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[✗] [Amendment] Harvesting

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wytch

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Text that has been bolded have been added as new redlines for each spell.

 

Purpose:

Due to a practice that’s becoming unfortunately more and more common on the server for the sake of farming soul fragments and similar resources, this piece is intended to rectify that and further promote good faith RP and prevent the targeting of child characters. This involves ALL forms of harvesting, though I may have missed some. The explanation behind all this is that, similarly to how nobody can perform Magic, Alchemy, etcetera before the age of 16, meaning that a child’s soul, life-force, blood etc provides NOTHING of substantial use, however the other effects remain. This does not stop you from attacking and antagonizing the weak.

 

Mysticism

Necromantic Maledictions

Darkstalkers - Draugars

Infernal Compendium

Corcitura

 

 


 

Saturation

Spoiler

Saturation

A mystic may soak ectoplasm into their blade, imbuing the weapon in such a way that quite literally tears the soul from the body, thus granting those slain using this saturated blade a higher chance of becoming a ghost or a graven upon death.

 

- Over the course of two emotes, a mystic may douse their blade or weapon in a single liturgy of ectoplasm, allowing it to take on a spectral nature critical to the performance of other rituals. This would appear similar to a hindered object, bearing a spectral and ethereal gleam in alignment with the mystic's own ectoplasm. On its own, saturation may be applied in order to turn an individual into a phantom or graven upon death, though only in instances where the weapon manages to deliver the killing blow to the victim. Otherwise, should the weapon miss its target or fail to kill with the blow, the ectoplasm would be wasted and the mystic would need to cast it again.

 

- If, instead, the Occultist does not wish to slay the individual and instead reap their essence while leaving them alive, they may instead imbue their intent within this liturgy to Scavenge their victim. When this is done, the ‘killing’ blow would instead elicit a terrible agony as a large chunk of the victim’s soul essence is siphoned from their spirit, the wound instead kneading back together and leaving a ghostly, pale white scar as the victim is rendered unconscious for the rest of the encounter. Upon awakening, they would be left with no more than vague memories of the encounter, unable to recall faces, names, locations, interactions, etc. that occurred prior to, or during, the encounter; however, they would be left with vague nightmares of the experience for the foreseeable future. This scar, and the mental unrest, may be healed by means of Deific magicks such as Paladinism or Shamanism.

 

- Saturation grants no supernatural effects to the weapon otherwise, and the capacity of this liturgy in other rituals is detailed in each of their respective mechanics.

 

  • Saturation requires OOC consent from the victim to create a phantom.
    • Death by Saturation does not entail a PK without this.
  • Saturated weaponry has no supernatural effects such as intangibility, etc.
  • Failing to land the killing blow wastes the liturgy of ectoplasm.
  • Those who have been scavenged will be unable to recall exact details of the encounter, seeming to them like only a feverish blur. They may still recall vague flashes of the interaction, but not enough that they could discern faces, locations, or other niche details to any accusatory extent.
  • Mortals who have been scavenged are immune to it for three IRL days after.
  • The wound received from Scavenging does not kill the victim. Its presence may be lessened to some extent, but cannot be fully healed outside of deific magics.
  • The Essence yielded from Scavenging constitutes a singular Soul Fragment.  
  • When utilizing the liturgy “Saturation” or the Sacrament “Rite of Harvest,” the Occultist may store the reaped essence of a singular victim within their conjoined Phantom, for later deposit at a Menhir or an Eidolon’s Apparition Cradle. On a non-pk death, a singular count of Essence/Soul Fragment is yielded, while on a PK death a count of 3 is yielded.  
  • Mystics are incapable of harvesting the souls of other Mystics, and things with inferior souls, or the lack of one entirely.
  • NPCs are unable to be harvested.
  • Saturation performed on any descendant younger than 16 will result in a weak, useless fragment. The other effects of the spell remain, however.

 

 


 

Rite of Harvest

Spoiler

Mechanics:

Mystics may forcibly drain the soul essence and fragments of an individual, allowing it to be stored within a menhir. As compared to the power of Saturation, however, this rite is a far subtler approach to enacting the Synod’s will within the realms of mortal men; able to be performed by adept Occultists in masquerade as fortune tellers, priests, or occupations of a similar nature that a given Mystic may choose to use as their facade.

