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[✗] [Rewrite] [Alchemy] Infernal Alchemy

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INFERNAL ALCHEMY

ORDER’S SUBVERSION

Music

 

PREFACE:

 

Spoiler

This rewrite serves to both modernize the state and processes of Infernal Alchemy, whilst addressing the glaring problems that are the mass-production of Siegmund Candle’s and the massive lore contradiction that is Witchtallow, while also preserving and doubling down upon the niche of Dealing with the Hells. 

 

Should this be accepted, Both Infernal Alchemy and Cannibal Alchemy would be shelved and replaced by this lore. All prior Infernal Alchemy Potions should be trashed, and any Persona that had learned all prior Infernal Alchemy Potions, as well as all current Zar’Akal/[T5] Naztherak with a [T3] Alchemy FA, should be grandfathered with all new Potions, Reagents, and Processes. Also, yes - Rokodra is missing. This is intentional; A Rokodra [and Infernal Inscribing] Rewrite is on the way, focused around giving each more flavor beyond raw combat utility.


 

The following has been written for the LT Reviewers in order to discuss the intentions and thoughts behind each Potion and Mechanic, in order to ensure there is no misunderstood intent behind a particular section of this lore.

Spoiler

Background/Processes:

For the Transmutation Pentacle, after the fiasco of trying to understand how it was used in Rokodra Forging, the choice was made to integrate the concept into THE process all Infernal Alchemy Potions are made - a inefficient, borderline sacrificial method of Transmuting Raw Ingredients into Signs and Reagents through a Identifying Reagent. The process is only 100% successful for Naztherak and Zar’Akal, “Mortal” Agents of the Hells, while Non-Infernals must offer transliterate & gamble. This was done to promote the fact that only Hellish Agents - or Cursed Children who reject the influence of the Divine - have the influence to make such a deal. Equally, it sets Infernals as the prime Infernal Alchemy agents.

 

Core & Sparking Reagents:

An effort was made to trim down on Alchemy Bloat - Hou-Zi, Wonks, Treaents, and various other Cannibal Alchemy Reagents are currently in a state of non-existence or “find a mundane animal” to gather, and thus diminish the rarity and difficulty meant to be associated with gathering them. An effort was made to make the Core Reagents difficult to gather in that they require mutilation from a Player Character or CA, while not being from a shelved or inaccessible lore. With Sparking Reagents, the Goal was to require Alchemists to engage with Infernal Creatures and Things in order to properly create Infernal Alchemy Potions, in opposition to current Infernal Alchemy that only really requires access to Rakir. With Sparking Reagents, something overtly Infernal must be gathered through fighting, bargaining, or being an Infernal. Where possible, Sign types and Symbol counts have been preserved or carried over.

 

Recipes:

- Wormking’s Revulsion: Wormking’s Revulsions, in their current variation, serve as nothing more than meta-checking tools. They have been completely re-written to serve as a combative aid against undead specifically, though only rendering a fixed radius from a fixed point immune. They are intended to serve as wards against Undeath now, instead of “Gotcha” testing tools mass-produced from unnamed corpses.

- Dealmaker’s Entente: Dealmaker’s Entente is intended to serve as a variable potion of minor benefit and consequence, and as a more COMMON, non-magical cure for malflame burns. Additionally, it may be used to cure other Naztherak afflictions, at the cost of becoming obviously unnerving to interact or look at.

- The Eye’s Cleanse: The Eye’s Cleanse is intended to serve as a way for Naztherak and their agents to influence the world around them in a more covert manner. While the effects of the potion are entirely in appearance, the impact is intended to be in the reaction of the victim and those around the victim, prompting RP by virtue of reaction instead of making one directly ill.

- Kingsbane: Given the introduction of Diabolical Invocation, Siegmund’s Bane is intended to function as a sort of buffer to allow individuals to summon Inferi without the risk of losing a part of their soul, by requiring them to first find and kill an Inferi.

 

Missing Potions:

Most Obviously - Wonksrot, Witchtallow, Beguiling Brew, and both Sprogs & Fogey Elixir are absent from this rewrite. This is for a varying set of reasons, but generally speaking serve to remove questionable interactions and reduce bloat:

- Witchtallow: Fundamentally, this allows a potion of no listed tier or ST/Player Signature status to substitute Genus in Blood Magic without actually adhering to current blood magic standards - something that has ONLY been recently possible through the acceptance of a BM MArt. Removing this preserves the integrity of the fact that Genus is short-lasting, and requires a live victim to be harvested or offered from.

- Beguiling Brew: This Potion exists purely to make a character obsessed with another character. While OOC consent was required to ingest it, whoever was the target was not required to consent. Equally, the recent ST guide states OOC consent things should be used sparingly or not at all, and using it to drink a potion to be hopelessly and insanely obsessed with another character just invokes a ugh feeling in modern-day LoTC. 

- Sprog’s & Foley’s Elixir: In similar logic to Beguiling Brew, the potions had the effect of making one appear to be younger or older, respectively, then they were. I cannot recall ever seeing Foley’s Elixir exist, and the redlines of Sprog’s would, in theory, permit the disguising of certain magics that force their users to look older. Other than that, Sprog’s seems to only serve as a way to make one’s character more appealing by being eternally young with no real consequence.

- Wonksrot: This has never really been seen or used to my knowledge and others. It’s just alchemy Bloat.

 

 

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BACKGROUND

Since time first ticked along the clock, Men have always dealt with less than savoury hosts in the pursuit of power. No different is the Alchemist; in Pursuit of the Magnum Opus akin to the legends of the Philosopher's Stone, some ventured not into the depths of studies and research, but into invocations of blood and dark preachings. Over eons and centuries, the denizens of the High Hells bestowed upon Mortalkind twisting of the practices of Natural Order, concocting brews that did not test the boundaries of Alchemical innovations, but maximized suffering upon their fellow Men. In the most recent of times, however, those Greater Inferi have brought forth another wave of brews; ones intended to lure and deceive, to bring suffering through paranoia and the false hope of salvation.

 

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THE TRANSMUTATION PENTACLE

 

Central to all products of Infernal Alchemy is the Transmutation Pentacle - an ancient set of symbols and shapes, a ritual of untold eons born of the powers trapped within Blood. Through this process, Alchemists barter ingredients to the Hells alongside a marking ingredient, known as a Sparking Reagent in exchange for a plain, short-lasting ashy paste that can be worked with through the normal alchemical processes to produce a final potion. 

