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[✗] [FEAT] Klyntar - The Infernal Parasites

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BORDERGREY


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Kʟʏɴᴛᴀʀ
THE INFERNAL PARASITES

 

BORDERGREY

 

ᵎ!ᵎ ORIGINS ᵎ!ᵎ

IN THE NAME OF CONTROL

 

Deep within the patchwork lands of Moz’Strimosa there stood a barren land that was not all war, here stood strongholds cast off by the ever marching hordes. These strongholds would serve as prisons for the lesser inferi that lacked strength but retained their knowledge which was held prior to their demise, they were degraded to slaves and tasked with gathering resources and tools that would better fit the hordes than themselves. Dreams of freedom would soon turn to desperation

 

An inferi named ‘ruhtzk-ruta’ by his superiors would be tasked with watching over one of these strongholds that held sacred scrolls and tomes valued by Zarthairn’s maldaaka and the rare kozunka. There was some semblance of freedom in his daily tasks but even he still wore shackles. Ruhtzk soon came across a book titled “Book of Worms” or ‘vanzakoh za’rakurz’ in the infernal tongue; it was ancient even for the likes of the maldaaka. Perhaps scribed before his own death- regardless the scholar would indulge in the many runes and rituals the accursed tome would have to offer, eventually coming to practice one of these rituals himself.

 

Pages broken off some crumbled and outright burnt- it was clear the book has seen through many timeless struggles and what was left looked like vague references to times of yore, one thing was repeated throughout all its contents, ‘tale over’ ‘control’ ‘atop’ these words and ones alike where plastered along each page eluding to some vague ultimatum that could grant one power or control over others. So he indulged without hesitation for he was inferi and to climb was his nature

 

The ritual was simple, derived from old parts of bloodmagic and that of Naztherak- to transform oneself  in the name of ascension. He would sacrifice his body to a pit of gore along with the remains of a zekul, then before one is to sink beneath the viscera chant the words “zatar rogn’zu’thirth krimth ra’rot thirth’” the hellish incantations would soo n see the pit of vile and blood come to life, in a pulsating mess akin to a heart ruhtzk-ruta would undergo this rite in excruciating pain- At the end of it all the inferi did not grasp unrivaled powers nor knowledge but became even lesser of what he found himself. 

 

BORDERGREY

 

ᵎ!ᵎ EXPLANATION ᵎ!ᵎ

“Zatar reign thirth”

 

Klyntar are parasitic creatures spawned from the ignorance of a desperate maldaaka. Found deeper within the vast and desolant planes of  Moz’Strimosa these creatures depend on ‘hosts’ to survive, more often than not becoming parasitic rather than symbiotic in nature. These beings are malicious and selfish  just as they are power hungry, their sole motivation becomes the climb itself and the unfortunate hosts they found themselves are forced to comply with such terms less they tear themselves apart to be freed. 

 

Cᴜʀꜱɪɴɢ

To get ‘connected’ with a Klyntar takes a ritual known as ‘razi-rakurz’ where a Naztherak or Maldaaka is able to summon one of these creatures by drawing a pentacle on a flat 4x4 surface, mangled remains of a fresh corpse killed within the last [3 OOC Hours] must be placed within the pentacle then [10] Rakir and [5] Maleus must be added to the pentacle. Lastly a temporary ‘host’ must be added to the ritual, one that can easily enter the body of others. then the incantations “zatar rogn’zu’thirth krimth ra’rot thirth’” must be chanted to activate the ritual. It is then the circle pulsates, the gore is then twisted and warped, the temporary host is then taken over completely by the newly summoned Klyntar. The aesthetics of the ritual is mainly freeform but the temporary host cannot be a descendant of any kind. 

 

Klyntar is a [FEAT] where one may retain all [5] of their magic slots, Klyntar is compatible with most [MA] and progresses through a [TIER] system much like regular feats, all abilities however do not required to be taught by another Klyntar. 

 

Tɪᴇʀ I: When the parasite is first planted on a host they experience no significant change for the first few months as the parasite takes time to adjust to its new environment. Upon the first year is when the effects take place. One would hear faint whispers or a voice, its source indiscernible, this can cause someone to grow paranoid, lose sleep, increase anxiety etc.

Cᴜʀꜱᴇꜱ 

Cᴏʀʀᴜᴘᴛɪᴏɴ 

 

Tɪᴇʀ II: Outward physical changes become more apparent due to the lack of sleep one begins to grow deep bags under their eyes, becoming a hue of red or purple with their posture becoming slouched or their physical habits become plod, twitchy etc.

Expulsion, Holy Magics

Oꜱꜱᴇᴏᴜꜱ ᴘɪᴄᴋ

 

Tɪᴇʀ III: Upon the third and final year is when the Klyntar is settled enough to finally begin its trade of chaos and control. The host becomes twitchy and paranoid, the Klyntar begins to speak outwardly towards the host in a provocative manner, the Klyntar may also speak with others using its own voice- though usually taking over the host’s body a majority of an interacted.