 

Firstly, as with all rites and liturgies, a Mystic must gleam - though when utilizing this particular rite, only their eyes would seem to be overcome with a ghostly glow, a near-mirror image of the phantasmal world they themselves view each and every waking hour; other optional tells may include things such as their skin becoming deathly cold, their skin sinking into itself as their clothing seemingly withers and decays, or other tells normally associated with mystical gleaming. Over the course of [3] emotes, a Mystic may perform a ceremonial or occult rite of their choosing, this entailing things such as a palm reading, a prayer or anointment, or an act of ceremonial harvest; so long as it fits within the prescribed themes, it shall be valid.  While this rite is being performed, the Mystic must maintain either direct eye contact with their victim, or maintain a touch upon their skin either bare or through thin cloth - with things such as supernatural phenomenon often occurring during this rite, though strictly for flavor and no combative benefit. 

 

Once the rite is complete, the individual would find themselves winded, a brief vision pertaining to themes of the undead, spiritual, and occult playing throughout their mind - fabricated by the Mystic conducting this Rite, though the reaction to such visions is left to the victim's interpretation. They would find themselves taken by a great degree of lethargy thereafter for an IRL hour at the most, and in the following narrative week, would experience mild nightmares and night terrors as their soul recovers from the ordeal, replenishing itself. A total of 1 Soul Fragment/Count of Essence may be retrieved via this rite, for later storage within a menhir or an Eidolon’s Apparition Cradle. Once an individual has been afflicted by this rite, they are immune to it for the next 7 IRL days.  

 

  • Tells of the occult are allowed to be subtle, though still must be displayed to the extent described within this rite. Premonitions experienced as a result of this rite’s usage on an individual don’t grant them legitimate foresight, though they may certainly believe it to be such - these brief visions being entirely to the design of the victim.  
  • Supernatural phenomena occurring while this rite is underway are entirely for flavor and non-combative. This may include things like an ethereal breeze blowing throughout the nearby area, books flipping pages of their own accord, ghostly whispers being spoken from the shadows, etc.
  • The Lethargy experienced as a result of this rite’s use does not prohibit an individual from fighting back, fleeing an encounter, etc. more akin to general grogginess and tiredness than debilitating exhaustion.  
  • Victims of this rite are immune to it for 7 IRL days afterwards. They must be soul-bearing Descendants (or Kharajyr) in order to be considered valid targets for this ritual.  
  • Tier 2 Sacrament, may not be performed in combat.  
  • Mystics are incapable of harvesting the souls of other Mystics, and things with inferior souls, or the lack of one entirely.
  • NPCs are unable to be harvested.
  • Rite of Harvest performed on any descendant under 16 will result in the fragment being weak and useless, the other effects however remain.

 

Darkening - Darkstalkers & Draugars

Spoiler

Darkening:

Effects of Draining

In contrast to the victim’s agony, the darkstalker is granted a brief euphoria and sense of vitality when draining, equivalent to a brief and potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive them to great lengths the longer they attempt to go without it.  

 

Non-Combat - Cantrip

 

To perform darkening, a darkstalker must manifest an abyssal aura which appears as a thick black haze which swirls around their hand. With this, they may manipulate lesser living lifeforms as they see fit, such as a patch of grass or shrub. So long as it is touched or in the immediate proximity of the darkstalker (5 meters) they may steal the life from it so that it appears withered and decayed. This grants no benefit to the undead save for a slight euphoria, though does nothing to replenish their energy or ability to cast. As this is limited to a cantrip, it cannot be used combatively.

 

Combat - Direct Drain

 

The darkstalker may also use this method to a more malefic capacity, capable of actively sapping the lifeforce from a descendant. This would require two emotes to channel the haze, before the knight must grapple their target victim and begin to drain the lifeforce. This feels alike to hot needles which are pulled out from under the flesh, which may overwhelm the victim and cause them great degrees of pain. Over the duration of two more emotes, assuming direct physical touch was sustained, the victim will become gradually weaker and frailer until they are incapacitated. This would not kill them outright, though would render them unconscious and gaunt for a moderate duration until aroused. Should they be drained yet a second time, the individual would shrivel up and be killed.

 

Effects of Draining

 

In contrast to the victim’s agony, the darkstalker is granted a brief euphoria and sense of vitality when draining, equivalent to a brief and potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive them to great lengths the longer they attempt to go without it. Knights who deny themselves the art of draining will often go mad from their lack of the vital sustenance they so crave in their state, becoming weak and lethargic until they shrivel away and die.