 

The Transmutation Pentacle is vastly wasteful - an Alchemist will find only the Signs and Symbols they require for their work to be returned, and that if they do not work the exchanged paste into a potion it will dissolve into a useless ash devoid of Signs & Symbols. In addition, whilst an Alchemist may only require a select few signs, all the triangles within a Pentacle must be filled with the appropriate Sign-Bearing Reagent in offering, lest the Pentacle be shorted and all offerings be taken with only ashes left in return.

 

The Transmutation pentacle itself is utilized in well-etched steps - a Pentacle is first drawn, with the names of the Five Zar’Rokul of Moz Strimoza at the base of each segment. Theses are followed by the Material Alphabet symbols for Air, Fire, Earth, Water, and Aether at the tips of each point upon the Pentacle along the circle; the order does not matter, so long as Aether exists at the lone leg and Fire/Water & Air/Earth exist opposite of each other. The Eye is then drawn within the center, and Reagents bearing the sign of their respective legs as then placed within the Pentacle, before the Sparking Reagent is placed upon the Eye. From here, a final offering of blood must be given before the Transmutation Pentacle is considered activated.

 

The process of activating the Transmutation Pentacle varies, as ultimately the purpose of the Transmutation Pentacle is to serve as a medium to beseech the Hells. As a consequence, there exists an element of uncertainty if one will be heard, only made certain through the Babbling Tongue, Ilzakarn. Should the names of the Zar’Rokul be etched in Ilzakarn, they will receive their paste without hassle; should the names instead be transliterated into any language that is not Ilzakarn, the Alchemist must roll a D20 - anything [10] and lower will result in the offersing being consumed, and useless ash left behind.

 

 

Redlines: 

Spoiler

The Creation of the Transmutation Pentacle always takes [4] Emotes - [1] to draw the Pentacle itself with the names of the Zar’Rokul, [1] to draw the 5 Alchemical Signs and places the Reagents, [1] to Draw the Eye and place the Sparking Reagent, and [1] for the appropriate, freeform invocation of the Pentacle.

While a ST-Signed Reagent bearing the relevant Sign must be present within each triangle of the Pentacle, only the required Signs and Symbols for a potion will be returned if successful. Sparking Reagents are consumed as well.

Offered blood must come from either any of the [4] Descendant Races OR a Player/Event Inferi [Zevn, Zar’ei, Zar’Akal, etc]. NPC Inferi such as Naztherak summons will not suffice. Alternatively, [1] Rakir may be supplied instead of blood.

The grey goo returned from using the Transmutation Pentacle contains only the required count of signs and symbols for the particular potion, and if not used within the same encounter turns to ashes. This cannot be bypassed or the goo preserved by ANY means.

Regardless of how much is offered, Non-Infernals will only ever receive enoughs signs and symbols for [1] Potions, while Cursed Children receive enough for [2] Potions and Naztherak & Zar’akal receive enough for [3] Potions.

Written Ilzakarn may be provided by any being capable of writing Ilzakarn, such as Naztherak, Inferi, or Cursed Children.

RP Proof must be presented of the gathering of the sparking reagent during the SREQ for a Infernal Alchemy Potion. Simply, all required reagents listed under a Infernal Alchemy Potion must be present when activating the Transmutation Pentacle.

An uncropped screenshot of the D20 Roll must be presented during the SREQ. Fabricating or Lying about the roll is grounds for ST Intervention. Failed rolls do not count against the number of Potions an Alchemist may make per Day.

The Transmutation Pentacle takes the place of the Extraction for the standard Alchemical Process. While the Transmutation Pentacle can be used for non-Infernal Alchemy in this manner, it will only return the required Signs & Symbols for up to [3] of the same Potion. It cannot be used for Further Alchemy products.

 

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INFERNAL REAGENTS

 

Whilst not directly pertaining to Infernal Alchemy itself, a practitioner of the art can be taught the value of non-standard reagents, obtained through only the most cruel practices. The sole common property among these reagents is their nature of harvesting is a vile act of mutilation; these things cannot be grown or nurtured like plants and instead must be taken in a self-serving, villainous act.

 

Redlines: 

 

Spoiler

Infernal Reagents can only be harvested from Living Victims; the moment an individual dies or otherwise becomes mortally wounded, they can no longer be harvested for Reagents. This may be waived during [ET] Events as larger creatures may take longer to perish.

It is considered metagaming to automatically presume, guess, or otherwise try to rationalize/know why a otherwise seemingly functional reagent does not suffice, such as a Bogodan’s Clay Elf Ear not working. 

Infernal Reagents follow the standard extraction processes when it comes to extracting Signs & Symbols. An Alchemist is expected to have the player whom they gathered the Reagent from or the presiding [ET] sign the item, and is required to present RP of collection on the SREQ. 

An Alchemist is not required to know of the existence or properties of Infernal Reagents to learn Potions within Infernal Alchemy. These Reagents may not be discovered in RP, and must be explicitly taught by someone who knows of them.

Infernal Reagents may only be harvested from Adult Characters; Personas under the age of [18] will not contain Reagents if an attempt is made to harvest Reagents from them.

 

 

Old Human’s Hand

 

Spoiler

≣ Signs:

Water

 

≣ Symbols:

Peace [x4]

Grace [x3]

Reduction [x3]

Agility [x1]

 

≣ Appearance:

Wrinkly Looking Hands

 

≣ Location:

Found upon the ends of the wrist of Humans.

 

≣ Harvesting:

Severing the whole hand from a Old Human at the wrist

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

Don’t do something silly with it. Please. It’s just a severed hand. Up to [2] Measures of this Reagent can be harvested from a Single Human.

A human must be over [70] Years old for their hand to qualify as Old. They must be fully human, with the sole exception being Adunians. Half-Humans, Bogodan’s Clay, any form of Prosthesis, or Klone’d Human Hands will not suffice. More simply, if it is NOT the standard Human Hand from a standard Human Descendant, it is not an Old Human’s Hand.

