Jump to content

[✗] [Tawkin Addition/FA] Mutants & Mutagen.

 Share


Helmet

Recommended Posts

- Tawkin Addition/FA -

MUTANTS & MUTAGEN

AD_4nXcT0FwBjgPYUoxLbydqxcNZHQycB4z9Xqly6KFrefeuu5ILTQ5sRn1qv7D87HS0ryQ2f5-_xhX8_ATSZLU7bKQWEglKfn1Petw4vyhFoDWUl-B5BivH4mOytbltDB9Fvff26zOyDg?key=xdqma1ShLQHrHkIfK55tIZ9N

AD_4nXcvJSGNjSTbg68NpggATaaRD25qo55Bg8vvpwb5yzTV8eaGpRyFO2nIdV6qwymvyhqE02fuePzrUWHGFZNsXXynpmpOD4qelzyafAn6e9NAVqqcl8gJcLgAsfkpz6mML1e-cARhPA?key=xdqma1ShLQHrHkIfK55tIZ9N

 

[ Overview ]

 

Tales of maddened scientists dunking innocent captives into vats filled with alchemical solutions have more or less been immortalized, such a trope hammered into the minds of many whether it be hearing of them through word, or directly witnessing the atrocities they commit.

 

A few of these intellectual freaks have realized that, with some modifications to the original recipe of Homunculus Fluid, they may not need to kill their ‘volunteers’ at all in exchange for a less potent & seemingly random effect! 

 

This does often result in at least one side effect like marring their physical appearance, messily shifting the proportions of limbs, damaging intellectual capabilities, and so on, with the potential for a beneficial mutation to occur coming along with it's own ups and downs on top of the side effect. However, all are unified by a second, almost alien voice wriggling within their brain akin to split personality disorder- occasionally forcing itself out to speak and act.

 

- Creation -

 

Liquid Mutagen [T3] [Rare]

Pure Liquid Mutagen is a variant of Homunculus solution, bubbly with a vibrant green color. Submerged figures appearing murky when looked at from the outside. It is spliced with the properties of Azhl through alchemical processing to extend its shelf life. Because of this, permanent vats are often required to store the Pure substance- but it can exist in a lesser, diluted state in water albeit posing more as a hazard than an alchemical tool. 

 

Base : Descendant Blood, Yellow Bile, Black Bile, Phlegm

Aether | Poison [x1]

Aether | Curtailment [x2]

Aether | Weakness [x1]

Mundane | Growth [x5]

Mundane | Connection [x4]

Mundane | Life [x4]

Mundane | Poison [x3]

Mundane | Vigour [x3]

Mundane | Peace [x3]

Mundane | Reduction [x2]

Mundane | Chaos [x2]

Mundane | Rage [x2]

Mundane | Burning [x1]

 

- Effects -

 

If pulled out early, the person or creature will be deeply nauseous & disfigured by acid burns- the severity depending on how long they were in the vat for. Leaving someone imprisoned for too long meanwhile will result in one’s form to agonizingly twist, churn and inevitably dissolve as piece by piece the flesh is transmuted and pulled away from one another- leaving behind only a disheveled skeleton. Should they be yanked out at the right time, their body will remain alive- yet deeply acid-burned. Following this, there is a chance that after an undefined period of time that the person undergoes a gruesome transformation- morphing into a mutant in an often all too literal skin-crawling sight within agonizing seconds.

 

Diluted Liquid Mutagen, on the other hand, is the result of spilling Pure Liquid Mutagen into a body of water. These fizzy, green-hued and bubble-speckled waters pose a lesser yet still serious hazard to all that are organic- the alchemical substance is potent and cohesive with itself enough to remain within flowing water, and gnawing at flesh at a slower rate. Only NPC creatures, fauna & flora will be the only ones susceptible to changing into Mutant equivalents, occasionally hybridizing if two or more unfortunate lifeforms swim too close together in the toxin-filled waters. 

