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[✗] Corrupted Nephilim Amendment / Rewrite


Qizu
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TLDR

- Corrupted Nephilim are more effective against other herald's and azdrazi corruption wise.
- Added some spells.
- Removed PK mechanic regarding 8/8 corruption.
- Simplified the Corruption Lore (Removed Corrupted Shrines).


 

CORRUPTED NEPHILIM AMENDMENT
 

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And there he stood, his mind closing in upon every thought as corruption filled every fire within his soul,  becaming the monster he sought to defeat.”

 




There will come a time in which a Nephilim will find their flames corrupted by the dark sorceries of the world. Whether it be through necrotic, infernal or other means; this story spans far into the past lives of the Nephilim.

The curse of corruption brings about many atrocities within a Nephilim, so harshly that it can even turn one's kin against another. When their precious inner flame becomes corrupted, Nephilim are subject to crude mental and physical complications. The suffering of corruption attaining itself such a damned reputation, has even led powerful beings such as Dragur himself to offer an escape from these tortures.

 

 



Corruption Mechanics
Should a Nephilim become corrupted they will undergo a specific process that revolves around their 8 units of dragon’s flame. A Nephilim may only attain a total of 8 units during the corruption process, with each attained unit furthering them into the weaknesses of corruption.

Physiology - The body of a corrupted Nephilim is quite unique in nature. Their appearance resembles a struggle between undeath and the true nature of a Nephilim. Their flesh and organs grow decayed and their body resembling their descendent-self, only to be smothered with black or violet fires that surround their bodies. They have two large bone-like horns on their head, and some have also attained bone-like tusks, giving them a maximum of four horns. These horns have no practical function and will crumble easily in combat. These creatures lack visible organs, with their insides replaced with black flames. As they lack vital organs, they cannot be harmed by illness, venom, or poison, but they are weaker in durability and can be harmed by cold temperatures or freezing environments.

Corrupted Nephilim are incapable of Polymorphing.

Spoiler

- Nephilim only take upon a corrupted appearance if they reach 4 units of corruption. All units corrupted prior to that will result in their fires emitting wisps of black or violet during casting.
- Corrupted Nephilim can not be FTB’ed with and are incapable of spawning children.
- Their horns and naturally occurring flames can not be used in combat, and will not corrupt another Nephilim unless they are casted upon.
- Whilst appearing “undead” they still possess lesser draconic souls.
- They are immune to all forms of heat.
- They are incapable of being affected by poisons and sickness.
- Should they have 6-8 units of corruption, it will become hard to perform tedious tasks, such as wearing heavy armor.
- Should they cast all 8 units of their dragon's flame, they are subject to a Hard PK.

- Due to lacking organs from the machinations of corruption, they are no longer damaged by being impaled. However, any blunt force will be able to bring a corrupted Nephilim down, their bones are weak and brittle, only held up by their inner-flame.


Mentality - The mind of a corrupted Nephilim is a dark chasm of despair and insanity. What passions they had once taken light to before, now drive them insane as they chase after them only to continue to serve as a failure of their race. Diseases such as insanity, depression, sadness, jealousy, and more prey upon their weakened minds. What once turned into a play for power in the eyes of a Nephilim - could turn their mind into a room of walls caving in upon itself every day.

Death - Upon a Corrupted Nephilim’s death, they will undergo a painful revival process based upon how corrupted one is upon death. Per every 1 corrupted unit, it requires the Nephilim to take 1 OOC day per revival process.

Spoiler

- The length of revival requires one OOC day per unit corrupted of their total 8 units of dragon’s flame.

- Corrupted Nephilim still adhere to all general rules regarding character death, including suicide PKs.         

- Mechanical death does not count towards their respawn time unless execution is roleplayed, however, should the Nephilim be on the side calling PVP, then they will suffer consequences of the Corruption Respawn timer.

