Gamma 588 Popular Post Share Posted October 12, 2021 [Playable CA] Zephonim The Weavers of Skin and Silk The First Broodleader, name unknown - Art by TyphonArt Origin Deep within the darkened annals of the earth, a cacophony of sounds echoed; a repetitive pitter-patter of tiny limbs moving over blackened rock, the faint plink of droplets of moisture gathering in a pool on the cave floor. Layered beneath these sounds, quietly, softly, came the ragged breathing of a lost girl. It had been days since she tumbled through the false ceiling of the cavern within the forest, composed of little more than cobwebs supporting dead plant matter, slipping and rolling through musty tunnels before landing surprisingly softly within the cave. As her eyes adjusted to the low-light environment, she tried to stand before realizing she was stuck. As shadows began moving around her, she turned her head to stare into dozens of sets of eight beady eyes. Her cries for help went unanswered, and soon her voice became too hoarse to continue screaming. The interior of the cave was an intricate network of massive cobwebs. The noisy tumble and subsequent yelling that took place alerted the denizens of the cave to the girl’s presence, and they crept from their crevices to investigate. Mortified, she attempted not to move as the crab-sized spiders crept over her body. Slowly, she found herself untangled from the web as the creatures poured past her in a pale wave to patch in the hole of the tunnel she’d fallen through. As days passed, the girl became more familiar with the spider’s nest. Water was abundantly available from the pool within, but hunger was becoming a pressing issue. She could already feel sharp pangs passing through her stomach, and her regular hour of screaming a day had become less commonplace. Eventually, she came to terms that help was not coming her way anytime soon. With starvation looming, the constant clicking of the cave’s inhabitants had transformed from a source of fright to a lifeline. She’d learned that the creatures fed off of animals that had similarly fallen through holes into tunnels as she had. They shied away from the pool of water during the day. It was here that she crouched, hand clenched around a jagged rock. Face curled in disgust, she made her way to a nearby stone and flipped it over. Four pairs of eyes stared intently at her from beneath. The poison was the most significant hurdle. After crushing one of the arachnids with the same rock, she tore into its sour insides with a grimace. Soon after, delirium and hallucinations crept through her vision. But with nothing else to rely upon, she continued to eat. Days crept by and turned into weeks. She’d developed an immunity to the spider’s venom and had long since lost her fear of the creatures. Their constant movements were the only source of company she had, and she came to appreciate their presence over time. As she regained her strength, changes were forming in her body. Awful cracking sounds emerged from her bones alongside an endless itching, with sloughs of dead skin poured off at regular intervals and giving way to a pale carapace. Her vision was all but nonexistent, leaving her nearly blind, and over time her body contorted into a hunched-over pose. As weeks dragged on, more severe changes became apparent. Organs shifted, and her torso swelled as it morphed into a bloated abdomen. Bony ridges formed on her back before developing into triple segmented appendages with muscles and nerves. Her jaw began to split as her cheeks peeled away to reveal bulging mandibles as well as needle-like fangs sprouting from her lower jaw. Gradually her head began to flatten as she found herself forced down to a horizontal posture. After an agonizing year of torture, the girl’s transformation was complete. She now found herself with four pairs of eyes, mandibles and fangs, a six thorax, and six additional limbs sprouting from her back and hips. Her atrophied muscles had become strong, the extra limbs had gone from awkward to comfortable, and her secondary eyes made out her surroundings more precisely in the dark than her humanoid ones ever could have. The most significant change came from the spider’s behavior toward her. Previously antagonistic and surging forward at any departure from the pool, they now ignored her for the most part. The sun slowly made its way into the sky, and the girl gazed at her murky reflection in the pool’s depths. Eight black eyes gazed back up at her from a hideous face. “I’m a monster,” she thought, rage ripping through her grotesque form. Her body shuddered as she smashed one of her forelegs against the surface of the water. Now strong and familiar with the cave’s intricacies, she began to tear open the remnants of the tunnel she had fallen through. She dug and climbed until eventually breaching the forest floor and plunging into bright light. Hastily, she shielded her eyes and moved the short distance to a nearby river. She could just make out the sight of a road and pinned to a nearby tree a poster of some kind. Making her way over revealed it to be some sort of bounty post about a nearby bandit, but it seemed as if something lay beneath. She tore the poster away, revealing an older, much more worn poster covering the new one. A missing person’s poster bearing her name and an artist’s rendition of her face. While she held the crumpled paper in one hand, a furious realization formed in her mind. “They abandoned me...they left me there to rot.” Footsteps along the road caused her to seek shelter in the trees nearby as a carriage rumbled past. She knew she would never be able to return to her old life, at least not looking like this. Showing herself as this monstrous spider would get her killed instantly. And so, she waited. She fed on animals and the one unfortunate bandit from the poster as she rebuilt her strength over the weeks. It didn’t take her long to familiarize herself with her form and realize she could change into something more humanoid by contracting and relaxing specific muscles. The pain nearly made her faint, but she held tightly to what bits of her humanity she had left. She also learned of the opposite. With enough concentration, she could render herself something worthy of the title of arachnid, ideal for chasing down prey and impressive acrobatic feats. Some parts of her humanity lingered in the uncontrollable and unpredictable patterns upon her abdomen; ghoulish eyes and mouths opened and closed sporadically, bony arms sometimes surfaced before sinking back down into the dark red chitin. Eventually, she returned to the tunnels, slowly excavating the cave and improving the ceiling trap. The spiders within seemingly spoke to her now, although not so explicitly. Instead, their actions seemed to become a language to her. She could understand when they were disturbed or when prey had fallen into the nets. And when something dangerous made its way into the tunnels, she defended them. They were her children now, and she was their Broodmother. Physical State As a result of the transformation from descendant to Zephonim, one undergoes a number of physiological changes. The hair color of the individual may turn white or black, as if mimicking the silk of their webs. They can intake raw and cooked meat, but cannot digest any other food. Indigestible food may be temporarily stored within their stomach chambers, but must be vomited out to prevent illness. Common among the subtypes, Zephonim have the ability to shift between forms, molting every time they decide to do so, with a cooldown. For females, Zephonim have no mammary glands, while both females and males have no genitals. Every Zephonim has a heart and several stomachs, changing positions depending on whichever form they take. While in their humanoid form, their organs are compacted into the lower half of their torso, while their heart remains where a heart should lie. In half-spider form, their heart shifts to the area where the humanoid torso and spider abdomen merges, while the rest of their organs move into their arachnid half. The final form is reserved for only the eldest of Zephonim, the Broodmothers and Fathers. They may take the form of a massive spider, causing their hearts and organs to move directly into their giant abdomen. The three categories of Zephonim are as follows. Galomorphs are meant to be the brutes of the bunch, much slower yet sturdy due to their larger bodies. Araneomorphs are the most delicate of the three, compensating for a lack of size with specialization in venom and webbing. Sparamorphs are the jack of all trades, able to perform what the other two types can, yet unable to utilize them to their full potential. If a Zephonim were to take on any sort of magic, they would be affected the same as any other descendant, mentally and physically. Under certain circumstances, if a Corcitura or Siliti were to drink a Zephonim or Broodleader’s blood, it’d have the same effects as normal blood but with a much more sour taste. Spoiler Redlines: After transformation a Zephonim’s hair may turn white, though this is optional. In half-spider or spider form, Zephonim may have fangs that are black or white in coloration, while their eyes darken into shades between black and red. Zephonim may have thorns on the abdomen, as aesthetic only. This cannot provide extra protection or aid during combat. They can be easily cut or broken apart by any sort of weaponry and regrow every 24 IRL hours, Prosthetics do not work on missing spider limbs and only work on the humanoid half. Zephonim cannot change their type after selecting one, and it must be stated on their CA. Zephonim cannot FTB, due to the lack of genitals. Multiple Stomachs Zephonim in all forms have multi-chambered stomachs to allow them to digest liquid food, hold different types of bile, and siphon blood from themselves for creation of new Zephonim. They have a separate chamber for the storage of solid foods to be regurgitated later. Mechanics Spoiler Redlines: Not for combat, no vomit-shooting at people. Only for holding the different types of bile Zephonim can produce . May act as a temporary storage for non-meat contents, though will need to be removed by any means possible after one IRL hour or the Zephonim will fall ill. To cure the illness, all foods in the stomach will need to be vomited out. If blood bile is created and stored in a stomach, the Zephonim will feel anemic for a narrative day. Galomorph Galomorphs are the bulkiest morph, having a thick body and legs and resembling tarantulas. They have an abundance of dense hair, and can be either drab or brightly patterned in colour. Their abdomen is average sized, neither rounded nor slender, and more prominent fangs that curve downward. Due to their size, they rely on