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[✗] [Further Alchemy Feat] The Afflicted II


Gustando
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Spoiler

Should this lore pass, having talked to the Afflicted community, we've come to the agreement for requesting a TA and an MA wipe to occur. Three Grandfathers will be given.

AFFLICTION

INTRODUCTION

 

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 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 to 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

CREATION

 

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

 

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, requiring the recipient to, firstly, be in a caloric surplus in order 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 in a direct manner 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:

- Yellow bile x4

- Black bile x4

- Phlegm x6

- Blood x8

 

- Earth: Connection x5

- Earth: Life x7

- 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 senses of humour react with the key elements and thus produce a worm-like, translucent seemingly harmless creature. Afterwards, it must be consumed so that the Symbiote can form, and begin to acclimate within the wielder’s body.

 

- 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.

 

- The symbiote, once created, requires an ST-Signature, and a screenshot of it is posted in the FA Application to showcase their Bloodline and Sufficient RP. An example of this is showcased in ‘Bloodlines’.

 

________________________________________________________

 

MECHANICS

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 behaviour 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 endeavours. 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.

 

ON 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, and 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 is highly prone to gaining new traits, the old ones that the prior bearers had slowly become less recognizable or perhaps even lost in the newer generations.

 

- As a baseline, 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 over a long period of time, newborn afflicted can attain new quirks separate from those that their makers possess.

 

- Bloodline quirks are only transferred, or 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 do the two symbiotes possess a family-like bond between them.

 

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

 

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

 

- Traits develop once the Symbiote is made, and it has an effect on its wielder, and whoever joins that bloodline.

 

Another effect, 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.

 

In the most extreme cases, the Symbiote can take control of the body, instead of causing aesthetic mutations that herald one’s lineage. An example of this may be a Botanist Afflicted, flowers and petals could grow in areas of their bodies – barring sexual organs – to showcase one’s bloodline, etc their eye. An example is seen below.

 

[Family] Symbiote

A symbiote held within a vial, it moves and swirls about; fervent to latch onto life, to feed its hunger.

 

Upon consuming, one becomes more reclusive as if they were a vagabond, furthermore, they are slowly lulled and enticed to focus upon botanical works – such as herbs. Upon using their abilities, the individual is locked towards the Aesthetics of flora, with their augmentations or alterations seemingly like roots, or flowers. Furthermore, upon missing any limbs; flowers, petals and roots grow over it – while not strong enough to be a prosthetic – it is an indication of one’s family.

 

[!] This was created by the Alchemist, [Player-Name], and follows the redlines and guidelines of Afflicted Lore. It is a Symbiote whose lineage calls to the [Player Surname] Family.

 

- To delve further, and to explain this, an example of a limit on the Symbiote’s aesthetics is such; that 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.

 

- These ‘characteristics’ are required, 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.

 

- Minor bloodlines are not permitted, such as the changing of one’s ears, or eye colours. Substantial change is required, and it ties into the creator’s wants. They do not provide any combative value, and are purely aesthetic.

 

ON BODY

 

Due to the Symbiote being inactive for a vast amount 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 damage 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 unison 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. Elves, however, have a different effect where the Symbiote is able to lessen the effect of their ageing until they reach their 800th year, afterwards its strength wanes and quickly – within 50 years, their true age comes alight.

 

- 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. However, they are only capable of extracting the following Signs: Water, Mundane, and Earth. The others are far too volatile and dangerous.

 

In regards to the Void, 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.

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 voidable 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 will wither away and, as if starved, would be reduced to a mound of flesh and bone.

 

- Affliction cannot be combined with any of the CA races besides Klones and Homunculi. 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 post.

 

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

 

- Afflicted must consume double the caloric amount required by their descendant race, or supplement their diets with alchemically enhanced nutrition or liquid mana. 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’.

 

- 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. Elves, as explained, do not share the effect.

 

- The protection of Mundane Poisons does not account for Thanhic-Poisoning or Azhl Poisoning, and being afflicted with Thanhic-Poisoning would force the Symbiote to retreat back in the body; utilising the wielder as a shield of sorts.

