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[✗] [MA + Alchemy Addition] Affliction, the Third Coming


The King Of The Moon
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artem-demura-la-belle-dame-sans-merci-1.

    "Not ready to die. Nor willing to kneel.

Afraid of the dark, blinded by the light.

We hungered for more,

and hunger led us here."

-"Worm-skin", a material alphabet poem.

 

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In recent times, the calamity of Ando Alur has caused a rippling effect throughout the realm. Various Afflicted across the land began experiencing negative symptoms as their symbiotes began to die out as a result of voidal pollution. A concerned cabal of alchemists began developing an alternative strain of the symbiote as a result. The goal of this new strain would be more resilience to the negative effects of voidal exposure, as well as refinement of some issues with the original formula.


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The creation of a symbiote is a closely guarded recipe synthesized by the most recent cabal of alchemists to revive their mutation. Requiring the masterwork of an alchemist to create, not all afflicted are inherently capable of replicating their parasite. 

Spoiler

Base: Liquid Mana
1x Count of Blood from the recipient of the symbiote
6x Connection
3x Endurance
6x Continuity
2x Growth
4x Empowering
2x Balance

 

This is a ‘Rare’ recipe that requires a T3 Alchemist to create. In that regard, only a master alchemist who has been taught to do so can create a symbiote. The combination with a sufficiently aged Afflicted MA and the alchemic prerequisites must be met before a TA can be produced. 
 

Due to the nature of affliction as a deeply personal and inherently ‘bodily’ magic, there is little room for narrative instruction. This means once a symbiote has been administered an affliction ‘student’ will receive their instruction through OOC oversight. 
 

Furthermore, if an alchemist obtains the knowledge to do so they may narratively self-teach affliction by producing their own symbiote, albeit only if a teacher with available student slots agrees to OOCly oversee them.

 

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The Shared Mind

Spoiler

A creature without the capacity for thought beyond self-preservation, the symbiote usually has little influence on a descendant’s internal monologue beyond an inborn understanding of the material alphabet that makes moonspeak - the tongue of horrors and their servants - intolerable. This language already grating to the sane will cause the afflicted individual’s ears to painfully bleed from burst eardrums as the symbiote literally deafens itself, resulting in a loss of hearing that lasts for three OOC days after moonspeak is heard. Interestingly, this safeguarding tactic extends to the consumption of voidal horror blood: wherein the afflicted are among the only descendants immune to being moonstruck.
 

The symbiote’s cravings will be felt by the descendant host, however, starting at tier one, wherein a realization that their new companion’s thirst for mana must be met and a subsequent desire to consume it however is able. When drunk, liquid mana is ambrosiac to the afflicted individual, acting as a necessary stimulus for the symbiote’s growth (see tier progression below). This addiction can result in extreme outbursts from an afflicted, hellbent on either bartering for a steady supply of the substance if not taking it by force. 
 

OPTIONALLY
Some afflicted will weave a second personality around their symbiote and its needs, never able to overpower the dominant psyche yet forever gnawing when at odds with it and supportive in the fulfillment of its needs, regardless of moral cost. This typically revolves around the concepts of consumption, physical discipline and mental growth.

 

The Nurtured Body

Spoiler

The symbiote relies entirely on its host for survival. Useless outside of a descendant body, the parasite maintains a constant careful management of the body’s resources to maintain a supernatural level of metabolism. This protects the afflicted individual against all mundane diseases contracted after its administration (though it will notably remain blind to any ailment their host suffered prior) as well as all ingested poisons not that are not necrotic in nature. Further, to ensure the longevity of their host from tier three onward the symbiote will sculpt the afflicted individual’s physique and endurance to the peak of its respective race, at all times as strong and nimble as possible. 
 

This careful nurturing sews a base level of paranoia in the parasite, causing it to reject most foreign influences on the body. In this regard, all manner of tawkin mutations will be repelled and made inert by the symbiote, whilst prosthetics not borne of animii crafting and healing remedies not brought on by blood magic or alchemy will be blindly undone. 

 

Magic Subjection/ Weaknesses

Spoiler

Afflicted individuals have ordinary levels of lifeforce and genus, as well as a mana pool at the descendant average. Afflicted also have ordinary souls that produce maleus. In this regard, interactions with the magic and creature abilities of other characters not detailed below should be considered normal, unless explicitly written otherwise in this lore piece. 
 

The Void - As a product of alchemic experimentation and an attempted ‘evolution’ of the creator’s vision, the entropic nature of the void is extra damaging to the afflicted symbiote. Whilst injuries wrought by the elemental evocations and products of conjuration will be akin to those felt by regular descendants, the trauma wrought on the parasite itself will cost them two strains per any injury that directly penetrates or burns the skin of an afflicted, as well as blunt force trauma caused by evoked solids or wind. 
 

Afflicted individuals are incapable of wielding combative voidal enchantments. Upon realization or logical assumption that one has come into their possession, a symbiote will overpower one of their host’s to literally throw such away at the first chance if the host is not already hellbent on destroying it.
 

Necromancy - Tied to the afflicted body and its wellbeing, a necromancer’s drain will strip the afflicted of two strains with every portion of lifeforce. Furthermore, plagues and sickness wrought by necromancers will suppress the symbiote for the long run, causing the afflicted to drop one tier for their duration. For instance, a T5 afflicted individual afflicted with a necromancer’s curse for one week will be T4 for that same duration.


Magic Compatibility

Spoiler

Affliction requires an accepted MA taking up TWO magic slots. 
 

Below is an exhaustive list of feats, magics and creatures afflicted characters can also utilize. Any feats, magics or creatures not listed in the spoiler below are to be presumed incompatible unless amended to the list by the Story Team. 
 

