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[✗] [Further Alchemy] Affliction


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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

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.  

 

Spoiler

Origins

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


Creation

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, fabricated version of the symbiote:
 

Spoiler

- Yellow bile x1
- Black bile x1
- Phlegm x1
- Blood x4
- Earth: Connection x3
- Earth: Life x5
- Water: Growth x3
- Water: Swiftness x3
- Air: Balance x4
- Air: Clarity x2


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.
 
- If the symbiote is created for immediate consumption, then no ST signature is required. Although if one chooses to make one in advance to keep it in an incubator for a day or two, then it is necessary to make an item that is ST signed.

___________________________________

 

Mental Changes

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

 

Bloodlines (Mental Changes Cont.)

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.

 

There are two means of attaining a trait. The first one is inheritance. This means that the afflicted is capable of commanding their symbiote to perform what is called “Mitosis”, meaning that the worm itself is split into two, the other part being excreted through one’s pores, and the other being an alchemically fabricated one, which is capable of attaining a trait that is directly associated with the to-be afflicted that it will merge with. 
 
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.

 

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.
 

Spoiler

[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.

 

- 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. In order to make an entirely new quirk, it must be fabricated with the necessary alchemical recipe which must be learned through RP means.
 
- Generally, the traits are freeform and can be whatever one desires, but change is required. 
- Bloodline traits can be covered by the means of attire if capable, albeit it cannot be removed/changed with shapeshifting or any other means. 

- 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.

 

- 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.

 

 

Physical Changes

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. Should they be hit with a Voidal Spell that is T3 or higher, they'll also lose a unit for the combative encounter.


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’. Although one isn’t forced to RP this every day, it is suggested you include it into your RP when capable.
 
- An Afflicted’s lifespan is increased by a maximum of 100 years. Etc, a Human who lives to 100 can live to 200, and so forth. 
 
- The protection of Mundane Poisons does not account for Thanhic-Poisoning or Azhl Poisoning, and Thanhic-Poisoning, however as Affliction isn’t a mana-based CA, Thanhic-Poisoning does not disable its ability to augment or alter the body.

 

Furthermore, tied to the wellbeing of an Afflicted, a Necromancer's drain is able of stripping a unit from the Afflicted with every portion of lifeforce. Furthermore, plagues and sicknesses made by the Dark Magi will suppress the symbiote for some time, causing the Afflicted to drop [1] 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.

 

Hunger Changes

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. 

 

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.

 

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.


- 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 without proper care and simply put on a shelf, and 2 OOC days if it is kept in a constantly warm and ventilated area. This may be just a simple glass tank that is warm from the inside, or in an egg-incubator like contraption.
 

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

 

- 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 on occasion or  if the chance arises IRP.

___________________________________

 

Abilities

The Affliction of a descendant is a peculiar boon, while some aspects harken back to the symbiotes of eld, similar capabilities and characteristics can be seen in the ones seen in this age. While the prior generation could 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.

 

Tier Progression

In total, Affliction has only 3 tiers. The afflicted has access to every spell upon reaching tier one, the only difference is the amount of units one has which limits how much/what they can do greatly. 

 

T1 (Immediately) - At this stage the afflicted have only unlocked 6 units, their bodily alteration causes them a high amount of pain and struggles to produce. 
 

T2 (2 weeks) - 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
 

T3 (4 weeks) - 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 2 months of the initial acceptance of your MA, and you have to know the recipe and the creation method for it.

 

 

Exhaustion

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.

 

At the very first tier, you will only have access to, in total, 6 units. Any bodily alteration causes a high amount of pain and struggles to produce.
 
At the second tier you will have access to, in total, 8 units. The pain and struggle that occurs when attempting to do bodily alteration is now at a lesser degree.
 
At the third tier you will have unlocked, in total, 10 units. The pain whilst performing bodily alteration is greatly lesser than it originally was.

 

When the units are completely used, the Symbiote requires rest to recuperate. During this time, the Afflicted cannot use it for 3 OOC days, 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. Although in theory,  this is not necessarily forced to solo-RP every day. It is recommended to add it to one's RP occasionally as proof of the afflicted keeping a consistent diet.

