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[✗] [Further Alchemy] Afflicted - Mortal Transmutation


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An adept afflicted, his arm altered to bear a claw-like weapon.

((Credit to Chris Rahn))

 

Spoiler

 

 

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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 symbiote atrophies. 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 raw– unrefined. While the dynasties grew, in the shadows, two progenitors met under sunless skies, and imbibed on each other's symbiote, molding a zenith design, one fit for a new dynasty.

 

This apex 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 perfected worm flowed through one particular line. A family – with heavy roots to The Hanged Man – noticed the flaw of their symbiote. Seeking to keep their familial ties to their progenitor, they experimented on their link, emboldening and evolving it, laying the foundation of a refined Symbiote.  

 

 

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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.

 

There are two ways to produce a symbiote. The first is to birth an offspring from the already existing symbiote in one’s body. While tied to a seed, this child symbiote is feeble at first, requiring quick ingestion, or cultivation to be able to be transferred to a new host. The second way is manual creation of a symbiote; without ties to a gene line, this symbiote is considered 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.

((Credit to Enipnion))

 

 

The affliction is, in essence, a bio-organic parasite that seeks refuge in the body of a descendant 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. 

 

 Becoming afflicted is a harrowing journey, one that unfolds in distinct phases over the initial three months (equivalent to 3 OOC days). At first, it's a deceptive onset, akin to a lingering fever that wraps the host in discomfort: chills, persistent headaches, and aches rippling through the muscles. Unpleasant, yet not entirely unusual.

 

However, as the clock ticks past the three-month mark, a malevolent shift sets in. Cravings besiege the host, transforming mere hunger into an insatiable ravenousness. The affliction demands sustenance, driving the host to consume double their usual intake of food, a voracious need that exceeds ordinary human limits. Yet, it's not solely solids that satiate this unquenchable hunger. A new desire emerges—a craving for liquid mana, an elixir more captivating and nourishing than any ordinary meal. It possesses a tantalizing allure, a taste that eclipses the most delectable delicacies.

 

Remarkably, the affliction exhibits a peculiar restraint, feeding solely on what is necessary for its sustenance. There's no overt malevolence toward the host; it doesn't intend to starve its vessel. Nonetheless, an unavoidable reality surfaces— they are now eating for two.

 

 

The base recipe for an entirely new, fabricated version of the symbiote:

 

 

Spoiler

Base:

- Yellow bile x1

- Black bile x1

- Phlegm x1

- Blood x4

 

- 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 humours 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 recipe requires an ST signature.

 

- The recipe necessitates 8 days of self-rp to acquire the humors without any assistance. If assisted, the extraction can be done in 4 days.

 

-Upon making the recipe, you cannot make another for 3 OOC days.

 

-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.

 

-There must be OOC consent in order to be infected with the symbiote

 

-A ‘caloric surplus’ refers to RP’ly eating more than one would do normally. This isn’t enforced, however it is suggested you include it in your RP if the chance arises prior to making a symbiote.

 

-One can make a symbiote through ‘duplicating’ an afflicted’s individual one. 

 

-A symbiote can be created by using the given recipe, which must be learned through RP means.

 

 

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[-THE MIND-]

 

As the symbiote establishes itself within one’s body multiple, inherent traits of the symbiote begin incorporating into how one thinks – influencing the behavior of its host. As the relationship between host and symbiote deepens, one would be more inclined to listen to their gut – perhaps reasoning it as the symbiote adding their two cents. An afflicted is more prone to acting on intuition, though a calm mind will not immediately become reckless.

 

-As a baseline, the afflicted are more often than not reliant on their intuition and are prone to depend on their own mindset of what is right and wrong. Although hard logic will steer their resolve. Additionally, one’s bloodline will be a crucial influence on the mindset of an individual- often becoming more inclined to the set of beliefs that they inherit from such process.

 

 

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[-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 observed 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. 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.

 

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 considered “mitosis”, meaning that the symbiote itself is split into two, the other part being excreted through one’s pores and other orifices. The second being an alchemically fabricated one via its own individual recipe, which is capable of attaining a trait that is directly associated with the to-be afflicted that it will merge with. 

 

Another peculiar effect of the symbiote’s influence on the human body is in the form of physical characteristics. Due to the nature of the symbiote being an ever-changing and adapting creature, it imposes such traits in the form of varying physical alterations upon its host. This is done primarily through the symbiotic bloodlines that an afflicted is capable of creating, meaning that each bloodline of affliction possesses a unique characteristic independent to them, these can range from; scars, birthmarks, particular ability aesthetics. . . etc. These are, however, purely aesthetic and cannot serve in any way, shape or form to one’s advantage. 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.

 

- 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 a new trait, you must create an entirely new symbiote via the given recipe.

 

- 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 or body due to the Bloodlines is considered powergaming.

 

 -Applications must include relevant details on these inherited and new traits, for ease of ST tracking.

 

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

 

- 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.

 

- 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.

 

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[-THE 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.

