Zephonim, the Poison Ailed
((If you have a fear of spiders I advise turning away now or proceeding with caution.))
Mother of Spiders
The lowly scholar pulled herself from her chair. A dreadful hunger gnawed at her stomach, and she knew there was only one thing that could possibly sate it. She took a shaking step, her legs collapsing beneath her. Even now, with her body as withered as it was, her legs were simply too weak to carry her.
She resorted to dragging herself to the short door tucked into the corner of her study. It was so bland and unassuming that, assuming you weren’t looking for it, it’d be very easy to overlook. Perfect for her collection.
She reached a bony hand up, wrapping her fingers around the brass doorknob, turning it counter clockwise as she pulled the door open. The scholar could feel the cool air rush into the room, webs swaying in the newly introduced breeze. Even in the dim candlelight emanating from the other room, she could see the bright red bodies of the Zephon Duskcrawlers, her prized possessions.
The eight-legged crawlers were exceedingly rare, and favored dark, humid environments. They had a unique method of reproduction. Instead of laying eggs, they hold another bug captive, webbing them into a cocoon and soaking them in their own blood. After a few weeks, the creature emerges from the cocoon as another Duskcrawler.
The scholar, foolish as she may be, wished to use their blood to create a concoction that allowed for the user to convert into another descendant race. She tested it on herself, only succeeding in giving herself an addiction.
At the time she hadn’t a clue what she was craving, but the scholar knew now. The delicious red spiders crawled along the walls and floor, there were hundreds of them. Several dozen silk cocoons hung from the ceiling, her next batch was a large one for sure.
The scholar licked her lips, reaching down to grab one of the spiders from the floor. She could feel its mandibles bite into her flesh. She cursed silently to herself, she’d grown too eager and forgotten her gloves. In the scholar’s mind she’d already come too far to back out. She brought the critter to her mouth, biting down on it with a crunch.
The Duskcrawler’s blood was tasteless, yet intoxicating. She was unable to stop herself from devouring another, then another, continuing to slay spiders for their delicious blood until her hands were too pained to move. She closed the door, shuffling over to her bed at an agonizingly slow pace. Regardless of the pulsing pain in her hands, the scholar didn’t fret. They were flesh-wounds at best, and she always found them as faded marks in the morning.
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Creation
It should be noted that a Zephonim only holds enough blood to safely transform two people at once. Symptoms of mutagen withdrawal include sweating, dizziness, hallucination, vomiting, weight loss and nausea.
After the newly created abomination hatches from its cocoon, it may find that it no longer suffers from addiction to the mutagen as the same horrid poison now courses through their veins.
(NOTE: Zephon Duskcrawlers, being incredibly rare and elusive, may only be used to create another Zephonim if the rest die out or go inactive.
Red Lines
-Transforming a character into a Zephonim requires OOC consent from their player.
-Addiction does not normally occur after one taste of the poison, especially not a small one. If John the Savoyard accidentally ingested Zephonim blood when slaying one, he would not be instantly addicted.
-In addition, transformation only occurs if the mutagen is regularly ingested.
-A Zephonim must be created from a pre-existing character. You cannot start a character as one.
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Appearance & Abilities
Though there are two types of Zephonim, they both share the identifying traits; The upper body retaining their appearance prior to transformation, the lower body of an arachnid, and sharp teeth. Facial growths resembling small horns or vestigial mandibles can appear on both varieties, but are a more common occurrence with Bulwarks.
Both variants have the ability to produce fairly durable, but flammable, webs. While this can be used for various utility purposes (Binding a person, producing a suitable living area, etc), it is of little use in combat situations.
Zephonim must molt to heal any damage to their exoskeletons and armor, but can only do so once per elven day. This is a long process and is impossible to do in combat. This allows the player to change the color of their creature’s exoskeleton, or make minor changes to their design.
Weaknesses
While most might classify the Zephonim as abominations, they didn’t come about from an evil ritual or alchemy. As such, the usual abomination-killing methods (Aurum, holy magic, etc) are ineffective. Though the weaknesses unique to Tremere and Bulwarks respectively are listed above, these weaknesses encompass both variants.
-A Zephonim’s arachnid exoskeleton is weak to blunt and piercing damage.
-Zephonim share the traditional weaknesses of most living beings. They can die from blood loss, starvation, suffocation, burning, electrocution, etc.
Red Lines
-Once you’ve transformed, you cannot switch between Bulwark and Tremere on a whim. They should be treated as separate creatures on a CA.
-Zephonim cannot climb walls or ceilings, they weigh far too much.
-Zephonim cannot websling around cities like a certain spider-themed superhero.
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Biology
As their bodies stray away from the anatomic norm, it’s only fitting for them to have abnormal organic structures. Naming every organ they bear would be time consuming and unnecessary, so only the bare minimum will be covered.
A Zephonim carries two hearts. One in the arachnid portion, at the center of their thorax, and another in the Descendant portion. As their bodies are fairly large it’s more efficient for them to circulate their blue blood from two points than just the one. If one were put out of commission, the farther portion of their body would be much more sluggish or inaccurate.
A Zephonim only carries one brain. Predictably enough it’s in their skull.
Mannerisms
Zephonim, despite retaining their personality-- albeit a somewhat modified version of it--, do not have traditional romantic desires. This is due to their complete lack of reproductive organs. Like their progenitors, Zephonim reproduce by slowly converting their “mate” into another member of their species. They may form emotional attachments to this individual, but they more than likely will be familial in nature. Zephonim instinctively defend Descendants slated for conversion, and will not attack them. This isn’t to say they won’t defend themselves if said Descendant attacks them.
As far as dietary needs go, Zephonim are predatory carnivores. While one member of the species may prefer setting up traps for their prey, another may actively go hunting, be it alone or in a pack.
A Zephonim generally targets beings smaller than it. This includes, but is not limited to halflings, dogs, cats, pigs, sheep and goats. It’s important to note that as a sentient creature, Zephonim do have morals and self-control. It’s not unlikely to see a Zephonim that only feeds on livestock or wild animals. That being said, a normal Zephonim would not be above eating the corpse of another member of its species.
Trauma, Dilemmas and Prejudice
The meat of a Zephonim’s story and character is seeing how they deal with the numerous downsides of becoming an abomination. Some may have the resolve to attempt to reintegrate with society. Others may succumb to the trauma and sudden drastic change in how the public views them, becoming reclusive and bitter. A few might embrace their new form with a twisted display of pride. The point of the creature is to be flexible, and allow relative freedom in how the player roleplays their character. As such, it would be advised to have a somewhat developed character transformed into a Zephonim to maximize playability.