 

Redlines

  • Does not kill the victim the first time, only renders them unconcious. 
  • Direct touch must be maintained the entire spell’s duration for success.
  • Touch draining requires 2 emotes to channel + 2 for full effect. 
  • Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.
  • Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy.
  • Combative draining does not wipe the memory of victims.
  • Due to the body and soul not being strong enough, any descendant younger than 16 provides no substantial lifeforce, however the other effects of darkening remain.

 


 

Darkening - Necromantic Maledictions

Spoiler
  • Does not kill the victim the first time, only renders them unconcious.
  • Direct touch must be maintained the entire spell’s duration for success.
    • Touch draining requires 2 emotes to channel + 2 for full effect.
    • Tether draining requires 2 emotes to channel + 4 for full effect.
  • Tether draining can be severed via aurum or holy magical disturbances.
  • A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection.
  • Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.
  • Necromancers are not granted any combative benefit from draining unless they had been made weak/frail from going a particularly long period of time without lifeforce.
  • Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. This means that descendants with accessible flesh can be drained, and does not refer to other CAs that have souls but do not have flesh (Machine Spirits, Sorvians, etc.).
  • Combative draining does not wipe the memory of victims.
  • Draining can be used in tandem with ordering other undead. 
  • Due to the body and soul not being strong enough, any descendant younger than 16 provides no substantial lifeforce, however the other effects of darkening remain.

 


 

Soul-Sapping - Infernal Compendium

Spoiler

Redlines:

 

— Soul-Sapping may only take from creatures with a Greater Soul and those untainted by infernal influence; it always yields [1] Soul Fragment. 

— Soul Fragments may only be consumed either by forcefully killing a mortal and pillaging the remnants, or forcing a soul-bearing individual into a deal by bargaining, where they must willingly IRPly consent to it. 

— All inferi inherently know how to Soul-Sap, able to do so with intent to ascend up the infernal hierarchy.

— Soul Fragments harvested must be logged with dates, players, and RP of the souls being taken in order to be properly proved to be utilized for Ascension/Evolution.

— Players receive no additional benefit in Soul-Sapping should a victim PK, and should not goad the other player into PKing whatsoever.

— No IRP nor OOC consent is needed to Soul-Sap if one is forcefully restrained.

— An inferi player may choose whatever aesthetic they see fit for Soul-Sapping, be it a handshake with fiery runes, or a sudden swathe of gaseous substance pulled from the chest, or even the manifestation of pulling energies from an effigy.

Soul-sapping cannot be used on any individual under 16 due to their soul not being strong enough, providing nothing of use while the other effects of soul-sapping remain.

 

 


 

Feeding - Corcitura

Spoiler

-Drank blood notably has to be fresh; either directly from a living descendant or within one narrative day or three OOC hours or it will make the Corcitură sick and not satiate their thirst.

-Whilst Corcitori could drink the blood of any being without noteworthy effects, they cannot satiate their addiction with the blood of animals, other Corcituri, Siliti, Siliti thralls or creatures without genus. In this regard Corcitori only crave the blood of descendants and humanoid magical entities. 

-A Corcitură that has fed ¼ of a descendant’s blood will have their thirst quenched. Drinking this amount would at most incapacitate the victim whilst any more than this would be lethal. Victims cannot be fed from more than once per IRL day without dying from blood loss. 
-Corcituri that have not fed in the past seven IRL days MUST enter a feeding frenzy when exposed to any amount of fresh blood greater than a stab wound within 8 blocks, or the range of [Quiet] chat. Whilst Corcitori in a feeding frenzy cannot discern friend from foe and will be forced to satiate their thirst for blood by any means, in the early stages of addiction (week 1 and week 2 since feeding) their minds are not devolved and they are still as intelligent and capable as usual, able to functionally utilise their weapons and magic.

-Any blood obtained from any descendant under the age of 16 is not enough to sustain the corcitura.

 


Edited by wytch
Updated all spells to state they don't provide substantial resources, but the other debilitating effects of them all remain. ALSO updated Corcitura to simply not be enough to sustain people, but AGAIN, you can STILL attack them.
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Far as I understand from a Lore perspective, A Soul is A Soul until something is done through a MA/FA/CA to alter it. Dark CAs and MAs going out of their way to target child persona's for soul fragments is a bit of a both-sided issue - you could say the Evil Players are not upholding good RP standards [like most of their lore says they must] and make a problem of that. Alternatively, its very easy to say if you have a child persona, and you wander out and get ambushed - that's on you. 