[Feat] Alchemy, with ingested effects resisted or permitted at the symbiote’s discretion
[Feat] Animii Crafting, as well as bodily alterations or attachments
[Feat] Aparionnthros
[Feat] Arcane Displacement
[Feat] Corcitori
[Feat] Golemancy, but incompatible with bodily alterations or attachments
[Feat] Haruspex
[Feat] Seer of Vaasek
[Feat] Sorvian Sculpting
[Feat] Tawkin, but unable to use mutations on oneself
[Feat] Vivification

 

[MA] Blood Magic
[MA] Housemagic 
[MA] Kani
[MA] Seers of Vaasek 
[MA] Druidism excluding Shapeshifting and the Treelord CA
[MA] Heralds of Azdromoth
[MA] Mysticism excluding the Mystic Conjurer subtype and the Wight CA
[MA] Naztherak excluding the Zar’akal CA
[MA] Shamanism
[MA] Templars

 

[CA] Klones
[CA] Homunculi
[CA] Hou-Zi
[CA] Kharajyr
[CA] Musin
[CA] Wonks

 

In the case of the aforementioned, a number of unique interactions are spawned from the pairing of the afflicted symbiote with an art:
 

Druidism -
Attachments become responsive to the communion and control of other druids, meaning they can be forcibly unmanifested should another druid attempt to manipulate them - the symbiote abandoning the limbs once out of its own control after 3 emotes per limb from the druid attacking. The weakness to voidal harm is amplified in druidic affliction, increasing the strains lost to such attacks to four instead of two.

 

Naztherak -
The symbiote of an afflicted mortal prince will be in part consumed as a consequence of their continued interaction with the Hells. A disembodied striith, carrying with it the malice and intent of their relevant pact lord, will merge with the afflicted symbiote, becoming a sentient and forever manipulative force within the host’s psyche, mimicking the shade parasites of yore. This over time warps the host’s mind toward infernal tendencies, at the cost of much of their humanity.

 

Mysticism -
A afflicted mystic will form their attachments out of corporeal ectoplasm, functionally identical to the attachments of other afflicted individuals, albeit with an added weakness to aurum. These limbs interact physically with phantoms and can be harmed by them, and are also subjectable to the 'Spiriting' and 'Saturation' spells. When struck without protection from mutation mastery, mystics will experience a burning sensation akin to that felt by specters attacked with the same material whilst limbs destroyed by any holy magic designed to harm phantoms will cost their symbiote four wasted strains per limb.

 

Heralds-
An afflicted herald forgoes their casting aesthetic in favour of their abilities looking draconic and charred. When harmed with thanhic weaponry their symbiote will be deprived of two strains per strike.

 

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Aesthetics

Spoiler

Each symbiote is different. Lacking any identity of their own in most cases, the symbiote lacks a uniform ‘look’ for many of its abilities. Instead, the application of each greater alteration as well as the texture of any attachment is unique to the descendant’s identity and understanding of how their abilities should look.

 

The aesthetic of these spells is typically divided based on their understanding of what the symbiote is - either magical or alchemical - and thereafter subdivided into different manifestations of the descendant’s desires, skills and personality. An afflicted machinist may have their attachments appear mechanical, reminiscent of a human-animii hybrid whilst an afflicted xionist may create bonelike armour and carapace with the hardening ability. 
 

-This is fundamentally freeform, though will always be:

No less visible than translucent; easy to track as a part of the afflicted entity.
No less solid than a spectre; visibly attached to the descendant host and made of material that can be easily read as tangible - though a vapoureal ‘aura’ can cling to aesthetics so long as it does not obscure what lies beneath. 
In no way different in its mechanical application. Aesthetics cannot produce light or temperature, nor can they in any way extend the capabilities of an afflicted ability past what is outlined in lore.
-Aesthetics will only function on creations of their afflicted. They cannot change a descendant's outward appearance in any other way - this would fall under the changeling ability.
-An aesthetic cannot ‘hide’ an ability or its purpose. Whilst observers may not know what magic is being used when they see affliction, they should be able to tell the function of the ability in use where such can be physically observed - IE the ‘hardening’ spell will always look like armouring of some variety, either as an ethereal shield or an insectile carapace.
-If uncertain on the application of an aesthetic, ST approval should be sought.

 

Attachments

Spoiler

A means of extending their symbiote beyond their own bodies, the ‘attachment’ is a limb additional to the usual descendant form of an afflicted individual. These added limbs can vary wildly in shape, though all are prehensile and as sensitive as general skin (not hands or fingertips), meaning the afflicted will feel pain when they are damaged. Further, whilst they must originate from the torso of the afflicted individual, attachments do not carry blood or link to the afflicted individual’s circulatory system or core bodily structures. This means they cannot be used cast magic through and also do not contain genus, lifeforce, or malleus - exclusively formed out of mana. They fit into two main categorisations: Greater and Lesser.
 

All attachments must originate from the torso of the afflicted. Over the course of two emotes, the point of origin of an attachment can be changed to elsewhere on the torso than where it was initially formed.

All attachments feel pain when struck and are able to be rendered like normal flesh when cut. The severance of an attachment - whilst not lethal due to their lack of blood or direct link to said character’s core bodily functions - would be as physically traumatizing to the afflicted individual as losing an arm or leg. 

All attachments require the same level of hand-eye coordination as required when using their original limbs. There is no additional ‘sense’ guiding their movement. In this regard an afflicted individual must commit their concentration to their immediate surroundings when putting their attachments to use, and cannot cast any form of ranged spell nor aim and fire a ranged weapon or throw a projectile whilst also coordinating the movement of attachments, being as limited in their focus as an ordinary descendant would be when sparring. 

-At any given time, an afflicted individual may have no more than two greater attachments OR four lesser attachments. When used in tandem, they may at most have one greater attachment alongside up to two lesser attachments.

-As physical manifestations of mana, contact with auric oil will paralyse any limb it comes into contact with for two emotes. A limb fully saturated in one count of auric oil will be forcefully de-manifested at the cost of two strains to the symbiote.

 

Greater Attachments - Combat
The symbiote can create up to two greater attachments (or one greater attachment and up to two lesser attachments in tandem). Each can be as strong as a single leg of the afflicted individual but will always be functionally identical to their arms in terms of dexterity and size. They are made up of faux bones and muscle tissue, with an exterior defined by the afflicted individual’s chosen aesthetics as well as any pairing with the ‘Improved Attachments’ greater alteration.

 

Greater Attachments can be uniquely sculpted with anywhere between one and ten fingers per ‘hand’, or no fingers at all in the case of a crablike or tentacle-like grip that instead relies on one to ten suckers. Further, these limbs can be asymmetrical, not constrained to a ‘left’ or ‘right’ shape. 
 

If the afflicted so desires these attachments can instead take the shape of wings, albeit they will be too frail to enable flight, at most capable of being used to glide in events should approval be given by the presiding ST. 
 