Cᴀʀɴᴀɢᴇ

 

Rᴇᴅʟɪɴᴇꜱ:

» Klyntar is a dark [FEAT] that retains all magic slots and is incompatible with Tawkins (meaning once infected  you are not able to receive tawkins mutations to any degree), Holy Magics, Druidism and Azdromathian Heraldry

» Klyntar are incompatible with all Cas besides Tawkins Klones

» Connection to Klyntar beyond its summoning is mainly free form and takes a minimum of [5] emotes to complete

» [TIER] progression works the same as any other but does not require another Klyntar to teach the abilities.

» Each tier lasts for [1] week and all abilities are inherent

» Naztherak of [T5] are only able to create [2] Klyntar per month

» A Naztherak must be taught the ritual and denoted on their MA and falls under their [Boons & Banes] mechanics as a [Banes]

 

PHYSICALITY & MENTALITY

 

Klyntar first appear as worm-like parasites when first brought into the mortal realm taking the look of red bone-like entities where their exoskeleton is clearly visible. Upon taking a host there are no outward physical changes as the Klyntar like to remain hidden.

However there is a certain area on the body where the parasite might inject itself  to see on its own volition without disturbing the host’s own line of sight. It may also commune with the host when it sees fit.  The host will find their body more durable than most- simple cuts or bruises heal in hours while stabs and amputations restore themselves within days- though comes at a great cost, for every Major wound received the Klyntar mends it with its own flesh- furthering its control over the host’s body.

 

Moderate Wounds [Broken bones, Lacerations and Second degree burns] will have their healing time  decreased, only taking [12] OOC Hours

Major wounds [Impalement, Dismembered, Mutilation] would find themselves replaced with red fleshy chunks or appendages replaced with the parasite’s own appendages, furthering its control over the host, taking [24] OOC Hours

 

Mental changes take place and finalize upon reaching 

[Tɪᴇʀ III] where the host find themselves at constant distress and paranoia, the back and forth between the Klyntar and fear of their full corruption come as a heavy burden upon the host. One may even find a Klyntar and themselves similar in nature. The host may find mundane tasks such as writing, research etc as cumbersome and will notably lose interest in these small hobbies.  People around them and conversations come as a burden, they may find themselves in fear of isolation, valuing the small connections they still have while finding themselves too distant or paranoid for things such as family or romance.

524c84270924aa982678c45f12849a5e

 

Rᴇᴅʟɪɴᴇꜱ:

» A klyntar’s personality may vary, from calm and collected, able to be reasoned with to brazen, controlling etc. 

» Once cursed with a Klyntar one will become infertile and may not sexually FTB.

» Klyntar take up one of the main malices listed under Naztherak upon reaching [Tɪᴇʀ III] 

» Romantic connections and family spark dread and paranoia within a host, in fear of hurting their loved ones due to the curse, causing them to grow distant- however things such as childhood friends and relics from one's past may spark unhealthy obsessions.

» Upon infection one may be restored/brought to the peak of their race's strength.

» Healing factors begin once the host reaches  [Tɪᴇʀ II] and cannot begin while in combat.

 

BORDERGREY

 

8d643a5067fc4101d5531effe0b84b48

 

ABILITIES

The accursed ‘boons’

 

Cᴀʀɴᴀɢᴇ - [Combative] [Tɪᴇʀ III]

A host may negotiate with the Klyntar in an act of desperation, in a panic the Klyntar can redirect blood towards one of their arms, building enough pressure to cause the area to explode, sending shrapnel of bone towards the desired targets.

 

[Mechanics]

Spoiler

This ability takes [2] Emotes to use where one is spent to charge the blood and muscle focus towards the limb which may only be an arm/leg and the second is aiming and causing the inflated limb to explode sending shrapnel of bone to dart across a battlefield for [10] meters and go from [1] meter wide to [2] between the [5-10] meter range and may only be used [1] time per combat encounter. The Aftermath would leave the limb shredded and unusable- Although sealing itself back up in a less proper manner over [1] emote to prevent bleeding out.

 

Rᴇᴅʟɪɴᴇꜱ:

» Can only be used [1] time per combat encounter, after its usage the host would feel immense pain and would begin to bleed out.

» After being used the host will be unable to connect or cast any other magics or use any other abilities provided by the Klyntar

» Shrapnel of bone bears the sharpness of a mundane arrow but the durability of chitin, piercing cloth and impaling leather, though never reaching the skin beneath. Chainmail may cause the bone shards to bounce off or shatter upon tiktok.

» The charge may be held for up to [1] emote where the immediate emote after it would be forced to trigger the attack, this is to say one may cancel it upon the third emote

 

Oꜱꜱᴇᴏᴜꜱ ᴘɪᴄᴋ - [Combative] [Tɪᴇʀ II]

A klyntar is able to force the bone shaft of the host’s arms out of their body in a gory fashion. The bone gains a rough and rigid, red flesh-like appearance as the parasite infects it enough to last long enough in means of defense.

