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Skylez

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Everything posted by Skylez

  1. Revisions have been made based upon the points sent by the Lore Team Manager, if need be, I will revise even further.
  2. Edit, full skin or head? - Full skin, Armor Race - Human Age - 24 Gender - Male Hair style - N/A Hair, eye and skin colour - N/A Outfit description - Heavy/Bulky Platemail with a helmet, more fantasy-esque than medieval realism. Other details you want me to add - Disregard the hair hanging from the helm, the chains draped across the chest as well the blue bits/dots on the armor. If you could fill in the parts below the shoulder pads (where skin is showing) with leather/chainmail, I would appreciate it. Steve or Alex skin base? - Steve
  3. ADVENTURERS' GUILD APPLICATION FORM What is your character name? Kaleb Goltmann What is your MC username?-- Skylez1 What is your skype?(if you don't have one, no sweat. If worried about privacy, just pm me.) Skylez11 Of what race (RP)? (for exploration purpose) Human What is you proffession(s)? Experienced Alchemist, with much still to learn. How familiar are you with the world(LOTC)? Decently so, Axios wise. Would you like a custom skin? No thanks. If so, send reference image and original skin: - Any questions? Nope!
  4. My final revision has been made and implemented, nothing else will change unless contacted by an LM.
  5. Races other than those of the four brothers would be unaffected by the concoction, thanks for the question.
  6. Similar to that of dark creatures (Ghouls, liches, etc) the Afflicted would feel a harsh deal of pain, the affect further amplified if the individual has a currently altered limb. Thanks for the question.
  7. Thanks, I contacted a LM that specialized in this field and gained feedback, worded accordingly.
  8. Oddly enough I have never played Prototype.... Most, if not all of the concept art I used came from the Warhammer Fantasy universe. W40k is superior, though. How I somewhat imagine my mutations to be like, taken from a Warhammer cinematic. 1. The mutations can not extend a great deal of length from the body, with things such as polearms being about the extent. While a whip of flesh wouldn't be feasible, one could manifest a spiked 'tentacle' of sorts with about the length of a spear or such. I also thought of the Afflicted projecting small spikes of bone at opponents, though I ultimately decided not to, those cursed will have to rely on conventional ranged weaponry, bows, crossbows, etc. 2. Really anything that is not a limb can not be altered, so arms and legs only. 3. While unable to mutate the chest or head, leg mutations are feasible, perhaps something like avian feet? In my writing, I tried to allow for freedom of the user, but I want to keep it fair for those who have to go against the Afflicted. 4. The mental side of the Affliction grows greater as time passes, with the cursed finding themselves easier agitated in the later intermediate stages, beginning to take affect around six years since affliction. 5. While I do not wish to tell anyone how their characters should and should not act, as the Affliction grows throughout the bearer's body, mind and soul, they become more likely to resort to a malevolent behavior, while I imagine it can be averted to an extent, though harder as the years pass. The Afflicted could indeed grow to be more temperamental and rash in their decisions, their attitude worsening over the years. 6. Yes, while the cursed individual can 'fight' against the mental affliction by various means such as you described in order to prevent them becoming a senseless murderer, there will be a noticeable shift of temperament. 7. The abnormal body mass I wrote of simply expands upon the user, which results in the Afflicted having strength beyond that of their normal peers. 8. Great question, yes, if an Afflicted was delimbed they would slowly 'regenerate' a new one, the new limb would have a darker, somewhat sickly pigment, this regeneration is not instant, mind you. Whew, thanks for all your questions, I hope I answered them clearly, feel free to ask more if you think of some.
  9. Of course, much like that of Ghouls, Paleknights and other creatures of similar nature, it will require the 'victims' OOC consent, as well a Creature Application. Feel free to ask any question you have.
  10. The descendant's ability to reproduce is now lost in the later stages of the Affliction. (8-10 years) Revised, the Affliction now affects the soul, thus those cursed are incapable of wielding magic of all types, thanks. Revised, Afflicted are now rebuilt at the Sunless sanctum as well the soul being affected by the curse, thanks. Fixed, thank you for your help. Oh man.........................................................
  11. A newly afflicted human male, left arm mutated in its basic stages. Credits to Jayto (DeviantArt) “Alchemy is not for those who dare not trod in the unknown, the uncertain.” - Few accounts of these ‘Afflicted’ have surfaced throughout the ages, the few recovered scraps and documents based on the subject have been heavily encoded as if to keep prying eyes from learning of their secrets contained within, or perhaps to protect those who wish to replicate the process for personal gain. One thing is certain, the procedure is one of sophisticated Alchemy, possibly even more difficult to recreate than the likes of Homunculi or Chimera. Few documents on the creation of Afflicted elude that ancient alchemists fabricated the concoction to create formidable soldiers for themselves. Thus far in modern times, the concoction to bring forth this alchemical parasite to transform a descendant into one of these Afflicted can only be accomplished through time and narrow