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[✗] [Amendment + Addition] Tawkin - Mutations

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PrimnyaQuorum

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AMENDMENTS

Mutation - Lesser Mutations

Lesser Mutations alter the body in a minor, aesthetic capacity which will never exceed the capacity of an individual’s race or natural capabilities. For example, an Elf cannot use a Lesser Mutation to acquire the strength of an Orc, but it may be possible for them to acquire webbed feet to aid in swimming. Other uses include altering one’s Hair Color [and Texture], Eye Color [and Design], Skin Tone [and Pattern], etcetera. Lesser Mutations may even be used to remedy ailments of an individual that are not afflicted by Magic, Poisons or Curses. Given the rather benign nature of the Lesser Mutation, they are capable of manifesting within a Descendant or Alchemical host within a few narrative hours, and will only incite non-debilitating aches and pains, though non-Alchemical Beings may only take upon so many Mutations at once. While Lesser Mutations are capable of much, they are permanent; one can never un-mutate themselves from a Lesser Mutation, and instead may only hope to mutate themselves further, to resemble how they once did. 

 

The removal of Greater or Lesser Mutations is far more a meticulous task, requiring that the Tawkinist perform a process similar to moulding, albeit with the added alchemical components as to allow the augmentation to effectively be drained from the individual - this entails the last [3] Sign and Symbol pairs of a Greater Mutation, or the Transmutation Elixir for a Lesser Mutation. This process is excruciating to the recipient, and they will feel as if a part of them were suddenly being pried off by force. Afterwards, an individual would be sent into a state of weakness and poor health and would be barred from effectively participating in combat for up to [3] OOC days if the removed Mutation was Greater, or [1] OOC day if it was Lesser. Those who had been accustomed to their Greater Mutation too are subject to a sensation of phantom-pain, as if a part of them had been taken, while those who had a Lesser Mutation extracted will feel a lesser extent of Phantom Pains, as if the Lesser Mutation still lingers.

 

— Greater Mutations may only be retained explicitly by a Homunculus or Klone CA.

— Homunculi may possess up to [3] Greater Mutations, while Klones may only possess [2]. Both Klones and Homunculi may have unlimited Lesser Mutations. Tawkinist who are not residing in a Klone may take up to [3] Lesser Mutations per [1] OOC Week, while Descendants otherwise may only take up to [3] Lesser Mutations per [2] OOC Month.

Lesser Mutations can be reverted, though such a process causes great anguish to the individual having mutations removed - to ignore these, either during the process or afterwards, is Powergaming.

— Mutations may not be used for sexual, reproductive or magical purposes.

— Mutations may not be used to circumvent the primary curse of any Descendant race, i.e. fertile Elves or immortal Humans.

 

Purpose:

At risk of overreading into the purpose of mutations, it does seem even Lesser Mutations are intended to more effective and less consequential to Alchemical Beings then Non-Alchemical Beings - with that the changes to how often they can be applied have been put in, in addition to the fact (that already is true, and just being restated) a Lesser Mutation cannot be “un-mutated”, as the de-mutation process only works for Greater Mutations. This part, specifically, goes in tandem with my other amendment to Alteration Alchemy

Mutation - Natural Armaments

 An individual may be granted a mutation that allows them to bear natural weapons OR a layer of natural armor. In the case of Natural Weapons, mutants would most optimally possess their alteration in their arm, whereby they could alter their appendage to be akin to a blade, spear or other melee-based armament. These natural weapons (if not replacing the entire appendage) may be hidden beneath the skin at the expense of having a large identifiable scar where the weapon would protrude. When drawing one of these natural weapons, the bone in the appendage would rapidly grow to extrude forth, resulting in a great deal of pain for the user. Though appearing to be made of flesh and bone, these natural weapons possess the weight and durability akin to heavy steel and may still be shattered with enough force. Natural Armor, on the other hand, may range from thicker skin to chitin, with the former being more akin to tanned leather Light Armor while the latter may rank to the strength of Iron Plate Medium or Heavy Armor, at the choice of the Mutant . Natural Armor is always noticeable, and may only cover up to three segments of the body at any given time: The Head, Torso, One Arm or One Leg. 