 

x PURE Mutagen Redlines

- Pure Liquid Mutagen is ST-Signed, and requires an FA in Tawkin to be made. It is a RARE recipe.

- Pure Liquid Mutagen must be represented with a large vat/barrel build, 1 batch being enough to fill a single orc-sized barrel.

- The creation and distribution of Pure Liquid Mutagen cannot take place during combat.

- One must be submerged at least half a meter (mechanically 1 slab) deep for the Pure Mutagen to take effect, you cannot splash or toss a bucket full of it. 

- Pure Liquid Mutagen will cause first degree burns on initial contact with flesh. Maintaining contact for the second emote will result in second degree burns, the same applying for the third.

- Pure Liquid Mutagen cannot burn through metal and inorganic materials, at best corroding them. 

- Armors and garments that are inorganic and watertight will resist the effects of Pure Mutagen, so long as a breach or puncture is not present.

- Blessings, alchemical concoctions, spells and magics that are meant to directly affect water DO NOT affect Pure Liquid Mutagen. 

- Water Breathing potions DO NOT work in Pure Liquid Mutagen, including other abilities and/or spells that are meant to work with water in some way. 

- When looking to become a Mutant, do the RP necessary to become one, place screenshots of those emotes into a public document followed by coords to the Pure Liquid Mutagen. Create your Mutant FA, then make an SREQ with both the FA and Docs in it. IRPly, becoming a Mutant is a very sudden process that occurs whenever that FA is accepted after being exposed to Pure Liquid Mutagen for some time.

- CAs such as Klones, Homunculi, Naztherak/Inferi, Epiphytes, Tree Lords, Azdrazi, Atronaches, Automatons, Golems, Machine Spirits, Wights, Paleknights, Archliches, Darkstalkers, Ghouls & other forms of incorporeal/corporeal undead and other constructs not reliant on living flesh to exist are unable to take up the Feat, likely being acid-burned in the process.

- This Feat is incompatible with MAs such as Necromancy, Voidal Magics, Kani, and Clerics (When those exist).

 

x DILUTED Mutagen Redlines

- Diluted Liquid Mutagen requires RO permission to be added via dumping or to be removed through purging/blight healing.

- The ST sign should be placed at the center of the Diluted Liquid Mutagen's area of effect, with RP signs placed at it's borders.

- A minimum of 1 count of Pure Liquid Mutagen must be used, affecting a singular body of water in a 10x10x10 area of Diluted Liquid Mutagen. Using 2 counts will result in a 20x20x20, with the maximum 30x30x30 area requiring 3 counts.

- Diluted Liquid Mutagen cannot be splashed onto someone to inflict acid burns. They have to be submerged or fall into a sizable amount of it, at least half a meter (mechanically 1 slab) deep.

- Diluted Liquid Mutagen will cause first degree burns upon flesh making contact. Maintaining contact will gradually worsen the burns, resulting in 2nd degree acid burns by the 3rd emote and 3rd degree acid burns being applied on the 5th emote.

- Inorganic materials are entirely impervious to being burned by Diluted Mutagen.

- Armors and garnments that are inorganic and watertight will shield the wearer from Diluted Mutagen's burns, so long as it remains unbreached/without a puncture.

- Water Breathing potions DO work in Diluted Liquid Mutagen, but DO NOT prevent burns.

- Blessings, potions, spells and magics that are meant to directly affect water DO affect Diluted Liquid Mutagen.

- Only NPCs including flora and fauna can be mutated by Diluted Mutagen, often being detrimental and occasionally fusing the flesh of several creatures together. 