 

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In regards to the Void, an Afflicted may feel cautious, distrustful, or even antagonistic towards an exposed Voidal Mage, or magics pertaining to it as they are subconsciously affected by their Symbiote’s need to survive, and instincts, as it is an alchemical creation.

 

Furthermore, approaching or interacting with strong sources of Voidal Magic, such as obelisks, hollows, and more will result in an overwhelming mental deterrent. This includes but is not limited to feelings of intense dread, disorientation, hallucinations, and potentially lasting psychological trauma. As such, afflicted are strongly advised to maintain a significant distance and refrain from any intentional contact or exposure to avoid the detrimental mental effects of Voidal Magic.


 

- Approaching or interacting with strong sources of Voidal Magic, such as obelisks, hollows or other powerful sites would induce an overwhelming mental deterrent. This includes, but is not limited to, feelings of intense dread, disorientation, hallucinations, and potentially lasting psychological trauma. 

 

- If a klone body dies, a new klone must be granted the Symbiote and it progresses as if it was T1. Though you need to do all the RP necessary to infect it, alongside a member of the ST to add a sign detailing that the klone pod is infected with the symbiote.

 

- 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.

 

- 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. This, however, does not apply to Elves or otherwise long-lived races. Additionally, It also does not alter the physical and mental degradation that afflicts them with age, namely infertility after 500, and mental decay after 800-900. Magical sources that decrease one's lifespan, such as blood magic, nullify an afflicted's increased lifespan.

 

 

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[-HUNGER-]

 

The consequences of starvation for an afflicted individual are both intricate and ghastly. Initially, the first signs manifest as psychological shifts. The afflicted person becomes notably more irritable, progressively displaying a heightened level of frustration and agitation in their demeanor. As the deprivation continues, these psychological changes intensify, leading to a profound alteration in behavior. The afflicted individual may exhibit erratic mood swings, heightened anxiety, and difficulty concentrating. 

 

In the second stage of starvation, the afflicted individual experiences pronounced physical transformations. Their skin takes on a pallid hue, while their facial features become noticeably sunken and gaunt. Alongside these changes, they grapple with a substantial depletion of energy, feeling persistently fatigued and weakened. The body's lack of nourishment becomes evident, manifesting in a general decline in physical strength and vitality. 

 

In the final phase of starvation, the symbiote, desperate to sustain itself, resorts to a horrifying act of self-preservation. It viciously rends and consumes the afflicted individual's organs from within, gruesomely feeding upon its host as a final, desperate attempt to prolong its own existence. The macabre scene unfolds as the symbiote voraciously devours the deteriorating body, perpetuating a nightmarish cycle of consumption and decay from within.

 

- 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 double of what they would eat every day, it is expected that one RPs it on occasion or  if the chance arises in roleplay. This merely acts as a theory for what could happen, and can be implemented into RP if one wishes to.

 

 

 

[-REMOVAL-]

 

The removal of the symbiote is an arduous process for the host. Having formed a symbiotic relationship, such being torn is akin to losing a fragment of oneself. In an act of delusion, or perhaps instinct, the host in question would fall into a state of under-consumption. Any and all food or drink, apart from water, the ex-afflicted would find nauseating, even to the point of vomiting if such would be forced upon them. This initial stage occurs due to the host being acclimated to eating double than what an ordinary body could handle, in a sense ‘awakening’ and realizing the effects such left upon it. Alongside this, they find that all their senses (i.e sight, hearing, smell and touch) would be dulled, they might find more difficulty in completing every-day tasks, such as engaging in conversation, recognizing faces, hearing people if they’re quiet or whisper to them, and often appear as if daydreaming. All of this lasts for the initial [3] OOC days following removal. After such a period of time passes, the individual would find themselves eventually recovering– their senses slowly returning to them, food and drink becoming manageable.

 

If an afflicted wishes to get rid of a symbiote consensually, there are two methods to accomplish such. The first one is allowing an afflicted to Devour another’s symbiote, which is detailed further below. The second, however, is rather intriguing. As the symbiote is a being born from alchemy, so can it be removed with alchemy. A peculiar concoction must be created in order to ‘flush’ said symbiote out, which has already existed for many years. This being the Fervour Concentrate - a potent concoction, known for its extraordinary anti-toxin abilities. Upon consumption of such, the Fervour Concentrate is capable of ripping and tearing the symbiote out from one’s system forcefully, rendering it inert shortly thereafter. The creation method for the recipe can be seen below:

 

 

[✓] [Alchemy] Fervour Concentrate


 

-Removal, apart from being Devoured, requires OOC consent.

 

-You can self-disconnect via the use of the Fervour Concentrate potion. Refer to the lore for its after effects and usage.

 

- Upon one’s symbiote getting devoured, the afflicted will be unable to attain yet another one for [3] 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 effects of having the symbiote removed must be RP’d, otherwise it is considered powergaming.

 

 

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[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 cannot be affected by Affliction. They cannot be altered or augmented at all. The only exception to this is Bogodan’s Clay, as it is 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.

 

- 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.