 

Elf’s Ear

 

Spoiler

≣ Signs:

Air

 

≣ Symbols:

Purity [x5]

Grace [x4]

Clarity [x2]

Sound [x2]

 

≣ Appearance:

Narrow & Pointy Ears

 

≣ Location:

Upon a Adult Elf’s Head

 

≣ Harvesting:

Severing the Ear at the base, where they connect to the head.

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

Don’t do something silly with it. Please. It’s just severed ears. Up to [2] Measures of this Reagent can be harvested from a Single Elf. 

The Reagent must come from a full elf, with the sole exception being Adunians. Half-Elves, Bogodan’s Clay, any form of Prosthesis, or Klone’d Elf Ears will not suffice. More simply, if it is NOT the standard Elven Ears from a standard Elven Descendant, it is not Elven Ears.

 

Dwarf’s Hairy Chin

 

Spoiler

≣ Signs:

Earth

 

≣ Symbols:

Endurance [x5]

Rigidity [x4]

Strength [x3]

 

≣ Appearance:

The Chin and/or Beard attached to said Chin.

 

≣ Location:

The upper neck/lower head of a Adult Dwarf

 

≣ Harvesting:

Cutting the Beard alongside the chin/skin directly attached to it from a Dwarf

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

Don’t do something silly with it. Please. It’s just severed ears. Up to [1] Measures of this Reagent can be harvested from a Single Dwarf. 

The Reagent must come from a full Dwarf. Half-Dwarves, Bogodan’s Clay, any form of Prosthesis, or Klone’d Dwarf’s Hairy Chin will not suffice. More simply, if it is NOT the standard Dwarf’s Hairy Chin from a standard Dwarven Descendant, it is not Dwarf’s Hairy Chin.

 

Orc’s Tusk

 

Spoiler

≣ Signs:

Fire

 

≣ Symbols:

Strength [x4]

Rage [x3]

Vigour [x3]

Poison [x2]

 

≣ Appearance:

Curved Bone-Tusks, typically dirtied by a Uruk’s lifestyle

 

≣ Location:

Found growing from the face of a Uruk

 

≣ Harvesting:

Severing the Tusks from the Uruk.

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

Don’t do something silly with it. Please. It’s just a severed Tusk. Up to [2] Measures of this Reagent can be harvested from a Single Uruk, depending upon how many tusks they have. 

Once harvested, an Uruk’s Tusk require [4] OOC Weeks to regrow before they are suitable enough to be harvested.

The Reagent must come from a full Uruk. Half-Uruks, Bogodan’s Clay, any form of Prosthesis, or Klone’d Uruk’s Tusk will not suffice. More simply, if it is NOT the standard Uruk Tusks from a standard Uruk Descendant, it is not Orc’s Tusk.

 

Nephilim’s Scale

 

Spoiler

≣ Signs:

Aether 

Fire

 

≣ Symbols:

Burning [x5]

Heat [x5 ]

Vigour [x4]

Chaos [x3]

 

≣ Appearance:

The Scales of an Azdrazi, with a wide variance in color and patterns.

 

≣ Location:

The outermost layer of a Azdrazi

 

≣ Harvesting:

The peeling & prying away of a few Scales at a time from a Unpolymorphed Azdrazi.

 

≣ Raw Effects:

Will cause immense nausea and hot flashes, bordering on heat stroke if consumed.

 

Redlines: 

Don’t do something silly with it. Please. It’s just scales from an Azdrazi. [ET] Draconic Creature Scale’s may also be utilized as Nephilim’s Scales. Polymorphed Azdrazi cannot be harvested for Nephilim’s Scale.

An Azdrazi may only be harvested for [2] Measure of Nephilim’s Scale per [7] OOC Days. This typically spans a few scales per Measure - a single scale will not suffice as a measure. [ET] Draconic Creatures, if harvested, fall under the discretion of the ET running the event for how many Scales determine [1] Measure, and how many Measures it carries.

Fully Corrupted Azdrazi or Draconic Creatures cannot be harvested for Nephilim’s Scales - Partial Corrupted ones may be harvested for [1] Measure of Nephilim’s Scale per [7] OOC Days or half their normal amount. This cooldown is not reset nor does the creature gain an additional measure if they are purified before the CD ends.

 

Fae’s Bark

 

Spoiler

≣ Signs:

Aether

Earth

Water

 

≣ Symbols:

Balance [x4]

Life [x4]

Peace [x2]

Poison [x1]

 

≣ Appearance:

Typically nature-like [Grass, Flora, Flowers, Small Plants, Bark, etc]

 

≣ Location:

The outermost layer of skin of a Fae Being

 

≣ Harvesting:

Peeling or Skinning away the layer

 

≣ Raw Effects:

May test like nature, though with moderately lasting nausea

 

Redlines: 

Don’t do something silly with it. Please. It’s just skinned skin from Fae-Related Creatures.

Acceptable CAs which can be harvested for Fae Bark includes; Epiphytes, Sprites. [ET] Fae Creatures may also be harvested for Fae’s Bark. If and ONLY IF no active Epiphytes or Sprites remain, the skin of a Tree Lord will suffice.

Player [CA]s listed above may only be harvested for [1] Measure of Fae’s Bark per [7] OOC Days. This typically spans a [1] inch wide by [5] inch long segment of skin upon the forearm, or an entire Sprite corpse. [ET] Fae Creatures, if harvested, fall under the discretion of the ET running the event.

Should Azhl contact Fae’s Bark in any form, it becomes corrupted and ruined, gaining the Alchemical Signs & Symbols as listed on the Azhl Page. 

 

Kha’s Tail

 

Spoiler

≣ Signs:

Earth

 

≣ Symbols:

Agility [x3]

Grace [x2]

Swiftness [x2]

 

≣ Appearance:

The feline tail of a Kha’

 

≣ Location:

On the lower-back of a fully grown Kha’

 

≣ Harvesting:

Severing of the Tail at its base from the Kha’

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

Don’t do something silly with it. Please. It’s just a severed Tail. A single Kha’ has [1] Measure of this Reagent.

The Tail must come from a accepted, played Kha’ [CA] of any subtype, so long as it is fully a Kha’.

 

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SPARKING REAGENTS

 

Sparking Reagents carry no Signs or Symbols, given they are wrought of the very Hells that oppose them - instead, they serve as markers that identify the required signs and symbols to be exchanged for the offerings of the Transmutation Pentacle. They are closely tied to things of Infernal Nature, Destruction, and Death; one cannot bargain with the High Hells without first offering something from Mundus of consequence.