 

AD_4nXcvJSGNjSTbg68NpggATaaRD25qo55Bg8vvpwb5yzTV8eaGpRyFO2nIdV6qwymvyhqE02fuePzrUWHGFZNsXXynpmpOD4qelzyafAn6e9NAVqqcl8gJcLgAsfkpz6mML1e-cARhPA?key=xdqma1ShLQHrHkIfK55tIZ9N

 

[ Mutants ]

 

- Mentality -

The Mind Homunculus 

AD_4nXcbLCGha-WK5U_Lr0CjguqT_S0O-GuC9eVsJ0ehUfSdkdgI5ORQcR3aA6UeIdSa9EBpKiBNBzczgTxPRt-UPUBZPbNZtre1RejcQt29_JTzzFi5F1FXHsrjNrZXDgur3d6VfPY4?key=xdqma1ShLQHrHkIfK55tIZ9N

[!] A conjoined-variant Mutant, his Mind-Homunculus having sprouted a face at the back of his head.

 

Though Mutants are as varied as the peoples they are made from, the one unifying attribute all Mutants will suffer from is an affliction similar to Split Personality Disorder. This Homunculus-like consciousness born from the Mutagen will wrestle for control within the person's own body, implanted within the still living flesh. Verbal/physical outbursts are but part of a Mutant’s day to day life as two beings inhabit the same body, yet neither half can read the other’s mind despite sharing the same flesh- making such verbal ‘self-talk’ the only method these two can communicate.

This mind may match the Mutant’s in intelligence, but may be lesser or occasionally greater- not exceeding what is possible for a mundane person belonging to their race. It also cannot process emotion like a real creature, at best imitating it once learned. Moreover, the Mind Homunculus can even take over while the host’s mind sleeps- allowing the body to alternate between biological host and artificial meat intelligence.

 

X Mind Homunculus Redlines

- Mind Homunculi are not telepathic with their Hosts. They cannot “think” with each other to communicate and/or decide upon things, and thus their only method of communication with others or their host is to try use the host's own voice or control their limbs.

- Sleepwalking with the Mind Homunculus in control will not counteract the biological need to sleep. Hosts, when waking up, will feel as though they just pulled an all-nighter should the Mind Homunculus ever take control while they are asleep.

- This can under no circumstance be used to awaken from being knocked out by mundane, alchemical, or magical means.

- The Mind Homunculus can retain and even teach rare knowledge should it have the intellect, so long as its Mutant-host has learned of or practices it as well. It would just be a flavorful way to do so, offering no mechanical benefits or consequences.

 

- Physiology -

Moderate Mutations & Mutagen-Sourced Banes 

AD_4nXetgD3h_RYAAseu7COJUwHrvsiXpjyHTM4ZS1_FebYMfKlYlt7hrg4if_JnAxZM9qn5ekw5yvfDT8NLEtxPs2w2-ew-Gxj-LWgiboiH92e4Ynevx4xGwqm-E_nuLhMP01D6pKEt-Q?key=xdqma1ShLQHrHkIfK55tIZ9N

[!] The sketch of an Ologified-variant Mutant, wandering the planes of Guramdir’s Dissonant Sphere.

 

If the disposable lab rat Star Guest survives the process of being submerged into Pure Mutagen, there is a sizeable chance that their acid-scarred form will erratically sputter into a far more horrific fate mere hours to months after exposure, even if the acid-burns have healed fully. This will result in [1] Moderate Mutation spontaneously forming within the Mutant's body consisting of a 'beneficial' effect with it's own caveats, followed by at least [1] additional Side Effect adding onto the consequences of so haphazardly modifying life- though several of these Side Effects are able to occur within the same body.

 

Moderate Mutations List

Spoiler

Ologification

Spoiler

The patient, after melting a good amount in the acid will begin to rapidly grow in biomass in a revolting, agonizing display of flesh, bone & sinew multiplying and stitching itself back together haphazardly- resulting in a malformed husk not too dissimilar in size to a deeply deformed, misshapen Olog often with massive, disproportionate body parts. Their strength will match one, however their cognitive functions will be stunted by the unnatural shrinkage of the victim test subject’s brain to match an Olog’s.

