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INFERNAL COMPENDIUM ROUND 2

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Purpose: 

Re-adding a previously considered functionally to Zar’Akal, given the changing of banishment to a soft-PK rather than a hard-PK.

Zar’Akal:

ANTECHAMBER - [3 Emotes] [Noncombative]

The hellish gate which most princes can procure is limited, undiscerning- moreso a tear within the world to leap from coast to coast than a true infernal rip, those limitations are superceded by a twisted king’s writ. They may wring forth a fragment of the high hells to manifest within the mortal world- using it as a showcase of the sickening depths of the beyond.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

  

Spoiler

 

An Antechamber is a created space where the hells ripple and bleed into the mortal world, a tear which can span up to [20] meters in radius. The aesthetics can vastly vary, depending on what ilk of the hells are bleeding into the planes of Aos and Eos- from a magmatic hellscape, a twisted and decrepit ‘forest’ of gatrovs, or a desolate wasteland of frost and sleet. No matter what, the Antechamber cannot be used combatively- if the Zar’akal either leaves the Antechamber or combat begins, it instantly dissipates.

 

This miniscule rift to Moz’strimoza can be used for a variety of differing means- the most simple of it being an alternative aesthetic to Hell’s Gate, in which the antechamber itself is used to traverse the world as a Soulstone re-skin. However, it can be used for further reasons- it can be used to ‘seal’ or ‘rescind’ demons or the twisted king himself as a flavor method of shelving them or as a form of banishment the Zar’Akal is capable of fulfilling alone, used with OOC consent as a way to PK non-infernals by shredding their soul into the High Hells, or used within roleplay as an aesthetic, or within events, used to commune with other beings.

 

Rᴇᴅʟɪɴᴇꜱ:

Antechamber is a noncombative spell created through the expulsion and consecration of one’s maleus; if it is active when combat begins, its effects instantly cease.

Antechamber creates a zone which can span up to [20] meters in radius around the Zar’akal, in which the High Hells temporarily bleed into the world around the Zar’akal. These are not permanent, and instantly cease when the Zar’akal wills it or they step out of it.

The purposes of this are mostly freeform, for flavour roleplay- it can be utilized as a soulstone aesthetic similar to Hell’s Gate, whilst it can also be used to soft-shelve infernal characters (Zevn, Zevn’kiel, Zar’ei, Zentherak [With ET Management approval], & Zar’akal) or with OOC permission, be a way for non-infernals to PK their character by shredding their soul within Moz’Strimoza.

Entities whom are soft-shelved- given that they are all infernal beings- may reconstitute themselves back on the material plane oncemore by engorging on their own maleus, similarly to how they would naturally revive themselves- similarly, Zentherak or Zar'akal can merely utilize their own rifts to return from the depths of Moz'Strimoza.

Zar’akal can utilize antechamber to banish any lesser inferi, following all mechanics & redlines of banishment except that Zar’Akal may perform a banishment entirely by themselves within an antechamber. Zar’akal cannot recall a banished inferi by themselves.

 


 


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Purpose: 

Rakir Harvesting:

- Preventive to ensure evolved zar’ei cannot be killed-respawned-harvested for profit 😭

 

Zevn’Kiel Physicality

- Giving Zevn’Kiel slightly more strength so a Zevn’Kiel is not a only slightly better Zevn. 

 

Malda Subtype

- Changed Malda from custom weakness to Naztherak weakness, given they are effectively both the same weakened malflame caster. 

 

Evolved Overview

- Removed reference to “choosing custom spells” for evolved malda/kozun. Gave evolved malda the ability to become arcane scions, given that there doesn’t seem to be lore justifications for the incompatibility [just balance ones, which are addressed]

 

Malda Unique Spells

- Gave ability to empower the arrows to longbow strength for more emote count/cost so the spell is not rendered useless by medium+ armor.

 

Kozun Unique Spells:

- Simplified the functions of the spell to remove the concerns of stunlock/malflame stun stacking. Because of this, also removed the arbitrary restrictions on the spell.