 

Units - Below is a list of the means and methods in which a Nephilim will find themselves corrupted. Nephilim start with 8 uncorrupted units, however should one become corrupted they will find that a corrupted unit replaces one of their 8 normal units. For example, should one be struck with a spell causing two units of corruption, they would have 2 units of corrupted flame to use towards corrupted spells, and 6 units left for normal spellcasting.

Spoiler

Maledictions

- Darkening will corrupt 1 unit per 2 emotes that it is sustained.

- Cauterization will corrupt 1 unit per 2 emotes that it is sustained.

- Bursting’s tainted gore will corrupt 1 unit if it makes contact.

- All Pestilence plagues will corrupt 2 units for their duration, but will never last beyond 2 OOC weeks unless they OOCly wish to.

 

Malflame

- Kriviir will corrupt 1 unit per application, regardless of emote count.

- Vhiit will corrupt 1 unit per strike which makes contact.

- Rok-Dhurz will corrupt 1 unit per hit. A direct hit from a large-sized projectile will cause 1 point of corruption instead.

- Rok-Heedz will corrupt 1 unit per hit.

- Rok-Kirluk will corrupt 1 unit per emote of contact.

- Rok-Ladom will corrupt 1 unit per hit.

- Rok-Argal will corrupt 1 unit per emote of contact.

- Rok-Norrvut will corrupt 1 unit per emote of contact.

- Rok-Niirk will inflict no corruption.

- Rok-Krimth will corrupt 1 unit per 1 emotes of contact.

- Rok-Zevik will corrupt 1 unit per hit.

 

Cursed Idols

- The presence of any Cursed Idol will corrupt 2 units that cannot be cleansed until the Idol’s effective radius is escaped but disappear immediately once it is. 

 

Boons & Banes

- Any Boon or Bane will corrupt 2 units that cannot be cleansed until it is removed. 

 

Zar’akal Abilities

- Areas affected by Ra’Ilkgarokk will corrupt 2 units. After departure, these points need to be cleansed.

- Being subject to a ritual of Kehrlagashk will result in complete corruption, inflicting 8 corruption points and the OOC choice of being turned into an Inferi for an event resource.

 

Infernal Alchemy and Black Alchemy

- Any potion or concoction utilizing inferic or necrotic reagents will, alongside its regular effects, corrupt 0.5 units. These can only be cleansed once the effects of the potion have passed.

Corruption Enrapturement
- Spells listed under Corruption Enrapturement casted from a Corrupted Nephilim that directly hits or affects another Nephilim, will result in 2 units of corruption per cast.
- Spells under Normal Enrapturement casted by a Corrupted Nephilim will corrupt another for 1 units of corruption per cast.


 

 


 

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Corruption Enrapturement
 

Corruptive Influence [Combative] [Passive]

As a corruptive Nephilim, they serve as a highly volatile and dangerous creature to the rest of their kin, including students. As all spells and craftworks of a Corrupted Nephilim are weaved with flames crafted via dark sorcery, their spells have negative effects upon others within Azdromoth’s Brood.

Spoiler

- Should a Corrupted Nephilim strike another Nephilim with any corrupted combative spell, their flames will corrupt them for a total of 2 units per spell.
- If a Herald is struck with the spell of a Corrupted Nephilim, their draan will seize within their bodies and will need to be cleansed via the [Cleansing] spell in Nephilim Lore. Until this occurs, they are unable to cast any Herald Abilities.
- If a Nephilim is corrupted and they use one of their uncorrupted slots to cast a spell of normal Enrapturement, it will still contain corrupted flames corrupting a Nephilim for 1 Unit, and will not affect a Herald.


Fake Death [Combative] [2 turn casting - 1 Corrupted Unit]

The fallen dragonkin is able to temporarily subdue their inner-flame. Through this, their bodies will collapse into a pile of bones (with whatever they were wearing left on the ground). Of course, the

Spoiler

corrupted Nephilim will be able to eventually ignite their inner-flame once more. Once this is done, their bones and attire (or armor) will form back into one.
- Fake Death takes two turns to activate. On the first turn, their innerflame shrinks; the second turn is their body collapsing into a pile of bones.         

