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[Necromancy/Darkstalker Draugr Lore] Second Amendpack hitting the lore towers

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Changes are made in gold.
 

[Necromancy]
 

Goresmithing

OLD:
 

Spoiler

[Tɪᴇʀ III] Goresmithing - [4 Emotes] [Ritual] [2 Necromancers]

A combined technique of bone- and flesh smithing, Goresmithing allows a Necromancer to arm themselves- or their minions- with light, cheap weaponry, reinforced by magical plagues and, optionally, decorative viscera. Furthermore, they may alter undead as well- twisting and altering their flesh and bone in twain.

» [Goresmithing Armaments]

Over [4] emotes, [2] Necromancers may consecrate lifeforce about remains, forging and hallowing it into a vessel of bones- and optionally viscera- that can suffice as a weapon in combat. It is the process of “forging” cheaper, lighter, yet effective, alternatives to weapons and armor for themselves, and their undead legions. Made from a cadaver, boneforged items are augmented by lifeforce- their physical strength matching that of ferrum. Optionally, visceral materia and guts may remain upon there, never rotting and remaining fresh as a result of the copious lifeforce infused within them.

 

Goresmithed items, uniquely, are lighter than their ferrum counterparts, weighing similarly to Argentum due to their bone-hewn origins, yet bear nowhere near the feats of such a powerful metal. Critically, Goresmithed weaponry can also carry Plagues, as detailed under Pestilence; all Goresmithed items must be [ST] signed.

» [Goresmithing Alterations]

Over [4] emotes, a [2] Necromancers may consecrate lifeforce around a corporeal undead- be they a Peon, Ghoul, Darkstalker, Draugar, and their evolved forms, to alter and add to their physical forms in a litany of ways, listed out as follows:

 

Vestigial rotting or skeletal limbs, incapable of being used in combat whatsoever, though may be used noncombatively for flavor roleplay. Alternatively, a litany of smaller limbs could be used to compose the greater ‘limbs’ of an undead.

Rotting, visceral flesh to an undead- this cannot be used to conceal their state of undeath, though can be used to create varying degrees of physical depictions. These are still capable of being burnt away, and unless said undead bears immunity to flame, will count as a physical hit towards them.

Addition of extra skulls, which must remain aloft on top of their shoulders OR be upon the forefront of their chest. It should be noted that destruction of any of these skulls counts as their skull being destroyed for the purpose of death, which kills the undead.

Molding and reshaping of an undeads bone structure- a skull’s cranium may be warped upwards into a macabre facsimile of a crown, tugged into horns, and so on; so long as these do not bring any combative advantage, the structure of the bones may be altered and twisted.

Stretched flesh and tendons draped between limbs and bones; these cannot create any advantage to the undead, but may still be snapped and torn. Draugars, which still rely upon tendons to move, will be inhibited by these as if they were necessary to them, whilst Darkstalkers would be unaffected.

Supplanation and replacing the upper-portions of their arms (the elbow upwards) with a one-handed weaponry created of a Goresmithing Armament. This would need to be represented by an item created through the main form of Goresmithing above, which can be torn off from the limb and used by others like any Goresmithed Armament.

 

Rᴇᴅʟɪɴᴇꜱ:

Goresmithing requires [2] Necromancers to perform a freeform ritual over [4] emotes, regardless of whether it is Goresmithing an Armament or Altering a greater cadaver. Goresmithing may utilize any cadaver be it from a played character or animal.

Goresmithed Armaments bear the durability of Ferrum, yet the weight of Argentum- that is to say, they will on average hit half as hard as objects forged of mundane Ferrum, but still bear a unique lightness associated to it. Goresmithed Armaments are fashioned primarily from bone, albeit can bear bloody, sinewy, or visceral material stretched between their hardened bones; they can further be inflicted with Necromantic Plagues as detailed under the Pestilence segment.

Goresmithed Armor is only able to be made in line with (Medium Armor) or (Heavy Armor)- albeit it is lighter, it still may not be utilized to circumvent a Necromancer’s own inability to wear armor, or any other lorepiece’s armor restrictions, still hampering their casting and mobility as per their weaknesses.

Goresmithed items may not be enchanted by ANY means bar Necromatic Pestilence and are Incompatible with Kani as they break resonance.

Goresmithing Alterations may be solely applied upon corporeal undead- be they [CA] Ghouls, Darkstalkers, Draugars, or the noncombative NPC Peons. These are listed as above, and will be detailed in the following redlines.