chance, if unknowing of the required components. This parasite is deemed an ‘Affliction’ or the ‘Afflicted’ by the few decrepit texts that somehow has not been lost. To procure this alchemical parasite one must be already well versed in the art of alchemy. One may seek to uncover the myth of alchemical life, known as Takwin and may instead create this parasite to their dismay. This tiny creature, somewhat reminiscent to a leech is born from various high quality reagents, though most are of a chaotic nature. Those who concoct the potion may mistake it for something beneficial to their being, quaffing the potion whilst unknowing of the malignant creature subsiding within the liquid, eventually beginning the process of Affliction. Afflicted are anything but a natural happening, the soul of a descendant is altered in a decent manner, while the physical body is also affected though to a larger degree. Should such an unlucky being happen to combine the correct reagents they would fabricate an unsightly concoction of a hue somewhat similar to coal, a darkened creature, miniscule in its design lies within. Should one drink this liquid, whether, by purpose or accident, it would seem as if nothing were to happen at first. Days would pass until the newly Afflicted would feel a sharp protruding pain from one of their limbs, much to their dismay and fear, upon closer inspection one perhaps would notice a small needle or quill-like object, which has seemingly punctured their skin. Eventually, greater and greater quantities of these foreign objects protrude from the unfortunate individual, though the pain gradually becomes more bearable as if their bodies were becoming more accepting to the changes occurring. Attempts to be rid oneself of these new growths would result in painful conclusions. Eventually, after a great deal of time, the newly Afflicted individual would be able to ‘recall’ these anomalies from the affected limb, seemingly at will, though this process would be far from instant, especially during the first few instances. However, these small protruding growths are the just the beginning for the recently Afflicted. At this point, the soul of such unfortunate individual would be chipped, distorted from that which is natural, branded due to chaotic and malignant parasite that has taken inside their body and began to afflict their very being, a soul parasite of sorts. Because of this the Afflicted is unable to fully master the magics they once may have held or will learn. Due to this, an Afflicted can only master a singular magic, while being able to become proficient in another, lastly those cursed are capable of learning a third magic. Overall, an Afflicted may learn a total of three magics, though only one to mastery. Deific magics are unable to be learned as well certain dark arts such as shade. An Afflicted in the less intermediate stages of limb mutation. Credits to the Warhammer Fantasy wiki. A year or so after the original occurrences the abnormal growth within the Afflicted grows more and more capable. One night an individual may awake to a painful startling mutation, an arm perhaps seemingly hardening, albeit flexible at a decent rate, their hand perchance being excruciatingly shifted to result in a spike of flesh, Of course, such alteration would prove to be temporary, though startling no doubt. After a such a haunting event, one may seek out counsel to be rid of their newfound powers, or simply hope that the unsightly anomaly does not make itself evident in front of others, lest they are branded a mutant- or worse. After few more mishaps, the Afflicted finds themselves able to recall and mutate a limb at will, albeit with great pain, as well time. Near the end of this intermediate stage of Affliction, a descendant is able to mutate their arm into that of a rudimentary form, tiring them to an extent. At this stage some have begun to accept their twisted fate, embracing their newfound alteration, using it towards their benefit. A basic mutated arm, resulting in hardened, weaponized flesh of a sickly pigment. Credits to UltimaFatalis (DeviantArt) As the Affliction within the bearer’s body becomes potent and abundant, more cruel deviations are capable of being procured with less time needed as well the cursed beginning to overcome the excruciating pain, for the most part, altering a limb now expends meager energy, tiring the Afflicted little. The user eventually becomes rather accustomed to their bizarre powers, some now even viewing at it as a blessing, as being able to call forth a weapon at will is quite the feat to behold, though this boon does not bring without faults. An altered limb much like the previous, though in a more advanced demeanor. Credits to Ted Beargeon TL;DR: Afflicted are descendants who have been affected by a chaotic as well crude alchemy concoction in which a small parasitic creature subsides within. At first, it seems nothing has happened to them, though soon enough painful spikes or quills of bone protrude from one of their limbs, to which they are unable to remove. Their soul also being damaged due to these drastic physical changes. Eventually, the Afflicted are able to recall the abnormal growth into their flesh at will. In time these Afflicted will have more grasp and capabilities with their newfound curse bestowed by the parasite. Soon enough they gain the ability to mutate their limbs to crude, though effective weaponry. Though with this capability comes disadvantages to those that bear them. While this Affliction can seemingly be a great boon to the bearer in its later stages, there are of course shortcomings apparent with the alchemical curse. -Due to the Affliction drawing energy from the host to mutate limbs, the body temperature of one cursed is more diminished than that of a regular