 

— Natural Armor becomes more noticeable the more durable it becomes. Leather-like skin would appear as coarse and firm, whereas Iron-like Chitin would appear as scales wherever it manifests. It is noted that natural armor that is Medium or Heavy Armor Strength may be pierced, cut, or otherwise damaged by Argentum with ease, per the metal's special effect.

— Natural Armor, though functional against mundane attacks and hits, offers no advantage against environmental or magical elements.

Natural Armor of Heavy Strength that is upon the Torso does not inhibit a Mutant’s sprinting distance, unless the Mutant is unable to wear the class of armor normally or otherwise magically weakened; I.E A mundane Mutant may sprint with Heavy Natural Armor, but a Voidal Mage or Scion will sprint [2] Meters less per emote with Medium or Heavy Natural Armor. 

Natural Armor may have Armor worn over it - in this case, the Natural Armor will serve to protect against any attack that pierces through or crushes the worn armor up to [2] times per encounter before no longer providing additional protection, and otherwise cushion strikes that do not defeat the worn armor. Argentum Weaponry may bypass this effect wholly, if they pierce through the worn armor.

— Natural Armament forms, durability, strength and locations are not interchangeable at a whim, and would thus necessitate a removal and re-mutation to alter its function. The type, location, and strength of the Natural Armament should be marked on the Mutant’s CA.

— Natural Armament constitutes a single mutation, and does not endow BOTH Natural Weapons or Natural Armor. In the event a Mutant desires both or full body Natural Armor, they would need to inject a second dosage to utilize both Mutation slots

Any amount of Natural Armor that is equivalent to Medium or Heavy Armor would prove incompatible with a Ocsillit, preventing them from attaining any state of Resonance; that is, a Oscillit may only utilize Light Natural Armor at most and attain resonance.

Purpose:

Firstly, Natural Armor has been techlock’ified in terms of the classification of its armor. This, at least, does not affect the Mutation otherwise. If the actual amendments to Natural Armor are denied, I at least hope the terms being adjusted to fit Techlock will remain.

Secondly, it has been buffed slightly in that anyone can wear it, though those unable to wear a certain class of armor would be slowed; that when armor is worn over it, it provides some brief further protection, and clarified that 2 Mutations of Natural Armor provide full coverage of the body. Also, given that the heavier variant of Natural Armor is specified to by CHITIN, it made sense that only that variant would be directly countered by Argentum. 

Mutation - Augmented Senses 

— “Night Vision” resulting from Enhanced Sights is comparable, at most, to the brightness setting of “Bright” in default Minecraft. It is NOT actual Night Vision.

— Flashing lights, loud noises, or other sudden senses will daze the Mutant for [1] Emote. These Seizures may only occur once every [4] Emotes, preventing the Mutant from being Stunlocked.

 

Purpose:

Like with the Scion Amendment, the goal here is to prevent unreasonable, indefinite stunlocks. 

Mutation - Heightened Dexterity 

An individual may be mutated to possess superior dexterity and hand-eye coordination, endowing them with a greater degree of precision and reflex time. Those who possess the mutation must still possess adequate awareness and space to move in the event that they attempt to dodge an attack. For example, a mutated individual may dodge a singular arrow (or similar projectile) should they be completely focused and aware of the threat, necessitating [2] Emotes. In exchange for heightened dexterity, the Mutant will discover a weakened physical constitution. This is to say that while the Mutant may be able to maximize their physical strength, they are highly prone to bruising and are susceptible to blunt force trauma. unable to benefit for such if they are wearing Heavy Armor, or otherwise encumbered

 

— Heightened Dexterity can be used to dodge a singular bolt/arrow/etcetera once per fight without fail, though it necessitates [2] 2 [1 Prepare + 1 Dodge] Emotes of complete focus where they may not act offensively though may sprint/defend themselves, before going on cooldown for [3] emotes. Additionally, the Mutant will find their senses briefly overworked, forcing them to spend [1] emote moving and reacting at half-pace immediately after dodging/deflecting a projectile. 