Extra limbs are vestigial and noncombative, and solely for flavor roleplay.

Rotting external flesh are visceral and do not grant any extra durability nor disguising purposes.

Extra skulls may be added to undead, either on top of their shoulders or in front of thier chest- however, these all bear shared durability, and if any of them are shattered the undead perishes.

The bone-structure, if altered, must still remain humanoid nor may it bring any combative advantage- it merely can create altered shapes from bones.

Replacing the elbow-upwards of a limb with a Goresmithed Armament is possible, attached directly unto their joint- however, this still requires a validly approved and signed Armament item in the inventory which can be torn off from the limb.


NEW:

 

Spoiler

[Tɪᴇʀ III] Goresmithing - [3 Emotes] [Ritual] [1Necromancer]

A combined technique of bone- and flesh smithing, Goresmithing allows a Necromancer to arm themselves- or their minions- with light, cheap weaponry, reinforced by magical plagues and, optionally, decorative viscera. Furthermore, they may alter undead as well- twisting and altering their flesh and bone in twain.

» [Goresmithing Armaments]

Over [3] emotes, [1] Necromancer may consecrate lifeforce about remains, forging and hallowing it into a vessel of bones- and optionally viscera- that can suffice as a weapon in combat. It is the process of “forging” cheaper, lighter, yet effective, alternatives to weapons and armor for themselves, and their undead legions. Made from a cadaver, boneforged items are augmented by lifeforce- their physical strength matching that of ferrum. Optionally, visceral materia and guts may remain upon there, never rotting and remaining fresh as a result of the copious lifeforce infused within them.

 

Goresmithed items, uniquely, are lighter than their ferrum counterparts, weighing similarly to Argentum due to their bone-hewn origins, yet bear nowhere near the feats of such a powerful metal. Critically, Goresmithed weaponry can also carry Plagues, as detailed under Pestilence; all Goresmithed items must be [ST] signed.

» [Goresmithing Alterations]

Over [3] emotes, [1] Necromancer may consecrate lifeforce around a corporeal undead- be they a Peon, Ghoul, Darkstalker, Draugar, and their evolved forms, to alter and add to their physical forms in a litany of ways, listed out as follows:

 

Vestigial rotting or skeletal limbs, incapable of being used in combat whatsoever, though may be used noncombatively for flavor roleplay. Alternatively, a litany of smaller limbs could be used to compose the greater ‘limbs’ of an undead.

Rotting, visceral flesh to an undead- this cannot be used to conceal their state of undeath, though can be used to create varying degrees of physical depictions. These are still capable of being burnt away, and unless said undead bears immunity to flame, will count as a physical hit towards them.

Addition of extra skulls, which must remain aloft on top of their shoulders OR be upon the forefront of their chest. It should be noted that destruction of any of these skulls counts as their skull being destroyed for the purpose of death, which kills the undead.

Molding and reshaping of an undeads bone structure- a skull’s cranium may be warped upwards into a macabre facsimile of a crown, tugged into horns, and so on; so long as these do not bring any combative advantage, the structure of the bones may be altered and twisted.

Stretched flesh and tendons draped between limbs and bones; these cannot create any advantage to the undead, but may still be snapped and torn. Draugars, which still rely upon tendons to move, will be inhibited by these as if they were necessary to them, whilst Darkstalkers would be unaffected.

Supplanation and replacing the upper-portions of their arms (the elbow upwards) with a one-handed weaponry created of a Goresmithing Armament. This would need to be represented by an item created through the main form of Goresmithing above, which can be torn off from the limb and used by others like any Goresmithed Armament.

 

Rᴇᴅʟɪɴᴇꜱ:

Goresmithing requires [1] Necromancer to perform a freeform ritual over [3] emotes for Goresmithing an Armament or Altering.

Goresmithed Armaments bear the durability of Ferrum, yet the weight of Argentum- that is to say, they will on average hit half as hard as objects forged of mundane Ferrum, but still bear a unique lightness associated to it. Goresmithed Armaments are fashioned primarily from bone, albeit can bear bloody, sinewy, or visceral material stretched between their hardened bones; they can further be inflicted with Necromantic Plagues as detailed under the Pestilence segment.

Goresmithed Armor is only able to be made in line with (Medium Armor) or (Heavy Armor)- albeit it is lighter, it still may not be utilized to circumvent a Necromancer’s own inability to wear armor, or any other lorepiece’s armor restrictions, still hampering their casting and mobility as per their weaknesses.

