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[✗] [Further Alchemy Feat] The Afflicted


Gustando
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After deep consideration, should this lore-piece be accepted- I'd like to request a full wipe of any TA's or MA's that are present. 

 

Additionally, three grandfather-slots would be granted in order to assist in spreading the magic.

 

Enjoy the lore:)

AFFLICTION

-Introduction-

 

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[A poster pinned up on a notice board within a weary village, depicting an afflicted] 

 

The symbiote is dying. A mote of possibility can only shine for so long before it darkens and fades away. Modern so-called afflicted now face this as their worm weakens and ages atrophied. There was always a flaw in the design, the first generation of the afflicted noted such. They worked to perfect the design, creating their evolving seed lines. 

 

The seeds were given out, to bring new dynasties. Yet, these seed lines were still flawed – raw, unrefined. While the dynasties grew, in the shadows, two progenitors met under sunless skies, and imbibed on each other's symbiote, moulding a zenith design, one fit for a new dynasty.

 

This zenith symbiote was lost when they both exited the world; one locked in endless combat and the other a wayfarer beyond the stars. Only an echo of it remains, mutating and diluting as it went down to each new member.

 

However, echoes of this worm flow through one particular line. A family – with heavy roots in The Hanged Man – noticed the flaw of their worm. Seeking to keep their familial ties to their progenitor, they experimented on their symbiote, emboldening and evolving it, laying the foundation of the emboldened Symbiote.  

 

____________________________________________________________________________________________________________

-Origins-

 

With heavy ties to other worms, a dynasty worked to prolong and evolve their symbiote and combat its mortality. Trial and error ensued, breeding out as many imperfections as possible to create a desirable outcome.

 

-Creation-

 

The two means of producing a symbiote are vastly different. One can be made via cultivating a smaller, weaker version of the symbiote until it is capable of being transferred onto the next vessel thereafter. The second, however, is the making of a completely new symbiote, unaffected by one’s lineage – a mote of possibility

 

To cultivate a symbiote born of one’s own is a rather arduous task, necessity the recipient to, firstly, be in a caloric surplus to be able to bring out a lesser version of the symbiote, otherwise the repercussions can be fatal to the creation of its form- incapable of union between the vessel and symbiote.

 

If one chooses to start a lineage of their own and create a symbiote that is independent of any blood ties, an intricate recipe of its own must be known first. 

 

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[A depiction of the symbiote]

--

 

The affliction is, in essence, a bio-organic parasite that seeks refuge in the body of a man and creates a symbiotic relationship. Seemingly otherworldly, the symbiote does not communicate directly with its host- the only means of communication is when the recipient chooses to utilize its abilities for their gain.

 

The base recipe for an entirely new, malleable version of the symbiote:

 

Base:

4 counts yellow bile

4 counts black bile

6 counts phlegm

8 counts blood

 

- Earth (Connection) x10

- Earth (Life) x10

- Water (Growth) x6

- Water (Swiftness) x6

- Air (Balance) x8

- Air (Clarity) x5

 

Upon the base being combined with the necessary symbols and signs, the result of such is rather extraordinary. The 4 humours react with the key elements and thus produce a worm-like, translucent seemingly harmless creature.

 

-The recipe must strictly adhere to the perfectly balanced base and symbols, otherwise the symbiote will be inert and ultimately die.

 

-Your affliction cannot talk to you. Perhaps it can produce feelings of hunger or make your skin rise, but these are all aesthetic in form and function.

 

As mentioned prior, one must firstly be at a caloric surplus in order to begin making an offspring of the symbiote, otherwise the affliction will not unify with the next vessel and ultimately die within the body of another due to improper make. Rather simply, the symbiote makes another of itself by performing mitosis- dividing itself into two parts, and the one that is newly made can be ejected through one’s own body: this can occur through vomiting, profuse bleeding from orifices such as the eyes, nose, ears or mouth, sweating, sneezing, wet-coughing, wound drainage, and possibly more. The possibilities are left aesthetically freeform. When the symbiote is ejected, however, as a defensive mechanism it forms the shell of an egg around itself, which then can be ingested directly in order to attain its abilities.

