Sorcerio 4595 Popular Post Share Posted February 2, 2021 Foreword Spoiler Much of alchemy centers around reason, technological advancement, and keen methodology. But what if alchemy delved beyond that; dipping into far more enigmatic and dark practices which forbade sanity? The ultimate goal of Tawkin is to add a more cryptic and esoteric theme to alchemical roleplay, that also returns many crucial alchemical concepts; namely that of Homunculi and Klones. The former attempt at Tawkin was done hastily and with little thought to interaction and intrigue. It was essentially a vague piece, which allowed for a plethora of potentially abusive instances, which, though was not my intent, could not have been handled well on the server. However, since I still wished to achieve this particular niche in alchemy, I took it upon myself to rewrite my original attempt with heavily reworked concepts, which ultimately make the piece more intriguing in its simplicity. TAWKIN ~ The Epitomic Alchemy ~ EXEGESIS “And so they looked for the Tower of Llull, desperately hoping to find truth.” In ages long forgot, afore the decline of reason and moral depravity, there was an ancient people who spoke of an even more ancient tale, one that stretched even to the ears of those alive today. It is said that these people were engrossed with science and the arts, setting themselves forth with aspirations to behold all there was within the vast cosmos, their knowledge seconded to none. These people, the denizens of Llull, were ruled by a bold and compassionate king — one thought to be so wise that even Solomon himself was said to be flushed with envy. It was this king, who remained so avid to pursue ultimate knowledge, that willed to reach the heavens, so that man might grow more akin to God. And thus, the people constructed a great tower which scraped the stars themselves, wrought of gold and ivory and all sorts of precious stones. Built over the many years, it embodied all the wisdom of these ancient people, filled with libraries, temples, and foundries in which they might apply their vast knowledge. Truly, it was a grand city, one which stood above all others. Seeing their childish wisdom, God thought to humor them, bestowing upon the people a gift - for though they were bound by the shackles of vice, they were but a people consigned to him. Thus, to quell their fallacious desires, God granted them a deep knowledge of the earth, and seas and heavens, so that they might know the truth of the world in which they lived. And so the people of Llull were granted unparalleled knowledge of the cosmos, dedicating their lives in full to the pursuit of science and wisdom. Their society flourished, their city-tower rising high so that all nations might see and gaze upon their splendor with envy. And yet, though blessed with advancements and luxury not had by any other tribe of men who roamed the earth, even in their wisdom, there were some whose judgement had been clouded. Though they had received God’s gift of truth, knowing truth was not enough — for the truth they craved was to become Him. Their zeal consumed them, spiraling into madness and wrath as they strove to become like gods themselves. For generations after, they indulged in vice and inhumanity, disregarding the very wisdom they had been entrusted to uphold. The once great people fell into sickness of both the spirit and mind. And where illness of the heart dwells, illness of the body soon comes to follow. With their wisdom disregarded, and their oath to God broken, the people were overcome by their enemies, the foundations of their civilization crumbling beneath the weight of their own sins. Desperate to save themselves, they deigned indulge in forbidden arts, and yet their spirits were too far gone. And blinded by their own obsession, the tower, and her people, crumbled into the deep fires of the earth — destroyed by the very wisdom they had once held so dear. When dark sorcerers and false prophets came to proliferate the land, sewing their iniquities amidst the few fair souls within man’s domain, so rose this damnable art. Its profane practice, though by no means conceived with ill-intent, was brought about about a divorce of mind, arguably surpassing even the twisted conscience of those who dabbled in fell sorceries. To harbor it was to succumb to insanity at its sheer marvel, for the knowledge it beheld was said to drive a man mad. Though great works have been brought about by this alchemical “miracle”, others condemn it an act of witchcraft — and though it holds its basis in the material alphabet, those who would persecute it do so rightly. Christened as Tawkin by its progenitor, it is among the scarcer-known alchemic arts, heard only as a fleeting legend by many. But to those few who fully grasp its prospects and faculties, it is far more concrete — granting them the wonder of manipulating life itself. “And when I pressed upon that ebony frame, the squeal of the hinges resounded in concert with the woman’s frightened wail, her daughter lying there sprawled in blood and thrawn flesh. The maiden’s eyes were gouged, her once golden locks now a percolated crimson as gore flowed like a stream from below her scalp, lifeless and desecrated by whatever bastard force lingered in this woesome vale. And oh how the mother cried, wailing and mourning the long-dead.” —An excerpt of a Hexer’s Journal; tracking a Chimeræ Since the earliest ages of Man, many have aspired to the great wisdom which lie in the material, and some had gone so far as to throw themselves desperately to the occult to achieve it. Such was the tale of a philosopher who hailed from the line of Bogodan himself, who craved to restore the fragmented works of his mentor. Though at first, his intentions were just and true, even those untainted by dark liturgies will inevitably come to bear within themselves a divorce of mind. Sent spiraling into madness at what marvels he had seen, he was led down a path of perdition. The road became steep and his soul grew heavy as the occult ensnared his wandering spirit, his motives becoming tainted by wrath and greed. Now, that which this knowledge bore was birthed no longer of God’s good grace, but of the devil’s own machinations. For the remainder of his youth, the man willed to escape the snares of Fate and undo his affliction, scouring crumbling libraries and the fell crypts of those who beckoned the dead. With each passing year, he slid further to conspiracy and suspicion. And finally, with hair grayed and flesh sunken, he came upon that which the Saints had willed to keep hidden from precisely one as this. Desperate for any fragment of knowledge which the cosmos might impart, the man solidified a wretched covenant bound by blood — one which whispered to him, in a dream, knowledge which had rooted itself in ancient practices of necromancy and blood magic. He heeded the voice which beckoned him from beyond, craving the knowledge it falsely offered, consumed by his delphic etchings and frivolously scrawled walls. Now, he could not have been led more astray from the path of virtue, for the blood he had spilt to once again attain his youth spread volumes. This twisted perversion of alchemy was granted form in part by the philosopher, though other forces had deigned to intervene in its fruition. It was not until after he had enacted the wretched rite that he recognized the atrocities he had committed, and so the conniving philosopher pondered day and night a means by which he may recover his integrity. Yet the deed was already done. He ultimately achieved knowledge at a terrible cost, which would damn him to become the very thing he had so vehemently despised — a sorcerer who weaved but trickery and vice, fueled by iniquity. Now, he and all who learned this would forever pay the price of God’s contempt. Summary — Tawkin is an alchemic feat, which may only be practiced with a valid Tawkin Feat