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GDPR 014

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  1. I've got other reasons, but Tahmas sums up some of my points to -1 this.
  2. Ah yes the best way to shelf a character
  3. Gibbering Mounds (Credit to Wizards of The Coast) Habitat: Wherever. Some Alchemists make these creatures and keep them around in their lairs; mounds can be seen in dungeons or even roaming wild. Size: Depends on how much it feeds. Typically, these beasts can reach up to large and massive figures, often able to take up a lot of space when it is not attempting to slip through crevices. However, they can also be fist sized, even cat sized. Diet: These creatures feasts on the fluid of other living organic creatures. They seem to have an appetite for the more intelligent ones. Temperament: Hostile, though they have been known to become passive to their creators, after feeding them enough. Brief summary of the creature Gelatinous, vile, these aberrations are a force to be reckoned. There have been a few sightings of these creatures, one of which was the Order of Saint Lucien’s encounter with a Gibbering Mound during Mordskov. These creatures are large mounds of fleshy matter and slimey hides, sporting various eyes and twisted and bone crushing maws, with tendrils and protrusions that carry the same quality. These large creatures, while able to have an exceptional mass were able to squeeze through tight spaces, with accounts showing them slipping through cracks slowly but surely to catch up to fleeing adventurers. Not only that, these creatures secrete a blood-like fluid that they can use as spittle, or is issued when one cuts into the mass. This fluid is boiling, and is able to sizzle and burn skin with small sprays. One ought to wear some sort of armor when handling these beasts, as they ought to avoid the acidic sprays, as well as their bodies. They are like oozes in the sense that cutting them, should they be large enough, or if the Mound wills it -- will generate smaller and weaker mounds, though these can easily be dispatched. Fire seems to be the most effective tool, as well as a means to smash and thrash the beast, smashing the maws and eyes causing it to secrete its fluids and render it dead, with piercing damage potentially able to do the same. Characteristic: (Behaviour, Reproduction, Gathering food) The gibbering mound, lest fed and near its creator, has a rudimentary intelligence. It serves only to eat and devour flesh and fluid. Much like the ooze, it grows more and more intelligent and large with each each, scaling from a small child size to make it grow to the size of a halfling, to a whole cow to make it as big as a horse, and so on. The more intelligent it is, the more capable an Alchemist is able to have one be relatively docile to them, and designated allies; this involving feeding a smaller Mound and overall caring for it. Though, they can easily be angered and turn aggressive if they are larger; sometimes immediately turning around to turn their creator to mush, which is why they are typically employed as traps for foolhardy adventurers. From the larger mounds, smaller ones can be produced and domesticated, requiring small amounts of fluid. These typically are more playful, nibbling at their masters as a means of play, and skittering around laboratories with haste. Some Alchemists do the same as they do to oozes, and keep smaller ones in flasks to throw at their foes, acting as a nuisance, though this could insight some backlash. When it comes to prey, these creatures will have their mouths gibber in a blood curdling cacophony of sounds while in proximity, as well as attempt to drive foes into their maw, with all the others moving and squirming along the skin to aid said mouth, helping it acquire as many fluids as it can. This is arguably one of the most horrifying sights, watching someone be rended by teeth and tendrils, to have their blood pour into the creature, or even have someone bathe inside the mound’s boiling fluid and roast. Origin: A failed creation of life, or perhaps an intentional one. The twisted creations are a product of Alchemy, using the same process as homunculus, though this time requiring a few scraps of flesh, drops of blood, and representation of consumption to be added into the mix. Weaknesses: These creatures are evidently weak to a plethora of things. Either by massive crushing power that would squish their entire body and expunge its lifeblood, hacking and slashing to cut it into various pieces until it is rendered inert, piercing and or breaking the eyes and mouths to the point where its fluids rapidly secrete and put it on its last legs and ultimately death if it is not tended to. Alternatively burning it to ash, freezing it, or melting it with acidic formula also proves effective. In addition, one could use explosives to destroy it, and it can be dazed via immensely bright lights or booming sounds. LM Approval Required: Yes. The LM approval is required for one to confirm they have the knowledge to be able to make one, alternatively it can be taught via the author or Formula. Making these mounds require the proper equipment and IC reasoning to. ET are also able to play these beasts.
