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[✗] [Amendment] Reincarnation

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PrimnyaQuorum

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Purpose:

A few changes primarily to make Kloning less cumbersome and wonky. Each set of changes has been isolated, and can pass independent of the other sections. WARNING: critical prima lore yap below.

Spoiler

- The time to mature for a klone has gone from 6/4 weeks down to 4/2 weeks. The “Fastest” klone taking a month to mature while being on an incredibly harsh PK clause has generally resulted in people shelfing or otherwise not playing their tawkinist for a month. This is fixing part 1 of this bad mechanic

- The mechanic of being “in limbo” if a tawkinist is killed while a pygmy is maturing but not fully grown has been added to alleviate the above issue of a tawkinist being unable to play their persona while a pygmy is maturing due to fear of a harsh PK over an unacceptably long timer period not found in any other lore. This is fixing part 2 of this bad mechanic

- Aurum weakness has been removed from klones as a weakness, given the lack of specified soul-alterations described in the kloning process. A “Profane Nature” is not soul alteration, with the lore lacking an explanation as to how the alchemy is altering the soul. 

- The time to adjust to a vessel has been lowered from 1 week to 3 days. This period is poorly outlined and is not needed, given the fastest an alchemist could grow a new vessel would be 2 weeks and that past the 1 day from reincarnation, the effects are effectively negligible..

- The ability for tawkinist to produce the klones of other tawkinists [if provided their humors] has been added. Those who can klone should not be restricted to the same limitations as if they attempted to produce a klone for a non-tawkinist. 

 


Tawkin:

Reincarnation:

Spoiler

A Tawkinist must create a vessel or “pygmy” from Bogodan’s Clay, shaping it similar to a blank Fetus. The creation of the Pygmy is an incredibly tedious process and demands full attention, and is unable to be performed amidst combat or stress. Once sculpted and imbued, the Fetus is implanted into a container and soaked with Vitae of Rebirth, and then sealed. Over the course of [6 4] OOC weeks, the fetus will grow and adopt the features of whoever’s blood was imbued. However, should the vessel be at all contaminated or damaged during its lengthy incubation, whether by dust, foreign blood, a sudden change in position or temperature, and/or other contaminants, it would ruin the husk and cause it to die. In addition to the base recipe of Vitae of Rebirth, planned Mutations may be introduced prior to the container’s sealing. It is only possible for a Tawkinist to make for themselves or another Tawkinist a Pygmy, given the innate understanding required for the soul to find its way into a new vessel. A Tawkinist may only produce a klone for another Tawkinist if they harvest or have access to the bodily humors of the Tawkinist alongside OOC consent.

 

VITAE OF REBIRTH

BASE: Black Bile + Yellow Bile + Blood + Phlegm of the Individual

Fire | Any [x5]

Mundane | Life [x7]

Mundane | Connection [x5]

Mundane | Vigour [x5]

Mundane | Peace [x4]

Mundane | Rage [x4]

Mundane | Balance [x4]

Mundane | Fear [x4]

Mundane | Heat [x3]

Mundane | Sound [x3]

Mundane | Rigidity [x3]

Mundane | Order [x2]

Mundane | Death [x2]

 

Pygmies require a lengthy amount of time to grow, necessitating [6 4] OOC weeks for a fully-formed pygmy to germinate. Attempting to inhabit a pygmy prior to its maturation will result in the death of both the soul and the pygmy soul being stuck in a limbo, unable to reincarnate until the pygmy fully grows. The following time frames determine the rate of the Pygmy’s growth. Further, the Pygmy is prone to mutation while undertaking the process of maturation.

 

Week 1: The Pygmy has just been created. Appearing as a fetus-shaped blob, there are no discernable traits beyond flesh color. It is uninhabitable due to its lack of organs. Any disturbance to the vessel, no matter how minute, will result in the pygmy’s death.

 

Week 2: The Pygmy has grown slightly in size, indenting where facial and other bodily appendages would begin to manifest. This includes concave holes around the eyes, nose, and other orifices. Arms and legs manifest as small stubs, and veins will begin to wreathe themselves about the interior of the flesh, and bones begin to calcify.

 

Week 3: The Pygmy now spans about the size of a beach-ball. Respiratory and circulatory organs will begin to manifest and attach themselves to the veins. The vitae which saturates it will now begin to flow through the rudimentary veins towards the end of the week.

