towards those they choose to interact with, not so much a bond of Friendship, but rather one of interest, intrigue. An Izkuthii who finds themself laying out their plans and deeds in numerous places gets much less enjoyment, as something so short term does not please the Izkuthii, the only times an Izkuthii may find themself actively seeking to leave one Location and onto the next is if they found themself endanger, threatened, or finding it empty.

 

 

Unmasked and Masked Form

 

 

Spoiler

 

|Falling the mask| [Non-Combative] Both Forms |

Casting time: 6 emotes [1 connection + 5 cast] | Cooldown: 3 emotes

May not shift form for 1 OOC Hour.

 

 

The Izkuthii has formed a bond with their mask, it cannot be removed or pulled away forcefully by their face since it's molded with it, but they can however make it disappear to disguise and not give away their Izkuthii form, in this unmasked form their connection with Llahir loosens and many of their abilities lose their function. The Izkuthii needs to perform this task in a quiet and peaceful area. The Izkuthii focuses themselves upon their mask, drawing a hand to it, after a subtle connection the mask turns into pure Izkuthii energy and sinks inside their face as it’s pushed to reveal their past self, just like any other physical mark. A similar thing happens when they wish to return to their masked form, the Izkuthii focuses and draws a hand to their face, pulling the mask out of it as it then materializes in place once more.

 

Any physical mark of being an Izkuthii vanishes: horns, marks and third eye all disappear when they drop their mask and cannot be utilized. It takes 5 emotes for them to drop or wear their mask, if interrupted the process has to start over.

 

Turning into Masked Form

 

*pulls a hand up to their face, a dim purple glow forming at their fingertips, fingers lightly twitching as they prepare to mask themself.

**thin strings of bright purple energy shot from their fingertips, reaching into the Izkuthii’s face, warping and twisting it slightly.

**slowly these strings pulled a mask forth from the Izkuthii, distorting their face as they did so, the Mask appeared slightly hazy, as if it were liquid, before solidifying over the Izkuthii’s face.

**Horns began to sprout from the side of the Izkuthii’s head, tearing skin and shedding a few drops of blood in the process, these curled backwards into a spiral as they formed.

**The central skin on the Izkuthii’s forehead began to peel back, revealing the third eye, eyelashes sprouting from it as this happened

 

This is left mostly to creativity, this is simply an emote example, however the base lines for a Transformation must involve:

-The Mask coming forth and forming upon their face.

-The Face being distorted.

-The Horns forming, and causing pain in doing so.

-The Third Eye being revealed.

 

Turning into Unmasked Form

 

*brings a hand to their mask, a light purple glow forming around the fingertips, fingers twitching.

**Thin, bright purple glowing strings sent forth from their fingertips, attaching themself to the mask, slowly shifting the Mask into a much more hazy, liquid like state, draining it of its colours.

**The strings pushed the mask back, past the Izkuthii’s face, distorting it briefly, before revealing the Izkuthii’s full, normal face once more.

**The Izkuthii’s horns slowly sunk back into the base of their skull, leaving small marks around the side of the head, before sealing it over.

**The Izkuthii’s third eye was slowly sealed over, closing itself as skin began to layer over it.

 

This is left mostly to creativity, this is simply an emote example, however the base emotes must include:

-The Mask being drained of colour and being pushed back into the Izkuthii’s face

-The Horns reclining into their skull, skin sealing over the skin torn.

-The Third Eye being sealed over.

 

Redlines:

  • Cannot be done during combat.
  • If the process is interrupted before the third emote it has to be started over again.
  • Cannot be done whilst in great pain, such as being stabbed, or bleeding heavily.
  • Despite this, the transformation is painful, and causes sound, no, or very little pain should be felt before transformation.
  • Lingering pain also disrupts a Transformation, unless it is very little.
  • The Izkuthii is left vulnerable during this, and is unable to move or defend themselves actively.
  • From the moment the Mask is brought forth, the transformation cannot be prevented, they are effectively paralyzed.
  • From the Moment the mask is pushed back, the transformation may not be prevented, and the Izkuthii is entirely vulnerable, they are effectively paralyzed.
  • The Mask must be pushed back or brought forth by the third emote
  • Fledgelings do not have a third eye, however must still do 5 emotes.
  • Pushing back the Mask is still painful, and causes sound, however the Izkuthii may not be in any pain more than a very light one prior.

 

|Repairing the mask| [Non-Combative]Masked|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 24 OOC Hours

 

Summary:

The Izkuthii, should their mask be broken through means other than breaking a Tenet, may repair their

Mask in a Pool of Llahir, restoring their abilities.

 

Mechanics:

The Izkuthii may, over the course of 5 emotes, should they be standing 1 block away (at least) from a Pool of Llahir, conjure a new mask to harness their abilities through, this Mask will take on the same appearance as the Mask they first chose as an Izkuthii, and is unable to change in design or colour. This must be done in masked form, though the Mask will not be present, the moment the mask is placed on the Izkuthii’s face, they will be unable to utilise their abilities for 24 OOC hours, and feel very exhausted for the rest of that OOC day.

1 Connect + 3 Cast + 1 Placing the Mask 

The Izkuthii may not cast for 24 OOC hours from the making of the Mask.

           Redlines:

  • May not change in design, the one exception being a disconnected Fledgeling that becomes an Izkuthii once more.
  • This ability is tasking on the Izkuthii, and these times can not be shortened, should the player wish to, they may lengthen the time that the Izkuthii is exhausted for.
  • This may only be placed on the Izkuthii, anyone else that the Mask is placed will find the Mask instantly shatter.

 

|Izkuthii Sensing| Adult [Non-Combative]Both Forms|

Casting time: N/A| Cooldown: N/A

 

Summary:

Izkuthii Sensing, the only innate, passive ability that works regardless of form or abilities used, such as Advanced Shapeshifting to conceal the Mask. Izkuthii Sensing allows any Izkuthii above Fledgeling tier to instinctively be able to detect an Izkuthii nearby.

 

Mechanics:

Izkuthii sensing can be one of the most unnoticable Boons of Llahir, depending on how much time an Izkuthii spends near others.

An Izkuthii, regardless of any connection, can detect when another Izkuthii is within 10 blocks from them in any direction, though they cannot pinpoint exactly who without the other Izkuthii revealing themself.

 

Teacher Izkuthii are able to see through the Disguise of their Students, up until their Students gain a TA, or become a Runuurii, though they will still be aware of their Students disguise, it’s akin to looking through translucent glass, with the outer shell being their Unmasked Form, or their shapeshift, and the inner shell being them.

 

Runuurii are able to see through the Disguise of all Fledgelings just as Teachers are able to see through the Disguise of their Students.

           Redlines:

  • Cannot be used to metagame the location of Izkuthii, it only is active when another Izkuthii is within 10 blocks.
  • Cannot see through an Izkuthii’s disguise unless you’re their Teacher, or you’re a Runuurii and they’re a Fledgeling.
  • Cannot pin-point the Izkuthii in many cases, logic applies.
  • Cannot mentally communicate with Izkuthii.
  • Only applies to Izkuthii.

 


Unmasked Abilities

 


 

 

Spoiler

 

|Mark of Discord-Feeding| [All Izkuthii] [Non-Combative]|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 4

Summary:

The Izkuthii makes contact with an individual, leaving a mental mark on them temporarily, encouraging them to steal or deceive actively, if this were to land its mark, they’d be urged and jeered at into either deceiving or stealing, they may ignore this however, and wait until the mark vanishes.

This is the first, and one of the only methods of feeding for an Izkuthii, an essential.

 

 

 

Mechanics:

The Izkuthii rather unnoticeably connects in preparation for this spell, and upon maintained contact for at least two emotes, may leave a ‘mark’ on the target, after which they must roll, if the target were to get a roll between 1-9, they would find themselves, after 5 emotes, urged to tempt something, not as simple as a random gamble, but something considered fun and almost dangerous. It doesn't have to be a major gamble/bet/tempt.

Upon rolling 10-18, they would find themselves urged to deceive someone, or something, to make a fool of someone or something considered valuable after five emotes from when the mark was placed, this can’t be anything minor, such as telling a simple, random lie, but equally, it doesn’t have to be anything major.

Upon rolling a 19-20 the Mark is instead placed on the Izkuthii, unbeknownst to them, unable to refute it. Once the Mark is placed on an Izkuthii, any roll from 1-10 is a Luck mark, and any roll from 11-20 is a Trickery Mark.

Regardless of who it lands on, six emotes from when the Mark was placed, the pure black symbol of an eye appears where the target was touched. 

This ability, in no form is a method of controlling an individual, after the said five emotes, it becomes something of an itch, and evolves into something akin to a natural ‘urge’ after ten emotes, however, ultimately, it depends on the personality and desires of an individual, some regular person can, if they really wanted or needed to, ignore it, however they would be mentally mocked by a series of voices for five emotes, after the end of the ability. Whilst someone like a petty thief, or a common liar might instead embrace it, whether they realise it or not, it would be almost impossible to resist, due to their already existing nature.

This ability ends after 1 OOC hour.

The Izkuthii must PM the target the effects, even if the Izkuthii finds that the mental mark was placed on them, the physical mark will still be revealed on the prior Target’s body, and the Player must be made aware.

After the action is done, if the OOC hour has not already ended the ability will simply end.

This has a 5 emote cooldown before an Izkuthii may start casting another Izkuthii ability.

This provides 1 Feed.

 

           Redlines:

  • It will only be considered a successful feed if the Target performs the action, meaning an Izkuthii must plan their targets more carefully.
  • An Izkuthii, due to the nature they develop over the many years, find it impossible to resist fulfilling this act, should the Mark land on them, in attempts to please Llahir and their own desires, unless an Izkuthii was physically unable to, e.g Being binded, they will try as much as possible.
  • An Izkuthii performing an action they’re urged to do is NOT a successful feed.
  • An Izkuthii may not feed on a target twice in two weeks, regardless of whether it was successful or not.

 

 

|Shapeshifting| [All Izkuthii] |[Non-Combative]|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 5 emotes

 

The Izkuthii gains the ability to shapeshift their form in various ways, using the power of the mask they may shift their own bodies in any way they like, however not strong enough for drastic changes, but they may alter basic parts of their body, such as their hair color and length, eye color, change facial features like the jawline, cheekbones to be more refined or lengthen their ears to be akin to an elf, gain and decrease height or weight, the mastery of this ability takes time, a fledgeling may only alter themselves ever so slightly, but a Ruunuri may use this ability at its fullest.

 

 

 

The shapeshift is not strong enough to completely disguise oneself, the facial features can be molded into different face types, however they will still keep parts of their old self even if at first it may appear as someone different, injuries, scars or missing body parts won't be affected and cannot be regenerated or disguised with this ability. The shapeshifting ability cannot be used more than once a day and takes [4 emotes] to perform, it cannot be performed in combat or while moving, each stage has its own limitations, as the Izkuthii progresses they gain more control over their shapeshifting.

This has a 5 emote cooldown.

This takes 4 emotes to perform, regardless of the size of the Shapeshift.

Fledgeling: 

-change ear length and shape to be akin to an elf or human.

-change jaw and cheekbones' position and shape to resemble other face types.

-change height

 

Adult:

-change eye position and color to resemble other face types.

-change nose position and shape to resemble other face types.