 


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-EXHAUSTION TABLE-

The symbiote’s ability to enhance the body of its host is limited. With each ability that it enacts upon its host’s body– it also takes away. This comes in the form of the Afflicted body’s natural resources (i.g protein, carbohydrates, fat storage, vitamins, fiber, calcium. . . etc). The symbiote requires a source of energy; in a sense, the afflicted’s own, natural body is the ‘mana-pool’ of the symbiote– needing to compensate for its strenuous exercise upon its host, eating and absorbing the nutrients of the body in order to be capable of producing a result. Simply put, how much the symbiote can take from the body is condensed into ‘units’, which represent the amount of energy that the afflicted’s body still has within it in order to allow the symbiote to absorb it. This is seen by the example below:

 

1 unit(s): The afflicted isn’t affected at all.

 

5 unit(s): The Afflicted’s breathing is slightly more strained, though still hardly inhibits them.  

 

8 unit(s): The Afflicted’s movement slows down and becomes two meters (blocks) 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, rendering themselves completely unable to fight or function. At this stage, an afflicted will pass out and render themselves inert for the rest of the combat.  Additionally, any alterations will cease and retract as the Symbiote tries to conserve its energy.

 

-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 1 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.

  

- The Symbiote’s units regenerate every 12 OOC hours.

 

-For easier understanding and tracking of how many units are used in combat, it is recommended to include how many units [1/10] have been used at the end of an emote. 

 

 

 

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

 

-BODILY ALTERATION-

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

[ 2 units]

[Combative]

 

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A depiction of an afflicted, utilizing his symbiote to produce a whip-like appendage.

((Credit to John Ariosa))

 

 

The primary ability of the Afflicted revolves around a disturbing transformation reminiscent of their predecessors. Empowered by the symbiote, they possess a capacity to alter and reshape their bodies into different forms, adapting to their immediate requirements. This unsettling prowess unfolds as the wielder's flesh undergoes a visceral process, breaking and reconstructing itself to suit whatever shape or structure is deemed necessary for the situation at hand.

 

In a manner reminiscent of transmutation yet far from magical, this procedure originates within the bearer, emerging through an unsightly manipulation of pores, contorting flesh, and warping bone. It's a nightmarish metamorphosis, the bearer's very essence mutating to sculpt the desired region. Flesh and bone writhe and twist at will, molding, hardening, or contorting into any envisioned form, a horrifying testament to the bearer's unnerving control over their own anatomy.

 

Throughout the transformation process, the afflicted will endure considerable pain as their flesh and bone undergo a profound transfiguration.

 

 

 Emote Example:

 

Spoiler
  • [ connection ] The afflicted paused, a brief interlude amidst the flurry of activity around them. Gradually, they settled into a moment of serene focus, a tranquil oasis amidst the bustling chaos. Within this respite, a sense of calm enveloped them, allowing their thoughts to gather and coalesce into a concentrated mental state.

 

  • [ cast ] Abruptly, the tormented figure raised their arm, triggering a monstrous metamorphosis. Their flesh convulsed violently, rippling and tearing as if pulled by unseen, malevolent forces. Skin sloughed off in writhing layers, revealing sinewy muscles twisting and contorting beneath. Bones twisted and warped unnaturally, reshaping into a jagged, crude axe-like protrusion– a sickening fusion of organic tissue and macabre weaponry.

 

 

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An afflicted uruk, limb altered to be a crude curved blade

((Credit to srab23))

 

 

Although bodily Alteration primarily comes in the form of formed weaponry, it is also possible to alter your limb’s natural properties, such as making your hands bigger/smaller, or in the case for the appendage to be whip-like. Though as a guideline, the ‘freeform’ nature of it is limited to:

 

 

Spoiler
  • Altered weapons
  • Altered shields 
  • Gills. The use of this – when active – will not allow someone to breathe on the surface. [Can only be maintained for [10] emotes].
  • Altering the size of your limbs, such as bigger biceps, smaller/bigger hands or feet (though is only limited to being twice the size of your limb, or half as big)
  • Altering the appendage to be as fluid as a whip. Fuse muscle and bone to be one fluid system, similar to cephalopods. This in turn decreases the limb's load limit, reducing it by half. (so if you could lift 10 kilograms, you now could only lift 5). Additionally, you cannot hold any weapons with the appendage, and merely use it as it is.
  • Reinforcing tendons/ligaments. Increase the strength of one’s tendon. This will allow for greater force output that will not exceed one’s genetic capabilities, and decrease the likelihood of tendon damage from either too far of a range-of-motion, or quick movements that strain the tendon.
  • Elasticising joints/tendons. This ability makes joints and tendons hyper elastic, as seen with double jointedness. 
  • Increasing or decreasing bone/muscle density-
  • Increasing bone density allows one to have a load limit, meaning they are able to have more force applied on their body. This can be translated to strength gains (especially movements that would challenge the posterior chain, i.e. squats and deadlifts), not surpassing the peak of one’s original race. In addition, damage to bones will be mitigated; for example if one was to suffer an oblique fracture, the increased bone density would reduce said fracture to a hairline fracture. This comes with the downside of more strain to the central nervous system, as well as requiring more energy output for movement. This calls for more stamina usage, which translates to someone gassing out in half the time they would normally.
  • Decreasing bone density allows one to be lighter and swifter on their feet, although not surpassing their genetic limit. This, additionally, assists in hand-eye coordination and dexterity. This can be beneficial for tasks requiring precision, such as handling delicate items, juggling, chopping vegetables finely, and much more. However, due to the bones being far less dense, naturally, they are far more prone to breakage. Meaning that if one were to suffer an attack that’d normally be a hairline fracture, it’d instead be an oblique fracture. 
  • Fusing bones. The fusing of one’s bones can translate to stabilizing the chosen area, reducing symptoms of pain and numbness. This can act as a natural splint for a damaged appendage. This of course reduces mobility in the system. If one was to fuse their shoulder and arm, typical mobility would be impossible. This is similar to how fusing spinal columns will reduce movement on all planes. 