 

Week 4: The pygmy now reaches closer towards the size it is intended to be. The stomach, digestive organs, and livers will begin to form themselves. More distinct characteristics will begin to form, such as skin color, facial features, and small tufts of white hair will also grow in their appropriate regions, eventually gaining more color over time. During this period, any mutation obtained would begin to manifest.

 

Week 5: The pygmy now begins to develop the immune system and other necessary organs such as the gland, brain, and nerves. Appendages will have mostly grown to their full extent, and the vessel has developed to the point where it may begin to support life, though is still underprepared and may result in catastrophe for the Tawkinist - if not death.

 

Week 6: The pygmy is fully developed and may be inhabited by the soul it was bound to. It has grown alongside any abnormalities or mutations that were determined in the following week, assuming it did not perish as a result of such. So long as it remains within its vessel, it shall remain uninhabited within its container until the Kloner perishes upon their next death.

 

The mutations from which a vessel can face are many, and may either be benign or, alternatively, significantly impede the life of the husked Tawkinist. While it is not uncommon for most husks to face one or more mutations, this risk becomes more severe if the process is hastened. In the event that a significant or debilitating mutation does occur, it is the responsibility of the Tawkinist to roleplay that mutation correctly. 

 

When submitting a Klone, one must “/roll 1d4” if unmodified or “/roll 1d2” if hastened with Swiftness & vigour symbols. In either case, should the roll be a “1”, the Pygmy will be subject to a mutation that is then decided by “/roll 1d20”. This is done to aid the LT in tracking the state of Klones.

 

Minor (1-5): These mutations deviate only slightly from the original blueprint. These range from a lighter shade of hair, darker or lighter skin pigmentation, to even freckles. These mutations are harmless and do not inhibit the function of the vessel.

 

Lesser (6-11): These mutations, though relatively harmless, can act as a detriment. Such may include albinism, streaks, scales, or other noticeable and abnormal patterns upon the body. They might also yield altered bone and muscle density, resulting in overall weakness. Mild asthma, improper carrying of fat and other afflictions may develop at its most severe.

 

Major (12-17): These mutations are generally detrimental, but are not fatal. Albinism, weak bones, mental and genetic disorders, sickle-cell anemia, color blindness, a lack of smell and partial deafness can all develop across this range. While the pygmy may function, it will not be pleasant nor easy.

 

Critical (18-20): These mutations are extraordinarily detrimental and may result in severe physical issues. These mutations include respiratory ailments, tumors and cancer, hunch-backs, grotesque formations, a weakened immune system and overall weakness of the body, including general sensory loss. Though not fatal, they leave the pygmy far more liable to harm.

 

With the pygmy formed, the Tawkinist may transfer their soul to the vessel upon their next death. The order in which the Tawkinist cycles is dependent upon its quality, prioritizing the healthiest and most readily prepared vessel available. Should there be none of the desired quality or age, then the quality would begin to scale down to the next level and so on. Once one has reincarnated into a pygmy, they may dizzily clamber out of its receptacle, being prone to nausea and disorientation for [1] OOC day. Vomiting, numbness of touch and temporary blindness are all common side-effects even among the most healthy of vessels. Over the course of [1 3] OOC Week days from reincarnation, the reincarnated individual will fully acclimate to their new vessel, assuming their mutations would have dictated otherwise.  Should the vessel possess a Tawkin-based mutation, graft or other sort of deliberate addition, the Tawkinist would need to accustom themselves to the presence of that as well, even in the event they employed the Juliet Potion.

 

JULIET POTION

BASE: Undistilled Water

Mundane | Death [x4]

Mundane | Separation [x4]

Mundane | Slowness [x3]

Mundane | Impediment [x2]

Mundane | Weakness [x2]

 

The Juliet Potion is an alchemical solution that allows the Tawkinist to shuffle between Klones upon consumption. Should any mortal or Tawkinist drink the potion, they would be overcome by a sudden paralysis as they contort into a crumpled fetal position, their soul leaving their body to lay as it would, still alive. This would render the soul displaced from its former vessel, and shuffle it to the next available one should there be any. Should the consumer not be a Klone upon drinking the potion, they would simply be revived according to normal server rules or applicable Resurrection rules. Yet, should there not be any available pygmies that are not growing or fully grown for the Tawkinist to inhabit, they will be forced to PK.