  4. Purifier Description and effects: Used by Alchemists who are in service to kings, or wanting a quick method of distillation, the purifier is a formula that when applied to contaminated liquids, harmful fluids such as poison, or any liquid that is infected with deadly or damaging substances, it will begin to dissolve the foreign and vile products within the fluid. Most Alchemists reduce the Purifier down to salts, and use that when they are in the wild and are in need of something to drink, or give it to nobility. Some accounts show Alchemists treating their armor with the purifier in an oil form to acquire resistance against poisonous strikes. Naturally, the Purifier does not work on Acids, cannot be ingested, and depending on how resilient the harmful substances are, a standard Purifier will only lessen the strength. To counteract this, Alchemists can apply modifiers to their Purifier during the crafting process, typically through the use of stronger symbols, representations of power, or other some methods. Note: If someone tries to ingest the purifier, they will feel their bladder and insides burning. They will promptly vomit, and or defecate as the body rejects the fluid. Recipe: Distilled Water (Aqua Vitae, or Aqua Vitae mixed with some sort of fat, or means to make an oil to amplify the effect, and or allow it to be used as an oil) (Fire) One representation of consumption. Two representations of death. (Air) Three representations of fragility. One representation of rejuvenation. One representation of balance. Any other modifiers (IE Power, Travel, etc) Author: Niv_Mizzet LM Approval Required: No --- Dragon’s Breath Description and effects: The Dragon’s Breath concoction is something sought out by many jesters and performers, using it in their shows as a means to light torches with their breath. The concoction, when ingested, temporarily gives the user the ability to breathe either fire, or ice. Though more developments can be made in the future to allow for more breath based concoctions. When releasing the fire, the user will have some aesthetic to signify it is occurring, typically smoke or frost lifting from their maw and nostril, or sometimes a burning light in their throat. To unleash a breath based attack, it will take one to two actions, and the range of such being seven meters (blocks) if augments are applied. The fire itself is hotter the closer one is, and will likely leave second to third degree burns with enough exposure (be reasonable), with the potential of incinerating someone should they be in incredibly close proximity, and are exposed. Frost would leave chilling marks, and would, similar to the fire breath, be able to give someone stage two to three frostbite given enough exposure (again, be reasonable); there are accounts of this breath slowly killing people via hypothermia, or freezing them. Of course, the user is limited as to how many breaths they have, with five being the most from any augmentations (perseverance), and using said breath attacks without at least a 2-3 action cool down will be incredibly harmful to them, either burning up their insides, or freezing their insides slowly but surely. Of course, this potion can be further modified for stronger breaths, and longer duration, but that is for the dear Alchemist. Note: Naturally, the farther one is, the weaker the breath attack will be. Recipe: Liquid Essence X1 Fluidity X3 Fire/Cold, depending on the breath. X2 Travel X2 Attachment X2 Speed (Any modifiers) Author: Niv_Mizzet LM Approval Required: Yes. Just confirm with an LT that you have gotten liquid mana. They won’t need to LT approve the item itself. The Formula can be self taught if one wanted to. Just don’t be a ***** about it. --- Tanglefoot Description and effects: A viscous goo. Most Alchemists make this for hunting creatures, or even give it to guards to try to capture fleeing criminals. The Tanglefoot is a goo that is incredibly durable and sticky, and when attached to things, tends to be a very strong adhesive, even finding its use for temporary patching up holes. Throwing it at people and creatures will do well in slowing them down, with larger quantities, such as a bag, having a good potential to immobilize. Naturally, the proper acids can break down the Tanglefoot, as well as strong force and will, or if one finds themselves unlucky, the sludge will harden to a more brittle state from anywhere to a minute, to hours depending on how what augments the Alchemist gives -- but this process can be sped up through the proper formula and drying techniques, allowing one to pull themselves out of the sludge. The Tanglefoot can be modified, of course, with some alchemists adding burning, freezing, or other harmful effects to harm their targets, even making it more durable and sticky. Recipe: Vitae mixed with lard, or some Vitae mixed with slime. 