 

ON HUNGER

 

The process of becoming afflicted does not come easy. In the first three months (3 OOC days), a host would feel symptoms akin to a fever; chills, headaches, muscle aches, and such. Unfortunate, but nothing unusual. After three months, the cravings begin. The host becomes ravenous, needing at least double their average consumption of food to sustain the affliction that has developed. This hunger includes a newfound penchant for liquid mana, more tasteful and fulfilling than any meal eaten. Luckily, the affliction only feeds on what is necessary, no detrimental intention to starve the host, but there is no getting around the fact that they are now eating for two. 

 

-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 another to be made. The symbiote can last 1 OOC day by itself, and 2 OOC days if it is kept in a constantly warm, hydrated and ventilated area.

 

- It takes 3 OOC days for one to recover from making a mini-symbiote, meaning you cannot make another one for the duration of it.

 

Foregoing the process of eating enough for the Symbiote, and the Afflicted 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, with gaunt features, and have 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, the 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.

- Although one is not necessarily forced to self-rp eating every day, it is expected that one RPs it.

 

________________________________________________________

 

ABILITIES

INTRODUCTION

 

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 utilize 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. They are unable to be altered or augmented at all, barring prosthetics such as Bogodan’s Clay as they are structurally indistinguishable from regular organic body parts once fully bound, save for aesthetic flaws.

 

- The Symbiote does not alter, augment, or affect any Tawkin Mutation at all. It is further explained below.

 

- In a non-combative setting, if agreed on by the players, the various abilities can be used without the severe requirements outlined in the exhaustion table. Should it turn into CRP, however, then the augmentations/alterations sink into the body, effectively reset.

 

Spoiler

Greater Mutations do not augment the Symbiote in any way, etc – one cannot use augmented senses, heightened dexterity, or Bolstered Strength on attachments to make them more useful. Furthermore, the Symbiote is unable to alter any areas covered by Natural Armors, or Weapons.

 

EXHAUSTION TABLE

 

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 shortness of breath. They are limited to three-quarters of their movement speed in CRP.

 

8 unit(s): The Afflicted’s movement slows down and becomes two meters 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 have 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 countable.

 

- When the units are completely used, the Symbiote requires rest to recuperate. During this time, the Afflicted cannot use it for 3 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 your bodies. Furthermore, the passive is 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

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

[Combat/Non-Combative]

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

 

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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 prior afflicted before. With the aid of the symbiote, the Afflicted can temporarily sculpt and change their bodies into something different to benefit them in the current situation. This is shown via the wielder’s flesh slowly breaking, and reconstructing itself to whatever is required. An example is seen below:

 

The Afflicted raised their hand, and slowly skin began to peel away – flaying itself to reveal bone and sinew. Their flesh began to move, moulding itself around the reconstruction of their body.

 

Slowly, the Afflicted’s bone began to take on a more wooden appearance, all while they are subdued in pain as their hand restructures itself. It began to extend, and strings of flesh clung to the wooden spear-like creation.

 

Finally, the Afflicted lowered its arm, and the reconstructing was complete. Haggard breaths herald the strenuous procedure, and they pant. Their forearm is now replaced with a wooden lance-like creation, spanning one meter.

 

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 fewer 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 – and items of that length – count as two pieces.

 

- 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 armour is no different than its normal counterparts, reaching the maximum potential of iron Platemail. Armouring is as durable as any ordinary armour counterpart up to iron in quality with no added defence and would weigh the same as if an individual were to equip that armour normally. With adequate force, it could be chipped by steel or even shredded by Pure-Carbarum.

 

- 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.

 

- Upon being interrupted mid-cast, either be it by defensive or offensive action, the Symbiote would pause its transformation, keeping the body in its half-formed shape. Normally, these bare Slayer-Steel strength, and will be cruder – bending, and causing pain, with sufficient force. Uninterrupted focus must be gathered to continue the alteration of one’s limb. As seen below:

 

The Afflicted, once interrupted, found their transformation paused. What was supposed to be a lance, instead became a crude short-spear, donning the strength of Slayer-Steel. Haggard breaths curl from their lips, and they found themselves unable to walk faster than two meters.