 

 Due to the inherent weakening of one’s own symbiote, in order to regain its strength and be capable of performing as optimally as it could in its original form- the user will simply have to wait 4 OOC days, albeit if one keeps himself at a caloric surplus and other means of faster recovery such as waters of life and others, it can be reduced to 3 OOC days.

 

-The symbiote, by itself, is a being that cannot survive on its own without a host. Should the symbiote be left in its vulnerable, egg-state for too long - it will simply perish, requiring for another to be made. The symbiote can last 1 OOC day by itself, 2 OOC days if it is kept in a constantly warm, hydrated and ventilated area.

 

- It takes 4 OOC days for one to recover from making a mini-symbiote, meaning you cannot make another one for the duration of it- albeit it can be reduced to 3 OOC days should one diet properly and use optimal recovery methods such as saunas, ice baths, waters of life, nutritional elixirs and possibly more. 

 

Foregoing the process of eating, or gathering enough nutrition for the Symbiote for at 4 OOC weeks would cause the host to slowly wither away in a process similar to that which befalls an affliction left the same way without a host. They will appear somewhat starved at first; easily irritable, gaunt features, and persistent headaches. With every year that passes, the framework of the host gradually falls apart. Reddened patches on the body, peeling skin, muscle spasms, and should it climax at 8 OOC weeks, flesh itself will fall, ending with the host as a mound of meat and bones. All throughout this process, the affliction will do what it can to convince the host to preserve itself, even using its remaining strength to force mental maladies like hallucinations.

 

- Nutrient-rich alchemical potions like land’s nurture would serve in satisfying the affliction’s hunger.

- Not consuming at least double their typical intake of food for four OOC weeks is considered suicide and therefore a PK.

 

____________________________________________________________________________________________________________

 

-On Mind-

 

 

As the symbiote establishes itself within one’s body, so does its influence, whilst indirect, reach the confines of one’s mind. Multiple, inherent traits of the symbiote begin incorporating how one thinks, thus changing the behavior of the vessel that it inhabits. More or less, the way one thinks inevitably develops. Due to the Symbiote providing for the Afflicted, and aiding them in their endeavors. The bearer would be more inclined to listen to their gut, or what they may feel. They’d rely more on intuition, though facts may also sway one in their decisions.

 

-Bloodlines-

 

___

 

Through years of evolution, adaptation to the environment and numerous hosts that the symbiote was forced to inhabit in order to be optimized, and capable of survival, an aspect of it was born - Bloodlines. Such a trait was first discovered and noted by a progenitor of the afflicted, a member of the de Wees family, who saw a change in the mentality of newly-born afflicted whose symbiote was transmitted through direct means in the form of mitosis. Subsequent to this initial make of the afflicted, the traits were found due to their recurrence from those that were subject to being tested. Such traits ranged from merely being prone to inquisitiveness, short-temperedness to the extremes such as a change of one’s lifestyle, for example that of becoming a hermit, or seeking something more primal-esque. Naturally, the traits of the bloodlines are prone to change, being capable of evolving in time. As it traverses person-to-person, the individual afflicted are highly prone to gaining new traits, the old ones that the prior bearers had slowly becoming less recognizable or perhaps even lost in the newer generations.

 

- The afflicted far more often than not depend on their intuition and are prone to depend on their own mindset of what is right and wrong. Although via concrete statistics and facts they are also prone to be swayed.

 

- Bloodlines, or in other words simply quirks that an afflicted may pass down to another, are capable of evolving. Meaning that in a long period of time, newborn afflicted can attain new quirks separate from those that their makers possess.

 

- Bloodline quirks are only transferred/attained through the means of duplicating a symbiote via the method of mitosis, and thus excreting through one’s pores to be directly ingested by a to-be afflicted. Only then the two symbiotes possess a family-like bond between them.

 

- Generally the traits are freeform and can be whatever one desires, but the change is required.

 

- This has to be RP’d, and to not RP the change of personality due to the Bloodlines is PGing.

 

- As an approximation, traits usually begin developing after it is passed down to more than 2-3 people, although it can be however many people one wants and is entirely freeform.