Descendant Ashes

 

Spoiler

≣ Appearance:

The Ashes of a Corpse mixed with the Ashes of a Pyre

 

≣ Location:

Found in the remains of a Funeral Pyre

 

≣ Harvesting:

A freshly-slain whole Descendant corpse must be burned over a Funeral Pyre. Once the Fire burns itself out, the remaining ashes must be gathered.

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

The Corpse must be from 1 of the [4] Descendant Races, not be a Half-Breed, and be slain in the same encounter as the cremation. One cannot use stored or already dead corpses to generate Descendant Ashes, nor loopholes around Corpse Storage such as Voidal Pockets. A corpse generates [1] Measure of Ashes.

The Full Descendant Corpse must be burned upon the Pyre; the absence of a few fingers is no issue, but the corpse will not generate sufficient Ashes if it is missing anything Larger then [1] Hand’s worth of flesh. Severed Limbs may be tossed onto the Pyre, provided they belong to the corpse upon the Pyre.

The Full Descendant Corpse must be from a Played Descendant Persona that is without prosthetics, any form of soul taint or otherwise “impure” through curses, afflictions, or MA/FA/CA/MArt/CArts that affect the soul. This includes connections to Holy/Deific Magics; most simply, a Descendant must not have ties to any Deity Influence. [FA]-Level Heralds are exempt from this. 

The Alchemist is expected to provide the Username and Character Name of the Descendant used to produce the Descendant Ashes when producing alchemy that requires Descendant Ashes. “Unnamed” or otherwise NPC characters cannot be used to generate Ashes, outside of [ET] Events under [ET] Discretion.

Descendant Ashes must be promptly collected and utilized after the Funeral Pyre burns out; they cannot be stored or contained via extradimensional cheese such as Voidal Pocket. Descendant Ashes expire after [3] OOC Hours from the death of the Descendant.

 

Cistern Shell Chips

 

Spoiler

≣ Appearance:

The broken, wooden Fragments of a Cistern

 

≣ Location:

Found in the remains of a Once-Intact Cistern

 

≣ Harvesting:

A Cistern with at least [3] or more units of Rakir must be broken.

 

≣ Raw Effects:

Holds no raw effects of note.

 

Redlines: 

If a Cistern does not hold [3] or more units of Rakir, it will not generate Cistern Shell Chips when broken.

A Cistern will generate [1] Measure of Shell Chips if it contained [3] Units of Rakir when Broken, with an additional measure gained per unit of Rakir for a maximum of [3] Measures if the Cistern held [5] Units of Rakir when harvested.

The Rakir within the Cistern is consumed when harvesting a Cistern for Shell Chips. A [SREQ] must be made to inform ST of the destruction of the Cistern at the time of the Harvesting, with the RP saved in the event ST asks for proof of harvesting later.

 

Inferi Remains

 

Spoiler

≣ Appearance:

A Matte Gray pile of Ashes, left behind after the slaying of a Inferi

 

≣ Location:

Wherever an Inferi has been very recently slain

 

≣ Harvesting:

Slay an Inferi, and wait until the corpse turns to ash

 

Raw Effects:

Holds no raw effects of note.

 

Redlines: 

A Zevn may be harvested for [.5] Measures, a Zevn’Kiel for [1] Measure, a Zar’ei for [1] Measure, an Evolved Zar’ei for [2] Measures, and a Zar’Akal for [3] Measures of Inferi Remains.

Should Infernal Remains be called for, the ashes must be from a CA Inferi, with proof of the encounter, killing of the Inferi & collection of ashes presented within the SREQ. Played Inferi include CA Zevn/Zevn’Kiel, Zar’ei, Zar’Akal, & Inferi found in [ET] Events.

Inferi Remains must be promptly collected and utilized after slaying an Inferi; they cannot be stored or contained via extradimensional cheese such as Voidal Pocket. Inferi Remains expire after [3] OOC Hours from the harvesting of the Inferi Remains.

 

 

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RECIPES

 

Wormking’s Revulsion

 

 

Spoiler

≣ Brief Description & Appearance:

In Between preachings and walks of faith, the Worm-King nourished a deeper revulsion against the Servant’s of Undeath. Through careful experimentation and much improvements upon the Siegmund Candle’s of yore, a new innovation was reached in repulsion against the forces of Mordring, no longer merely a tool to bring them into the light.

 

Wormking’s Revulsion is a thick oil, pale & clear in hue. It can be mixed and solidified with wax into a candle, or used directly as fuel for a Lantern. It produces a dim, pale-white flame when ignited, though this flame does not burn upon anything else but itself.

 

≣ Recipe:

BASE | Lard [Wax/Candles], Oil [Lanterns]

MUNDANE | Rigidity [x2]

MUNDANE | Death [x3]

MUNDANE | Connection [x2]

MUNDANE | Light [x2]

[1] Measure of Descendant Ashes

 

≣ Effects:

Wormking's Revulsion cannot be lit unless in the overt presence of a magic of Undeath [Necromancy, Mysticism], as the flame sputters harmlessly and dies. Once Lit, they will float at head-height of the one who lit the candle and become intangible - unable to be moved or interacted with beyond the Magics of Undeath it affects. The Candle burns for [4] emotes after being lit in a [4] Meter Radius, outlining their area of effect with a fierce white haze at ground level with the following effects onsetting:

 

Undead, both Mortal and Creature,  are immediately affected once within the radius of Wormking’s Revulsion; they find that for as long as they remain within its radius and for [1] emotes after leaving said radius, any wounds that afflict them invoke injury and pain as if they were forged of Aurum or Divine Magic. This is accompanied by a harrowing mental urge in the form of a swell of Mortal Emotion, a harsh Flight reflex to exit the radius. This does not combatively prevent a Lesser Undead for fighting, but may reduce their reliability with orders. Those Undead directly commanded by Mystics and Necromancers outright refuse to enter the radius of a Wormking’s Revulsion, and if forced or otherwise shoved into the area will be stunned for [1] emotes. Additionally, these Undead find that their very disguises are cast away from them; Upon entering the radius of Wormking’s Revulsion for longer than [2] emotes and for [1] Emote after, any form of possession or disguise will briefly fail; Wight’s possessing their target will instead be revealed as their true form, Crimson Veil’s will cease to function in both the granting of Spells Might and they hiding the decay of the Draugur beneath, and so forth. Furthermore, they find that they only experience a lowering by [1] Tier in the maximum Tier of Undead Spells they can cast. For Creatures such as Nascent & Paramount Darkstalkers alongside Pale Lords, they instead find that they may only utilize the abilities of their prior stake; I.E, Paramount’s will find Abyssfire beyond their reach, and Pale-Lords only with the abilities of a Pale Knight. All these effects cease upon exiting the radius of Wormking’s Revulsion for [1] whole emote.