ambush tactics and overwhelming prey with their weight. Spoiler Redlines: 100 lbs is added onto the previous descendant weight. Galomorphs are by no means light footed. Every step sounds as if one were stomping on the ground. This applies to all 3 forms. Sound range is #q radius The loudness of Galomorph’s steps cannot be covered by paddfoot. Moves 3 blocks per emote in half-spider form. Has peak strength of the descendants they were originally. The only exception is orcs, which results in no additional strength. Galomorphs have 1 magic slot. Sparamorph Sparamorphs are average sized morphs, resembling huntsman spiders and jumping spiders. As a result they tend to have finer, shorter hairs and have dull colouration such as browns and greys, sometimes with small patches of bright colors. Their abdomens range from rounded to slender, and their fangs are pincer-shaped. They prefer to chase down their prey, but have the option of a variety of abilities to help them. Their frame tends to be slimmer with strong bulky legs. Spoiler Redlines: 75 lbs is added onto the previous descendant weight. Moves 4 blocks per emote. Has the strength of the descendants they were previously. Sparamorphs have 3 magic slots. Araneomorph Araneomorphs are the most delicate of the morphs, with slender legs and very round abdomens. They resemble brightly coloured tropical orb-weaver spiders and so can choose from a very wide variety of colours and patterns, such as oranges, reds, greens, yellows, blues, and greys. They prefer to use webbing and obstacles to trap prey, using their innate nimbleness to reposition themselves swiftly. Their fangs are pincer-shaped. Spoiler Redlines: Has the strength of the descendant they were previously, though they are more fragile and susceptible to blunt force damage. They are unable to wear heavy armor regardless of form. 50 lbs is added onto the previous descendent weight. Araneomorphs have 5 magic slots. Forms Traveling as a Zephonim can prove a dangerous prospect. Few settlements would welcome one with such a frightening appearance, and even less so for the Broodleaders. Given this, the creatures developed a way to transform into a less conspicuous form. The process is agonizing and leaves them without access to the unnatural abilities of their half spider-form. In addition, Broodleaders are unable to assume a half-spider form. They do not have the luxury of half-measures and either appear humanoid or in full monstrous visage. Humanoid To the naked eye, humanoid Zephonim appear like a generic descendent apart from a few key differences. The most obvious tell is their blackened fingernails, though they may be hidden using proper clothing or paint. Skin colored ridges of chitin near their arms and neck can be found with close inspection. Their hair has an unnatural sheen, due to its silken texture as if being spun from a web. Their primary pair has full vision, the same as humans, and the secondary pairs, only able to detect basic light, are much smaller and cannot be easily seen when closed. They have three extra sets of ‘arms’ that are akin to their chosen morph, though they are too weak for any kind of combat actions. One pair is set at armpit level, another on top of the waist, and the final pair sits at the top of the hips. They have mandibles inside their mouths on either side of their throat and when not in use they curl up, replacing and mimicking the tonsils, able to coat regular food in a special digestive liquid that is sent to their extra stomach compartment. Overall, humanoids have the same weight as all Zephonim of their chosen morph, though have a much thinner waist than their descendant counterparts like a spider thorax due to organ shuffling. Spoiler Redlines: Zephonim cannot use any abilities while in humanoid form. The tells of the humanoid form must be blackened fingernails, several small bumps on the forehead, skin-colored chitinous ridges around their arms and neck, and an unnatural sheen to their hair in addition to the tells unique to their morph. The ridges around the arms and neck do not function as armor. It is easily cut like skin. Due to all their organs being condensed into their lower torso, a Zephonim will be disorientated for one emote if they were to be struck in the lower abdomen. The Zephonim may stumble and defend themselves but are unable to attack while disorientated. The extra 3 spider limbs may be used for utility purposes. Cannot be used to aid in combat. The humanoid forms are as heavy as their half-spider and spider forms, as all of the flesh is condensed into their body. Transforming to their humanoid form does not make them lighter. The humanoid form lacks any sort of genitals. Hearts remain in the upper-left chest in humanoid form. Half-Spider The half-spider form sports a spider-like abdomen fused with their descendent torso, alongside chitinous patches on joints and vulnerable areas. This fused form grants an extra foot in height. The back legs have a more humanoid appearance, but covered in chitin and coming to a clawed tip. The upper half is mostly similar to the humanoid aside from a few key differences. When feeding or injecting venom, the chitinous covering on their jaws opens to display their mandibles and fangs. They have two sets of jaws, layered beneath the covering, with the outer acting as mandibles and the inner housing their needlelike fangs. Their mouth is further within this, approximately where a human throat would begin. When not exposed, the covering appears flesh-like and indistinguishable from an ordinary descendent face. Their hair also lengthens, trailing down the back until it reaches the abdomen and becomes more bristly in texture. The blackness around their fingernails spread, covering the majority of their fingers in a darkened hue whilst giving him a chitinous look. The half-spider’s eyes retain their humanoid shape but take on a pitch-black or reddish hue. While in half-spider form, the Zephonim loses some dexterity, especially in combat, such as being unable to turn around quickly if one were to strike from behind. Spoiler Redlines: Broodleaders do not have access to this form. Hearts shift to the area where the human torso and spider abdomen merge together in half-spider form. Regrows every 24 IRL hours. Zephonim may be no shorter than 5 feet and no taller than 8 feet while in half-spider form. They may gain an extra foot after transformation, though may not surpass the limit. Arachnae The third form is a fully-fledged spider, twice the size of both humanoid and half-spider forms. They take up 2x2 blocks, rather than the 1x2 sizes of their previous forms. Their hair is similar to the half-spider form in that it flows down the thorax of the spider, originating from an almost descendent-like face above the eyes. While their abdomen is covered in chitin, sometimes sporting decorative spikes or thorns, it appears to be almost fluid. Eyes, mouths, and limbs can sometimes be seen jutting out from the surface of the chitin before sinking back in, unusable by the Zephonim but horrific to see. The humanoid arms of the half-spider form have shifted to become an extra pair of mandibles, while gaining large, curved claws at the tip of each foot. They bear no semblance to any of the other morphs, not belonging in any category. While in spider form, the Broodleader loses some dexterity especially in combat, such as being unable to turn around quickly if one were to strike from behind. Spoiler Redlines: This form is only available to Broodleaders. Can only move 3 blocks per emote. Every footstep will sound as if someone was stomping while in spider form. Sound range is #q radius. While a Broodleader is in spider form, they gain orc strength. Hearts shift to the center of the abdomen in spider form. Broodleaders may be no shorter than 6 feet and no taller than 9 feet while in spider form. They may gain 2 feet after transformation, though may not surpass the limit. Mental State Like the duskcrawlers they developed from, all Zephonim feel the need to stay close together in a colony, working as one to keep their home safe and secure from the outside world. They may seek to create new family structures with each other, typically with their Broodleader creator as the head of the family. Naturally this feeling is exacerbated by the “family bonds'' that form when Zephonim and Broodlings are created, but like all bonds they can be broken through development of character and disagreements. No Zephonim is forced to abide by these instincts, though they are likely to feel the natural drive of them. Lone Zephonim who have broken from the group tend to be beset by instincts driving them to create a new family to surround themselves with. Whether this is fulfilled by the corpses of their victims, living prisoners, or animal companions is entirely up to the Zephonim in question. At first, after their initial transformation, some Zephonim may feel confusion and upset at their new form and the loss of their prior family and friends. On the other hand some take to it immediately and can become overjoyed at the prospect of an entirely new life, though naturally most fall in between these two extremes. It isn’t uncommon for certain neuroses and unusual behaviour patterns to follow Zephonim long into their extended lifespan, with some never truly going away. All Zephonim have at least a mild desire to spread duskcrawler nests far and wide to extend their reach, caring for such nests with tenderness and devotion. They are willing to defend these nests fiercely if they are discovered tending to them, sometimes laying down their own life rather than surrendering the lives of the spider colony. The desire to spread and protect the nests can sometimes overwhelm a Zephonim and cause them to take great risks to personal safety, though many prefer not to unnecessarily take descendent lives and would rather simply chase them off. Bargaining is an option that some may take to encourage the would-be plunderers to leave, only for the Zephonim to move the nest if possible. Zephonim are not unaccustomed to bartering and talking with descendents, even aiding them in their struggles at times, but it goes against any Zephonim’s beliefs to collude with Druids or any other group that seeks to preserve nature and its balance due to the very unnatural origin of the duskcrawlers, and by extension the Zephonim themselves. Their nature of desiring change and the spreading of nests appears to be Fae nuisance at best and an encroaching danger at worst, and thus they cannot learn Druidism. As a newborn Zephonim matures and comes to terms with their transformation, the realisation that they now have almost unlimited life (if supplied with Hatchling cocoons) can unnerve some and invigorate others. This can lead