This does not make them less intelligent outright, but rather they will eternally be pecked at by a severe migraine as the ‘advanced’ descendant mind is attempting to run on a far ‘simpler’ Olog-based brain, and thus the Mutant will be unable to have the opportunity to display anything beyond an Olog’s critical thinking levels. This leads them to be prone to anger because of the constant mental overload in both its agony, and inability to use what once was so free alongside a constant gnawing hunger . The Mind Homunculus will suffer a similar fate, becoming irritable and unable to display its own intelligence (if any)- bickering with their host aloud within that host’s own body being not uncommon, the Ologified Mutants looking as though they argue with themselves.

Ologification Redlines

- Ologified Mutants are unable to exceed the height limits of the Olog CA, even with “The Bad’s” Growth spurt. (8-10ft)

- Ologified Mutants may also come in Uruk-sized forms, being identical in behaviour besides the lesser strength and height difference (6-8 ft) 

- The process of growing into an Ologified Mutant is rarely symmetrical. 

- Ologified Mutants are unable to perform tasks that require critical thinking skills like writing, reading, forging, and utilize knowledge/magic based Feats and magics even if they have them- either giving up, recoiling in mental pain, or thrashing at whatever is confusing them.

- Progress in learning or advancing in FAs/MAs are also placed on hold.

- Ologified Mutants can not use complicated machinery, equipment potions, enchantments or other complex objects.

- Passive, non-activated enchantments and Housemagery are exceptions to these rules, able to be used by Ologified Mutants much like regular Ologs.

- Ologified Mutants, much like regular Ologs, are terrified by the sound of crashing high density boomsteel- fleeing from its presence when heard. 

 

Additional Ligaments

Spoiler

Post-burning in the vat of Liquid Mutagen, their skin & flesh will part on the person’s body at random beneath them as though the a ghost were pulling it open, cracking and churning bone about- fresh binds of flexible connective tissue binding these broken bones back together and allowing them to twist on their own accord, musculature rapidly regrowing to seal these up. 

By the end of it, each limb will have an additional joint within them, and all of them old and new will be able to move a lot more freely- one’s neck may gain the flexibility of an owl’s, while their spine may contort into all sorts of freakish shapes without endangering the organs within as examples. Moreover, they may dislocate and relocate these joints with terrifying speed without causing much damage to the self- allowing their bodies to contort into tight spaces far easier- able to squeeze through with enough effort so long as their head is able to fit. 

This may also serve as a detriment however, as sudden pulls or strikes may dislocate these portions as well- making this variant of Mutant far easier to stagger. Also, all bones struck will cause their nervous system in that area to briefly shiver as though it were a funny bone. Have fun imagining that.

Additional Ligaments Redlines

- In terms of mechanics, Mutants suffering from Additional Ligaments may squeeze through tight portions so long as their skull can fit through, and may freely sprint while crawling, running, or alternate between the two in the same emote.

- Mutants can at most squeeze through spaces that their skull can fit through. This cannot be used to access places mechanically impossible to reach. Exceptions can be made during ST-hosted events. 

- While they are given supernatural flexibility, they aren’t able to stretch like rubber without their flesh tearing- they are limited to biology, not cartoon logic.

- This does not enhance reaction time in any way.

 

Conjoined/Siamese Homunculus

Spoiler

Some time after being immersed in Mutagen, the Mind Homunculus will be given a physical form- viscerally erupting out of a portion of the victim’s body, at best consisting of a face of lesser size bulging out of somewhere, or at worst a fully grown siamese twin-half with every other wretched possibility in between being options as well. 

This soulless, conjoined Homunculus, spawned entirely of alchemical fluid and primed flesh, will feel the searing burn of aurum even if the host is not sensitive to it, and will regenerate on its own even if cut off or removed in some manner, often to the host’s detriment.

In exchange, the Mutant will have a clear(er) mind as they will not need to actively share the same brain with the Homunculus, and effectively have another set of eyes and ears to help them- should the Mind Homunculus choose to help its host. Beyond that it’s quite cowardly, unable to perform actions during combat beyond bellowing, moving and shouting.

