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[Shelved][✓] [Amendment] Tawkin


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Tawkin Amendment

 

Mutation Changes:

 

Warm & Cold Blood:

 

Old Variant:

Spoiler

Warm / Cold blood is listed as a major mutation with only a recipe and no effects of description, though it is meant to keep the character cool/warm in different environments.

 

New:

Warm / Cold blood is now considered a lesser mutation and does not take up a major mutation slot.

 

Purpose: 

Spoiler

Due to the extreme niche that this fills (essentially only for events), and its overall weak capabilities, I believe it is best as a lesser mutation.


Heightened Dexterity:
 

Old Variant:

Spoiler

An individual may be mutated to possess superior dexterity and hand-eye coordination, allowing them a greater degree of precision and enhances reflex time. Of course, this is not done to any superhuman extent, and those who bear the mutation must still possess adequate awareness and space to move in the event that they attempted to dodge an attack. For example, while a mutated individual could by no means catch a crossbow bolt at point blank, they may be able to evade a thrown stone or dagger should it be thrown from further than ten meters and they are aware of its threat. In exchange for their heightened dexterity, the average man will find themselves to be lessened in physical constitution, though not necessarily weak in strength. This means that while they might be able to maximize their strength to that of a well-trained fighter, they may receive bruises easier and would be made more susceptible to harsher blunt force such as a hammer or heavy fall.

 

- Cannot be used to dodge/catch fast-moving objects (i.e. crossbow bolts).
- Dexterity cannot be used to do backflip dodged or other sort of ludicrous acrobatic performances. You are still limited by the biological capacity of your body.
- This does not make an individual faster in terms of movement speed, only allow them reflexes that put them on par with the maximum for their race, though does not grant them any superhuman affinities. 
- Heightened dexterity is not spider-sensing. It does not allow you to sense or perceive oncoming threats to any greater extent than another regular individual. 
- Those who bear Heightened Dexterity, though not necessarily weakened in strength, will be more prone to blunt force damage and bruising as a result of the mutation.

 

New:

An individual may be mutated to possess superior dexterity and hand-eye coordination, allowing them a greater degree of precision and enhances reflex time. Of course, this is not done to any superhuman extent, and those who bear the mutation must still possess adequate awareness and space to move in the event that they attempted to dodge an attack. For example, a mutated individual may dodge a singular arrow or projectile of about the same shape should they be completely focused and aware of the threat during this time - though such would require 2 emotes to perform. In exchange for their heightened dexterity, the average man will find themselves to be lessened in physical constitution, though not necessarily weak in strength. This means that while they might be able to maximize their strength to that of a well-trained fighter, they may receive bruises easier and would be made more susceptible to harsher blunt force such as a hammer or heavy fall.

 

- Can be used to dodge a singular crossbow bolt or similar sized projectiles once per fight without fail, though this requires complete focus over 2 emotes to perform.
- Dexterity cannot be used to do backflip dodged or other sorts of ludicrous acrobatic performances. You are still limited by the biological capacity of your body.
- This does not make an individual faster in terms of movement speed, only allow them reflexes that put them on par with the maximum for their race.
- Heightened dexterity is not spider-sensing. It does not allow you to sense or perceive oncoming threats to any greater extent than another regular individual. 
- Those who bear Heightened Dexterity, though not necessarily weakened in strength, will be more prone to blunt force damage and bruising as a result of the mutation.

 

Purpose:

Spoiler

Currently, Heightened Dexterity is extremely weak and is hardly utilized (if at all). Having to be over 10 blocks away to dodge a stone or a dagger is not viable considering most players will dodge slow projectiles from that range without the mutation. Buffing it to where you can dodge one arrow or similar projectile per fight over the course of 2 emotes allows for a slight edge when using this without it feeling completely unfair. 