 

-Should one wish to, as well, they may don some physical characteristics denoting their bloodline. This is purely aesthetic, and no benefit comes from it, but it serves as a tell for the Afflicted’s allegiance. Examples from this must be substantial, and can range from; a limit on the Symbiote’s aesthetics, Birthmarks, scarring, etc.

 

- To delve further, and to explain this, an example of a limit on the Symbiote’s aesthetics is such; an Animii Crafter may harness the Symbiote and create a strain. Due to this, their modifications and alterations upon their body will be locked to a mechanical aesthetic, and so forth.

 

- Should one wish to create a Symbiote with these ‘characteristics’ in mind, the people who’d be afflicted with the Symbiote are required to don these birthmarks.

 

- The changing of eye-colour does not count as a characteristic.

 

- Generally the traits are freeform and can be whatever one desires.

 

-On Body-

 

Due to the Symbiote being inactive for a long period of time, the Afflicted find that their boons are more limited than generations prior as it spends more of its time converting energy. This amalgamation of both Alchemy and Biology has been sculpted to join a relationship between the bearer, and themselves. Soon after ingesting the concoction, the Symbiote infects every organ, muscle and nerve of the Afflicted, strengthening the bond between it and the host as it does so, becoming one. The Symbiote, however, does not augment one’s body to a standard above what it currently is, there are no anatomical changes, as it only works with what it's given.

 

With this, the Afflicted bears an effective immunity against mundane poisons; this is due to the Symbiote bearing the brunt of the toxin as if to protect the host. During this time, the Symbiote requires 3 OOC hours to recover. This does not account for magical variants. This, however, is not passively acting at all times. It requires the Afflicted to utilize its effects with [1] emote, and it lasts for [5] emotes per [1] unit.

 

Another effect of the Symbiote is the use of their bodies – effectively turning them into a gigantic alchemical reagent processing unit. It invokes change in the body, and allows the Afflicted to use their organs and inner parts for the creation of potion-crafting, etc; the stomach allows for the processing of reagents, and the liver becomes a distilling tool. This requires [1] unit to use. Further, due to the union of their bodies, a descendant may find their existence bolstered; a human who may live for 100 or 150 years, may find themselves able to live for an extra 50 years.

 

- This cannot be used in Combat at all.

 

- The processed reagents can be discharged through orifices such as the mouth, nostrils and ears.

 

- During this state, an Afflicted will find that they bare a resistance to whatever harmful effects that only a reagent may cause.

 

An effect of this – however – is its interaction with Voidal Magicks, for when spells land upon the flesh of an Afflicted, it’d drain units per successful spell, as the Symbiote comes to maintain or aid the bearer against the spell. Due to this, an Afflicted may feel [cautious, distrustful, or even antagonistic] towards an exposed Voidal Mage, or magicks pertaining to it as they are subconsciously affected by their Symbiote’s need to survive, and instincts, as it is an alchemical creation.

- A Voidal spell, that is T3 drains [1] unit from the Afflicted.

- A Voidal spell, that is T4 drains [2] units from the Afflicted.

- A Voidal spell, that is T5 drains [3] units from the Afflicted.

Furthermore, structures like voidable monoliths, if merely glanced at, would cause their eyes to sting, burning until they look away. If somehow forced or if a maddened individual willingly decides to stare for at least half a narrative hour (or 30 OOC minutes), the burn would slowly melt away the eyes until observing is no longer an option. Locations like voidal heaths and hollows have a similar effect. Entering them would induce a sensation similar to boiling ants crawling all over the skin, with the affliction urging them to leave. If they remain within for at least three narrative hours (or 1 OOC hour), their flesh would wither away and, as if starved, would be reduced to a mound of flesh and bone.

For Magicks, there is an issue. Should magic weaken and atrophy the body, the symbiote will also be weakened. Likewise, one cannot use any symbiote abilities in tandem with magic, requiring a cool down to swap between them. After casting a spell, the Afflicted requires [2] emotes before they can use their abilities, and vice-versa.

 

- Deific-Connections are possible, save for Heraldry or Ordained Heraldry due to the draan burning the Symbiote.