descendant, though not near as frigid as that of a being such as Frost Witches. This, of course, could be used to identify an Afflicted if one were to know the signs. -Holy magic has detrimental effects on those Afflicted, effective against these cursed descendants. Followers of Aeriel would find their magic to be considerably lethal against Afflicted and their altered limbs, as their souls are tainted, distorted than that of what is considered natural, and thus Aeriel has no pity on them, the Ascended able to slay these beings with relative ease. Xannic warriors are also effective against these cursed souls, the deific mists being able to slice through mutated limbs and Afflicted alike with virtually no struggle, their magics proving to be an efficient bane. The followers of Taharaie, patron of purity are those who also have the capability to delimb the Afflicted altered limbs and dispatch their very life, the holy magic purging any imperfection present within their cursed body. -Somewhat similar to the likes of Homunculi, Afflicted share a weakness of Aurum, inciting great pain and being generally effective, mutated appendages are delimbed much easier with the use of said material. -Limbs which are mutated most often leave behind a darker, somewhat sickly hue of skin behind, even if in an unaltered state. -Due to the barbaric as well coarse nature of the Affliction, those cursed slowly begin to experience a gradual change in their behavior, while the body is primarily affected by the concoction, the mind is minimally altered, individuals grow bothered easier, thus more likely to result in violence rather than the tongue on settling various disputes. -In the later stages of the Affliction, it would not be uncommon for the bearer to seemingly ‘expand’ in both stature and mass due to the alchemical parasite rooting itself and coursing throughout the body, causing flesh and bone alike to become greater than natural standards, though unable to massively affect the bearer. This anomaly could also be used to spot an Afflicted descendant, one may find the Afflicted's body to be abnormal to normal standards, possibly arousing suspicions. -Those Afflicted still require sustenance to function, as lungs draw air and hearts still beat, the curse within their body coexists with internal organs. Mutation or alteration of limbs is the main effect of such alchemical curse. These mutations and the process behind them are not of magic or anything of the like, though much like magics through time and usage one gains proficiency in their art, allowing them to reach greater potential. An experienced bearer could transform their limbs, mainly arms into a variety of flesh anomalies, perhaps granting them an edge over their opponents in combat. The process of being capable of transmuting limbs come available to those after a year or more upon first being branded as an Afflicted. The vile curse becomes manifest when the bearer calls upon it to take form, darkened mists excrete throughout various pores in the limb, surrounding the appendage at the base before drifting outwards, reforming the flesh in the desired manner, causing pain to the individual as their skin is being contorted to form an anomaly, though not as perfect as perhaps the user who have envisioned, the turning flesh being a stain of a sickly gray, seemingly devoid of life. Eventually, the mists will complete what they sought out to accomplish, seeping back into the skin, resulting in a horrid manifestation of the Affliction. A mutated arm altered to be somewhat akin to that of an axe. Credits to Ted Beargeon These mutations, of course, are not permanent, the limb being able to morph back into its original state after some time from their creation or by will. More complicated mutations are possible the longer the Affliction has gained hold in the bearer’s body and soul. Higher tier mutations result in the affected limb being even more malignant, crude, as well lethal. Example emotes of the mutation process - -Beginning stages (months to years after Affliction) John’s right arm began to uncontrollably as if he has lost control of the limb, the man mumbling out loudly, as if he were in distress or pain, not soon after thin wisps of black mist seemingly sprout out from the frenzied arm, beginning near his shoulder. Subsequently, the blackened haze begins to travel down the particles slowly starting to transform the flesh into that of sickly gray pigment, small to medium length spikes of bone sprouting forth out of the skin, John yelling in utter pain as the black mists seep back into his being. While the beginning emotes do not have to be as thorough as the example above, they need to convey the mists seeping forth from their skin to work downwards, mutating the limb, though while not changing the shape of the flesh, the skin becomes that of a light gray color, while spikes or quills of bone puncture the skin, finally the mist dissipates back into the arm, finishing the process. -Intermediate stages (years to near a decade) John’s right shoulder slowly began to procure a darkened haze of mist, after a substandard amount has gathered the particles began to drift down away from his shoulder, to which he parted few distraught yelps of pain, as his flesh seemed to be altered. More agonized yips are heard from him, his right arm becoming hardened, the appendage seeming more as a crude blade of flesh rather than a natural limb, soon enough the mists seep back into the now mutated arm, leaving the human with a weapon composed of his own self. At this stage the Afflicted have an easier process to call forth a mutation, now being able to directly manipulate the flesh in rudimentary forms, as well the aforementioned spikes of bone being altered into the skin with little effort. The process, in