to them taking more risks and following impulsive thoughts and desires, or even changing their appearance for no reason other than their unstable sense of self. This is most frequently shown in self-alterations done with Skinweaving. Some find their emotional state may jump back and forth at a seemingly random pace, have a flat affect, or are exacerbated to extremes. Spoiler Redlines: Zephonim are not forced to listen to Broodleaders, though there must be a reason IRP for why one would desire to ignore such. Zephonim cannot feel or express love and/or sexual desires. Descendants are viewed as toys and stepping stones for their Broodleader's wishes. Most of these mental effects are only recommended, and the only one that is enforced is not being allowed to aid “Druids or any other group that seek to preserve nature and its balance”. A Broodleader in their Arachnae Form greeting the intruders of her nest - Art by Max Duran Broodleaders The Silken Emperors Broodmothers and Fathers are the pinnacle of the Zephonim hierarchy, respected amongst their kin either with the use of fear, or other means. While gaining a monstrous spider form, they lose access to the half-spider form other Zephonim have. Broodleaders gain extra weight compared to their children, remaining the same even in their humanoid form. They are no longer under any of the morph categories as they gain access to webbing and venom abilities of Araneomorphs and the durability and strength of a Galomorph, though due to their increased size and weight, the Broodleader will be slow, losing the majority of their dexterity compared to the Zephonim. Spoiler Redlines: 200 lbs is added to the descendant weight. While in humanoid form, Broodleaders have peak strength of the descendants they were originally. The only exception is orcs, which results in no additional strength. Like Zephonim, Broodleaders may only use their abilities if in Spider form. Mental State The Broodleader’s efforts in creating a full Zephonim compared to a Broodling are due to a desire to create a more whole and useful form for one who has proven themselves worthy or deserving of such attentions. Broodlings are usually little more than a mild amusement while Zephonim are dedicated works of artistry, and are usually beloved by their Broodleader. The attachments are comparable to how a parent cares for their child, likely formed in the Broodleader as a result of their closer shift towards duskcrawlers which form strong colony bonds and show great dedication to their created children. While Broodleaders feel the same desire to spread duskcrawler nests as all Zephonim, they are able to be more careful and calculating about such and sometimes opt to send their family members to do the work. The changes taken on by the Broodleaders after their creation can cause them to become quite prideful of their new form, usually alongside a feeling of superiority. Despite the lack of familial ties two separately formed Broodleaders have, their duskcrawler based nature leads them towards mutual appreciation of one another (though this is obviously not always the case) and can promote boastfulness of their family, where friendly competition is often encouraged to keep the brood occupied. It is common for Broodleaders to want to preserve the hierarchy within their families, where Broodleaders themselves sit at the top and Broodlings are at the bottom. Spoiler Redlines: Broodleaders may not ignore their urge to create whatever they deem as art, whether it is creating more mutations upon descendants and wildlife. Players may roleplay this however they desire, and does not have to follow the given example Most of these mental effects are only recommended, and the only one that is enforced is not being allowed to aid “Druids or any other group that seek to preserve nature and its balance”. Broodleaders cannot feel or express love and/or sexual desires. Creation [Non-combative] Zephonim Broodmothers or Fathers are able to collect blood bile within one of their stomach chambers. This can then be regurgitated in the process of creating a new Zephonim, who must drink the concoction. The Broodling must then create a cocoon with the aid of a Zephonim, beginning their metamorphosis that can take over several narrative days. Spoiler Redlines: Only Broodmothers/Fathers can create other Zephonim. The individual who is being turned into a Zephonim must be a Broodling for at least a IRL week. Broodleader Creation [Non-combative] Zephonim Broodleaders may choose a selected Zephonim to turn into a new Broodleader with the aid of two other Zephonims. Though first, the selected Zephonim must consume a duskcrawler nest thats at least the size of 8x8 blocks. This process agitates the duskcrawlers, making it difficult to coerce them. After gorging themselves with duskcrawler venom, the soon-to-be Broodleader cannot move due to their swollen abdomen, requiring assistance to be moved elsewhere. During this time, the abdomen is extremely fragile, almost like a balloon, hence requiring caution while relocating. If the abdomen bursts in any way, the individual perishes and the consumption is considered null. A Broodleader and two other Zephonim must then weave a cocoon around the soon-to-be Broodleader before filling it up with a mixture of blood bile and preservation bile, sealing it off once it's full. The entire transformation process takes a year narratively, and if the cocoon were to be ruptured in any way or the Zephonim inside is killed, the individual must PK. Spoiler Redlines: Requires a ST to oversee the nest consumption. Requires a Broodleader and two other Zephonim to lead the ritual for the selected Zephonim to evolve. The process takes a IRL week, and if interrupted anytime during the week, the Zephonim inside the cocoon is forced to PK. Exhaustion System Zephonim have an exhaustion system. Each ability they are able to cast costs a certain number of exhaustion points, meaning they have finite capabilities in combat. This is designed to encourage strategic thinking and decision-making on whether to stay or flee. Running out of exhaustion points means the Zephonim is too exhausted to move, slowing their movement speed to three blocks per emote if they are Araneomorphs or Sparamorphs. If a Galomorph, movement is slowed to two blocks per emote. While fully exhausted, the Zephonim is unable to focus at all, making concentration and casting impossible. Spoiler Redlines: Galomorphs start with 25 points. Sparamorphs and Araneomorphs start with 20 points. Broodmother/Fathers gain an additional 5 exhaustion points to their total points. For Araneomorphs and Sparamorphs, movement is lowered to 3 blocks per emote if exhaustion points hit ten. Movement is lowered to 2 blocks per emote if exhaustion points hit 5. For Galomorphs, movement is lowered to 2 blocks per emote if exhaustion points hit 5. Once at zero points the Zephonim is unable to cast magic, while movement slows to one block per emote for all forms. Points refresh every 24 IRL hours. General Abilities Molting [Combative] Zephonim may shift between their forms at will. This can be painful for newer Zephonim that are not used to the shift. All Zephonim need to molt to grow. The exoskeleton will be left behind, cracked straight in half to show where the Zephonim escaped from. It may be used as an alchemical ingredient, or devoured by the Zephonim if they wish to get rid of such. Though the Zephonim will need to be cautious while molting, as it leaves them in a vulnerable state until the process completes. Combative Mechanics Spoiler Molting requires four emotes total to fully transform between forms while in combat. The process begins with their skin turning dry, draining in color. The Zephonim will feel discomfort, as their skin begins to tighten. The next emote will involve cracks forming around their skin, becoming almost parchment-like in texture. The pain will grow, as their body and organs begin to shift and transform. For the third emote, the sound of bones cracking and flesh tearing as their anatomy reshapes itself, their skin becoming a near opaque white, covering their features. Some parts of the body may swell and grow in size at this stage, depending on which form the Zephonim desires to take. At the final emote, the faceless shell of the shed cracks open, allowing the Zephonim to crawl out of its brief home. The arachnid may consume their old skin with no additional benefit if they desire. While molting, the Zephonim is unable to fight or defend themselves. The Zephonim is then forced to make a decision to either forcibly end their molting and defend themselves, or take the risk by continuing the process if they are attacked. If the Zephonim decides to erupt from their shell, their form would take the look of a Broodling, while losing access to their Zephonim abilities. They will need to follow the abilities of Broodlings, until they are able to return to their targeted Zephonim form by completing their molting without any interruption. Outside of combat, the Zephonim may quickly molt by using two emotes instead of four. Redlines: If a Zephonim intends to start combat after molting, the emotes required to successfully molt will remain as 4. While molting, the Zephonim cannot fight back or defend themselves unless they decide to cancel the transformation, which causes them to follow the Broodling Feat and abilities until they restart and complete the process. Molting can only be between humanoid/half-spider and humanoid/spider. May only molt every one IRL hour after their initial shed. Will leave behind a soft exoskeleton of the form they were originally before hardening overtime. The exoskeleton will break apart with little force. The Zephonim may devour the exoskeleton with no added benefits. The exoskeleton will be faceless, so people may not metagame the identity of the Zephonim if the shed is left behind. Vision [Passive] Zephonim possess several pairs of eyes that grant them an advantage in the dark locales they usually occupy. One of these pairs is similar to those of their descendant form, but the others act differently. These eyes can perceive differences in light and shadow but little else. In addition, they are highly sensitive, making exceptionally bright light a useful weapon for temporarily staggering a Zephonim. Mechanics Spoiler Zephonim in all forms have four pairs of eyes, totalling eight. Their primary pair, where their original form had their eyes, have normal vision. Their secondary pairs do not have a full range of vision and can only detect light, shadow, and very faint outlines. These secondary eyes cannot be used to detect incoming attacks, and only offer a 180° field of view. In addition, all Zephonim forms have dark vision. They can see well in low light areas