A projectile may be dodged, deflected, or otherwise negated/rendered harmless by a Mutant with Heightened Dexterity in any manner they wish, provided it does not send the projectile in any direction but a harmless one.

— Heightened Dexterity cannot be used to backflip or other ludicrous forms of acrobatics. Ultimately, the Mutant is still limited by the biological capacity of their vessel.

— Heightened Dexterity does not make an individual faster in terms of movement speed, and only permits them reflexes on par with the maximum of their race.

— Heightened Dexterity is not “Spider Sensing”. It does not allow you to sense or perceive oncoming threats to a greater degree than a normal individual.

The weakened physical constitution of a Mutant with Heightened Dexterity means that wearing Heavy Armor, or being encumbered by means of carrying a large amount of weight, will render them unable to deflect, dodge or otherwise negate a projectile. Equally, they will find wearing Heavy Armor or being encumbered leaves them only able to move at half-speed, unless they become encumbered/no longer don Heavy Armor.

Encumbered is defined as carrying or bearing weight equal to or exceeding the Mutant’s own Weight; such as Carrying another person, hauling a magically heavy stone. There is no exact limit or amount, but players should approach this in good faith.

 

Purpose:

Overall, the idea was to allow Heightened Dex to be useful more then once per encounter, though not be spammed over and over without consequences. Speaking of - the Weakness to Blunt Trauma has been replaced by a inability to wear heavy armor/carry big things without taking a penalty to movement.

 

 


 

ADDITION

 

True Breath

 

RECIPE

BASE: Recipient’s Blood

Water | Any [x2]

Mundane | Connection [x7]

Mundane | Life [x5]

Mundane | Growth [x4]

Mundane | Endurance [x3]

Water | Grace [x2]

Water | Separation [x2]

Water | Peace [x2]

 

 

An Individual who possesses True Breath finds themselves able to breathe air in any form, provided the environment contains it in some form, be it within Water or another atmosphere upon another world as air is instead absorbed through their skin. Over the course of [2] Emotes, as the Individual transitions mediums of air, they will find themselves struggling with a sensation akin to suffocation or drowning, before their lungs begin to transition how they absorb and gather air. This may present in a multitude of options - such as gills when entering water - though of note, it does not filter or other purify incoming air by itself. Additionally, while this ability is active, the Individual will find any form of metal covering - typically Heavy Armor and similar types of metallic coverings, or Medium Armor to an extent - will inhibit this process, preventing them from breathing when, perhaps, they need it most. A odd quirk of this mutation is that should a environment be deprived of Oxygen, a individual with True Breath will be able to function as if breathing normally for [5] additional emotes, before beginning to suffer the effects of a Oxygen-starved environment after another [5] emotes; effectively, prolonging how long they can exist in a environment without air. [Re-write?]

 

— While a Mutant with True Breath is transitioning through a change in the medium of air, an Ocsilit will find themselves unable to attain or maintain any state of resonance - likewise, any magic user will find themselves unable to maintain or connect to any magic they possess, and generally a individual cannot engage in any offensive action during the transitioning period, though they may move at half-pace and defend themselves. 

— While wearing Heavy Armor, one will be unable to benefit from True Breath in any regard; though while within Medium Armor, it will take [1] extra Emote to fully transition into the new medium of air.

— In order to benefit from True Breath, an environment must contain air in some portion or way. This includes but is not limited to the Atmosphere or Underwater. It is at the discretion of ST if in a non-traditional environment, such as in an alternative plane, contains air within an event.

— An individual is unable to benefit from objects treated with Air Purifiers, though they may utilize the Healthy Body Mutation to filter incoming air.

— Breathing in smoke, or other kinds of inhalants that would provoke coughing or respiratory irritation (such as Epistole Smog, Fire Evocation Smokescreen, etc) causes particular distress to a Mutant with True Breath - they find whatever effects are caused will persist for [1] additional emote and disrupt concentration for however long they are within the cloud, preventing offensive actions or any form of magical connection/spellcasting for that duration. 

— Additionally, A Mutant with True Breath will find that, if they do not possess the Healthy Body Mutation, they will be fully stunned for the [1st] emote of inhaling the airborne danger, although this stun may only occur once every [3] emotes.