 

Redlines: 

Wormking’s Revulsion may take any appearance, so long as it involves the burning of some fuel in a handheld carrier. This includes Candles, Lamps, Torches, etc. Anything invisible, intangible, or otherwise will be forced to become visible, tangible, and otherwise interactable while within the radius of Wormking’s Revulsion.

Wormking’s Revulsion only affects all Undead NPCs, MAs, and CAs. It does not give any indication that a individual is undead not outlined, such as forcing Mystics to Gleam.

Wormking’s Revulsion requires [3] Emotes to use; [1] to Produce, [1] to Ignite, [1] to hover and become affixed into place. The final Emote does not impart any listed effects; instead, it afflicts any relevant entity within its radius with a sense of impending doom, providing a chance to react. The usage of Wormking’s Revulsion is never covert or subtle by any means.

Should a Undead Entity appear in a event, it is up to the [ET] to decide what category of Undead it falls under in regards to the function of Wormking’s Revulsion. Some [ET] Undead may be strong enough as to be unaffected by this potion, at the discretion of the [ET].

Any Offensive Undead Spell or Ability that is [T3] or Higher will break Wormking’s Revulsion on contact; Offensive Spells or Abilities at [T1/ T2] will instead require [2] emotes, breaking it upon the end of the [2nd] Emote. Defensive Spells, Tierless Spells/Abilities, or Spells with no affliction such as Deadbreath, cannot extinguish Wormking’s Revulsion.

Wormking’s Revulsion will only function in combat and afflicts none of these effects outside of combat. Presuming an Individual is an Undead and lighting a Candle to begin combat is considered Metagaming. There must be OBVIOUS Undead Activity to justify using Wormking’s Revulsion. 

Wormking’s Revulsion does not require Line of Sight to function and will afflict Undead within clouds of Smoke or Deadbreath; Physical, mundane cover such as Solid Walls or natural Terrain will impede the radius of Wormking’s Revulsion, though shields both mundane and magical will not.

The Fire produced by Wormking’s Revulsion does not burn, nor catch or otherwise ignite upon what normal fire would burn upon. The flame will equally not burn anything that comes into contact with, with the sole exception of itself to continue to produce its flame.

 

AD_4nXf7tqda5by7qwr9ACgJydVjY8MU_wXzFmYuN9SIc-7gloXqhRnBPZNhjwCSCWo5MJPRS434vuvMvEkmxXDAMGuQMpfmjB2zqdUXusRy5eMuElrheer-QxWHndAbMGyfTT9NOclf?key=OSvnOFoqYi7av5Yxal0pVBbH

Dealmaker’s Entente

 

 

Spoiler

≣ Brief Description & Appearance:

The Miasma that is Krodha was a dealmaker, and as fond of speaking its way into a better spot as it was clawing and tearing its way to the same advantage. Through deals and bargains with various mortals and ingenuity of its own, it devised the ultimate bargaining chip; the false-allure of salvation from the agony of defeat at the hands of the Hells, all for a small price - so it claimed.

 

Dealmaker’s Entente appears as a thick, frothing black brew that smells of sulfur and death. When consumed, the taste is bitter, acrid, and more akin to a rotting corpse than anything stomachable; though just barely, it can be kept down by the desperate.

 

≣ Recipe:

MUNDANE | Life [x2]

MUNDANE | Vigour [x2]

MUNDANE | Heat [x4]

MUNDANE | Swiftness [x4]

[1] Measure of Infernal Reagent; See List Below

[1] Measure of Cistern Shell Chips

 

≣ Effects:

When Ingested, this brew cleanses the body of [1] Affliction from the hand’s of a Agent of the High Hells and preventives the long-term re-manifestation of such for a brief period - these include but are not limited;

— All current Malflame Burns [Nephilim Scales], 

— Boons and Banes [Old Human’s Hand], 

— Cursed Fire effects [Elf Ears], 

— Soul-Sapping Nightmares & Malaise [Dwarf’s Hairy Chin], 

— All Effects of Devour, including if used for a Facade [Fae’s Bark],

— Cursed Idols [Orc’s Tusk],

— Cursed Totems [Kha’s Tail]

 

Consequently, they will find that they develop brief mutations associated with False Princes - their skin may feel unnaturally warm to the touch, their voice may become difficult to discern and overlain with other voices, and contact with them may induce anxiety or trepidation. Physically, one may find their eyes becoming discolored, or the sprouting of horns, claws, fangs, or unnatural “demonic” features to a minor extent. These effects last for [2] OOC Weeks from every [1] Potion consumed, while the curing & preventive effects only last for [2] OOC Days.

 

Redlines: 

Dealmaker’s Entente will cure [1] effect caused by any Infernal Character or Mechanism as listed above in whole upon the person per ingesting - I.E One may cure either all Malflame Burns upon their body or rid themselves of the nightmares/sickness of Soul-Sapping, but not both. Cursed Children and Naztherak may cure [2] Afflictions, though never anything that originated from the MA or FA and may only consume [1] Dealmaker’s Entente per [4] OOC Weeks. 

Dealmaker’s Entente requires IRP and OOC Consent to consume, and cannot be force-fed to someone. Those not afflicted with Infernal-Afflictions, Naztherak or Inferi themselves cannot benefit from Dealmaker’s Entente. Cursed Children may benefit from Dealmaker’s Entente, so long as they are not Naztherak themselves.

Physical Effects that follow consumption of the Potion should adhere to all mechanics and redlines under Physicality and the Infernal Transformation under Naztherak. These must always be demonic and unnerving, and can not be used to gain any benefit in an encounter. The manifestation of Infernal Traits will always be akin to [T1/T2] Naztherak under the Infernal Transformation.