 

Banishment:

- CHANGED from a hard-PK to a soft-PK shelving, similar to Sundering. Added a ritual to revive banished inferi. Changed protection from being bound to a Naztherak to being within a Zar’Akal’s greater court, given that shackling was/is effectively a non-existent threshold to banishment. Added a rakir cost to banishment and recalling to prevent spamming both.

 

The Infernal Compendium:

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RAKIR HARVESTING

 

Spoiler

All infernal beings hunger for Rakir. And thus through that, their bodies latently hold some of it- in no means enough for them to access it whilst alive, yet their dead forms can be harvested of the materia- be it through needle-extraction, or be wringing a limb loose of it. The counts gained by harvesting Rakir are as follows:

— A Zevnka may be harvested for 1 unit of Rakir upon death.

— A Zar’ei may be harvested for 3 units of Rakir upon death.

— An evolved Zar’ei may be harvested for 4 units of Rakir upon death.

— A Zar’akal may be harvested for 5 units of Rakir upon death.

  

Redlines:

— Solely CA-played creatures can be harvested for Rakir; NPC summons cannot.

— An inferi must be completely dead to be harvested for Rakir.

— The Rakir stored in an Inferi's corpse will expire within [1] IC day, or [3] OOC hours since the end of combat where said character died. Further, an inferis corpse is as prone to decay as a regular descendent and does not magically persist.

— Abusing rakir harvesting in any manner (I.E slaying and reviving an evolved inferi to net profit rakir) is grounds for ST intervention.

 

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PHYSICALITY

 

Spoiler

Upon Evolution, the physical form of a Zevn’kiel often stays the same to that of a mundane Zevn- with a few exceptions. The first, is that their form elongates, stretching upwards up to [1] foot in extra height, giving them a stretched, somewhat distorted appearance- as if they were not made to be such a height. Furthermore, a Zevn’kiel gains full mastery over both domains of an Imp’s trickery- they gain both a vast pair of gaping wings and a stinger; these follow all rules for such set within the above Zevn section. One may change their physical form to connote their more ‘advanced state.’ A lengthening of horns, a one-time regrowth of severed limbs, additional muscle mass are smaller ways to do so, yet ‘form overhauls’ to connote this new form are permissible as well.

 

Redlines:

— INFERI MAY NOT FTB.

— Zevn’kiel must appear ugly and goblinesque. There are no pretty imps.

— Zevn'kiel bear physical strength on-par with a voidally-poisoned mage average human.

— Zevn’kiel may not spit acid, or spread infliction with their claws and so on.

— Scales or fur etc. may not provide protection from heat or attacks etc.

— Tails are not strong nor dextrous enough to operate weapons or deal any real harm.

— Claws are only strong enough to cut into flesh and tear through cloth. Leather and upwards will protect from them.

— Zevn’kiel possess both wings and a stinger.

— Zevn’kiel wings may not fly more than [5] meters  off the ground in combat.

— Zevn’kiel may not use flight to bypass settlement defenses or reach any place which they cannot otherwise mechanically reach or bypass(e.g. parkouring inside) unless an RO permits so. 

 

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INFERNAL SUBTYPES

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MALDAKA

[Mage Type]

 

Spoiler

Maldaka, or ‘Witches’ are slimmer and less physically robust than their peers. Typically originating from mortal souls privy to magic and sorcery before their death, or transformation, they excel at infernal pyromancy and may wield Malflame spells much like a Naztherak. Crucially however, like the rest of their infernal kindred, they do not require a Grimoire.

 

A Maldaka type Zezimar possesses physical stamina and strength on par with a modern Voidal Mage Naztherak, with exception to armor. They may not be taller than 6 feet in height, and may not possess significant muscle bulk. These Zar’ei in their base form may use Malflame spells from [T1] to [T4], and possess a maximum usable pool of [55] maleus. Aesthetic Malflame, such as cinders burning off from skin or embers escaping the nose while breathing etc. do not consume maleus. Maleus refreshes fully every [12] IRL hours. Furthermore, they gain access to [T2] to [T3] Non-Combative spells under Naztherak, with exception to Prince's Presence.

 

Redlines:

— Malda typically possess slimmer, less physically muscular builds. They may not weigh more than 150lbs. They may be no taller than 6 feet in height.

— Malda may cast Malflame spells from [T1] to [T4] as per the Naztherak lore.