general, would begin to become quicker to complete, the user also beginning to grow accustomed to the pain brought with it, the skin also being altered to a near sickly hue. -Final stages (decade to fifthteen years) John hoisted his right arm skywards, fist and teeth clenched, in the moments following an extensive conglomeration of blackened mist seep forth from his upper shoulder, the particles cascading down the limb, beginning to mutate his flesh into a long, hardened ‘pole’ of sorts, jagged spikes of bone randomly poised about. The arm continued to be altered, near the end of the mutating limb a broad, contorted head forms, a crooked spike present behind the blunt instrument, a Warhammer composed of the human’s arm, the skin hardened, as well a dull and darkened tone. Blunt weaponry such as the likes of hammers are also accomplishable through alteration. While certainly difficult, the player is expected to clearly convey what type of weaponry they have formed to their best capacity. A highly altered arm, appearing to look as a crude pickaxe with serrations. Credits to Ted Beargeon Near the end of the Affliction’s growth when it is near fully harbored within the individual a tremendous capability is made viable to the bearer, mutation of an extra limb. Through this final boon, an Afflicted can sprout a singular slender limb of sorts out of either shoulder blade, causing excruciating pain also being the longest mutation to properly form. While the user may be granted an extra arm, the appendage not near as coordinated as regular limbs, better suited for impalement of unarmored opponents or to defend the user, the anomaly weaker than that of altered limbs. - Alas, at the pinnacle of the virulent Affliction it allows the bearer to learn a truly horrid metamorphosis. One thoroughly covered by the curse would find the parasite does not wish for its host undoing so easily, upon being dealt a near mortal blow the Affliction immobilizes the individual, blackened mists protruding about near every porous opening, the Afflicted experiences agonizing pain coursing through their entire body. This malignant mutation immobilizes its bearer for a good deal of time, leaving them vulnerable as the Affliction attempts to become wholly manifest and envelop it’s host completely, temporarily causing few unsightly spikes to jut out of the Afflicted’s skull and shoulders as well hardening the flesh which it expands, granting the individual better defense in their final moments, forming something akin to an exoskeleton, wrought of flesh and bone fragments. Once the bearer has taken this corrupt form they devolve into the mentality of a hostile beast, generally attacking anything that first comes into view, even on the verge of death those in this wretched state still remain lethal to those that oppose it. The magic of Aenguls work extremely well against these temporary aberrations, deemed absolutely corrupt and impure of that which is natural. Aurum still poses a great threat to those fully corrupted, quite capable of rending flesh. Conventional weaponry is also another means to assail these mutants, though not as efficient as those aforementioned. Weapons which inflict blunt force trauma also excel in dispatching these hardened abominations, the protection weak to such force, should the right strikes hit true. If an Afflicted is fortunate to defeat those who seek to destroy them, the individual will lose consciousness for about the same time frame it took to complete the metamorphosis, as the mists course once more through their body to reform back into what it once was. -Example emote(s) John’s bruised as well bloodied form crumpled to the ground as the adversaries’ blade carved into his torso, darkened blood and ichor alike began to pool about him, the two attackers procuring yells and shouts as they took their weapons against John’s brother in arms, ignorant to the wounded man’s excruciating cries and yelps of pain, a thin sheet of blackened mists soon coating over his entire figure. As the clash near the Afflicted continued so did his various sounds of distress, John’s whole body convulsing upon the dirt below as a duo horrid spikes wrought of bone protrude from his skull, prompting yet more yells of horror as now his body began to woefully mutate, a hardened layer of both flesh and fragments of bone surfacing as a makeshift carpace of sorts, the process manifesting throughout the majority of his beaten frame. Eventually, the haze of mists began to recede from whence they appeared; retreating back into John’s form as low, contorted words beckoned forth from his maw, the mutated human slowly arising from the pool of his fluids, an enraged shout coming from him as he trudged into the maelstrom of battle. - An Afflicted is not immediately granted this final ability, but learned by those who are well versed in the Affliction. (First few people who begin to play these beings) - Those in this state are enraged mutants, thus they wish only for the destruction of their enemies, uncaring of their own self preservation. - During this transformation, the individual is immobile, unable to fend for themselves. An Elder Afflicted on the verge of death, a hardened 'exoskeleton' formed over his body. Credits to the Warhammer Fantasy wiki. --- New clarifications/revisions, 4/6/17, unable to be RP'd until accepted -- Affliction lasts throughout death, as the soul is permanently branded by the curse upon the first symptoms noticed, as such these unfortunate beings are reformed at the Sunless Sanctum. Altered limbs, when sliced, smashed, or etcetera bleed out darkened ichor, the limb itself dissolving at a quickened pace, the ichor, however, becomes inert in the span of two Saint’s days, should an experienced alchemist collect the vile substance, depending on how