 

[Mechanics]

Spoiler

Over the span of [1] emotes a Klyntar can eject a bone from the host’s limb, though this process will prove extremely painful, making one unable to cast or focus on anything else during this process, Once ejected it takes appearance of a sharp rigid blade that is durable for [1] emote if struck and durable for [2] if used to stab/slash, if used against plate it will shatter instantly- the limb it is ejected from will become unusable for the remainder of the combat encounter.

 

Rᴇᴅʟɪɴᴇꜱ:

» The pick bears properties of a normal steel blade and durability of chitin.

» Can only be used [1] time per combat encounter and the limb where the pick was ejected becomes unusable for the rest of the combat encounter.

» If used to block the pick will shatter, if used offensively it will last for [2] emotes where on the [3] emote it will shatter. If used against plate or chainmail the pick will shatter immediately

 

Cᴏʀʀᴜᴘᴛɪᴏɴ - [Passive] [Tɪᴇʀ I]

Inside and outside of combat a Klyntar can forcefully amalgamate apart of the host’s body to their liking to make themselves more ‘comfortable’ within these mortal coils or as a method of intimidation 

 

[Mechanics]

Spoiler

Over [1] emote the Klyntar may forcefully transform a part of the host’s body to better fit its needs or taste. This process is painful for the host and can range from the transformation of one’s arm to much larger extremities while the Klyntar can transform the skull to something more grotesque and hideous. These transformations will always appear fleshy and gory in nature.

 

Rᴇᴅʟɪɴᴇꜱ:

» Transformations cannot effect combat and are solely for flavour

» Corruptions can only occur as extension or transformation of a part of one’s body, extra limbs, eyes etc cannot be made.

» These transformations cannot be used to scale walls not mechanically possible or get into areas where one couldn’t without RO/PRO permission, , one cannot turn their finger into a key or lockpick.

 

BORDERGREY

 

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WEAKNESSES

‘I truly am a curse’

 

Cᴜʀꜱᴇꜱ - [Tɪᴇʀ I]

Naztherak more twisted within their arts may curse a Klyntar upon its initial infestation of a host by utilizing a [Cursed Idol] as per Naztherak lore, when a Klyntar is cursed they are able to succumb to the will and commands of the warlock who cursed them

 

Rᴇᴅʟɪɴᴇꜱ:

Must be denoted on the Naztherak/Zar’akals MA and/or CA respectively and is considered apart of their Court however do not abide by the same mechanics as a Zer’ei would, meaning even apart of a Greater Court only the sole binder may command them

The cursed idol must be made and ST signed prior to the summoning of the Klyntar.

The curse must be derived from one of the primary malice from Naztherak lore.

Only one Klyntar may be binded per Naztherak and can/will be carried over upon ascending to Zar'akal

A Klyntar is immune to the Zar’akal’s Krimth’vuthirth

 

Exᴘᴜʟꜱɪᴏɴ - [Tɪᴇʀ II]

Klyntar find it necessary to protrude apart of their own physical form around vital areas on the body, there striking or exposing these parts will cause discomfort or immense pain for the parasite- even to the extent of the Klyntar ejecting itself in a crude and vile manner to escape the presence of whatever may cause its bane.

 

Rᴇᴅʟɪɴᴇꜱ:

These exposed parts of the Klyntar appear on the center of the chest, nape as thick bloody muscle- These areas cannot be disguised or covered by alchemy or any other means with the sole exception being Seers- Cozeners of Vaseek

လ [3] Emotes of un-interrupted strikes focus towards these vital areas must be made to fully eject the Klyntar from the hosts body, Upon the [1] emote the host will experience immense pain causing them to disconnect from any magics, Upon the [2] emote the Klyntar begins to feel the pain as well, unable to move but may use their own abilities to escape such a predicament. Upon the [3] the Klyntar will forcefully eject from the host in the form of a corrupted centipede where they may hide upon the host’s body, waiting to corrupt them once more.

Anything that can harm a normal descendant will harm the Klyntar, however things such as Malflame or Dragons flame will cut the emote count down to [1] where the Klyntar immediately ejects once exposed to these flames

 

Hᴏʟʏ ᴍᴀɢɪᴄ - [Tɪᴇʀ II]

When in the presence or contact with holy magic the Klyntar shows no signs of toleration at least not for long. Showing  discomfort within the presence of any Holy magics being casted and will outright eject from the host when coming in contact with them

 

Rᴇᴅʟɪɴᴇꜱ:

This is considered “disconnection” resulting in the denial of the initial  [FEAT].

Templar’s Holy Fire will expulse the Klyntasr within [1] emote of Exposure and kill it until it can be brought back by the Naztherak that initially summoned them.