Goresmithed items may not be enchanted by ANY means bar Necromatic Pestilence and are Incompatible with Kani as they break resonance.

Goresmithing Alterations may be solely applied upon corporeal undead- be they [CA] Ghouls, Darkstalkers, Draugars, or the noncombative NPC Peons. These are listed as above, and will be detailed in the following redlines.

Extra limbs are vestigial and noncombative, and solely for flavor roleplay.

Rotting external flesh are visceral and do not grant any extra durability nor disguising purposes.

Extra skulls may be added to undead, either on top of their shoulders or in front of thier chest- however, these all bear shared durability, and if any of them are shattered the undead perishes.

The bone-structure, if altered, must still remain humanoid nor may it bring any combative advantage- it merely can create altered shapes from bones.

Replacing the elbow-upwards of a limb with a Goresmithed Armament is possible, attached directly unto their joint- however, this still requires a validly approved and signed Armament item in the inventory which can be torn off from the limb.


It makes little sense for 2 Necromancers to goresmith
 

Sundering:

OLD:

 

Spoiler

[Tɪᴇʀ V] Sundering - [5 Emotes] [Disconnection] [3-5 Necromancers]

Sundering was, initially, created for a far different purpose than the one it currently serves. A small coven’s leader, unwilling to pass into Wraithdom and thus become immortal, was set upon by his allies, the leader of whom devised this ritual to steal his old master’s magical prowess for himself. Unfortunately, the stolen sproutling of Abyssal magic faded before the transfer was complete- leading to the discovery of the art of severance.

Over [5] emotes, a tribunal of [5] Necromancers- all of which must know the ritual of Sundering- can gather before a bound Necromancer, performing a freeform rite to strip forth the Abyssal taint which mars and twists upon their soul- leaving the soul mangled and worn, yet incapable of performing Necromancy, rendering their [MA] denied.

 

Sundering may also be used upon Ghouls, Darkstalkers, and Draugars, but only requires [3] Necromancers to be present instead of the [5] needed to disconnect a Necromancer from their  [MA]. If used upon any of these undead, it irrevocably drains all abyssal influence from their form, pitching their soul into the depths of the Abyss- soft-PKing them until Transcension is done to resummon them from the Abyss' depths.

 

Rᴇᴅʟɪɴᴇꜱ:

Sundering is the Disconnection rite for Necromancy, and cannot be inferred or observed passively, and must be acquired through direct teaching. This rite must be marked on the Necromancer’s [MA] in order to perform it.

Sundering when used to disconnect an individual requires [5] Necromancers, all of which bear knowledge of Sundering. They may in a freeform ritual exhume a bound and captured Necromancer of their blessing, rendering their [MA] denied; this does not require OOC nor IRP consent. The ritual can also be preformed upon Darkstalkers, Draugurs, and ghouls, but only requires [3] Necromancers to perform Sundering instead of [5].

A disconnected Necromancer irrevocably loses all [3] slots dedicated to the magic, which are irreclaimable without a [MArt]. They may be reconnected to Necromancy only once at [Tɪᴇʀ I], but if ever disconnected again are rendered incapable of learning Necromancy ever again.

Upon being used on a Ghoul, Darkstalker, or Draugar, they are cast into the Abyss and Soft-PK'd; the rite of Lesser/Greater Transcension may be performed by any group of Necromancers to dredge their soul back to the mortal plane oncemore, reviving and un-PKing them from this. For both Darkstalkers and Draugur, this requires the forging of a new Momento Mori, or the use of the old one if it still exists.

A sundered Paramount Darkstalker or Lich-Dragaur does NOT lose this elevated status if returned to the mortal plane, their souls already dredged and empowered by the excess life force

Knowledge of Sundering must be taught by a valid TA in roleplay, and in tandem must be marked on the Necromancer's MA. If a Necromancer with the knowledge of Sundering is Disconnected then later Reconnected, they will NOT keep the knowledge of Sundering.

 

NEW:

 

Spoiler

[Tɪᴇʀ V] Sundering - [5 Emotes] [Disconnection] [3-5 Necromancers]

Sundering was, initially, created for a far different purpose than the one it currently serves. A small coven’s leader, unwilling to pass into Wraithdom and thus become immortal, was set upon by his allies, the leader of whom devised this ritual to steal his old master’s magical prowess for himself. Unfortunately, the stolen sproutling of Abyssal magic faded before the transfer was complete- leading to the discovery of the art of severance.