Application. It may be learned directly in-roleplay under any player who holds a valid TA, and may not be self-taught through any other means. In the event that the feat has died out, meaning there are no active users, then the ST may consult the loreholder and propose a means to revive it. — To acquire a TA in Tawkin, an individual must know all three processes of Transmutation (Shaping, Grafting, Mutation), as well as the creation of Homunculi and how to create Klones. Those who do not have these will not be eligible for a TA. — All processes and recipes must be learned in-roleplay. Simply knowing a recipe does not entitle one to derive the processes and functions of such on their own. — It is recommended that one view the guide as well in order to navigate and summarize the lore more easily, though it should not be used to replace mechanics or limitations. — This may not be taught via OOC oversight and requires in-character lessons performed by the teacher. TRANSMUTATION The foundation of alchemy hinges upon essential truths, for just as God’s word is law, so too are the arts dictated by infallible principle. The greatest among these is that of equivalent exchange — for one cannot hope to garner what they do not in turn offer. The early scholars of Llull postulated and practiced these truths with deep reverence, for they would not dare to face the repercussions of testing nature’s own law. Yet when alchemy was first given form, not only were the stones of the earth looked to, but also the flesh and bone of man — and with that were birthed many esoteric, malignant, practices. And so, those who came to suffer the grim cost of condescending to toy with the forces of nature were ultimately consumed by their own fiendish creations. With this in mind, those who delve deeper into the alchemic occult may be knowing of a single key practice which concedes to the moulding of flesh and bone as if it were mere clay, to the manifestation of unnatural powers within man's own blood. "The flesh is a fragile thing, pitible and poor, for though it is a vessel for the immortal spirit, it is prone to the faults of mortality. Not only this, but the coil fundamentally lies within the material plane, and unlike the spirit, and thus is subject to forceful manipulation within the mortal realm, permitting the tangible to touch what is abstract and impalpable—to warp that which is and to impose true conformity." —The Chronicles of Badaal, On the Flesh Moulding By the concoction of a particular alchemic infusion, known otherwise as Moulder’s Tincture, a philosopher may yield a rubbery tangibility within the flesh, leaving it malleable and amenable; the flesh numb in likeness to pins and needles. Though with this amount, an alchemist might mold their facial appearance, more sizable applications may demand that the individual be fully submerged in perhaps some vat or crucible of the substance, perhaps granting a bent limb realignment, even. Spoiler The alchemist may derive the concoction known as Moulder’s Tincture, which may be applied to living organisms to make their flesh as malleable as clay. The alchemist may apply this in the form of syringes - which are incredibly crude, large, and painful - or simply by hand through a vat. Both processes will end in the same result. MOULDER’S TINCTURE Base: N/A Water | Any [x3] Mundane | Grace [x5] Mundane | Reduction [x4] Mundane | Purity [x3] Mundane | Clarity [x3] Mundane | Balance [x2] Mundane | Peace [x2] Once the tincture has been absorbed into the skin, the tissue would be made rubbery and malleable, allowing the alchemist to begin molding. During the process, the recipient would experience a sensation alike to pins and needles wherever the flesh is moulded. This can be applied in a variety of ways, allowing the alchemist to rearrange dislocated bones, rearrange one’s jaw structure, warping of one’s fingers to appear shorter and stubbier (or inversely longer and thinner), and a plethora of other things. However, moulding is an incredibly limited and delicate process, and thus cannot be used to mould the head, chest, internal organs, or genitalia. Any attempt to mould other sensitive organs, such as the eyes, will destroy them and, in this case, render the individual blind as a result. Other sorts of applications, though viable, cannot be used to grant any roleplay boon or mechanical benefit, as such levels of biological complexity are reserved for mutations (see Mutation). Moulding is risky, however, and can result in the flesh or bone being irreversibly warped. A hasty alchemist may find themselves to twist the folds of a knee, disfigure the recipient’s face, or stretch the skin so that it may tear upon movement. While the error itself would incite little pain at first due to the numbness, the effects would worsen over time, and would eventually become irreversible should the alchemist not make an immediate effort to fix it. For example, should a leg be bent backwards, the individual will be rendered cripple and would stumble over their own warped knees. Following the successful application of moulding, the region would be left incredibly tender for the duration of a few narrative days and should be roleplayed as such. This means that the moulded individual would be prone to receiving bruises and cuts more easily in the area where the alteration had been applied, making it unwise for one to engage in combat so soon after such an operation. Receiving harsh blows to a freshly moulded region up to one OOC day following the procedure can cause the flesh to warp and disfigure permanently in accordance with the way it had been damaged. If any application, mechanic, or redline seems questionable or otherwise draws the line, it is recommended that you consult the ST or loreholder before proceeding along. Any misuse of the lore is not tolerated and will be met with strict warning, if not denial of one’s FA. — Moulding cannot be used to manipulate flesh and bone to precise degrees that act against what would be considered a “natural biological structure”. For example, you could not mould a person’s fingers to take the shape of a key in order to open a door, nor could it be used to circumvent one's racial or magical weaknesses (i.e. buff void mage, tall halfling). — Moulding cannot be used on genitalia, internal organs, exterior organs such as the eyes, nor upon the head - though altering parts of the face such as the chin, nose, ears, etc. is fine. — Moulding cannot be used to bypass the natural proportions of a person without causing significant harm to their body. For example, giving an orc thinner bones to make them leaner would result in their muscle mass crushing their skeleton and yielding severe back problems. — Attempting to seal wounds with shaping would leave the flesh more thin as a result, akin to stretching a small amount of putty or dough over a large area. This means that the location would be more prone to tearing, being slashed, and would have difficulty clotting. — Cannot create natural armor or weapons, such complexity is reserved for mutation. — Moulding cannot be performed in a combative or impromptu scenario. — Should significant force impact it, it would likely be warped or disfigured like plastic and would need to be repaired quickly lest the disfigurement become a permanent alteration. — Moulding an individual always requires OOC consent on the part of the recipient. — Moulding oneself is possible, though it is incredibly difficult without proper means. Grafting Many have heard the tale of the great Aeldenic alchemist, Bogodan, who in his search for a remedy came upon many wonders of alchemy. It is said that to hide his gruesome affliction, the leper derived a false flesh to conceal his withering corpse, coining such as Bogodan’s Clay. With this, an alchemist may be granted the privilege of structuring life, whether to replace severed flesh or restore a lost limb. Even