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[✗] [Amendment] Alchemical Immortality Respawn Changes !!!!!

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xo31

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changes italicized/bolded and made GLOWING BLUE. removed is strikethrough

 

Purpose: making it more friendly. the ideal reminder that this is meant to be a game, and while klone/machine spirit PKs do not happen often, things like this almost feel like a 'no-fun-rule'. All that the current lore encourages is people to leave the server or play another character for weeks on end. This is both bad for roleplay, and generally unfun for all parties OOCly.

 

It came to me in a dream, as well.

 

Tawkin:

 

Before:

Spoiler

 

REINCARNATION

 

“For what does it profit a man to gain the whole world, but lose his soul?”

 

The belief that death is not permanent has been debated by many esoterics. Some believe that the soul will instead return at one point or another, while still others argue its return in a new state of being. Yet one truth remains: that energy, that being spiritual, is permanent - its enactment on the world staying true no matter how many years pass or what forces might try against it. And thus, there have been ways developed to return the soul to the world with the intent to keep its knowledge. To return to life by alchemy is known as Reincarnation, and though many philosophers have toyed with its promise, few have truly prevailed. Some have called it transmigration, others “Kloning”.

 

One may go about this by means of two key ingredients: A Vessel, and the Vitae of Rebirth. This fabled elixir had been taught by many scholars as one which would sustain life itself, albeit they might only do so through the explicit process of displacing the soul.

 

The Tawkinist may begin with an opaque container that had been implanted with a vessel made purely from Bogodan’s Clay, shaped akin to a crude fetus. Though wrought artificially, it is this vessel that shall be molded into a form which mimics the living descendant, housing the consciousness within - though not false as the minds of Homunculi. 

 

With the implanted vessel, the Tawkinist must saturate it with the Vitae, this being the very lifeblood of the new vessel that shall provide the vessel an alchemic “nutrience” which facilitates its growth and development. More daring Tawkinists may yet add Swiftness and Vigour symbols to the Vitae, so that the vessel may grow at twice the rate (and twice the risk) to the shell.

 

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] 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 a Pygmy, given the innate understanding required for the soul to find its way into a new vessel.

 

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] 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. 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 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] OOC Week, 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 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] OOC week 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 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. Should a Tawkinist store more than three Klones, the Soul will link only to the three most healthy and irrevocably lose its path to the additional, defunct pygmy.

 

After:

Spoiler

 

REINCARNATION

 

“For what does it profit a man to gain the whole world, but lose his soul?”

 

The belief that death is not permanent has been debated by many esoterics. Some believe that the soul will instead return at one point or another, while still others argue its return in a new state of being. Yet one truth remains: that energy, that being spiritual, is permanent - its enactment on the world staying true no matter how many years pass or what forces might try against it. And thus, there have been ways developed to return the soul to the world with the intent to keep its knowledge. To return to life by alchemy is known as Reincarnation, and though many philosophers have toyed with its promise, few have truly prevailed. Some have called it transmigration, others “Kloning”.

 

One may go about this by means of two key ingredients: A Vessel, and the Vitae of Rebirth. This fabled elixir had been taught by many scholars as one which would sustain life itself, albeit they might only do so through the explicit process of displacing the soul.

 

The Tawkinist may begin with an opaque container that had been implanted with a vessel made purely from Bogodan’s Clay, shaped akin to a crude fetus. Though wrought artificially, it is this vessel that shall be molded into a form which mimics the living descendant, housing the consciousness within - though not false as the minds of Homunculi. 

 

With the implanted vessel, the Tawkinist must saturate it with the Vitae, this being the very lifeblood of the new vessel that shall provide the vessel an alchemic “nutrience” which facilitates its growth and development. More daring Tawkinists may yet add Swiftness and Vigour symbols to the Vitae, so that the vessel may grow at twice the rate (and twice the risk) to the shell.

 

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 [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 a Pygmy, given the innate understanding required for the soul to find its way into a new vessel.

 

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 [4] OOC weeks for a fully-formed pygmy to germinate. Should the creator perish before the Pygmy has matured, their soul will be trapped within the growing vessel, and awaken only when it has matured. 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. By the end of this week, 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 3: 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. By the end of this week, 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.