— Malda have a max maleus pool of [55] units.

— Malda cannot cast at all when wearing armor beyond what a naztherak can wear; disconnection from their malflame spells function similarly to a casting Naztherak.

 

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EVOLUTION

 

EVOLVED SUBTYPES

 

Spoiler

Malda may have their counts of Maleus increase to [65], the ability to become arcane scions, and gain the unique spell Rok-Kulzael.

 

Kozun may have their counts of Maleus increase to [50], and gain the unique spell Rok-Vrakank.

 

Rakaal may have their counts of Maleus increase to [30], and gain the T1 Naztherak Malflame spell Rok-Dhurz on Evolution. Furthermore, they gain the unique spells Rok-Hazak and Rok-Odzar.

 

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Redlines:

— Reaching Zar’ei evolution follows all redlines of “Zezimar Evolution” under “The Infernal Climb” above on the lore page.

— The choice of spell that the Malda and Kozun gain must be stated on the CA when the SREQ is made to mark it has been evolved. This chosen spell cannot be changed.

— Evolved Zezimar do not become Zar’kiel, they remain as Zar’ei.

— This evolution should not be used as an excuse to break redlines and powergame the CA.

— Players may ‘puff up’ and otherwise develop the appearance of the Zar’ei via transformation, but must still be hideous, grotesque, and monstrous in appearance.

— Regrowing limbs through evolution may be used only once, and may also regrow tails, wing stubs, etc.

— Evolving permits the Zar’ei to Curse their malflame with Malices- be it the base ones, or the Pact Malice of their Naztherak, following all redlines of Naztherak Cursing.

— However, Evolving also inflicts a Malice onto the Zar’ei; one must choose a Malice from the base list, or may adopt the Pact Malice of their Naztherak, if their Prince possesses one.

— An Evolved Zar’ei may stand in for any Naztherak in a Naztherak Ritual.

An Evolved Malda can take the Arcane Scion [FA]. A Malda that does this cannot utilize spells in combat that are [T4/T5] in tier or cost, regardless if the spell is voidal or not. Rok-Kulzael can still be used by malda scions.

An Evolved Malda that becomes an Arcane Scion remains immune to their own malflame, which extends to their soul lag. They cannot dual-cast any malflame or innate spells alongside other spells. A scion malda gains strength equivalent to a peak knight. 

— Each unique spell is equivalent to a [T3] spell in terms of Thanhium or other relevant abilities.

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UNIQUE SPELLS

Rok-Kulzael [Malda]:

Spoiler

An evolved Malda may conjure sharpened and constrained malflame, hewing them into the shapes of arrows to launch in devastating volleys. A pricy ordeal, it requires [15] maleus at base offered to form the first arrow over the course of [3] emotes- yet for every further arrow conjured, it requires [5] maleus and [1] extra emote, amassing to a maximum of [3] arrows and [25] maleus for a full volley. By dedicating [1] extra emote further, the Malda may strengthen the arrows of a volley to that of a crank crossbow

 

These all may be shot at once to different targets, or the same target altogether- having physical force as if shot by a hand crossbow. Upon impacting they linger for a moment, inflicting Malflame burns to whatever soul-bearing material it touches, before dissipating [1] emote later.

 

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Redlines:

— Up to [3] arrows total may be held by this spell. Casting this spells requires both hands to be free, and not clasping any objects nor weapons.

— Rok-Kulzael’s arrows will cause burns where they contact, yet the flames dissipate alongside the arrow [1] emote after contacting.

— If interrupted, the spell is canceled and all maleus is returned.

— The arrows are fired with the range/strength of a hand crossbow, yet are composed of maleus. They have physical impact equivalent to such.

— All arrows may be shot at the same target, or different ones.

— Rok-Kulzael requires constant LoS between the Malda and their target to fire.

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Rok-Vrakank [Kozun]:

Spoiler

An evolved Kozun may collect and compile malflame into a streamlined object- forming a weapon of condensed malflame that bears a physical impact to it. By spinning [10] units of maleus into the shape of a weapon, they may condense it over [2] emotes into a physical apparatus of malflame, able to be clutched and wielded by the Kozun as if a normal weapon. Rok-Vrakank may not create a weapon smaller and lighter than a dagger, nor may it create any weapon longer than a javelin or more dense than a battleaxe.