better than descendants, though intensely bright lights such as that of a boomsteel explosion will blind them for an additional emote. Redlines: Cannot be used to look behind you. Secondary eyes do not have clear vision, they can make out blurs at best. Those eyes are extremely short-sighted, and will only be able to properly see if the target is 8 blocks away from you. In complete darkness, they can see the equivalent to a torch being held out. Will be blinded for an extra emote if affected by lights that are meant to blind. Cannot attack while blinded. Chitin [Passive] A thick but brittle carapace lies wrapped around the inner body of a Zephonim. It offers some substantial protection against slashing weapons, but blunt force attacks prove highly effective. The covering clings to the inner form of the Zephonim and is quite difficult to remove. Mechanics Spoiler All Zephonim have chitin either below the skin or as a carapace of their abdomen. While it offers more protection to the Zephonim’s body it is cracked easily with blunt force, and can be stabbed through with piercing damage. Depending on the morph, the chitin durability varies, requiring more force or strikes to crack the carapace. Chitin naturally sticks to the inner body of the Zephonim, and does not easily fall off. Broodleader: Chitin has platemail durability. Galomorph: Chitin has platemail durability. Sparamorph: Chitin has scalemail durability. Araneomorph: Chitin has tough hide durability. Redlines: Zephonim are unable to wear any sort of armor on top of their spider half. Galomorph chitin protects the abdomen and legs as if one were wearing ferrum platemail. Fully cracks the area hit after being struck 3 times by blunt weaponry. Creatures with olog strength and above only require two blunt strikes. More resistant to slashing force. The force of the swing will still be felt by the Zephonim. Sparamorph chitin protects the abdomen and legs as if one were wearing scalemail. Fully cracks the area hit after being struck 2 times by any weaponry. The force of the swing will still be felt by the Zephonim. Araneomorph chitin protects the abdomen and legs as if one were wearing a tough hide. Fully cracks the area hit after being struck 2 times by any weaponry. The force of the swing will still be felt by the Zephonim. If hit by anything olog strength and above, the chitin will crack immediately in one emote. Chitin that breaks off shrivels into dried skin. Chitin fully regenerates after 24 IRL hours. Chitin Manipulation [Combative] The chitinous armor around a Zephonim can be manipulated to a degree. Through a painful process, the half spider may grow and harden the chitin on their exterior. This growth may take the form of mildly effective armor or crude weaponry. Said creations are as durable as ferrum. Should one manage to pry away these weapons, they’d fall into dried mundane skin. The eldest of the creatures may transform this chitin into piercing blades or needles. Mechanics Spoiler It takes two emotes to cover a hand, and three emotes to cover a forearm. Naturally this can be a painful process for newborn Zephonim, unused to their flesh and skin morphing and hardening. The first emote is growing the chitin, causing it to either pierce through the skin or form some sort of layer around it. Another emote is required for growing if the Zephonim desires to cover a forearm instead. The chitin must then harden, requiring another emote. The durability of the chitin between all morphs is ferrum, though chipping and denting such will cause immense pain for the Zephonim. The weapons created with the chitin are primitive and crude in nature, limiting in length. If any piece were to be broken off, it’d shriven into dried, mundane skin. The most elder of Zephonim, the Broodmothers/Fathers, have somewhat more advanced manipulation when it comes to their own armor, though only accessible when in full spider form. They may morph half of their front two legs into hardened needle or estoc-like weaponry, able to impale platemail. It takes three emotes total to transform the bottom half of their legs. Broodleader: Accessible in Arachnae form. Chitin has steel durability. Limited to manipulating only the two front legs into sharpened tips. Cannot be as dexterous as Zephonim when using Chitin Manipulation. Galomorph: Chitin has ferrum durability. Can create weapons that are no longer than 3 feet. Sparamorph: Chitin has ferrum durability. Can create weapons that are no longer than 2 feet. Araneomorph: Chitin has ferrum durability. Limited to claws, daggers, or other weapons that are no longer than a foot. Redlines: Costs 2 exhaustion points to create. Requires 2 emotes to weaponize a hand, and 3 emotes to weaponize a forearm. Half-Spider and Spider form only. Broodleaders in Spider form are limited to impaling when combating with Chitin Manipulation. Cannot create weapons, only turning their front two legs into a needle-like state. Chitin can only be grown around the Zephonim’s humanoid hands to forearms. Chitin around spider-half cannot be manipulated. If the weapon is bent or chipped in any way, the Zephonim will feel pain based on such. Chitin that breaks off shrivels into dried skin. Sparamorphs and Araneomorphs cannot make heavy weaponry. Cannot create 2-handed weapons. Weapons created are very crude and primitive in nature. Leap and Sprint [Combative] The creatures possess powerful jumping muscles when in their half-spider or spider forms. By altering the pressure of the body fluid within their legs, they can propel themselves with force toward a target of their choosing. This process takes some time however and leaves the Zephonim vulnerable. Araneomorphs are particularly nimble through with this approach. Mechanics Spoiler When leaping, the Zephonim must use one emote to prepare their muscles, another to aim, and one to jump. While charging, the Zephonim may not be able to move or attack, and may be interrupted if one were to target their legs. This can be used to crash into an enemy or to flee, and must be prepared before use. Araneomorphs and Sparamorphs may increase their movement speed to 5 blocks per emote instead of 4 for 2 emote rounds after preparation, due to their slim builds. Broodleader: Leap has a 2 block range. Is able to disorient any non-olog descendant by tackling them with their full body weight. Disorientation lasts for 2 emotes. The first emote is where they are unable to defend, and the second emote is for recovery where they are allowed to defend themselves but cannot fight back. Cannot use sprint. Galomorph: Leap has a 2 block range. Is able to disorient any non-olog descendant by tackling them with their full body weight. Disorientation lasts for 2 emotes. The first emote is where they are unable to defend, and the second emote is for recovery where they are allowed to defend themselves but cannot fight back. Cannot use sprint. Sparamorph: Leap has a 4 block range. Can only be used to grapple, and does not knock down any descendant that is larger than a dwarf. Araneomorph: Leap has a 5 block range. Can be used to grapple, cannot tackle whatsoever. Can be used to reposition, chase, or escape. Redlines: Every leap costs 4 exhaustion points. Cannot leap further than the morph’s capabilities. Can leap under the specified range if the player desires. Takes one emote to prepare, one emote to aim, and one emote to jump. Cannot move or attack while preparing. Can be interrupted if the legs are damaged. Sprint costs 3 exhaustion points. Sprint requires 2 emotes to prepare. Cannot move or attack while preparing. Can be interrupted if the legs are damaged. Cannot be used to reach places that you cannot get to MCly. Cannot jump vertically. Paralytic Bite [Combative] Zephonim in half-spider or spider form are able to inject a paralytic venom into their target, eventually slowing the target’s movement. The effect is only temporary, as the venom wears off after a duration. Mechanics Spoiler Zephonim requires 2 to 3 emotes to produce depending on the morph, and prepare the venom within their glands, which are located above their fangs. They must then bite into their victim to inject the venom, which takes another emote. Their fangs are quite delicate, easily broken if struck with sufficient force with a hammer. Without their fangs, the Zephonim are unable to utilize their venom, so they must wait for it to regrow. Each morph’s venom has a different effect, each wearing off at similar times after the venom fully settles in. While envenomated, the victim may apply gauze and potent alcohol on the wound or gouge out the flesh where the bite is located to completely negate the effects if the venom hasn't fully settled in. If it is past the early stages, then the victim must drink Fervor Concentrate to fully cleanse themselves of the venom. However, consuming a potion of acuity or anything with similar effects will cause the venom to take effect at a much faster rate. Broodleader: Requires 2 emotes to produce venom, and one emote to bite and inject the venom. Venom spreads over 4 emotes, causing the movement-reduction to begin at the second emote, reducing it by one block per emote. At the 4th emote, movement is reduced by 2 blocks. The movement-reduction effect will last for 6 emotes. Broodleaders have a bite that pierces leather or hide armour, and their fangs can pierce 3 inches. Galomorph: Galomorphs cannot utilise paralytic bite. Galomorphs have a bite that pierces leather or hide armour, and their fangs can pierce 3 inches. Sparamorph: Requires one emote to produce venom, and one emotes to bite and inject the venom. Venom spreads over 3 emotes, causing the movement-reduction to begin at the 4th emote. Requires one emote to produce venom, and one emotes to bite and inject the venom The movement-reduction effect will last for 5 emotes. Sparamorphs have a bite that pierces leather or hide armour, and their fangs can pierce 2 inches. Araneomorph: Requires 2 emotes to produce venom, and one emote to bite and inject the venom. Venom spreads over 4 emotes, causing the movement-reduction to begin at the second emote, reducing it by one block per emote. At the 4th emote, movement is reduced by 2 blocks. The movement-reduction effect will last for 6 emotes. Araneomorphs have a bite that pierces leather or hide armour, though their fangs only pierce one inch. Redlines: Producing venom costs 3 exhaustion points. Paralytic venom requires 3 or 4 emotes after successfully biting to take effect, depending on the type. The bite strength depends on the descendant the Zephonim originated from. Effects of the venom may be completely negated should the victim apply gauze and potent alcohol on the wound or gouge out the flesh where the bite is located within the first ten narrative minutes or