Conjoined/Siamese Homunculus Redlines

- The Mind Homunculus cannot act as anything other than another set of eyes and ears at best during combat, effectively making the Mutant-host represent two people when searching/listening. Neither the host nor the Homunculus is given supernatural senses, they just have the opportunity to spot more things and hear things twice.

- The size of a Mind Homunculus’ body cannot exceed the Mutant-host’s own, and must be deeply conjoined with it. At minimum, the Mind Homunculus’ body can be represented with an additional face-like growth.

- The Mind Homunculus’ body will grow back in an OOC day if it is the size of a face, taking up to an OOC week if it is a full siamese twin of the host.

- Despite being connected to the same nervous system, the Mind Homunculus cannot speak with their host telepathically in any manner- it will at its quietest, speak in #q, or at maximum at #s.

- Additional Limbs will retain their full strength, however will be unable to be used in combat/by the Mutant Host effectively- being completely controlled by the Mind Homunculus.

 

Alchemical Sensitivity

Spoiler

Victims of this variety are doomed to a blood-curdling stomach ache as they physically regurgitate random chunks of their own body upon becoming Mutant- organs, tendons & smaller bones as unnatural equivalents take their place. This alien flesh, born of alchemically modified meat woven from the host, halves the amount of food required to sustain the Mutant-host, simply by being more efficient. 

Moreover, consumed or injected potions will have their central effects last twice as long without consequence, and potions meant to be consumed will take full effect regardless of HOW they are meant to be consumed, so long as the full count is spent and it is placed into the body somehow some way. 

Unfortunately, the same applies to non-magical poisons, alcohols and narcotics, and anything that CAN become addictive for a standard descendant WILL become addictive for these poor souls, always hungering for such things so long as they remain a Mutant. More potent drugs will take priority over lesser ones as they wreak havoc on the person’s wellbeing (Mundane Alcohol/Narcotics < Supernatural Narcotics/Alcohol < Liquid Lifeforce drinking/Argentum refinement & similar euphoric sources), and if not under the influence of one the Mutant may have a constant craving for them as intense withdrawal strikes them.

Alchemical Sensetivity Redlines

- All potions with a specified ‘on consumption/drinking/eating’ effect will prioritize that over all other potential effects regardless of how the potion enters the body whether it be through inhalation, injection or some other means. This includes Thornskin Salve, Fervor Concentrate, Alchemist’s Sugar, Organ Mender, Coagulator, Hemo-Flow, and more.

- Juliet’s Potion from Tawkin is the only potion that remains unaffected by this despite having an effect when imbibed, as instant-death darts/needles aren’t fun.

- Overdoses that are unwillingly forced upon the Mutant will take no effect- providing neither harm nor boons until whatever cooldown the corresponding potion has runs out. Examples include St Felders Vitality and Dragons Breath.

- Potions that are not necessarily intended to be consumed, or lack a clear effect upon consumption will be exempt from this- acting normally. Examples include destructive potions like Blasting/Smoke Whispers, and salves like Fire Oil.

- This does not affect the number of emotes required to use a potion under any circumstance.

- Addiction is ultimately up to the person to OOCly decide how they wish to RP, so long as it or its consequences exist in some manner. At minimum, the craving of constant  narcotics/hallucinogens/alcohols should pester the Mutant.

 

 

x General Moderate Mutation Redlines

- Moderate Mutations are ALWAYS picked OOCly by the Mutant upon creation.

- Taking up a Moderate Mutation is entirely optional OOCly, you are not forced to take one if becoming a Mutant- but this decision cannot be changed unless cleansed and infected again.

- Custom Moderate Mutations and Moderate Mutation stacking should be MArted, the FA only being activated when the MArt is accepted- the person failing to turn into a mutant otherwise.

 

Side Effects List

Spoiler

The list found in the spoiler below are all suitable for acting as a consequence to the horrific process becoming a Mutant entails, though is not limited to it. These side effects should be negative in almost every single possible way, or mimic a mundane disease or deformity of some kind- they should NEVER be beneficial, aesthetically pleasing, or have a use in any way, shape, or form.