long the liquid has been idle, the observer could discover some of the base reagents used to make the infectious parasite. When an Afflicted is delimbed of a mutation, they no doubt feel pain, if cut by Aurum the feeling would be similar to that of steel against normal flesh, excruciating. Should an individual lose their mutated limb to Ferrum, steel or materials of the sort, the pain would still, of course, be present, though nowhere near as if delimbed by Aurum. Upon an Afflicted being delimbed the blackened mists quickly take action on wherever the mutation was separated, closing whatever open wound the user had inflicted to them, something akin to cauterization. However, if an Afflicted where to be struck, smashed, or things of that ilk in any other area besides being delimbed, the mists do not act to close the wound. While the first few modern occurrences of the concoction of Affliction which harbors the parasite will be extremely rare, the procedure, once standardized will require an accepted Further Alchemy application to create, with an accepted Creature application needed for those who become Afflicted. Mutations are not something which can be done instantaneously and without trouble, costing the Afflicted energy, time, and pain even in the later stages. Two to three decently long emotes are adequate for this process. The mutation also is something not able to be done discretely, as such you must give some indicator of the alteration happening, with darkened mists being the obvious give away as well the pain one will feel upon limb mutation. Altered limbs, while able to be shaped into various means of weaponry, are unable to extend very far from the body due to a limitation of the mists which mutate limbs. (Two blocks maximum) Only limbs are able to be altered, though minor body mutations are available to the body at tier 2 Only one mutation may be active at a time until tier 3, which then a duo of mutations are allowed. One may not create an extra limb such as a third arm or leg, the only exception being that of a ‘flesh tendril’ only accomplishable after a great deal of time has passed since Affliction (Fifteen or so years.) Holy wards such as that from clerics will affect Afflicted as other eldritch creatures, more so if they have an active mutation, they prove as a suitable deterrent, rendering those cursed, pain. Afflicted are 'rebuilt' at the Sunless Sanctum, because of this soul parasite. Afflicted still lose all memory of their deaths and events leading up to it. Grants the Afflicted the capability to alter their limbs, allowing them to mutate arms and the like into various crude, yet lethal weaponry such as swords, hammers and the like. Over time those Afflicted grow in both stature and mass, as the alchemical curse courses throughout the majority of their body, though this enhancement is not massive. Able to disguise their Affliction, somewhat. The ability to sprout forth a third arm or ‘tendril’ of sorts in later stages, though it is the longest mutation to perform. Able to learn an ability to form a hardened 'exoskeleton' on the verge of death. Granted the Nexus ‘Necrolyte’ race as underlying, due to their permanent cursed state, much like the Nephilim in that they are not Necrolytes character wise. Formidable fighters overall. The soul of those Afflicted is branded, chipped or permanently distorted, by a parasite that affects the soul which expands past the physical body when the first unwilling mutation occurs. Afflicted are unable to learn the number of magics that regular Descendants are able to, those with the parasite are limited to three magics, though Deific magics are not capable of being learned as well some Dark arts such as Shade, voidal feats are still possible. (1 T5 magic, 1 T4 and 1 T3.) Elder Afflicted may learn a singular magic more (T4) Full list of incapable magics- - Deity magics: All Deity magics, as the soul parasite would clash with any external deific connection. - Dark magics: Dark Shamanism, Fi'magic, Fjarriauga (Frost witch), and Shade. Those Afflicted have a lower body temperature than that of regular descendants, though not as chilled as Frost Witches. Limbs mutated often leave behind a darker pigment of skin than their natural color, even if in an unaltered state. Flesh of light gray as well bags beneath eyes are not uncommon amongst the Afflicted Deity magics are effective means to damage Afflicted and delimb mutated flesh. Aurum weaponry is sufficient to cut through altered limbs with some struggle, easier than that of conventional weapons, inciting greater pain. While not creatures or inherently evil beings, the longer the curse has upon the bearer the more likely they are to grow malevolent, Afflicted without a doubt will have a stigma behind them, justly so. Affected by holy wards, though not to an extent as pure unholy creatures such as ghouls or liches. In the later stages of the Affliction individuals lose the ability to reproduce, the body having undergone massive changes. Those Afflicted still require sustenance, possibly even more than before. Changelog - The amazing Warhammer universe, where I obtained my original inspiration from. Skylez, amateur writer. Phil, whom greatly aided me overall, as well a giver of feedback. Jax, helped me throughout my writing, giving me feedback and advice along the way. To many other unnamed individuals who I appreciate for their opinions on my writing. Overall, I thoroughly enjoyed writing my first lore submission, putting a great deal of effort into it, thank you for your time. Any comments, criticism or questions are welcomed.
  12. IGN: Skylez1 Age: 17 Skype: You have it Do you have Teamspeak: Yep Do you require housing in the barracks: I do
  13. Any suggestions on what I should play now? Just lost my last main character.

