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[Shelved][✓] Tawkin [Amendment + Addition]


BobBox
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Currently, in Tawkin Lore new mutations may be added through the MArt process, though these added mutations are also currently known to the entire Tawkin world upon acceptance. This amendment and addition seek to change it so that MArts can be “Rare” recipes while also cleaning up some loose ends of Tawkin.
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Current Lore - MArts:

Spoiler

Thus, greater mutations are limited to the ones that exist below, and though creative or “free-form” mutations are possible to some extent, they will require a MArt submission detailing their redlines, mechanics, and drawbacks, as well as the roleplay and narrative means for the mutation’s discovery.

 

- In the event that an alchemist wished to submit a custom mutation, it would require a MArt detailing its effects, mechanics, redlines, and drawbacks. No custom mutations are private, any Tawkin alchemist may replicate them if they have the means. 
- Creating a MArt for Tawkin mutations has a cooldown of one IRL month following the acceptance of another of the player’s own MArts.

 

 

Amendment - MArts:

 

Thus, greater mutations are limited to the ones that exist below, and though creative or “free-form” mutations are possible to some extent, they will require an MArt submission detailing their redlines, mechanics, and drawbacks, as well as the roleplay and narrative means for the mutation’s discovery. Private MArts that are considered “Rare Recipes” may also be submitted through an MArt.

 

- In the event that an alchemist wished to submit a custom mutation, it would require an  MArt detailing its effects, mechanics, redlines, and drawbacks.  Private mutations are allowed to be made through MArts and will be considered rare recipes that are able to be taught to other users of Tawkin. 

- Creating a MArt for Tawkin mutations has a cooldown of one IRL month following the acceptance of another of the player’s own MArts.

 

Current Lore - Klones:
 

Spoiler

Klones do not currently require ST signatures.

 

Amendment - Klones:

 

- Klones require an ST signature in the form of an ST locked sign that is either hidden nearby the vessel or is attached to the vessel in view - where the sign is located is up to the player in question.

-Four klones per player will be "grandfathered" into Tawkin if they were grown before this amendment, meaning they may get ST signs placed down on their locations.

 

Current Lore - Bolstered Strength:

Spoiler

Bolstered Strength

This mutation grants the recipient slightly greater strength than they would normally have, allowing them the utmost maximum capability for their individual race; equivalent, at most, to that of an olympic athlete. This effect is passive and needs no activation. They may also choose to exert themselves for a duration of four emotes to double their strength and effectively up it by one full interval. A hardy human who possess this mutation passively may be able to win in an arm wrestle against a regular-strength individual, though should they exert themselves, they could be granted the strength of a lesser uruk for its duration - though not to the same extent as a raging, bloodthirsty one. Bolstering one’s strength for a time requires a twelve emote cooldown, where for six of those emotes following the individual would feel exhausted and lethargic following their exertion.

 

This comes at the cost of rather grave detriment, inflicting acute diphtheria upon those who bear the mutation. Those mutated to have bolstered strength would find it difficult to breath, their presence signalled by a continuous wheezing and rasps. The average man would tire out more easily after harsh exertion, and would have difficulty attempting to hold their breath for long periods of time. Upon reaching significant levels of exhaustion, they would be twice as prone to collapsing or fainting.

 

- Enhanced strength does not passively increase the physical capacity to the next tier. A human soldier would never possess full on orc strength, though might be slightly stronger in terms of raw strength than other individuals within the troupe. This would not allow a halfling to wield weapons like that of an orc, even when actively exerting themselves.
- Exertion lasts for four emotes and has a cooldown of twelve.
- Enhanced strength does not positively affect speed, dexterity, or other senses or reflexes.
- Individuals with Enhanced Strength continuously rasp and wheeze with each breath, finding it difficult to hold their breath or maintain energy after moderate to long periods of exertion.
- Enhanced strength cannot circumvent magical weakness from that of necromancy or void magic. This applies to all magics that have a negative impact on the mage’s fitness.

 


Amendment - Bolstered Strength:

 

Bolstered Strength

 

This mutation grants the recipient slightly greater strength than they would normally have, allowing them to be slightly stronger than the utmost maximum capability for their individual race; equivalent to being faintly better than an olympic athlete. This effect is passive and needs no activation. They may also choose to exert themselves for a duration of four emotes to double their strength and effectively up it by one full interval. A hardy human who possess this mutation passively may be able to win in an arm wrestle against a regular-strength individual, though should they exert themselves, they could be granted the strength of a lesser uruk for its duration - though not to the same extent as a raging, bloodthirsty one. Bolstering one’s strength for a time requires a four emote cooldown, where for two of those emotes following the individual would feel exhausted and essentially defenseless as they could barely move their blade.