within 2 emotes of affliction, whichever comes first. Potion of Acuity and similar effects accelerate the venom, reducing the emotes required from 4 to 2, or 3 to 2, depending on the venom. Cannot be stored outside of the Zephonim’s venom glands, will dry out immediately after being exposed to air. Cannot be applied to any sort of weapons or items. Fangs are easily broken if hit directly by a hammer, requiring 24 IRL hours to regrow. Zephonim are immune. Digestive Liquid [Non-combative] Zephonim eat by means of liquifying the meat content of their prey through the use of a potent digestive liquid. They inject this through their needle-like teeth into common prey like livestock and it renders them ready for consumption. Mechanics Spoiler Zephonim in all forms require a liquid diet. All morphs require one emote to bite, and 3 emotes to inject digestive liquid into the victim. While doing this, they are unable to attack or protect themselves. This means that it cannot be done in combat. Redlines: Regurgitation of digestive enzymes that liquify food, not a weapon. Required for duskcrawlers to feed. Cannot be used during combat. CRP must end before being able to utilise digestive liquid. Luminescent Bile [Non-combative] By consuming an assortment of luminescent components, a Zephonim can combine it with their digestive liquid to provide a substantial light source. Once exposed to air it hardens into a fragile crystal ranging from an assortment of colors. Mechanics Spoiler Zephonim can consume luminescent herbs and fungi and store it within one of their stomachs, while combining it with digestive liquid to create a bile that glows as bright as a torch. It is able to harden to a stone-like state if exposed to air. Once solidified, the bile is very fragile and easily shattered if struck by any sort of weapon. The colors can range anywhere from blue, green, yellow, and white. Redlines: This is not a method to consume any non-meat products, as the Zephonim does not digest the herbs and fungi. It is a simple means of creating a bile of sorts while storing it in a stomach. The bile will only glow as bright as a redstone torch, and cannot be used as a blinding light. Can be easily shattered by a blow of any weapon once hardened. The colors can only be in the range between blue, green, yellow, and white. Preservation Bile [Combative+Non-combative] A Zephonim is capable of producing bile that hardens into an amber-like state and can be used in the preservation of perishables. Ranging in color, the coating is fragile and typically serves as a method for prolonging food storage or can stop the flow of liquids. Combative Mechanics Spoiler A property of preservation bile is the ability to stop the flow of liquids, such as blood. If one were to be injured, they can pour a layer of preservation bile onto their wound to stop the blood flow, acting similarly to tippens root. Though they must keep still as blood will continue to slowly mix with the bile and leak out for four emotes until it hardens completely. While the bile solidifies, the individual cannot defend or attack, leaving them vulnerable. The color of the bile may range from green, yellow and orange, and will turn a deep red once it hardens. The amber-like stone will shatter if impacted or slashed against any weapon, splintering into thin shards. The shards will enter or pierce the wound, acting as shrapnels and increasing the severity of the injury. Outside of combat, the bile will solidify in a single emote after it is poured into the wound. Injuries will naturally heal over the hardened bile, as it eventually melts once all the flesh has returned to its normal state with no additional benefits. Combative Redlines: The individual with bile over a wound must remain still for 4 emote rounds. They cannot move the area where the injury is located, hence being unable to defend or attack. The bile may be broken with any weapons in a single emote. If the hardened bile is shattered, it will cause shrapnels to imbed itself into the wound, increasing the severity. Non-Combative Mechanics Spoiler Zephonim can produce a type of bile that can harden over time after exposure to air. If coated over a perishable item, whether it be food or corpses, the expiration date for such may be elongated. Once solidified into an amber-like state, it may still be easily shattered if one were to swing a blunt weapon into it. The color of the bile remains the same once it is hardened, and may range from green, yellow and orange. Non-Combative Redlines: Can only be used to preserve inanimate objects. Cannot be used to keep a living creature in place as they can easily escape from the bile or break it apart if hardened. If a perishable is preserved, it will remain somewhat fresh for one extra IRL week before beginning to rot from the inside. Preserved corpses lose their genus. The bile may be broken with any weapons in a single emote. Can not be coated on webs to increase durability or prevent it from getting wet. Zephonim are immune. Hallucinogenic Poison [Combative + Non-combative] One of the tools in a Zephonim’s arsenal is a potent and addictive poison that can cause people to hallucinate if consumed. The resulting hallucinations grew in intensity with the amount of poison consumed and came with a plethora of side effects. In addition, they possess a lesser poison that may be projected from their mouths. Combative Mechanics Spoiler Zephonim can produce a poison that can cause people to hallucinate if consumed, causing increased addiction if ingested multiple times. The hallucinations vary from person to person, as the Zephonim have no control over what they end up seeing. The more one ingests the venom, the stronger the hallucinations become. Zephonim may also produce a less potent poison that can be spewed out during combat situations, causing temporary distortions and dizziness if it manages to enter the eyes, mouth, nose, or open wounds of those the Zephonim is aiming towards. Broodleader: Requires 3 emotes to produce venom. Range is 2 block. Area of effect is only 2x2x2 blocks. Galomorph: Galomorphs cannot utilise hallucinogenic poison. Sparamorph: Requires 2 emotes to produce venom. Range is one block. Area of effect is only 1x1x1 blocks. Araneomorph: Requires 3 emotes to produce venom. Range is 2 block. Area of effect is only 2x2x2 blocks. Combative Redlines: Producing poison costs 3 exhaustion points. Must enter the eyes, mouth, nose, or open wounds for the poison to work. Dizziness and distortions lasts for 3 emotes Effects of the venom is like experiencing vertigo. Meant to be a mist, cannot be stored. Zephonim are immune. Non-combative Mechanics Spoiler Tier progression: Tier One Needs to ingest the venom twice to get to T2. Effects: Slight color and pattern distortions, minor auditory distortions. Temporary rush of euphoria. Aftereffects: Slight shivers and increased anxiety. Faint longing for a second dose. Tier Two Needs to ingest the venom twice to get to T3. Effects: Slight motion sickness. Auditory distortions are louder and can be made out as distinct sounds now. Stronger rush of euphoria. Aftereffects: Increased shivers and minor paranoia. Stomach cramping and headache alongside a stronger urge for the next dose. Tier Three Needs to ingest the venom twice to get to T4. Effects: Moderate bout of vertigo and auditory distortion now resembles voices. Blurred vision and shadowy shapes alongside the edges. Intense rush of euphoria Aftereffects: Intense sensation of cold and severe paranoia. Nausea and light vomiting accompanied by a rampant hunger for the next dose. Tier Four Needs to ingest the venom 3 times to get to T5. Effects: Heavily impaired motor control. Auditory and visual hallucinations resemble known figures (depending on the victim). Euphoria is longer lasting but muted. Aftereffects: Severe migraines accompanied by vomiting and an aversion to light. Bouts of unexplained paranoia and anger fill the victim in the duration between doses. Tier Five Effects: Rendered a shaking wreck by the venom, they experience a waking dream, complete with auditory and visual hallucination. Euphoria regains previous strength and lasts longer. Aftereffects: Prolonged sense of emptiness. Increased likelihood of bouts of anger and paranoid behavior without doses. Intense headaches brought about in areas not shaded and inability to keep down solid food. Non-Combative Redlines: The effects wear off after a narrative day. The more one consumes the venom, the stronger the hallucinations and addiction becomes. Cannot be used in combat. If stored in a sealed bottle, a Zephonim can only create one bottle worth of hallucinogen per day. Everyone begins at T1. The tier will increase based on the amount of times one ingested the venom. The effects of the venom may be stronger than specified if both parties OOCly consents. Spinnerets/Webwalk [Combative + Non-combative] Like the arachnids from which they are derived, Zephonim can produce sticky webs of varying quality. These webs are used in fights against adversaries and also as a means of defending and decorating their nests. The webbing itself is easily set aflame but possesses a surprising number of uses. It’s easily dyed and serves as sufficient material for many seamstress related tasks. Combat Mechanics Spoiler Zephonim in half-spider and spider form can use their spinnerets to produce sticky webs. In combat they can create a fast web of lower quality, used for slowing a target’s movement. These webs are highly flammable and can be cut away with little difficulty, though naturally blunt weapons are completely ineffective at removing them. Zephonim must do 2 emotes to prepare webs, and one emote to expel them; during this time, they cannot attack and may only defend themselves. Descendents hit by this must use emotes to free themselves, whether by cutting the webbing using two emotes or by burning it in a single emote, with the risk of potentially harming themselves. Standing on a webbed area causes trouble moving, and halves movement speed. Weapons and metal or hard leather armour are more affected by webbing than cloth or skin, and require an extra emote to cut away. Due to the oiled hairs lining their arachnid-like legs, movement reduction items such as tanglefoot gets an emote negated once hardened, as the Zephonim may shed those hairs as an easy getaway. Once those hairs are shed, they must take time to grow back, meaning the arachnid might not be so lucky if a second were to be thrown. Broodleader: Can cover a 3x3 block area. Can be used at a range of 8 blocks maximum. Galomorph: Can only cover a 1 block area. Can be used at a range of 3 blocks maximum. Sparamorph: Can cover a 2x2 block area. Can be used at a range of 5 blocks maximum. Araneomorph: Can cover a 3x3 