 

Week 4: 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”; should the roll be a “1” or a Klone produced hastened with signs of swiftness & vigour, 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 [3] OOC Days, 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 growing or matured 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 [3] OOC week 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 swiftness and vigor are added, though this produces a mutation within the Klone.

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

 

 

 

Animatii; Clockwork Artifice:

Before:

Spoiler

 

Much like the end of the Clockmaker's tale, those who craft can also become. The tragedy of the poor Clockmaker was falling in love with the Machine God’s creation and then wanting to become something like it. He worked to make a suitable body for himself, and when his work gave him life as the machine, the Reever had already left the plane. Maddened and heartbroken, the soul bearing animii wandered the realm with a heavy conscience. 

 

Through the use of methods similar to kloning, as well as some ideas from golemancy. The craftsmen must craft the inside layer of the heart out of mage gold or standard gold, and then adding roughly a hundred milliliters of blood to an aetheric Lifeblood solution, and a certain amount of reagents to represent the person to each fluid, it can act as an identifier for the soul. When the craftsman or convert dies, they find that their soul skips the stream, hopping back into the plane in the form of the Automaton. The body is less sensitive, and for the first few years, the coil is surreal, which requires for the person to get used to it, and the body must initially be made in the same design as the creator, with a foot to a few feet difference being feasible. If a voidal mage was to become the Animii, the frame and body would weaken, becoming as physically weak as the mage was in its fleshy life, and their coverings become embrittled, enduring [1] less strike than a conventional Automaton would be capable of. 

 

It is here, that if the Automaton was to die, it will be a true death, but to circumvent this, the machine creates more of itself, useless husks that will act as bodies when the construct is destroyed. While blood might not be possible, the use of their main fluids can replace the need, though reagents are still required. Now, to keep themselves alive, the construct must make more and more, sometimes keeping large shacks or underground facilities with these constructs. If they were to be destroyed, it would mark the end of the being.

 

- Functionally, Machine Spirits are identical to standard Automatons unless otherwise specified, such as the mechanics of their Gear Hearts and revival. 

- Machine Spirit Husks must be signed by the ST for authenticity, and placed as physical builds within the world. Should a Machine Spirit run out of husks and die, they would be Hard-PKed irrevocably, unable to return to life by any means. A Husk may be crafted independent a Machine Spirit CA, and may be stored alongside Klones or other relevant bodies. Lastly, once a Machine Husk is embodied, the CA holder must deny any prior previous CA and may not return to a body of flesh unless explicitly stated in their respective lore pages.

- Machine Spirits may not be subject to an Obedience Vessel, such unable to control the will of the Descendant soul. 

- The husk must be structurally sound and made at least moderately Humanoid in nature - though it may be grotesque in nature. Exceptionally unique Husks or ones that bear unique functions may be made via an MArt. 

- Requires blood initially to make the heart, and then the main fluid once they transition into an automaton.

- Voidal Magic users will weaken the coil, and if they get damaged -- they will need to adhere to their respective weaknesses. This can be rp'd as Machine spirits being able to feel with their bodies, and if they were to be hurt, they feel pain. While voidal magi are capable of being machine spirits, it does not come without its detriments. 

- Magic users that are nonvoidal are allowed so long as the fact that their body no longer has lifeforce, or genus will not stop them from being able to use the magic. One must still rp the respective downsides, stated in their respective lore pieces. Deity magic is wholly incompatible with Machine Spirits unless otherwise stated, due to Garumdir's hold upon the soul of Machine Spirits. 

- While maintenance is required for all, mages that would suffer physical degradation will need more maintenance to make sure their bodies do not completely fail. This will be through oiling and repairing, even replacing parts, or generating more fluids. The reason why mages are more prone to repairs is due to the voidal atrophy withering their bodies.

- Due to the expense and toil of making the body, it will take two weeks to fully complete one frame, though helpers can lower the time to a week. 

- Requires OOC consent from the person to convert them into a Machine Spirit. If consent is not given, the soul could reject going to the coil. 