— Should a Environmental lose its atmosphere, an Individual with True Breath will be able to function normally for [5] emotes beyond well others would begin to suffocate - after they, they may persists without being able to sustain or attain a magical connection for [5] more emotes, before finally beginning to succumb to the lack of air.

 

Purpose:

Thanks to Qizu for creating a eventline that has forced thought, but Tawkin Mutation’s lack, typically, a non-combative application - more specifically, the only “breathing” mutation cleans incoming air in a worse way than having a playersigned item. The boons against Azhl Anemia and Necromatic plagues are neat, but if you’re trying to go for a hyperbreather; is that really the way?

 

The idea behind this Mutation, inspired by the underwater nature and demands of Qizu’s Shuul War, is to allow more variety in the base mutations. This isn’t intended to be super rare or super powerful, but a way for those adaptive characters to better embody themselves through the taboo alteration of the descendant body.

To my understanding, since this is not a “custom” mutation but a Base one, a MArt is not required - please let me know if that's meant to imply ANY mutations.

 


 

Writer - PrimnyaQuorum

Consultation/Feedback - Rat_Smasher, _Helmet

Spoiler

My Meow: Meow

 

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Eeeeeh, making lesser aeshetics things permanent? Such a needless addition 

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Wow, actually seems good. Very cool.

Except for Heightened Dexterity making you move only half speed in heavy armor, that doesn't make much sense as Heightened Dexterity doesn't make you physically weaker but rather more susceptible to blunt force.

I think it would be fine to make its guaranteed dodge ability not work while wearing heavy armor, but work as long as you're not wearing heavy armor (torso wearing heavy armor as defined in Techlock, however inconsistent and strange it may be), giving plenty of incentive to wear medium armor without overly penalizing the wearing of heavy armor further. It would perhaps provide an interesting choice between dodge or defense.

As for what counts as 'carrying a large amount of weight' means, that could do with a little more specification. As stated previously Heightened Dexterity doesn't reduce your physical strength, and carrying a polearm (10lbs or so) and carrying a person (100+lbs) are very different. I think dodging while carrying a whole other person doesn't make much sense, but dodging while holding a polearm should be possible.

I am very glad about the specification of what is possible while preparing to dodge however, and I think what you have written is about perfect in regards to that part. The inclusion of choosing how to dodge the projectile is very rule of cool and I can see it leading to excellent and creative emotes.

 

TL;DR Good, but Heightened Dexterity needs a little more fine tuning in my opinion, read my above words. Like uh 9/10, it's almost there.

 

As a side note, I think lesser mutations being permanent and never able to be reverted is a bit harsh, let people change how they look I say, can already do it through other means.

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Not exactly a fan of the lesser mutation change.

3 hours ago, PrimnyaQuorum said:

Tawkinist who are not residing in a Klone may take up to [3] Lesser Mutations per [1] OOC Week, while Descendants otherwise may only take up to [3] Lesser Mutations per [3] OOC Weeks.

There is no real difference between a tawkinist without a klone and a normal descendant, speaking purely about how their bodies are made. This redline doesn't even state how klones or homunculi would be effected. Could they change as much as they want?

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Dont give armor to mages under any circumstances 

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7 hours ago, PrimnyaQuorum said:

Natural Armor of Heavy Strength that is upon the Torso does not inhibit a Mutant’s sprinting distance, unless the Mutant is unable to wear the class of armor normally or otherwise magically weakened; I.E A mundane Mutant may sprint with Heavy Natural Armor, but a Voidal Mage or Scion will sprint [2] Meters less per emote with Medium or Heavy Natural Armor. 

 

7 hours ago, PrimnyaQuorum said:

Natural Armor may have Armor worn over it - in this case, the Natural Armor will serve to protect against any attack that pierces through or crushes the worn armor up to [2] times per encounter before no longer providing additional protection, and otherwise cushion strikes that do not defeat the worn armor. Argentum Weaponry may bypass this effect wholly, if they pierce through the worn armor.

 

i dont know about these

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gonna repeat what was said earlier but makes no sense why LESSER mutations would be permanent, kind of defeats the whole purpose. Would make more sense with greater tho.