bone may be moulded with this material in its unrefined state — though when employed as pure marrow it is somewhat weaker than when found naturally. Spoiler The alchemist may derive the material known as Bogodan's Clay; a malleable substance much alike to flesh and/or bone that may be shaped to the alchemist’s desire. In its most basic form, the material can be applied just as any flesh or bone would, though most namely, it may serve to repair, maintain, and modify biological structures. BOGODAN’S CLAY Base: Lard Earth | Any [x2] Mundane | Connection [x5] Mundane | Life [x4] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Grace [x1] In its unrefined state, the clay could be used to cover a wound or infirmity just as its progenitor had. Yet the clay itself is more fragile than regular flesh, especially after it has been applied recently. Weapons will tear more easily into the skin, and too much motion can cause sealed wounds to reopen if done poorly. It could make for a quick patch-up over a bruise, scab, or scar; though anything larger than minute, or otherwise life-threatening, would not be benefitted by the clay. It may be used on animals should their biology support it, though these would not offer anything truly advantageous; meaning that one could not graft a hound’s snout onto a goblin to allow them to smell better from a distance. This also means that all applications of grafting would be limited to the strength of regular flesh or bone, even when attempting to emulate something stronger. For example, attempting to grant someone longer fingernails would leave the addition no stronger than regular fingernails. When properly moulded and applied with the necessary reagents, however, Bogodan’s Clay may take on more varied functions, allowing for the alchemist to create faux organisms, or “grafts” that may emulate other biological parts. These non-sentient structures of flesh may be shaped to replace limbs, appendages, and even some organs. Once inserted, the graft would gradually fasten itself to the recipient, taking on the basic functions of whatever it was designed to replace, and nothing more. This procedure is limited by medical technology, and thus could easily kill the individual if the alchemist were to attempt the poor replacement of a limb or other internal organ. Certain riskier procedures may require ST moderation to ensure there is a degree of quality and risk maintained during the roleplay. It will still take the recipient some time to get adjusted to the graft, depending on the nature and scale of the graft in question. While a healthy individual might learn to aptly control a new finger after a few OOC days, having an arm replaced may require an OOC week to fully manipulate — the joint otherwise locking up or simply not moving much beforehand. Similarly, while it is still integrating itself to the nervous system of the host, the recipient would feel a persistent sensation of pins and needles beneath their flesh at the graft’s location, lasting until the graft has fully integrated with its host. The cost of major modifications is sustenance, meaning that the grafted limb or appendage requires the lifeblood of their host in order to remain. While a healthy individual with a single grafted arm could easily maintain peak fitness with vigorous exercise and a healthy diet, an individual who wielded more than two major grafts - beyond something larger than a finger or toe - would grow more weak and pale. Pressing further beyond this would cause the individual to appear aging at a more rapid pace, until they are rendered feeble and infirm due to the quantities of lifeforce they’ve lost. If any application, mechanic, or redline seems questionable or otherwise draws the line, it is recommended that you consult the ST or loreholder before proceeding along. Any misuse of the lore is not tolerated and will be met with strict warning, if not denial of one’s FA. — Grafting cannot add on unnaturally moving appendages that the individual would not be suited to use otherwise. For example, you could feasibly graft a bear claw onto the hand of a person, though you could not graft an ink sac under their tongue to let them spew ink. In the case of the bear claw, it would require a relatively strong person (an orc) to use it effectively. — Grafting cannot be used on genitalia, the heart, the brain, all glands, and other vital regions. — Minor Grafts constitute relatively minor applications of appendages, such as fingers, toes, ears, and so forth - though these would not grant any unique advantage, and if anything, they would hinder the recipient even more so due to their unnatural placement. — Major Grafts constitute significant applications of limbs or other large portions of flesh, including arms, legs, shoulders, etc. These should be relatively humanoid in nature and should align with the individual’s fundamental biology. An individual can only have two major grafts applied at once without facing severe bodily repercussions. — Applying grafts to cover wounds will maintain a rather visible scar that cannot be fully healed even by further application of medicine. — Moulding cannot be applied in a combative or impromptu scenario. — Grafts cannot be used to achieve mechanical advantages such as flight or scaling walls, at least without an accepted MArt. —Moulding an individual always requires OOC consent on the part of the recipient. Mutation To twist life beyond that of which God has ordained is a grievous affront, yet remains key among the more malignant schemes of Tawkin. Through altering organic entities beyond the ordinance of creation, Tawkinist may manifest that which is normally limited by man’s vessel. This loathsome deed of alchemy is indispensable to the fashioning of Homunculi, appointed by madmen and occultists in order to beget about that which was never meant to be. Those driven to carry out these bedeviled acts will only come to note nature’s ire - for this inalienable principle is one seeded within the roots of creation, and seldom does she permit her laws to be shattered. Spoiler The Tawkinist may manifest Alchemic Mutations within a living organism, endowing them with aesthetics and/or abilities which surpass their natural limit. The process demands the Tawkinist concoct the Transmutation Elixir and imbue it with the additional symbols required to manifest a particular mutation. The Tawkinist must then inject this alchemical solution into the bloodstream of the individual, or somehow manage to infuse them with it so that it bonds with them materially. In the event of a Greater Mutation, such may only be achieved in the event the host possesses a purely Alchemical Body [Homunculi + Klones]. Mutations fall into two distinct categories: Lesser and Greater. TRANSMUTATION ELIXIR BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Lesser Mutations alter the body in a minor, aesthetic capacity which will never exceed the capacity of an individual’s race or natural capabilities. For example, an Elf cannot use a Lesser Mutation to acquire the strength of an Orc, but it may be possible for them to acquire webbed feet to aid in swimming. Other uses include altering one’s Hair Color [and Texture], Eye Color [and Design], Skin Tone [and Pattern], etcetera. Lesser Mutations may even be used to remedy ailments of an individual that are not afflicted by Magic, Poisons or Curses. Given the rather benign nature of the Lesser Mutation, they are capable of manifesting within a Descendant or Alchemical host within a few narrative hours, and will only incite non-debilitating aches and pains. Greater Mutations, on the other hand, are far superior and enable an individual to exceed the capacity of their Race, albeit at a detriment dependent upon the mutation. Greater Mutations are far more arduous to carry out, and the amount of pain the recipient experiences is immense - particularly with regards to the