When within the area of Holy Magic the Klyntar will grow distressed and urge the host away, if within the area for more than [15] OOC minutes the Klyntar will force the host's body to move with urgency. This includes Templar’s Brazen Bonfire Where it will act as a barrier to entry

Shamans cannot purge these creatures as Klyntar’s soul will reject any attempts at spirit walking etc.



 

CREDITS 

[ ᴡ ʀ ɪ ᴛ ɪ ɴ ɢ & ꜰᴏʀᴍᴀᴛᴛɪɴɢ  ]

ᴘᴏʟᴀʀ


 

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amazing! quite fleshed out, well done!! :D

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Way too scary for me. +1 

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Sure its cool and all, but, I don't see this serving any purpose other than 'hmm dark feat related to Hell', because the lore describes itself as 'attaining a lesser form' per the last lines of the lore segment. 

 

Onto a few more punctual and specific feedbacks:

  1. Connection segment implies connection retains all 5 magic slots - which, using Naztherak as a basis, draws from the soul. But then, Shamanism is unable to purge the parasite because the soul rejects it. Why would the soul reject it, if the parasite does not alter the soul whatsoever (does not take a slot)?
  2. Each tier being 1 week long is a little insane and sets it as one of the most fast-progressing feats/magics of the server. More time between them would do good for the piece overall.
  3. Expanding on point 1, several points of the writing imply that the host and the Klyntar do not need to necessarily love each other, and that - since the Naztherak ritual to make these things is a bane - they don't tolerate each other. To what true extent does control go? What are the concrete benefits and drawbacks to which of the two have more control? This is not very clear barring the 'they get more paranoid' mental drawback and the healing factor.
  4. The lore itself is iffy at best. With the case of Inscribing (ik its not approved lore), it was a Zentherak that created it, and a majority of the lore surrounding add-ons to Naztherak/Infernal magics in general tend to come from powerful beings of Moz'Strimoza if not the zar'rokul themselves. A random desperate malda creating a parasite capable of proliferating to such an extent that it becomes a Naztherak ritual/bane, is a little iffy.
  5. The Curses weakness conflicts directly with how Cursed Idols work. Klyntar are living beings and would require the idol being present with their host at all times in order for this to be plausible - if the lore implies that the Klyntar itself is a cursed idol, this conflict with base lore of Cursed Idols, as soul-bearing objects may not be cursed.
  6. Does the Expulsion weakness imply disconnection from Klyntar if the parasite dies? I don't think this is noted at all.
  7. Why are Naztherak able to resummon Klyntar? This implies they are a new type of Inferi altogether, and would imply they are living beings, as noted in point 5, thus leading to them probably fitting more as a CA than a Feat.
  8. All of the Combative abilities legitimately just cuck the person using them, and this is a Primnya classic (the lore hates its player, as much as I hate that argument). Like, why would a Klyntar WILLINGLY use ANY of its abilities if it can just use a sword and shield to the same effect?
  9. Why are they incompatible with all CAs except the one that SPECIFICALLY resets Deific magics once you get them? This makes LITERALLY no sense that it would be compatible with Klones but not anything else. Why is an Olog unable to be Klyntar? Or a Kha? The only explanation would be the necessity for a greater soul - in which case, spirit walking should be possibly, unless the Klyntar specifically alters the soul, in which case, it should take away at least one slot.
  10. The peak strength redline makes it feel like this is just a 'I want to be strong again' Naz feat. Probably not what you meant with it, but its what it feels like.
  11. How come they are described in the Lore & Connection segment as 'volatile, corruptive and greedy parasites who are not symbiotic but parasitic', but then a redline says 'klyntar can vary their personality and even be calm and collected'? The lore disagrees with itself and is inconsistent.
  12. Assuming the Curse weakness somehow works - what makes them 'immune' or 'unaffected' by Greater Court mechanics? What sets a Klyntar apart from an Evolved Zar'ei??
  13. The Ejection weakness doesn't imply the FA gets denied if it happens - but the holy magic weaknes states that if hit with Holy Magic, the parasyte ejects, causing the FA to be denied. So there's 2 weaknesses that just outright cause you to LOSE the FA, ontop of the combative abilities in themselves just handing you a fat L for an entire limb upon use.

 

It's conceptually cool, but like, it doesn't feel like it fits a specific purpose or plays into any niche. The lore is inconsistent and disagrees with itself and just generally doesn't have a solid basis. If the points are improved upon and the general basis/background of the lore is more solid, I could see it working, but in its current state, it's just... not really good.

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Just now, Benleft said:

What is the significance of the name you gave this? 

Spoiler Alert!!!!

 

Spoiler

There is none.

 

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Just now, Benleft said:

What is the significance of the name you gave this? 

Locked in

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19 minutes ago, Sonybut7 said:

Spoiler Alert!!!!

 

  Hide contents

There is none.