-change teeth shape

-change voice

-change hair length

-change eye appearance

 

Specialised: 

-change hair style

-change hair color

-change age appearance

 

Ruunuri: 

-change body weight

-change body weight distribution

-change skin color 

 

 

Redlines:

  • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
  • Any scar, injury or missing body part will carry over in the shapeshifting, they cannot regenerate, won't be able to grow additional limbs or modify the body too drastically, they will still need to look humanoid, internal organs and bones still need to be accommodated for (cannot create a hole in the chest or drop a limb).
  • Weight distribution ability will shift the weight from other parts of the body to the desired area, however strength will not increase.
  • Any birth defect that doesn't take away from the body can be hidden (E.g. an extra finger can be hidden, but missing fingers cannot be gained, they will lose their function once disguised).
  • Cannot hide prosthetics or any additional accessory.
  • Cannot completely disguise themselves, they will still resemble their old self somewhat, some things they are unable to change, and that will remain regardless of what they do change.
  • An Izkuthii may not disguise as someone or be a look alike.
  • Cannot gain or decrease more than 1 foot of length or gain more than 45 pounds of weight, a liveable weight and height ratio must be maintained.
  • Shapeshifting will not increase or decrease strength, they will still hold the strength they had prior.
  • If leaving a combat scenario a minimum of 10 OOC minutes need to pass before being able to perform this ability.
  • An Izkuthii may not Shapeshift to look like that of the opposite gender.
  • An Izkuthii being able to change voice only allows them to change pitch, they may not sound like an animal, exactly like someone else, or like something other than a Descendant.

 

 

 

 

 

 

 

|Rolling the Dice| [Adult] [Non-Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 emote

 

Summary:

 

An Izkuthii may, after two emotes, draw forth a Dice forged from Izkuthii energy, solidifying in their palm. This may be used to trick or con people as the Izkuthii is capable of controlling it, forcing it to roll.

 

Mechanics:

 

The Izkuthii, over the course of three emotes, including a subtle connection,  brings forth a Dice forged from Izkuthii energy, solidifying it to appear as a normal one. This is capable of being controlled by the Izkuthii through lengthy training, Izkuthii inexperienced with this ability being rather slow in making it roll, very rigid in doing so, where as a Specialised Izkuthii, or an Izkuthii who has been an Adult Izkuthii for a long time is able to make it roll smoothly, as if it were a real dice. Should an Izkuthii get distracted in controlling the dice, they may find themself accidentally bringing it to a halt. There is, however, a flaw in attempting this, or attempting this too much, the Dice itself is hard to control, and can have a mind of its own often.

An Izkuthii controlling the dice must /roll 20. 20 meaning the Dice breaks apart, puffing into pure Izkuthii energy before vanishing almost immediately, 19-17 making the Dice land on the Opponent’s wished roll, 15 or 16 making it do nothing. In the case that the Izkuthii is not using this dice against a Person, 19-17 will also make it do nothing.

This takes three emotes, 1 Connection + 2 Casting.

This has a cool down of 1 emote before the Izkuthii May cast again.

 

           Redlines:

  • This requires concentration to control.
  • The dice, if not controlled, will act like any regular dice.
  • An inexperienced Adult Izkuthii will not be able to control the Dice to a realistic extent, to not emote this is Powergaming.
  • Should the Dice be struck by any amount of force, (dropping it into a table, or it dropping onto the floor does not count), it will break up and vanish.
  • Prior to the roll the Izkuthii must make the other player (if there is one) aware of the meanings behind each.
  • The Dice may not be given to another Individual, were another Person to take it it would crumble into dust.

 

 

|Deft Hands|Trickery] [Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 emote

 

Summary:

 

The Izkuthii may create a zone around them capable of being utilised along with their other abilities, so long as it is cast first. When in the zone they may utilise several other abilities within relatively fast succession.

 

Mechanics:

 

Upon the casting of this ability, after a Subtle Connection, a Zone will be formed, showing as a faint shimmering of energy - barely noticeable unless people are standing within it - will spread out from the Izkuthii in a 5x5 area centered on them. This ability may exist constantly, even throughout other abilities provided that this one is cast first.

This ability takes 3 emotes to Cast (1 Connect +2 Cast)

This ability has a 3 emote Cooldown, though all abilities in this ability may be used during this.

 Within this area, the Izkuthii gains a few abilities to use:

 

Planting - The Izkuthii teleports a small, hand-held sized or smaller object into someone’s pocket or bag. This takes 2 emotes (2 Cast)

Redlines:

The Object must be out of sight in the Individual’s pocket, bag, etc..

 

Swapping - The Izkuthii can swap two items seamlessly provided that both are within the Izkuthii’s grasp. This takes 1 emote (1 Cast)

           Redlines:

  • May not be any form of weaponry.
  • The Izkuthii must have both of the Objects already in their grasp before the swapping emote.

 

 

Replacing - The Izkuthii may swap two items relatively fast, one being within the Izkuthii’s grasp, and the other being out of sight on a separate individual. The Izkuthii may ‘teleport’ the Item they hold to take the place of the Item the Izkuthii is ICly aware about, whilst the Izkuthii finds the Individual’s possession in their grasp. This will last for an OOC hour before both items are swapped back. This takes 2 emotes (2 Cast)

            Redlines:

  • The  Izkuthii must be aware of both of the items they are Replacing.
  • The Izkuthii must notify the Individual of the swap through PMs, but do not need to tell them they will switch back until the end of the OOC hour.
  • In the case that the Item would be taken by a third party, or the targetted Individual the Items will still swap back.

 

            Redlines:

  • The Izkuthii must emote the tells of the field if they are within it.
  • The Izkuthii may only use these abilities on Individuals in the Field, or 2 blocks out of it.
  • The Izkuthii may not swap with the same Individual twice if Swapping is still taking place with one of their possessions.

 

|Luck’s Charm| [Luck] [Non-Combative]|

Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 3 emotes

Summary:

 

After a Subtle Connection, the Izkuthii may make Physical Contact with an individual and cause them to hallucinate of an alternate possibility, one in which they are far more successful, where they have accomplished each and every single one of their goals.

 

Mechanics:

 

The Izkuthii may form a subtle connection, possessing no tell aside from a set of four-leaf clover marks on their fingertips, which may be easily concealed by gloves.

Over the course of 4 emotes, 1 Connection + 3 cast, 2 of which must be maintaining Physical Contact with the Individual, the Izkuthii may force a ‘Hallucination’ upon someone.

Upon being affected by this Ability, touched for 2 emotes, the targeted Individual sees a far more successful version of themself, one where those tiny mistakes they made, those spots where they felt helpless and regretted it, never happened. 

This will take place over the course of 2 emotes, the Individual mentally picturing this by force, and finding themself distracted, though should they be attacked during this time the Ability will fail, and the Individual be fine.

Should the Izkuthii succeed, and the Ability work, after the 2 emotes of the Individual seeing themself they will begin to take the place of that version of themself, believing that they are that Version, and ultimately becoming deluded from this, they may develop a Superiority Complex during the OOC Hour that this lasts, or become confused by the disappearance of those that they now believe to still be alive, and swiftly find their emotions and happiness plummet from this, though this is not guaranteed.

Should the Targeted Individual OOCly wish to, they may make this last longer that 1 OOC Hour, or having lasting mental effects on the Persona, but this is not enforced.

The Izkuthii must PM the affected Player.

This lasts for one OOC Hour.

           Redlines:

  • May not be used on the Izkuthii.
  • May not be used to attack, any attempts to attack from anyone during the first 2 emotes cancels the Ability.
  • Will not grant the Individual any possessions, it will merely change how they perceive things and themself for the Duration.

 

 

|Emotion Thievery| [Runuurii] [Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 3 emotes

Summary:

 

The Izkuthii may, upon contact with a target, steal one of their emotions for an OOC hour, so long as it is generic and not towards a specific thing. From then the Izkuthii may transfer this emotion, stored in their gloves, to another individual, causing them to feel a ‘rush’ of that specific emotion for an OOC hour. After the end of the OOC hour for each of these, the effects would vanish.

 

Mechanics:

 

The Izkuthii may, after a subtle connection, said connection being the forming of two spotless white gloves forming on their hands, ‘steal’ a specific emotion from a Target upon two emotes of  physical contact with them, the emotions available being:

-happiness

-sadness

-anger

-courage

-jealousy

After the theft of said emotion, the individual would feel this difference in the 2nd emote after the theft, should they feel the slightest hint of said emotion. The lack of said emotion, should they attempt to feel such often pushes them to feeling another, similar emotion, such as sadness to anger, or jealousy to greed, should it not be applicable for the situation, the Person might simply feel devoid for that time, wanting to feel the emotion, but completely unable to. In fact, the Individual may accuse those around them, or pin it on some form of Magic, as the experience itself feels abnormal, making it risky for an Izkuthii to do this openly. This lasts for an OOC hour before the emotion is returned and able to be felt normally once more.

 

From the moment the Izkuthii steals the emotion they find the emotion stored in the spotless white gloves formed to utilise this ability, they may, if they choose to, pass this emotion onto anyone they make contact with for 2 emotes, not needing a visible connection to do so, this does not force an emotion upon them, but it strongly urges them towards it, and amplifies it drastically should they already be experiencing said emotion. For this reason, an individual that finds themself incredibly sad would not just be ‘happy’ upon being granted the emotion by an Izkuthii, they might find themself a bit less sad, however this would not entirely change their emotion. 

 

Should the Player affected by this ability choose to, they may extend the effects of the emotion being stolen, so long as it is

-sadness

-happiness

-courage

The extent to how much or how long this affects them is up to the player after the OOC hour, it may end immediately after the minimum time, permanently or anywhere in between, but ultimately from then it is up to the Players discretion of the extent it affects them and how long it does so, the Izkuthii may not make any decision on this.

The Izkuthii must PM the individuals involved about the effects, options and time.

The Emotion may be stored in the gloves for 1 OOC hour before vanishing unless used on an Individual.

This takes 4 emotes to cast. 1 Connection + 3 Cast.

If an Individual is not affected on the fourth emote it may be held back for 2 more emotes.

This has a 3 emote cooldown.

           Redlines:

  • The Izkuthii may not completely change someone's emotion by ‘giving’ them one.
  • The Izkuthii must keep the gloves on should they wish to retain the emotion for the time, if they remove the gloves, causing them to disperse into a purple puff of dust, the emotion will be lost.
  • If the Gloves are struck they will crumble into purple dust.
  • Only the emotions listed may be stolen and given.
  • The Emotion is always generic, and cannot be towards anything specific.
  • Being granted an emotion cannot be lengthened.
  • If the Gloves are concealed or covered in any way they will be unable to give or take emotions, they may be used to conceal them in between those points.

 

 

 


Masked Abilities

 

Spoiler

 


|Advanced Shapeshifting | [Fledgeling] [Non-Combative]|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 4 emotes

 

Summary:

The Izkuthii may, after a subtle connection, shift and transform parts of their body to appear and feel differently, one of the most common Izkuthii abilities, and one of the most freeform ones.

 

Mechanics:

The Izkuthii subtly connects, possessing no tell aside from the changes of their Body to fit the Disguise the Izkuthii wishes for, regardless of how many changes the Izkuthii wishes for, it will take 5 emotes to shapeshift, needing to stand completely still as they do so. This form of shapeshifting does not need to account for Body Weight distribution, unlike Shapeshifting for Unmasked Form. 

The Izkuthii, in this form, may make new limbs, however they may not be where any current limbs are, and they will use up more energy than the real limbs of the Izkuthii, sharing the efficiency and strength between all of them. If the Izkuthii lacks limbs, the Shapeshifted limbs would still work at the shared efficiency of if they did have limbs.

The Izkuthii may not make these limbs into animal parts, however they may change their general shape, amount of fingers, make them completely devoid of fingers and such. The Izkuthii may make the appearance of part of them ‘Otherworldly’, such as an Arm made of Flesh.