 

 

 

 

 

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A mutated alteration, roughly akin to an axe or hatchet.

((Credit to Ted Beargeon))

 

 

-A single alteration would be as durable as steel, however, two alterations would make both of them equal the durability of Iron, meaning being prone to breakage from more durable sources.

 

- Alterations can not extend past [2] meters (blocks).

 

-Alterations do not make the entire arm be as durable as iron/steel. Meaning that only the area where the altered weapon is, is as durable as iron/steel. As a guideline, weapons replace the entire forearm and hand, the rest is as durable as a regular arm.

 

-The ability costs [2] units to make, an additional weapon requires [1] units more.

 

-Longer Alterations, such as spears, lances and otherwise weapons that would extend above [1] meter (block), will require three [3] emotes in total to manifest. Meaning [1] Connection + [2] Casting.

 

-These formations are unable to be done instantaneously. Someone could pull out a weapon quicker than an Afflicted could make one.

 

-Making defensive weaponry, such as shields, is also a possibility. Although similarly to offensive weapons, a smaller shield that covers the forearm (ex. buckler) would necessitate [1] Connection + [1] Cast emotes, though bigger shields, one that would cover around the whole torso, (ex. Round shield) requires [1] Connection + [2] Cast emotes.

 

-Only one distinct part of the body can be altered at one time. 

 

- To alter an already-made alteration, [1] Connection + [1] Cast emotes are needed. This includes, for example, turning a sword to an axe, and vice-versa, or switching the weapon from one arm to another. This consumes [1] unit.

 

-A maximum amount of alterations at one time one can reach is [2]

 

- 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.)

 

- Upon being interrupted mid-cast, either by defensive or offensive action, the Symbiote would pause its transformation, keeping the body in its half-formed shape. Meaning that if one would attempt to make a longsword, it’d be reduced to a mere dagger and thus less effective, requiring to retreat and end the process to fully form the weapon. Example below:

 

  • The Afflicted, once interrupted, found their transformation paused. What was supposed to be a lance, instead became a crude short-spear, bearing the durability of Iron.

 

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

 

- In order to tell if an afflicted is casting, otherwise a “tell”, it is rather blatant. Skin warping, bones rearranging- 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. 

 

- If you have a Tawkin Mutation of Natural Armour or Natural Weapons – mutations are unable to manifest in those areas.

  

 - Formed weaponry is not greater than their mundane counterparts. A bladed arm(s) would serve just as a normal blade, and their durability is akin to steel/iron. 

 

- The aesthetic of making weapons/armor must be presented in the transfiguration of one’s limbs and the bodily horror that surrounds such. It cannot be used to blind/daze an opponent.

 

- This strictly cannot be used at the same time with any magical abilities.

 

- 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 flexible, it cannot exceed [2] meters (blocks). Additionally, you may only ‘grapple’ onto areas that you mechanically would be able to climb. You cannot hold any weapons with said limb, and only use it as it is.

 

- Any and all alterations cannot exceed the peak strength, endurance, dexterity etc..  of your race.

 

 

 

____________________________________________________________________________________________________________________________________________

 

“Alchemy is not for those who dare not trod in the unknown, the uncertain.”

 

 

-BODILY AUGMENTATIONS-

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

[ 3 units]

[Combative]

nd_X8bCrxLBF7cNkXz5DqEj_wbisPmjAG_Zo_QtUcUlacBhLmkJezPUc3v79T43d0wndMgtStT-RABUoIOD0UldtFCMTBNXEgNo2i9ZGH9tKLefFl6GXT7Y7ffzAD4qTykFc8WFavX0tGn5jog

 

An afflicted, augmenting their skin to protrude spikes from it.

((Credit to Jayto))

 

 

Named aptly, bodily augmentations involve enhancing the body, while bodily alterations entail changing its fundamental structure. This ability parallels transmutation, allowing for the creation of additional limbs. The capacity for attachments to one's body is finite; the more acquired, the harder it becomes for the wielder to effectively manage them simultaneously. For these augmentations to function, they must remain affixed to the body. Like alterations, augmentations induce discomfort for the afflicted, gradually becoming less burdensome as the Afflicted gains experience in wielding this power.