 

Now they are in an uninterrupted area, they began to focus once more – with no action being taken to them – the spear began to grow until it was the length of a Lance.

 

- Clarity, or Focus, is seen as a moment of time wherein the Afflicted are not interrupted amidst the alteration of their limb. As long as they are not interacted with physically, or with the use of potions, they are able to continue. Mundane sharp, or shrill noises do not count as interruptions.

 

- Talking counts as an emote-turn.

 

You cannot 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 armour 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 armour is, the more distinct and noticeable that it becomes, it cannot be hidden underneath plated armour, or protection, meaning that either long garbs or a cloak is required.

 

 - Formed weaponry is not greater than their mundane counterparts. A bladed arm would serve just as a normal blade, and their strength is akin to iron. With adequate force, it could be chipped by steel or even shredded by Pure-Carbarum.

 

- The aesthetic is up to the player’s discretion as long as it does not blind/daze the opponent, but mostly it borders around the reconstruction of one’s body and the bodily horror that comes from it.

 

- Alterations can not extend past one meter. (blocks), meaning that the max height of your weaponry can reach 100 centimetres, 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 of 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.

 

- Strength and dexterity cannot be bolstered, or altered, beyond the capability of a descendant’s race.


 

BODILY AUGMENTATIONS

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

[Combat/Non-Combative]

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

 

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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 to 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 to the body to function. Similarly to alteration, augmentations invoke 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 [5] emotes.

 

- Talking counts as an emote-turn.

 

- Upon being interrupted mid-cast, either be it by defensive or offensive action, the Symbiote would pause its transformation, keeping the body in its half-formed shape. Normally, these bare Slayer-Steel strength, and will be cruder – bending, and causing pain, with sufficient force. The uninterrupted focus must be gathered to continue the alteration of one’s limb. As seen below:

 

The Afflicted, once interrupted, found their transformation paused. What was supposed to be a lance, instead became a crude short-spear, donning the strength of Slayer-Steel. Haggard breaths curl from their lips, and they found themselves unable to walk faster than two meters.

 

Now they are in an uninterrupted area, they began to focus once more – with no action being taken to them – the spear began to grow until it was the length of a Lance.

 

- Four is the maximum attachments capable, the more additions equals the less they are feasible, degrading them. In essence, an Afflicted’s attachments are halved in strength per every two they manifest.

 

- Attachments can not extend past two meters (blocks).

 

- An Afflicted can have up to four attachments, however, they diminish in strength. This is seen below.

 

- The third, and fourth attachments possess 25% the strength in comparison to one’s natural appendage  

 

- The first two attachments possess 50% 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 4 attachments during combat would experience clumsiness in the 3rd, and the fourth 4th, 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 aesthetics and doesn'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 requiring [1] emote to do, and will leave the afflicted open-to-attack for that one emote.

 

- One can only attack with one attachment in one emote.

 

- Although making a longer attachment such as a spear is possible, considering it requires two hands to wield it'd be highly impractical due to leverage. Blows would be highly imprecise and thus not powerful.

 

- In a non-combative environment, the attachments can be as strong as a normal limb, and can be summoned in as little as [1] emote. Should it progress to combat, the attachments will retreat into the body as the body works towards survival.

 

FULL ALTERATION

“Together, we are strong. Eternal.”

[Combat/Non-Combative]

[1 connect + 4 cast]

 

Upon garnering a full mastery of their Symbiote, the Afflicted may harness their control over it to change the entirety of their body and form; building and changing what is there to aid the wielder in their current task. Similarly to alteration and augmentation, this invokes pain upon the persona, and it does not diminish as the Afflicted becomes more experienced, therefore it is recommended that one uses this far from combat, as being interrupted completely reverts the transformation, and the process must continue once more.

 

- Full Alterations are not instantaneous and require [5] emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [5] emotes.

 

- An Afflicted can only have one fully altered form in their life-time. This is listed in their FA as if it was a CA, stating what they look like and their abilities. A reference would help as well.