An Izkuthii may surround them self with fog, aura or some other thing that may surround them or flow, however it will provide no protection, nor will it conceal anything or anyone, it may slightly cloud parts of the Izkuthii for the sake of a ‘mystical’ appearance, however, this may not possess any Combative advantage. 

The Izkuthii, equally, may form marks upon their flesh, such as tattoos, and may have these move freely if they decide such during their Shapeshifting, these may not entirely cover a limb, but they can take up roughly half of one should the Izkuthii wish.

The Izkuthii may also add ‘lights’ to their form, illuminating any marks, or general skin and change its appearance, so long as it does not conceal it, or hinder anyone's vision.

The Izkuthii may grow or reduce no more than 3’0 in height, as long as it does not exceed 8’0, or go lower than 1’0.

In Advanced Shapeshifting, the Izkuthii can change the texture of their skin, or any body parts individually, they may ‘recline’ limbs to hide them, at the cost of them losing complete functionality. The Izkuthii may also change the appearance of anything on their body, making parts appear as if it were made of bone or slime, practically melting, and changing the texture accordingly, however this will never be the case, regardless of what texture or appearance the Izkuthii takes on, it will always have the durability of skin, and is as weak as such.

 The Izkuthii may also change their voice, and almost everything else about them, though prosthetic limbs, such as animii limbs may not be changed in appearance, only hidden and rendered useless.

Should the Izkuthii wish to get rid of the mask, horns and eye, they may do so, disguising it in their face, and having it act as if it weren't even there, at the cost of losing access to every ability aside from Advanced Shapeshifting, after they choose to make the mask, horns and eye appear again they may utilise abilities once more.

The Izkuthii may shapeshift to appear as the opposite gender.

The Izkuthii must maintain a humanoid shape.

The Izkuthii takes 5 emotes (1 Connection + 4 Cast) to Shapeshift.

The Izkuthii takes 3 emotes to hide and reveal the Mask.

This has a 4 emote Cooldown.

           Redlines:

  • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
  • Must maintain Humanoid Shape.
  • The Izkuthii may not hide the Horns, Mask or Eye without losing access to their abilities.
  • The Izkuthii may not possess animal parts.
  • The Izkuthii may not shapeshift anyone else.
  • An Izkuthii may not conceal themself, or blind others with an aura, or any form of surrounding thing.
  • Any Marks, moving or not, will not cover their mask, horns, or eye, should the Izkuthii keep them.
  • This should not have a difference in Combat, any limbs will have their efficiency shared through everything else, lights may not blind or hinder anyone's view, and fog, auras, smoke and such will not cover anything else aside from the Izkuthii, or block anything.
  • The Izkuthii may have no more than 4 limbs.

 

 

|Crystal Ball| [Fledgeling] [Non-Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 3 emotes

 

Summary:

The Izkuthii draws forth a round, purple Crystal Ball over the course of 3 emotes, through this medium being able to conjure images for all to view.

 

Mechanics:

The Izkuthii may conjure a Purple Crystal Ball with the feel of glass, taking on the size of a golf ball at least, and a beachball at most, this being able to last until it is met with any form of strike, or taken by someone other than the Izkuthii, in both cases it will puff into a cloud of purple smoke and vanish.

The Izkuthii is able to display and make images across the Crystal Ball freely, as long as the Izkuthii is able to think of it, the Izkuthii may bring it onto the Crystal Ball. This does not act like a constant, flowing thought, however, rather things are displayed through still images, which in no way need to be true. If an Izkuthii chooses to keep a Crystal Ball existing, the last image they conjure stays on the Crystal Ball until the Izkuthii uses it once more.

This takes 3 emotes to conjure the Crystal Ball (1 Connect + 2 Cast)

The Izkuthii may form images on the Crystal Ball regardless of a connection.

This has a 3 emote cooldown after the Conjuring of the Crystal ball.

 

           Redlines:

  • This only depicts 2 Images in one emote.
  • The Izkuthii may not in any way transfer the Crystal Ball to anyone else.
  • An Izkuthii who attempts to summon a Crystal Ball whilst already having an existing Crystal Ball will have the previous Crystal Ball vanish, and the new one be formed.
  • Only one Image will show at once.
  • The Izkuthii may keep this in Unmasked form, but it must be made in Masked form.
  • A new Crystal Ball must be conjured to change its size.
  • The Izkuthii must have an item to represent the Crystal Ball, should they be unable to, this ability may not be utilised until something is there to represent it.

 

 

|Illusionary World| [Adult] [Non-Combative]|

 

 

Summary:

The Izkuthii may, after a connection, form a 10x10 maximum Illusionary zone over the course of one OOC day, in which they may alter a number of things, including smell, appearance and the terrain of that inside of it. This is a rather tasking ability for the Izkuthii to uphold and make, requiring it to be made over the month (OOC day).

 

 

Mechanics:

The Izkuthii passively makes an Illusionary Zone over the course of 24 OOC hours, they may be elsewhere as this is prepared, however they will slowly find themself tiring as it is made. Whilst this area is made the Izkuthii is unable to utilise any abilities, due to its slow, but exhausting effects, should the Izkuthii use any the Illusionary World will ‘unravel’ and cease its formation, causing the Izkuthii to have to make the Illusionary World once more.

The moment the 24 OOC hours has finished the Zone will be made to the size that the Izkuthii wills, unable to be changed unless the Izkuthii wishes to remove it and reform it.

The Izkuthii may manipulate this zone fairly freely, and may manipulate it in Unmasked form, too, taking one emote to manipulate one thing at a time, in Masked Form, and two in Unmasked Form, such as making a ladder, or concealing a chest, or forming a bird. They may add smells and textures alongside this, so long as it relates to the Object that it is being changed or added.

As the Izkuthii is making an Illusion, in Masked form, it may ‘build itself’ into existence, or suddenly start existing in the one emote required, should the Izkuthii be in Unmasked Form, however, the Object desired may appear in whichever aesthetic the Izkuthii wants it to appear, however should anything interact with it before the 2nd emote, in which it truly 'exists’ in the Illusionary World, it will vanish, and the Izkuthii will have to make it again, over the course of 2 emotes.

The Izkuthii may attempt to harm a Person, however, should this use Illusions, the Individual will feel no pain and experience no injury whatsoever, they will, however, ‘feel’ the Illusion, and be aware of the strike.

Should the Individual(s) affected by the Zone (inside of its radius) give OOC consent, the Izkuthii may change more than 1 Illusion in an emote (up to the what those present in the RP agree on), should they be in Masked form. The Izkuthii can only take 1 emote to make an Illusion, should they be in Unmasked form, if all those present OOCly consent.

The Izkuthii may not make anything particularly complex within the Zone, such as a Person, though they may make animals that roam and make noise, they will not harm anyone or be in any way aggressive.

The Izkuthii can make walls and such appear, stretch out and change the aesthetic of already existing things normally, in fact they may completely change how the Individual(s) see the environment within the zone, though the Izkuthii cannot make anything that will keep them from seeing outside of the Zone, which they will see normally.  The Izkuthii add to what they hear, though they may not be deafened by this, or silence any sounds.

The Izkuthii must be in Masked form during the forming of this Illusionary world, should they shift forms the creation will be regressed, and the Izkuthii must try again. 

Illusions may remain in the Zone whilst the Izkuthii is not there, though it is only visible to Individuals in the radius, anyone outside of the Zone would see, touch, and smell things normally.

Individuals are always able to figure out if something is an Illusion through logic, such as if they were hit by felt no pain or experienced no bruise, and anything of the sort, this would not mean they dont experience the Illusions.

Everything in the Illusionary World is a fragile Illusion, holding no real substance, and therefore holding no real durability. Anything in the Zone that is struck with force, such as something as light as a slap, will instantly crumble into nothing, regardless of composure, durability, size, sharpness or anything of the sort.

The Izkuthii must form it property of their own, such as their House, they must form it somewhere where they have Region permissions and they must ask and have the permission of  a PRO/RO if they wish to place it somewhere that isn't on their own property, even if this means just outside their Character’s house.

 

This takes 1 emote to manipulate one thing without OOC consent.

A Connection is not required to utilise an already placed IW.

The Connection is only required for the start of the forming of the Zone, they do not need to hold a connection throughout the next 24 OOC hours.

This takes 5 emotes to begin forming (1 Connection + 4 Cast).

Should the Izkuthii wish to reform the Zone, they must destroy the Illusionary World signs and wait 1 OOC day before they may start the formation process again.

 

           Redlines:

  • The Izkuthii may not manipulate any abilities whilst manipulating the Zone.
  • Everything in the Illusionary World is just an Illusion, meaning nothing can be gained from it, were someone attempt to take something it would vanish the moment they leave the Zone.
  • The Izkuthii must form it property of their own, such as their House, they must form it somewhere where they have Region permissions and they must ask and have the permission of  a PRO/RO if they wish to place it somewhere that isn't on their own property, even if this means just outside their Character’s house. The PRO/RO may opt to have the Illusionary World removed at any point, should this be the case the 1 day cooldown before they may use Illusionary World to form it again is null, and they may immediately attempt to form it again in an appropriate place.
  • The Izkuthii may not seal all escapes from the Illusionary World through Illusion.
  • The Izkuthii must have signs to indicate the pre-existing Illusionary world, else it is considered null, and unexisting.
  • The Izkuthii must make it clear what the radius of the Zone is, it should be listed on a sign placed in the center of the IW.
  • The Izkuthii must be able to see the IW to manipulate it, however they do not need to be inside it.
  • The Izkuthii may not make themself appear invisible, but they may hinder sight through obstacles.
  • May not deafen someone through this.
  • Anything in the IW has no effect on anywhere else.
  • May not ‘nugget’ someone in the IW, attempts to cause any form of harm will fail. 
  • May not make anyone Invisible.
  • May not be formed on Roads or anywhere that the Izkuthii cannot build due to the requirement of signs, even if for some reason an Izkuthii has access to building on a road, they cant, ‘road’ being defined as anything designed to walk/run across Arcas or in-between Nations.
  • Everybody in the Radius sees the Illusions, unless there is a lore reason stating otherwise, the Izkuthii may not show an Illusion to one Individual and not the other.

 

 

 

|Sludge Field| [Adult] [Combative]|

 

Casting time normal: 4 emotes [1 connection + 3 cast] | Cooldown: 4 emotes

Casting time mid air: 5 emotes [1 connection + 4 cast] | Cooldown: 4 emotes

Lasts 5 emotes.

 

Summary:

The Izkuthii may, after a connection, lay down a zone full of an invisible sludge like substance in a 5x5 radius, affecting anyone and anything that passed through it, slowing them down greatly.

 

Mechanics:

The Izkuthii prepares a zone of sludge over the course of 4 emotes 

(1 Connection + 3 Cast), this being 5x5 blocks in radius, and able to be casted 4 blocks away from the Izkuthii at most, making it impossible for the Izkuthii to not be caught in the field at first. This ‘distorts’ the area it covers, making anything and everything appear bent and is if it were a reflection. If the Izkuthii wishes to put the field’s center in the air it will take one extra emote. (1 Connection + 5 Cast).

Anything caught in this 5x5 (height and width in all directions) zone will be immediately slowed, akin to wading in thick, muddy water, making almost all projectiles redundant as they are slowed, and greatly hindering anyone passing through or caught in it, not the point they cannot escape of course.

As a general guideline, it slows someone down by roughly 50% percent, this is hard to measure so be logical by what the Character is wearing and such, it can slow a projectile, such as an arrow shot through it to the point it does nothing, so someone walking through it will not get through it in two emote.

Takes 1 Connection + 4 Casts emotes to put normally.

Takes 1  Connection + 5 Casts to place starting in the air.

May be held back for 3 emotes, vanishing on the fourth if not used.