Over [5] emotes, a tribunal of [5] Necromancers- all of which must know the ritual of Sundering- can gather before a bound Necromancer, performing a freeform rite to strip forth the Abyssal taint which mars and twists upon their soul- leaving the soul mangled and worn, yet incapable of performing Necromancy, rendering their [MA] denied.

 

Sundering may also be used upon Ghouls, Darkstalkers, and Draugars, but only requires [3] Necromancers to be present instead of the [5] needed to disconnect a Necromancer from their  [MA]. If used upon any of these undead, it irrevocably drains all abyssal influence from their form, pitching their soul into the depths of the Abyss- soft-PKing them until Transcension is done to resummon them from the Abyss' depths.

 

Rᴇᴅʟɪɴᴇꜱ:

Sundering is the Disconnection rite for Necromancy, and cannot be inferred or observed passively, and must be acquired through direct teaching. This rite must be marked on the Necromancer’s [MA] in order to perform it.

Sundering when used to disconnect an individual requires [5] Necromancers, Where one leading the ritual must know the Rite of Sundering. They may in a freeform ritual exhume a bound and captured Necromancer of their blessing, rendering their [MA] denied; this does not require OOC nor IRP consent. The ritual can also be preformed upon Darkstalkers, Draugurs, and ghouls, but only requires [3] Necromancers to perform Sundering instead of [5].

A disconnected Necromancer irrevocably loses all [3] slots dedicated to the magic, which are irreclaimable without a [MArt]. They may be reconnected to Necromancy only once at [Tɪᴇʀ I], but if ever disconnected again are rendered incapable of learning Necromancy ever again.

Upon being used on a Ghoul, Darkstalker, or Draugar, they are cast into the Abyss and Soft-PK'd; the rite of Lesser/Greater Transcension may be performed by any group of Necromancers to dredge their soul back to the mortal plane oncemore, reviving and un-PKing them from this. For both Darkstalkers and Draugur, this requires the forging of a new Momento Mori, or the use of the old one if it still exists.

A sundered Paramount Darkstalker or Lich-Dragaur does NOT lose this elevated status if returned to the mortal plane, their souls already dredged and empowered by the excess life force

Knowledge of Sundering must be taught by a valid TA in roleplay, and in tandem must be marked on the Necromancer's MA. If a Necromancer with the knowledge of Sundering is Disconnected then later Reconnected, they will NOT keep the knowledge of Sundering.

 

Transcension
OLD:

 

Spoiler

[Tɪᴇʀ II-V] Transcension - [3-5 Emotes] [Ritual] [1-4 Necromancers]

Typically with aid from their coven, a Necromancer is easily capable of performing greater feats of dead-raising, beginning with the shambling Ghouls, then to the cruel refinement of Darkstalkers and Draugars.

The [3] types of Transcension are as follows:

 

» Lesser Transcension: [Gʜᴏᴜʟꜱ] [Tɪᴇʀ II] [1 Necromancer]

Over [3] emotes, a Necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant, reviving them as a (Ghoul). Necromancers may only have up to [5] Ghouls at once; each Ghoul they created must be listed on a comment on their [MA]. Necromancers can only perform Lesser Transcension [1] time an OOC week.

» Greater Transcension: [Dᴀʀᴋꜱᴛᴀʟᴋᴇʀꜱ & Dʀᴀᴜɢᴀʀꜱ] [Tɪᴇʀ IV] [3 Necromancers]

Over [4] emotes, a gathering of [3] Necromancers may gather about either a cadaver, ghoul, or a living sacrifice, whilst all of them begin to funnel and carve lifeforce into it, etching and riddling the target with infused runes to suffice as a true vessel of undeath, causing flesh to slough off and erupt into tumorous growths. A soul is rendered forth- be it either that of a living sacrifice or another targeted soul beckoned from the depths, before it is sundered forth- the soul clambers from the depths of the beyond to rejoin its mortal vessel- tricking the damned to be sealed within, arising as either a (Darkstalker) or a (Draugar).

 

A trinket of some degree of their life must be showed, or an object bearing some other significance to them whence they were alive- enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had, said object becoming a (Memento Mori). When the reanimated are exposed to this item, they are overwhelmed with emotions and feelings they cannot grasp- the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony, causing them to be forced to obey to the bearer of such an object, so long as it does not command self-harm. Until the item is destroyed, a Darkstalker or Draugar is forever at the mercy of its wielder- and as such, some may crave it to be destroyed. Necromancers can only perform Greater Transcension [1] time an OOC month.