 

Natural Weapons:

 

Old Variant:

Spoiler

An individual may be granted a mutation that allows them to bear natural weapons or a layer of natural armor in three distinct locations. In the case of natural weapons, the two optimal locations to have them would be either of the individual’s arms, able to be made akin to that of a blade, spear, or other melee-based armaments that would essentially replace said limb. These often appear as made of flesh and bone, and have durability akin to that of heavy steel, the weapon’s weight depending upon the type and size — though may still be shattered with enough force, akin to one splintering their bone. Natural armor, meanwhile, would range from thicker skin to chitin, the former being more like that of tanned leather while the latter may rank up to the strength of iron plate — at the cost of being more distinct and noticeable.

 

- An individual can only bear either one natural weapon spanning up to two meters, or two natural weapons (on both arms) which extend for up to one meter. They may be any manner of sword, spear, or melee-weaponry but cannot have any ranged function (i.e. crossbow).

- The stronger the armor, the more noticeable it is. Hardened leather skin would appear more firm and coarse, though would appear mostly normal; whereas chitin would bear up to iron durability but would appear like scales that manifest wherever they are placed.

- Armor may protect against mundane attacks and hits, though would do little to nothing against environmental or magical elements such as flame or wind.

- The locations and types of natural armaments are not interchangeable on a whim and require that the individual be re-mutated with the new locations. 

- One may only have either Natural Armor or Natural weapons as a single mutation. Simultaneously bear weapons and armor would require that one use up both mutation slots. 

- Natural Weapons/Armor are constantly visible and cannot be hidden or dispersed by any magical means, though they may be mundanely concealed under things like armor or a cloak.

 

New:

An individual may be granted a mutation that allows them to bear natural weapons or a layer of natural armor in three distinct locations. In the case of natural weapons, the two optimal locations to have them would be either of the individual’s arms, able to be made akin to that of a blade, spear, or other melee-based armament that would essentially replace said limb aside from bladed weapons, which can be hidden in the skin at the extent of a large scar where it would extrude in battle. These often appear as made of flesh and bone, and have durability akin to that of heavy steel, the weapon’s weight depending upon the type and size — though may still be shattered with enough force, akin to one splintering their bone. Natural armor, meanwhile, would range from thicker skin to chitin, the former being more like that of tanned leather while the latter may rank up to the strength of iron plate — at the cost of being more distinct and noticeable.

 

- An individual can only bear either one natural weapon spanning up to two meters, or two natural weapons (on both arms) which extend for up to one meter. They may be any manner of sword, spear, or melee-weaponry but cannot have any ranged function (i.e. crossbow).
- The stronger the armor, the more noticeable it is. Hardened leather skin would appear more firm and coarse, though would appear mostly normal; whereas chitin would bear up to iron durability but would appear like scales that manifest wherever they are placed.
- Armor may protect against mundane attacks and hits, though would do little to nothing against environmental or magical elements such as flame or wind.
- The locations and types of natural armaments are not interchangeable on whim and require that the individual be re-mutated with the new locations. 
- One may only have either Natural Armor or Natural weapons as a single mutation. Simultaneously bear weapons and armor would require that one use up both mutation slots. 
- Natural Weapons/Armor are constantly visible and cannot be hidden or dispersed by any magical means, though they may be mundanely concealed under things like armor or a cloak.
- Any natural bladed naturally weaponry under 1 meter in size may be hidden in the skin at the cost of having a large and visible scar where the weapon would extrude in battle. It may be “drawn” in one emote and causes some pain as it breaks the skin.
- Weapons can not be drawn if they would hit a surface. For example you couldn’t place your hand on someone’s chest and draw the weapon.
 

Purpose:

Spoiler

Natural weapons taking over an entire arm is an extreme downside that caused it to never be taken. If an individual decided to have two one-meter weapons, both of their arms would be unusable, and if they chose to have one two-meter weapon, it would make essentially make it so the character couldn’t walk. This adaptation where one-meter weapons can be hidden in the skin allows for characters to still appear normal.