 

- The Afflicted will still remain mostly humanoid throughout their mutations; Afflicted cannot be used to emulate Druidic Shapeshifting to the extent of becoming another animal. At the most, they can grow 3 feet in height, but with every foot raised, they lose a block of movement speed.

 

- Clarity, or Focus, is seen as a moment of time wherein the Afflicted are not interrupted amidst the alteration of their limb. As long as they are not interacted with physically, or with the use of potions, they are able to continue. Mundane sharp, or shrill noises do not count as interruptions.

 

- The Full Alteration of one’s body cannot exceed the strength of iron and it 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.

 

- Bodily weapons, in this state, cannot exceed 1 meter (block) in length, and longer melee weaponry, such as spears, halberds, or lances cannot be used.

 

- Senses cannot be augmented or altered,  in this state.

 

- Being interrupted in this state would completely revert the transformation, and the process must restart once more.

 

- In this state, they cannot exceed the peak strength of their race. However, endurance is unaffected – meaning the use of it will still make an Afflicted exhausted, and the energy required to sustain this form cannot be handled for long periods of time.

 

- A maximum of two attachments can be used at this time, and upon forming it, they are half the strength of the Afflicted’s arms. They, however, cannot be altered into weaponry and act as more limbs instead. A maximum of two tool-or-weapon augmentations are permitted while fully altered.

 

- Using this ability requires [5] units, and to prolong it requires another [2] emotes. Once it is used, the user cannot use their Symbiote for 1 OOC day and will be extremely exhausted – and unable to take part in offensive combat – for the rest of the OOC day.

 

- Looking at Enchantments, Voidal Casting, or Voidal Structures would be painful for the Afflicted, as if they were staring at the sun for a prolonged time. Being near a Voidal Structure in this state would begin to decay their current forms until they are just bone over the course of [10] emotes, or 10 minutes in narrative time. Due to this, they are more antagonistic and hateful towards the Void, or Mages; intentionally damaging or causing harm to their forms.

 

- Armour still has to adhere to the logic of full platemail armour. Meaning joints and slits in the armour must be accounted for without having one's movement completely restraited.

 

AESTHETICS

“You complete me.” 

[Combat/Non-Combative]

 

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, furthermore, they can rid one of their horns.

 

- 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 number 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

“We, men, are monsters now.”

[Combat/Non-Combative]

[1 connect + 2 cast]

 

Should the Afflicted come to 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 the 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

“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 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 them 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. However, this is not true immortality as their body would still decay and rot, as they overgo death; permanently stuck in it, with brief visions of what they once were.

 

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.

 

As a baseline, one must find a way to separate their soul from their body – either done by magical means or alchemical in the way of Homunculi – effectively bringing their body to the stage of death. Here, they’d begin to rot and decay, and their body must be cleansed via either Magick, or Alchemical means, further purified with the means of reagents, and symbols; every symbol must be used in equal amounts, and the mixture is therein granted to purify the body. Their opposing traits and bodily forms must be conjoined, and united under sulfur to represent ascension, and the alchemical sign of Fire must be used.

 

- 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 permanently granted to the ET for use.

 

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

 

- For the ET’s use, the Afflicted – as a Rebis – has full control of their symbiote. They can find their alterations, or augments as strong as an Olog. Their attachments may be up to an Orc’s in strength and do not diminish in strength, and they are able to span up to 8 meters in length. However, these look as if they’re an amalgamation of flesh and bone. Furthermore, they are unable to use [Aesthetics] to change themselves or the effects of their Symbiote. However, in this state, magical spells – specifically voidal spells – greatly harm them and decay their form as if it was Necromancy.

 

________________________________________________________

 

 [General Redlines for Affliction]

 

 - Affliction is regarded as Further Alchemy, which must be taught and requires an accepted FA to use.

 

- The mental changes brought on by the 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 practising – 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.

 

- The afflicted are not capable of using void 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.

 

- Due to the natural superstition that is caused by the symbiote, one cannot use or have voidal enchantments in their inventory. For the necrotic or deific kind, you cannot use them in tandem with your symbiote's abilities.