restructuring of bone and flesh. Not only is the experience physically painful, too is it mentally traumatizing and will often lead to the recipient writhing about like a madman. Due to their strenuous nature, Greater Mutations may only be implemented onto Alchemical Vessels [Homunculi + Klones]. Upon receiving a Greater Mutation, the individual would be required to accustom themselves to it physically and mentally. Over a period of [1] OOC day, while their body accustoms itself to its newfound alterations, the recipient will suffer from acute flu-like symptoms including: Nausea, Vomiting, Weakness, Headaches, Hot-Flashes, ETC. The removal of Greater Mutations is far more a meticulous task, requiring that the Tawkinist perform a process similar to moulding, albeit with the added alchemical components as to allow the augmentation to effectively be drained from the individual. This process is excruciating to the recipient, and they will feel as if a part of them were suddenly being pried off by force. Afterwards, an individual would be sent into a state of weakness and poor health and would be barred from effectively participating in combat for up to [3] OOC days. Those who had been accustomed to their Greater Mutation too are subject to a sensation of phantom-pain, as if a part of them had been taken. Mutated individuals should receive explicit confirmation from the Tawkinist who mutated them, and should store evidence of acquiring their Mutation should an ST ever request it. Those who receive any mutation are held accountable to the lore, and should have the process explained to them by the Tawkinist in an OOC capacity. Failure on the part of the Tawkinist to adequately describe the mechanics and limitations of the mutation may subject them to ST reprimand. Greater Mutations, given that they can only be implemented upon Homunculi and Klone CAs, must have their mutations noted upon their CA. With regards to Kloning in particular, Greater Mutations will be cleared entirely in the event of a Klone’s death. Should a Klone partake in shuffling and possess multiple vessels with varied mutations, such would need to be noted on their CA as well. — In the event that a Tawkinist wishes to submit a custom mutation, they must propose a MArt detailing its effects, mechanics, redlines and drawbacks. MArts will be considered rare recipes (unless specified as otherwise) and may be taught to other Tawkinists. — The function of any Mutation cannot bypass current server rules, save for in events with explicit approval of the overseeing ST. — Mutations may only be placed on organisms that would be receptive to them. Magical Creatures [Nephilim, Frost Witches, Inferi, ETC.] are unable to retain mutations of any kind, while Descendants are capable of retaining Lesser Mutations. — Greater Mutations may only be retained explicitly by a Homunculus or Klone CA. — Homunculi may possess up to [3] Greater Mutations, while Klones may only possess [2]. Both Klones and Homunculi may have unlimited Lesser Mutations. — Mutations may not be used for sexual, reproductive or magical purposes. — Mutations may not be used to circumvent the primary curse of any Descendant race, i.e. fertile Elves or immortal Humans. — Lesser Mutations, though capable of restoring a Descendant to their standard, cannot be used as a means to circumvent Curses, Poisons, Necromantic Plagues, or the detriment of Klone Reincarnation. — OOC consent is necessary to perform mutation upon a Player Character. AUGMENTED SENSES RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Order [x2] Mundane | Sound [x2] Mundane | Courage [x2] Mundane | Clarity [x2] An individual may be mutated to bear a greater sense of smell, hearing, or sight - though only slightly above that of the average descendant. For example, the Mutant may be able to hear a ball drop from a few city blocks away, or the shuffle of some feet a few meters behind them; they cannot “sense” people. Enhanced Sight would enable the Mutant to see through darkness to a superior degree, though to no supernatural extent. An individual may experience what is known as “sensory overload”, where they may be dazed by loud sounds or the sudden flashing of lights, resulting in a brief seizure. Migraines may also be frequent in circumstances of excessive stimulation. — Attack evasion is limited to the capacity of an individual’s body. Even if aware of an oncoming attack, they would still require the physicality and time to dodge said attack. — Augmented Senses cannot be used to “sense” the presence of people not in your direct line of sight. — “Night Vision” resulting from Enhanced Sights is comparable, at most, to the brightness setting of “Bright” in default Minecraft. It is NOT actual Night Vision. — Flashing lights, loud noises, or other sudden senses will daze the Mutant for [1] Emote. HEIGHTENED DEXTERITY RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Agility [x2] Mundane | Swiftness [x2] Mundane | Vigour [x2] An individual may be mutated to possess superior dexterity and hand-eye coordination, endowing them with a greater degree of precision and reflex time. Those who possess the mutation must still possess adequate awareness and space to move in the event that they attempt to dodge an attack. For example, a mutated individual may dodge a singular arrow (or similar projectile) should they be completely focused and aware of the threat, necessitating [2] Emotes. In exchange for heightened dexterity, the Mutant will discover a weakened physical constitution. This is to say that while the Mutant may be able to maximize their physical strength, they are highly prone to bruising and are susceptible to blunt force trauma. — Heightened Dexterity can be used to dodge a singular bolt/arrow/etcetera once per fight without fail, though it necessitates [2] Emotes of complete focus. — Heightened Dexterity cannot be used to backflip or other ludicrous forms of acrobatics. Ultimately, the Mutant is still limited by the biological capacity of their vessel. — Heightened Dexterity does not make an individual faster in terms of movement speed, and only permits them reflexes on par with the maximum of their race. — Heightened Dexterity is not “Spider Sensing”. It does not allow you to sense or perceive oncoming threats to a greater degree than a normal individual. NATURAL ARMAMENT [Natural Weapons OR Natural Armor] RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Rigidity [x2] Mundane | Impediment [x2] Mundane | Grace [x2] An individual may be granted a mutation that allows them to bear natural weapons OR a layer of natural armor. In the case of Natural Weapons, mutants would most optimally possess their alteration in their arm, whereby they could alter their appendage to be akin to a blade, spear or other melee-based armament. These natural weapons (if not replacing the entire appendage) may be hidden beneath the skin at the expense of having a large identifiable scar where the weapon would protrude. When drawing one of these natural weapons, the bone in the appendage would rapidly grow to extrude forth, resulting in a great deal of pain for the user. Though appearing to be made of flesh and bone, these natural weapons possess the weight and durability akin to heavy steel and may still be shattered with enough force. Natural Armor, on the other hand, may range from thicker skin to chitin, with the former being more akin to tanned leather while the latter may rank to the strength of Iron Plate. Natural Armor is always noticeable, and may only cover up to three segments of the body at any given time: The Head, Torso, One Arm or One Leg. — Natural Weapons can only be beared as either: — [1] Natural Weapon which spans up to [2] Meters. — [2] Natural Weapons which span up to [1] Meter. — Natural Weapons may be any manner of Sword, Spear or other Melee Weapon. They cannot have any ranged function. — Natural Weapons under one meter in length