 

 

Rᴇᴅʟɪɴᴇꜱ:

Lesser Transcension requires [1] Necromancer [Tɪᴇʀ II] or higher to resurrect a cadaver, turning it into a [CA] Ghoul through a freeform manner. This may solely be done [1] time per OOC week, and an indefinite number of Unbound Ghouls may be made. A Necromancer may only have up to [5] bound Ghouls at any given time.

Ghost CAs cannot become Ghouls as there is no body to use for the Necromancer to raise. Ghoul CAs, however, can become Ghost or Eidola CAs through a Mystic given soul transfering which is then irreversible locking them out of the Ghoul CA.

Ghouls that a Necromancer is tethered to must have their [CA] listed upon a comment upon the Necromancer's [MA]. Ghouls may be severed from a Necromancer's control if another Necromancer steals control of that Ghoul or unbinds them.

Greater Transcension requires [3] Necromancers- at least one of [Tɪᴇʀ IV] or higher and the others of [Tɪᴇʀ III] or higher to come together, either performing this rite on a [CA] Ghoul, a player character, or a cadaver- in the case of the prior two, that individual is the one resurrected as an undead, whilst with the latter, any character that the Necromancers bear an object of some significant value or aspect of an  individual’s life may call forth that individual. Upon completion, the individual resurrected is reborn as either a [CA] Darkstalker or a [CA] Draugar.

Upon creation, a Memento Mori must be made as an [ST] signed item when the ritual is performed; this item is specific to the Darkstalker or Draugar it is bound to and will not function on another.  These are [Unbound] roleplay items, meaning they cannot be soulbound.

When faced with a Memento Mori, a Darkstalker or Draugar is forced to bear an agonizing presence when it is held within LoS to them, and is forced to listen to the bearer, so long as it does not involve self-harm. These orders do not have to be followed, not even just by word- this tool is merely a form of pain compliance, and not one of absolute command.

Momento Mori’s must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Memento Moris must be at least the size of a clenched palm, and at most that of a basketball. Likewise, Memento Mori’s cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence.

Performing Greater Transcension on a Ghoul does not trigger the [1] time per OOC month cooldown, but likewise is on its own separate [1] ritual per OOC month cooldown if said Ghoul has had its [CA] for at least [1] OOC month. That is to say, a group of Necromancers could do this ritual once to create a Darkstalker from scratch and oncemore in the same month to ascend a Ghoul who has had its CA for at least [1] OOC month already.

 

NEW:
 

Spoiler

[Tɪᴇʀ II-V] Transcension - [3-5 Emotes] [Ritual] [1-4 Necromancers]

Typically with aid from their coven, a Necromancer is easily capable of performing greater feats of dead-raising, beginning with the shambling Ghouls, then to the cruel refinement of Darkstalkers and Draugars.

The [3] types of Transcension are as follows:

 

» Lesser Transcension: [Gʜᴏᴜʟꜱ] [Tɪᴇʀ II] [1 Necromancer]

Over [3] emotes, a Necromancer can use the rite of summoning on a deceased corpse in order to create a ghoul. This is done by imbuing life-force into the corpse, and drawing the soul of the deceased back into their body. In the process of this brutal rite, one would find that the deceased begins to lose their flesh and organs, leaving them as hollowed bones or something akin to a mangled descendant, reviving them as a (Ghoul). Necromancers may only have up to [5] Ghouls at once; each Ghoul they created must be listed on a comment on their [MA]. Necromancers can only perform Lesser Transcension [1] time an OOC week.

» Greater Transcension: [Dᴀʀᴋꜱᴛᴀʟᴋᴇʀꜱ & Dʀᴀᴜɢᴀʀꜱ] [Tɪᴇʀ IV] [3 Necromancers]

Over [4] emotes, a gathering of [3] Necromancers may gather about either a cadaver, ghoul, or a living sacrifice, whilst all of them begin to funnel and carve lifeforce into it, etching and riddling the target with infused runes to suffice as a true vessel of undeath, causing flesh to slough off and erupt into tumorous growths. A soul is rendered forth- be it either that of a living sacrifice or another targeted soul beckoned from the depths, before it is sundered forth- the soul clambers from the depths of the beyond to rejoin its mortal vessel- tricking the damned to be sealed within, arising as either a (Darkstalker) or a (Draugar).