 

Weapons made from Rok-Vrakank function as if bearing concussive impact equivalent to a steel weapon of the same type, yet furthermore bear the effect of malflame if it is to touch skin. Malflame imparted by Rok-Vrakank does not spread, solely burning the area of contact with soul-bearing material.

 

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Redlines:

— A weapon created by Rok-Vrakank bears all physical durability and properties of one of steel, except for the fact that it consists of malflame. Rok-Vrakank cannot be used on the casting emote.

— Similar to malflame from Rok-Krimth, it does not spread on flesh, solely burning the area of contact with soul-bearing material.

— By concentrating for [1] emote any time after it has already been summoned; one can change the shape of Rok-Vrakank to any other weapon's form. No offensive or defense actions can be taken on this emote. This can only be done [1] time per combat.

— Rok-Vrakank cannot stunlock via pain whatsoever, no matter the situation.

— Weapons made by Rok-Vrakank cannot be weapons that launch projectiles; it cannot create bows, crossbows, slings, etc.

— There is no duration for how long the weapon lasts for- yet if it is ever dropped by the Kozun, it harmlessly dissipates.

— The size constraints maximize the conjured weapon to carry the physical size and weight of a battle-axe or javelin, and its proportions of size and weight at smallest can be that of a dagger.

— If the Kozun is disconnected whilst Rok'Vrakank is active, the malflame weapon harmlessly dissipates, going on cooldown for [2] emotes.

— Rok-Vrakank's burns may only inflict malflame's stun [1] time per individual, upon the first hit.

— Rok-Vrakank’s burns follow all mechanics of malflame, with the exception that it does not spread past the area of contact and is incapable of inflicting the stunning effect of malflame.

 

 

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BANISHMENT

 

 

Spoiler

Inferi are eternal. Even if they perish, they rise time and time again within the legions of Moz’strimosa, unending warriors of conquest, and abhorrent fury. And yet, there comes a time where those abhorrent must be culled. Banishment is the rite of taking any inferi except a Zar’akal, and forevermore binding them within the High Hells, unable to ever return to the mortal planes discorporating them deeply within the high hells, so that the inferi cannot return of their own will.

 

Banishment is a rite of inherent knowledge to all Naztherak; requiring [3] Naztherak, [1] Naztherak and [2] Evolved Inferi, or [1] Evolved Zar’ei and [3] Evolved Zar’ei and/or Zevn'kiel to complete- by conjuring a spiked chain of Malflame woven of [5] total maleus in unison, an Inferi can be dragged down to Moz’strimosa, irrevocably PK’d unable to reconstitute themselves or be recalled by the meager offering of a naztherak. However; if an inferi is bound to a Naztherak or Zar’akal’s Ildrith’akal, they can only be banished by that sole Naztherak’s participation by all participating members being of that Zar’akal’s Ildrith’akal; other Naztherak cannot banish them. This ritual requires [4] emotes uninterrupted to complete.

 

Recalling a banished inferi requires either a naztherak of sufficient tier, or a pair of evolved inferi to lead the ritual, aided by [3] other naztherak or evolved inferi. The cost of the process varies by the inferi being recalled; a zevn requires [5] rakir with a zevn’kiel or zar’ei requiring [10] rakir, & an evolved zar’ei requiring [15] rakir. This ritual requires [4] emotes uninterrupted to complete.

 

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Redlines:

— This ritual is inherent knowledge to all bearing the Naztherak MA. A Naztherak must be able to create the Inferi through Naz’Kuthun before they are able to lead or aid in banishing or revival of that type of Inferi.

— This rite can be done on Zevn, Zevn’kiel, Zar’ei, and Evolved Zar’ei. A inferi that willingly submits themselves to banish will be hard PK’d as this is suicide.

— Those who go under Banishment are irrevocably PK’d; they cannot be brought back no matter what, nor communed with through Diabolical Invocation forced into a soft-PK’d stake; they will not revive in a week nor can they be revived by the standard process by a naztherak, nor can they be communed with through Diabolical Invocation.

