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[✗] mystic tweaks (removed herobrine)

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additions/changes are in green, strikethroughs for original lore removed.

 

True Sight:

Spoiler

- True Sight is not vivication the Vivification [FA] and cannot be used to see NPC geists and wanderers of the Elysian Wastes or access any Vivication abilities without the feat.

 

Purpose:

Typos and clean-up. Vivification’s only other ability is Seance, of which mystics get a similar spell to later on. Unrelated and irrelevant to True Sight.

 

Rite of Consumption:

Spoiler

At this, the wight, wherever they may be in the mortal world or otherwise, would find themselves to furiously rupture and disperse — their soul forever banished to the Soulstream where it toils, ceaselessly hunted by the apparition to which it is bound, and inevitably consumed by Mthyul Tlan. But so long as their phylactery remains, should the wight demanifest under any circumstance, their ectoplasm would agglomerate at the site of their phylactery, gradually reforming itself over the course of one IRL week - thus bound never to truly die. 

 

Phylacteries must be physically present in the world via a mechanical build or some other structure found in-game. It is not an item, and thus may not be stored away in a chest. The phylactery will be rather difficult to destroy, similar to a Menhir, though successfully shattering it will force the wight to be permanently banished and consumed by Mthyul Tlan  to Ebrietaes; unable to be revived by any means.

 

Purpose:

Lore reasons make this an inconsistency. Simple fix with some changes to the wording without changing the intention (PK upon death during the ritual or phylactery destruction).

 

Rite of Scrubbing:

Spoiler

- A mystic requires total concentration to perform this rite. Any disruptions such as talking, moving or being hit shall break this.

 

Purpose:

The removal of talking from the rite brought away a (imo) great part of the charm of the ‘anti-mystic’ ability. Its reintroduction would allow for a better experience while exorcising haunts, whether it be with prayers or communication with other occultists. Also fixes a spelling error. 

 

Wight Husking:

Spoiler

Wight Husking

Wights may possess a vessel, whether living, dead, or inanimate - though only so long as their shape and function would support the movement of the wight. Some might choose to feign the appearance of an eidola by dwelling within a statue of stone, whereas others may be capable of taking up water or mirrors as a medium for their presence. Upon taking a husk, the wight would be made more resistant to the effects of aurum, for though it would be uncomfortable to bear, it would not be capable of demanifesting them on its own as it would were the wight in spectral form. Upon tethering themselves to the material plane through a husk, the weight also decreases their area of influence inadvertently, prohibiting them from applying their telekinesis any further than one meter around them. This also weakens their ability to cast combative magics, save for primordial mysticism, whilst husked in an inanimate vessel, such as a suit of armor or a stone construct of sorts.

 

Wights that choose a living vessel for their husks find that any form of resistance holds them back significantly. Though they may possess said individuals anyway, the duration is limited to four emotes at most. A player who is an unwilling host may resist the effects of Husking every turn, rolling a contest check (/roll 20 v. /roll 20) against the Wight for control over their actions, the highest result able to act as normal. Characters with the Vivification [FA] are incapable of resisting due to the susceptibility of their curse, forcing them to bear the pain of true possession for a short duration. Upon ejection from the mortal’s form, the Wight may no longer possess their body for the rest of the encounter.

 

- Requires [2] emotes to enter a husk, one for taking hold of/touching the husk and another for possessing it. They take [1] emote to eject themselves from their husks, but cannot do so to avoid a slaying blow. 

- A humanoid husk, including statues, armor, or anything with humanoid-like function, is limited to sizes between the smallest musin and the largest orc. 

- While husked, the Wight is immune to aurum, other than some mild discomfort. They maintain their weakness to all normal Wight weaknesses, as well as any weaknesses inherent to the husk. 

- While within a husk, a Wight can only use the abilities inherent to themselves while corporeal and Mysticism, unable to utilize other magicks combatively. 