2x Impediment 3x Immobility 1x Fluidity 3x Attachment 4x Resilience Author: Niv_Mizzet LM Approval Required: No --- Solidarity Concoction Description and effects: The Solidifying Formula is a concoction which when exposed to air, causes the liquid to crystalize and harden to a more solid state over the course of a few ticks, and depending on the type of modifiers and strength an Alchemist makes the formula -- it can prove to be rather strong, like high carbon steel; and the fluid can be mixed with substances to stack effects. Most alchemists use this to try to bind, or seal cracks; though an Alchemist always loves toying around, some using modifiers to make the liquid take its solidifying effect when aggravated (for example, shaking the concoction), and when laced with a representation such as grace, or some other representation, the edges of the fluid can be sharp and narrowed, making what some folk call: The Liquid Blade. (AnekuShu) Of course, the use of this potion does have a time limit, notable as liquid and vapor rise and drop from the formula every so often. Depending on modifiers (resilience, perseverance, etc), the concoction can last for hours, dripping liquid and lofting vapor as its bonds slowly break. To deal with this, Alchemists carry jars, or sheathes for the purpose of catching the liquid when the timer is up, which will be an evident tell that is up to the alchemist’s aesthetic, should it be in reason. Some Alchemists coat the rim of these items with such things as fragility and destruction to break the bonds even quicker when in the sheathe. In addition, from the liquid an Alchemist collects, they can rejuvenate the formula via the use of representations such as rejuvenation, or regrowth. It would then be inverted and shook to revitalize the formula. Quite the useful concoction. Recipe: Fluidity x2 An air symbol (can be acquired via distilling multiple times to get the symbol) ((A modification can be put here, calmness, and then anger right after to give it some sort of an activation switch.)) Attachment x2 Resilience x1 Travel x1 ((Any other modifiers, such as grace and perseverance)) Author: Niv_Mizzet LM Approval Required: No
  5. i agree with you but death is also important
  6. can you make it so they need a necromancer to bring them back rather than just rezzing on their own. i hate soul shadows
  7. Alchemical Legends: Preface: A universal cure for all, immortality, infinite power, the ultimate weapon, and life itself; these legends are so deeply rooted in the minds of Alchemists, either by their teachers pursuing it, or themselves. Many have been driven to madness by the fool’s errant, but some -- some will keep searching, hoping that they will recreate the legends of yore. These shorts serve as a base for Alchemists, and while there may be other stories that revolve around the Alchemical Legends, these will still be a base for Alchemists to work off of. These concoctions do not exist currently, but it is encouraged for Alchemists to aim to create these, and generate roleplay from the Legends. Bogadan’s Folly; The Panacea A kind depiction of Bogadan upon the Panacea’s Discovery (Artist Unknown) Bogadan the Foolish, Bogadan the Luminous; the God fearing man of Arkent went by many titles, though all traced back to his works in Alchemy. Equivalent Exchange and an ambitious youth can forge either powerful results, or sow the seeds of misfortune. Bogadan suffered from a disease, a grave and terminal illness that ate at his body and weakened him; he was a leper, one who sought to end the curse -- a curse that he believed was God’s message to pursue the Alchemical arts. Many believed the leper was a prodigy, dubbing him “The Luminous” for his genius; the Alchemist’s discoveries extending to new forms of fuel, metallurgy, and various medical advances. He was a Good man at heart, one who only wanted the best for God’s children, though there was always one thing -- one thing that he would always pursue -- the means to eradicate his illness, and more. The foolish Bogadan sought to create a cure for all diseases, curses, and afflictions; the pursuit of this would come to inspire other Alchemists, dubbed “the pursuit of the Panacea”. Many believed him mad to search for such a miracle, while others would aid him, granting the endearing alchemist an incredible laboratory, a vast amount of resources and a pool of folk who would assist him. The Luminous Alchemist, with both men and resources toiled away, researching various methods to find the Panacea. It took years before the true discovery was made, years in which the leper’s condition only grew worse with each year, losing his fingers and teeth, with concoctions he made to prolong the horrible effects of the disease beginning to wear and diminish; he would need to find this cure, not only for himself, but for the many others who suffered. The Good Man would have others find various street urchins -- folk with a horrible life -- with the chance of teaching them a new life in Alchemy, hoping that such a good deed would put him in God’s favor; but there was no change to his condition, even when he chose his apprentice from the collected urchins, a fellow by the name of Rudlith. God would grant no ease to the zealous leper, but him, along with his apprentice and the aid he had, were close to discovery. The years of searching caused tremendous progress towards this miracle elixir, in fact, they were on the brink of its discovery; life, rebirth -- such regents were used, among with many others -- but the results were not finite. When testing