- Fake Death will last until the inner-flame of the corrupted is reactivated. Once their innerflame is ignited once more, it takes two turns again to reform.          

- They can only move 2 blocks during this, and are able to attack during this. However, the spell of rotting ash will be included as a tell.         

- The user will be unable to attack as they are reforming, leaving them open to strikes. Thanhium, Frost-Oil and such are able to break the illusion.

- There is a time limit of 4 emotes until the effects of Fake Death disperse.
- Sever hinderance with the bones would break the illusion. (Ex. someone scattering all of the bones in a wide area.)


Fear Inducement [Non-Combative] [Freeform]

Out of combat, corrupted Nephilim are capable of manipulating their  flames to portray an appearance that is not of their own. By utilizing their corrupted fires growing out of their body and forming

Spoiler

bones and flesh to create an illusion of something much greater than they are.

- Fear Inducement can only be used outside of combat. If the corrupted is attacked during fear inducement, their illusion will instantly break and they will return to their normal appearance.

- The height of an illusion and size should be a general reference of the Nephilim’s normal sizing, with exceptions of 1 meter in each direction of their norm.


Ripple [Combative] [3 turn casting - 2 Corrupted Units]

When in cramped situations, a corrupted Nephilim may exhaust their flames outwards in an area around them. By channeling their fires in for two emotes, they cause them to go damp and to fade before unleashing them in a 3 meter radius around their center. This would span out 3 meters in all directions of the Nephilim’s core.

Spoiler

- A clear, visible tell must be emoted.
- This takes two turns to activate, the first a tell of a spell being casted and their flames beginning to flicker, the second the fires within their body forming into a tight mass within the center of their body, and the third the flames exploding around them.

- They can not move or attack during casting this spell aside from head and arm movements.
- This causes no concussive effects.
- This is not a sustained fire however one that will coat those within it in a thick layer of fire that will need to be smothered, put out with water, or have no air to fuel lest they wish to see it burn for 3 emotes.
- This spell causes second degree burns upon contact with flesh.

 

Combust [Combative] [3 turn casting - 2 Corrupted Units]

Nephilim may imbue a large amount of their corrupted dragon's flame into an object that can be thrown as a combustive. Upon imbuing an object, they may throw it outwards before it explodes upon impact. Whilst it is still dragon's fire, it is a lot less punishing to come into contact with as most of the force from this attack is compromised of a combustion of the dragon's flame within the surrounding area of impact. This must be an object thrown from their hand.

Spoiler

- This can be anything from a spear, a rock, a skull, and so on.
- The blast radius of this ability is a 5x5 radius pushing affected individuals to the outer brinks of it. The closer to the combustion, the more severe the blast's effects.
- Flames last for 1 emote after explosion, and cause 1st degree burns if they come into contact with flesh.
- This is thrown at the speed of a baseball, and can go no further than 25 blocks.
- This cannot be applied to large objects, and must be thrown from the Nephilim's hand in which they will use to channel their fires into.

 

Corrupted Defenses [Combative] [2 turn casting - 1 Corrupted Unit]

Corrupted Nephilim are capable of using their flames to create a sphere around them for a total of three emotes. This sphere of fire would churn about rapidly and would be capable of redirecting a singular projectile before dispersing.

Spoiler

- Over the span of two emotes, a Nephilim is capable of wrapping their form in a sphere of churning flames capable of redirecting a singular medium sized projectile.
- Can redirect slung rocks, shot arrows, and a potion. Thrown spears, ballista bolts, and other objects of this nature are not affected by the flames and will pierce straight through them.
- This cannot redirect the projectile back to the caster, it will merely fall to the ground before the sphere.
- This sphere extends 2 meters from the Nephilim’s Body.
- This will block one spell from a Nephilim.
- Should one try to cross through the spell they would attain second degree burns on exposed flesh.
- The Nephilim cannot move during casting and carrying out this spell.
- This spell lasts for 3 emotes, and can be extended 1 emote per Corrupted Unit should the player wish for it to last longer.