- A Wight may use a player as a husk, whether willing or unwilling. If used offensively, a player can only be possessed once per combat session.

- A player that rolls above the Wight in the d20 v. d20 controls the body, and vice versa. A person with Vivification cannot contest.

- Player possession will only last until that roleplay session has ended or four emotes have passed, whichever is shorter. Any long-term possession (longer than the time listed) requires IC consent as the Wight’s husking is unfit for taking on a resisting host.

- Husked Wights can be slain by fatal blows to the head or the otherwise outright destruction of their husk. 

- When within a player husk, a Wight cannot force the player to kill themselves, as that would result in the Wight demanifesting and thus PKing of suicide.

 

Purpose:

For the longest time, Husking has been left without redlines. What served as a disguise mechanic ALSO had players using their abilities to possess players to a degree unseen in any CA (see demi-jenny, ghosts for comparison). Shafting a person’s ability to play their character shouldn't be a purely combative one-up, and so I reworked the interpretation of a flawed guide for the main post in a way that grants the possessed player some freedom. These options allow for people to be like “whoa, I think being possessed could be cool RP!” without forcing themselves to be a tool that barely gets to act or write.

 

Wight Redlines:

Spoiler

General Redlines

- Wights are undead player-creatures made through the art of Mysticism. They require a valid CA in order to be played and are not an open race.

- Becoming a wight is permanent and cannot be reversed, consigning the character to that path. There is no means by which they may be reverted.

- Wight may summon forth a great collection of ectoplasm within them over the course of three emotes, before releasing a terrible wail which disrupts magical concentration and frightens all those who hear it. It may not cause any permanent harm or deafness.

- Wights have the ability to phase through solids so long as they would be mechanically accessible otherwise. If a Wight does not have access to a door or gate, they cannot pass through it. The same applies to walls. If the Wight is PRO their permission to pass through something extends to anything within that region. This cannot be performed in the midst of combat or to evade conflict.

- Wights struck with aurum, alloys like Slayer-Steel, or raw-energy based attacks such as electrical evocation and fire evocation, will take “damage” equivalent to that of mortals, though will not feel "pain" like from Aurum in the case of Slayer-Steel. For example, a mortal blow to the wight’s head or decapitation by the aforementioned could demanifest them as a mortal wound to the head would kill a mortal.

- Upon demanifestation, a Wight shall require 3 IRL days to reconstitute itself and take shape once again. They require a single IRL day to recover from any wounds, lost ‘limbs’, etc. unless fed and healed by a Mystic other than themselves.

- Wights may have their ectoplasm be any color or shade within the normal themes of Mysticism (White, Black, Red, Yellow, Blue, Orange, or Green of any hue.)

- When corporeal, the wight’s base strength is at most equivalent to that of a human knight. When interacting with intangible phantoms such as poltergeists or specters, their strength would be comparable to an orc against an average human, though by no means granting them otherwise inhuman capabilities. This would apply even if the wight was a former orc. The only way an unhusked wight could receive strength augmentation is through mystic feeding.

- Wights cannot bypass the physical detriments of certain magics should they utilize them. This is to say that a corporeal wight is still subject to Voidal Weakness like any other mage of that type. 

- Being undead, wights are unable to sire children or sexually FTB. 

 

Purpose: 

A single redline to implement to prevent bad behavior.

 

tldr;

  • typos fixed
  • removed mthyul tlan
  • talking during exorcisms
  • actual possession rules
  • voidal weakness clearly mentioned

 

credits: me. i think zarsies brought up the idea for the consumption one a long time ago idk. xo for the last one. and also mysticism guide for husking (wilted rose emoji)

 

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Yes chef thank you chef 

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Heroic 

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cbhange mythuhl tahn to skibidi mordring

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True...

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now join ilaria's rock band

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Absolutely huge

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This lore has been denied.

This proposal went to a vote in amendment chat and did not pass...

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