    1. Show previous comments  1 more
    2. ToodIes

      ToodIes

      There's always paleknights 

    3. _Jandy_

      _Jandy_

      Plenty of room for more good halflings

    4. z3m0s
  14. FFS someone changed my MC username to Danteh_1 : /

  15. So why did @Babadooks get cucked out of the region he was the primary owner in? Smh

    1. Vege

      Vege

      it's the courland refugee crisis 2.0

  16. WHAT A FIGHT 

  17. Something isn't right here................

  18. MGS5 or Witcher 3 GOTY?

    1. Show previous comments  1 more
    2. Shalashask
    3. TankM1A2
    4. Ford

      Ford

      Geralt of ******* Rivia

       

      THE BUTCHER OF BLAVIKEN

  19. A peculiar green knight bursts into a sprint as he'd finish reading the posting, stoney armor quite literally shaking in sheer fear. The Eidolon eventually hears of Coltaine's worries, comforting the Lich as any good stoneman would.
  20. A peculiar green knight lets out a huff as more stone men much like himself are to be created!
  21. Trying my hand at creative writing, tell me what you think!

     

  22. Why is the player render distance still absurdly small?

  23. A great, brief post, well done. In all seriousness, Orc RP can be quite fun and unlike anything else you have experienced beforehand on LotC; I myself back in mid-late Vailor were intrigued by Orcs and what their RP consisted of. Through RP my Dark Elf became a snaga of the Braduk clan, eventually rising to become an honorary orc through years of servitude. While my time with the Orcs was not nearly as long as my time with other groups, namely the Wood Elves, I greatly enjoyed being educated about the Orcish culture and everything that entailed. Also, learning to speak 'Blah' is really fun and amusing once you get the hang of it.
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