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[Amendment] The Wight Patch


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General Abilities

 

Due to their otherworldly nature, wights can also interact with the mortal plane in a way which no mere descendant could hope to rival, allowing the wight to perform various acts within an area around it, allowing them telekinetic abilities, visual distortions, and other influential powers. Naturally, unhusked or "naked" wights cannot surpass in-game movement, meaning that they could not pass through doors, gates, or walls they do not have access to, etc. 

 

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New Addition

Spoiler

Shift Form

Wights are akin to the phantoms which they imitate, maintaining various spectral properties. From vanishing into thin air, to morphing themselves into other shapes from ectoplasm, these masters of unlife in death are quite versatile and capable, yet at the cost of their interaction with the material realm.

 

Wights can choose to appear as spectral beasts when they are utilizing this ability. This requires two emotes, wherein the Wight would assume the desired form, as long as the creature can be found naturally in the wild. This could be a bird, a cat, a hound, etc, however this creature must be no larger than a stag or no smaller than a cat.

 

- Wights cannot shapeshift into humanoid creature and are capable of shapeshifting only into solely natural animals.

- If the Wight wishes to have a custom form or use any creatures designated as Event Creatures, they must consult the ST.

- The chosen form can be maintained for as long as the Wight wishes, however should they get into combat or be attacked, the form will disappear and they will return back to their regular self.

- Shapeshifting cannot be used to imitate another player's appearance.

- Shapeshifted Wights still bear their clearly spectral nature and appearance.

- This ability cannot be used to reach locations that are impossible to reach mechanically. Should the creature be able to fly, they are limited to two blocks off the ground 

 

 

Area of Influence

Spoiler

Current Lore:

Though inferior to true ghosts, wights still possess the ability to manipulate the physical world around them to some extent as they are within the Elysian Wastes; having an influence of up to a five meter radius around them whilst unhusked. Within this sphere of influence, the wight may perform minor to moderate telekinetic feats in which they may manipulate one or more lightweight objects and operate them to an extent. Similarly, wights may conjure minor illusions of ectoplasmic mist, and sustain telepathic abilities within their sphere of influence. Do note that drawing heavily upon these abilities may very well exhaust the wight’s power, and frequently drawing upon them would make the wight an easier opponent to any would-be adversary.

 

Proposed Lore:

Though inferior to true ghosts, wights still possess the ability to manipulate the physical world around them to some extent as they are within the Elysian Wastes; having an influence of up to a five block radius around them whilst unhusked. Within this sphere of influence, the wight may perform minor to moderate telekinetic feats in which they may manipulate one or more lightweight objects and operate them to an extent. Similarly, wights may conjure minor illusions of ectoplasmic mist, and sustain telepathic abilities within their sphere of influence. Do note that drawing heavily upon these abilities may very well exhaust the wight’s power, and frequently drawing upon them would make the wight an easier opponent to any would-be adversary. 

 

- The illusions that a Wight can produce will always have a clearly spectral tone to them. The maximum area of the influence is #rp range, no matter if the Wight is husked or unhusked. This limit cannot be exceeded.

- These abilities are unable to be used in combat and can only be used in out of combat scenarios

- The minor illusions, cannot be used to teach magics or show the faces of people to avoid metagaming.

 

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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. 

 

 

Wight Husking

Spoiler

Current Lore:

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 be the wights 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.

 

Proposed Lore:

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 be 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 block 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.

 

- The husk may only be of an inanimate object, a deceased member of the descendant race or a deceased beastfolk. However, it may not exceed the height of the largest descendant race that being the Ologs. One may not husk into any other CA, a living being, or a mundane animal of any kind.

- It takes 2 emotes for the Wight to enter into a husk: 1 emote of focusing + 1 emote of entering the husk. The Wight must also ensure that they are within 2 blocks of the husk that they want to enter.

- No matter what the Wight husks, they will not be able to exceed peak human strength.

- Should the husk be a corpse, it must be clearly visible that it is a corpse, as the ability does not allow the Wight to regenerate/rejuvenate that which is already dead.

- While husked, the Wight may use their non combative abilities, however when it comes to combat, they may only use the basic mysticism spells for both Blades and Casters (capped at T3), and can not use any other abilities of Wightdom.

- Should the husked vessels be struck with Holy Magic, Abjuring Kani or any other soul afflicting magic, the Wight will be expelled from the husk instantaneously.

- Should the Wight be struck with Aurum or Thanhium, they will be expelled from the husk instantaneously.

- Should the Wight be struck by either Dragonsflame or Malflame, they will be expelled from the husk instantaneously. Due to the Wight being a creature of ectoplasm, Dragonsflame and Malflame will still burn them even when they have been forced out of a husk. This will continue to burn the Wight, until the flames are extinguished.