may be hidden beneath the skin at the cost of having a large and visible scar where the weapon extrudes. It may be “drawn” in [1] Emote and will cause pain to the user as it breaks the skin. — Natural Weapons which are blunt will replace the entire lower-half of the appendage. — Natural Armor becomes more noticeable the more durable it becomes. Leather-like skin would appear as coarse and firm, whereas Iron-like Chitin would appear as scales wherever it manifests. — Natural Armor, though functional against mundane attacks and hits, offers no advantage against environmental or magical elements. — Natural Armament forms and locations are not interchangeable at a whim, and would thus necessitate a removal and re-mutation to alter its function. — Natural Armament constitutes a single mutation, and does not endow BOTH Natural Weapons or Natural Armor. In the event a Mutant desires both, they would need to inject a second dosage to utilize both Mutation slots. BOLSTERED STRENGTH RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Strength [x2] Mundane | Rigidity [x2] Mundane | Courage [x2] An individual may be mutated to passively possess greater strength than they would normally have, enabling them to be slightly stronger than the utmost maximum capacity of their individual race; equivalent to being faintly better than an olympic athlete. The Mutant may opt to exert themselves for a duration of [4] Emotes to double their strength. This is to say that, while exerting themselves, a Human may become comparable to an Uruk (though not to the extent of a bloodlusted one) while an Uruk may become comparable to an Olog. Upon completion of this bolstered strength, the Mutant would experience a [4] Emote cooldown where for [2] of those Emotes following the Mutant would feel exhausted and effectively defenseless in both movement and combat. This bolstered strength comes at the cost of a rather grave detriment, that being a great difficulty in breathing. Those who possess Bolstered Strength would struggle to breathe properly in combat, their presence signaled by near-continuous wheezing and rasps. During exertion, this affliction worsens and it would be near impossible to hold their breath. — Bolstered Strength, when passive, only slightly increases their physical capacity to pass the next tier. A Human mutant would never possess full Orc strength, but would be stronger than any other Human. This would — Bolstered Strength’s exertion mechanic lasts for only [4] emotes and has a cooldown of [4] emotes, [2] of which leaves the user completely exhausted. Dodging and parrying is practically impossible during these [2] Emotes. — Bolstered Strength does not positively affect speed, dexterity or other senses. — Bolstered Strength causes its holders to continuously rasp and wheeze with each breath during combat. As a result, resonance from Kani is all-but incompatible. — Bolstered Strength cannot circumvent magical weakness from that of Necromancy or Voidal Magic. This applies to any and all magics that have a negative impact on a mage’s fitness. — Bolstered Strength cannot make one stronger than an Olog. HYPERMETABOLISM RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Swiftness [x2] Mundane | Vigour [x2] Mundane | Peace [x2] An individual may be mutated to possess higher metabolism and regeneration, enabling them to recover from would-be grievous injuries in an unprecedented period of time. The process of regeneration is passive and relatively fast-acting depending upon the wound; this said, it is never instantaneous nor does it occur during combat. Over the course of a few narrative days or months, the Mutant’s wounds would slowly knead back over with flesh and bone until it has completely mended, albeit with a scar if severe. As a baseline, the Mutant heals at double the rate of a standard descendant. Lesser Injuries such as gashes, lost fingers (and toes) and lost ears would require [1] OOC day to regrow. Greater Injuries such as lost arms (and legs), eyes, etcetera would require [1] OOC week to regrow, provided that the initial wound was not fatal. In exchange for this boon, the Mutant will find themself unable to clot their blood from any mundane external means, such as Tippen’s Root or other alchemical tonics. Too would the Mutant receive what would appear to be cancerous tumors or even leprosy upon the areas of the body that have been regenerated. Thus, there is incentivization for the mutant to conceal their affliction given that it would be incredibly noticeable lest they wore heavy cloth and bandages. Such would be rather painful, and leave the mutated individual with a necrotic-sort of appearance. These afflictions only last for [1] OOC week. — Hypermetabolism cannot repair fatal wounds such as a stab to the throat, puncture hearts/lungs, a smashed head, etc. At most, it would only painfully delay the time it took to perish. — Hypermetabolism cannot resurrect an individual from death, nor prevent it. — Hypermetabolism prevents mundane sources of blood-clotting from aiding their ailment. Burning (Cauterization) and Deific healing is permissible. — Hypermetabolism grants no advantage to speed nor strength. — Hypermetabolism’s regeneration cannot occur during combative scenarios. HEALTHY BODY RECIPE BASE: Recipient’s Blood Water | Any [x2] Mundane | Connection [x7] Mundane | Life [x5] Mundane | Growth [x4] Mundane | Endurance [x3] Mundane | Purity[x2] Mundane | Order [x2] Mundane | Peace [x2] An individual may be mutated to possess a body that is resilient to detrimental inhalants and diseases of the world, endowing them with lungs that work as if they were breathing through an alchemical “Air Purifier”. On top of this, the Mutant’s body would naturally become resistant to pestilences, including those spawned by Necromancy and Azhl-Anemia. Holders of this mutation would find themselves quickly developing mild to intense migraines when actively filtering air with their lungs as less reached the brain. This results in a disruption to voidal casting should the user be below [T3] in their specific magic. Too would this Mutation endow a sense of hypochondria to the Mutant, whereby they would develop compulsory cleaning habits and an aversion to grime and dirt. — Healthy Body’s lung resistance works akin to an Air Purifier. It does NOT purify magically conjured inhalants and gas. — Healthy Body prevents sickness wrought by Necromancy, Curses, Azhl, etcetera. — Healthy Body’s potency does not increase should a mutant wear an air purifier. At most, it would prevent headaches while the Air-Purifier is active. — Healthy Body inhibits voidal casting at [T3] and below if actively filtering out inhalants. — Healthy Body, when filtering air, will cause the mutant’s breath to appear as a puff of white air. HOMUNCULI “How blasphemous a creation! Even the fellest of demons dare not tread such a perverted line!” Awesome legends spring from alchemy: ecumenical cures, ultimate weapons, immortality - which perilously beckon forth those who dare such pursuits. Many have tried, and failed, to procure such wonders of material science, these fabled works slipping through the fingers of even the most resolute of scholars and the wisest of philosophers alike. Alas, none among these is so beguiling as the engenderment of life, the creation of flesh and bone in the likeness of man. Truly, it is a wonder, if not some profane blasphemy, to accomplish such an undertaking, standing one against the high-held belief that only God, in His goodness, would be permitted such a feat as to seed life. Creation Often thought to be a ritual of black magic due to its utter disregard for natural law, the birthing of a Homunculi is one grounded in the stringing of corpses and cadavers which are woven together by crude sutures. Some have sought the aid of great vats to meld together these malignant carcasses, whilst others employ mounds of gore which they have