This lasts for 5 emotes, before vanishing.

This has a 4 emote cooldown.

           Redlines:

 

 

  • The Izkuthii is also affected by this
  • To not emote the tells of the field's existence is Powergaming.
  • Everybody and everything is indiscriminately affected by this, unless it is not physical.
  • The Izkuthii is unable to cast it without being in it in the first emote, should there be any loophole to this rule the ability may not be cast under that circumstance.
  • The Field may be placed in the air, so long as the Izkuthii remains in its field at the start.
  • Emote times may not be shortened regardless of anything else.

|Word Bound| [Adult] [Non-Combative]|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: N/A

 

Summary:

The Izkuthii may, after a Subtle Connection, form a Pact with an OOCly and ICly willing Individual, completely dictated by words, this is one of the only Abilities used that ensure an Izkuthii’s honesty, whilst it does not grant anything magical, it enforces two Individuals, the Izkuthii and someone else through Magical means.

 

Mechanics:

The Izkuthii may form a Subtle Connection, shaking hands with the other Individual and forming the Pact over 4 emotes, as they shake hands the mark of a lock is left on their upper arm, just above their elbow. As they shake hands the terms and punishments must be agreed upon, what cannot be done, or must be done, specifically, this may count for both Individuals, or solely one. Once this is agreed a pair of locks would appear over their hands, holding them there for one emote, before vanishing and leaving the mark just above the elbow, this marks the agreement of the Pact.

Should the two agree this may be held indefinitely, until the two meet up once more and reverse the pact through the same process, each of them stating its nullification as the chains would unwrap from their hands and the mark would vanish.

A Task that must be fulfilled may not be held indefinitely, however, up to a maximum of one OOC month, should one, or either of them not meet the agreed upon terms either one, or both of them will suffer from Punishments that equally may be agreed upon, this may be Magical in nature, but does not have to be, so long as it is bad, such as one, or both of them, losing their arm for x amount of time, up to permanently.

Any attempts to break a Word Bound Pact will cause them to suffer from the agreed upon punishment, and the Pact to break, alerting the other Individual of this instinctually.

 

            Redlines:

  • Punishment may not be Lethal
  • Punishments may not benefit one or either of the Individuals.
  • The Pact formed may not be magical, meaning that no requirement should involve anything of a magical nature in any kind, the Punishment may be anything so long as it is simple and bad, such as the loss of mental ability, or the loss of an arm.
  • The Punishment will be set in place in the emote after the breaking of the Pact, should it not be a mutual breaking, or should neither of them fulfill the agreed upon Terms.

 

 

|Daemonic Pact| [Trickery] [Non-Combative]|

Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 2 emotes

 

Summary:

Daemonic Pact allows the Izkuthii to, over the course of 4 emotes and a Subtle Connection, make a ‘Pact’ with an ICly willing individual after a connection. This Pact is used to ‘aid’ someone or something, only for it to backfire and fail completely in some form. For example, a Human wishing to achieve Olog strength might find their muscles ripping, and them losing control of their arms entirely.


 

Mechanics:

This ability takes 4 emotes to cast, consisting of 1 Connection + 3 Cast-

The Izkuthii makes a deal with someone who must be ICly willing, despite how aware they might be, and the Izkuthii is to fulfill the request they make, to a degree, else they are not ICly willing. This ability may extend to the creativity of the Player OOCly, otherwise they must deny the Pact.

The Izkuthii ‘grants’ an Individual’s request, though it will completely backfire immediately, making the specified thing/action useless for an OOC day. The Izkuthii, to perform this must shake hands with the Individual on the fourth emote, the Black mark of a lock being left on their wrist until the end of the OOC day.

An Individual may not request any kind of ability or additional look, as these are hard to completely nullify, and so this is purely for ‘empowering’ parts or actions.

This has a 2 emote cooldown.

 

            Redlines:

  • May not be used to kill the individual
  • The individual may not benefit from these.
  • Unless the Player gives OOC consent, no scars or permanent damage may be left.
  • This ability may be sustained for 3 emotes after it is fully charged.
  • The moment the ‘Pact’ is formed the Cooldown starts.
  • The individual does not need to be aware of the Backfire of the Pact.
  • If it cannot be negated entirely, and backfire, it can not be involved in the Pact.

 

 

|Hands of Deceit| [Trickery] [Non-Combative]|

 

Summary:

The Izkuthii may, over the course of 3 emotes, summon a pair of floating hands, formed by ever-moving and ever shifting mist, these may interact with objects and people as the Izkuthii wishes.

 

Mechanics:

The Izkuthii forms a subtle connection (No tell, aside from light, easily concealed finger twitching), before letting grey mist flow forth from their hands, (this may not be concealed), forming two floating hands directly in front of them, in the exact shape of their hands. These may go 5 blocks from the Izkuthii in either direction, so long as they can see them. These, despite their origin, feel like regular fingers, and cannot carry anything heavier than 5KG in a single hand. These hands cannot go through anything, nor can they have anything go through them. Should they be struck by anything they will vanish.

The Izkuthii control these hands through the movements of their own.

1 Connect + 2 Cast

This has a 3 emote cooldown, and may last for until the Izkuthii ceases controlling them, or the Hands are struck or used for a combative purpose.

            Redlines:

  • Any attempts to use them for defensive, offensive, or anything that may cause Physical harm will cause them to vanish.
  • They are clearly formed of mist, and are unable to be perceived as proper hands.
  • Should they go further than 5 blocks from the Izkuthii the hands will vanish.
  • The Izkuthii may not be actively doing anything, if they are controlling the hands, as these require a fair amount of focus.
  • There may only be two hands formed at once.

 

 

 

|Deck of Wonders| [Trickery Feeding] [Non-Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 hour

 

Description:

The Izkuthii may, after a subtle connection, summon a deck of 18 cards contained in a small leather pouch, the cards will have the same color and aesthetic of the Izkuthii's mask, however an eye within an helix is always displayed on the back of each. The Izkuthii can offer the target to draw a card from the deck, asking how many cards they would like to draw, with a maximum of 3 cards. The cards from the deck will cast either a positive or negative boon on the drawer.

 

Mechanics:

Each drawn card will take effect seconds after being taken and burn up into ashes. The player will roll a 18 sided die equal to the numbers of cards they decided to draw for a maximum of 3 cards, this will determine which card the character draws. Should the character not want to draw the numbers of cards stated, the cards will simply fly out themselves and take effect all at once, the cards and effects are listed below. Once a card has been used it will return into the deck, should the deck leave the Izkuthii's hands or be snatched away it will simply vanish into a puff of smoke.

This will grant 1 feed when a bad card is drawn.

This takes 2 emotes to cast, 1 connection + casting.

This ability has 1 OOC day cooldown.

 

Cards list:

1) Hair growth (bad)

The drawer's hair starts growing at an incredible speed, flowing down their head and stopping at ankle length.

           Specific redlines: 

  • The effect happens only the first time, the hair may be cut and it will not regrow.
  • Gives extreme fur growth to Hou, Kha, anything with fur
  • Anything incapable of hair will be unaffected.



 

2) Summon a follower (good)

An imp is summoned from the card and becomes the drawer's follower, they have the ability to fly not further than 20 blocks from the drawer and may hold any aesthetic the drawer choses, though they cannot talk (Personality and demeanor of the imp is chosen by the drawer). The drawer may command this Imp with a one step command such as "Take that book" or "Clean that dish". The imp may not be used in combat nor to lift anything heavier than a couple pounds. The IMP will remain with the drawer for 3 OOC days, once the time runs out the Imp will disappear in a cloud of ashes.

           Specific redlines: 

  • The Imp cannot be used in combat and will be gone until the conflict ends.
  • Cannot be used to spy on people.
  • Will not go further than 10 blocks from the Individual willingly, anyone who brings it further than this will find it reform in one emote next to the Owner.

 

3) Muted (bad)

The person loses all ability to speak and make sounds with their voice, remaining mute until time is up

            Specific redlines:

  • The person will remain mute for a minimum of 2 OOC days, but it could last longer should the person choose it.

 

4) Success (good)

The person has a vision for a split second, they view a future with a more successful version of themselves which has achieved all their life goals and is at their peak.

            Specific redlines:

  • The vision only lasts for mere seconds, it's up to the player how to interpret this.

 

5) Confusion (bad)

The drawer becomes confused and unsettled about their location and how they perceive the world for 1 OOC hour, confusing dates, days and hours as their memories of people and places mix and go all over the places, often making them forget or not instantly recognize a dear friend.

            Specific redlines:

  • The drawer will not forget anything, once the time is up they will regain their memory and senses completely.

 

6) End goal (good)

The drawer feels a rush of energy with a strong sense of accomplishment, the person starts believing they achieved their own life goal and feel an urge to express it for 1 OOC hour, Such as an aspiring blacksmith trying to instantly forge a sword with the materials he finds nearby, or an aspiring musician trying to play their chosen instrument at their best, believing they are masters at their craft despite the failure.

           Specific redlines:

  • The person doesn't gain the skill, and will only be as successful as they would before.

 

7) Heresy (bad)

The drawer for a split second has a vision, their own deity appearing in front of them or from the above, condemning them for a sin they have done, or scorning them for being unworthy of worshiping them.

           Specific redlines:

  • Should the person believe in no deity then the card will have no effect. This will still count as a drawn card.

 

8( Senseless (bad)
The drawer finds one of their primary 5 senses becoming more faint as minutes pass until they can't feel it anymore. (/Roll 5 to determine the sense)

1. Touch

2. Hearing

3. Smell

4. Sight

5. Taste

            Specific redlines:

  • The person can only lose a sense for up to 2 OOC days, but it could last longer should the person choose it.
  • Losing the sense of touch doesn't mean they cannot feel pain.

 

9) Nightmare (bad)

The drawer's vision starts blurring, the reality they perceive starts shifting and morphing, the landscape becomes a hellish and grim wasteland, as if they were having a nightmare for 1 OOC hour. Each person or creature morphs as well, giving the impression of being an horrid creature.

Specific redlines:

  • The drawer may decide what kind of aesthetic the landscape takes, something out of their Character’s worst nightmares which would inspire fear.

 

10) Command (good)

The drawer receives a small paper coupon made up of the same energy that leaves the Izkuthii's mask, this coupon can be used from the drawer to order the Izkuthii to fulfill a task of their choosing, so long as it doesn't break one of their tenets or harms the Izku themselves directly. 

This may go on no longer than 1 OOC day, but the Izkuthii must be actively attempting to fulfill it.

            Specific redlines:

  • The drawer cannot order the Izkuthii to harm themselves directly.
  • The drawer cannot order the Izkuthii to break one of their tenets.



 

11) Mastery (good)

The drawer feels a surge of skill rush over them, they instantly learn and master a mundane act or skill, such as working metal as a blacksmith, playing an instrument like a trained musician or become more adept with the use of a single weapon of their choice for a maximum of 3 OOC days.

           Specific redlines:

  • Any item they create during this time will be as if produced by a master of that craft.
  • May not Blacksmith with nodal materials, may not be used to metagame.
  • Becoming more skilled with a weapon will not increase strength/reflexes, it would just give them knowledge on how to use such a weapon better.
  • May not learn anything with an FA, MA or TA through this.
  • Knowledge is lost once the effects are gone, however the person may find it easier to re-learn the skill (While going through a normal progression).

 

12) Growth and Shrinking (bad)

The drawer feels their body tremble, after which they will either increase or decrease 2ft of height, the effect will last for a maximum of 3 OOC days. This effect does not increase their strength should they become taller. The effect is chosen at random by rolling a 4 sided die, a roll in the 1-2 range will decrease their height, a roll in the 3-4 range will increase it.