Dealmaker’s Entente has no effect if consumed in combative, positive or negative. It cannot be used to cleanse effects from Infernal Magics until Combat has ended.

Dealmaker’s Entente, while able to cure and prevent the listed effects, does not stop their mechanical effect; I.E, Malflame burns will still inflict intense pain and prevent offensive action but leave no burn, Cursed Idols will not actually reveal themselves and resume effect once the potion has worn off, a Zar’Akal cannot inflict pain through a Cursed Totem but may still possess through it, etc.

 

AD_4nXf7tqda5by7qwr9ACgJydVjY8MU_wXzFmYuN9SIc-7gloXqhRnBPZNhjwCSCWo5MJPRS434vuvMvEkmxXDAMGuQMpfmjB2zqdUXusRy5eMuElrheer-QxWHndAbMGyfTT9NOclf?key=OSvnOFoqYi7av5Yxal0pVBbH

The Eye’s Cleanse

 

 

Spoiler

≣ Brief Description & Appearance:

The Eye long preached and spoke to the masses of Mortal of the lies of order, the tyranny of government, and the freedoms that lie in the Black Books, in truth. Many walked like him, unafraid and free in their proper flesh, and so this gift was sought to be given to Men. It was made into the finests of things, to show the simplest fact; it mattered not what walk of life or class one arose into, all could stand along the Hells in the blink of a single deed.

 

The Eye’s Cleanse is unique in how it may present; without additives it merely presents like a less-sweet Simple Syrup. With the addition of a drink of choice, however, the Cleanse can be made to take the appearance, consistency, and taste to a nigh-identical match of the original drink; certainly fooling the drunk, and barely distinguishable to the sober.

 

≣ Recipe:

Sign | Death [x2]

Sign | Curtailment [x2]

Sign | Coldness [x4]

Sign | Swiftness [x4]

[1] Measure of Infernal Reagent; See List Below

[1] Unit of Rakir

[OPTIONAL] | [1] Serving of any [1] Drink

 

≣ Effects:

When ingested, this brew will gradually twist the psyche and form on the victim - they will develop [1] Malice OR the [3rd] OOC Day effect of a Cursed Idol. They grow twisted, Infernal traits that persist through reincarnations, mundane, or alchemical attempts of curing in addition. While Deific Intervention will cleanse the victim of this affect, therein lies the most twisted property of Solomon’s Cure; the Victim will find themselves gripped with a intense fight-or-flight reaction when in the presence of that deity for a short time, and a lifelong sense of fear, anxiety, or otherwise apprehension & distrust of the curing Deity and its followers. If left uncured, the Potion will last for [2] OOC Weeks. The malices that can be imbued as are follows;

 

— Lies [Nephilim’s Scale]

— Revolt [Fae’s Bark]

— Temptation [Dwarf’s Hairy Chin]

— Woe [Elf’s Ear]

— Desolation [Old Human’s Hand]

— Madness [Orc’s Tusk]

 

Redlines: 

The Eye’s Cleanse does not require OOC or IRP consent to be force-fed to someone - repeatedly giving The Eye’s Cleanse to a player off cooldown or otherwise low-effort/bad-faith RP will result in ST Intervention. 

Those not afflicted with Infernal-Afflictions, Naztherak or Inferi themselves cannot be subjected to any effects of The Eye’s Cleanse. Cursed Children may be subjected to The Eye’s Cleanse, so long as they are not Naztherak themselves.

Once a victim has consumed The Eye’s Cleanse, they cannot be afflicted by it again for [1] OOC Month. If a Victim lacks living internal organs required to consume/digest drinks, they cannot be afflicted by The Eye’s Cleanse.

The Eye’s Cleanse cannot be thrown at someone’s mouth in a attempt to splash some in mid-combat; however, the Potion will function both in and out of combat; that is, Starting CRP will not make the Potion be un-drank or fail to function.

The Eye’s Cleanse must be ingested to be applied, though it can be force fed. Effects gradually manifest over [1] OOC Day. It is Metagaming to instantly suspect a The Eye’s Cleanse potion/drink of being such without any prior knowledge, RP, or purely from reading the item description OOCly.

The Eye’s Cleanse can be made to resemble any drink almost perfectly. A sober, alcoholic victim might recognize the difference while a drunk victim may struggle. It cannot simply be emoted as having simply been “there all along”, nor be a perfect copy of the intended drink. RP must exist of the Drink being served and being consumed by the victim for any effects to apply - it cannot be done “Off Screen”.

The Malice or Curse Effect The Eye’s Cleanse afflicts should be named & explained explicitly in the Item’s Description. All Infernal Traits & Malices adhere to the Infernal Transformation & Mentality from Naztherak, and should mimic a [T4/T5] Naztherak. These must always be demonic and unnerving, and can not be used to gain any benefit in an encounter. They will persist through all forms of revival, including Monk Revival, and attempts of disguising them, including Magical & Alchemical ones.

A victim cured by Deific Intervention for [2] OOC Weeks following will, when faced by or in the presence of something or someone of the Deity that cured them, will enter a frenzied state of fight or flight that cannot be mitigated or otherwise ignored. For a Templar, this is always a fight response.

The Eye’s Cleanse effects may be extended for as long as the victim OOCly consents for, though will always be cured by deific influence with or without OOC consent from the victim. All effects of the potion if untreated cease after [2] OOC Weeks.

 

AD_4nXf7tqda5by7qwr9ACgJydVjY8MU_wXzFmYuN9SIc-7gloXqhRnBPZNhjwCSCWo5MJPRS434vuvMvEkmxXDAMGuQMpfmjB2zqdUXusRy5eMuElrheer-QxWHndAbMGyfTT9NOclf?key=OSvnOFoqYi7av5Yxal0pVBbH

Siegmund’s Bane

 

 

Spoiler

≣ Brief Description & Appearance:

Deep within the Mivtahza, The Hand watched as its Kin grew fat with apathy. It observed as they sat and protected, instead of hunting and Taking from things too weak to keep it for themselves. So with the aid of its Disciples of War, The Hand concocted a brew; one that it intended to pass along to Men so they might begin to find workarounds to his Kins ways, and once more reignite the violently deceptive ways of its Kin.