 

- Affliction cannot be combined with any of the CA races besides Klones. If a body dies, a new Klone must be granted the Symbiote and it progresses as if it was T1.

 

- Afflicted cannot practice any Magics which change or pollute the caster’s body in the long term such as Mysticism as any form of Voidal Magic, Necromancy, or Shamanism. Everything else is further explained at the bottom of the doc.

 

- Afflicted improved fitness does not offer any benefit to the body, it only alters what is currently there.

 

- Afflicted will still remain mostly humanoid throughout their mutations; Afflicted cannot be used to emulate Druidic Shapeshifting to the extent of becoming another animal.

 

- Afflicted must consume double the caloric amount required by their descendant race, or supplement their diets with alchemically enhanced nutritio. Failing to do so will cause the Symbiote to stop functioning until the Afflicted can properly nourish it again. Vanilla Minecraft Food does not count as ‘food’, nor does ‘Monk Bread’. Although one is not necessarily forced to self-rp eating every day, it is recommended you occasionally RP it.

 

- An Afflicted’s lifespan is increased by a maximum of half their life. Etc, a Human who lives to 100 can live to 150, and so forth.

 

- The protection of Mundane Poisons does not account for Thanhic-Poisoning or Azhl Poisoning.

 

- Should one lose the parasite whilst over their age’s threshold, they have 2 OOC weeks in order to find means of prolonging their living. Otherwise, the user who lost their symbiote shall begin to rapidly age and eventually will be forced to a harsh PK due to the natural death. Failing to follow such will be considered powergaming.

 

____________________________________________________________________________________________________________

 

-Abilities-

 

 

The Affliction of a descendant is a peculiar boon, while some aspects harken back to the symbiotes of eld, similar capabilities and characteristics can be seen in the ones seen in this age. While the prior generation could ulitize their boon indefinitely, this is no longer the case as the symbiote depends on co-existence with the bearer. Therefore, the abilities can only be used – or exerted – for so long before it ultimately loses energy and recedes back to its prior state, where it’d recuperate onto what it once was within a day’s worth of rest.

 

While one can be efficient, or smart, with their use of the Affliction, the duration of it stays the same; it is a tool, a utility, above all else. Experience, and teaching, will only aid one in knowing how to properly use it amidst a variety of situations.

 

The Affliction follows a tier-based system not dissimilar from regular magics, their aptitude increasing as the bond strengthens.

 

- For the Afflicted, the body is sectioned into six parts, those being the head, the torso, the legs, and the arms.

 

-  Non-flesh based prosthetics aren’t unable to be used or modified by the symbiote, etc Clay. They are unable to be altered or augmented at all.

 

- The Symbiote does not alter, augment, or affect any Tawkin Mutation at all.

 

-Exhaustion Table-

 

2 unit(s): The Afflicted will feel slightly out of breath, though barely noticeable.

 

3 unit(s): The Afflicted’s breathing is slightly more strained, though still hardly inhibits them.  

 

5 unit(s): The Afflicted notice a slight lethargy, where their breathing becomes heavier. They will experience slightly slowed reflexes and will be prone to fatigue and a shortness of breath. They are limited to three quarters of their movement speed in CRP.

 

8 unit(s): The Afflicted’s movement slows by about half and becomes one-meter rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion.

 

10 unit(s): The Afflicted has completely exhausted themselves, quickly falling into an extremely exhausted state, rendering themselves completely unable to fight in the fight as combative movements are ineffective, and inefficient. Etc, as you try to swing at someone, it’s very slow and counterable.

 

- When the units are completely used, the Symbiote requires rest to recuperate. During this time, the Afflicted cannot use it for 1 OOC day, and the Afflicted requires nutrition. You are unable to change your appearance, reverting back to your prior one, and are unable to alter or augment their bodies. Furthermore, the passive are not applied during this time, if any.

 

- Eating while in combat makes you vomit onto the floor. It provides a stun that lasts a duration of [2] emotes.

 

- The Symbiote’s units regenerate every 24 OOC hours.

 

- Should one not eat, their Symbiote – within them – would begin to hunger and lash out, eventually feasting on the innards of the Afflicted, effectively PK’ing them. This is not necessarily forced to solo-RP every day, although it is recommended to add it to one's RP occasionally as proof of the afflicted keeping a consistent diet.