 

 

Emote Example:

 

Spoiler
  • [ Connection ] The afflicted paused, a brief interlude amidst the flurry of activity around them. Gradually, they settled into a moment of serene focus, a tranquil oasis amidst the bustling chaos. Within this respite, a sense of calm enveloped them, allowing their thoughts to gather and coalesce into a concentrated mental state.

 

  • [ Cast ] As the afflicted finally achieved a state of unwavering concentration, a violent spasm gripped their left arm. Within mere moments, the skin twisted and convulsed grotesquely, contorting into unnerving shapes. A slow, unsettling transformation ensued as a peculiar, chitinous layer began to emerge from the flesh

 

  • [ Cast ] Gradually materializing atop the arm, this twisted growth wove itself into a nightmarish carapace, the grotesque layers unfurling with an eerie and unsettling deliberation. His whole arm was now covered in insect-like chitin, bearing the strength of steel.

 

 

 

- This costs [3] units, and further augmentations cost an extra [1] units per body piece. So [2] augmentations would total to [4] units.

 

-Bodily Augmentation is only limited to extra appendages and armour (spike protrusions count as armor).

 

-You cannot have an extra appendage with an altered weapon already on it. You must first augment an appendage, then alter a weapon upon it afterwards. Meaning an extra appendage with a weapon altered upon it would cost [5] units in total.

 

-Augmented weapons, such as an appendage that has a blade altered upon it, can not exceed past [1] meters [blocks], and follows the redlines of bodily alteration.

 

-To Augment a part of the body with a wider surface area, such as the entire  Torso, would require [4] emotes to accomplish in total. Meaning [1] Connection + [3] Cast. The rest of the body parts are [3] emotes.

 

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

 

-If the user has only one [1] augmentation, then it will bear the durability of steel. However, two [2] augmentations would turn both of them equivalent to the durability of Iron. This only applies to armour. Limbs remain as durable as regular limbs.

 

- As alterations, augmentations are not instantaneous and require [3] emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [2] emotes.

 

- To alter an already-made augmentation, [1] Connection + [1] Cast emotes of preparation are needed. This includes, but not limited to, moving the armour from your arm to cover your leg, or changing the location of an appendage upon one’s body. This costs [1] unit to do.

 

- Upon being interrupted mid-cast, either by defensive or offensive action it will pause its augmentation process and be less effective. Meaning that if one is making a chestplate, it will become as durable as Iron instead of steel until the afflicted has an opportunity to finish the ability. This does not apply to a second augmentation, which would simply have to be restarted. Unfinished limbs would simply be nonfunctional until fully formed.

  

- Two [2] is the maximum attachments possible, the more additions equals the less they are feasible, degrading them. This means that two pieces of armour would be equivalent to the strength of Iron. However, a single piece would be about the strength of steel.

 

-A single limb, on the other hand, would be just the same as a regular arm or any other counterpart. However [2] limbs would reduce them to just about the strength of half of one’s arm. (easy to overwhelm with your own strength, far more prone to disarming).

  

- The aesthetic is up to the player’s discretion, even if it’s a metal-like appearance, it merely serves as aesthetics; and it will have the same density of flesh, and bone.

  

- 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/defend with one limb in a single attack, meaning you cannot use 4 of your limbs at the same time to attack.

 

____________________________________________________________________________________________________________________________________________

 

-BILE-

[1 connect + 2 cast]

[1 unit]

[Combative]

 

 

The intricate study of the afflicted individual's inner physiological functions poses a formidable challenge. At its core lies the intricate interplay between two disparate yet intricately intertwined forces: the pervasive influence wielded by the symbiote, with its individual imprints and alterations upon the host's bodily functions, and the innate organic systems and traits inherent to the afflicted individual's natural constitution.

 

Manifesting an ability that stands as both peculiar and remarkably divergent from natural norms, the symbiote exhibits an extraordinary prowess—an ability that transcends the ordinary—by enabling the expulsion of bile from the body of the afflicted individual.

 

Emote Example:

 

Spoiler
  • [ Connection ] The afflicted paused, taking a moment to find his focus.

 

  • [ Cast ] After achieving a state of complete concentration amidst the relentless chaos surrounding him, the afflicted's body commenced a violent and uncontrollable convulsion. Soon after, gut-wrenching sounds of retching and regurgitation echoed through the air, heralding a grotesque and unsettling transformation.

 

  • [ Cast ] Finally, the spasms wracking his body ceased for a brief moment, only to culminate in a single expulsion—a repulsive amalgamation of inner fluids and an acidic, bile-like substance surged violently from their mouth, propelled forth with intent towards the enemy's eyes!

 

 

-The bile expelled from the afflicted’s body isn’t as potent as actual stomach acid. Meaning that when sprayed or otherwise spewed at an opponent, the most it can do is temporarily daze an opponent for [1] emote should it hit the eyes.