 

The significance is that its a Venom Reference [Parasitic creature called a Klyntar? The same name as the marvel symbiote race's home planet] 

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ok lets get it

 

3 hours ago, PolarLoLs said:

Rᴇᴅʟɪɴᴇꜱ:

» Klyntar is a dark [FEAT] that retains all magic slots and is incompatible with Tawkins (meaning once infected  you are not able to receive tawkins mutations to any degree), Holy Magics, Druidism and Azdromathian Heraldry

» Klyntar are incompatible with all Cas besides Tawkins Klones

» Connection to Klyntar beyond its summoning is mainly free form and takes a minimum of [5] emotes to complete

» [TIER] progression works the same as any other but does not require another Klyntar to teach the abilities.

» Each tier lasts for [1] week and all abilities are inherent

» Naztherak of [T5] are only able to create [2] Klyntar per month

» A Naztherak must be taught the ritual and denoted on their MA and falls under their [Boons & Banes] mechanics as a [Banes]

This doesn't make sense; you cannot be both incompatible and compatible within Tawkin Alchemy/Kloning. I know your trying to say you cant benefit from greater/lesser mutations, but you gotta word that better. Also, ALL CAs is crazy; an infernal parasite that doesnt work with actual inferi is conceptually non-compatible with naztherak lore. If you are inferi, you are within the Infernal Climb. SPeaking of

 

3 hours ago, PolarLoLs said:

ᵎ!ᵎ ORIGINS ᵎ!ᵎ

IN THE NAME OF CONTROL

 

Deep within the patchwork lands of Moz’Strimosa there stood a barren land that was not all war, here stood strongholds cast off by the ever marching hordes. These strongholds would serve as prisons for the lesser inferi that lacked strength but retained their knowledge which was held prior to their demise, they were degraded to slaves and tasked with gathering resources and tools that would better fit the hordes than themselves. Dreams of freedom would soon turn to desperation

 

An inferi named ‘ruhtzk-ruta’ by his superiors would be tasked with watching over one of these strongholds that held sacred scrolls and tomes valued by Zarthairn’s maldaaka and the rare kozunka. There was some semblance of freedom in his daily tasks but even he still wore shackles. Ruhtzk soon came across a book titled “Book of Worms” or ‘vanzakoh za’rakurz’ in the infernal tongue; it was ancient even for the likes of the maldaaka. Perhaps scribed before his own death- regardless the scholar would indulge in the many runes and rituals the accursed tome would have to offer, eventually coming to practice one of these rituals himself.

 

Pages broken off some crumbled and outright burnt- it was clear the book has seen through many timeless struggles and what was left looked like vague references to times of yore, one thing was repeated throughout all its contents, ‘tale over’ ‘control’ ‘atop’ these words and ones alike where plastered along each page eluding to some vague ultimatum that could grant one power or control over others. So he indulged without hesitation for he was inferi and to climb was his nature

 

The ritual was simple, derived from old parts of bloodmagic and that of Naztherak- to transform oneself  in the name of ascension. He would sacrifice his body to a pit of gore along with the remains of a zekul, then before one is to sink beneath the viscera chant the words “zatar rogn’zu’thirth krimth ra’rot thirth’” the hellish incantations would soo n see the pit of vile and blood come to life, in a pulsating mess akin to a heart ruhtzk-ruta would undergo this rite in excruciating pain- At the end of it all the inferi did not grasp unrivaled powers nor knowledge but became even lesser of what he found himself. 

This lore is too specific. Named Zar'ei [named anything that isnt one of the already named zarrokul], waaaaay too specific details basically makes this more a story then a real origin. These details should be vague; somethings origin should not be so explicitly known. Furthermore, with this parasite thing, you arent describing what kind of Inferi it is. It's obviously not a Zar'ei or zevn or gatrov, which are the only tiers at or below Zar'ei, so what is it?

 

3 hours ago, PolarLoLs said:

ᵎ!ᵎ EXPLANATION ᵎ!ᵎ

“Zatar reign thirth”

 

Klyntar are parasitic creatures spawned from the ignorance of a desperate maldaaka. Found deeper within the vast and desolant planes of  Moz’Strimosa these creatures depend on ‘hosts’ to survive, more often than not becoming parasitic rather than symbiotic in nature. These beings are malicious and selfish  just as they are power hungry, their sole motivation becomes the climb itself and the unfortunate hosts they found themselves are forced to comply with such terms less they tear themselves apart to be freed. 

 

Cᴜʀꜱɪɴɢ

To get ‘connected’ with a Klyntar takes a ritual known as ‘razi-rakurz’ where a Naztherak or Maldaaka is able to summon one of these creatures by drawing a pentacle on a flat 4x4 surface, mangled remains of a fresh corpse killed within the last [3 OOC Hours] must be placed within the pentacle then [10] Rakir and [5] Maleus must be added to the pentacle. Lastly a temporary ‘host’ must be added to the ritual, one that can easily enter the body of others. then the incantations “zatar rogn’zu’thirth krimth ra’rot thirth’” must be chanted to activate the ritual. It is then the circle pulsates, the gore is then twisted and warped, the temporary host is then taken over completely by the newly summoned Klyntar. The aesthetics of the ritual is mainly freeform but the temporary host cannot be a descendant of any kind. 