set ablaze as they utter what profane incantations they deem necessary to engender this loathsome abomination. Not withstanding the cultural means of conception, the constituents demanded by this practice forever remain constant, along with the necessity of melding the components together - whether by flame or through some equivocal alchemic solution - for though abhorrent and twisted, even a practice as this adheres to the natural ordinances of the material. Foremostly, the embodiment of a Homunculi demands the formulation of a solution, and then cast upon whatever conduit the Tawkinist exploits to contrive the being. HOMUNCULI SOLUTION BASE: Black Bile + Yellow Bile + Blood + Phlegm Mundane | Life [x8] Mundane | Vigour [x5] Mundane | Connection [x5] Mundane | Heat [x3] Mundane | Peace [x4] Mundane | Rage [x4] Mundane | Courage [x4] Mundane | Balance [x4] Mundane | Sound [x3] Mundane | Heat [x3] Mundane | Order [x2] As the creation ensues, the remnant gore will steadily agglomerate, coalescing in a nauseating display before manifesting the Homunculi, at which it will surface from the body of grime - rabid and voracious as it seeks to viciously consume whatever lies in its immediate presence. Any impetuous “philosophers” who hastily seek to exercise the creation of a Homunculi would quickly find themselves consumed by this odious institution of alchemy. Anatomy Modelled after the likeness of living beings, Homunculi appear as either Humanoid or Bestial beings - as moulded by their creator - and bear natural proportions, for they are made to imitate that which is. Consequently, they are restricted by the proportion and the definitive features of mortal species. For example, a more unhinged Tawkinist may create a Homunculi to appear like a great humanoid rat - appearing incredibly disheveled or disfigured - or a small chihuahua-sized chimera to act as a laboratory pet. It is noted, however, that Homunculi are incapable of growing wings, even if modeled after an avian. The most defining trait of a Homunculi are their bright orange-yellow eyes which reflect the inhuman nature of their being. Generally, Homunculi are incapable of surpassing their modeled counterpart. If Humanoid, they may maintain peak proficiency to the race they were modeled after and no greater. Further, the stronger the Homunculus, the more brutish and delicate it will tend to be. Homunculi are immune to the effects of aging and they inherently possess regenerative properties that enable them to remanifest from death after a period of [1] OOC week, albeit leaving them sluggish for [1] OOC Days upon resurrection. Further, lost appendages too would regenerate after a period of [3] OOC days. In the event they are fed a Juliet’s Potion, they will be permanently killed as their body turns to stone. This does not require OOC consent. Too is a Homunculus capable of “playing dead”, whereby they may temporarily shut off their bodily processes over the course of [2] Emotes. While feigning death, they may remain still for a period of [10] emotes. It is noted that in the event they hold longer than those ten emotes, they will perish and be subjected to a permanent death. Further, in the event that they are subjected to their natural weaknesses, they will “reactivate”, given that they are unable to bear the pain. Homunculi are additionally more impressionable to the products of alchemy with regard to their material origins, and are thus more capable of melding with grafts and mutations. While a standard man might be agonized with the attachment of an implant, a Homunculus would only experience a fraction of the pain. This affinity does not extend to the consumption of Alchemical potions. Lastly, Homunculi find themselves more easily harmed by the conjurements of the Void and other foreign magics. Given that the Void is the antithesis of the material, attempting to use such on the creature would incite excruciating pain akin to fire or aurum, sending them into a panicked delirium. Thus, Homunculi will often take drastic measures to avoid the presence of Void Mages, high-concentrations of arcana and enchantments. Humanoid, Descendant-Modeled Homunculi require an appropriate Creature Application to be played and utilized, whereby the applicant will specify the Race they are modeled after - and the features of their Homunculus. Bestial Homunculi are considered to be NPC setpieces and cannot be used for combat; at maximum, they will scale to the size of a Golden Retriever and will lack higher intelligence. Though it is possible for a Tawkinist to engender small humanoid NPC creatures, they will ultimately behave more akin to a small monkey or a pet than a man. CAPABILITIES Material Contrivance (Passive/Non-Combat) Being wrought of base alchemy, Homunculi are permitted to be far more receptive and assimilative to alchemic grafts and mutations of Tawkin. Whilst a normal man might take weeks or even months to accustom themselves to a graft, or inversely to recover from its removal, a Homunculus need only take the span of a few days to be fully ingrained. Spoiler Homunculi are capable of adapting to the presence of a mutation or graft at a more rapid rate than regular organisms, requiring only half the time necessary to receive and bond with the new extension, or to have it removed. While they may experience some phantom pain, they will recover quickly, typically within the span of [3] OOC days whereas Descendants might take [1] OOC week. The creature may also learn to control their graft or mutation in a shorter span of time, but rather within a few narrative days. Minor Wounds - Scrapes, Cuts, Bruises [4 OOC Hours] Moderate Wounds - Sprains, Stabs Strains, Gashes [12 OOC Hours] Severe Wounds - Dismemberment, Loss of Appendages, Burns [3 OOC Days] — Wounds must still heal according to the timetable listed and cannot be healed during combat. — Wounds healed cannot be of the fatal sort, meaning a Homunculus cannot heal from a stab to the neck. — Homunculi surpass the limits of mutation functions and detriments. — Mutations are no more potent on Homunculi than Klones. Faux Consciousness (Passive/Non-Combat) Homunculi are a curious thing - conscious, yet bearing no spirit or soul which binds them to fate. While this leaves them exempt from the effects of spiritual maladies, it may also subject them to the cruel touch of deific sorcery and other afflictions. Some would consider such an ill-wrought affinity to be itself a curse, but to the Homunculi, who is seldom the wiser of their true nature , it is merely the way they have come to live. Spoiler Homunculi do not have a true mortal soul, and are thus unable to learn any sort of spiritual magic, whether arcane, dark, or deific. Due to this, they are immune to the effects of virtually any spiritual curse, though may still be harmed significantly by physical maledictions and direct applications of black magic (i.e. necromantic plaguing). Similarly, Homunculi are unable to receive any sort of deific blessing, and holy magic is capable of harming them akin to dark-creatures, as they are not truly descendants. Though Homunculi cannot learn to shunt as a descendant could, they may use the planar dictate directly, or somehow be given an implement to endow a similar effect. — Homunculi cannot practice magical arts that require a soul. — Homunculi may be affected by Holy Magics, akin to how they might affect a Dark Creature, because they are not mortals. — Homunculi gain no boons from spiritual blessings or curses. — Homunculi may still get sick, lest they possess the Healthy Body mutation. — Homunculi, given their perverse state, also leave them vulnerable to the debilitating effects of Aurum. Ingrained Understanding (Passive/Non-Combat) Due to their alchemic birth, Homunculi are often inspired to pursue, and therefore learn, the fundamental philosophy which had conceived them. Thus, such creatures are far more assimilative