 

-Bodily Alteration-

[Combat/Non-Combative]

[1 connect + 2 cast (for one distinct part of the body) + 1 (for another piece of the body.)]

“Better suit yourself, if only for a short while.” 

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[A depiction of an afflicted, utilizing his symbiote to produce a whip-like appendage]

 

___

 

The primary ability of the Afflicted comes from the alteration of one’s self, much like the pregonators before. With the aid of the symbiote, an Afflicted can temporarily sculpt and change their bodies into something different to benefit them in the current situation. There are various ways that this can occur aesthetically, such as a liquid or even a haze, however this provides no mechanical benefit or change. Whilst similar to transmutation, the procedure is not magical, and comes from the bearer, whether it be through, pores, fluid, mist – or whatever aesthetic –to be able to sculpt the desired region; shaping, or hardening into whatever is willed. 

 

Naturally, the changes are not permanent; one must keep in mind that calories begin to burn to keep this alteration active, more minor alterations (ie elongating/hardening nails, making skin courser and rougher) burn significantly less calories compared to more flamboyant and aggressive alterations. While in the process of transformation, the afflicted will endure some pain, given the transmogrification of flesh and bone.

 

- This costs a minimum of [1] unit to make the parts last for [5] emotes, and to sustain it for an extra [5] emotes, [1] unit is required. An additional piece requires [1]. Etc, Two pieces would cost; ((2 Units to make it last for 5 emotes, and to make it last for another 5 emotes, it’ll require an extra two units.)) This is due to the Symbiote requiring energy to utilize its abilities, and over-exerting itself would exhaust both the Afflicted, and the Symbiote. Great-shields, and polearms and lances, count as two pieces, and three pieces respectively.

 

- Only one distinct part of the body can be altered at one time, and to morph another requires [1] extra emote. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [2] emotes.

 

- Alterations are only capable of being crude versions of the mundane weapons. This being axes, swords, daggers etc. No intricacies can be applied to them (ex. sword breaker)

 

-Procured armor is no different than their normal counterparts, reaching the maximum potential of steel Platemail. Armouring is as durable as any ordinary armor counterpart up to steel in quality with no added defense, and would weigh the same as if an individual were to equip that armour normally. The next body part is iron, then slayer-steel, then gold, in strength.

 

- These formations are unable to be done instantaneously, generally taking [3] emotes minimum depending on the size of the manipulation in question. Someone could pull out a weapon quicker than an Afflicted could make one, for example. If they are interrupted while harnessing their ability, the symbiote is then dazed for a moment - required to start again from the beginning of this specific augmentation.

 

- Although the focus of the symbiote is easily broken if it is in midst of combat, one is still capable of defending oneself whilst making weaponry or armory upon oneself via the use of a shield or a blade. Albeit far less optimal as one essentially has to multi-task, the afflicted can easily have the progress of the transformation interrupted should they suffer a direct blow, or an attack that would wind one (ex. Blocking a full-force greatsword with a normal sword/shield). Not only defend, however, one can also attack- though too not at their full capacity; limited to but short counter-attacks that are about half as effective as it would normally be (ex. Instead of breaking a person’s helmet with a hammer, you’d only dent it). One couldn’t lock their sword with another’s and keep their focus in altering a limb. Additionally, the afflicted will find themselves to be able to walk 2 meters (blocks) per emote, rather than the usual 4 due to the need to focus.

 

- Talking counts as an emote-turn.

 

- You are unable to shift - or move - your organs while they’re inside your body. Nor, can you fix, or mend wounds instantly.

 

- If you don the Tawkin Mutation of Natural Armor, or Natural Weapons – mutations are unable to manifest in those areas.

 

- Procured armor doesn’t protect one from the force of impacts, or blunt weaponry. One could still feel, and have their bodies injured even while having their bodies protected, or hardened. Furthermore, the stronger that the procured armor is, the more distinct and noticeable that it becomes, it cannot be hidden underneath plated-armor, or protection, meaning that either long garbs, or a cloak is required.