 

Klyntar is a [FEAT] where one may retain all [5] of their magic slots, Klyntar is compatible with most [MA] and progresses through a [TIER] system much like regular feats, all abilities however do not required to be taught by another Klyntar. 

 

Tɪᴇʀ I: When the parasite is first planted on a host they experience no significant change for the first few months as the parasite takes time to adjust to its new environment. Upon the first year is when the effects take place. One would hear faint whispers or a voice, its source indiscernible, this can cause someone to grow paranoid, lose sleep, increase anxiety etc.

Cᴜʀꜱᴇꜱ 

Cᴏʀʀᴜᴘᴛɪᴏɴ 

 

Tɪᴇʀ II: Outward physical changes become more apparent due to the lack of sleep one begins to grow deep bags under their eyes, becoming a hue of red or purple with their posture becoming slouched or their physical habits become plod, twitchy etc.

Expulsion, Holy Magics

Oꜱꜱᴇᴏᴜꜱ ᴘɪᴄᴋ

 

Tɪᴇʀ III: Upon the third and final year is when the Klyntar is settled enough to finally begin its trade of chaos and control. The host becomes twitchy and paranoid, the Klyntar begins to speak outwardly towards the host in a provocative manner, the Klyntar may also speak with others using its own voice- though usually taking over the host’s body a majority of an interacted.

Cᴀʀɴᴀɢᴇ

 

The Explanation section should really not be full of flavortext or specifics beyond what is needed; its obvious the pre-req is Maleus and Rakir, which is something all naz and evolved zarei can produce. [Side note, with ilzakarn the -ka denotes plura; your origin lore speaks of a singular malda.] Why you need a malda or a naz specifically to summon one doesnt make sense beyond [as so famously put by me] hating the players using the lore. Finally, and kinda obviously, Klyntar as a name is blatantly from venom. while theres no crime in having inspiration, using the literal name of the planet of symbiotes is borderline plagerism. Equally, as ill touch on later, this entire concept is bordering waaaay to close to CArt 7, the Dhurmyc Parasite, for me to just overlook. 

 

Why this requires a fresh corpse and why that fresh corpse is adhereing to the Genus expiring timer doesnt make sense; What is a temporary host? You need to define that. I personally disagree about such a specifically defined ritual; a player should have some freedom to do this how they wish.

As mentioned, progression is way too fast, and should be measured in both IRP and OOC time. not everyone knows innately 1 week OOC = 1 year IRP

 

3 hours ago, PolarLoLs said:

PHYSICALITY & MENTALITY

 

Klyntar first appear as worm-like parasites when first brought into the mortal realm taking the look of red bone-like entities where their exoskeleton is clearly visible. Upon taking a host there are no outward physical changes as the Klyntar like to remain hidden.

However there is a certain area on the body where the parasite might inject itself  to see on its own volition without disturbing the host’s own line of sight. It may also commune with the host when it sees fit.  The host will find their body more durable than most- simple cuts or bruises heal in hours while stabs and amputations restore themselves within days- though comes at a great cost, for every Major wound received the Klyntar mends it with its own flesh- furthering its control over the host’s body.

 

Moderate Wounds [Broken bones, Lacerations and Second degree burns] will have their healing time  decreased, only taking [12] OOC Hours

Major wounds [Impalement, Dismembered, Mutilation] would find themselves replaced with red fleshy chunks or appendages replaced with the parasite’s own appendages, furthering its control over the host, taking [24] OOC Hours

 

Mental changes take place and finalize upon reaching 

[Tɪᴇʀ III] where the host find themselves at constant distress and paranoia, the back and forth between the Klyntar and fear of their full corruption come as a heavy burden upon the host. One may even find a Klyntar and themselves similar in nature. The host may find mundane tasks such as writing, research etc as cumbersome and will notably lose interest in these small hobbies.  People around them and conversations come as a burden, they may find themselves in fear of isolation, valuing the small connections they still have while finding themselves too distant or paranoid for things such as family or romance.

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Rᴇᴅʟɪɴᴇꜱ:

» A klyntar’s personality may vary, from calm and collected, able to be reasoned with to brazen, controlling etc. 

» Once cursed with a Klyntar one will become infertile and may not sexually FTB.

» Klyntar take up one of the main malices listed under Naztherak upon reaching [Tɪᴇʀ III] 

» Romantic connections and family spark dread and paranoia within a host, in fear of hurting their loved ones due to the curse, causing them to grow distant- however things such as childhood friends and relics from one's past may spark unhealthy obsessions.

» Upon infection one may be restored/brought to the peak of their race's strength.