            Specific redlines:

  • The person will only gain/lose 2ft of height.
  • The person will not grow past or below the 1ft or 8ft.

 

13) Shiny (good)

The drawer quickly notices that one of the mundane items in their possession becomes much more polished, clean and of higher manufacture than what it was before, seeming as if it was produced with alot of care and precision. This item can be anything from a piece of clothing, to a tool or a weapon.

            Specific redlines:

  • This effect will not take action on any magical or special item (Such as a potion or an enchanted weapon)
  • This effect will increase the effectiveness of this said item just barely, making a blade a bit sharper, a piece of clothing keeping more warmth/being more cool etc.

 

14) Paranoia (bad)

The drawer starts feeling a rush of paranoia and fear, everywhere they look they only see traitors and backstabbers. The effect will only last for 1 OOC hour.

           Specific redlines:

  • This effect will not make the person instantly want to attack everyone.
  • It's up to the player to determine the effects on their character.

 

15) Perfection (good)

The drawer feels as if they are of a higher position than others, perceiving themselves as flawless and superior. As this happens they will start to gain the appearance of how they see themselves, in a superior manner, all wrinkles, warts and spots vanishing, granting the Individual “porcelain skin”. The effect will last only for 2 OOC days.

            Specific redlines:

  • This will last no longer than 2 OOC days.

 

16) Accomplishment (good)

The drawer feels a rush of happiness and inspiration as if it's the happiest day of their lives for 1 OOC day.

            Specific redlines:

  • The rush of inspiration may aid in solving problems they did not overcome yet.
  • This rush of inspiration can't be used to metagame or learn information the character wouldn't be able to.

 

17) Right or Left? (bad)

The drawer feels their hands shake for a moment before they physically morph to become their opposite, the left hand will become a right hand, the right hand will become a left hand. The effect will last only for 2 OOC days.

           Specific redlines:

  • The person may extend the effect for as much as they want.

 

18) Craftery conning (bad)

The card after being drawn will start glowing brightly, after a moment it would expand and form up into a tool or weapon the drawer desires or likes, such as a shovel or a blade, with any intricate design, color that would make it seem of very high manufacture. At the first use of this tool or weapon for its intended purpose the person would find it crumbling/ripping/cracking in half, disappearing into a cloud of ashes.

Specific redlines:

Item may not be magical.

The item will disappear the moment it’s used for its intended purpose.

         

            Redlines:

  • The Izkuthii may not use this ability on themselves
  • The ability doesn't have to be explained IC.
  • The player may only interact with the deck once a day, regardless of persona.
  • If no time limit is stated then the effects of the card are permanent.
  • If the character is restrained from being able to draw the cards then the cards will not be drawn.

 

 

|Luck’s Pull| [Luck] [Non-Combative]|

Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 3 emotes

 

Summary:

After forming a Subtle Connection, an Izkuthii may leave the mark of a four leaf clover on an Individual, so long as they have exposed skin. After the forming of this mark, some effects begin to take place over the next few emotes.

 

Mechanics:

The Izkuthii forms a Subtle Connection, possessing no tell apart from the light green marks of clovers forming on their finger-tips, able to easily be covered by gloves. Over the course of 4 emotes [1 Connecton + 3 Cast], the Izkuthii may plant the mark of a grey four-leaf clover on an area of exposed skin, so long as they hold contact with them for the last 2 cast emotes, this fading 2 emotes from the initial placing of the Mark.

1 emote after the placing of the Mark signs will begin to show, the Individual suddenly feeling a rush of luck, becoming more bold and daring in their actions.

3 emotes after the placing of this Mark the previous symptom will fade, and get replaced with something new, the Individual will be forced still for one emote, unless attacked, and get a false ‘vision’ of their future. In reality, this embodies the future they favour most, the future in which they are most successful.

From this point, for an OOC hour they will find their mind mentally tugging them towards how the player OOCly, or they ICly perceive themself obtaining this future, holding little regard for their safety or their likes and dislikes in this process.

Should the Player affected OOCly wish to, they may extend this time to however much they wish.

 

            Redlines:

  • Does not predict the Future.
  • Does not grant the Individual anything new.
  • This may not be used on an Individual when they’re already affected by this.

 

 

|Conjuring Fortune| [Luck] [Non-Combative]|

Casting time: 7 emotes [1 connection + 6 cast] | Cooldown: 1 OOC day 

 

Summary:

An Izkuthii draws forth Izkuthii energy from its source, this exhausting them greatly as they attempt to put together such a thing, after this rigorous process is done, a marble Statue forms, of a Woman with a blindfold over their eyes, a set of Dices being held in their palms, this grants boons and curses to those who choose to interact with such a thing.

 

Mechanics:

The Izkuthii forms the Statue of ‘Lady Luck’, a 3 block tall, 1 block width statue, taking the appearance of, and feeling like well polished marble, despite its origins. Were anyone to attempt to destroy it, it would also take on the durability of marble, this stopping at the very base of it. The moment the base of the Statue is struck, the rest of it comes crumbling down, remaining its marble like consistency, however the moment someone looked away, it would vanish, the material turning back to its origins, pure Izkuthii energy, unable to be obtained or restored in any form.

Once the Statue is formed, it is able to be interacted with by Descendants, at a somewhat limited extent. 

A Player may only interact with any Lady Luck statue once a week, regardless of Persona.

An Izkuthii must have RO permission to place down a Lady Luck statue or have region perms. 

An Izkuthii may only have one Statue active at once.

An Izkuthii must place down signs around the statue, signifying what it is, and how to interact with it (PMing/Contacting them in some form).

How the Statue works, its curses and boons:

The Player interacting starts by being offered a three sided dice from the Lady Luck statue, seeming creaky and slow in its movements. If the Player were to take this dice, the process would start, in which they are unable to opt out, any attempts to do so causing ‘Lady Luck’ to overwhelm the Subject with various feelings of shame, regret and curiosity, these sticking with them until they return to the statue.

The Subject rolls the dice, the following rolls deciding the Subject of Curses/Boons.

This takes 7 emotes to conjure.

They may not cast any other spells for 1 OOC day.

1 Connect + 6 Cast

1 = Items

2 = Physical

3 = Emotion

 

‘Items’ Category

On the first roll, if the Subject rolls a 1, they will have to bring an item forward, this may not be of magical nature, else nothing will happen. The Subject will then be offered another Dice with 11 sides, the Subject may walk away at this stage, however doing so will initiate the interaction cooldown. Should the Subject choose to remain and roll the Dice, they must /roll 7, and depending on the number gained, have the Item affected in varying ways. There are only 7 curses and boons in the Item category altogether.

Rolling a 1: The Item becomes permanently useless, any attempts to be fixed simply breaking it further, until it breaks apart entirely.

2: The Item becomes useless for 3 OOC days.

3: The Item becomes slightly less efficient for 4 OOC days, needing more pressure/effort to use it.

4: Nothing happens.

5: The Item takes on a shinier appearance, regardless of material.

6: The Item becomes more efficient in its task (if it isn’t a weapon) for 2 OOC days, requiring less effort or experience to use it, this doesn't make it accessible for anyone, and does not apply to complicated Items, (such as a hidden blade, if that were possible, anything setup with multiple parts).

7: The Item, if it were a weapon, becomes as sharp as it can be, if it were any other non-violent object or tool the User would find any broken parts, cracks or imperfections would be healed. This lasts for 2 OOC days before the effect fades.

            Redlines:

  • This cannot be permanent.
  • Were anything to happen to said object during the time it would not be prevented, the effects simply get rid of anything already there.
  • 7 is the only boon that benefits a weapon, anything else will do nothing and initiate the cooldown regardless.
  • All of the curses apply to Weapons.
  • Boons do not benefit ‘contraptions’, anything made up of multiple things with a good level of complicatedness behind it.

 

Physical:

The Subject offers themself forward, rolling the 7 sided dice as a series of attributes are able to be applied to them briefly.

1 = The Subject finds themself suddenly exhausted, as if they had run three miles, seeming as if they were on the verge of passing out, this lasts for as long as it would normally last, were they to run three miles.

2 = The Subject finds themself more sluggish than normal, though they did not feel particularly weary, the movements they make becoming more slow, and requiring more effort to do so. This lasts for 1 OOC day.

3 = The Subject appears more tired, eyes becoming sunken and posture loosening, this is purely aesthetic. This lasts for 3 OOC days.

4 = This does nothing.

5 = The Subject appears slightly happier, though this might not be the case, all mud, dirt and signs of being at all tired vanishing. This lasts for 3 OOC days.

6 = The Subject finds themself to appear slightly healthier than they may be, any signs of starving, thirst, sleep deprivation completely vanishing, though this is, of course, not the case. This lasts for 2 OOC days.

7 = The Subject finds all negative appearances vanishing (aside from wounds or Scars), mud, dirt, any tell of being ill completely disappearing.

This lasts for 2 OOC days.

 

            Redlines:

  • This does not prevent a person from appearing dirty or tired whilst the effect is in place, this simply erases the effects before the Person interacts with the Statue.
  • The Boons cannot and will not make a person better in combat.
  • Were anyone to have an illness, they would still feel the internal effects, and the symptoms, however no constant physical appearances remain, such as exhaustion. 

 

Emotions:

The Subject presents themself to the Statue once more, having had the dice land on a 3. A seven sided dice is rolled once more, the Subject’s emotions changing temporarily depending on what side it lands on.

1 = The Subject finds themself feeling both angry and sad, frustration overcoming them. This, strangely enough, does not occur towards the Statue, it remains considered a rather neutral thing by the Subject in hopes of preservation. This lasts for ten emotes.

2 = The Subject finds themself rather lost and confused, unsure of what they’re doing, untrustworthy of those around them. 

This lasts for 1 OOC day.

3 = The Subject finds themself rather uncomfortable, more easily annoyed by those around them, and more easily saddened by the minor inconveniences of life.

This lasts for 2 OOC days.

4 = This does nothing.

5 = The Subject finds themself feeling rather lucky, taking something of a hopeful outlook on life, they might find themself becoming more trusting of those around them, optimistic of what they may encounter.

 This lasts for 2 OOC days.

6 = The Subject finds themself feeling rather happy and confident, tending to hold a smile over their face, taking on a friendly way of greeting people.

This lasts for 2 OOC days.

7 = The Subject finds themself feeling much more content with their position, and feels more courageous and confident than normal.

This lasts for 1 OOC day.

           

            Redlines:

  • This will not completely change someone's Personality or mood, someone feeling sad will not suddenly feel happy, and someone feeling rather happy will not suddenly feel sad.
  • They are not incapable of feeling other emotions during this time, this simply prods them in a direction at the start, events will still affect them, and their feelings will still change.

 

           Redlines:

  • RO Permission must be given to place down a Statue
  • A Player may only interact with any Statue once per week.
  • Only one Player may interact with a specific Statue per day.
  • The moment the second dice is rolled it is impossible for the Subject to back out.
  • Any Izkuthii may only have one Statue made by them active at once.
  • Signs must be placed around the statue to describe it, and it must tell Players to PM/Contact the Izkuthii who made it to interact.
  • This statue may last for until it is destroyed or the Izkuthii places down another one, which will replace the existing Statue, letting it dissolve and crumble.

 

|Game of Chance| [Luck Feeding] [Non-Combative]|

Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 OOC hour

 

Summary:

This ability has no connection tell.

The Izkuthii finds a willing opponent to play a simple game of chance and luck, either with dice, cards or other means. The Izkuthii has to explain the rules beforehand. After the conditions of the gamble and rules are set in place the game will begin. The Izkuthii must offer their hand, and once shaken, chains of pure energy appear and tie around the hands for a split second before disappearing signaling the deal being sealed.