 

Hypometabolism

 

Old Variant:

Spoiler

This mutation grants the recipient a higher metabolism and regeneration, allowing 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, though is never instantaneous or capable of being regenerated in combative scenarios. This would be done over the course of narrative days, months, or even years as the wound is slowly kneaded back over with flesh and bone until it has completely mended or at least left a scar if the wound was truly severe. Minor injuries, such as small slashes and scrapes, may be regenerated over the course of three IRL days; whereas significant injuries such as gashes, lost fingers, toes, and ears would require two IRL weeks. Significant injuries that are dangerous, though not outright fatal, may be healed over the course of years depending on the wound. In exchange for this ability, the individual will find themselves unable to clot their blood through any exterior means, such as tippens root or alchemical tonics, and are left to solely rely upon the mutation.  In exchange for this ability, the mutated individual will receive what would be akin to cancerous tumors or even leprosy, with their regenerative abilities acting against them. This would incentivize the mutated individual to conceal this affliction, as it would be incredibly noticeable lest they wore heavy cloths and bandages. Such would be incredibly painful and would leave the mutated individual with a necrotic sort of appearance, costing much of their appearance and health.

 

- Regeneration cannot repair fatal wounds such as a stab to the throat, punctured hearts/lungs, a smashed head, etc. At most, it would only painfully delay the time it took to perish.
- Regeneration cannot bring an individual back from death, nor can it prevent death. 
- Anything that is more significant than a small gash, scrape, or cut will require at least three IRL days to heal, though appendages and limbs can take upwards of two IRL weeks.
- Those with the regenerative mutation cannot receive any benefit from medical or alchemical healing/sealing of wounds, and must rely upon their mutation. Deific healing is fine.
- Hypermetabolism grants no advantage to speed or strength.
- Regeneration cannot take place in combative scenarios

 

New:

This mutation grants the recipient a higher metabolism and regeneration, allowing 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, though is never instantaneous or capable of being regenerated in combative scenarios. This would be done over the course of narrative days, months, or even years as the wound is slowly kneaded back over with flesh and bone until it has completely mended or at least left a scar if the wound was truly severe. As a baseline, healing is increased by double its natural rate and significant injuries such as gashes, lost fingers, toes, and ears would require one IRL day to regrow. Significant injuries that are dangerous, though not outright fatal such as lost arms, may be healed over the course of one irl week. In exchange for this ability, the individual will find themselves unable to clot their blood through any exterior means, such as tippens root or alchemical tonics, and are left to solely rely upon the mutation.  In exchange for this ability, the mutated individual will receive what would be akin to cancerous tumors or even leprosy, with their regenerative abilities acting against them. This only appear where the character has had regenerated flesh. This would incentivize the mutated individual to conceal this affliction, as it would be incredibly noticeable lest they wore heavy cloths and bandages. Such would be incredibly painful, and would leave the mutated individual with a necrotic sort of appearance, costing much of their appearance and health wherever they had regrown flesh. These cancerous tumors only last for one IRL week.

 

- Regeneration cannot repair fatal wounds such as a stab to the throat, punctured hearts/lungs, a smashed head, etc. At most, it would only painfully delay the time it took to perish.
- Regeneration cannot bring an individual back from death, nor can it prevent death. 
- Anything that is more significant than a small gash, scrape, or cut will require at least one IRL day to heal, though appendages and limbs can take upwards of one IRL week.
- Those with the regenerative mutation cannot receive any benefit from medical or alchemical healing/sealing of wounds, and must rely upon their mutation. Deific healing is fine.
- Hypometabolism grants no advantage to speed or strength.
- Regeneration cannot take place in combative scenarios

 

Purpose:

Spoiler

Regeneration is incredibly weak. Considering that you can replace a limb with grafting and it only takes one week to regain full motion, having to wait 2 weeks to fully regrow the limb doesn’t make sense. The cancerous tumors are also a major downside and should be contained to the area of regeneration, as the lack of blood clotting is a constant downside already.

 

 

Homunculi Changes:

 

Previous:

Spoiler

Their regenerative properties, being unhindered by the whims of the soul, are astonishing, allowing them to recreate their entire form upon death over a cruel and gradual period of time.

 

New:
Their regenerative properties, being unhindered by the whims of the soul, are astonishing, allowing them to recreate their entire form upon death over a cruel and gradual period of time. After being killed, a Homunculi will have to wait an IRL week before they can regenerate completely, though they will be confused and weak for a period of three IRL days after such. Limbs take three IRL days to regenerate. On top of this, if a Homunculi drinks a Juliet's potion they were be permanently killed as their body turns to stone. This does not require OOC consent.
 