Each greater attachment requires three emotes to create in combat. If formed preemptively or outside of combat, an attachment is too large to conceal and must be emoted as plainly visible, at most covered by a cloak that will still protrude and fidget in an obvious manner as natural limbs do. 
 

Creating a greater attachment costs four strains per attachment.

 

Greater attachments cannot be used as a means to achieve flight, though gliding may be allowed with ST approval within the environment of a story event, should such be done outside of combat.
This ability in of itself does not allow for the creation of anything other than flesh, muscle or interior bone without the use of a Greater Alteration listed above.
The number of limbs created by use of this ability cannot exceed two at any given time, both of which possess no more than the natural, unchanged strength of the afflicted individual’s legs.
Greater attachments cannot reach any further than the afflicted individual’s natural arms.

 

Lesser Attachments - Combat
The symbiote can create up to four lesser attachments (or up to two lesser attachments and one greater attachment in tandem). Each can be as strong as a single arm of the afflicted individual but will be functionally far more limited, taking thin serpentine shapes. They are made up of faux cartilage and muscle tissue, with an exterior defined by the afflicted individual’s chosen aesthetics, as well as any pairing with the ‘Improved Attachments’ greater alteration.

 

Lesser attachments are far more simple in their composition, uniformly shaped like tendrils that can reach upto three meters from the afflicted individual’s body. Their tips can be flat or pointed, and whilst suckers can be added for aesthetic purposes, the limbs are only capable of gripping objects by coiling around them. 

They cannot wield objects with precision, and are best suited to administering blunt strikes or acting to help the afflicted move; two lesser attachments will suffice as a substitute leg with which an afflicted can catch themself from falling or use to overcome a limp. Four lesser attachments can fully carry an afflicted off of the ground, offering balanced movement in place of both legs.
 

Each lesser attachment requires two emotes to create in combat. If formed preemptively or outside of combat, an attachment is too large to conceal and must be emoted as plainly visible, at most covered by a cloak that will still protrude and fidget in an obvious manner as natural limbs do. 
 

Creating a lesser attachment costs two strains per attachment.


The number of limbs created by use of this ability cannot exceed four at any given time, all of which possess no more than the natural, unchanged strength of the afflicted individual’s arms.
Lesser attachments cannot wield weapons or tools, or throw projectiles.
Lesser attachments cannot reach further than three meters.

 

Greater Alterations
The most potent of the modifications in the afflicted arsenal, a masterful afflicted can choose up to two greater alterations to specialise into at any given time, thereafter subject to the emote counts specific to each greater alteration listed below. Changing between these alterations requires a seven OOC day transition period, which leaves them vulnerable in relation to the qualities they are altering for that duration.

 

-Alterations must be specialised into to use, thereafter adhering to the emotecount for that alteration. An afflicted may only have two Greater Alterations available to cast at any given time.
-Preparing and changing between Greater Alterations requires 7 OOC days of preparation, costing four strains on the day preparation commences, during which a transition vulnerability specific to the desired Greater Alteration must be roleplayed. Each alteration is thereafter subject to its own emote counts where applicable. 

 

Mutating Mastery - Combat
Used exclusively in combination with their attachments, the mutation mastery allows a symbiote to enhance their attachments to become more functional and durable.

Spoiler

Akin to the 'Hardening' greater alteration, the mutation mastery allows greater attachments to be armoured in scale-like web with similar durability to ferrum. This web is protective against slashing damage, but due to its flexibility offers very little protection against blunt force trauma.

 

Additionally, the mutation mastery allows for short blades of up to six inches in length to be created at the tips of lesser attachments. These are as durable as steel, with the same limitations as weapons made with the 'Blades' lesser alteration.

 

Exclusively outside of combat, the mutation mastery also permits the creation of functional hands upon lesser attachments and when used in tandem with ‘dwed army knife’, the mutation mastery also permits an afflicted individual to wield one tool for every lesser or greater limb. This brings the total potential amount of tools up from two to a maximum of six (one per lesser attachment and one per original descendant arm). 

 

Further, for the sole purpose of non-combat flair, an afflicted individual who has specialised into this alteration can produce one 'pathetic attachment' for each strain available to spend. Pathetic attachments can extend up to three meters long and range in thickness between that of the host's finger or wrist, each one akin in strength to an arm of a pre-pubescent child. Whilst they can grow as long as a lesser attachment they are incredibly basic, lacking the complexity of touch and feeling required to even constrict around objects and lift them - only functional when aiding the actions of a lesser or greater attachment. These can be manifested or removed instantaneously, costing one strain each to create. 

The mutation mastery requires an additional emote on the end of the emotes used in creating a greater or lesser augmentation to muster armour or blades, respectively.

 

Using this alteration doubles the strain cost of the attachment created. 

 

    Transition: cannot use the ‘attachments’ ability. 

 

-Hardening cannot be applied to lesser attachments using mutation mastery.
-Blades cannot be applied to the greater attachments using mutation mastery.
-The mutation mastery does not make lesser attachments any more dexterous in combat or affect the strength potential of greater and lesser attachments.

-Pathetic attachments cannot be created in combat and will instantly de-manifest if combat is initiated. 

 

Hardening - Combat
With this greater alteration, an afflicted is capable of drawing their symbiote out to skin level, for the purpose of creating on the fly armor.

Spoiler

This armouring is capable of matching platemail in its level of protectivity, covering all portions of the body spare where necessary to necessitate movement, sight and respiration. 

 

To be used in conjunction with the Aesthetics ability, armour procured from Hardening can take near any surface level appearance, so long as it is visibly distinct from the afflicted individual’s usual body and clothing.

 

This manifested ‘shell’ acts as an outer layer of skin. Sensitivity in such is completely optional, but in the advent of armour being bent or shattered (just as steel plate mail might be), the afflicted’s skin will tear and split beneath to cause painful bleeds akin to having that area flayed. 

 

Hardening requires two emotes per portion (one arm, one leg, the head or the torso) to armour an area quickly, or alternatively six emotes if the entire body is being armoured at once. Armour manifested through hardening that is damaged can be repaired over the course of two emotes per portion.

 

Using this alteration will cost four strains to fully armour oneself or one strain per portion being created or repaired.