 

≣ Recipe:

MUNDANE | Impediment [x3]

MUNDANE | Curtailment [x2]

MUNDANE | Dark [x3]

[1] Measure of Inferi Remains

 

≣ Effects:

When applied to the Pentacle during Diabolical Invocation alongside a fresh spilling of their blood, a mortal will find the summoned Inferi is unable to perform Soul-Sapping upon them. In consequence, however, any summoned Inferi will recognize the user’s soul to be untouchable, and may react accordingly - such as a Zar’Akal’ refusing to offer Boons and Banes, or the enraging of a Greater Demon. In addition, the Mortal is placed on a [3] OOC Month cooldown from utilizing Diabolic Invocation Again. Even with such safeguards, safety is not assured for the user as one who uses Siegmund’s Bane will find themselves weakened for a period of [1] OOC Weak; unable to don Heavy Armor, wield anything beyond one-handed weapons, and afflicted with a sickly malaise.

 

Redlines: 

[1] Bottle of Siegmund’s Bane is enough for [1] Diabolical Invocation Rite. The beseeched Player or ET must be notified if Siegmund’s Bane is utilized, though ET may determine the full consequences of utilizing Siegmund’s Bane proportional to the amount of blood spilled.

The Fresh Blood may come from any Descendant, but the summoner’s blood must make up the majority of the blood. As a Rule of Thumb, a sufficient offering of blood will leave the summoner weakened, and at the first stages of blood loss; they will generally perform worse when casting magic or fighting, but remain able to partake in either combatively. This effect lasts for [1] narrative day.

All Mechanics and Redlines must be adhered to when using Siegmund’s Bane, and an additional [1] emote is added to Diabolical Invocation where the Character must evenly apply Siegmund’s Bane to the Pentagram before the final emote.

Naztherak, Cursed Children, and Inferi are incapable of utilizing Siegmund’s Bane, as they are not at risk of being Soul-Sapped. Summon Inferi will intrinsically know they are unable to Soul-Sap the invoker, but not why. Summoned Inferi, both player and ET, are thus able to deal accordingly with the Invoker, aware they have been denied their soul by some force.

Siegmund’s Bane is Non-Combative, and will not function within combat. Combat started after the application of Siegmund’s Bane will both render it inert and abruptly end the Diabolical Invocation, incurring a [2] OOC Month cooldown on the summoner.

The Sickness afflicted by Siegmund’s Bane can be cured by any Deific Healing or Purging. The Sickly Malaise is not physical weakness, but a mere inability to do the most one is capable of.

 

 

AD_4nXcplyJ__IZzuiyGm32DjqVn-EC4yVXLm8INVEjxbCsr6FhrtpdiZHJZPg3AWyTGgy3OGazBcIAhdc1FRQ5onvI3w_mmtwtfZ1rrl0ZONr3-zxhlErKZkFcDQHVXZJNAQNb58bq7lQ?key=OSvnOFoqYi7av5Yxal0pVBbH

REDLINES

 

All Potions, Reagents, and Processes within Infernal Alchemy are considered [Rare] knowledge and [T3], requiring explicit instruction - observing one perform Infernal Alchemy or reading a book upon it will not suffice. All Infernal Alchemy Potions Require [ST] Signature.

Zar’Akal who have been Ascended for [3] OOC Months will automatically learn of all processes, Reagents, and Potions within Infernal Alchemy provided they have a [T3] Alchemy FA.

Naztherak & Zar’Akal may produce [3] Infernal Alchemy Potions within a [1] OOC Day period. Cursed Children may produce [2] Potions, while Non-Infernals may only produce [1] Potion per OOC Day. These limits do not impede or differ from the standard potion limit - a Non-Infernal may make [1] Infernal Alchemy Potion and then [2] Other Potions within the same day freely.

The spamming, or “Mass Production” of Infernal Alchemy Potions, including low-effort production RP, is prohibited and warrants ST intervention if repeated.

All aspects of Infernal Alchemy do not require players to PK, and one should not goad another into doing so. Bad-Faith/Low-Effort Banditry RP will result in ST Intervention - it is the responsibility of the alchemist to ensure high-quality, high-effort RP throughout the making & application of any Infernal Alchemy Potion. 

ST may freely deny any Infernal Alchemy Potion they feel has insufficient RP behind its creation, or otherwise violates the spirit of the lore. All Infernal Alchemy Potions must be [/Use]’d upon consumption or activation.

Infernal Alchemy Potions, unless otherwise specified, follow the standard Alchemical Process with the exception of the Transmutation Pentacle replacing the Extraction Process. Should a Recipe call for a whole Reagent [such as the Infernal Reagent options as seen in Dealmaker's Entente], such is added after the Pentacle during the mixing step.

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PURPOSE

 

Current Infernal Alchemy lore is old and outdated. Siegmund Candle’s serve as a “Gotcha” testing tool for Mystics like Salt at a gatehouse, and Witchstallow is an affront to Blood Magic’s current state. Given these are really the only potions produced from Infernal Alchemy [alongside the presence of Metal Lore in an Alchemy Post] we figured it would be a good idea to, alongside a revision to Rokodra, update Infernal Alchemy. This ensures that Infernal Alchemy remains INFERNAL, and not alchemy bloat.

Citations

Infernal Alchemy

Cannibal Alchemy

 

Credits:

Writer - PrimnyaQuorum

Consultation - _Helmet, Leyd, Venomous_Pup

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Will admit, i've a huge issue with the existence of Siegmund's candles entirely. It's a huge ST double standard. Naz can't be identified by their scars, necros can't be identified with their old age, azdrazi can't be identified with their outrageous height.  Gold testing is no longer allowed- so why are glorified gold-test mystic candles?

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1 hour ago, Morigung-oog said:

Will admit, i've a huge issue with the existence of Siegmund's candles entirely. It's a huge ST double standard. Naz can't be identified by their scars, necros can't be identified with their old age, azdrazi can't be identified with their outrageous height.  Gold testing is no longer allowed- so why are glorified gold-test mystic candles?

I will refrain from overly commenting on the post itself but correct you. NAz can be ousted by having their grimoire, Necromancers get revealed by their oculus. It makes sense that the Mystics will get revealed as well if they just walk around with their items as well...