» Healing factors begin once the host reaches  [Tɪᴇʀ II] and cannot begin while in combat.

 

What does it actually mean to have the parasite "take more control" over the host? Why does having a parasite somehow cure them of magically induced weakness? Voidal Weakness borders on metaphysical rather then a tangible atrophying of the muscles; how does this parasite fix that without tampering with the voidal connection?

 

The mental section feels weird. Why is this thing inherently naz malices? What is an unheathly obsession with childhood friends and "relics"? It feels like your stuck between femurlord necromancy levels of "I hate everything and im evil and i have no friends!!!" and some middleground between that and being normal. It needs to be more reasonable and clear.

 

3 hours ago, PolarLoLs said:

Cᴀʀɴᴀɢᴇ - [Combative] [Tɪᴇʀ III]

A host may negotiate with the Klyntar in an act of desperation, in a panic the Klyntar can redirect blood towards one of their arms, building enough pressure to cause the area to explode, sending shrapnel of bone towards the desired targets.

 

[Mechanics]

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This ability takes [2] Emotes to use where one is spent to charge the blood and muscle focus towards the limb which may only be an arm/leg and the second is aiming and causing the inflated limb to explode sending shrapnel of bone to dart across a battlefield for [10] meters and go from [1] meter wide to [2] between the [5-10] meter range and may only be used [1] time per combat encounter. The Aftermath would leave the limb shredded and unusable- Although sealing itself back up in a less proper manner over [1] emote to prevent bleeding out.

 

Rᴇᴅʟɪɴᴇꜱ:

» Can only be used [1] time per combat encounter, after its usage the host would feel immense pain and would begin to bleed out.

» After being used the host will be unable to connect or cast any other magics or use any other abilities provided by the Klyntar

» Shrapnel of bone bears the sharpness of a mundane arrow but the durability of chitin, piercing cloth and impaling leather, though never reaching the skin beneath. Chainmail may cause the bone shards to bounce off or shatter upon tiktok.

» The charge may be held for up to [1] emote where the immediate emote after it would be forced to trigger the attack, this is to say one may cancel it upon the third emote

I have no idea what the mechanical range/width of this spell is. It needs definitives, ranges like 5-10 are just confusing to read. Even if I presume its 1m wide up to 5m, and then 2m wide for the last 5m up to 10m, that still doesnt make any sense.  This ability hates its user; your mangled, your arm is gone, you cannot use any magics whatsoever, and you get....a shortbow strength cone of effect. What is a "less proper manner" of sealing? what is shattering upon tiktok?

 

3 hours ago, PolarLoLs said:

Oꜱꜱᴇᴏᴜꜱ ᴘɪᴄᴋ - [Combative] [Tɪᴇʀ II]

A klyntar is able to force the bone shaft of the host’s arms out of their body in a gory fashion. The bone gains a rough and rigid, red flesh-like appearance as the parasite infects it enough to last long enough in means of defense.

 

[Mechanics]

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Over the span of [1] emotes a Klyntar can eject a bone from the host’s limb, though this process will prove extremely painful, making one unable to cast or focus on anything else during this process, Once ejected it takes appearance of a sharp rigid blade that is durable for [1] emote if struck and durable for [2] if used to stab/slash, if used against plate it will shatter instantly- the limb it is ejected from will become unusable for the remainder of the combat encounter.

 

Rᴇᴅʟɪɴᴇꜱ:

» The pick bears properties of a normal steel blade and durability of chitin.

» Can only be used [1] time per combat encounter and the limb where the pick was ejected becomes unusable for the rest of the combat encounter.

» If used to block the pick will shatter, if used offensively it will last for [2] emotes where on the [3] emote it will shatter. If used against plate or chainmail the pick will shatter immediately

Rules against multiactioning are baked in the server; you dont really need them here. What do the different durability emote counts mean? Genuinely, this blade sucks against the most common armor type used on the server, and really you should be using light/medium/heavy armor types, not just platemail/chainmail/whatever. 

 

3 hours ago, PolarLoLs said:

Cᴏʀʀᴜᴘᴛɪᴏɴ - [Passive] [Tɪᴇʀ I]

Inside and outside of combat a Klyntar can forcefully amalgamate apart of the host’s body to their liking to make themselves more ‘comfortable’ within these mortal coils or as a method of intimidation 

 

[Mechanics]

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Over [1] emote the Klyntar may forcefully transform a part of the host’s body to better fit its needs or taste. This process is painful for the host and can range from the transformation of one’s arm to much larger extremities while the Klyntar can transform the skull to something more grotesque and hideous. These transformations will always appear fleshy and gory in nature.

 

Rᴇᴅʟɪɴᴇꜱ:

» Transformations cannot effect combat and are solely for flavour

» Corruptions can only occur as extension or transformation of a part of one’s body, extra limbs, eyes etc cannot be made.