New Addition

Spoiler

Possession

If the Wight does not wish to utilize the Husking ability, they may instead elect to possess an individual and take control of them, for their own nefarious purposes. The Wight is capable of entering the body of an individual and taking over full control of their body as if they were a puppet, but the mind of the individual will remain their own, forcing both into a dance of coexistence or a constant struggle as the two fight for the control of the body. While possessing an individual, the Wight can control their body however they wish, but due their nature and the pain that comes with dying, they will never cause bodily harm, injuries to the possessed individual or force them to end their life.

 

- Possession requires OOC consent to use upon an individual, no matter what; this may not be skirted around through any means.

- Possession takes 2 emotes: 1 emote for needing to maintain absolute focus and 1 emote for possessing the individual.

- The Wight may possess only 1 target at a time, and are within the body of said target whilst possessing them.

- The telepathy experience between the Wight and the Possessed individual is nothing more than a simple means of communication between the two. The Wight is unable to access any memories, experiences or other events, beyond what the possessed individual is willing to share, and vice versa.

- Should the possessed individual be struck with Aurum, Holy Magic, Abjuring Kani, Dragonsflame, Malflame or any other soul afflicting magic, the Wight will be expelled from the body instantaneously.

- The Wight is unable to cause any injuries or bodily harm to the individual that they’re possessing, nor directly put it in threat willingly. By extension, under no circumstances is the Wight able to kill the player that is being possessed.

- The Wight is unable to cast any magics, make use of magical or alchemical afflictions and or modifications, or utilize any other abilities that the possessed individual may bear.

- If the possessed player wishes to break free from the Wights possession at any time, they can attempt to force out the Wight from their body via rolling a /d20. Should the roll be 15+, the possessed individual will succeed in forcing the Wight out of the body.

 

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Invocation

Spoiler

Current Lore:

As the presence of a wight always lingers in part within Ebrietaes, they are able to be invoked by any mortal who focuses upon them and speaks a three word or more prayer to their true name aloud in at least #quiet. When invoked, the wight’s attention would be drawn to the individual, allowing them to briefly cantrip effect in the immediate area around them. The abilities of a wight working through invocation are limited, but allow them to grant what others may view as ‘miracles’ from a great distance, lending them the impression of a pseudo-deity. The most basic effect which the wight may bestow is that of Hindering, though non-combative telekinesis, deadbreath, and wail may be used as well. Deadbreath may be a double-edged sword unless the mortal has True Sight.

 

 - All signs are limited to aesthetic abilities, including: hindering, influence, gleaming, and so on. Only deadbreath and wail may be used combatively.

 

 

- Wights will never know where their name has been invoked from, nor can it be used to relay any information to and/or from the wight.

 

 

- Invocation may only be utilized once per combative scenario. The Wight decides the effect that an Invocation grants, if any - this meaning that the player invoking them must contact the Wight they are invoking. 

 

 

Proposed Lore:

As the presence of a wight always lingers in part within Ebrietas, they are able to be invoked by any mortal who focuses upon them and speaks a three word or more prayer to their true name aloud in at least #quiet. When invoked, the wight’s attention would be drawn to the individual, allowing them to briefly cantrip effect in the immediate area around them. 

 

The abilities of a wight working through invocation are limited, but allow them to grant what others may view as ‘miracles’ from a great distance, lending them the impression of a pseudo-deity. The most basic effect which the wight may bestow is that of Hindering, though non-combative telekinesis, deadbreath, and wail may be used as well. Deadbreath may be a double-edged sword unless the mortal has True Sight. 

 

Once a Wight has been Invoked, the individual that used this ability will suffer from the same fractured mind that a Wight possesses, wherein they will hear incoherent whispers and voices around them and will not be able to utilize this ability for 1 OOC week.

 

- In order to use this ability the OOC consent of the Wight is required and when requested, must be presented in the form of a screenshot.

- Should the individual wish to make use of a Wight abilities via Invocation, they must follow the emote count as specified within the lore.

- The voices that one hears are purely aesthetic and do not cause any harm or inhibiting the individual in any way. The voices, as stated in the lore are incoherent, and must be roleplayed as such.

- Only Mortal individuals are able to use this ability to invoke a Wight.

- The IGN of the person that has learned the true name of the Wight, must be recorded on the Wight’s CA Application in order to mark that they are able to use the Invocation ability.

- This ability may only be used by an invoker 1 time per combative encounter.


Wight Wailing

Spoiler

Current Lore:

Wights may release a terrifying and piercing wail over the course of three emotes, causing all those who hear it to be overcome by a petrifying fear, whilst also disconnecting them from any magics that hinge upon concentration (i.e. voidal). This may be done in up to #shout range, though generally has the same consistency across all ranges, save perhaps for those in the wight's immediate vicinity who might suffer from a slight daze following the immediate wail. Most healthy individuals should manage to refocus themselves the emote following, albeit any connection or concentration they were maintaining likely shattered as a result. This cannot cause any permanent hearing loss or severe injury such as bleeding ears.