 

- The symbiote's abilities cannot be used for any sort of sexual intercourse (obviously)

 

________________________________________________________

 

[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 have only unlocked 6 units, their bodily alteration causes them a high amount of pain and struggles 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, and 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 to 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 - and creation method - for it

 

Compatibility:

The following cannot be inflicted with the Symbiote:

All Transformative CAs, barring those listed

Necromancy

Mysticism

Naztherak

Voidal Mages

Heralds – The Feat, and the Magic

Arcane Scions

Paladins

Malchediael Templars

Druids

Slotted Seers

Golemancers

Housemages

 

The following can be inflicted with the Symbiote:

Alchemists

Feat-Level Seers

Homunculi

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

Descendants, Wonks, Kha, and Musin

Blood Magic

 

Credits

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/

 

GRANDMA VIEW

Spoiler

Here is basically a TL:DR of the issues, and the changelog that we addressed.

 

- The recipe used would necessitate 8 days of self-rp in order to acquire the humors without help. Though it should be difficult, a less time-consuming approach is ideal.

 

Clarified that the 8 days segment was something to do on Hunger, rather than focused on the creation of it.


- A 3 OOC day cooldown should be standardized, to avoid needing to track use of waters of life, etc.

 

Clarified, and fixed; the 3-OOC day cooldown is standardized and cannot be shortened.

 

- The PK clause should be worked in elsewhere, as moderation of how many calories a character has consumed is unfeasible. It should simply be stated as an expectation that one roleplay eating twice as much as they normally would.

 

Removed the PK-Clause, and put it as a requirement in RP instead.

 

- The passage of traits from one symbiote to another should be a standard rather than being mostly reliant on player choice or the number of people who have inherited it. It should always happen, and in the same way barring new specific mutations.

 

- Applications should be made to include relevant details on these inherited and new traits, for ease of ST tracking.

 

Elaborated, and stated that it should always happen. Furthermore, an example has been added. It can be seen below:

 

[Family] Symbiote

A symbiote held within a vial, it moves and swirls about; fervent to latch onto life, to feed its hunger.

 

Upon consuming, one becomes more reclusive as if they were a vagabond, furthermore, they are slowly lulled and enticed to focus upon botanical works – such as herbs. Upon using their abilities, the individual is locked towards the Aesthetics of flora, with their augmentations or alterations seemingly like roots, or flowers. Furthermore, upon missing any limbs; flowers, petals and roots grow over it – while not strong enough to be a prosthetic – it is an indication of one’s family.

 

[!] This was created by the Alchemist, [Player-Name], and follows the redlines and guidelines of Afflicted Lore. It is a Symbiote whose lineage calls to the [Player Surname] Family.

 

- Biological reagent extraction, particularly elemental extractions, is a bit hard to justify. The scope of what signs can be retained should be limited to what they can reasonably accomplish via internal processes.

 

Stated that only the following signs can be extracted -- Earth, Water, and Air. Personally, I don't understand this as it's just a flavourful way of having an alchemical lab build with you.

 

- The increase to age limits should not apply to elves, or clarify that it does not alter the physical and mental degradation that afflicts them with age. Namely infertility after 500, and mental decay after 800-900.

 

Stated that Elves just look younger for longer.

 

- Physical damage from the mere presence of Voidal Magic is not necessary, it should instead be a primarily mental aversion that redlines willing approach of strong voidal sources such as obelisks, hollows, casting magi, etc.

 

I was confused with this part, but I followed it. The Physical Damage was removed from Weaknesses.

 

- Exhaustion levels for 2 and 3 units are effectively identical, making the difference a bit redundant. Exhaustion could simply start at 3.

 

Fixed.

 

- Interaction with clay prosthetics should be clarified, as Tawkin grafts are structurally indistinguishable from regular organic bodyparts once fully bound, save for aesthetic flaws.

 

This was the case originally, but the wording made voters confused.

 

- Emote cost of each bodily alteration must be explicitly outlined, rather than stating '3 or more'.