 

    Transition: bones will break and skin will cut from half the usually required force.

 

-Hardened armour can be no more protective than steel plate mail. Additionally, hardened armour requires adjustments akin to real armour to permit sight, movement and respiration; whilst an afflicted could go without these adjustments, they would subsequently be rendered blind, immobile or begin to suffocate. In this regard armour is as cumbersome to the afflicted as if they had worn fitted platemail. 
-Hardened armour must appear visibly distinct from the afflicted’s clothing or skin, granting observers an understanding of a ‘protective layer’ over armored areas at minimum.
-Injuries caused by the destruction of armour will not be healed when armour is repaired or manifested, still lingering below the surface. 
-Hardened armour can only be produced on the descendant form of an afflicted. It cannot be extended over greater or lesser attachments. 

 

Regeneration - Combat
The ability to commit one’s symbiote to the accelerated healing, regeneration can restore an afflicted from all but immediately fatal wounds.

Spoiler

In this regard, fatal wounds such as decapitation, destruction or severe damage to the heart or brain or asphyxiation-inducing injuries (IE a slit throat or strangulation) cannot be helped in time by regeneration alone.

 

Less immediately life-threatening injuries, however, can be treated at will using this ability. To the extremes of severed tendons and arteries, broken bones as well as dislocations, organ failure and bleeds induced by stabs and slashes, an afflicted person can recover through concentrated effort and emerge unscathed. 

 

This process requires three emotes per individual injury (for instance, an afflicted shot with an arrow in each leg would require six emotes) usually detailing the cessation of blood loss, the realignment of ruptured flesh and the closing over of skin. This is a painful process, distracting the afflicted from any precise actions in tandem, and requires the afflicted to keep the regenerating area completely stationary. If physically struck (anything like a punch or kick) the regeneration process is interrupted, meaning injuries will revert back to their pre-regenerative state and the emote count must begin again from scratch.

 

At most, Regeneration can restructure damaged parts of the body and replenish lost or torn skin. It cannot replace body parts that have been detached from the body, though it can re-attach said body parts if held in place for the three emote duration within a narrative hour of their removal. In this regard, an afflicted person who has their arm torn off would not be able to grow a new arm in its place, though if they succeeded in reclaiming said arm it could be ‘sewn’ back on within a narrative hour.

 

Using this alteration will cost three strains per individual injury.

 

    Transition: suffer hemophilia

 

-Regeneration cannot restore an afflicted person from an instantly fatal or crippling injury. This includes decapitation, dismemberment (being cut in two or otherwise torn apart), a stab to the heart or brain to any extent that would be considered fatal to non-afflicted as well as asphyxiation (for instance from strangling and drowning as well as a slit throat). 
-Regeneration cannot regrow severed limbs, though it can re-attach them if recovered and held in place for three emotes of uninterrupted regeneration. This must be done within a narrative hour of their removal. 
-If regeneration is interrupted before the end of its three emote duration, the process is reverted and must be repeated in full if utilized. 
- Regeneration requires the user's full attention and therefore is impractical to use during combat or other stressful situations. Any impact such as a punch or kick would revert the process and need to be restarted.

 

Changeling - Non Combat
Once beneath the umbrella of ‘Aesthetics’ in symbiotes of yore, the power of the changeling epitomizes most afflicted individuals’ new state of being: that of a skinwalker. A faceless creature, whose identity has become muddled with the symbiote they host, ever evolving away from the persona they once held.

Spoiler

The changeling alteration permits the afflicted to sculpt their appearance like no other, displacing cheek, brow and jaw bones, pigment, skin and cartilage at will to unlock an infinite potential of new faces or, should the afflicted have the time to study and trace it, a close mimicry of someone else’s appearance.

 

Whilst predominantly focused on the face, the changeling is also capable of making minor adjustments to the rest of their form. This includes the colouration and texture of skin, eyes and hair (but not growth, see Lesser Alteration: ‘Fur’), where an afflicted might choose the skin hues of another ethnicity or another descendant race entirely, or perhaps the manipulation of blemishes, scars, wrinkles, tattoos and other permanent features. This also applies to the growth and colouration of nails (though never to a weaponizable extent, see Lesser Alteration ‘Weapons’) as well as the addition and reduction of functionally useless horns.

 

Appearances cannot be changed in combat, and outside of combat require a concentrated effort over the course of six emotes, where the afflicted must keep still for the duration. If intending to make only a minor tweak where they would still be recognisable afterward - such as adjustments to colouration - then only one emote is required. 

 

Using this alteration will cost four strains for a full transformation, or one strain per minor adjustment.

 

    Transition: facial features become striking and conspicuous, being grossly exaggerated.

 

-Changeling on its own can only alter someone’s appearance to skin-deep extremes. It cannot add or remove height or weight, nor alter someone’s stature or posture. In this regard, an afflicted human would not be able to resemble a dwarf without the support of the ‘Shrink/Grow’ and ‘Fur’ Lesser Alterations. The sole exceptions to this are the lengthening and reshaping of noses and ears, along with the realignment of teeth and the gruesome removal of gums, cheeks and eyelids.
-Altering one’s appearance to mimic that of another will require three sessions of studying that individual, identifying their facial features, their posture and their mannerisms. Each session requires four emotes of uninterrupted fixation on the individual, to be done from no less than 8 blocks away.

 

Muscular Hypertrophy - Combat
A temporary boost in strength, where a symbiote may manifest abundant muscle tissue to allow feats of strength far exceeding that of the afflicted individual’s racial peak.

Spoiler

Muscular Hypertrophy allows the afflicted individual to enhance their strength in order to carry out a specific action, such as an attack blow, defense against the attack of another, performing a throw, grapple, lift and so on.

 

This involves three emotes of preparation in which the afflicted individual is seen to swell its muscles in accordance with their intended output, thereafter able to enact their action over the course of two emotes. This action can be withheld until it is convenient for up to six emotes before the ability is spent, regardless of if the action was attempted.

 

In combat, once this ability is spent the afflicted suffers significant aches and muscular atrophy for eight turns before it can be used again (emote one being the emote after the action has been attempted, emote eight being the emote before the afflicted may begin their three emote preparation).

 

Using this alteration will cost three strains per boost of strength.
 
    Transition: the afflicted finds themself at a similar level of physical capability to a void mage.