 

Proposed Lore:

Wights may release a terrifying and piercing wail over the course of 3 emotes, causing all those who hear it to be overcome by a petrifying fear, whilst also disconnecting them from any magics that hinge upon concentration (i.e. voidal). This may be done in up to #shout range, though generally has the same consistency across all ranges. Most healthy individuals should manage to refocus themselves the following emote. This cannot cause any permanent hearing loss or severe injury such as bleeding ears. 

 

- This ability takes 3 emotes to cast: Gleam + Channel + Cast.

- This ability disrupts any magic that requires concentration/focus for the duration of 1 emote of those who hear its wail; anyone affected by this ability, must spend 1 extra emote to refocus before they can return to their casting again.

- Should an individual be immune to fear, they will not be affected by this ability and can simply shrug it off as a nuisance.

- This ability may only be used 1 time per combative encounter.

 

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OOC Notes:

Spoiler

Wights have been a thorn in the ST side quite a few times, with various situations of unclear lore and people abusing it, with the pretense that if it doesn't specifically say it, I'm allowed to do it. When looking through the lore itself, Wights are basically just ghosts on steroids, with access to unique abilities that are native to the CA, as well as, access to abilities that are native to Ghosts like Possessions, Shift Form, etc. However, for some reason, within the Wight lore itself, it seems like a lot of these abilities have been muddled together into one paragraph keeping them vague and unclear, which caused many players and the ST to express frustration that they have no idea what the spell is supposed to do and what are it's limitations and redlines. Therefore, with this amendment, I aimed to clarify the abilities that Wights have by breaking them down to make them more clear and adding redlines to them to help people better utilize them. Regarding the "New Addition" abilities, they were already part of the Wight CA, however they were kept to simply a few sentences or vague references under Wight Husking, and a few other sections. Therefore, to make it simpler, I just split them from the main lore and decided to add them as quote on quote new abilities since technically they don't exist in the current version of the lore, albeit with a brief mention. So hopefully, this will help streamline the CA abilities a bit and make it more fun for people to interact with.

 

Credits:

Pallodium for Consultation and Formatting

 

Original Writers of the Mysticism + Wight Lore:

 

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yay good job sewer

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Do wights need to be able to shape shift into animal ghosts tho? For the sake of asking. Seems kinda curious imo 

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2 minutes ago, RezRatKeia said:

Do wights need to be able to shape shift into animal ghosts tho? For the sake of asking. Seems kinda curious imo 

They always could do that. It was just combined into 1 paragraph in the original lore with no more than 1 or 2 sentences vaguely explaining it iirc, which forced someone to look at an entirely different lore piece for the mechanics and redlines. It's not a new addition per se, since it's basically just me lifting existing mechanics and adding them to the Wight lore and turning the few sentences into a properly defined ability.

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1 minute ago, Sewer_Rat said:

They always could do that. It was just combined into 1 paragraph in the original lore with no more than 1 or 2 sentences vaguely explaining it iirc, which forced someone to look at an entirely different lore piece for the mechanics and redlines. It's not a new addition per se, since it's basically just me lifting existing mechanics and adding them to the Wight lore and turning the few sentences into a properly defined ability.

Makes sense, thank you. Still seems kinda random but hey, I hope it brings enjoyment 

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I feel like the eight wailing should probably not work upon other undead (or maybe even mystics) due to their undead nature (not having true ears, something something cursed nature, etc). But I think this is great, especially the husk clarification that you can't possess living people during combat (I always felt like that was kinda dumb)

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Should have a redline about the wail being countered by ear protection if explicitly emoted and represented by a legitimate item (which is standard for sound based disruption effects).

 

I'd also consider making it only works on people once per combat rather than only being usable once per combat so multiple wights cannot just stun lock people (which is how most stuns work.)

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1 hour ago, ClassyDryad said:

Should have a redline about the wail being countered by ear protection if explicitly emoted and represented by a legitimate item (which is standard for sound based disruption effects).

 

I'd also consider making it only works on people once per combat rather than only being usable once per combat so multiple wights cannot just stun lock people (which is how most stuns work.)

 

About the stacking point. It is already stated in the lore that Wights avoid direct combat because dying is painful and instead they use proxies to achieve their goals. So the chances of you seeing a Wight use that ability in crp is very minimal unless the Wight is stuck in a life or death situation. 

 

Also the ability takes 3 emotes to channel, which imo is more than enough to smack or shoot the Wight and break the concentration, therefore interrupting the spell.

 

1 hour ago, King_Kunuk said:

I feel like the eight wailing should probably not work upon other undead (or maybe even mystics) due to their undead nature (not having true ears, something something cursed nature, etc). But I think this is great, especially the husk clarification that you can't possess living people during combat (I always felt like that was kinda dumb)

Mystics are just your average Joe who decided to conjoin themselves to learn mysticism. The magic doesn't give them special hearing powers and they have your normal hearing. Correct me if I'm wrong (my undead lore is rusy), but I'm pretty sure undeads also have regular hearing. So they wouldn't be immune to Wights Wail.

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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