of the Material Alphabet, allowing them to view the world through its lens even in the rare circumstance that they have not learned, or even so much as encountered alchemy. Spoiler Homunculi are able to derive the general alchemic signs - not symbols - from a reagent by inspecting it up close, typically no further than a meter away from the object. This is due to their fundamental understanding of the material alphabet and its workings in the universe. This is not to say that they know how to embody and apply them, but a Homunculus who closely inspects blissfoil may take note of its water-bound properties. In this regard, a Homunculus may learn general alchemy at an increased proficiency, capable of beginning their progression at Tier Two and working their way upwards. This does not alter the time progression of other tiers, nor does it allow them to practice aspects of Alchemy that they have yet to learn. — The object studied must be in the hand or within one meter of the Homunculus. — The Homunculus must still learn an alchemical process from a teacher to practice it. — Homunculi do not possess an inherent understanding of Tawkin unless taught. Behavior Birthed from Alchemy, the Homunculus is engrossed within the material plane, particularly receptive to the inner workings of whatever lies within the veil. This usually sways these artificial beings to pursue the knowledge of alchemy, the esoteric, and mayhaps even the occult provided that the art’s basis remains within alchemy. Homunculi are quick to logic, and do not weigh human emotion in their reasoning. As a result, the more intelligent Homunculi may be portrayed as cold-hearted, blunt and highly analytical. Per their lack in spirit, too would the Homunculus not be moved by any semblance of woe, grief, merriment, rage, or otherwise. Homunculi do, however, possess ambition and will engage in tasks that aid in facilitating its survival. It is important to note that despite being made by another, a Homunculus is not bound to their Maker’s code or creed. As a result, the Tawkinist would do well to dangle logical incentives for their Homunculus to remain obedient, given that they are truly free of control. — Homunculi struggle to feel and express raw emotion. They may feign it if they know how, but they are incapable of comprehending it when expressed by descendents. — Homunculi are susceptible to any and all weakness of flesh-bearing descendants, whether that be steel, fire, drowning, ETC. Unless explicitly stated to be otherwise, anything that could kill a descendant can kill a Homunculus. — Homunculi possess the strength and agility of their build without modifications. This is to say that an Elf-Based Homunculus would not have strength comparable to an Orc. Too are Homunculi bound to the height/size restrictions of their modeled race. — Homunculi do not possess a soul, and are thus unable to learn any kind of magic. With this, divine sorcery is a liability to them and they remain affected by it akin to any other dark creature. Too are Homunculi vulnerable to the debilitating effects of Aurum. — Damage by Voidal Magic hinders the regenerative ability of a Homunculus. Voidal wounds take twice as long to heal. — Homunculi cannot possess genitalia and are thus unable to FTB or be used for Romance. “Affection”, if feigned, is purely platonic. — The aesthetic of a Homunculi is left to the Tawkinist who made them. In order to play a Descendant-Based Homunculus, a valid Creature Application is required. Their Eyes may be a bright yellow or orange, or a mixture of the two; this brightness does not constitute luminescent glowing. REINCARNATION “For what does it profit a man to gain the whole world, but lose his soul?” The belief that death is not permanent has been debated by many esoterics. Some believe that the soul will instead return at one point or another, while still others argue its return in a new state of being. Yet one truth remains: that energy, that being spiritual, is permanent - its enactment on the world staying true no matter how many years pass or what forces might try against it. And thus, there have been ways developed to return the soul to the world with the intent to keep its knowledge. To return to life by alchemy is known as Reincarnation, and though many philosophers have toyed with its promise, few have truly prevailed. Some have called it transmigration, others “Kloning”. One may go about this by means of two key ingredients: A Vessel, and the Vitae of Rebirth. This fabled elixir had been taught by many scholars as one which would sustain life itself, albeit they might only do so through the explicit process of displacing the soul. The Tawkinist may begin with an opaque container that had been implanted with a vessel made purely from Bogodan’s Clay, shaped akin to a crude fetus. Though wrought artificially, it is this vessel that shall be molded into a form which mimics the living descendant, housing the consciousness within - though not false as the minds of Homunculi. With the implanted vessel, the Tawkinist must saturate it with the Vitae, this being the very lifeblood of the new vessel that shall provide the vessel an alchemic “nutrience” which facilitates its growth and development. More daring Tawkinists may yet add Swiftness and Vigour symbols to the Vitae, so that the vessel may grow at twice the rate (and twice the risk) to the shell. Spoiler A Tawkinist must create a vessel or “pygmy” from Bogodan’s Clay, shaping it similar to a blank Fetus. The creation of the Pygmy is an incredibly tedious process and demands full attention, and is unable to be performed amidst combat or stress. Once sculpted and imbued, the Fetus is implanted into a container and soaked with Vitae of Rebirth, and then sealed. Over the course of [6] OOC weeks, the fetus will grow and adopt the features of whoever’s blood was imbued. However, should the vessel be at all contaminated or damaged during its lengthy incubation, whether by dust, foreign blood, a sudden change in position or temperature, and/or other contaminants, it would ruin the husk and cause it to die. In addition to the base recipe of Vitae of Rebirth, planned Mutations may be introduced prior to the container’s sealing. It is only possible for a Tawkinist to make for themselves a Pygmy, given the innate understanding required for the soul to find its way into a new vessel. VITAE OF REBIRTH BASE: Black Bile + Yellow Bile + Blood + Phlegm of the Individual Fire | Any [x5] Mundane | Life [x7] Mundane | Connection [x5] Mundane | Vigour [x5] Mundane | Peace [x4] Mundane | Rage [x4] Mundane | Balance [x4] Mundane | Fear [x4] Mundane | Heat [x3] Mundane | Sound [x3] Mundane | Rigidity [x3] Mundane | Order [x2] Mundane | Death [x2] Pygmies require a lengthy amount of time to grow, necessitating [6] OOC weeks for a fully-formed pygmy to germinate. Attempting to inhabit a pygmy prior to its maturation will result in the death of both the soul and the pygmy. The following time frames determine the rate of the Pygmy’s growth. Further, the Pygmy is prone to mutation while undertaking the process of maturation. Week 1: The Pygmy has just been created. Appearing as a fetus-shaped blob, there are no discernable traits beyond flesh color. It is uninhabitable due to its lack of organs. Any disturbance to the vessel, no matter how minute, will result in the pygmy’s death. Week 2: The Pygmy has grown slightly in size, indenting where facial and other bodily appendages would begin to manifest. This includes concave holes around the eyes, nose, and other orifices. Arms and legs manifest as small stubs, and veins will begin to wreathe themselves about the interior of the flesh, and bones begin to calcify. Week 3: The Pygmy now spans about the size of a beach-ball. Respiratory and circulatory organs will begin to manifest and attach themselves to the veins. The vitae which saturates it will now begin to flow through