 

-Using Muscular Hypertrophy during combative roleplay will inflict a cooldown of eight turns (meaning, one emote from the user and one emote from each on the opposing side would equal one turn), the ability unable to be used again until after then.
-This ability must be cast with a specific goal presented to the symbiote in order to manifest it, thus creating a one and done mechanic, where an afflicted individual is only able to muster the strength out from within themselves in order to hit, block, lift, push, or pull one thing when they desire to do so. In this regard, it cannot be ‘prepared’ days prior to instantaneously use on a whim.
-Post-cast, this effect only lasts for two emotes.
-Muscular Hypertrophy does not allow the user to exceed any movement mechanics detailed by the combat rules.
-Muscular Hypertrophy allows the use of strength equivalent to that of the average orc, there are no means of exceeding that limit - even those in the form of any sort of potion or drug, to attempt to do so would cause the muscles under the effect of the ability to snap as if they had underwent severe strain.

 

Sensory Enhancement - Combat
An alteration which grants the user the ability to enhance one of their five senses at will (sight, hearing, smell, taste, touch) beyond their natural capabilities.

Spoiler

Only one of said five enhancements can be applied at a time lest the symbiote suffer sensory overload, activated over the course of two emotes in which the corresponding body part reflects the chosen aesthetic of the afflicted individual (this must be obviously extraordinary, for instance eyes becoming catlike and taking on inhuman hues, ears reshaping themselves in styles not akin to any of the four descendant races and so on) whilst the enhanced sensory organ also cannot be concealed in any way, requiring open air to function:

 

Sight - the afflicted eyes become extra sensitive to light, permitting them nocturnal vision. A single candle may suffice in lighting the entirety of a room through the afflicted vision, for instance, whilst moonlight will permit the afflicted to see just as clearly as they would in the day. Sunlight however becomes blindly bright and renders this ability disadvantageous to use outdoors in the day, whilst bright flashes in dark spaces will daze the afflicted and cause the symbiote to instinctively withdraw, blinding them for one emote (or an additional emote where magical flashes are already written to blind someone for a set period of time) and forcing the sight enhancement to reset.

 

Sound - the afflicted ears become extra sensitive to sound, permitting them a limited taste of echolocation. At its most potent the afflicted can pinpoint the likes of footsteps (not muted by magical or alchemic means) within 5 blocks in every direction, and when stood totally still the afflicted can track the movement of entities obscured by materials thinner than wooden boards within 8 blocks. Optionally, a consenting player can also permit an afflicted to hear whispers within 8 blocks and quiet conversations within 24 blocks if there is no separation between them thicker than a wooden door. Shouts and loud noises such as explosions within 8 blocks of the afflicted individual will cause the symbiote to withdraw, making the afflicted dizzy for one emote and deaf for two emotes, forcing the sound enhancement to reset. 

 

Smell - the afflicted nose becomes extra sensitive to odors. This has a blanket range of 8 blocks, in which the afflicted can identify in detail what combination of spices have been used in foods as well as the freshness of said foods, and also the foul smells clinging to the likes of decayed flesh on undead creatures (where relevant; a being made exclusively of bones will not carry a smell) and individuals covered in excess gore in the wake of battle. The afflicted can pinpoint the directions from which these smells are coming. When exposed to excessive odors within 4 blocks, such as two or more decaying corpses (or undead), or magical or alchemic concoctions with a potency higher than mundane perfume, the afflicted will be nauseated to the point of vomiting, incapacitated for one emote and forcing the smell enhancement to reset.

 

Touch - the afflicted becomes incredibly sensitive to texture, temperature and weight. This only extends to objects and entities the afflicted individual can establish skin contact with, allowing them the unique ability to appraise materials they are familiar with. That is to say, by evaluating the texture, weight and temperature of an object through two consecutive emotes of hand contact, the symbiote can identify the material an object is made of so long as the afflicted individual is already familiar with it. For instance, an afflicted metallurgist could tell platinum from silver, whilst an afflicted carpenter could tell yew from oak. This sensitivity becomes incredibly detrimental to combat, where if an afflicted is physically struck the pain of their injury is amplified threefold, causing them to writhe uselessly in pain for two emotes (additional to the debilitation caused by their injury) and forcing the touch enhancement to reset.

 

Taste - the afflicted becomes sensitive to taste. Requiring literal contact with the afflicted individual’s tongue or lips, the symbiote can identify the full range of signs and symbols an alchemical reagent has to offer any medicinal or poisonous properties, as well as the full range of ingredients held in food or drink - including a precise understanding of alcohol content. Despite the afflicted metabolism usually protecting against such, reagents with detrimental ingestive properties will strike an afflicted symbiote that tastes them as though eaten in full, lasting for five emotes until the taste enhancement is forcibly reset.

 

Using this alteration will cost three strains per applied sensory enhancement.

 

    Transition: roll 1d3, subject to the following effects depending on outcome:
    1: the afflicted becomes short-sighted, blind to all but changes in light past 3 blocks.
    2: the afflicted becomes totally deaf.
    3: the afflicted becomes clumsy and impotent, all dexterous actions (IE, wielding a sword,   catching an object, performing a dodge) requiring a roll of 15+ or resulting in failure. 

 

Only one sensory enhancement can be applied at a time. 
A ‘reset’ causes the sensory enhancement to be removed, requiring an additional two emotes to apply it again. 
Sight does not allow users to see in slow-motion. Nor does it allow users to see in total absence of light. It does not offer infrared sight, x-ray vision. In the case of the latter especially, an afflicted person cannot see through the holes in someone’s mask or helmet to identify them (though can if the only ‘disguise’ they wear is the shadow of a hood).
Sound does not allow users to hear sound/dialog not heard mechanically unless OOC consent is given by someone participating in that dialogue.
Smell does not immediately identify individuals as undead, it merely amplifies the reality of a bad smelling person to a worse smelling person; the afflicted individual would need to investigate that line of questioning themselves before drawing a narratively appropriate conclusion. Therefore, proclaiming ‘bad smell = undead’ would be obvious metagaming.
Touch can only appraise materials the afflicted is already familiar with. It cannot be used to discover the properties of new materials, nor can it mimic the likes of voidal feeling or seer identification in revealing the strengths, weaknesses and purpose of materials.
Taste can only be used on reagents and food. It cannot be used on potions or be used to identify the recipe behind alchemic creations (IE drinking animii fluid would not teach the afflicted animii crafting).