- Requires a CA.

 

After:

Spoiler

 

Much like the end of the Clockmaker's tale, those who craft can also become. The tragedy of the poor Clockmaker was falling in love with the Machine God’s creation and then wanting to become something like it. He worked to make a suitable body for himself, and when his work gave him life as the machine, the Reever had already left the plane. Maddened and heartbroken, the soul bearing animii wandered the realm with a heavy conscience. 

 

Through the use of methods similar to kloning, as well as some ideas from golemancy. The craftsmen must craft the inside layer of the heart out of mage gold or standard gold, and then adding roughly a hundred milliliters of blood to an aetheric Lifeblood solution, and a certain amount of reagents to represent the person to each fluid, it can act as an identifier for the soul. When the craftsman or convert dies, they find that their soul skips the stream, hopping back into the plane in the form of the Automaton. The body is less sensitive, and for the first few years, the coil is surreal, which requires for the person to get used to it, and the body must initially be made in the same design as the creator, with a foot to a few feet difference being feasible. If a voidal mage was to become the Animii, the frame and body would weaken, becoming as physically weak as the mage was in its fleshy life, and their coverings become embrittled, enduring [1] less strike than a conventional Automaton would be capable of. 

 

It is here, that if the Automaton was to die, it will be a true death, but to circumvent this, the machine creates more of itself, useless husks that will act as bodies when the construct is destroyed. While blood might not be possible, the use of their main fluids can replace the need, though reagents are still required. Now, to keep themselves alive, the construct must make more and more, sometimes keeping large shacks or underground facilities with these constructs. If they were to be destroyed without further husks left, it would mark the end of the being. 

 

- Functionally, Machine Spirits are identical to standard Automatons unless otherwise specified, such as the mechanics of their Gear Hearts and revival. 

- Machine Spirit Husks must be signed by the ST for authenticity, and placed as physical builds within the world. Should a Machine Spirit run out of husks and die, they would be Hard-PKed irrevocably, unable to return to life by any means. A Husk may be crafted independent a Machine Spirit CA, and may be stored alongside Klones or other relevant bodies. Lastly, once a Machine Husk is embodied, the CA holder must deny any prior previous CA and may not return to a body of flesh unless explicitly stated in their respective lore pages.

- Machine Spirits may not be subject to an Obedience Vessel, such unable to control the will of the Descendant soul. 

- The husk must be structurally sound and made at least moderately Humanoid in nature - though it may be grotesque in nature. Exceptionally unique Husks or ones that bear unique functions may be made via an MArt. 

- Requires blood initially to make the heart, and then the main fluid once they transition into an automaton.

- Voidal Magic users will weaken the coil, and if they get damaged -- they will need to adhere to their respective weaknesses. This can be rp'd as Machine spirits being able to feel with their bodies, and if they were to be hurt, they feel pain. While voidal magi are capable of being machine spirits, it does not come without its detriments. 

- Magic users that are nonvoidal are allowed so long as the fact that their body no longer has lifeforce, or genus will not stop them from being able to use the magic. One must still rp the respective downsides, stated in their respective lore pieces. Deity magic is wholly incompatible with Machine Spirits unless otherwise stated, due to Garumdir's hold upon the soul of Machine Spirits. 

- While maintenance is required for all, mages that would suffer physical degradation will need more maintenance to make sure their bodies do not completely fail. This will be through oiling and repairing, even replacing parts, or generating more fluids. The reason why mages are more prone to repairs is due to the voidal atrophy withering their bodies.

- Due to the expense and toil of making the body, it will take four weeks to fully complete one frame, though helpers can lower the time to two week

- Requires OOC consent from the person to convert them into a Machine Spirit. If consent is not given, the soul could reject going to the coil. 

- Requires a CA.

 

 

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What's been changed in the Animatii lore? I can't find it.

EDIT: Nevermind, found it!

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1 minute ago, Digit___ said:

What's been changed in the Animatii lore? I can't find it.

Nerfing Machine Spirits. Raised the time to make a Machine Spirit Husk by yourself to 4 Weeks from 2. Raised the time to make a Machine Spirit with another crafters help from 1 to 2 Weeks. 