Spoiler

- Leprosy, 

- Elephant Skin Disease, 

- Brittle Bones Disease,

- Mummified-looking skin,

- Malformed body parts/disfigurement, 

- Freshly grown malformed limbs/body parts,

- Werewolf Syndrome,

- Permanent/non-removable acid burns everywhere,

- Unnatural growth/shrink spurts (Clarified in Redlines),

- Parkinson’s disease,

- Cyclopia,

- Deafness,

- Severe Color Blindness.

And more similarly bad effects you can think of!

 

However, a couple examples that CANNOT be picked as “Bad” Side Effects are;

Spoiler

- Change in eye color/pupil shape,

- A change in skin/body/fluid colors,

- Webbed hands,

- High/low metabolism,

- Depression/Anxiety (Not that it isn’t serious, but it isn’t a legitimate disadvantage if 90% of the server has it),

And literally anything else that can be spun into something beneficial, aesthetically pleasing or useful to any degree.

 

 

 

x Side Effect Redlines

- Side Effects are NEVER beneficial for the Mutant in an aesthetic or mechanical manner. They will always be ugly or debilitating in some way.

- Mutants must pick at least one detrimental side effect or disease in the list. You may make your own up as well, so long as it is suitably bad for the character's well-being.

- Unless specified by a Moderate Mutation, Unnatural growth/shrink spurts can add or subtract from a mutant’s height by at most 1.5 feet from their race’s natural bodily limits, NEVER BEING A SYMMETRICAL/EVEN PROCESS. This WILL NOT affect their total weight or strength at all, with taller Mutants looking lanky, eternally crooked and grotesque- never being able to fill out their frame & being simply a larger target, whereas shorter Mutants will be more compact and stubby as though they were ‘smeared’ downwards.

- Additional limbs if grown through this process are unable to be controlled- uselessly flapping or being controlled by the Mutant, and cannot exceed the Mutant's racial limits in length or build.

 

- Curing & Cleansing -

 

Cleansing Environments

Druids with Blight Healing and Shamans may cleanse a region of Diluted could probably purge spilled Liquid Mutagen in bodies of water, destroying the Mutagen poisoning the water & curing nearby flora/fauna that is sickened by it. 

9 counts of Liquid Purifier (From Medical Pack 2) may be enough to purify a body of water as well, alongside preserving half of the Liquid Mutagen in the process. Pure Mutagen will float on top of the water and thus be able to be bottled back up for as long as the Liquid Purifier remains active, the Mutagen unable to burn or mutate during this temporary state.

 

Curing Creatures

Clerics (when they exist) and Shamans may cure Mutants of their affliction, reverting them back into normal form in an often painful/gruesome way, the entire process and memories of being a Mutant often traumatic in some way- developing a fear for all things that may remind them of Mutagen or their days of being a Mutant. Becoming a Mutant a second time will unfortunately be permanent, with no means of removing the affliction other than true death (PK).

 

x Redlines

- Mutants, unlike Klones and Homunculi, are NOT inherently allergic to Aurum since the location of the soul is not changed.

- The trauma of having been, becoming, or being cured as a Mutant is ultimately up for the player to decide how they want to RP it.

- If converted into a Mutant a second time after being cured, it will be permanent with no mortal means of reversing it.

- Diluted Liquid Mutagen requires RO permission to be added via dumping or to be destroyed/removed.

- Liquid Purifier does not destroy Liquid Mutagen, only separates it from water when diluted- thus allowing it to be picked back up. This will require RO permission to be 'harvested', but will effectively nullify it's acidic effects for 1 OOC day.

 

AD_4nXcvJSGNjSTbg68NpggATaaRD25qo55Bg8vvpwb5yzTV8eaGpRyFO2nIdV6qwymvyhqE02fuePzrUWHGFZNsXXynpmpOD4qelzyafAn6e9NAVqqcl8gJcLgAsfkpz6mML1e-cARhPA?key=xdqma1ShLQHrHkIfK55tIZ9N

 

OOC Reasoning

Spoiler

The short answer is I think an actual acid-flavored hazard & the archetype of turning someone who was once normal into a mutant would be cool. Long answers below for each individual aspect of the post.