 

Lesser Alterations
The largest variety of the modifications in the afflicted arsenal, typically serving utility, flair or 'cantrip' purpose, a masterful afflicted can choose up to four lesser alterations to specialise into at any given time, thereafter subject to the emote counts specific to each lesser alteration listed below. Changing between these alterations requires a three OOC day transition period, which leaves them vulnerable in relation to the qualities they are altering for that duration.

 

-Alterations must be pre-prepared to use, thereafter adhering to the emotecount for that alteration. An afflicted may only have four Lesser Alterations available to cast at any given time.
-Preparing and changing between Lesser Alterations requires 3 OOC days of preparation and will cost two strains on the day preparation commences, during which a transition vulnerability specific to the desired Greater Alteration must be roleplayed. Each alteration is thereafter subject to its own emote counts where applicable. 

 

Mobility - Combat
A highly adaptive creature, the symbiote enables its host to modify minor characteristics of themselves to better traverse their environment.

Spoiler

This can take the form of climbing spikes for steep surfaces or ice, webbed digits for aquatic travel, widened footpad ‘snowshoes’ for walking through tundra and so on. The transition period leaves the affected areas unwieldy or unresponsive at times, causing the host to move at a sluggish pace.

 

As a combat relevant ability, two emotes are required to apply this lesser alteration, repeated if changing to fit the requirements of a new terraine. 

Using this alteration will cost two strains, with a repeat cost if changed to a new terrain.

 

    Transition: movement speed is reduced by one block.

This does not enhance the base speed of an afflicted individual, simply allowing them to maintain that speed across all terrains. 
Whilst usable in combat to aid an afflicted individual’s movement, alterations borne of mobility cannot have offensive or defensive uses (for instance, climbing spikes could not be weaponized) in a combat scenario. 
Whilst mobility can aid with footing on steep surfaces, it will not permit the afflicted to climb up slopes that they could not climb using minecraft mechanics. Further, whilst webbed feet and hands may aid an afflicted in swimming, they cannot be used to walk on water.

 

Gills - Combat
The Afflicted is capable of sprouting gills and adjusting their lungs to  derive oxygen from water.

Spoiler

This enables them to survive submerged for an indefinite amount of time. The transition period for this alteration renders the host plagued by asthma. 

 

As a combat relevant ability, two emotes are required to put this lesser alteration to use if not already visibly applied. 

 

Using this alteration will cost two strains.

 

    Transition: user develops asthma 

-Gills only work to allow breathing underwater and will not help the afflicted filter gasses or fumes of any kind out of the air.
-Gills applied outside of water will cause the afflicted to begin suffocating, and be demanifested by the symbiote over the course of three emotes unless put to use underwater. In this regard, they cannot be prepared at all times to circumvent emotecounts.

 

Dwed Army Knife - Non Combat
The afflicted gruesomely sculps themselves to mimic the tools of a tradesman

Spoiler

By mutating their fingers (or hands for larger alterations), this alternation allows afflicted to fulfill the same purposes as up to two (one on each hand) of the following tools at a time:

 

Scalpel
Chisel 
Small Hammer
Scissors or Shears
Paintbrush (paint would need to be supplied separately)
Quill (ink would need to be supplied separately)
Fork
Spoon
Whisk
Spatula
Screwdriver
Wood File
Small Saw
Tweezers
Corkscrew or Bottle Opener
Hook
Shoe Horn
Toothpick

 

These tools can be as durable and heat-resistant as their metal counterparts, additionally insulated to prevent the spread of heat and vibrations to the rest of the afflicted individual’s body (to the same extent as handles on tools from the aforementioned list.

 

As a non-combative ability, this alteration can be made on a whim without regard for emote counts.

 

Using this alteration will cost one strain per tool created.

 

    Transition: hands function like mittens, unable to move fingers independently of one another for complex tasks.

 

-Possessing tools from a specific trade does not give the afflicted individual any more inherent skill or knowledge on a trade. For instance, whilst a symbiote may provide the afflicted individual with chef’s tools, it can not teach them how to cook.

 

Blades - Combat

The afflicted individual transforms their nails and teeth into short weapons of their choice, assuming the density of steel and becoming bladed and pointed to resemble knives and spikes. 

Spoiler

Whilst teeth will be restricted to what can fit in their mouth (spare orcs, whose tusks can curve into weapons up to six inches long), fingertips and toes can be elongated in a talon-like fashion to span up to four inches each, starting from the second knuckle of each digit. Alternatively, an afflicted person’s full hand or foot may be flattened into a broad cleaver of sorts for chopping, if that is their preference. 

 

Whilst hardened to mirror metal weapons and subsequently deprived of feeling, any damage done to blades borne of this lesser alteration such as excessive bends or chips (which will draw blood on the afflicted) will be manifested as broken or outright missing fingers and teeth once this augmentation ceases. Furthermore, whilst bladed, an afflicted cannot ‘repair’ these body parts and will subsequently be forced to undo the alteration if enough damage is sustained lest they bleed indefinitely. 

 

As a combat relevant ability, three emotes are required to apply this lesser alteration. 

 

Using this alteration will cost three strains per hand or mouth alterations, or one blade per finger.

 

    Transition: roll 1d20. 1-10 = how many fingernails you lose. 11-20 how many teeth you lose atop the fingernails. 

 

Bodyparts turned into blades become rigid as an ordinary knife would, meaning they cannot be bent and twisted in ways that a dagger or sword couldn’t.
Bladed and pointed digits are exactly that - spanning directly from the hand - and as such lack the added maneuverability and support one might have when wielding an actual weapon, making them awkward (and dangerous, due to the damage they can sustain) to use for blocking heavy strikes whilst totally impractical for parrying other blades.
Blades can only be produced on the natural hands, feet and mouth of the descendant host. They cannot be produced on greater or lesser attachments.

 

Grip - Combat
The afflicted palms and fingers become optionally sticky and firm, allowing them to latch onto surfaces and to also lock their hands closed around objects like an iron clamp.

Spoiler

This makes them nigh impossible to disarm, whilst also allowing them to hold onto slick or unwieldy objects with ease.