 

Mechanics:

The ability takes 3 emotes, the first being a connection, the second and third being where the player and Izkuthii shake hands and the fake chains appear. The player will have to play at least once before leaving otherwise it will count as a loss. What the Izkuthii wagers is meant to be tailored towards the person they are targeting, to aid them with what they need or hinder them further. The player will receive a small negative effect should they lose, or a small positive effect if they win. These effects are temporary and may only be chosen from the lists below. If the player loses, they have a chance to play again to wipe the effect or if they win, they get a chance to increase the effect by playing again.

 

Only one use of this will grant a Feeding to the Izkuthii per day.

 

The player starts with a score of 0 to a maximum of 5, each win or loss gives either 1 or -1 point. The game can be played for a maximum of 5 times.

 

+5 points: Large benefit time extended to 2 days

+4 points: Large benefit time extended to 8 hours

+3 points: Large benefit, lasts 4 hours

+2 points: Medium benefit, lasts 2 hours

+1 points: Minor benefit, lasts 1 hour

0  points: No Benefit

-1 points: Minor drawback, lasts 1 hour

-2 points: Medium drawback, lasts 2 hours

-3 points: Large drawback, lasts 4 hours

-4 points: Large drawback time extended to 8 hours

-5 points: Large drawback time extended to 2 days

 

The effects can be the following:

 

Cosmetic Effects: Minor alterations to appearance. None of these can be used to disguise a person.

 

Effects list (In order, minor > medium > large):

  • The person gains a pleasant/poor scent. 
  1. Barely present scent.
  2. Noticeable scent.
  3. Strong scent.
  • The person appears to age more rapidly. 
  1. Wrinkles fade subtly/Wrinkles appear.
  2. Wrinkles lessen, hair gains a more vibrant natural color/Wrinkles appear deeper, hair starts graying.
  3. No wrinkles & young looking, natural & vibrant colored hair/Elderly looking, full of wrinkles and aged.
  • The person appears to grow/shorten in height. (without going above/below 8ft/1ft)
  1. 1 inch gained/lost
  2. 2 inches gained/lost
  3. 4 inches gained/lost

 

Mental Effects: A generalized alteration to their feeling, the person cannot be made happy about something specific, only in general. Love, lust and associated feelings are unable to be utilized.

 

Effects list (In order, minor > medium > large):

  • The person’s emotions are manipulated. 
  • Emotions that may be affected: happiness, sadness, anger, courage and jealousy.
  1. They feel at peace/feel discomfort
  2. They feel a light rush of happiness/They start feeling unsettled by their environment.
  3. They feel a huge rush of happiness and confidence/They start feeling fear and paranoia by the people and the environment they are in.
  • Modify a person’s taste.
  1. Some foods that they did not like become more tasty to them/foods that they once loved become unpleasant.
  2. Any food would appear tasty and fill them more/food would appear less tasty and feel less filling.
  3. The person feels full despite how much food they eat, everything tastes good/feels empty and hungry despite how much food they eat, all food feels disgusting and unfilling.

 

Physical Effects: Minor changes to a person's physical capacity.

 

Effects list (In order, minor > medium > large):

  • Moving with more grace or clumsiness (not becoming stronger)
  1. The person’s joints loosen up lightly/joints seem more stiff.
  2. The person becomes slightly more flexible/becomes more sluggish and slow.
  3. The person seems to move with a little more agility than usual/seems to move a lot slower, reacting slower as if sleepy
  • The person becomes fit/fat. (not exceeding max strength for their race)
  1. Barely toned/fatter. 
  2. Noticeable muscles/fat. 
  3. Buffed/overweight. 
  • The person’s sight is enhanced or lessened.
  1. Can see a little further/vision tones down lightly, stuff far away seems a bit blurry
  2. Sight improves a bit, can see a bit better in hard conditions such as rain or low light (does not grant nightvision, nor the ability to see through smoke or the like)/cannot see that far away anymore, stuff looks a bit blurry (even with glasses).
  3. Sight improves greatly, further things appear more clear, has a better time seeing in hard conditions such as storms or low light (does not grant nightvision, nor the ability to see through smoke or the like)/Sight decreases greatly, close things appear a lot more blurry and foggy, as if nearly blind (even with glasses).


 

           Red Lines/Restrictions:

  • Cannot gamble on something that risks the life of the person or the Izkuthii.
  • Cosmetic effects cannot be utilized to disguise, they will still resemble themselves, and it will still be clear who they are and were.
  • Mental effects cannot be used to make someone feel love/lust/etc. or attraction to someone or something. They cannot be used to invoke an emotion about a specific subject, only generalized.
  • The physical effects may not be used to achieve superhuman strength or animal-like reflexes, they will NOT grant the ability to dodge or lift impressive weights above the max strength their race can achieve. (Examples of what NOT to do: *grabs an arrow mid air, *bends 90° backwards to dodge a sword, *senses someone behind a wall)
  • May not give other effects outside of the given list.
  • The ability will only give the Izkuthii 1 feeding per day.
  • The player may only interact with this ability only once per day regardless of persona, playing for a maximum of 5 times.
  • Once the hands are shook the player needs to play at least once.
  • Should the player leave willingly they will gain an automatic -1 point, receiving the negative drawback.

 

 

 

 

|Llahir’s Will| [Runuurii] [Non-Combative]|

Casting time: 6 emotes [1 connection + 5 cast] | Cooldown: 2 OOC weeks

 

Summary:

The Izkuthii may, after a Subtle Connection, form a deal with an Individual, tasking them to fulfill a demand of the Runuurii for a Boon in return, the Individual must be OOCly and ICly willing for this to work, else the ability will be considered redundant and ineffective. Should the Individual fail to fulfill the task within the required time they will suffer a curse. These curses and boons are decided by a roll.

 

Mechanics:

The Izkuthii forms a Subtle Connection, and over the course of 5 emotes forms a Pact with an Individual, as long as they are ICly and OOCly willing, this is a one-sided Pact, the Individual only needing to uphold it, and the Izkuthii making it with the Individual’s agreement.

 The Izkuthii expose their third eye, should it not already be visible, having it stare directly at the Individual for the last 2 of the 5 emotes, the Individual and Izkuthii will be held completely still, unless either of them are harmed, in which case the Ability will be rendered null.

Should neither of them be harmed, during the two emotes the Individual will find themself mentally, forcefully having the task pictured, and should the Individual agree one last time, the Ability will be set in place.

Whilst the Individual is set to fulfill the task they may not speak about the Izkuthii who demanded such, nor may they speak about the fact they were ordered to do this task, attempts to do so would turn out as gibberish, the only exception to this is if the Izkuthii explicitly said this is allowed.

 

The Task set may not be simple, such as ‘Putting away something’, or impossible, such as ‘Learning to fly’, it may not consist of only one part, and must take longer than 2 OOC days to accomplish.

The Task has a maximum time of 2 OOC weeks, and may not be indefinite. 

Should the Task be successfully completed by the Individual set out to do this within the time limit they will automatically be granted a Boon without any further interaction from the Izkuthii, the Izkuthii will innately know of the Task’s completion. The Individual must PM the Izkuthii about the completion of the Task, then either of them will roll, and the roll will decide on the Task out of four possible Boons:

 

-Grants them a Jar of Fireflies which forever supplies itself with more fireflies regardless of how many are let free, must be signed by the Izkuthii. Should the Jar crack or smash then it will no longer replenish.

Roll 1-5 to get this.

           Redlines:

  • May not be used to fill up a Room, or to blind anyone.
  • Any attempts to harm someone with this will cause the Jar to permanently vanish.
  • Only 5 fireflies may exist produced by the jar, outside of the Jar at once.

 

-Grants them the permanent re-function of any one body part, regardless of whether it is entirely missing or not, it will grow back or restore itself. 

If the Individual has not lost function of any part they may roll again

Roll 6-10 to get this.

 

-Grants them a permanent ,silent, Imp like Companion for Non-Combative purposes, this may complete mundane tasks for the Individual. The design and personality of such is up to the Player OOCly, however it may be no larger than 2ft. Should this Companion be struck by any force whatsoever it will vanish.

Roll 11-15 to get this.

            Redlines:

  • May not be used for Combat, will disappear and reform when the Individual is in combat, or is openly holding a Weapon.
  • May only do mundane tasks, and can only hold up to 3Kg at once.
  • Will only listen to the Individual’s orders.
  • Will not go further than 10 blocks from the Individual willingly, anyone who brings it further than this will find it reform in one emote next to the Owner.


 

-Grants them the ability to change the aesthetic design of one thing about them permanently, from the skin colour to the shape of their eye, this may not be used to hide their identity, and they will still be recognisable as themself. This may not do anything magical, and can only change one thing of what is possible in the ability ‘Shapeshifting’, may not add anything. This does not have to be used should the Individual not wish such.

Roll 16-20 to get this.

           Redlines:

  • May only do what Shapeshifting allows
  • May only change one single thing
  • May not make them unrecognisable regardless of how many times they are affected by this
  • May not give any odd appearances.

 

Should the Individual fail to complete the Task within the agreed upon time the Izkuthii must contact the Individual or vice-versa, and a Curse will be chosen, decided upon by a roll. This is set in place the OOC day after the end of the time limit.

 

-Permanently takes away one limb from the Individual, the affected player OOCly decides which Limb is lost, this may be re-attached with any limb at any stage, so long as it is from a Descendant.

Roll 1-5 for this.

 

-Causes them to find themself suffering memory loss for 2 OOC days, unable to recall anything aside from the essentials of Life, after the end of the 2 OOC days they will retain these memories, and, should the Individual wish to they may have these overlap some of their original memories.

Roll 6-10 for this.

 

-Causes them to suddenly lose interest in the Person or thing they were most passionate about.

Roll 11-15 for this.

 

-Causes them to have their touch turn everything to rubber for 1 OOC day, and give it the weight of such. Everything they touch will only become rubber for 1 OOC hour, before becoming immune to their ‘Rubber touch’, unless the Individual remains in contact with it. Does not affect clothes. This does apply to food and anything else solid.

16-20

Redlines:

This will turn EVERYTHING that their hands touch to feel and act like rubber, so long as it is not clothing or living.

This makes it almost impossible to eat, but not entirely impossible.

Things will also take on the flexibility of Rubber.

 

           Redlines:

  • The Task may not involve breaking any Tenets.
  • Time Limit may not be extended past 2 OOC weeks.
  • Only one Individual may be set to a Task at a time.
  • The Individual must be both OOCly and ICly willing.
  • The Individual may not quit the Task whilst it’s active.
  • This may not be done to an Izkuthii.
  • The Task may not change once agreed upon.
  • The Task may not relate to love or FTB in any form.

 

 

|Llahir’s Imbuement| [Runuurii] [Non-Combative]|

Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 5 emotes

 

Summary:
The Izkuthii may, after a Subtle Connection, imbue an object with Izkuthii Energy, able to change and set its design, should they choose to do so, they may cause it to drain a specific emotion from an Individual over time.

 

Mechanics:
The Izkuthii forms a Subtle Connection and, over the course of 5 emotes, may imbue any Object with Izkuthii Energy, being able to change and add to its design in almost any fashion they please, so long as it fits some basic rules
-May not alter the shape other than to apply basic aesthetic changes
-May not alter the purpose
-May not render it useless
-Must still be clear what the Object is

What it may change is:
-May change how dirty/rusty/broken something appears
-May change how clean and polished something appears.
-May add markings and engravings.
-May add moving marks.
-May add flowing mist, or an aura that surrounds the weapon.
-May change its colour.