 

-Bile is a one-time attack. Meaning that once the afflicted has used it, you will not be able to do so again for the rest of the combat scenario for the body’s supplies of such are now depleted.

 

-Bile can be used to quickly and effectively cauterize wounds and thus stop bleeding, this however only applies to surface-level wounds and not internal organs.

 

-Bile can, at maximum, be propelled three [3] blocks forwards.

 

-Bile can be applied to one’s weaponry, although due to the natural cauterizing effects it has, the wound inflicted would simply cauterize and not bleed. However, it would cause far more considerable pain for the opponent in the form of a lasting acid burn-like aftereffect.

 

 

____________________________________________________________________________________________________________________________________________

 

 

 

-ACTIVE IMMUNITY-

[1 connect + 1 cast]

[1 Unit]

[Combative/Non-Combative]

 

The Afflicted harbors a robust immunity against commonplace poisons, a safeguard facilitated by the Symbiote shouldering the bulk of the damage, effectively shielding the host from harm's way.

 

Furthermore, this symbiotic shield of immunity against toxins protects the Afflicted from any and all poisons, gases, or otherwise sleep-inducing effects of alchemical elixirs, fortifying their resilience in the face of adversities. However, as the symbiote is the one who takes the brunt of it, it is thus affected by it. Though it won’t ‘die’, so to say, from the effects of what it defends, it will however be weakened– leaving the afflicted unable to use their abilities for a short period of time until it recuperates from the damage it took upon itself.


 

Emote Example:

 

Spoiler
  • [ Connection ] The Afflicted took a moment to pause amidst the chaos of the world surrounding him. Establishing himself in a calmed state.

 

  • [ Cast ] Inhaling deeply, the afflicted's entire body convulsed and spasmed abruptly, prompting the symbiote's internal defense mechanisms to spring into action, mobilizing to shield the host's body from within.


 

-Active immunity essentially protects the Afflicted from any and all alchemic-based poisons or drawbacks caused. However, it does not protect from any magical or otherwise non-alchemical afflictions.

 

-The protection of mundane poisons does not account for Thanhic-Poisoning or Azhl Poisoning, however as Affliction isn’t a mana-based FA, Thanhic-Poisoning does not disable its ability to augment or alter the body.

 

-Active immunity lasts for [5] emotes. Meaning that upon the end of the [5] emotes, if the Afflicted ingests a poison, the effects of such won’t be taken by the Symbiote and will work regularly as intended.

 

- Taking the brunt of the poison, the symbiote will be left in a weakened state, requiring [3] Emotes to recover. In this time, any of the abilities of the symbiote would not be available.

 

-Active immunity utilizes [1] unit of energy.

 

 

____________________________________________________________________________________________________________________________________________

 

 

-ENHANCED SENSES-

[1 connect + 1 cast]

[1 unit per augmented sense]

[Combative/Non-Combative]


 

With a deliberate exertion of their abilities, the Afflicted can intensify a single sense at their volition, elevating its acuity beyond natural limits. This enhancement grants them an extraordinary depth within that chosen sense, unveiling nuances and details far beyond ordinary perception.

 

 

Emote Example:

 

Spoiler
  • [ Connection ] The afflicted paused, taking a moment to find his focus.

 

  • [Cast] As the Afflicted shut their eyes, channeling their inner reservoirs of energy towards enhancing their vision, a surge of determination sparked a reaction within the symbiote. Responding to the Afflicted's intent, it surged forth, fortifying and empowering their eyesight to newfound heights.

 

Mechanics:

 

Only [2] of the five senses below can be applied at a time due to the limitations of the Descendant body, undergoing more than two would make the Afflicted suffer from sensory overload. This means that, for example, one would suffer from temporary blindness alongside a debilitating tinnitus noise in their ears.

  

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 abilities can be seen below;

 

Spoiler

Sight - By augmenting their vision, 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 forces the Symbiote to recede and to withdraw its bolstering effects for the rest of the encounter. It does not offer infrared sight, or  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 and vulnerable for [1] emote and deaf for [2] emotes, forcing the sound enhancement to recede and withdraw for the rest of the encounter. 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’s 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). 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 the rest of the encounter. 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 a ‘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 [2] 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, medicinal or poisonous properties, as well as the full range of ingredients held in food or drink - including a precise understanding of alcohol content, or the nutrients and calories in foods. 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 (Ex, drinking animatii life- fluid would not teach the afflicted its recipe). This, however, in turn makes any disgusting taste even worse, forcibly making the afflicted nauseated, and vomit- making the taste enhancement unable to be used for the rest of the encounter.

 

 

____________________________________________________________________________________________________________________________________________

 

 

“To associate with the malevolent is damnatory, nor will I correlate with the overly zealous, no- we strike our own accord.”