 

 - Formed weaponry are not greater than their mundane counterparts. A bladed arm would serve just as a normal blade; and their strength is akin to iron. Per each armament created, the duration that they last for shortens, and their durability goes from steel, to iron, to Slayersteel, to Gold respectively.

 

- The aesthetic is up to the player’s discretion as long as it does not blind/daze the opponent, whether the excreted essence be mist/haze-like that travels over the area to manipulate it or a viscous liquid. This is also the deal with how the manipulated area appears, perhaps completely changing the region as shown in the depiction or merely seeming as if something was overlaid the skin, etcetera. There is no mechanical difference.

 

- Alterations can not extend past one, and a half, meters (blocks), meaning that the max height of your weaponry can reach 150 centimeters, although leverage should be also taken into account. Ranged weaponry is not possible, but things such as quills are.

 

- This cannot be used at the same time with a magical ability.

 

- There must be a distinct tell when performing this ability as long as the limb is exposed. If you attempt to hide it, you will at least show pain amidst your transformation, and continuing means you are unable to respond or defend yourself.

 

- While one can transform their arm into a tentacle/make the bone malleable and strengthen the muscles around it to become as flexible as a tentacle, it cannot exceed half a meter the current length of their arm. Likewise this alteration cannot exceed the max strength of the limb. Furthermore, you are unable to exceed the peak of your race’s strength.

 

- Any and all alterations cannot exceed the peak strength of your race.

 

-Bodily Augmentations-

[Combat/Non-Combative]

[1 connect + 2 cast (for one distinct part of the body) + 1 Additional (for another piece of the body.)]

“I lend my aid -- wield it well, host.”

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[An afflicted, altering their skin to protrude spikes from it]

 

As a more complex variant of bodily alteration, Augmentations offer the Afflicted a short-term addition for their bodies.

 

As depicted in the name, bodily augmentations build off the body while bodily alteration changes it. The ability can be likened to transmutation, an example being the creation of extra limbs, though weaker than ordinary limbs.

 

The amount that can be attached to one’s body is finite, the more that one has procured, the less the wielder is able to effectively utilize at one given time; augmentations must remain attached onto the body to function. Similarly to alteration, augmentations invokes pain upon the persona, becoming less of a burden as the Afflicted becomes more experienced.

 

- As alterations, attachments are not instantaneous and require [3] emotes to use as minimum, more or less depending on the size and density. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [2] emotes.

 

- Talking counts as an emote-turn.

 

- Although the focus of the symbiote is easily broken if it is in midst of combat, one is still capable of defending oneself whilst mutating new appendages upon oneself via the use of a shield or a blade. Albeit far less optimal as one essentially has to multi-task, the afflicted can easily have the progress of the transformation interrupted should they suffer a direct blow, or an attack that would wind one (ex. Blocking a full-force greatsword with a normal sword/shield). Not only defend, however, one can also attack- though too not at their full capacity; limited to but short counter-attacks that are about half as effective as it would normally be (ex. Instead of breaking a person’s helmet with a hammer, you’d only dent it). One couldn’t lock their sword with another’s and keep their focus in altering a limb. Additionally, the afflicted will find themselves to be able to walk 2 meters (blocks) per emote, rather than the usual 4 due to the need to focus.

 

- Four is the maximum attachments capable, the more additions equals the less they are feasible, degrading them. 

 

- Attachments can not extend past one meter (block).

 

- Attachments are only capable of being crude versions of the mundane weapons. This being axes, swords, daggers etc. No intricacies can be applied to them (ex. sword breaker)

 

-Four attachments possess 6% the strength in comparison to one’s natural appendage

 

-Three attachments possess 12% the strength in comparison to one’s natural appendage 

 

-Two attachments possess 25% the strength in comparison to one’s natural appendage  

 

-One attachment possesses 50% the strength in comparison to one’s natural appendage.

 

-In combat, all attachments after the first two will become clumsy and harder to control as the Symbiote is put into a state of panic. In light of this, an Afflicted with 5 attachments during combat would experience clumsiness in the 3rd, 4th and 5th, which would be unable to form sensitive enough ends to properly wield objects, and would also take [2] additional emote to aim and strike with; to aim, and strike respectively.