Also may be my own pet peeve, but i think void mages should not be able to have any tawkin mutations whatsoever as it is the ANTITHESIS of alchemy (stay in ur own lane mage scum ! !)

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First things first correctly titled Amend + Addition whoops.

8 hours ago, ichigomaster98 said:

Except for Heightened Dexterity making you move only half speed in heavy armor, that doesn't make much sense as Heightened Dexterity doesn't make you physically weaker but rather more susceptible to blunt force.

I think it would be fine to make its guaranteed dodge ability not work while wearing heavy armor, but work as long as you're not wearing heavy armor (torso wearing heavy armor as defined in Techlock, however inconsistent and strange it may be), giving plenty of incentive to wear medium armor without overly penalizing the wearing of heavy armor further. It would perhaps provide an interesting choice between dodge or defense.

As for what counts as 'carrying a large amount of weight' means, that could do with a little more specification. As stated previously Heightened Dexterity doesn't reduce your physical strength, and carrying a polearm (10lbs or so) and carrying a person (100+lbs) are very different. I think dodging while carrying a whole other person doesn't make much sense, but dodging while holding a polearm should be possible.

I am very glad about the specification of what is possible while preparing to dodge however, and I think what you have written is about perfect in regards to that part. The inclusion of choosing how to dodge the projectile is very rule of cool and I can see it leading to excellent and creative emotes.

 

TL;DR Good, but Heightened Dexterity needs a little more fine tuning in my opinion, read my above words. Like uh 9/10, it's almost there.

 

The part about weight being vague is a good point, seems I missed that - I'll put something in. I think the Heavy Armor should stay, since its not just no ability, but active penalty - I.E Hypermetabolism heals you, but prevents you from benefiting from herbs/alchemicals, Heathy Body prevents lower tier mages/Kani users from staying connected. - for going against the limitations.

 

2 hours ago, wowj said:
9 hours ago, PrimnyaQuorum said:

Natural Armor of Heavy Strength that is upon the Torso does not inhibit a Mutant’s sprinting distance, unless the Mutant is unable to wear the class of armor normally or otherwise magically weakened; I.E A mundane Mutant may sprint with Heavy Natural Armor, but a Voidal Mage or Scion will sprint [2] Meters less per emote with Medium or Heavy Natural Armor. 

 

9 hours ago, PrimnyaQuorum said:

Natural Armor may have Armor worn over it - in this case, the Natural Armor will serve to protect against any attack that pierces through or crushes the worn armor up to [2] times per encounter before no longer providing additional protection, and otherwise cushion strikes that do not defeat the worn armor. Argentum Weaponry may bypass this effect wholly, if they pierce through the worn armor.

 

i dont know about these

The movement part is understandable - I may adjust that to be Heavy Armor slows per techlock, but those w/ natural armor they otherwise couldnt wear as normal armor would be slowed a flat [-1]. The second part I'm more confident on - depending on how this goes I'll send over a amendment for Inferi, considering they can wear armor over natural armor but theres no redline on how to approach that. 

9 hours ago, lemonke said:

Eeeeeh, making lesser aeshetics things permanent? Such a needless addition 

 

8 hours ago, ichigomaster98 said:

As a side note, I think lesser mutations being permanent and never able to be reverted is a bit harsh, let people change how they look I say, can already do it through other means.

 

5 hours ago, Operator_Bugman said:

Not exactly a fan of the lesser mutation change.

9 hours ago, PrimnyaQuorum said:

Tawkinist who are not residing in a Klone may take up to [3] Lesser Mutations per [1] OOC Week, while Descendants otherwise may only take up to [3] Lesser Mutations per [3] OOC Weeks.

There is no real difference between a tawkinist without a klone and a normal descendant, speaking purely about how their bodies are made. This redline doesn't even state how klones or homunculi would be effected. Could they change as much as they want?

 

1 hour ago, Gustando said:

gonna repeat what was said earlier but makes no sense why LESSER mutations would be permanent, kind of defeats the whole purpose. Would make more sense with greater tho.