Purpose:

Spoiler

Previously it was stated the Homunculi could regenerate but a timeframe was never specified. This serves as a simple way to add a cooldown and consequence to the creatures. The bit about Juliet's potions was added so that there can be ways to permanently deal with your creations.

 

 

Juliet's Potion Changes:

 

Previous:

Spoiler

The Juliet Potion is an alchemical unction that allows the alchemist to shuffle between pygmies upon consumption. Should any mortal or alchemist drink the potion, they would be overcome by a sudden paralysis as they contort into a crumpled fetal position, their soul leaving them and their skin quickly being overcome by stone. This would effectively render the soul displaced from its former vessel, shuffling them into the next available one should there be any. Should the consumer not have a husk or vessel upon drinking the potion, they would simply be restored by the monks as normal. Yet should there not be any available pygmies for the alchemist in question to inhabit, they will be forced to PK, as the monks will not aid a character who attempted to circumvent death.

 

New:

The Juliet Potion is an alchemical unction that allows the alchemist to shuffle between pygmies upon consumption. Should any mortal or alchemist drink the potion, they would be overcome by a sudden paralysis as they contort into a crumpled fetal position, their soul leaving them as their body lays where it was - though it would still be alive. This would effectively render the soul displaced from its former vessel, shuffling them into the next available one should there be any. Should the consumer not be a klone upon drinking the potion, they would simply be restored by the monks as normal. Yet should there not be any available pygmies for the alchemist in question to inhabit, they will be forced to PK, as the monks will not aid a character who attempted to circumvent death.

 

Purpose:

Spoiler

Drinking Juliet’s potion before would completely destroy the klone, but due to the time of growth being six weeks for a klone it was never used or even considered for the most part. The new change encourages having specialized klones for different tasks, such as one meant for fighting, though the user would still be sick as per normal.

 

 

Klone Changes:

 

Previous:

Spoiler

With the implanted vessel, the alchemist must saturate it with the vitae, this being the very lifeblood of the new vessel. Afterwards, in a meticulous process, the alchemist must fill a clay vase with an oil wrought of alchemic growth and life while the vessel lies within it. This will grant the vessel an alchemic “nutrience” which allows it to grow, and at a much faster rate than naturally-born men. More daring alchemists who may employ swiftness and vigour symbols within the jar’s oils may find their vessel to grow at twice the rate, yet to the greater risk of the shell.


New:

With the implanted vessel, the alchemist must saturate it with the vitae, this being the very lifeblood of the new vessel. Afterwards, in a meticulous process, the alchemist must fill a clay vase with an oil wrought of alchemic growth and life while the vessel lies within it. This will grant the vessel an alchemic “nutrience” which allows it to grow, and at a much faster rate than naturally-born men. More daring alchemists who may employ swiftness and vigour symbols within the jar’s oils may find their vessel to grow at twice the rate, yet to the greater risk of the shell.
 

Klones may be grown at double their normal rate when the signs of swiftness and vigour are used, though this also doubles the chance of getting mutations while they grow.
 

Purpose:

Spoiler

Kloning has had flavor text about doubling the speed of klone growth, though there was never any way for this to be possible. This simply adds a way to do such while doubling the chance of developing harmful mutations.

 

 

Credits:

BobBox: Writer

Valannor: Consultation / Idea bouncing

Bonito_: Consultation / Idea bouncing

Johann: Consultation / Idea bouncing

Spoiler

The overall purpose of this amendment is to make it so that more Tawkin mutations are viable, as currently a few are used more than others. The changes to kloning and Juliet's potion are meant to encourage having different klones for different purposes while also having the downside of switching that comes along with the klones.

 

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Alchapog

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Yes great ideas. Tawkin rn, while it’s a cool and fun Aesthetic, is just too unreasonable given the recipes and extreme detriments that come for relatively niche mutations. This amends that, which I enjoy

Edited by TheTri
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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