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[Amendment/Addition] Rainbow-Colored Necropaint (with glitter)

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Aehkaj

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I’ll leave reasoning and explanation with a change log under each individual planned change but the basic rundown is just some aesthetic addons and slight fixes to one of the goresmith aesthetics being useless due to its hamper on combat in exchange for a cool customization option. As per usual Bold is new strikethrough is deleted stuff. 

 

 

Sapping ADDITION

[To be added under Sapping’s Mechanics right before the Redlines area]

 

Sapping may also be employed noncombatively to an extent, the Necromancer reaching their Lifeforce out into an area of at most [5] meters in diameter around them as their dreaded presence draws the fickle life from flora and miniscule fauna. Plant life such as flowers, vines, and parts of trees would wither within this presence, only returning to their former levels once such a force vacated their locale. Creatures no larger than a squirrel in size would weaken and grow visibly more gaunt, and so on. This effect would hold no effect within combat, unable to truly drain away the life of anything involved within.

 

Reasoning: A slight oversight, Cantrip sapping was never intended to be “Removed”, I accidentally operated under the assumption that people would assume it still existed as flavor to add to their Necromancer’s aura. :/ 

 

 

Goresmith Alterations OLD

Help my flesh is melting or something 

 

» [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.

 

 

Goresmith Alterations NEW 

I didn’t bother to paste the rest of the entire ability and it’s redlines because I’m lazy.

 

Addition of extra skulls, which must remain aloft on top of their shoulders OR be upon the forefront of their chest albeit with their main head always obvious where it rests. 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. 

 

Extra skulls may be added to undead, either on top of their shoulders or in front of their chest- however, these all bear shared durability, and if any of them are shattered the undead perishes. the undead will always have their primary head where it would be anatomically. Additional heads are for aesthetic purposes only, and would not have any effects or uses such as legitimate sight or speech. The one true head will always be obvious. 

 

Reasoning: Removing some debuffs to relatively aesthetic things. I don’t think an undead should be punished by becoming an even easier target to bomb just because they want heads in their chest and all. I didn’t mess with the flesh and tendons with how they operate with Draugur since that limitation isn’t an added limitation to what already exists on a Draugur.

 

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1 hour ago, Aehkaj said:

Addition of extra skulls, which must remain aloft on top of their shoulders OR be upon the forefront of their chest albeit with their main head always obvious where it rests. 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


the world is truly healing

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the wither

8 hours ago, Aehkaj said:

Extra skulls may be added to undead, either on top of their shoulders

Wither – Minecraft Wiki

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