block area. Can be used at a range of 8 blocks maximum. Combative Redlines: Costs 2 exhaustion points for every usage during combat. Combat one used as a slow, reduces movement speed by 3 blocks. Ologs, Golems, Eidolas, heavy Animii and Atronachs are unaffected by the slowness caused by webs. Must be charged for 2 emotes and released on the third. Webs will only work on those with orc strength or below. Zephonim cannot use webwalking on combative webbing. Reduces movement-reduction/entrapment items like tanglefoot potion by an emote. Only affects half-spider and spider forms. Hairs on the foot or leg will be shed once attempted to escape, requires 24 IRL hours to regrow. Can be cut away in 2 emotes using sharp weaponry or tools. Can be burned in a single emote with magical and alchemical fire. Webs require a dry and solid surface to stick onto. Non-Combat Mechanics Spoiler Zephonim in the half-spider and spider forms are able to walk upon the webs that make up their burrows, and have a little extra resistance against movement impairing non-magical effects. They are unable to climb their combat web. All morphs are able to create webbing to line their homes or burrows. Outside of combat the webs must be treated over time to create silky soft but sticky walls, floors, and ceilings. Non-Zephonim have their movement speed halved when walking on the webs. All webs are flammable, and burn at a rate of 4 blocks per emote. Webs can also be used to create tapestries, banners, sheets, etc. in a wide variety of styles, and can be easily dyed. This can also be used to create large written chronicles. The webs may also be harvested to create silk thread, either used for clothing or perhaps even stitches for surgeries. Non-Combative Redlines: Burrow webs cannot be used during combat. Webs require a dry and solid surface to stick onto. Ologs, Golems, Eidola, heavy Animii and Atronachs are unable to climb up the webs, but are also unaffected by the slowing aspect of it Can be burned in a single emote with magical and alchemical fire. Will only burn the web in the set radius of said fire, will not spread further than a 5x5x5 area unless a new source of flame is introduced. Ozopores [Combative] Another defensive adaptation of the Zephonim is the ability to create a pungent liquid that repels potential foes. Said smell is nauseating enough to cause mundane animals to flee the scene and even cause vomiting if nearby for too long. Mechanics Spoiler All Zephonim have ozopores for the release of a foul-smelling liquid used for scaring off enemies over the course of 2 emotes. Exposure for long enough causes intense nausea and vomiting. Animals will typically flee immediately. Those equipped with any kind of purifying mask that can filter smells from the air are unaffected. The smell fills the air in a 8x8 block radius around the Zephonim, and will linger for 7 emote rounds. Broodleader: Takes 3 emotes before the smell is strong enough to cause intense vomiting. Worse than a fermented mix of surstromming, durian fruit, and decomposing roadkill. Galomorph: Takes 5 emotes before the smell is strong enough to cause intense vomiting. While these ozopores are the weakest of the morphs, the stench is enough to drive animals away after 2 emotes. Sparamorph: Takes 4 emotes before the smell is strong enough to cause intense vomiting. Animals typically flee after 2 emotes. Araneomorph: Takes 3 emotes before the smell is strong enough to cause intense vomiting. Worse than a fermented mix of surstromming, durian fruit, and decaying roadkill. Redlines: Costs 2 exhaustion points. Requires 2 emotes of releasing the ozopores. Negated by gas masks and air purifier potions. The gas can be burnt away by alchemical and magical fires in 1 emote. Irritating Hairs [Combative] Zephonim can fire intensely irritating hairs from their bodies and often do so as a defensive measure. If they make contact with the skin, said hairs will cause a painful rash to develop. Some of these hairs possess pointed or serrated edges which can lead to bleeding when removed. Mechanics Spoiler Zephonim in half-spider or spider form are able to shoot hairs from their abdomen in a certain direction. They can do this 2 times, using half of their hairs per use. After use, the Zephonim will have a bald spot on their abdomen for 24 IRL hours until the hairs regrow. These cause irritation to affected skin, and are very painful to sensitive areas such as the eyes, mouth, nose, etc.. Affected areas develop a painful rash which can last between a few hours and a few weeks. Zephonim in half-spider and spider forms may cover a single one-room burrow’s walls with their hairs as a deterrent. This uses all of their hairs and the Zephonim must wait for them to regrow after 24 IRL hours. This must be described on an OOC sign. Broodleader: May shoot irritating hairs in a 2x4 block area in one direction. Hairs are 2 inches long and have serrated edges, causing extra irritation and bleeding when being pulled out. Galomorph: May shoot irritating hairs in a 2x4 block area in one direction. Hairs are 2 inches long and have serrated edges, causing extra irritation and bleeding when being pulled out. Sparamorph: May shoot irritating hairs in a 2x2 block area in one direction. Hairs are 1 inch long and have a pointed tip, causing bleeding when they are pulled out. Araneomorph: May shoot irritating hairs in a 2x1 block area in one direction. Hairs are 1 inch long and are needle-like, meaning they are easy to remove and do not cause much bleeding. Redlines: Costs one exhaustion point. Irritant only, no deadly flying hairs. One cannot 'control' where the hairs fly. Irritant is like a rash, causing the affected area to be constantly itchy without treatment. Can be treated by ointment made by serpents stalk or frostvine. Hairs cannot pierce any material tougher than light cloth. Can be used 2 times if in combat. Hairs will regrow after 24 IRL hours. Duskcrawler Communication [Non-combative] Zephonim in half-spider and spider forms can communicate very basic ideas to and from duskcrawlers. This is entirely limited by the intelligence of the duskcrawlers, which only pay attention to food, creation of new Zephonim, and things in their current immediate area. Mechanics Spoiler While in range of a duskcrawler, the Zephonim may speak out in common in an attempt to communicate with the arachnid. They must coerce the arachnid for it to do what they ask, while being limited to only simple tasks or questions. If asked to aid in combat, the duskcrawler will immediately return into whatever crack or hole it crawled out of, rejecting the request. Duskcrawlers cannot be used to gain information about one's death or outside of what your character knows. Redlines: Cannot communicate to any other type of spiders other than duskcrawlers. Cannot be used to metagame information whatsoever. Cannot be used to gain information about your own death. Cannot be utilized in combat, cannot ask them to aid you in combat. Nest Creation [Non-combative] Zephonim can coerce groups of duskcrawlers to split from a current nest, guiding them elsewhere to create a new home. The nest may grow in size over a duration of time, allowing their territory to expand. Mechanics Spoiler While swarming a soon-to-be Broodling or animal, duskcrawlers consume the nutrients and blood, leaving them anemic and weak. This allows the arachnids to expand on their nest. Nest Creation for the duskcrawlers have a set limit of 25x25 blocks, though the player may have it grow over time until it reaches said limit if they desire. If several Zephonim or a single Broodleader decide to create a new nest, they must coerce the current duskcrawlers to leave their home and migrate elsewhere. Redlines: Duskcrawler nests outside of ST events are limited to a 25x25 block area. Requires ST manager approval and a good reason to go beyond block limit. If created in a larger than 10 block radius size, it requires approval of an RO. Nests require ST Notification (a simple sreq suffices) that a nest is being destroyed or created. An ST does not need to actively be present. Nests follow the redlines of the Duskcrawler lore. Hatchlings [Non-combative] Utilising descendant carcasses or weaving their own, Zephonim are able to create copies of themselves with the assistance of duskcrawlers. The process alone takes three narrative years, granting a chance to rebirth if the Zephonim’s life were to be lost. Due to this, Zephonim are highly protective of their hatchlings. Mechanics Spoiler Zephonim are able to create copies of themselves in silken cocoons, with the assistance of duskcrawlers. Using a descendant corpse or collecting parts to sew together their own, Zephonims will be able to use this core material to create a copy of themselves with the aid of their own digestive liquid and duskcrawlers. The corpse’s innards must be dissolved before the duskcrawlers may envenomate the body, wrapping it up into a cocoon at the end. The process takes at least three narrative years to complete and mature, as the corpse must dissolve fully inside the cocoon before taking the shape of the original Zephonim. If the cocoon ruptures before the weeks pass, the Zephonim will be required to repeat the process with a new corpse. Redlines: Requires a descendant corpse. If there are no available corpses, then the Zephonim may sew together a body using a descendant head, torso, arms, and legs using their own silk. Cannot use more than 2 arms and 2 legs. Limbs and corpses cannot be used if they're rotten. The Zephonim does not gain any new abilities or boons if a different race’s corpse is used. The Zephonim will be rebirthed at the age of maturity for their race at least, and at three years before they would naturally die at most. May use any age between these two. Do not rebirth as a child. If the cocoon is destroyed before three weeks passes, the Zephonim will be required to repeat the process. Cocoons can be destroyed by any sort of weaponry or fire. Must have a MC build to represent each cocoon that is created. Must have a sign to explain the build, though does not need to state its purpose. Cannot be locked behind more than 3 iron doors/blocked equivalents (e.x. switches, redstone doors) The Zephonim may only use this to create copies of themselves. Cannot create copies of others. Tawkin Kloning has no effect on Zephonim. Tawkin mutation has no effect on hatchlings. If the Zephonim runs out of cocoons, they must PK. Normal death rules still apply. Skinweaving Being arachnids, Zephonim have an innate talent when it comes to managing their silk and webs, along with weaving them into desired shapes. When it comes to aiding the Broodlings or striking deals with descendants with their patchwork creations, Zephonim feel at peace when