 

This comes at the cost of rather grave detriment, that being difficulty breathing for those who bear the mutation. Those mutated to have bolstered strength would struggle to breath properly in combat, their presence signaled by near-continuous wheezing and rasps, especially when bolstering themselves. The average man would tire out more easily during exertion and would have difficulty attempting to hold their breath for long periods of time.
 

- Enhanced strength only faintly increases the physical capacity past the next tier. A human soldier would never possess full on orc strength, though might be slightly stronger in terms of raw strength than other individuals within the troupe. This would not allow a halfling to wield weapons like that of an orc, even when actively exerting themselves.
- Exertion lasts for four emotes and has a cooldown of four, two of which are the user being completely exhausted to the point where they can barely move their blade.
- Enhanced strength does not positively affect speed, dexterity, or other senses or reflexes.
- Individuals with Enhanced Strength continuously rasp and wheeze with each breath during combat, finding it difficult to hold their breath or maintain energy after moderate to long periods of exertion.
- Enhanced strength cannot circumvent magical weakness from that of necromancy or void magic. This applies to all magics that have a negative impact on the mage’s fitness.

- Bolstered Strength cannot make one stronger than an olog.
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Addition:

 

Following the amendment above, this will serve as the first addition to Tawkin should it and the amendment be accepted. 

 

Healthy Body:

An individual may be mutated to possess a body more resilient to the inhalants and diseases of the world, allowing them lungs that work as if the user was breathing through an air purifier. On top of this, their bodies would naturally - or perhaps unnaturally - be resistant to necromancy’s pestilences and the sickness effects from The Wretch's Sigil, though such would come at a cost. Users with this mutation would find themselves quickly developing mild to intense headaches when actively filtering the air with their lugs as less reached the brain. This would cause a disruption to voidal casting if the user is below tier 3 in the specific magic. Finally, as the body would be healthy and clean of viruses, this mutation would affect the mind, causing the user to develop small but compulsory cleaning habits, such as removing any dirt on their skin or other similar habits.

 

- Healthy Body’s lung resistance works as an Air Purifier would with one exception, which is that it does work on magically conjured inhalants and gasses.
- Prevents sicknesses from Necromancy pestilences or from The Wretch's Sigil.
- Healthy Body does not alert one if they are struck with a necromancy plague and do not get sick from it, it would merely go unnoticed, same with The Wretch's Sigil.
- Wearing an air purifier-treated mask while having this mutation does not make it stronger in any way. 
- While the user is actively filtering out inhalants they would develop mild to intense headaches which actively inhibit voidal casting at T3 and below.
- While actively filtering the air (ie: in a smoke cloud), the user’s breath will appear as a thin puff of white air, as if they were using an air purifier.

 

Recipe:

Healthy Body: Purity + Life + Order + Peace

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Brave Soldiers:

- BBox - Writer.

-Valannor, Goon, Kujo - People who gave ideas and were forced to participate.


 

 

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I like everything except for healthy body. Being simply immune to plagues is so utterly unimaginative and boring , why not just heal from them quickly or get much more mild reaction.  That’s better roleplay than just *lol dosnt affect me

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9 minutes ago, Lhindir_ said:

I like everything except for healthy body. Being simply immune to plagues is so utterly unimaginative and boring , why not just heal from them quickly or get much more mild reaction.  That’s better roleplay than just *lol dosnt affect me

Healthy Body was designed to be a lighter mutation that can be given to other characters for a strength boost in very niche interaction without having the heavier downsides of some others, allowing for it to be roleplayed as some miracle tonic or however the alchemist wishes. The mutation of hypometabolism also already heals wounds and adding that Healthy Body would heal plagues instead of preventing them feels like it's encroaching on its territory. 

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i'm gonna kiss you

 

15 hours ago, BobBox said:

Amendment - Bolstered Strength:

 

Snip!

 

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I generally approve of these. The one thing I would change is, at least, the susceptibility to necromantic curses and the Wretch's Sigil. Because such afflictions are magical and occult rather than natural, it would be more difficult, I believe, for alchemy to muster entire immunity to them. Alternatively, you could compromise by allowing some sort of "improved resistance" to the aforementioned, albeit not entire immunity. Otherwise, neat! Good work. 

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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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