» These transformations cannot be used to scale walls not mechanically possible or get into areas where one couldn’t without RO/PRO permission, , one cannot turn their finger into a key or lockpick.

If this ability has an emote count, its not a passive. Equally, the way these abilities are phased in general is odd; a player cannot really RP the parasite and their persona as two distinct entities, its just not feasible. Im just not a big fan of this ability, given it feels more like its gunna be used to cheese and disguise.

 

3 hours ago, PolarLoLs said:

Cᴜʀꜱᴇꜱ - [Tɪᴇʀ I]

Naztherak more twisted within their arts may curse a Klyntar upon its initial infestation of a host by utilizing a [Cursed Idol] as per Naztherak lore, when a Klyntar is cursed they are able to succumb to the will and commands of the warlock who cursed them

 

Rᴇᴅʟɪɴᴇꜱ:

Must be denoted on the Naztherak/Zar’akals MA and/or CA respectively and is considered apart of their Court however do not abide by the same mechanics as a Zer’ei would, meaning even apart of a Greater Court only the sole binder may command them

The cursed idol must be made and ST signed prior to the summoning of the Klyntar.

The curse must be derived from one of the primary malice from Naztherak lore.

Only one Klyntar may be binded per Naztherak and can/will be carried over upon ascending to Zar'akal

A Klyntar is immune to the Zar’akal’s Krimth’vuthirth

 

This does not make sense, conceptually, all of it. The mechanic you are attempting to introduce here and the exceptions and cavets would making using this lore a absolute misery to navigate between naztherak zarei rules, zarakal greater court rules, and the parasites own internal rules.

 

3 hours ago, PolarLoLs said:

Exᴘᴜʟꜱɪᴏɴ - [Tɪᴇʀ II]

Klyntar find it necessary to protrude apart of their own physical form around vital areas on the body, there striking or exposing these parts will cause discomfort or immense pain for the parasite- even to the extent of the Klyntar ejecting itself in a crude and vile manner to escape the presence of whatever may cause its bane.

 

Rᴇᴅʟɪɴᴇꜱ:

These exposed parts of the Klyntar appear on the center of the chest, nape as thick bloody muscle- These areas cannot be disguised or covered by alchemy or any other means with the sole exception being Seers- Cozeners of Vaseek

လ [3] Emotes of un-interrupted strikes focus towards these vital areas must be made to fully eject the Klyntar from the hosts body, Upon the [1] emote the host will experience immense pain causing them to disconnect from any magics, Upon the [2] emote the Klyntar begins to feel the pain as well, unable to move but may use their own abilities to escape such a predicament. Upon the [3] the Klyntar will forcefully eject from the host in the form of a corrupted centipede where they may hide upon the host’s body, waiting to corrupt them once more.

Anything that can harm a normal descendant will harm the Klyntar, however things such as Malflame or Dragons flame will cut the emote count down to [1] where the Klyntar immediately ejects once exposed to these flames

Why does this have to take the form of a centipede? what if the area is covered with armor of any kind? Why does it manifest in the center of the torso? This just feels weird, again; equally, dragonsflame would do nothing against this in particular if it has nothing to do with the soul, and moreso because infernal things deal with maleus [corrupted anima] and not mana.

 

3 hours ago, PolarLoLs said:

Hᴏʟʏ ᴍᴀɢɪᴄ - [Tɪᴇʀ II]

When in the presence or contact with holy magic the Klyntar shows no signs of toleration at least not for long. Showing  discomfort within the presence of any Holy magics being casted and will outright eject from the host when coming in contact with them

 

Rᴇᴅʟɪɴᴇꜱ:

This is considered “disconnection” resulting in the denial of the initial  [FEAT].

Templar’s Holy Fire will expulse the Klyntasr within [1] emote of Exposure and kill it until it can be brought back by the Naztherak that initially summoned them.

When within the area of Holy Magic the Klyntar will grow distressed and urge the host away, if within the area for more than [15] OOC minutes the Klyntar will force the host's body to move with urgency. This includes Templar’s Brazen Bonfire Where it will act as a barrier to entry

Shamans cannot purge these creatures as Klyntar’s soul will reject any attempts at spirit walking etc.

So in 1 emote of being near a templar casting their non-combat flashlight spell, you'd lose your FA??? This weakness is more like a waterboarding of anyone who made the mistake of believing the lore was fair to them. You've also turned the 20 morbillion holy structures into physicals wards for a feat [something shared by nothing else within infernal lore] and given it a OOC timer, to what is an IRP problem. Templars do not need their t2 passive ability to instantly deny feats, too.

 

Shaman redline is funny. Shamans do not require spirit walks to purge things; id consult a shaman about what they can and cant do. 

 

 

The lore punishes the player for obtaining it, has inconsistencies, and generally just...hurts to have in all aspects. I dont see where it fits into Infernal lore as it currently is and it doesnt make any attempt to belong to the otherwise consistent set of rules about infernal things on the material plane. I don't really think its a good idea

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