stitching together pieces of skin with their own silk. Mechanics Spoiler The core ingredient for skinweaving is descendant skin, preferably taken from a corpse or by other means. Zephonim may use their creations as temporary disguises for those who seek a new face or wish for an unwanted scar to be covered, though at a cost. The sheet must first be sewn together with silk, before treating it with duskcrawler venom, then coating one side with their regurgitated blood bile to act as some sort of glue. Afterwards, the makeshift skin is stitched onto the desired area with their silk once more, remaining there unless torn. The stitches would remain semi-visible, so one must use either clothing or other methods to conceal the marks. If one were to touch the skin, it’d feel strangely dry as if lacking any sort of moisture. The patchwork will bloat and loosen if submerged or exposed to water for a short duration, so one will need to immediately dry it off or extract as much moisture as possible. Once completely stitched on, the individual may enjoy their covered-up imperfections or altered faces until their time runs out. They have several weeks until the patchwork skin melds with their own, transforming their once perfected skin into a hideous mix of arachnid and descendant. If used as a mask, the face will be mutated. Parts of their skin turning black and chitinous, eyes becoming bulbous and beady, as if a spider’s. If used on a limb, it’d look as if it were malnourished and withered, carapace plates forming over the arm as the skin color turns into a deep purple or black, much like a Broodling’s. Once the transformation begins, it cannot be stopped without the assistance of a Zephonim. Though once it has completed, the mutations are permanent. The process will last around a week, the mutations growing more severe after every day. However, it will not spread outside of the area where the false skin was sewn on. To prevent the mutation, the Zephonim must flay off the skin before coating the exposed flesh with preservation bile or tippens root, removing it after a few minutes. Then the flesh must be wrapped with their silk, allowing the victim’s old skin to regrow naturally. Another aspect for skinweaving is the ability to leave a permanent yet unique mark after collecting the core ingredient. After flaying a descendant for their skin, a Zephonim has the ability to replace what they’ve taken with a creation of their own. Layering the exposed flesh with blood bile causes the area to contort and darken, creating a new layer of skin that looks identical to a Broodling’s. Withered yet layered with black keratin, the permanent mutation grants the victim no advantage when it comes to combat. If the patchwork is used to aid Broodlings, no such mutations would apply. The disguise would remain indefinitely, until it is torn either on purpose or accident. The skin itself will only have the durability of thin cloth, so one will need to be cautious to not reveal the horrors beneath. Once torn, the Broodling will need the Zephonim to repair the patchwork skin. Redlines: Can only use unrotted descendant skin. Carapace and chitin formed from skinweaving will not provide any additional protection when it comes to combat. It is simply deformed skin, and will have the durability of skin. The patchwork skin feels unnaturally dry, lacking any sort of moisture. The skin and stitches will bloat and loosen if completely exposed or submerged in water. The individual or Broodling must attempt to dry the skin after 2 emotes or risk ruining their false skin. The patchwork created by Zephonim can be easily torn apart as if it were thin cloth. The patchwork has a duration of three IRL weeks before replacing the individual’s skin, unable to be taken off. The transformation process will take another IRL week to complete, only able to be reversed if the Zephonim assists before the 4th day. Before stitching on the artificial skin, the Zephonim must notify the player OOCly about the consequences. The Zephonim cannot make disguises for themselves. Limb Stitching Zephonim do not have the ability to regrow their spider-like limbs, similar to that of descendants nor is it possible for them to regenerate their appendages naturally. These arachnids have developed away to replace their limbs through warping of descendant flesh and stitching them back on. Mechanics Spoiler The purpose of this is to allow Zephonim who do not die in combat to replace their limbs through trading or forcing descendants to give up their limbs so they can regrow that missing limb. The process is a rigorous one which requires the assistance of duskcrawler’s venom and a Zephonim’s silk.Upon acquiring a limb the Zephonim must allow the duskcrawlers to feast and mutilate the flesh. This process, similar to that of Broodling creation, will warp it into a spider-like appendage. If the limb is not immediately warped, the limb will need to be kept in preservation bile until the limb is required. However, once the limb has been formed into a leg for the Zephonim, it must be stitched back into the missing spot using the silk of the Zephonim. If the Zephonim or Broodleader manage to retrieve their severed appendage whilst fleeing from combat, it may be sewn back on after they've fled the scene and return to safety. This only applies to arachnid limbs. Humanoid limbs will require prosthetics Redlines: It is a PK if a Zephonim is to purposefully die to regain limbs through rebirth. This must be fresh descendant limbs and not something that has been taken from a rotting corpse. A limb can be used if preservation bile was utilized. Only Zephonim and Broodleaders are capable of limb stitching. Limb stitching cannot be done to reattach descendant limbs, only arachnid ones. Once the Zephonim or Broodleader leave the CRP session with the intention of sewing a lost appendage back on, they may not reenter the session. General Zephonim Redlines: Transforming a player into a Zephonim requires OOC consent. Requires the Feat first before being able to be turned into the Zephonim CA. Player must specify what type they are on their CA. Only descendents may be a Zephonim. Kharajyr, Hou-zi, and halflings cannot become a Zephonim. Creatures with lesser souls cannot become a Zephonim. Any other CA and Feat creatures other than Broodlings are incompatible with Zephonim. This also includes Affliction. Zephonim are infertile, as they lack any sort of genitals. They cannot reproduce, meaning they cannot FTB. Cannot be communed with by a druid. Due to their altered appearance and soul-blueprint, Zephonim are not compatible with any sort of deific magics, except for Seerdom. All Zephonim will be affected the same way by voidal weakness or any magic downsides regardless of type. Refer to voidal weakness lore or the specified magic lore. Purpose (OOC) The main purpose of this lore is to rewrite/reform the pre-established zephonim lore and address the many issues that the previous iterations faced. In previous iterations of the lore, they were forced to isolate and were forbidden in most settlements. With this rewrite, it allows a more subtle approach to arachnoids. In addition, this lore addresses a niche on the server that has not been touched yet (i.e. body horror, paranoia sowing, playermade infestations, etc). [Playable Feat] Broodlings The Children of Silk A newborn Broodling erupting out of their cocoon, confused - Art by Ymir Background/Origin The initial stages of a Zephonim, when one becomes a humanoid amalgamation between arachnid and descendant. Once bitten by a duskcrawler, the flesh around the wound twists and morphs unnaturally as if the muscles around the limb were siphoned away. The skin grows darkened and chitinous, while fingers turn spindly like a spider’s leg. Nails become sharpened and almost needle-like, black in color and rough in texture. A thin membrane covers the skull of the Broodling, patterned with veins and ridges of cartilage. The jaws of the afflicted individual are covered with black fangs, similar to a spider, while having folded mandibles in their cheeks. As their skin withers, so do their reproductive organs, rendering them completely infertile. Carnivorous in nature, all Broodlings are only capable of digesting raw or cooked meat, even up to the point they are rotten. All non-meat products that are consumed will have to be vomited out after a short time, unless they wish to fall ill. Deemed as walking abominations, Broodlings will often have to seek out their superiors in order to disguise themselves within the public. Physical and Mental State Bestowed upon by Zephonim or duskcrawlers, the look of the Broodling may vary. One may have an entire bodily change if swarmed by the arachnids, bitten countless times. The transformation process quickly follows, granting the Broodlings minor versions of some abilities Zephonim are able to use. While their bodies are visibly akin to a mannequin, the Broodlings maintain the strength they’ve had when they were once descendants. As a result of the transformation from descendant to Broodling, one undergoes a number of psychological changes. First among these is a growing sense of paranoia followed by a desire to become a part of some greater whole or purpose. As the physiological changes set in, one becomes filled with either pride or dread about their new appearance. This is accompanied by a ravenous desire to consume meat, regardless of the state of freshness. Finally, upon encountering a Zephonim or Broodleader, an urge to aid and follow their commands manifest. This urge is often subtle rather than a strong impetus. Spoiler Redlines: These are just recommendations and all aren’t required to be roleplayed. Though you must RP some mental downsides to becoming a Broodling. Broodlings feel an innate desire to listen to Zephonim, moreso Broodleaders. This desire may be ignored, there must be a reason IRP for why one would desire to ignore such. Broodlings cannot feel or express love and/or sexual desires. General Abilities Vision [Passive] Broodlings have the ability to see well in the dark, aided by their arachnid-like eyes. Under broad daylight the vision in their secondary pairs of eyes becomes very near-sighted, only allowing them to see clearly if the target is at most 8 blocks away from them. Otherwise, everything looks as if it was a blur, unable to make out proper shapes, only colors. Their primary pair of eyes are not affected. Mechanics Spoiler With the second set of eyes, the Broodling gains a 180° field of view, though may only see their target clearly if it is at most 15 blocks away. Any further, and everything looks like muddled shapes and shadows. Broodlings may be able to see properly within the dark, though will be blinded for an extra emote if exposed