 

Besides I've seen far to many 9 year old haeseni war veterans to take this at face value. When children do not speak in fully verboise sentences and hold jobs that most adults struggle with and stop acting like adult persona's I could probably see this being more worthwhile, but that's not really the case.

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13 minutes ago, wytch said:

meaning the spell will fail if attempted

clarify that it does not provide lifeforce to the necro

not that the spell itself fails. too much

i will not be dogpiled by the erm..beelian militia

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9 minutes ago, greisn said:

clarify that it does not provide lifeforce to the necro

not that the spell itself fails. too much

i will not be dogpiled by the erm..beelian militia

This has been fixed! I realized it was a bit much, but the other effects would remain, just no lifeforce is provided.

10 minutes ago, PrimnyaQuorum said:

Far as I understand from a Lore perspective, A Soul is A Soul until something is done through a MA/FA/CA to alter it. Dark CAs and MAs going out of their way to target child persona's for soul fragments is a bit of a both-sided issue - you could say the Evil Players are not upholding good RP standards [like most of their lore says they must] and make a problem of that. Alternatively, its very easy to say if you have a child persona, and you wander out and get ambushed - that's on you. 

 

Besides I've seen far to many 9 year old haeseni war veterans to take this at face value. When children do not speak in fully verboise sentences and hold jobs that most adults struggle with and stop acting like adult persona's I could probably see this being more worthwhile, but that's not really the case.

This is entirely to prevent repeated bad faith rp at 4-5am where people come to a settlement and target whatever child they find, I'm not here to speak about Haense. Nobody talks about Haense, it isn't real and can't hurt us.

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7 minutes ago, wytch said:

This is entirely to prevent repeated bad faith rp at 4-5am where people come to a settlement and target whatever child they find, I'm not here to speak about Haense. Nobody talks about Haense, it isn't real and can't hurt us.

 

I would say you would have better luck making some redline or rule against bad-faith RP then making a redline saying children can't be taken for soul/blood/magical resources. If that's the case, the easiest way to fight darkspawn to is constantly make 10-16 year old solider personas, throw them at evilland, PK on first death, and repeat because what are they gunna do - capture you and get nothing? 

 

If you're getting bad faithed report it - changing lore aint it. 

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4 minutes ago, PrimnyaQuorum said:

 

I would say you would have better luck making some redline or rule against bad-faith RP then making a redline saying children can't be taken for soul/blood/magical resources. If that's the case, the easiest way to fight darkspawn to is constantly make 10-16 year old solider personas, throw them at evilland, PK on first death, and repeat because what are they gunna do - capture you and get nothing? 

 

If you're getting bad faithed report it - changing lore aint it. 

 

Hunting children is just as IRPly optimal and logical as it is OOCly. After all, why wouldn't evildoers go after the most vulnerable targets? If toxic behavior is the IRPly most logical course of action, lore should be changed so it isn't.

Child soldier squads is IRPly just unnecessary cruelty, and is more transparently OOC bad faith, not just "doing what makes the most sense".

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survival of the fittest, if the child dies they deserved to die. In fact we should kill more children, too many running around. 

 

promote child murder dont push against it

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Just now, BakedPotato said:

survival of the fittest, if the child dies they deserved to die. In fact we should kill more children, too many running around. 

 

promote child murder dont push against it

literally nothing about this prevents child murder, you do you chief.

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4 minutes ago, wytch said:

literally nothing about this prevents child murder, you do you chief.

Yeah but like more benefits to bullying children personas not less, promote not discourage

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32 minutes ago, lemonke said:

Damn, the Thorim Blackheart nerf just dropped 

Spoiler

 

 

If the half of the server plays as children you pretty much brought it upon yourself to the point where you just walk into first ghoul that walks on the road, especially if the said children roleplayer irply slanders the henchmen. (What do you expect when you walk right to the Demon, zombie etc. and think nothing would happen.)

But hey, if you have a problem you can always sit at my doorstep for another 5 hours, staring at a wall.

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31 minutes ago, Mestvin said:
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If the half of the server plays as children you pretty much brought it upon yourself to the point where you just walk into first ghoul that walks on the road, especially if the said children roleplayer irply slanders the henchmen. (What do you expect when you walk right to the Demon, zombie etc. and think nothing would happen.)

But hey, if you have a problem you can always sit at my doorstep for another 5 hours, staring at a wall.

 

Someone is a little mad. Don't have to be so defensive little guy. If you have done nothing wrong, why should you worry :3

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