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[✗] [Tawkins Amendment.] Grafted Limbs


ThatFunkyBunch
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The Alchemically Grafted Limbs of Tawkin. 

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Tawkins Alchemical Lore Page: 

Spoiler

Creatures and CA's such as Sorvians, Animii and more are able to possess up to four arms, so long as strength is divided. This I believe, should be the same for Tawkins Alchemical Grafts. Lore might have been too vague, but this should help clarify and add more to Tawkins, and in tandem. Homunculi. For now I am only going to be submitting arms, but within the next week plan to create an amendment for legs. 



Since time immemorial, those capable of creation from the material alphabet push the boundaries of their knowledge. 
Much success is found within those that know the alchemical art of Tawkin. From ink sacks grafted onto mortal flesh, to the unholy construct of Homunculi. 


Alchemically Grafted Limbs


Arms


Those with knowledge of Tawkins are able to twist the material alphabet in a perverse mockery of creation. This, extends to limbs. 

  Grafted arms of Tawkins are placed, above the waist, below the armpit. An extremely painful process, which requires the grafted to lay upon their stomach. The back is cut open, flayed flesh stretched. Allowing the Alchemist direct access to nerves, and is required to properly fuse the new bone, and beyond to the body of the targeted grafted. 

  Seven ribs, on each side, of the target are removed, beneath the arm pit to allow the new arms to be fused to the body. These limbs are created before, This is done with the alchemical compound known as Bogodan's Clay. Following, generally, the same application as other replacement grafts of Tawkins. 


  During the creation of an Homunculi, these limbs may be grafted once the creation reaches a size that would allow them to possess additional arms. 


 

  Bogodan's Clay; a malleable substance much alike to flesh and/or bone that may be shaped to the alchemist’s desire. In its most basic form, the material can be applied just as any flesh or bone would, though most namely, it may serve to repair, maintain, and modify biological structures

 

Bogodan’s Clay

Base: Lard

- Earth (Any) x2

- Life x4

- Connection x5

- Growth x4

- Endurance x3

- Grace x1

 



   It will still take the recipient some time to get adjusted to the graft, depending on the nature and scale of the graft in question. While a healthy individual might learn to aptly control a new finger after a few IRL days, having an arm replaced may require an IRL week to fully manipulate — the joint otherwise locking up or simply not moving much beforehand. Similarly, while it is still integrating itself to the nervous system of the host, the recipient would feel a persistent sensation of pins and needles beneath their flesh at the graft’s location, lasting until the graft has fully integrated with its host.

  The cost of major modifications is sustenance, meaning that the grafted limb or appendage requires the lifeblood of their host in order to remain. Hosts of these grafts are required to maintain a healthy diet, feeding as often as they can. The grafted is in a near constant state of hunger, as more nutrition is required for the mortal body to maintain its ability to control these limbs and function properly. 

  As these grafts are unnatural, not repairs of flesh and bone, the energy they draw from the grafted only allows two additional arms to be grafted onto any construct of flesh and blood. 
    

Active Use
    

These additioanl, unnatural grafted limbs of Tawkin follow the strength of the creature they are grafted too, with a set back. 


Creatures possessing average human strength, find that their strength divides between the limbs grafted upon them. This is to say, if a creature of human strength possess three arms, one additional grafted, with only one natural arm upon the right, a natural limb and a grafted arm on the left. 

Right: Strength remains the same. 

Left: The arms divide their strength, when used separately, they possess the strength of voidal magi. When used in tandem with each other, they possess human strength. 


This is to say, that an object unable to be lifted by a voidal magi, would require the grafted to two two arms to left it. In the case of an creature with Uruk Strength, each grafted limb possess the natural strength of a human. Requiring the grafted to use two arms for tasks that require Uruk Strength. 






REDLINES

  Limbs Grafted divide strength between them and require one to have flesh and blood. This requires the person with grafted limbs to actively eat more, and maintain a healthy diet. The Failure to comply will result in the limbs shrinking and decaying. This will be noted by LT, and concerns brought to them if a Grafted is believes to be ignoring this clause. 

  Due to the nature of these grafts, LT are to be contact when a creature is granted them, and reserve the right to deny if they believe that these limbs would bear issue with the player itself having access to multiple limbs. 

 

Only two additional arms may be grafted onto the body. 

  Much like Sovian, and Animii, these limbs divide strength in a simple table below. The table below operates on the basis that a Grafted has two additional arms, in total, four. These grafts require the host to be of the descendant species to operate on that strength. In the creation of Homucili, they must follow the same below. A Homucili modeled after a [Descendant Race]possess [Descendant Race] strength, and vice versa. NOTE, THESE GRAFTS MAY NOT EVER ALLOW ONE TO GAIN OLOG STRENGTH, UNLESS THE CREATURE THAT THE GRAFTED ARM IS BEING PLACED UPON IS AN OLOG OR THE BASIS OF A HOMUCILI CREATION IS OLOG. This will require that each arm operates on Uruk Strength, and Two, achieve Olog strength, 

Void Mage: Each arm alone possess the strength of a Child. Two uses together posses the strength of a Void Magi. 

Human/Elf/Dwarf/Halfling/Etc: Each arm alone possess the strength of a Void Mage. Two used together possess the strength of a Human/Elf/Dwarf/Halfling/Etc.

Uruk: Each arm alone possess the strength of a Human.  Two used together possess the strength of an Uruk. 

  Grafted Arms cannot move unnaturally. This is to say that additional grafted arms operate on a locked socket. Meaning that they, can not fully pivot or bend in unnatural ways that normal descendant arms can not. Whilst arms are able to be move behind the back, they are limited in function to simple additional descendant arms. 

  A creature with four grafted arms, may hold has many objects as they desire, so long as they have the strength to do so. HOWEVER, with alchemical potions, or magical enchantments, TWO arms are required to operate these, following their own redlines, akin to how TWO arms are required to be able to use Crossbows, and Bows. These extra limbs do not lower ANY emote count for ranged weaponry. 

 

Grafted Arms cannot be applied in a combative or impromptu scenario.

 

  Grafted Arms cannot be used to achieve mechanical advantages such as scaling walls, clinging to surfaces with ease, at least without an accepted MArt. 
 

Grafted Arms an individual always requires OOC consent on the part of the recipient.

 



                       

Credit: To all the people that made the Tawkins lore, it might have just been myself, and others that were confused with some of the vague ruling of it. 

Many of these redlines were taken from Tawkins Grafts. 


OOC Purpose. 

To give creatures and notely, Homunculi additional Limbs with the same general restrictions that Animii and Sorvian have. 

 

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But you can only do one action per turn so who needs more than one arm these days...

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Bugman.

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Bugman.

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rewrite it so that you have to use other limbs to add body parts

 

u cut off your legs and get 2 more arms but now u have no legs to walk

 

more based

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