the rudimentary veins towards the end of the week. Week 4: The pygmy now reaches closer towards the size it is intended to be. The stomach, digestive organs, and livers will begin to form themselves. More distinct characteristics will begin to form, such as skin color, facial features, and small tufts of white hair will also grow in their appropriate regions, eventually gaining more color over time. During this period, any mutation obtained would begin to manifest. Week 5: The pygmy now begins to develop the immune system and other necessary organs such as the gland, brain, and nerves. Appendages will have mostly grown to their full extent, and the vessel has developed to the point where it may begin to support life, though is still underprepared and may result in catastrophe for the Tawkinist - if not death. Week 6: The pygmy is fully developed and may be inhabited by the soul it was bound to. It has grown alongside any abnormalities or mutations that were determined in the following week, assuming it did not perish as a result of such. So long as it remains within its vessel, it shall remain uninhabited within its container until the Kloner perishes upon their next death. The mutations from which a vessel can face are many, and may either be benign or, alternatively, significantly impede the life of the husked Tawkinist. While it is not uncommon for most husks to face one or more mutations, this risk becomes more severe if the process is hastened. In the event that a significant or debilitating mutation does occur, it is the responsibility of the Tawkinist to roleplay that mutation correctly. When submitting a Klone, one must “/roll 1d4” if unmodified or “/roll 1d2” if hastened with Swiftness symbols. In either case, should the roll be a “1”, the Pygmy will be subject to a mutation that is then decided by “/roll 1d20”. This is done to aid the LT in tracking the state of Klones. Minor (1-5): These mutations deviate only slightly from the original blueprint. These range from a lighter shade of hair, darker or lighter skin pigmentation, to even freckles. These mutations are harmless and do not inhibit the function of the vessel. Lesser (6-11): These mutations, though relatively harmless, can act as a detriment. Such may include albinism, streaks, scales, or other noticeable and abnormal patterns upon the body. They might also yield altered bone and muscle density, resulting in overall weakness. Mild asthma, improper carrying of fat and other afflictions may develop at its most severe. Major (12-17): These mutations are generally detrimental, but are not fatal. Albinism, weak bones, mental and genetic disorders, sickle-cell anemia, color blindness, a lack of smell and partial deafness can all develop across this range. While the pygmy may function, it will not be pleasant nor easy. Critical (18-20): These mutations are extraordinarily detrimental and may result in severe physical issues. These mutations include respiratory ailments, tumors and cancer, hunch-backs, grotesque formations, a weakened immune system and overall weakness of the body, including general sensory loss. Though not fatal, they leave the pygmy far more liable to harm. With the pygmy formed, the Tawkinist may transfer their soul to the vessel upon their next death. The order in which the Tawkinist cycles is dependent upon its quality, prioritizing the healthiest and most readily prepared vessel available. Should there be none of the desired quality or age, then the quality would begin to scale down to the next level and so on. Once one has reincarnated into a pygmy, they may dizzily clamber out of its receptacle, being prone to nausea and disorientation for [1] OOC day. Vomiting, numbness of touch and temporary blindness are all common side-effects even among the most healthy of vessels. Over the course of [1] OOC Week, the reincarnated individual will fully acclimate to their new vessel, assuming their mutations would have dictated otherwise. Should the vessel possess a Tawkin-based mutation, graft or other sort of deliberate addition, the Tawkinist would need to accustom themselves to the presence of that as well, even in the event they employed the Juliet Potion. JULIET POTION BASE: Undistilled Water Mundane | Death [x4] Mundane | Separation [x4] Mundane | Slowness [x3] Mundane | Impediment [x2] Mundane | Weakness [x2] The Juliet Potion is an alchemical solution that allows the Tawkinist to shuffle between Klones upon consumption. Should any mortal or Tawkinist drink the potion, they would be overcome by a sudden paralysis as they contort into a crumpled fetal position, their soul leaving their body to lay as it would, still alive. This would render the soul displaced from its former vessel, and shuffle it to the next available one should there be any. Should the consumer not be a Klone upon drinking the potion, they would simply be revived by the Monks (or applicable Resurrection system) as normal. Yet, should there not be any available pygmies for the Tawkinist to inhabit, they will be forced to PK, as the monks will not aid a character who attempted to circumvent death. — All general rules of Character Death still apply. — Juliet Potions and Klone Vats require ST Signature. — Klones require a valid Creature Application in order to be played. Should a Tawkinist attempt to have their Klone’s appearance be the same as another Player, they must receive OOC consent from said Player. — The Rolling Process should be included as an uncropped screenshot during the signing of the Pygmy/Klone Vat. This will be noted on the Tawkinist’s CA. Tawkin cannot be used to evade the consequences of debilitated pygmies. — Upon willfully learning and/or displaying knowledge of the process of reincarnation, an individual is subject to a harsh PK clause. — When editing the existing features of a vessel, one must still work off of the vessel’s base features. For example, while one could edit the jawline or limbs, they would still be limited to the overall shape of the Kloned creature. — The mutations or changes of a vessel cannot alter the genitalia of a vessel whatsoever, lest it is the complete removal thereof. — Magical curses will still be carried by a soul that shifts to other vessels. This includes racial curses, meaning that a human vessel shaped like an elf would need a new vessel after 150 years, lest they die. Additionally, vessels cannot be altered to be younger than eighteen years of age. — Klones work functionally in the same capacity that normal descendant bodies for lore interactions unless specified as otherwise. — Juliet Potions cannot be used to escape combat, captivity or other scenarios. Suicide will result in a character’s PK even if other vessels are available. — Juliet potions are black in hue, viscous and possess a distinct rancid smell. As such, it cannot be adequately be hidden in food or drinks for the purposes of deception or assassination. — Regardless of how experienced or enduring, a character will still experience the detriments of swapping between and to a new vessel. This necessitates [1] OOC week for a character to be fully accustomed. This includes swapping between vessels with different mutations. — Vessels should have a mechanical representation present within the world, marked by an ST Approved sign within clear view that indicates the maker and date of the pygmy. — Klones may be grown at double their normal rate when the signs of swiftness and vigor are added, though this also doubles the chance of mutation. — Klones are ONLY capable of being made for the Tawkinist themselves and are limited to [3] per Tawkinist in addition to their current body. Should a Tawkinist store more than three Klones, the Soul will link only to the three most healthy and irrevocably lose its path to the additional, defunct pygmy. 89 Link to post Share on other sites More sharing options...
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