 

— All general rules of Character Death still apply.

— Juliet Potions and Klone Vats require ST Signature.

— Klones require a valid Creature Application in order to be played. Should a Tawkinist attempt to have their Klone’s appearance be the same as another Player, they must receive OOC consent from said Player.

— The Rolling Process should be included as an uncropped screenshot during the signing of the Pygmy/Klone Vat. This will be noted on the Tawkinist’s CA. Tawkin cannot be used to evade the consequences of debilitated pygmies.

— Upon being taught the process of Kloning by a valid [TA] holder an edit designating knowledge of Kloning must be made to a users application to track that an individual is subject to a harsh PK clause.

— When editing the existing features of a vessel, one must still work off of the vessel’s base features. For example, while one could edit the jawline or limbs, they would still be limited to the overall shape of the Kloned creature.

— The mutations or changes of a vessel cannot alter the genitalia of a vessel whatsoever, lest it is the complete removal thereof.

— Magical curses will still be carried by a soul that shifts to other vessels. This includes racial curses, meaning that a human vessel shaped like an elf would need a new vessel after 150 years, lest they die. Additionally, vessels cannot be altered to be younger than eighteen years of age.

— Klones work near identically to that of normal descendant bodies, save for an adverse interaction with Aurum and Deific Magics. Given their profane nature, Aurum-inflicted wounds will render a searing and debilitating pain. Likewise, Given a Klone's ability to cheat the Soul-Stream, those holding a Klone CA are incapable of holding a Deific Connection unless specifically specified.

— Juliet Potions cannot be used to escape combat, captivity or other scenarios. Suicide will result in a character’s PK even if other vessels are available.
— Juliet potions are black in hue, viscous and possess a distinct rancid smell. As such, it cannot be adequately be hidden in food or drinks for the purposes of deception or assassination.

— Juliet Potions may solely be created by individuals who have an understanding of the process of Kloning (and adhere to its the respective PK clause) and thus need to have knowledge of Kloning denoted on their application to make them.

— Regardless of how experienced or enduring, a character will still experience the detriments of swapping between and to a new vessel. This necessitates [1 3] OOC week days for a character to be fully accustomed. This includes swapping between vessels with different mutations.

— Vessels should have a mechanical representation present within the world, marked by an ST Approved sign within clear view that indicates the maker and date of the pygmy.

— Klones may be grown at double their normal rate when the signs of a sign each of swiftness and vigor are added, though this also doubles the chance of mutation.

Klones are ONLY capable of being made for the Tawkinist themselves and are limited to [3] per Tawkinist in addition to their current body. Tawkinist are limited to [3] Klones of themselves at any time. Should a Tawkinist store more than three Klones of themselves, the Soul will link only to the three most healthy and irrevocably lose its path to the additional, defunct pygmy.

— A Tawkinist may produce a klone for another Tawkinist if they have the bodily humors of the other Tawkinist, have [OOC] Consent, and are aware IRPly that the individual is a Klone or otherwise capable of kloning. This does not contribute towards a Tawkinist limit of [3] Klones for themselves.

 

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there has been probably one klone pk ever and that was bcos they never logged their pygmy after like a map change this is not needed at all to make this pk even easier to avoid lol.

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Just now, ScreamingDingo said:

there has been probably one klone pk ever and that was bcos they never logged their pygmy after like a map change this is not needed at all to make this pk even easier to avoid lol.

What he said. I talked to Pallo about making an amendment very similar to this earlier, and he told me the chances are pretty slim. Only two individuals have died from Klone PK: The guy who never logged a pygmy, and a guy who neglected to make a pygmy for like 4 months.

However, I agree the wait sucks and is very boring to have to sit around doing nothing while waiting for your klone to regrow and that the advent of extreme free-camming has made making klones harder than it's ever been before. Also, the time is currently 6/3 weeks.

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Okay I do like the reincarnation adjustment times (1 week to adjust to a new body is annoying af) and I do think the aurum stuff doesn't have a whole lot of purpose considering the souls haven't been altered in any way. Also I don't see why tawkinists can't make klones for other tawkinists

 

#compromise 

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to be fair the only reason there hasnt been a klone pk is because people just log off for 3 weeks when their klones arent mature lmao

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I think unironically adding in the ability for tawkinists to OOCly consent to getting their humours taken, it would be so ******* funny if my guy Jiro took my humours and forced me to respawn in a cell and dangled my hat over me for another 6 months while he forces me to be an alchemy slave on my Witch.