 

- The aesthetic is up to the player’s discretion, even if it’s a metal-like appearance, it is a facade; and it will have the same density of flesh, and bone. It is functionally a new limb, made of flesh and bone. Aesthetics only apply aesthetic, and don't contribute to anything.

 

- This costs a minimum of [1] unit, and further augmentations cost an extra [1] unit per body piece.

 

- Should an appendage that the afflicted made be cut off or by some means destroyed- the afflicted will, nonetheless, feel pain equivalent to that of losing a regular arm, and it will continue to bleed profusely unless the afflicted will retract the appendage, this necessitating [1] emote to do, and will leave the afflicted open-to-attack for that one emote.

 

- Any and all augmentations cannot exceed the peak strength of your race.

 

-Aesthetics-

[Combat/Non-Combative]

“You complete me.” 

 

Lacking any personality or consciousness of its own, the Symbiote expresses itself through its host’s identity and self awareness. This leads to subtle changes in the appearance of mutations specific to the individual Afflicted. They – by no means – can drastically, or fully alter their appearance. At the most, they can change their hair colour to a natural pigment, eye colour, skin colour (by making it paler, or tanner), can provide minor bone alterations, eye-shape, and cannot fully rid themselves of scars; only making it slightly better or larger.

 

- Aesthetics cannot functionally supersede the limitations prior set out by Bodily Attachments and Bodily Augmentations.

 

- To alter an already-made Augmentation, or Alteration, [2] emotes of preparation are needed. - Concentration is needed to perform this successfully. If they are interrupted while harnessing their ability, the symbiote is then distracted and they’d have to start from the beginning.

 

- If Aesthetics are applied alongside an Augmentation, or Alteration, it will last for the duration that body part lasts for.

 

- Minor bone alterations count as making one seem pudgier, or sharper. People, who have known you well, will still be able to tell that it’s you, or that your appearance is similar.

 

- Aesthetics do not count towards the amount of Attachments and Alternations an Afflicted can have at once as they are not functional, but they will be dropped if an Afflicted is rendered unconscious by any means other than sleep.

 

- You may not alter your height.

 

-Devour-

[Combat/Non-Combative]

[1 connect + 2 cast.]

“We, men, are monsters now.”

 

Should the Afflicted come onto blows with another, they are able to devour the worm from the beaten body of another. This requires [3] uninterrupted emotes, and [5] units. In this instance, the Afflicted would restrain, or keep the other, trapped before sending their Symbiote within the person’s body to devour their own.

 

- The [3] emotes duration must not be interrupted at any moment for it to proceed. The devouring must be focused on, and the Afflicted is unable to respond at all, lest they’d break connection.

 

- PVP deaths, or knock-outs, are not eligible unless the Defender, should they be the Afflicted, default to PVP.

 

- Upon one’s symbiote getting devoured, the afflicted will be unable to attain yet another one for 4 OOC weeks, this is due to the damage in one’s body and soul that the invading symbiote would cause- and in ‘turn would need time to heal to be fit to hold yet another symbiote. This strictly cannot be circumvented with klones or machine spirits or in any other way.


____________________________________________________________________________________________________________

 

-The Rebis-

 

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“I am the first, and the last; The sun, and the moon. I am all, and nothing – I am reborn.” 

_

 

If one seeks to venture into the state of the Symbiote’s perfection – the magnum opus of Alchemy, they may experiment or to become the Rebis.

 

Several factors play into effect with this, but overall, the Afflicted must bring their bodies onto the several stages of death, allowing it to rot and cleanse, sorting out opposing abilities, then uniting said abilities in order to create the perfected being – a culmination of the two forces; epitomizing the balance of polar opposites. It can be seen as the pinnacle of the arts, wherein the Alchemist achieves immortality and transcendence over their form.

 

Since when opposing forces are harmonized and balanced through synthetic creation, the unification of soul, and body, occurs wherein both the Symbiote and the Afflicted become one; the two entities don a single body, and both masculine and feminine traits are unified. It is the merger of the red king and black queen; the sun and the moon.

 

- Due to the creativity of this, it is advised that one properly researches, and does the RP for it. It’s completely freeform to allow for player development.