 

-FULL ALTERATION-

[1 connect + 4 cast]

[5 units]

[Combative]

QEPgIw3h-JWFbN5ZziDMguHYaSrgaPH6utcAySd5XeXHhnykdsyphBAgTs_zlAUhMqhYOfCf9RjLy_jJCeCqHmvNIHNg9yK8zl70SmXu3XYzUc_Wwm1ELi0AM3rzVYBAT6ZxddOsjNLDyT4ofa0RQS0

An afflicted, fully altered

((Credit to John Ariosa))

 

 

Having attained complete mastery over their Symbiote, the Afflicted possesses the ability to command its transformative abilities, altering their entire body and shape to suit their immediate needs. This process involves reshaping and restructuring their form, inducing considerable pain upon the wielder. Despite growing proficiency, this anguish remains unyielding. Any interruption during this process causes an immediate reversion to the original state, necessitating a restart of the entire transformation procedure.

 

Emote Example:

 

Spoiler
  • [ Connection ] The afflicted seizes a moment to find respite, channeling his focus into a serene and concentrated state of being.

 

  • [ Cast ] With their mind now cleared, the metamorphosis surged forth. His entire body began to convulse and tremble erratically, each movement accompanied by a chilling sweat emerging from every pore. He braced himself, fully prepared for the imminent transformation about to unfold.

 

  • [ Cast ] Finally, the repulsive cacophony of bones cracking, flesh tearing, and contorting reverberated throughout the afflicted's surroundings. Gradually, with each passing moment, the hue of his skin underwent a dramatic alteration, morphing into a fur-like texture. Simultaneously, his skull underwent a sporadic growth, as canines elongated and two horn-like protrusions resembling those of a ram emerged from either side of his head.

 

  • [ Cast ] Every inch of his form expanded grotesquely, accompanied by a staggering surge in height, propelling the afflicted a gruesome two feet taller. Monstrous claws erupted from the ends of his fingers, grotesquely elongated, sharp as death's scythe. Wracked by excruciating torment, the soon-to-be abomination collapsed onto both knees, a wretched cry wrenching itself from the afflicted's lips as searing agony coursed through every fiber of his being.

 

  • [ Cast ] Finally, the creature reached the culmination of its metamorphosis. A ghastly amalgamation of monstrous claws, twisted horns, and formidable jaws manifested - a grotesque fusion resembling a nightmarish creation from the depths of hell itself. The afflicted unleashed a guttural, otherworldly roar that reverberated through the surroundings, a bone-chilling sound that struck terror into the hearts of all who heard it.


 

- Full Alterations are not instantaneous and require [1] Connection + [4]  Cast  emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [3] emotes. Meaning one cannot make any additional limbs or bodily augments for [3] more emotes and will be left to use the natural weapons one has in their transformed form.

 

- 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.

  

- Bodily weapons, in this state, cannot exceed [2] meters (blocks) in length.

 

- Senses cannot be augmented or altered whilst fully altered.

 

- Being interrupted would completely revert the transformation, and the process must be restarted once more.

 

- In this state, they cannot exceed the peak strength, endurance, vitality etc.., of their race.

 

-Whilst fully altered, you can still use bodily augmentation and alteration, though it should be noted that due to already having to use [5] Units, at most you will be able to use is [2] Units without having to suffer the detriments of exhaustion.

 

- Using this ability requires [5] units, and extends until the combat has ended. 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.

 

- 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.

 

-Upon full alteration, the transformed form may have, at most, [2] of both bodily alteration and augmentation already formed on their body.

 

 

____________________________________________________________________________________________________________________________________________

 

“You complete me...” 

 

-PASSIVE ALTERATION-

[1 connect + 1 cast ]

[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.

 

 - 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.

 

_____________________________________________________________________________________________________________________________________________

 

 

“We, men, are monsters now.”

 

-DEVOUR-

[5 units]

[1 connect + 4 cast]

[Combative]

 

Should the Afflicted come to blows with another, they are able to devour the symbiote from the beaten body of another. This requires [5] uninterrupted emotes. In this instance, the Afflicted would restrain, or keep the other, trapped or unconscious before sending their Symbiote within the person’s body to devour their own.


 

Emote Example:

 

Spoiler
  • [ Connection ] The afflicted seizes a moment to find respite, channeling his focus into a serene and concentrated state of being.

 

  • [ Cast ] The Afflicted forcefully pressed his hand onto the incapacitated person's face, grasping it firmly with the base of his palm. Immediately, his entire arm convulsed and trembled uncontrollably without a moment's delay.

 

  • [Cast] Suddenly, a sickening symphony of bone-crunching and marrow-crackling filled the air, harmonized by the agonized grunts escaping the Afflicted. Within the palm ensnaring the opponent's face, an obscured cavity manifested, an unseen abyss of grotesque horror hidden from the onlookers' view.

 

  • [Cast] From the recesses of the cavity, a malevolent symbiote slithered forth, its vile intentions evident. With a voracious desire, it aimed to squirm its way into the entrails of the incapacitated, craving integration into their bodily ecosystem.