 

For an amendment that seeks to make Alchemical Immortality more 'player-friendly', this buffs one and nerfs the other. 

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Making it so you don't have to shelf while your husks/klones grow, AND hastened pygmies being guaranteed to have mutations???

image.gif.75238f7644424483d084af5a0c87b3d9.gif

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18 minutes ago, _AzureLexi said:

Making it so you don't have to shelf while your husks/klones grow, AND hastened pygmies being guaranteed to have mutations???

image.gif.75238f7644424483d084af5a0c87b3d9.gif

what if u just didn’t pick up the pk ca instead of taking the only thing the ca does away from it 

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22 minutes ago, _AzureLexi said:

 

Making it so you don't have to shelf while your husks/klones grow, AND hastened pygmies being guaranteed to have mutations???

 


Just monk revive like you always do

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46 minutes ago, squakhawk said:

what if u just didn’t pick up the pk ca instead of taking the only thing the ca does away from it 

44 minutes ago, Frisket said:

Just monk revive like you always do

me-im-not-crying-youre-crying.gif.b95d831da182c7c053a03e3742e0dd72.gif

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The Tawkins amendment about getting stuck in a growing pygmy feels like trying to get around the pk redline...if you pick up the FA and learn Kloning you know the risks. I don't see the point in making the failsafe respawn mechanic even more potent than it is.

And the Animatii amendment seems unnecessary, but that is a personal opinion. They are the in my eyes weakest choice of respawn mechanic and easiest destroyed in their bodies. 

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10 hours ago, Muckelpu said:

The Tawkins amendment about getting stuck in a growing pygmy feels like trying to get around the pk redline...if you pick up the FA and learn Kloning you know the risks. I don't see the point in making the failsafe respawn mechanic even more potent than it is.

And the Animatii amendment seems unnecessary, but that is a personal opinion. They are the in my eyes weakest choice of respawn mechanic and easiest destroyed in their bodies. 

Yes actually .er. i believe that's the intent of the amendment? making the pk redline not so anti-rp?

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10 minutes ago, spaazmatism said:

Yes actually .er. i believe that's the intent of the amendment? making the pk redline not so anti-rp?

Why would it be anti rp...you actively choose to get this downside. If you then decide shelving your character is the best option it is on you. But giving the pygmy a hosting ability would mean you could reincarnate in unfinished bodies...taking away the downside of the clone needing to grow fully to be inhabitated. 

At least that is how I understand the amendment proposed. 

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i love just winging it in rp and not having to follow extremely baseless and stupid redlines because i dont use FAs or MAs

 

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1 hour ago, Muckelpu said:

Why would it be anti rp...you actively choose to get this downside. If you then decide shelving your character is the best option it is on you. But giving the pygmy a hosting ability would mean you could reincarnate in unfinished bodies...taking away the downside of the clone needing to grow fully to be inhabitated. 

At least that is how I understand the amendment proposed. 

if a feat encourages you to shelf a character to avoid being pked . it encourages you to avoid roleplay

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Just now, spaazmatism said:

if a feat encourages you to shelf a character to avoid being pked . it encourages you to avoid roleplay

 

The FA doesn't encourage anyone to shelve any characters, nor does it imply shelving any characters because there's nothing stopping anyone from roleplaying while their first pygmy is still baking, Stay inside your nation walls, don't leave your homes or just go out and do stuff like normal. the people who shelve their characters and wait actively choose to do so and are in no position to complain about self inflicted shelving.

 

Dont pick up the FA if you can't handle risk its really that simple

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21 minutes ago, PolarLoLs said:

 

The FA doesn't encourage anyone to shelve any characters, nor does it imply shelving any characters because there's nothing stopping anyone from roleplaying while their first pygmy is still baking, Stay inside your nation walls, don't leave your homes or just go out and do stuff like normal. the people who shelve their characters and wait actively choose to do so and are in no position to complain about self inflicted shelving.

 

Dont pick up the FA if you can't handle risk its really that simple

individual who does not have a tawkin FA or animii FA

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