 

This grip does not however enhance strength, only capable of latching onto something equal or lesser to the afflicted individual’s bodyweight. In this regard, the grip alteration cannot be used to climb up flat surfaces, but may help an afflicted maintain their balance when supported by their feet in tasks like climbing trees.

 

As a combat relevant ability, two emotes are required to put this lesser alteration to use. 

 

Using this alteration in combat will cost two strains per grapple attempt on another character that resists the grip, and will cost one strain in order to retain grip on an object each time a disarm attempt is overruled.

 

    Transition: hands are sweaty and slippery at all times.


Grip cannot enhance climbing beyond mechanical standards.
Grip only applies to solid objects that weigh the same or less than the afflicted character. 
This does not enhance the strength of the afflicted individual or their ability to carry objects, merely their ability to hold onto them. When used to grapple a person, the afflicted grip can be pulled away with two emotes of uninterrupted resistance before it must be reestablished. 

 

Iron stomach - Non Combat

The iron stomach enhances the symbiotic metabolism of an afflicted individual to extreme extents, permitting them to digest: any metal, stone (but not gemstones), any wood, bone, clay, shells and leather.

Spoiler

Any material considered more fragile than the aforementioned is also digestible.  

 

It is important to note that the ability to digest the aforementioned does not mean any object of these materials can be eaten. Objects must still be of appropriate size and shape to consume without damaging the afflicted mouth and throat, as this alteration has no effect on the afflicted teeth, lips, tongue, cheeks and gullet. 

 

This alteration requires a full three OOC day span to add or remove. There is no inhand ability.

 

There is no strain cost for using this alteration.

 

    Transition: acute allergies to nuts, dairy, seafood and pollen

 

-Whilst small blades and spiked objects can be carefully consumed at a time, anything wider than the afflicted individual’s throat will easily cause them to choke and (if sharp) deal potentially fatal injuries, as an ordinary descendant might experience.
-Iron stomach does not in any way strengthen the afflicted ability to bite or chew, meaning whilst they could eat and digest steel, they would not be able to supernaturally bite through weapons or armor. 

 

Bile - Combat
One of the more disgusting usages of their symbiote, an afflicted individual can use this mutation to accelerate the production of bile, numbing their throats and mouths to the usual unpleasantness involved in ejecting such.

Spoiler

In this regard, an afflicted person can produce a continued stream of up to two gallons of saliva or stomach acid each OOC day, able to spit or projectile vomit up to five blocks in any chosen direction. 

 

As a combat relevant ability, two emotes are required to put this lesser alteration to use. 

 

Using this alteration will cost one strain per gallon of bile produced.

 

    Transition: dry mouth, cracked lips, bleeding gums and nose

 

‘Bile’ is no more acidic or otherwise combat relevant than mundane saliva or stomach acid. In this regard at worst a person fully coated may have their vision blurred.

 

Fur - Non Combat
The afflicted can sprout copious amounts of hair from any location where hair follicles are naturally found on the body.

Spoiler

This growth is highly accelerated and can manifest a nigh instantaneous beard. This also permits excessive growth of body hair in all places where it naturally sprouts from, up to a total length of six meters in some instances.

 

Furthermore, mimicking the Beardmancers of yore, ‘Fur’ can be used in combination with the ‘Attachments’ ability to produce additional limbs made entirely of hair.

 

As a non-combative ability, this alteration can be made on a whim without regard for emote counts.

 

Using this alteration will cost two strains per meter of hair grown.

 

    Transition: user sheds hair accelerated until reaching the final stages of alopecia.

 

The fur ability can only be used to grow hair from where it would naturally grow on a descendant, meaning one could not fashion a full-face ‘beard mask’ on a whim, nor create gloves or shoes by growing hair from their palms or the pads of their feet.
Except when combined with attachments, the hair grown by fur serves no function beyond that of human hair - at most helping the afflicted to stay warm. It cannot be weaponized nor serve as additional padding to ‘armor’ the afflicted individual. 
When used in combination with attachments, these ‘hair’ limbs become sensitive and subject to all of the boons and banes of the attachment's ability. In this regard, the pairing of these spells yields entirely aesthetic results. 

 

Parrot - Non Combat
The symbiote grants the host the ability to manipulate their vocal chords to produce unnatural sounds or mimic the voices of others, altering the frequency and pitch of their voice to their heart's desire.

Spoiler

This also allows more musically inclined afflicted to sing at notes across the major and minor scale with ease. 

 

As a non-combative ability, this alteration can be made on a whim without regard for emote counts.

 

There is no strain cost for using this alteration.

 

    Transition: roll 1d2, if you roll a 1 you’re forced to shout everything, if you roll a 2 you’re forced to whisper everything.

 

Whilst parrot could be used to make one’s voice shrill and unpleasant, this will never have combat relevant applications (such as bursting another’s eardrums by screeching).
Parrot cannot make one’s voice any louder than the descendant is already capable of shouting or screaming. 
The afflicted must-have heard the person they are mimicking speak for no less than 5 emotes before being able to accurately copy them.

 

Shrink/Grow - Non Combat

The symbiote enables its host to make alterations to their height through the process of compressing or lengthening the spine, respectively.

Spoiler

This is typically quite uncomfortable and requires an adjustment period afterward. Additionally, the transition period causes a warped and shrunken spine, resulting in a hunchback for the host.

 

This alteration requires a full three OOC day span to become shorter, taller or to reassume their usual height. There is no inhand ability. 

 

There is no strain cost for using this alteration.

 

    Transition: user develops a hunchback for the duration.

 

This alteration can only be used to move one foot taller or shorter.
Can only be used to alter the height of the individual, nothing else.

 

Strains and Tier Progression

The Afflicted Symbiote is predominantly fuelled by mana, leached from the afflicted individual’s own mana pool each time its active abilities are utilized, whilst steadily leaching on that person’s endurance wherever applicable to physical activities like movement, lifting, fighting and so on. 

 

Whilst from injection onward a symbiote may utilize any of the abilities in its roster with an inherent understanding of it - no real ‘knowledge base’ to be drawn from for the physical shifting of one’s own flesh and organs - its capability is still subject to its level of adjustment to a new host. As time progresses, the connection between a symbiote and its host deepens, allowing for further access to that host’s mana pool and in turn allowing the symbiote to push its limits further. These ‘strains’ put on the symbiote serve to distinguish afflicted progression into tiers, as the strain cost of each ability is gradually achieved by the parasite. 