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2 hours ago, MysticalWeasel said:

I will refrain from overly commenting on the post itself but correct you. NAz can be ousted by having their grimoire, Necromancers get revealed by their oculus. It makes sense that the Mystics will get revealed as well if they just walk around with their items as well...

 

Note how these are all items that can simply be put away.

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12 hours ago, PrimnyaQuorum said:

fueled not by the burning of oxygen but the abundant presence of Lifeforce

I don’t see how this’d work on necros as they dont have an abundance of lifeforce. They’re constantly leaking it, which is why they must drain others.

 

formatting is nice tho!!

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Besides removing many potions merely on the idea that you've "never seen" them before (a phrase you use often but holds little meaning), I think there are a multitude of shortcomings in the write, including requiring ST to intervene in many scenarios.

Removing rokodra on the idea that it'll get accepted in a future write that you have planned is something else entirely, but I think you can see why this is a horrible idea given the process of Zar'akal in the past...

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55 minutes ago, BobBox said:

Besides removing many potions merely on the idea that you've "never seen" them before (a phrase you use often but holds little meaning), I think there are a multitude of shortcomings in the write, including requiring ST to intervene in many scenarios.

Removing rokodra on the idea that it'll get accepted in a future write that you have planned is something else entirely, but I think you can see why this is a horrible idea given the process of Zar'akal in the past...


wonksrot is the only potion I explicitly stated to be cutting because in 3 years I’ve never seen in. Sprogs/Foley exlir (besides being rarely used if at all) exist to make someone look older/younger visibly (alchemy bloat), witchstallow predates current BM and the entire idea genus is temporary once removed from a person, beguiling brew requires the consumer (not the target of their obsession) to OOCly consent iirc, and siegmund candles have been used as borderline metacheck tools consistently. 
 

Rokodra write will be eventually but no I’m not adding metal lore to a alchemy submission because it was the norm somehow in 20whenever. I am aware what problems that can incur but if the sole stated reason for that rewrites denial was “oh infernal alchemy is fine lol” here you go

1 hour ago, Rhettthecoldone said:

I don’t see how this’d work on necros as they dont have an abundance of lifeforce. They’re constantly leaking it, which is why they must drain others.

 

formatting is nice tho!!

 I can prob work on rewording this but I it was intended to be a preventive measure against lighting the candle because you think some guy is a mystic and you want to force them to gleam. In hindsight with the changes it’s pointless and I’ll clean it up

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On this day we commemorate the most heinous ratio in LOTC history

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1 hour ago, PrimnyaQuorum said:

witchstallow predates current BM and the entire idea genus is temporary once removed from a person

Witchtallow was used somewhat frequently in siliti and blood magic RP when they were around. It's not some hidden / forgotten cheese lore that you've suddenly found.

 

In fact, infernal alchemy lore was written during the time of the previous blood magic (pale blood magic), which had the same genus constraints. It was meant to assist in blood magic. It also seems weird to add the transmutation pentacle back, yet remove the fundamental piece that was used to create it before.

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13 hours ago, Morigung-oog said:

Will admit, i've a huge issue with the existence of Siegmund's candles entirely. It's a huge ST double standard. Naz can't be identified by their scars, necros can't be identified with their old age, azdrazi can't be identified with their outrageous height.  Gold testing is no longer allowed- so why are glorified gold-test mystic candles?

Either bad faith false-equivalence argument or ignorant to other CA/MA mechanics.

Naz CAN BE identified via their scars with reasonable suspicion, for Naz players have leaked their own tells.
Azdrazi CAN be tested by means of Thanhium which breaks their Polymorph and turns them to stone/ash.
Heralds CAN be tested by means of Tattoo checks.
Necromancers are just old weirdos, they don't have a second ghost soul in their body that would glean . . .

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20 minutes ago, Islamadon said:

Naz CAN BE identified via their scars with reasonable suspicion, for Naz players have leaked their own tells.

bro doesnt read the lore. You are describing metagaming which people did get slapped for during the white comets time for doing *checks for brand* rp.

-It is considered metagaming to assume a person of being a Naztherak by the brand alone unless they have received legitimate information of such marking via another Naztherak or character. This includes immediately inferring all Prince’s brands after only seeing one, as no brand is identical.

 

yea man everyones running around with thanium at gatehouses spamtesting azdrazi. everyone knows thanium can just be farmed 4 chunks at a time from killing a guy and spammed out 3 times a day by 1 person

 

oh wait

 

this is Either bad faith false-equivalence argument or ignorant to other CA/MA mechanics. That statement feels disingenuous at best and just outright outdated at worst

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22 minutes ago, PrimnyaQuorum said:

bro doesnt read the lore. You are describing metagaming which people did get slapped for during the white comets time for doing *checks for brand* rp.

-It is considered metagaming to assume a person of being a Naztherak by the brand alone unless they have received legitimate information of such marking via another Naztherak or character. This includes immediately inferring all Prince’s brands after only seeing one, as no brand is identical.

 

yea man everyones running around with thanium at gatehouses spamtesting azdrazi. everyone knows thanium can just be farmed 4 chunks at a time from killing a guy and spammed out 3 times a day by 1 person

 

oh wait

 

this is Either bad faith false-equivalence argument or ignorant to other CA/MA mechanics. That statement feels disingenuous at best and just outright outdated at worst

I literally said "with reasonable suspicion", you have chosen a hostile stance and the red-line does not contradict how we have been enforcing Naz investigations nor my prior comment.

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11 hours ago, PrimnyaQuorum said:

 I can prob work on rewording

im not really sure how you could reword this to make it make sense for necromancers. there's nothing special about their lifeforce, only that they lose it passively and quickly. im sure you could come up with sum for disguised undead tho.

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13 minutes ago, Rhettthecoldone said:

im not really sure how you could reword this to make it make sense for necromancers. there's nothing special about their lifeforce, only that they lose it passively and quickly. im sure you could come up with sum for disguised undead tho.

It’s more likely given how it’s changed since I first wrote it I’ll just cut it: the intent is to be that you can’t just say “hmmm you look weird [I saw your necro ma once]” and then use the candle to instantly 100% foolproof find out. It’s meant to be “holy shit that’s a ZOMBIE” ward

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