to extremely bright lights. Redlines: Secondary eyes do not have clear vision, they can make out blurs at best. Those eyes are extremely short-sighted, and will only be able to properly see if the target is 15 blocks away from you. In complete darkness, they can see the equivalent to a torch being held out. Will be blinded for an extra emote if affected by lights such as a flashbang. Cannot attack while blinded. Minor Chitin Manipulation [Combative] Broodlings, being the lesser versions of their Zephonim counterpart, are perpetual abominations unable to hide from anyone who deems them reprehensible. They are able to manipulate chitin into small and simple weapons to defend or attack in dire situations, limited to claws. Mechanics Spoiler Two emotes are required to fully utilize the chitin in combat. Similar to Zephonim, Broodlings experience intense pain when attempting this for their first time. The first emote must be growing the chitin out of the skin of their hand. While the second is hardening. The strength and durability of the chitin is that of bone, and may take on various hues though must have a shade of black throughout. Redlines: No complex, two-handed, or large weapons. Requires two emotes to convert one hand. Should the created weapon be damaged in any way, the Broodling will feel pain from it. If the weapon is pried away or cut off, it shrivels into dried skin. Minor Hallucinogenic Poison [Combative + Non-combative]Broodlings also have an innate ability to create a hallucinogenic poison. One of the tools in a Broodlings arsenal is a potent and addictive poison that can cause people to hallucinate if consumed. The resulting hallucinations grew in intensity with the amount of poison consumed and came with a plethora of side effects. In addition, they possess a lesser poison that may be projected from their mouths. Combative Mechanics Spoiler Zephonim may also produce a less potent poison that can be spewed out during combat situations, causing temporary distortions and dizziness if it manages to enter the eyes, mouth, nose, or open wounds of those the Zephonim is aiming towards. The minor poison requires 3 emotes to fully produce within their fangs, and the range is 2 blocks. The area of effect will take up 1x2 blocks. Combative Redlines: Producing poison costs 3 exhaustion points. Must enter the eyes, mouth, nose, or open wounds for the poison to work. Dizziness and distortions lasts for 2 emotes. Effects of the venom is like experiencing vertigo. This is a mist, and cannot be stored. Zephonim are immune. Non-combative Mechanics Spoiler Zephonim can produce a poison that can cause people to hallucinate if consumed, causing increased addiction if ingested multiple times. The hallucinations vary from person to person, as the Zephonim have no control over what they end up seeing. The more one ingests the venom, the stronger the hallucinations become. Tier progression: Tier One Needs to ingest the venom four times to get to T2. Effects: Slight color and pattern distortions, minor auditory distortions. Temporary rush of euphoria. Aftereffects: Slight shivers and increased anxiety. Faint longing for a second dose. Tier Two Effects: Slight motion sickness. Auditory distortions are louder and can be made out as distinct sounds now. Stronger rush of euphoria. Aftereffects: Increased shivers and minor paranoia. Stomach cramping and headache alongside a stronger urge for the next dose. Non-Combative Redlines: The effects wear off after a narrative day. The more one consumes the venom, the stronger the hallucinations and addiction becomes. Cannot be used in combat. If stored in a sealed bottle, a Broodling can only create one bottle worth of hallucinogen per day. Everyone begins at T1. The tier will increase based on the amount of times one ingested the venom. The effects of the venom may be stronger than specified if both parties OOCly consents. Exhaustion System Broodlings have an exhaustion system as well. Each ability they are able to cast costs a certain number of exhaustion points, meaning they have finite capabilities in combat. This is designed to encourage strategic thinking and decision-making on whether to stay or flee. Running out of exhaustion points means the Broodling is too exhausted to move, slowing their movement speed to two blocks per emote While fully exhausted, the Broodling is unable to focus at all, making concentration and casting impossible. Spoiler Redlines: Broodlings start with 10 points. Once at zero points, the Broodling is unable to cast magic, while movement slows to 2 blocks per emote. Points refresh every 24 IRL hours. The Cure Curing what many would consider an abomination comes at a cost. Many who dabble with duskcrawlers and Zephonim pay a hefty price for mixing their blood with something seemingly so unnatural. Some continue down the path of a Broodling in hopes to be accepted amongst a Broodleader’s following, while others wish to fix themselves of such a curse.To be free of this turmoil is to inflict further turmoil on oneself. To be free of the wretched flesh, a Broodling must flay their withering skin and coat it in either preservation bile provided by a Zephonim/Broodleader or a tippens root salve. Spoiler Redlines: It is as it states, the cure to reversing being a Broodling is to flay the warping flesh and cover it in preservation bile/tippens root salve. This process takes 1(one) OOC week to recover and return your flesh to ‘normal’. Curing requires OOC consent. More cures can be added as additions to the Broodling Feat. General Broodling Redlines: To become a Broodling requires OOC consent, as this can become a permanent part of a character. You can become a Broodling in one of two ways: through 6 emote exposure to a duskcrawler nest or to have it bestowed upon someone by a Zephonim or Broodleader. Must either be overseen by ST or screenshots provided on Feat to show that you did the RP to become Broodling. Broodlings cannot FTB due to the lack of genitals. The loss of reproduction organs is permanent even if the Broodling is cured. Duskcrawler Hive/Self-Teach Altar Duskcrawler hives are a nuisance to any settlement and cave that could come about, but they are a pivotal part in spreading a Zephonim’s influence. This influence is typically the creation of a nest by a Broodleader or one of their many underlings. However, there are also naturally spawning duskcrawler hives that can sprout up throughout the world. Mechanics: Spoiler Descendants can walk into a nest, unknowingly or not, and expose themselves to the toxins that Duskcrawlers produce. Upon first bite from a duskcrawler, the pain will begin to trail throughout their body. This is truly the warning for any descendant to leave the nest lest they become a Broodling or food for the hive. After this marking, the swarm of duskcrawlers will begin pouring out of the crevices and webs of the nest, aiming to overwhelm them. If the person cannot escape, they inevitably become a Broodling or food after 1 IRL day of paralysis. Self-teach altars in the form of Duskcrawler Hives offer descendents a way to become Broodlings without the influence of a Zephonim or Broodleader. It also allows people to interact with the lore and expose themselves to a potential Broodleader’s hive. Redlines: To become a Broodling requires OOC consent, as this can become a permanent part of a character. To use the “self-teach altar,” once must expose themselves to the Duskcrawler hive for 6 emotes or more before becoming overwhelmed. The full transformation takes one(1) IRL day. Nests must have signs locked by the ST in order to denote a nest. A nest can be easily destroyed by fire or any other means. The duskcrawlers must be rped by a ST knowledgeable with the lore. Purpose (OOC) The purpose of this lore is to give a broader use of the duskcrawler lore without needing to give up slots for the Zephonim CA, and encouraging activity within the Zephonim. In addition, this provides a sort of body horror theme without needing to delve into incurable things like afflicted. CitationFrott - Writer MagicMonke - Writer and LT Oversight Jaelon - Writer Gamma_Byte - Writer Valannor - Co-Writer Thanks to Xx_Bloodstalk_xX and Undubitably for proof reading, and the original lore writers for the concept. Sorry if I missed your name (I'm not sorry) Spoiler [Interaction will involve turning Duskcrawler nests into self-teach altars. Will speak to ST over it if it gets accepted. Is tied to Broodling and Zephonim Lore.] Im not mad, ur mad 34 Link to post Share on other sites More sharing options...
Glade 521 Share Posted October 12, 2021 Why did it have to be spiders.... 3 Link to post Share on other sites More sharing options...
Gamma 588 Author Share Posted October 12, 2021 **** the forums 7 Link to post Share on other sites More sharing options...
BobBox 3209 Share Posted October 12, 2021 3 Link to post Share on other sites More sharing options...
Valannor 6345 Share Posted October 12, 2021 I love Spiders 3 Link to post Share on other sites More sharing options...
EdenCringe 174 Share Posted October 12, 2021 Spider lore go brrrrr 2 Link to post Share on other sites More sharing options...
Security_ 1074 Share Posted October 12, 2021 Spiders in my head spiders in my mind 4 Link to post Share on other sites More sharing options...
Werew0lf 12019 Share Posted October 12, 2021 -1 unless if I’m given the CA / FA if so then +1 1 Link to post Share on other sites More sharing options...
Gustando 1455 Share Posted October 12, 2021 Been a long time comin 1 Link to post Share on other sites More sharing options...
squakhawk 7866 Share Posted October 12, 2021 3 Link to post Share on other sites More sharing options...
Malaise 1569 Share Posted October 12, 2021 Being entirely honest, I think that the average player will have a very difficult time role-playing these creatures in a way that does justice to the lore and theme. I foresee lots of cringe and lots of tomfoolery. That said, I also think this piece is super cool, and believe that those who do play them right will knock it out of the park. A very optimistic +1 from me. 10 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Share Posted October 12, 2021 please give me my skin gmama 4 Link to post Share on other sites More sharing options...
TheCaptain 403 Share Posted October 12, 2021 I am not ready for this, please send help. Link to post Share on other sites More sharing options...
Jaelon 288 Share Posted October 12, 2021 I close my eyes and I can hear gamma saying she's accidentally pressed ctrl+Z again. 5 Link to post Share on other sites More sharing options...
Myleres 1658 Share Posted October 12, 2021 jaelon for ST 🙏 2 Link to post Share on other sites More sharing options...
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