 


Bodily Alteration
[1 connect + 1 cast (for one distinct part of the body)]
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“Better suit yourself, if only for a short while.” 

 

Description:

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. 

 

Whilst similar to transmutation, the procedure is not magical and comes from the bearer, whether it be through, pores, warping flesh or bone  – to be able to sculpt the desired region; shaping, or hardening into whatever is willed. 

 

An example is seen below:

 

Spoiler

The Afflicted raised their hand, and slowly skin began to peel away – flaying itself to reveal bone and sinew. Their flesh began to move, molding 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 heralded the strenuous procedure, and they pant. Their forearm is now replaced with a wooden lance-like creation, spanning two meters.

 

Mechanics:

This, in effect, allows the Afflicted to harness their symbiote to shape specific parts of their body to the task ahead. Minor alterations, that don’t really add many benefits to combat, such as elongating/hardening nails, making skin courser and rougher do not cost a unit, however alterations such as changing parts of the body to form a weapon, procured armor, or stuff such as fins are heavier in consumption of one’s energy. 

 

Costs, and durations, are seen below:
 

Spoiler

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.))

 

These alterations can mimic weaponry to a fine degree, capable of morphing and creating axes, daggers, swords, polearms, etc. As for defensive means, like Procured Armor, one would find that it’s no different to its normal counterparts, reaching the maximum potential of steel plate mail, and weighing the same as well. 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 are required.

 

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:

 

Spoiler

[1] 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.
 
[2] 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. In order to tell if an afflicted is casting, otherwise, a “tell”, it is rather blatant. Skin warping, bones crackling- a rather grotesque scene, in general, that is easily noticed.
 
You cannot shift, or move, your organs. Nor, can you fix, or mend wounds instantly. The most that can be accomplished is augmenting flesh to temporarily block the wound that is on the surface level so one doesn’t bleed. This does not apply to organ damage.

 

- If you don the Tawkin Mutation of Natural Armor or Natural Weapons – mutations are unable to manifest in those areas.
 
- 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 steel. With adequate force, it could be chipped.

 

- 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 [3] meters (blocks), though must be reasonable; one cannot have a three-meter long sword.
 
- 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.
 
- Strength and dexterity cannot be bolstered, or altered, beyond the capability of a descendant’s race.

 

Bodily Augmentations
[1 connect + 2 cast (for one distinct part of the body)]

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

 

Description:

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.

 

Mechanics

This allows the Afflicted to harness the symbiote in conjuring forth attachments to themselves, an example being additional limbs or augmentations to the body. The aesthetic is up to the player’s discretion as long as it doesn’t provide any combative advantage at all, 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.

 

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:
 

Spoiler

[1] 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.
 
[2] 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.

 

 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.

 

Costs, and durations, are  seen below:

 

Spoiler

Like alterations, attachments are not instantaneous and require [3] emotes to use. Four is the maximum attachments capable, the more additions equal the less they are feasible, degrading them. In essence, an Afflicted’s attachments are halved in strength per every two they manifest.  This costs [1] unit. 
 
- Attachments can not extend past four 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.

 

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 applies aesthetics and doesn't contribute to anything.

 

- 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, at this point, the injury can be temporarily blocked, preventing one from bleeding.
 
- One can only attack with one attachment in one emote as per CRP rules.
 
- 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.

 

Augmented Senses

[1 connect + 1 cast]

 

Description:

As a more specific and controlled effect of the aforementioned abilities, the Afflicted is able of enhancing one of their five senses by will, augmenting and strengthening it beyond what was possible in exchange for their other senses, bolstering it with an associated cost.

 

Mechanics:

Only three of the five senses below can be applied at a time due to the limitations of the Descendant body, undergoing more than one would make the Afflicted suffer from sensory overload. With the effects of it become more and more prevalent with each sense strengthened. This is chosen with a (/roll 3) with the effects listed below;

 

[1] - The Afflicted becomes short-sighted, blind to all but changes in light past [3] blocks.