 

As far as I understand it - when you take on a Lesser Mutation its fundamentally changing the body. It doesn't wear off, and its not like Alteration Alchemy where you can just drink a potion and it goes away. If this isn't the case, please let me know as I could be reading it wrong. As it reads right now, the Amendment allows Alchemical beings to apply however many Lesser Mutations they wish to themselves, provided they dont exceed the base alchemy 3 potions per day limit. 

 

I do hear the concerns about this though - I'm not quite sure how taking out a greater mutation works since the page just says "The removal of Greater Mutations is far more a meticulous task, requiring that the Tawkinist perform a process similar to moulding, albeit with the added alchemical components as to allow the augmentation to effectively be drained from the individual."

I'll take a stab at it, so that Lesser Mutations can be taken out via the same process with a lesser OOC time of ill feeling and some lesser version of phantom pains. 

 

1 hour ago, Gustando said:

Also may be my own pet peeve, but i think void mages should not be able to have any tawkin mutations whatsoever as it is the ANTITHESIS of alchemy (stay in ur own lane mage scum ! !)

Any magic is the antithesis of Alchemy, Imo - you could probably argue the magics that draw of the innate power of the soul (Housemagery, Bardmancy, Kani, Golemancy) don't afflict the world, but for balance sake I dont want to imagine someone with Kani or Bardmancy spamming potions inbetween spells.

 

The most I'd do is say that sufficiently magical, non-CA beings (Voidstalkers, Keepers, etc) cannot benefit from Mutations, but if all magics prevent potions from being primed, then its not quite fair to say just Voidal Magic = bad for alchemy. I do not think the Hells are quite compatible with the Material Sciences and other Orderly things either

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glad to see you've taken some feedback on the lesser mutation thing because I had pretty much the same idea as what's been said above. Tho that may be because i play a persona that regularly utalizes minor mutations being reversible.

i've also been roleplaying reversing them under the same way you would a major mutation, and so have several tawkin players i've known. so I don't think the new redline you've written is a change, moreso a clarification on the process. so nothing to disagree w/ there.

I am also very much into the idea of more noncombatative mutations, given i almost exclusively use the combat centric ones i have outside of combat. and a permanent waterbreathing method could = some Neat rp avenues, so thats a cool concept.

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I’ll say as I did when you gave me this to review.

 

Capping lesser mutations seems kind of pointless as they’re almost entirely flavour mutations that don’t give any sort of inherent mechanical advantage. 
 

True breath is difficult if outright impossible to mechanically enforce with the current state of lotc and its in game effects. It also seems like a heavily exploitable greater mutation. 

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5 hours ago, PrimnyaQuorum said:

Any magic is the antithesis of Alchemy, Imo - you could probably argue the magics that draw of the innate power of the soul (Housemagery, Bardmancy, Kani, Golemancy) don't afflict the world, but for balance sake I dont want to imagine someone with Kani or Bardmancy spamming potions inbetween spells.

 

Not really, void has been known to be specifically anti-alchemy for years now. Smoggers can malfunction under void presence, now shelved afflicted (god rest its soul) used to make alchemy venom worm people go insane, homunculi also get a big debuff from interacting with void. Just a few examples on how void in particular works when in direct contact with some further alchemy. 
 

 

5 hours ago, PrimnyaQuorum said:

As far as I understand it - when you take on a Lesser Mutation its fundamentally changing the body. It doesn't wear off, and its not like Alteration Alchemy where you can just drink a potion and it goes away. If this isn't the case, please let me know as I could be reading it wrong. As it reads right now, the Amendment allows Alchemical beings to apply however many Lesser Mutations they wish to themselves, provided they dont exceed the base alchemy 3 potions per day limit. 

 

There isn't a potion to reverse lesser mutations, rather, you simply fix them the way you changed them. 

oP3MsqU.png

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24 minutes ago, Gustando said:

There isn't a potion to reverse lesser mutations, rather, you simply fix them the way you changed them. 

oP3MsqU.png

As far as I took that, it applied to using Lesser Mutations to cure mundane ailments since the redline states it cant be used to cure magical things/bypass the Curses/Klone Mutations. 

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