 

As a Concept - This was greatly inspired by the Fallout series’ Forced Evolutionary Virus (FEV) and Super Mutants, yet also came from the idea of “huh, what happens if you dip someone that's already alive into Homunculus Solution?” given its current properties. I see this being beneficial to Tawkin as a whole since it makes it both more evil, and fulfills the niche of turning mundane creatures/people into proper abominations that Greater Mutations do not enforce/lack entirely, while Lesser Mutations are unable to be as potent and lack incentive to have beyond theming. Also Homunculi, while theoretically possible to have all of these and more, will lack any background or history besides being made by specific people. To try to cure someone that is cared for or fighting someone you have history with turned into a monster is a lot more interesting than simply fighting an alchemically raised corpse that always comes back.

 

Pure/Diluted Mutagen - I am going to divide this into two chunks- its cost, and why it doubles as a hazard. Currently with this write, Azhl as a reagent is necessary to acquire the three Aether symbols to make that potion. This is by design, so that someone doesn’t run around and make a thousand potions of these to turn all the water they want into acid, and gives Mutants a bit of a barrier to entry to prevent it from being just handed out alongside being generally morally dubious. Turning IRPly unwilling subjects into Mutants will require some amount of planning, or dragging them back to your spooky science lab to turn them into freaks of unnature. As for why the Mutagen dishes out acid burns, I saw this as both thematic for alchemy to have in some degree, a worse alternative to physical hazards that already exist when diluted (see; Lava, spiked pits, deep holes), and separate enough from Necromancy land-curses by doing active harm rather than spreading background disease.

 

Mutant Mentality - Dissociative Identity Disorder in a fantasy setting, while not needed to be sourced from a lore piece directly, I think has exceptionally good implications for what makes a Mutant a Mutant and their relation to Homunculi as masses of flesh altered by alchemy, defining the origins of Mutagen not through spoken world lore but on a matter of how they operate.

 

Mutant Physiology - Im perfectly fine with removing “Mutagen-sourced Banes” given Moderate Mutations already provide a decent consequence, however I believe it feels right to keep in since Lesser Mutations that are negative either portray a sense of incompetence in the person making them, or just illogical cruelty which I believe goes against what Alchemy-influenced villainy should look like. Logic and reason are the only two components that are present in all Alchemists regardless of ideology, and thus it can be really, really hard to get a good IRP reason to have people turn into freaks. And while yes, you could IRPly just “do it”, but what would be the purpose behind it? An experiment? Your character would probably already know what would be the result. Tying deep consequences to potentially beneficial mutations however makes this go from personal intentional/accidental process to indifferent, uncaring malice. Its not done for the sake of torture or because of an accident, it’d be because the calculations say this is the ideal move to make, regardless of consequences according to whatever messed up logic they themselves are using which seems more fitting for an evil alchemist. 

As for what actually makes turning people into Mutants “worth” it, Moderate Mutations fill quite a few niches that I really haven’t seen on LOTC, define themselves as distinctly products of “Flesh magic-science” and can lead to peculiar interactions with characters interacting with one another as a result of the presence of Mutagen & Mutants, and other lore pieces that are suitable. Greater Mutations were spread out across mundane people because they were a direct ‘upgrade’. However, now that there are steeper consequences, will these characters make the same leap again? How will this affect the person providing the Mutagen treatment, and those who know the persons affected by becoming a Mutant? Would this sacrifice of becoming more inhuman on a physical, mental and social level be worth the advantages they bring? If not, when would they be? What would be the level of desperation needed to turn to such terrifying methods? Fun questions like those just scratch my brain the right way. I’m going to touch up on each Moderate Mutation individually now, explaining why I believe them to be good fits for these moderate mutations beyond the fact that I wrote them and that they are definitely, 1000% perfect in every conceivable way, no other opinions allowed, & in general most of these are relatively under-powered, are able to be acquired with a far simpler CA (Ologification & Ologs), or result in very heavy counters for comparatively mild benefits.