These changes are permanent, and make the Object unable to be sculpted further without entirely destroying the Imbuement, it may not be Imbued again should this happen. For reference, a Dagger covered in blood on a weapon made to be Clean or Polished will have the Blood simply slide right off, rather than make stains.
Upon Imbuing this Energy into an Object, the Grey Mark of an Eye will appear somewhere on it, marking the Energy imbued into it. Once an Izkuthii has imbued an Object with this energy it may not be changed further with this ability, regardless of how the Izkuthii chooses to interact with it.

Along with the changing of Design, something that passively happens is the imbuing of an Emotion. The Izkuthii may choose four emotions to imbue into an Object, out of:
-Happiness
-Sadness
-Anger
-Courage

The Emotion imbued does not and will not ever affect the Izkuthii, however should an Individual that is not an Izkuthii ever possess an imbued Object, they would find that the emotion imbued would slowly start to leech off that specific emotion, draining it.
An Individual who has this item for one OOC day will find it slightly harder to feel the Imbued Emotion
An Individual who has this Item on them for 3 OOC days will find them needing to experience more to provoke said feeling.
An Individual who has Item on them for 1 OOC week will find them completely devoid of this emotion, unable to feel it unless in the most extreme circumstances.
Should the Individual ever remove this item from their Possession they will find this emotion slowly return, working opposite to the way it drains the emotion.

 

            Redlines:

  • May not, and cannot instantly drain any emotion.
  • May not break anything.
  • May not change something's purpose.
  • May not cause someone to be devoid of Pain, or struggle to feel any emotion other than those listed.
  • The Individual must be told this through Item Description.
  • Will only affect those who possess it.
  • Does not affect how useful or effective it is.
  • The Eye Mark may not be covered or hidden.
  • The Izkuthii must imbue an Emotion into the Object as they change its design, and vice-versa.

 

 

 

 


Rituals of Llahir

 

 

 


 

 

Spoiler

 

|Llahir's Feast| [Non Combative]|

Requires: 3 Runuurii/3 Specialised | Casting time: 5 emotes [1 connection + 4 cast]

 

Summary:

The Izkuthiis reunite together to worship Llahir and the gifts he granted them, during this time of reunion the Izkuthii must be physically present to be participate, 3 of which have to be a Runuurii or Specialised, however all Izkuthii are welcome and encouraged to rejoice during this time of feasting and games, after all Izkuthiis present are masked and connected they await for the Ruunuri to call for Llahir's presence for them all to bring in offering the feeding he asks for. After each Izkuthii brought forth their extra feedings, Llahir will grant the most devoted follower a boon, and the least successful shall receive a curse.

 

Mechanics:

After  players  involved are reunited, masked and connected the 3 Ruunuris/Specialised may begin with the ritual which takes [1 connection + 4 emotes] in total to perform, the players then provide proof of their feedings via screenshots which need to hold the date, feeding emotes and must capture the whole game window. The player with the most feedings will be granted a boon, while the player with the least amount of extra feedings will be given a curse. Ideally this ritual should take place only once per month, however due to how people may not be able to join then it’s up to the Izkuthii community to split the rituals so that everyone attends at least once.

Runuurii and Specialised may host the Ritual as many times as they wish, however if they have already participated in one and given their feedings, they may not do so again.

Runuurii and Specialised may do the ritual together, such as 2 Runuurii and 1 Specialised, or vice-versa.

 

An Izkuthii must attend a Ritual at the start of each month, in the first week to not lose their abilities, after the 7 day window at the start of the month they will suffer the first effects listed under ‘Izkuthii Feeding’ until they attend a Ritual, which may be anytime that month, should they not attend a Ritual at all that month they will experience the second effects under ‘Izkuthii Feeding’ at the end of the first week of the next month and so on.

 

Boon: 

The person with the most amount of extra feedings will give no idle tells for 1 OOC week should they be a Specialised or Runuurii, instead two marks of an eye appear on both their palms (in Unmasked form). Additionally they may access all shapeshifting tiers during this week should they be a Specialised, Adult or Fledgeling Izkuthii.

 

Curse:

The person with the least amount of extra feedings will be locked in masked form for 1 week.

 

           Redlines:

  •  
  • Players can't stockpile feedings for next month, all extra feedings outside the ones they needed to live are removed after attending.
  • The count for the extra feedings start after the Izkuthii has fulfilled their normal feeding quota to live.
  • The ritual requires at least 3 Runuuriis or 3 Specialised.
  • A Runuurii/Specialised may cast the ritual as many times as needed, but if they have attended a ritual already then they will not receive any boon or curse.
  • A ritual may not be held if everyone has already attended a ritual that month.
  • If an Izkuthii has already attended a ritual, but joins another then they will not be counted and may not receive any boon or curse.
  • An Izkuthii who doesn't take part in the ritual will start losing their abilities, as stated in the Izkuthii feeding section.
  • An Izkuthii who skips a ritual day without proof of their complete inability to take part in it will start losing their abilities, as stated in the Izkuthii feeding section until they take part in another ritual. (Can be both OOC reasons or RP reasons, eg. IRL matters or being imprisoned IRP)

 

|Pool of Llahir| [Non Combative]|

Requires: 2 Runuurii/4 Specialised | Casting time: 5 emotes [1 connection + 4 cast]

 

Summary:

A couple of Runuurii or Specialised may join their forces and create a designated pool of water, blessed by Llahir. This pool will serve as a point of rebirth for any injured or dead Izkuthii, should they be attuned to it. An Izkuthii may attune themselves to the pool by drawing energy from their mask, this will allow them to use the pool both as a place of rebirth and healing. The water is shallow, not more than 3 inches in depth if physically stepped in, yet feels much deeper, pulsing with glimmering blue energy. The Izkuthii needs to lay down in the pool and it will instantly start drawing energy from their mask, while inside the Izkuthii will be motionless, in a state of perpetual exhaustion and unable to react unless moved out of the pool or until healed. Should a non-Izkuthii step inside, they'd find themselves unable to sink, but simply walk over the surface.

 

Mechanics:

Over the course of 5 emotes the two Ruunuri, 4 specialised or any mixture of the two Tiers may create this pool which will remain until destroyed (A locked sign  by LT needs to be placed nearby to mark it as a pool of Llahir). The pool cannot be larger than a 3x3 square and not deeper than 1 block. If Runuurii or Specialised make a Pool, they may not make another until the Pool they made is the destroyed, once they have created the Pool of Llahir  they are attuned to it automatically, an infinite amount of Izkuthii may attune to it, but each Izkuthii may be attuned only to 1 pool. The attunement takes 3 emotes to perform after which the Izkuthii will be tied to that pool. Each Izkuthii can use the pool only once every 2 OOC days, either to heal or rebirth from, but not both the same day. The Rebirth will occur after death, all standard death rules apply as if resurrected by the monks, the player will still spawn at Cloud Temple. To use the pool the Izkuthii simply enters inside and it will begin its effects.

 

An Izkuthii who wishes to heal from the Pool may do so by laying in it in their Masked Form, needing to be fully submerged, they will then fall unconscious, and become unplayable for the next OOC hour, unless dragged out. All shallow cuts and bruises will be completely healed during the OOC hour minimum, whilst any larger cuts, gashes and such will be fully healed, though left with a scar. Bones will not be properly healed, though they’re healing process will be sped up one OOC day for every OOC hour they stay in it, up to 2 OOC days. The Pool of Llahir is able to completely heal the third eye of an Izkuthii, regardless of whether it’s missing, just damaged, mangled or harmed in anyway in 2 OOC hours in the Pool of Llahir the Eye may be restored, this is not the same for the two other eyes an Izkuthii dons, for they are not recognised as a gift.

 

Should the pool an Izkuthii is attuned to be destroyed, they will respawn at any other Pool of Llahir 2 OOC days after their death, should there be no Pool of Llahir left they will revive in a similar fashion where the Pool once was, as if it were there, 4 OOC days after their death.

 

2 Specialised count as 1 Runuurii in the creation of the Pool of Llahir, for example, 2 Specialised may aid 1 Runuurii in the creation and do it successfully.

 

 


 

           Redlines

  • Only 3 pools of Llahir may exist in the world at once.
  • An Izkuthii who has already been involved in the creation of a Pool of Llahir may not make another one unless it’s destroyed.
  • Attunement needs to be done prior to injuries or death.
  • An Izkuthii who dies and is attuned to the pool will rebirth in 1 IRL day instead of the standard 2.
  • Should an Izkuthii already have used said pool they may not rebirth or heal from until the 2 days cooldown runs out.
  • Using a Pool of Llahir will cause an Izkuthii to remain still for 1 IRL hour, but heal them of any wounds on their body. This does not regrow lost limbs from scratch and Limbs cannot be reattached this way.
  • The Pool will not heal fatal injuries unless the Izkuthii is seconds away from entering the pool.
  • Pools of Llahir need LT signing.
  • If an Izkuthii comes under harm whilst in the healing process they will be interrupted and awaken
  • If an Izkuthii is interrupted in any form, mainly being dragged out or getting harmed, their wounds will not be healed at all and they will wake up.

 

 

|Connection| [Specialised] [Non-Combative]|

Requires: 1 Runuuri/Specialised Casting time: 5 emotes [1 connection + 4 cast]

 

Summary:

The staple of the Izkuthii, the method through which a Runuurii or Specialized (should they know the ability), may transform an Individual capable of becoming an Izkuthii (listed in Explanation) into such. This is a rigorous and lengthy process, as such only taught to those trustworthy and loyal. By the end of the process the new Izkuthii will have transformed, and the Connector left exhausted.

 

Mechanics:

A Runuurii innately knows this ability, whilst a Specialized Izkuthii may learn this ability after one month of being one. The Connector must be 

standing in front of a Pool of Llahir, (1 Block in front of any side), prepared and able to draw from the vast, intense energy contained before them. The Individual to be transformed must be standing in Llahir’s Pool as this Ritual is being performed. The Connector draws from the Pool of energy, moulding it into a Mask capable of channeling the Izkuthii’s abilities and deific connection.

The moment the Mask is placed upon the OOCly and ICly willing individual they are transformed into a Fledgeling Izkuthii, though they are unable to utilise any ability until their CA is accepted.

This is performed over the course of 5 emotes (1 Connect + 4 Cast).

The Izkuthii may not utilise any ability for the rest of the OOC day.

The Connector may not perform Connection for another 2 OOC weeks.

 

The Connector is expected to act as a Teacher for the newly Transformed Izkuthii, due to the fact that none of the Izkuthii’s abilities are innate, rather learned from seeing it happen, and then attempting it themself. The Connector, now Teacher’s role is to raise this new Izkuthii to abide by the Tenets, to worship Llahir and to help the Order thrive. 

Once the Student Izkuthii has become Specialised, and learnt all of their abilities, the role of the Teacher has been accomplished, and a Student slot is freed up once more.

Should the Teacher be a Specialised, and the Student find themself wishing to go a path different from that of the Teacher they may be taught by another Specialised/Runuurii so long as the Teacher continues to supervise this.

A Teacher may only have 3 students at once, they may not connect anyone else if they don't have a free student slot. 

Only Runuurii may teach the Connection ability.
The newly connected Izkuthii is automatically connected to the Pool their Mask was made at.

           

            Redlines:

  • The Connector, to form the Mask, must not be interrupted by any sharp sounds, attacks or general distractions, this is naturally a tasking spell.
  • The New Izkuthii may not use any abilities until their CA is accepted, during this time they are still ‘attuning’.
  • An Izkuthii is naturally attuned to the Pool that their Mask was forged in, this not changing until it is destroyed.
  • The New Izkuthii decides the design of the Mask.
  • The moment the Mask is placed the Horns will sprout upon their head.
  • This Ritual may not be learnt without a valid TA.