— If an inferi is bound to a Naztherak Zar’akal’s Ildrith’akal, they cannot be banished unless that binding Naztherak Zar’akal’s Ildrith’akal solely participates within the Banishment ritual. A Inferi must be wholly willingly or totally restrained in order to be subjected to Banishment.

— Banishment, if performed by an Inferi, must be taught either by direct instruction from another inferi or naztherak who knows Banishment, or by participating in the Banishment ritual itself as a comment on their application.

— Should a Naztherak attempt to subject their bound Inferi to Banishment, the Inferi is considered unbound at the conclusion of the encounter regardless of the outcome.

Recalling a banished inferi requires a naztherak, who is high enough tier to create the banished inferi’s type, or [2] Evolved inferi to lead the ritual, aided by [3] other naztherak or evolved inferi. 

Both recalling & banishing an inferi cannot be performed within combat. An inferi that is properly restrained & being subjected to banishment cannot cause an interruption that would disrupt the ritual.

 

 

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+1 for the naz monoculture. Malda scions is the only thing that should be removed from this

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An Evolved Malda that becomes an Arcane Scion remains immune to their own malflame, which extends to their soul lag. They cannot dual-cast any malflame or innate spells alongside other spells. A scion malda gains strength equivalent to a peak knight. 

 

 

Personally I would change this. I don't think a scion Malda should get access to peak knight strength and it also doesn't make sense for them to.

Balancing wise this makes them a BETTER Kozun just limits the amount of armor they can wear. [T4 Malflame rather than T3, and 4 Slots of Voidal magic rather than no slots of voidal magic] which Kozun is already so measely.. dont take this from em man

Lore wise, Scions only get protection from Voidal Weakness. IIRC if they take any other weakening magic they still suffer from that weakness. For example a scion Naz still has naz strength. Why would a Malda, who is weakened by the pentacle, gain peak strength by just undoing their Voidal weakness. 

otherwise I think this is an alright change log I suppose

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6 minutes ago, RockyTheWolf said:

An Evolved Malda that becomes an Arcane Scion remains immune to their own malflame, which extends to their soul lag. They cannot dual-cast any malflame or innate spells alongside other spells. A scion malda gains strength equivalent to a peak knight. 

 

 

Personally I would change this. I don't think a scion Malda should get access to peak knight strength and it also doesn't make sense for them to.

Balancing wise this makes them a BETTER Kozun just limits the amount of armor they can wear. [T4 Malflame rather than T3, and 4 Slots of Voidal magic rather than no slots of voidal magic] which Kozun is already so measely.. dont take this from em man

Lore wise, Scions only get protection from Voidal Weakness. IIRC if they take any other weakening magic they still suffer from that weakness. For example a scion Naz still has naz strength. Why would a Malda, who is weakened by the pentacle, gain peak strength by just undoing their Voidal weakness. 

otherwise I think this is an alright change log I suppose

 

56 minutes ago, PolarLoLs said:

An Evolved Malda can take the Arcane Scion [FA]. A Malda that does this cannot utilize spells in combat that are [T4/T5] in tier or cost, regardless if the spell is voidal or not. Rok-Kulzael can still be used by malda scions.

 

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4 minutes ago, PrimnyaQuorum said:

 

 

  1 hour ago, PolarLoLs said:

An Evolved Malda can take the Arcane Scion [FA]. A Malda that does this cannot utilize spells in combat that are [T4/T5] in tier or cost, regardless if the spell is voidal or not. Rok-Kulzael can still be used by malda scions.


Oh I missed that, it doesn't particularly fix this anyway. It just makes them still just a Kozun without their flame sword who can use [4] ,slots of voidal magic. Meanwhile a Kozun is limited to [2] slots and cant use scion. Why play a Kozun when you can go Malda, get 3 slots of void and then do scion, 

Nor does this explain why Scion would remove the weakness instilled in them from the pentacle. 

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why make malda scion make why

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as a malda idek why u would make malda scion possible

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Unironically I think it would be more fun if the knight demons could have a unique exception to scion for 2 slot scion rather than giving it to malda (why would scion make a malda physically stronger?) but that might be too strong.

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hi i just have  one question. why do you wanna make malda scions a thing.

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