 

T1: 3 Strains
T2: 6 Strains
T3: 9 Strains
T4: 12 Strains
T5: 15 Strains

 

These strains will recuperate over the course of an OOC day, or can be replenished quicker through the consumption of liquid mana. This restoration occurs at a rate of 3 strains per count of liquid mana. Further, corcitori and blood mage afflicted can also recuperate up to 3 strains per unit of genus stripped and consumed from another. Additionally, afflicted naztherak can forgo 10 maleus in exchange for 2 strains, whereas afflicted mystics can warp 1 liturgy into 3 strains.

 

The most potent resource for any afflicted to imbibe is the blood of Voidal Horrors, which when consumed will restore a whopping 10 strains per count consumed.

Whilst subject to the same tier progression timescales as any magic, the symbiotic bond will fail to progress in tier without the proper nurturing atop such. In this regard an afflicted cannot advance in tier without first consuming as follows:

 

T1-T2: Five counts of liquid mana, three units of genus or one count of voidal horror blood. 
T2-T3: Ten counts of liquid mana, six units of genus or one count of voidal horror blood.
T4-T5: Twenty counts of liquid mana, twelve units of genus or one count of voidal horror blood.

 

 

-Affliction requires an accepted magic application to practice, occupying two of a character's magic slots. 

-Afflicted characters lose the ability to willingly produce liquid mana themselves.

-Liquid Mana must be produced by a mage in accordance with the processes outlined in Alchemy II: Processes and Reagents, and unless instantly consumed must be reflected as an item signed by said mage player.
-Corcitori and blood mage afflicted must obtain genus via the means outlined in blood magic lore.
-Voidal Horror blood can be solely administered by the ST during events, requiring a loresigned item to represent it until being destroyed on use.

 

Credit

Hexe

Jaelon

Mordu

 

All art in this post was produced by Artem Demura.

You can find more of their work here.


  tumblr_nwl81zXShq1txu1kho4_400.gifv

 

On 'magic stacking'.

Spoiler

Having read two or three comments expressing concern about 'magic stacking', there seems to be two fairly consistent oversights that I'd like to clear up.

 

The first, regarding what this iteration of affliction can achieve in combat, is dramatically less than any prior generation of affliction. With a hard no-nonsense approach we've taken in this piece against the vague 'reshape your body' instruction given by effectively all prior afflicted pieces, understanding the limited number of strains afflicted have to use each day paints a clear picture that - when you follow the numbers - affliction really can't achieve all that much in an encounter.

The second oversight seems to be with regard to 'what else' an afflicted character can practice. To begin with, it should be taken into account that each and every character on LoTC server has five magic slots. Due to the additional cost of the affliction MA, afflicted characters have only three remaining to fill. The feat applications available to afflicted characters are also available to any and all magics and CAs on the server to my knowledge. Nothing exceptional there. The crux of the misunderstanding, though, seems to be a disregard for the fact that the overwhelming majority of afflicted-compatible magics are incompatible with one another and themselves constitute multiple magic slots.

To elaborate, 
in almost all cases an afflicted can only practice one other magic to its full extent. All magics available to afflicted require magic at least two magic slots to practice with the exception of the miscellaneous trio: Kani, Household Magic and Blood Magic (wherein not taking a second slot locks the blood mage out of several rituals), the latter two of which have no in-combat uses (yes, whilst blood magic can create weapons, these can only be made out of combat and items made by blood mages can be used by others regardless of having the magic themselves; having blood magic is a moot point in combat). Utilising this trio is also the only way in which an afflicted individual could hold four distinct MAs at a time, making Kani their only combat magic outside of affliction itself. 
 

The list seems large at first, without the aforementioned context. I think that misconception is amplified by the fact we chose to create an exhausted list at all; most other magic pieces simply list what can't be used in combination with it, though - as we saw in our previous lore - doing so creates a problem of vagueness toward new magic pieces and an all too familiar potential for abuse. Whilst I can understand why at a glance some may assume there is a potential to 'stack' magics in the creation of overpowered afflicted characters, the list has been handpicked to ensure no more than one combat magic can be held by an afflicted character. A far cry away from the full breadth of five magics (combat or otherwise) most mages have access to. 

 

The intent behind allowing afflicted combinations in the first place is to allow for some freeformity between afflicted. Consistent with its very theme as being a symbiote adapting to its hosts needs, our desire with this piece was to make affliction into a magic that could stand on its own two feet as an alternative to the current voidal, deific or dark spheres of RP, whilst still giving characters the option to supplement their RP in the latter two areas.

This I hope is made most obvious in our choice to make affliction narratively self-teachable so as to break cliques or guild-locking of affliction, as well as our intent with the 'aesthetics' ability to allow afflicted to style their abilities for the express purpose of blending into their cultural or magical background. Attempts have also been made to mechanically bridge these gaps in the cases of Druidism, Mysticism, Heraldry and Naztherak already, and when this piece is voted on I would be more than keen to work with the Story Team to enhance the balance and RP value of these overlaps further.

Sometimes 'neutral' magic doesn't have to mean isolated or 'stacked'. In the best of cases it's a tool to enhance an alignment already present through other means, with which players can tell their own unique story.

 

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Wow this lore is so good an exciting what a great read this is crazy wow 

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This lore was only just posted and I could not possibly have read it in this time, but I am going to make a conclusion based off the author alone.

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no mutant olog????

 

D:

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I thoroughly and absolutely enjoy mordu removing lore and then replacing it with his own lore post. 

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2 minutes ago, Lhindir_ said:

I thoroughly and absolutely enjoy mordu removing lore and then replacing it with his own lore post. 

You mean when @_hexe_ and I wrote the previous affliction lore ourselves and rewrote it again over the course of the past two months because it was no longer up to the modern lore standards and therefore removed by majority ST vote?

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Just now, The King Of The Moon said:

You mean when @_hexe_ and I wrote the previous afflicted lore ourselves and rewrote it again over the course of the past two months because it was no longer up to the modern lore standards?

: )

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Just now, The King Of The Moon said:

unknown.png

: D

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