 

 

 

|Disconnection| [Specialised] [Non-Combative]|

Requires: 1 Runuuri or 2 Specialised Casting time: 5 emotes [1 connection + 4 cast]

 

Summary:

Upon being taught Connection, the Izkuthii in question is also passively taught Disconnection, something one may do should an Izkuthii break a Tenet, and the Izkuthii learn of such. 

 

Mechanics:

The Izkuthii, once taught Connection, either by a Runuurii, or by becoming a Runuurii, will learn Disconnection, a Method to punish those disloyal Izkuthii, who have broken Tenets and risked the sanctity of the Order.

The Disconnector must have IC Proof of the Tenet broken to Disconnect an Individual, if an Izkuthii has broken a Tenet, but the Disconnector does not know, they may not ‘test’ for if they have broken something, it will simply not work.

 Should the Disconnector(s) have proof of the Izkuthii who has broken the Tenet, the Disloyal, and the Disconnector(s) has the Disloyal’s movement restricted, they may proceed with the Disconnection process.

Once the Disconnector has Proof, and the Disloyal is bound, the Disconnector will be able to lay a hand upon the Disconnector’s face, and should it not already be revealed, bring their Mask forth, along with their other features. The Disconnector will then be able to shatter the Disloyal’s mask over the course of the next 2 emotes, rather abruptly completely draining them of all Izkuthii energy that once lingered within them, and sustained them, ultimately killing them. 

This requires 2 Specialised, one providing the other with Energy as they drain the other Izkuthii’s energy, or one Runuurii.

 

An Adult Izkuthii will not be required to PK, much like a Fledgeling, however due to the Deific connection having been formed at this point, they will suffer the effects of a scarred soul, their emotions wonky as they struggle to feel pride, courage or anything of the sort for long periods of time, this keeps them from forming another Deific connection until their Soul is healed. They will be unable to remember any moments as an Izkuthii, but may, depending on the amount of ‘Identities’ they took, struggle with Multiple Personality disorder, dysphoria or anything of the sort. Though the mental effects (aside from loss of Izkuthii memory and scarred soul) are OOCly up to the player. They will not be able to become an Izkuthii again.

 

Another to the rule of an Izkuthii not dying upon Disconnection is when the Izkuthii in question is a Fledgeling, the Fledgeling has not completely transformed from their Descendant self, nor are they being sustained by Llahir’s boons, and thus are salvageable, they will not suffer the effects of a scarred soul, though they will not be able to become an Izkuthii again.

A Fledgeling or an Adult Izkuthii who is Disconnected will find their memory suffer horribly, unable to recall any information of the Izkuthii that they had learnt during the time as one, attempts to do so only inducing a painful headache, they are returned to their Descendant self, and unable to become an Izkuthii once more.

This takes 5 emotes (1 Connect + 4 Cast)

2 extra emotes are added on should the Disloyal’s mask not already be shown.

 

Redlines:

This may not be used to test for the breaking of a Tenet

This may not be used successfully should the Izkuthii have not broken a Tenet, or should the Disconnector not have IC proof of the breaking of a Tenet.

Disconnection may not be learnt without having learnt Connection.

Any Izkuthii may disconnect any Izkuthii with the right grounds to do so, assuming the Disloyal has broken a Tenet, and the Disconnector knows Connection & Disconnection.

 

 

 

 

 


General Redlines/Clarifications

 


 

 

  • Spoiler

     

    • All Izkuthii, despite prior iterations, are aware of Llahir’s existence and involvement in their lives, this awareness occurring right after their Connected, and ceasing once they’re Disconnected.
    • Any attempts to loophole the purpose of Abilities or features of the Izkuthii can be punished.
    • ‘Cooldowns’ are times in which the Izkuthii may not utilise any ability which requires a connection, however they may maintain a Connection during these times.
    • An Izkuthii who is harmed during a Connection will have it break.
    • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
    • The Izkuthii appears as they normally would when shifting to Masked and Unmasked form, and must re-do any shapeshifted disguises they were wearing prior.
    • Unless it is specified that it is ‘Subtle’, the Connection for an ability will have a tell, though some may be concealed, not all can.
    • Some Abilities will not have tells, these are abilities with Subtle Connections, unless stated otherwise.
    • Attempts to loophole Tenets can be punished for.
    • Any Disconnection above Adult Tier will result in a Pk
    • Should there be a grey area or anything that may be Loopholed an LT should be contacted.
    • An Izkuthii should adopt at least one mindset change listed under ‘Mental Description’.
    • An Izkuthii may not be disconnected unless they break a Tenet.
    • A Runuurii has access to all abilities.
    • A Specialised may only go either Luck or Trickery, not both.
    • All Unmasked Form abilities that the Izkuthii can utilise are available in Masked Form.
    • Masked Form abilities are not available in Unmasked Form.
    • No abilities, apart from Izkuthii Sensing, are innate, and must be taught through the Izkuthii seeing a demonstration of such, this includes Shapeshifting.
    • Unmasked Form is the only form in which the Izkuthii is able to utilise any form of Magic that is not gained through the transformation into an Izkuthii
    • The last casting emote is the emote in which the Spell is prepared, and they may release the spell on that emote, unless able to be held back for certain emotes (stated in the Spell).
    • All Rituals of Llahir may only be performed by a Specialised or higher.
    • The Rituals of Llahir, unlike abilities, are innate for Specialised and Runuurii, aside from Specialised who must learn Connection, and in the process learn Disconnection
    • Al Rituals of Llahir require all Izkuthii involved in the process to be in Masked form (Izkuthii attending the Feast or being disconnected included)
    •  
    •  

     

 

 

 


 

Purpose

 


 

Spoiler

 

The Purpose of this race is to fill a niche which I believe is lacking, and that Izkuthii have filled for a while, though in this rewrite I have seeked to expand on this. I find the concept of a Dark Race who do not kill, and therefore do not make RP encounters pointless, rather interesting, and something that the Izkuthii have done a decent job at so far, this Rewrite has seeked to encourage more Descendant and Izkuthii interactions, providing more to the General Community to spice up Mundane RP, give People new and unique experiences and allow People to do more with their Characters.

I feel the Izkuthii can do this greatly with the addition of various abilities here, most of which require Descendant interaction, yet keep a style that some may like with ‘Group RP’, giving the chance for Izkuthii to be around each other more, and hopefully have fun in doing so.

In Prior Rewrites there have been various issues which this one has hoped to clean up, trying to get rid of abilities which served purely as temporary fill-ins, and provided nothing to those affected, and attempting to make things as clear as possible.

Thievery has been erased as a subtype due to its sub-par existence, as I see it, simple Thievery does not belong, and so has been replaced by the Luck subtype for Specialised, something which remains on theme for Llahir.

 

TL;DR: 

I make this with the intention of getting Izkuthii to provide better RP for the LoTc Community, and make bland interactions more interesting, whilst making sure it does not entirely interrupt something and provide nothing to LoTc’s narrative. 

To sum up, the Purpose of the Izkuthii is to be able to make normal interactions less mundane, and to cause conflict between Llahir’s followers and outer society, to encourage grand schemes to take place and to fill in a slightly genie-esque niche.

 

 

 

 

 


Credits

 


 

Spoiler

 

So, I won’t be creditting everyone here, but there have been some really amazing individuals giving me advice and feedback on this piece and I really appreciate it, to those who did help, you know who you are, and I am very grateful for the help you’ve provided throughout this month+ long process

 

GodEatingCommie -Me, Writer, I decided to start this rewrite around the start of June, around the 10th, roughly, and since I’ve been working on this fairly frequently, and communicating with some of the currently existing Izkuthii for feedback on this.

 

Vitalian - Co-Writer, Vitalian has been amazing to communicate and work with throughout the making of this piece, providing me with various ideas that I believe have greatly impacted and benefitted this piece. I’ve really enjoyed writing this with them and could not thank them enough for the motivation and help that they’ve endlessly provided throughout this.

 

Drtrollado - Co-Writer, someone I’ve only known for so long, and they’ve only been helping for the last week or so of the piece, however they’ve been great to get advice and feedback from and are filled to the brim with fresh and interesting ideas. I’ve really enjoyed talking to them about this piece and changes we could bring.

 

Madyssey-Editor/Support, Mady has been really helpful through the start of this piece, helping fix the Origin, Background, and Tenets, and fixed some fairly big mistakes and typos there, which has definitely saved time. They really helped to talk to throughout this and I could not thank them enough.

 

To everyone else who has looked at my piece prior, or just generally helped me with this, thank you so much for the great advice, feedback and support you’ve provided.

 

 

 


Citations

 


 

 

Edited by GodEatingCommie
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Say sike right now 

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mad ******* lad

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58 minutes ago, GodEatingCommie said:

I would like to request a CA wipe for this race, due to the new purposes and direction they are being taken in, with the removal of some fairly essential roles and paths for the prior rewrites of the Izkuthii.

 

58 minutes ago, GodEatingCommie said:

O59bYoQxyy17Ii5kQ5Lt3QE4FlTCe95s-EyzXxLCo6oAFOjsVI264cq0WEh7Vp3RBuwKLevQdl0xKIuN7IxdfwmHmFs6b0VJ5eqSOpDNt9-OlR5HE01i392lJYrjo3Xg4HJ2bHpS
 

(Credit to Amayonnaise) Three Runuurii Izkuthii and their masks.

 

don’t suppose you could change the art out if this piece is ever accepted

seems as if the art will become incredibly redundant if it’s of three outdated ex-Izkuthii if you’re trying to totally wipe the list of all existing Izkuthii

entirely ironic honestly

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I couldn’t really bring myself to help write after I spoke to you and saw it in its google doc stages some week or two ago.

 

- You’re intending on wiping the entire community off the face of the earth despite never having been a member of it.

- You, in writing this, worked alongside those who were nearly banned for harassment on the playerbase of it.

- You, in writing this, are using art of previous accepted Izkuthii. My own character is featured in it. Somehow, you’ve attained permission of the artist. I’d like this to be changed regardless.

 

As for the writing itself, some ideas are fine, but the writing and formatting leaves a lot to be desired. It’s a jigsaw puzzle. Honestly I’d like to let Izkuthii rest. Llahir creatures are a nice concept, but not this.

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1 minute ago, Mordhaund said:

 

 

don’t suppose you could change the art out if this piece is ever accepted

seems as if the art will become incredibly redundant if it’s of three outdated ex-Izkuthii if you’re trying to totally wipe the list of all existing Izkuthii

entirely ironic honestly

Fair, the point of it is more to represent generally how they would look, rather than the Individuals behind them.

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I’d also request as this art uses my own character in it that it be changed. Honestly that’s all I have to ask at this moment.

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oof

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Just now, GodEatingCommie said:

Fair, the point of it is more to represent generally how they would look, rather than the Individuals behind them.

 

except, as Bones pointed out, it’s a piece that depicts his character – who, despite the fact that you intend to purge him of his Izkuthii alongside Amayo and WhiteKnight’s characters, will continue to exist, and will still continue to be the face of this piece, if it is accepted. If you’re looking for art, don’t use old art without the explicit permission of both the artist and the players who have characters depicted in it. It’s a seriously lackluster attempt at giving your piece some flare, but instead of giving it, you’re effectively stealing it.

 

Do your own research, do your own art-finding, hell, even commission your own art for this piece – just prove you’re at least somewhat invested in the actual vision behind it instead of simply the power of the creatures this piece would produce.

 

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6 minutes ago, WhiteKnight_19 said:

I’d also request as this art uses my own character in it that it be changed. Honestly that’s all I have to ask at this moment.

The art has been removed, apologies for the trouble

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