 

- This allows a player to self PK through the transcendence of their bodies, or form. Their transformed character, unable to shift back to their prior form, is therein granted to the ET for use.

 

- A player has to give OOC consent for this to occur.

 

____________________________________________________________________________________________________________

 

[General redlines for affliction]

 

 

 

 - Affliction is regarded as Further Alchemy, which must be taught and requires an accepted FA to use. To spread the Symbiote via mitosis, a TA is needed. While one doesn’t require an Alchemy FA to become an Afflicted, should they wish to make the Symbiote – an Alchemy FA is needed.

 

- The mental changes brought on by Afflicted only serve to shift their personalities and perceptions and do not bring about any changes in the individual’s intellect or ability.

 

- Due to being an Alchemical Creation, the Symbiote is inherently wary and distrustful of the practicing – and use – of the Void, and Voidal enchantments. Rather than providing an extreme response, it instead provides the Afflicted with an antagonistic view of them, a mindset that occurs with each bad experience; slowly lulling the bearer onto a rather rigid and harsh view of them.

 

- Varg Sigils are unable to be placed on the Afflicted.

 

-Affliction can either be OOCly overseen or taught directly. You may also effectively make the symbiote should you have attained the recipe for its creation, although it does require an active FA for alchemy.

 

-The afflicted are not capable of using magical or voidal enchantments due to their innate distrust of such by any means. Additionally, they will more than likely seek to destroy said enchantment should it be forced upon them.


____________________________________________________________________________________________________________

 

[Tier Progression]

 

In total, Affliction has only 3 tiers.

 

>The very first tier is attained following the initial acceptance of your MA. At this stage the afflicted has only unlocked 6 units, their bodily alteration causes them a high amount of pain and struggle to produce.

>The second tier is attained after 2 weeks following the acceptance of your MA. At this stage the afflicted will have unlocked 8 units in total, they now begin adapting to bodily alteration, the pain and struggle that occurs when attempting such now is at a lesser degree

>The third tier is attained after 4 total weeks or approximately a month following the acceptance of your MA. At this stage the afflicted will have unlocked 10 units in total, they have now adapted to bodily alteration and all its elements. The pain, whilst still present at some degree, is greatly lesser than it originally was.

A TA can only be posted after 3 months of the initial acceptance of your MA, and you have to know the recipe - or creation method - for it.

 

___

 

[Compatibility]

 

The following cannot be inflicted with the Symbiote:

All CAs (barring a few, these will be placed below.)

Necromancy

Blood Magic

Paladins

Druids

Mysticism

Naztherak

Voidal Mages

Heralds – The Feat, and the Magic

Arcane Scions

 

The following can be inflicted with the Symbiote:

Alchemists

Klones, though if the previous body died, it’d have to be inflicted with the Symbiote once more.

Malchediael Templars

Seers

Descendants

Housemages

Homunculi

___


[Credit]

https://www.lordofthecraft.net/forums/topic/156929-%E2%9C%97-afflicted-adversity-of-alchemy/

https://www.lordofthecraft.net/forums/topic/188746-%E2%9C%93-further-alchemy-affliction-loregames-rewrite/

 

Consultation, Help, and Feedback

- Du Locians

- TitaniumLord430

- Tom Lawrence

- 3Jane

- Count Zero Interrupt

- Kujo

- Shady

- Spoon, I helped with Page Dividers

 

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A progenitor says, "To the user of this lore, use it well."


 

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RINGWORM RINGWORM MAGIC

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would you hope to wipe the magic with your write or keep the current community?

 

Also shapeshifting magic with druidism seems redundant

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1 minute ago, Jaxothy said:

would you hope to wipe the magic with your write or keep the current community?

The current community will not be wiped, although if a number of people wish for an overall wipe of all MA's/FA's - i'll be okay with that. I'll put a spoiler on top to comment on that.

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Grandfather me!@1!!1!11!!1?23?4?2

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interesting post wowj, keep it up!

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YOU SHOULD'VE CALLED IT DE WEES ALCHEMY

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im waiting for wowj to do olog venom afflicted rp in duloc, please god accept this

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