 

A trinket of some degree of their life must be showed, or an object bearing some other significance to them whence they were alive- enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had, said object becoming a (Memento Mori). When the reanimated are exposed to this item, they are overwhelmed with emotions and feelings they cannot grasp- the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony, causing them to be forced to obey to the bearer of such an object, so long as it does not command self-harm. Until the item is destroyed, a Darkstalker or Draugar is forever at the mercy of its wielder- and as such, some may crave it to be destroyed. Necromancers can only perform Greater Transcension [1] time an OOC month.

 

 

Rᴇᴅʟɪɴᴇꜱ:

Lesser Transcension requires [1] Necromancer [Tɪᴇʀ II] or higher to resurrect a cadaver, turning it into a [CA] Ghoul through a freeform manner. This may solely be done [1] time per OOC week, and an indefinite number of Unbound Ghouls may be made. A Necromancer may only have up to [5] bound Ghouls at any given time.

Ghost CAs cannot become Ghouls as there is no body to use for the Necromancer to raise. Ghoul CAs, however, can become Ghost or Eidola CAs through a Mystic given soul transfering which is then irreversible locking them out of the Ghoul CA.

Ghouls that a Necromancer is tethered to must have their [CA] listed upon a comment upon the Necromancer's [MA]. Ghouls may be severed from a Necromancer's control if another Necromancer steals control of that Ghoul or unbinds them.

Greater Transcension requires [3] Necromancers- at least one of [Tɪᴇʀ IV] or higher and the others of [Tɪᴇʀ III] or higher to come together, either performing this rite on a [CA] Ghoul, a player character, or a cadaver- in the case of the prior two, that individual is the one resurrected as an undead, whilst with the latter, any character that the Necromancers bear an object of some significant value or aspect of an  individual’s life may call forth that individual. Upon completion, the individual resurrected is reborn as either a [CA] Darkstalker or a [CA] Draugar.

Upon creation, a Memento Mori must be made as an [ST] signed item when the ritual is performed; this item is specific to the Darkstalker or Draugar it is bound to and will not function on another.  These are [Unbound] roleplay items, meaning they cannot be soulbound.

When faced with a Memento Mori, a Darkstalker or Draugar is forced to bear an agonizing presence when it is held within LoS to them, and is forced to listen to the bearer, so long as it does not involve self-harm. These orders do not have to be followed, not even just by word- this tool is merely a form of pain compliance, and not one of absolute command.

Momento Mori’s must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Memento Moris must be at least the size of a clenched palm, and at most that of a basketball. Likewise, Memento Mori’s cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence.

Performing Greater Transcension on a Ghoul does not trigger the [1] time per OOC month cooldown, but likewise is on its own separate [1] ritual per OOC month cooldown if said Ghoul has had its [CA] for at least [1] OOC month. That is to say, a group of Necromancers could do this ritual once to create a Darkstalker from scratch and oncemore in the same month to ascend a Ghoul who has had its CA for at least [1] OOC month already.

A [T5] Necromancer may turn into a Draugr, keeping their Abyssal Necromancy [MA/TA] However should they ever undergo the Ritual of Sundering their soul would be forever lost in the wastes - resulting in HARD PK.


I propose a lil alternative for the old necromancers around (If there are still any). So they may actually feel like an Arch-Lich.

 

Contagion
OLD:


 

Spoiler

[Tɪᴇʀ IV] Contagion - [3 Emotes] [Combative]

Even should the tide of battle turn against a Necromancer and their allies, a mark may still be left upon one’s foes. Should there be time for it, a plaguesmith may rapidly create and dispense a Necromantic Pestilence, at the very least dampening any incoming celebrations of victory.

 

Over [3] emotes, a Necromancer may raise a palm, consecrating and crafting a malevolent- albeit less potent- infection, before condensing it down into a physical object which may be tossed in a radius of [16] meters range, upon impact blooming into a violent stream of mist [3x3x3] meters in radius which lasts for [5] emotes. Contagion does not direct combative damage, but rather instills all within it with a Necromantic Pestilence- taking [3] days to bloom to fruition- the Necromancer can choose upon creation for this contagious miasma to either instill [1] Major symptom or [2] Minor symptoms to those within.

 

Rᴇᴅʟɪɴᴇꜱ:

Contagion requires [3] emotes to cast, before bursting forwards a projectile at shortbow speed which explodes into a [3x3x3] cloud of noxious fumes where it impacts lasting for [5] emotes. Contagion may only affect those who can breathe and bear lifeforce, and may be dispersed or negated via Air Evocation’s Gust or Air Purifiers. Those affected by the gaseous substance will be instilled with either [1] Major or [2] Minor symptoms, which do not trigger instantly take [3] OOC Days to come into effect. 