 

Ologification - This one I believe is best for players that intend to be cured, but do some fighting along the way. Being turned into a dumb, starving, monstrous creature with constant migraines is a great excuse to turn to short-term villainy regardless of who your character is, and makes fighting them more interesting if they are up against people they once knew. If they care enough, the fight will go from simply killing the monster to restraining, capturing, and imprisoning it- until they can be cured, though it's fitting enough for people looking to just play big goons for big bads as well.

 

Additional Ligaments - I do not think I need to justify this one's existence all that much, just another flavor of spook that I believe is unique and have not seen on the server- and is not really good for direct combat beyond being able to twist into different ways.

 

Conjoined Homunculus - Exists for the sake of added body horror, and also the dynamic of having 2 heads is always a fun one. This is by far the ‘weakest’ moderate mutation, but also my favorite since it makes the split personality thing more literal.

 

Alchemical Sensitivity - As of now, there is no variant of crackhead on the server that is anything beyond mundane, and not much linking Tawkin to base Alchemy beyond the recipes/how things are made, which I find disappointing- something that Animatii also suffers from a lot. This not only helps bridge the gap to base potion craft, but synergizes with it on top of giving sizable cons for it that is in line with the other moderate mutations. If you don’t want to be a crackhead or be susceptible to actual poisons, don’t pick up this Moderate Mutation. Salves/medicines that can be injected or treated and the like will act like the person had just consumed a bottle of it, rather than just inflict its effect on the place where it is hit. This turns potions like Fervor Concentrate from a mild extra pain to deal with to something that can pretty easily 1 or 2-hit KO the Alchemical Sensitivity-Variant Mutant should they be hit by it, and can turn potions like Thornskin Salve that have an effect when being applied and consumed entirely unable to be used without making themselves deeply sick.

 

Do YOU think that this is hot garbage and/or has glaring issues? Please spam dm me on discord or leave a comment below, I am always open to suggestions and constructive criticism. Thanks for the read, was fun to write.

 

Credits: 

StingyParrot & Luxury for reviewing.

Edited by SlitheryC1
Moved incompatibilities to 'Pure Liquid Mutagen' Redlines & Font change. Removed Ghoul Compatibility and added more MA restrictions.
Link to post
Share on other sites

Tawkin buff?? in THIS economy?????

Link to post
Share on other sites

31 minutes ago, Cheese said:

Tawkin buff?? in THIS economy?????

 

how is getting innumerable diseases and being forced to put on a paper bag whenever you go into a social setting in exchange for mid "benefits" a buff

I just wanna dunk people in acid :(

Edited by SlitheryC1
Link to post
Share on other sites

1 hour ago, SlitheryC1 said:

- CAs such as Klones, Homunculi, Naztherak/Inferi, Epiphytes, Tree Lords, Azdrazi, Atronaches, Automatons, Golems, Machine Spirits, Wights, Paleknights, Archliches, Darkstalkers, Ghouls & other forms of incorporeal/corporeal undead and other constructs not reliant on living flesh to exist are unable to take up the Feat, likely being acid-burned in the process.

- This Feat is incompatible with MAs such as Necromancy, Voidal Magics, Kani, and Clerics (When those exist).

??????? This feels like you kinda pulled lore out of a bucket and wrote it down; why are klones and homunuclus incompatible with an alcehmical process, why are mortal naztherak considered a construct or not reliant on living flesh [even tho inferi are as well?] Why is kani and void magic incompatible with an alchemical process that has 0 impact whatsoever on the soul?

 

It's a neat lore page but this seriously feels like it has no cohesion to existing lore

Link to post
Share on other sites

This feels more like a MArt submission than an addition to tawkin. 

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...