[2] - The Symbiote weakens the other senses to strength the one targeted, becoming totally deaf.

[3] - The Afflicted becomes clumsy and impotent, all dexterous actions (etc, wielding a sword,   catching an object, performing a dodge) resulting in failure. 

 

Nonetheless, this is activated over the course of [2] emotes in which the specific body part reflects what was chosen for the individual.

 

Example; Should one augment their eyes, they'd begin to become catlike and even take on inhuman hues.

 

Otherwise, enhanced sensory organs such as echolocation require the individual to not conceal themselves, preventing them from wearing cloaks, helmets and the like. The effects and listed augmentations can be seen below;

 

Spoiler

Sight - By augmenting their sight, the Afflicted's eyes become sensitive to light, permitting them to have nocturnal vision akin to a torch. Nonetheless, shrouded by the moonlight, they'll have the ability to see in the dark as if it were day. Sunlight, however, becomes incredibly bright and binds the Afflicted for [2] emotes. This also includes bright flashes, magical lights, Alchemical concoctions such as Flash Powder. Being affected by it twice forces the Symbiote to recede and to withdraw its bolstering affects for [1] OOC hour. 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 - By augmenting their ears, they'd become more sensitive to sound, permitting them a limited variant of echolocation. At its strongest, the Afflicted is capable of pinpointing footsteps(not muted by magical or alchemical means) within [8] blocks in every direction. Shouts and loud noises such as explosions within [4] blocks of the afflicted individual will cause the symbiote to withdraw, making the afflicted dizzy for [1] emote and deaf for [2] emotes, forcing the sound enhancement to recede and withdraw for [1] OOC hour. Sound does not allow users to hear sound/dialog not heard mechanically unless OOC consent is given by both parties participating in that dialogue.

 

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 [1] emote and forcing the smell enhancement to recede and withdraw for [1] OOC hour. 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 to be an undead’ would be obvious metagaming.

 

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 [2] 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. 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 - 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. 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 (Etc, drinking animii fluid would not teach the afflicted animii crafting).

 

- The Afflicted cannot use or augment their senses alongside other alterations or abilities. It is a singular thing.
 

 

Full Alteration
[1 connect + 3 cast]

“Perfected. Evolved. We stand forevermore."

 

Description:

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.

 

Mechanics:

This allows the Afflicted to harness the abilities of their Symbiote, allowing them to overgo a full transformation to become a beast-like creature. An Afflicted can only have one fully altered form in their lifetime. This is listed in their FA as if it was a CA, stating what they look like and their abilities. 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.

 

Costs, and durations, are  seen below:
 

Spoiler

Full Alterations are not instantaneous and require [4] emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [5] emotes. Meaning one cannot make any additional limbs or bodily augments for [5] more emotes and will be left to use the natural weapons one has in their transformed form.

 

 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 [2]  meters (block) in length.

 

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

 

Spoiler

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.

 

Using this ability requires [5] units, and to prolong it requires another [2] units. 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. 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.
 

 

- 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.
 
- 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. 

 

- 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. An afflicted may feel the void connection cast by a mage from, in total, 10 blocks, and mana obelisks from 25 blocks.
 
- Armour still has to adhere to the logic of full plate mail armour. Meaning joints and slits in the armour must be accounted for without having one's movement completely restrained.

 

Aesthetics

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, and may alter your height by 1" taller or smaller.

 

- Aesthetics cannot functionally supersede the limitations prior set out by Bodily Attachments and Bodily Augmentations.
 
- To alter an already-made Augmentation, or Alteration, [1] emote is 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.

 

Devour

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.

 

General Redlines

 

Spoiler

- 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, whilst able to be placed on afflicted, will also additionally be tied to the alchemical arts. Meaning that one will gain a propensity to see limbs and fingers where there is none (Ex. seeing tree branches as arms, leaves as fingers). 
 
- 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).

___________________________________

 

Compatability
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:

Spoiler

 

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

 

 

 

 

 

 

 

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