Symptoms may not be stacked with further uses of Contagion or via Plagued Items detailed above. This is to say that if an individual is afflicted with Leprosy, a further wound, consumption, or inhalation plagued with Hyperpyrexia will not apply such to them.

Air Purifer and Tawkin Healthy Boy will prevent Contagion from infecting an individual.

Nephilim who are affected by Contagion will sustain [2] unit(s) of their dragonsflame corrupted, and symptoms will mature immediately as per their lore. These corrupted units do not stack with multiple applications of Contagion or further usage of Plagued Items detailed above.

Contagion may only be cast [2] times per OOC Day.

 

NEW:


 

Spoiler

[Tɪᴇʀ IV] Contagion - [3 Emotes] [Combative]

Even should the tide of battle turn against a Necromancer and their allies, a mark may still be left upon one’s foes. Should there be time for it, a plaguesmith may rapidly create and dispense a Necromantic Pestilence, at the very least dampening any incoming celebrations of victory.

 

Over [3] emotes, a Necromancer may raise a palm, consecrating and crafting a malevolent- albeit less potent- infection, before condensing it down into a physical object which may be tossed in a radius of [16] meters range, upon impact blooming into a violent stream of mist [3x3x3] meters in radius which lasts for [5] emotes and prevents any focus based casting, accuracy as well as hindering visibility to [4] meters while in the fog. Contagion does not direct combative damage, but rather instills all within it with a Necromantic Pestilence- taking [3] days to bloom to fruition- the Necromancer can choose upon creation for this contagious miasma to either instill [1] Major symptom or [2] Minor symptoms to those within.

 

Rᴇᴅʟɪɴᴇꜱ:

Contagion requires [3] emotes to cast, before bursting forwards a projectile at shortbow speed which explodes into a [3x3x3] cloud of noxious fumes where it impacts lasting for [5] emotes. Contagion may only affect those who can breathe and bear lifeforce, and may be dispersed or negated via Air Evocation’s Gust or Air Purifiers.

Those affected by the gaseous substance will be instilled with either [1] Major or [2] Minor symptoms, which do not trigger instantly take [3] OOC Days to come into effect. 

Those inside the mists radius will find themselves afflicted by asphyxiation that will hinder any focus based casting, accuracy as well as reducing their sight to [4] meters.

Symptoms may not be stacked with further uses of Contagion or via Plagued Items detailed above. This is to say that if an individual is afflicted with Leprosy, a further wound, consumption, or inhalation plagued with Hyperpyrexia will not apply such to them.

Air Purifer and Tawkin Healthy Boy will prevent Contagion from infecting an individual.

Nephilim who are affected by Contagion will sustain [2] unit(s) of their dragonsflame corrupted, and symptoms will mature immediately as per their lore. These corrupted units do not stack with multiple applications of Contagion or further usage of Plagued Items detailed above.

Contagion may only be cast [2] times per OOC Day.

 

Contagion could do something usefull as a combative spell, even if it were used to hinder pursuers.

 

 

 

[Darkstalker/Draugr Lore]
 

Elevation:

OLD:

 

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[Dᴀʀᴋꜱᴛᴀʟᴋᴇʀ/Dʀᴀᴜɢᴀʀ] Elevation - [3 Emotes] [Ritual] [3 Necromancers]

Through aide of their coven, a Darkstalker or Draugar can wring forth the necessary elements for their own augmentation, elevating them through bone and flesh to a heightened state of being- through the combination of living sacrifices and lifeforce, can ascend to a heightened form- that of either a Paramount Darkstalker or a Lich-Draugar.

 

Over [3] emotes, a gathering of [3] Necromancers- at least [1] of which must be [Tɪᴇʀ V] and the others must be at least [Tɪᴇʀ III] may gather about either a (Darkstalker) or a (Draugar), whom must have bore the [CA] for at least [1] OOC month. The greater undead seeking ascension must come before at least [3] living sacrifices, each of which must still be alive (similarly to Argentum forging, if players do not wish to stick around for the full RP they can OOCly opt-out of being present after being captured and brought forth), and thusly begin a fell rite to drain their lifeforce and hunger upon it- causing the greater undead to start to swell and bubble with an overabundance of life. Bathed with this irradiated gleam of lifeforce, the form shifts and grows in its capacity- a (Darkstalker) is heightened into a (Paramount Darkstalker) whilst a (Draugar) is elevated into a (Lich-Draugar), which must be marked upon their [CA].