 

Self Sacrifice [Non-Combative] [ 2 turn casting - 1 Corrupted Unit]

Should a Nephilim enter a state in which they recognize their wrong doings or accept the consequences of the state in which they have become, they may use an agent gift given onto them by Dragur. A corrupted Nephilim may use one of their corrupted units rendering them to stone forever.

Spoiler

- Enacting this spell on oneself requires the player to Hard PK their character.
- This can only be used on a player’s own character.
- Notify ST once performed to update your CA.

 

 


 

Credits
Qizu - Corruption (Rewrite)

 

PXY, Gamma_Byte, Jentos, Agentkhov (Collaborated Work). 2022. Nephilim - Lesser Dragonkin (Rewrite)

 

 PXY (Organization, Structure, Writing), Werew0lf (Weaknesses, Corruption & Clarifications), Excitedly (Organization, Structure, Writing), Norrthh (Weaknesses & Clarifications) & Creative Consultation (Nivndil, Philposting, Firespirit44, Remeron, Milenkhov, Archipelago, Werew0lf, Sorcerio, Squakhawk). 2021. Nephilim - Lesser Dragonkin (Rewrite) 

 

Yeagerist (Writer). 2020. Azdrazi - The Inner Flame and Severance (Addition). 

nameistaylor (Writer). 2019. Azdrazi - Azdrazi, Children of Azdromoth (Rewrite). 


Numirya. (2016). Collaboration with Lore Writers & provided Creative Assets (Paintings, Sketches).
 

Excitedly, Freema, Key_Of_Solomon. (2016). Nephilim - Lesser Dragonkin. 


Remeron (Writer). 2014-2016. Dragur (Daemon).

 


 

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+1 good rework, well balanced, kinda based

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I will likely be adding / reworking spells in the morning.

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25 minutes ago, Qizu said:

- Nephilim only take upon a corrupted appearance if they reach 4 units of corruption.

Please could you define what a 'corrupted appearance' might be or look like

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3 minutes ago, ReveredOwl said:

Please could you define what a 'corrupted appearance' might be or look like


"Physiology - The body of a corrupted Nephilim is quite unique in nature. Their appearance resembles a struggle between undeath and the true nature of a Nephilim. Their flesh and organs grow decayed and their body resembling their descendent-self, only to be smothered with black or violet fires that surround their bodies. They have two large bone-like horns on their head, and some have also attained bone-like tusks, giving them a maximum of four horns. These horns have no practical function and will crumble easily in combat. These creatures lack visible organs, with their insides replaced with black flames. As they lack vital organs, they cannot be harmed by illness, venom, or poison, but they are weaker in durability and can be harmed by cold temperatures or freezing environments."

 

 

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29 minutes ago, Qizu said:

- Fake Death will last until the inner-flame of the corrupted is reactivated. Once their innerflame is ignited once more, it takes two turns again to reform.      

Also what would happen if people were to take the bones and the bones become seperated?

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2 minutes ago, ReveredOwl said:

Also what would happen if people were to take the bones and the bones become seperated?


This spell was carried over from current lore so I am sure the ST have an answer, however I added a redline regarding your question.

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Some of the radiuses are v strong when you compare them with normal nephilim. Idk if you’d consider making them a bit less strong - however this would make being corrupted a bit more appealing because as of now it’s largely useless. 
 

i also like how the PK mechanic was replaced by the OOC day revival. 

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2 hours ago, Qizu said:

Fear Inducement

“Nah. My character has seen more scary things than this!”

 

A very powerful rewrite tho, I like this. 

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I like it, though I would add that Nephilim flame is vulnerable to air or water evocation (malflame, for example, disperses upon being hit by a T3 Air evo spell)

 

 

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13 hours ago, Jentos said:

Some of the radiuses are v strong when you compare them with normal nephilim. Idk if you’d consider making them a bit less strong - however this would make being corrupted a bit more appealing because as of now it’s largely useless. 
 

i also like how the PK mechanic was replaced by the OOC day revival. 


What do you think would be fair for the spells?

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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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