 

  • [Cast] At last, the abhorrent natural progression climaxed into a grotesque spectacle. The Afflicted's symbiote delved into the very core of the fallen one. Within, a gruesome battle ensued between the two symbiotic entities, a clash of grotesque proportions. Yet, only one emerged triumphant, as the incapacitated Afflicted's symbiote lay exposed and vulnerable, its essence ripe for the taking. Finally, the Symbiote returned whence it came, back into the body of its host.

 

- The [5] 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 (unless given consent).

 

-Should the Afflicted who is utilizing Devour be interrupted, whether willingly or unwillingly, whilst their symbiote is already in the system of another’s, their symbiote would simply return and wouldn’t ‘get stuck’ in another’s body.

 

- Upon one’s symbiote getting devoured, the afflicted will be unable to attain yet another one for [3] 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.

 

-In the case when an afflicted gets devoured and then killed, when they revert to a klone that has been infected with affliction, the symbiote will simply not survive in the body and perish. Needing to be re-infected once again.

 

-This does not require OOC consent.

 

 

 

__________________________________________________________________________________________________________________________________________________________________________________________________________________

 

SBwsym7014-c9yOx1y8Yz38QVGlEp3swykVl-nG4wgQ0QUwUuys1jWYDrpyyOyBiLkNxHl_83lPrOhQHBFCPHZ9PjR2-d9NEUE56WqQVnilQmOSPie7pZ6A6VyO7iF82jBsJkzPjekRwnLuIjdYDlHs

 

In total, Affliction only has [3] tiers.

 

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

 

>The very first tier is attained following the initial acceptance of your FA. At this stage the afflicted have only unlocked 4 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 FA. 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 FA. 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 FA. Although the alchemical recipe for the symbiote must be taught IRP

 

____________________________________________________________________________________________________________________________________________

 

 

[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 practicing – and use – of the Void, and Voidal enchantments. Rather than providing a 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.

 

- 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. 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).

 

- The Affliction is a FA, and thus needs a valid Feat-Application in order to use it.

 

 -Applications must include relevant details on these inherited and new traits, for ease of ST tracking.

 

- You can only make a TA after 3 months following the acceptance of an FA.

 

-Both Augments and Alterations cannot be formed on limbs that aren’t organic and structurally the same as a regular descendant’s limb. (ex. Golem arms, animati arms.. etc.). The only exception to this is Bogodan’s Clay.

 

-Limbs that are affected by Tawkin mutations cannot be altered, augmented, or otherwise affected in any way via Affliction.

 

-Upon your symbiote being devoured, you cannot reinfect yourself with another one for 3 OOC weeks following your ‘disconnection’.

 

- Connection, 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.

 

____________________________________________________________________________________________________________________________________________

 

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

Paladinism

Malchediael Templars

Druids

Slotted Seers

Shamanism

 

The following can be inflicted with the Symbiote:

 

Housemages

Bardmancers

Kani

Corcitura

Planeswalkers

Golemancers

Alchemists

Feat-Level Seers

Homunculi

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

Descendants, Kha, and Musin

Blood Mages

 

 

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/

 

https://www.lordofthecraft.net/forums/topic/169197-shelvedafflicted-the-second-coming/

 

_____________

 

Helpful comments, questions or criticisms are welcome.

 

Consultation, Help, and Feedback

 

-Gustando (writer)

- Du locians

- TitaniumLord430

- Tom Lawrence

- 3Jane

- Count Zero Interrupt

- Kujo

- Shady

 

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

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32 minutes ago, Damnit_Delmar said:

Just out of curiosity, why the incompatibility with slotted seers?

 

Hey there!

It just appeared to me that should the two be compatible it'd create a messy and a rather odd contradiction between the two lore pieces, especially with the certain imposed restrictions that slotted seers have. 

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4 hours ago, Gustando said:

- 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. This, however, does not apply to Elves or otherwise long-lived races. Additionally, It also does not alter the physical and mental degradation that afflicts them with age, namely infertility after 500, and mental decay after 800-900.

great lore, though would this circumvent or be nullified by Blood Magic's lifespan reduction? 

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8 hours ago, X3N0 said:

great lore, though would this circumvent or be nullified by Blood Magic's lifespan reduction? 

Hey there!

Good catch. I'd say blood magic's aging nullifies affliction's increased lifespan. I'll specify that on the lore.

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Awesome lore but I saw one small error and I’m picky. In the tier system at the bottom it says MA and not FA. Thats all, and I love the use of fervor concentrate 

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5 minutes ago, Turbo_Dog said:

Awesome lore but I saw one small error and I’m picky. In the tier system at the bottom it says MA and not FA. Thats all, and I love the use of fervor concentrate 

 

Oh shoot- missed that somehow. I'll fix it right away.

 

Much appreciated!!

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On 12/23/2023 at 3:22 PM, Gustando said:

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. Though you need to do all the RP necessary to infect it, alongside a member of the ST to add a sign detailing that the klone pod is infected with the symbiote.


Why is this redline here when at the bottom it says it is compatible with other CA races like kha and musin?

 

On 12/23/2023 at 3:22 PM, Gustando said:

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

Descendants, Kha, and Musin

Blood Mages

 

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