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32 minutes ago, Slorbin said:

What he said. I talked to Pallo about making an amendment very similar to this earlier, and he told me the chances are pretty slim. Only two individuals have died from Klone PK: The guy who never logged a pygmy, and a guy who neglected to make a pygmy for like 4 months.

However, I agree the wait sucks and is very boring to have to sit around doing nothing while waiting for your klone to regrow and that the advent of extreme free-camming has made making klones harder than it's ever been before. Also, the time is currently 6/3 weeks.

 

No other lore carries a mechanic where the intended function is for the player to not do anything for 6 weeks [or 3 weeks] short of a shelf. Wights have a shelf for a week from consumption to playing the CA, and all other phylactory lores are either in the process of being redone [treelords, wights, paleslops] or just removed [liches, dragurs].

 

It is preventative. I do not feel an exciting need to wait for the numenvision guards to freecam someones pygmy before making a change. Besides, any point you make about the mechanics I will point to machine spirits which lack anything. The alterative is amending that over, which is
- No PK clause until first death and successful reincarnation into a husk

- Unlimited # of additional Husks
- Ability to make an unlimited # of husks for anyone w/ their OOC consent.

 

While the other changes are 50/50, my goal is to remove the implied 6-or-3 week shelf from making a pygmy for the first time. It isn't a downside to active klone players with 3 klones, and it obviously isnt some intended weakness considering there is nothing preventing the player from just logging off for 6-or-3 weeks while they wait. It's just a boring mechanic that promotes people to not RP on the RP server. Terrible to want it away, I know, we need more 40K darkgrim mechanics

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1 hour ago, ScreamingDingo said:

there has been probably one klone pk ever and that was bcos they never logged their pygmy after like a map change this is not needed at all to make this pk even easier to avoid lol.

 

A vast majority of players can avoid a PK by simply choosing not to PK when dying. I'm not sure why there must be some 3-or-6 week period where you can force-PK someone. As experienced by treelords recently and dragurs previously, all this mechanic encourages is the fastest person to find lore loopholes [or using numenvision] or keyspams doors mid raid gets to PK the other guy, something that cannot be done to a majority of characters and something that itself is not done except by a handful of players who go out of their way to take OOC delight in these matters. If you have a more extensive argument as to why some people deserve to be more easily PKable then others, I'm open to hear it

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I think this does address some of the inherent flaws with kloning's reincarnation, & makes it more in line with other CAs with revival mechanics. Probably better than leaving it as is imo. Give primnya a chance here. I am definitely probably biased however, as this is a tawkin buff.

 

Also yes, the aurum burning effect is a nothing burger. buff/change it so it matters, or get rid of it.

Edited by Helmet
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Man you just love pumping out these controversial rewrites/amendments that everyone either hates or loves lmao 

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Id say this is one of the best amendments I've seen you do and cared enough to look at. I agree that the 6-3 timer is too long and know people who have either just not learned kloning because of how long it is, or thought about leaving the server for the duration of the growing. It's makes 0 sense to make someone not want to play the character just for immortality that anyone else can just have through not PKing on death.

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Isn't the whole point of klone growth is ur supposed to be vulnerable to the PK while it is growing, as when you soul shunt into an unfinished klone it wakes up prematurely and dies an agonizing death?

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4 minutes ago, King_Kunuk said:

Isn't the whole point of klone growth is ur supposed to be vulnerable to the PK while it is growing, as when you soul shunt into an unfinished klone it wakes up prematurely and dies an agonizing death?

Cleverly noted - that is the point of the amendment!

 

more realistically that entire mechanic is flavor text for why a klone PKs when they have no vessels and are on the clause…..except not really because it doesn’t apply to machine spirits in the same circumstance (aka learned to make them, and is waiting for their first husk to mature). I am more then happy to amend the utter lack of amendments and nepotistic treatment machine spirits get to husks though. Obviously we’ve had no issues with anyone using them so it’s good lore?

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10 hours ago, PrimnyaQuorum said:

struck in a limbo


stuck*

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