 

Rᴇᴅʟɪɴᴇꜱ:

Elevation requires [3] Necromancers, one of which must be [Tɪᴇʀ V], and the others must be at least [Tɪᴇʀ III], to come together, performing this ritual upon a Darkstalker or Draugar alongside [3] living sacrifices at once, whom become drastically weakened, albiet not dead. Upon completion, the undead who had the ritual performed upon them has their [CA] elevated- a Darkstalker becoming a Paramount Darkstalker or a Draugar becoming a Lich-Draugar, gaining access to all abilities in their respective sections.

Elevation may only be performed on Darkstalkers or Draugars who have had their [CA] for [1] OOC month; once Elevation is performed upon them, their [CA] should be updated with a comment stating that they have elevated into either a Paramount Darkstalker or a Lich-Draugar.

Paramount Darkstalkers and Lich-Draugars can substitute in lieu of a [Tɪᴇʀ III] Necromancer in any ritual, as a result of their forms teeming with lifeforce and necromantic energies. They are also capable of creating [1] Ghoul at a time following all redlines and clauses of this under Ghoul lore.

All combative abilities of Simulacra require focus to cast, requiring an action for every emote used; connection is independent per-spell, meaning they must perform the full series of emote actions per spell cast. A Simulacra's focus will be disrupted solely if struck directly by any ACTIVE spell or ability of Holy Magic or a strike from an Aurum Weapon.

 

NEW:
 

Spoiler

[Dᴀʀᴋꜱᴛᴀʟᴋᴇʀ/Dʀᴀᴜɢᴀʀ] Elevation - [3 Emotes] [Ritual] [3 Necromancers]

Through aide of their coven, a Darkstalker or Draugar can wring forth the necessary elements for their own augmentation, elevating them through bone and flesh to a heightened state of being- through the combination of living sacrifices and lifeforce, can ascend to a heightened form- that of either a Paramount Darkstalker or a Lich-Draugar.

 

Over [3] emotes, a gathering of [3] Necromancers- at least [1] of which must be [Tɪᴇʀ V] and the others must be at least [Tɪᴇʀ III] may gather about either a (Darkstalker) or a (Draugar), whom must have bore the [CA] for at least [1] OOC month. The greater undead seeking ascension must come before at least [3] living sacrifices, each of which must still be alive (similarly to Argentum forging, if players do not wish to stick around for the full RP they can OOCly opt-out of being present after being captured and brought forth), and thusly begin a fell rite to drain their lifeforce and hunger upon it- causing the greater undead to start to swell and bubble with an overabundance of life. Bathed with this irradiated gleam of lifeforce, the form shifts and grows in its capacity- a (Darkstalker) is heightened into a (Paramount Darkstalker) whilst a (Draugar) is elevated into a (Lich-Draugar), which must be marked upon their [CA].

 

Rᴇᴅʟɪɴᴇꜱ:

Elevation requires [3] Necromancers, one of which must be [Tɪᴇʀ V], and the others must be at least [Tɪᴇʀ III], to come together, performing this ritual upon a Darkstalker or Draugar alongside [3] living sacrifices at once, whom become drastically weakened, albiet not dead. Upon completion, the undead who had the ritual performed upon them has their [CA] elevated- a Darkstalker becoming a Paramount Darkstalker or a Draugar becoming a Lich-Draugar, gaining access to all abilities in their respective sections.

Elevation may only be performed on Darkstalkers or Draugars who have had their [CA] for [1] OOC month; once Elevation is performed upon them, their [CA] should be updated with a comment stating that they have elevated into either a Paramount Darkstalker or a Lich-Draugar.

Paramount Darkstalkers and Lich-Draugars can substitute in lieu of a [Tɪᴇʀ III] Necromancer in any ritual (Yet may never lead one), as a result of their forms teeming with lifeforce and necromantic energies. They are also capable of creating [1] Ghoul at a time following all redlines and clauses of this under Ghoul lore.

All combative abilities of Simulacra require focus to cast, requiring an action for every emote used; connection is independent per-spell, meaning they must perform the full series of emote actions per spell cast. A Simulacra's focus will be disrupted solely if struck directly by any ACTIVE spell or ability of Holy Magic or a strike from an Aurum Weapon.


Instead of shadowruling at least please make the change on the page? If this ammendment does not pass it means Darkstalker/Draugrs can REALLY aid only tier 3 rituals.

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I don't know about cutting out the need for a second Necromancer for Goresmithing, but the emote count reduction is a nice touch

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