 

- Bodily augmentation requires explicit emote counts, rather than a statement of '3 or more'.

 

I was confused with this, as '3 or more' was never in the prior write.

 

- Clarity should be given on what constitutes a connection emote for an afflicted. What does it look like, how is it done?

 

Stated: ' Clarity, or Focus, is seen as a moment of time wherein the Afflicted are not interrupted amidst the alteration of their limb. As long as they are not interacted with physically, or with the use of potions, they are able to continue. Mundane sharp, or shrill noises do not count as interruptions.'

 

- Mists and liquid do not seem ideal as tells for alteration, with warping and twisting of flesh or other solid displays appearing more thematic and fitting as options.

 

'With the aid of the symbiote, the Afflicted can temporarily sculpt and change their bodies into something different to benefit them in the current situation. This is shown via the wielder’s flesh slowly breaking, and reconstructing itself to whatever is required. An example is seen below:'

 

- Bodily Alteration could diminish the piece cost of polearms/lances to 2 rather than 3.

 

Fixed.

 

- Decreasing durability as more parts are added could be removed, and instead all modifications could be unified at iron strength for consistency and simplicity. This permits potential chipping/damage if meeting actual steel or is met with sufficient force.

 

Stated: ' - Formed weaponry is not greater than their mundane counterparts. A bladed arm would serve just as a normal blade, and their strength is akin to iron. With adequate force, it could be chipped by steel or even shredded by Pure-Carbarum.'

 

- Paragraph detailing the ability to maintain a transformation during crp should be rewritten for clarity. It only needs to say that defensive and offensive actions during crp, whilst in the midst of transformation, will pause its progress and be less effective in the outlined ways.

 

- Paragraph detailing the ability to maintain transformation during crp should be clarified equivalently to the one in the prior section.

 

Stated: 'Upon being interrupted mid-cast, either be it by defensive or offensive action, the Symbiote would pause its transformation, keeping the body in its half-formed shape. Normally, these bare Slayer-Steel strength, and will be cruder – bending, and causing pain, with sufficient force. The uninterrupted focus must be gathered to continue the alteration of one’s limb.'

 

- Range should be kept at 1 block, as 1.5 blocks is difficult to judge and moderate.

 

Fixed.

 

- It would be best to diminish attachment numbers to 2, as judging 12%/6% strength is extremely hard to quantify. It could, if desired, be brought in-line with automaton balancing, which permits 2 additional appendages at the cost of halving strength in all 4.

 

Stated:

'- An Afflicted can have up to four attachments, however, they diminish in strength. This is seen below.

 

- The third, and fourth attachments possess 25% the strength in comparison to one’s natural appendage  

 

- The first two attachments possess 50% strength in comparison to one’s natural appendage.'

 

- The Rebis should be explained in greater detail, particularly around its abilities and so forth. Some guidelines within which ET can reasonably work.

 

- The statement of achieving perfect immortality is questionable, and the process should be made a bit more open to interpretation as to how one might characterize the end result. No objectively perfect beings, in other words.

 

Explained, granted effects, and showcased how one can do it.

 

- Templarism does not seem to be an ideal combination with affliction, due to some questionable interactions and thematic conflicts.

 

- Blood Magic could, theoretically, be compatible.

 

Done.

 

Consultation, Help, and Feedback

- Spoon (Co-lore writer)

- Du locians

- TitaniumLord430

- Tom Lawrence

- 3Jane

- Count Zero Interrupt

- Kujo

- Shady

 

uEHjKrLRcakhfhlEsUy-qWvJI06BvCL3vQi3a2nBckL6EzZnfLHBzCbRjRMUTylNO4E0BxjXheUhh579azSF4bpExYHtM7_Zu4T-Mh8oY57dFZxznpo5KnIWK43o2nACNNa_DSP9

 

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

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Hey, this is Spoon's write, why lat steal?

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after seeing the changlog, snow's lithuanian brain could not handle it and outsourced to cheap asian labour instead

i have added in a 'grandma view' for ppl who cant be bothered to read

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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