the golden elixir, there were chances of horrific mutations, chances of death form the sheer strength of the concoction. Some edits and additions were required, ones that would come to elude the Leper’s deteriorating mind and body, indicating that time was running out. He was desperate, crying out for an answer; yet someone so religious, so endearing, so foolish would be given no answer. He felt forsaken, cast aside by the divine he so worshipped, and in the leper’s desperation, he would seek out the aid of occultists, forsaking the one who so worshipped to find the last bit of knowledge. Many of these black practitioners had little idea, taking the Alchemist years of searching in the shadows for his answers, until he found one; one who would grant him the knowledge he so desired, though such would come at a cost: Damnation. His soul would be the Occultist’s if he chose to accept, but the fool -- lost to his desperation -- accepted this offer. The deed would later be done under the shadow cast by a monastery, defacing God’s name as the Leper’s soul was tied to the dark mage. After the advent, Bogadan was given the last piece of information, a powerful ingredient to complete the concoction, if he made the apt edits. When the leper Alchemist returned to his home, he and his apprentice would go about completing the potion, changing up a few regents, and then adding the special ingredient into the potion. Finally, the golden elixir was forged through Bogadan’s godforsaken way, and upon taking a small sip of it, he found himself cured of his disease, after all these years, all the torment he had -- the Alchemist would complete the formula, writing it in a code, similar to that of a verse in a holy tome. Once it was complete, the cured Bogadan began to plan on making more, though Rudlith would alter the once-leper’s fate, reeling back to his marred past as he killed his master and burned all traces of the great work save for the formula his teacher wrote, having been taken by greed long ago. Rather following the master’s plan of openly distributing the potion, Rudlith only wanted to sell it for coin -- he wanted to live an easy life. Sadly, for Rudlith, when he took the coded formula and ran, he was assailed by brigands, brigands who would ultimately end his life, and with little use for the coded parchment, used the paper to heat their fires. There was no more of the Alchemist, or the elixir -- though many hope that one day, it may be recreated. Further Notes: Arkent is a settlement in Aeldin, within the Heartlands of the Empire. Bogodan was indeed a real figure. Many believe the Occultist was a demon sent from God to test Bogadan’s will, and if he would have denied the offer, he could still be alive. The fellow was always chipper, and some aeldinic documents tell of a man who would always The Potion of Immortality/The Elixir of Life; The Beggar’s Torment A depiction of an Alchemist toiling over the Elixir of life. (Credit to the late Joseph Wright of Derby) Oddly, the origins of this Elixir only partially came from an Alchemist. It began with an old and dying beggar, one that would find fate being kind, for an herb, lifestyle, or some sort of mannerism, was what prolonged his life and gave him the immortality. While it is unknown where specifically the aeldinic beggar’s story began, it was known that the beggar was captured by two alchemists, ones that practiced with using the human body as the cauldron for their machinations; in seeking a way to create a homunculus, the two would find that their experiment failed, leaving the beggar alive, more than alive. The beggar found that he did not age as time progressed. Weeks began to feel like days, and years felt like months in time. Though, the beggar was wise, for he knew that he could not linger. Should he have stayed for too long, the beggar would be assailed by many questions, or the Alchemists that made him eternal would have found him. He had to leave his province, but the man needed coin. The clever beggar was further blessed, being someone most would brush off -- the fellow was able to acquire information listening in on others conversation, information he could sell. For many years this man did this, living a life of detachment and pain; not all can handle eternal life, seeing cities crumble and lives pass for new life. It was maddening to him, this beggar. He had little to do in his life, and that blessing he had twisted into the most damned of curses. The poor beggar dealt with the pain of his eternal life, continuing to move and barter information for coin; though, he was discovered by two alchemists, two alchemists that recognized his immortality through seeing him from another settlement. What a small world, and what woes would befall this beggar. He was watched like prey, the Alchemists studying and recording him. This would be his final straw; he did not want to deal with the pain of these two, who would more than likely ask what he did to gain eternal life. The man left town, and took some extra measures. To make sure he would never be bothered again in this horrible, purposeless existence. He tore out his tongue so he could not speak, further mutilating himself as he ventured deep into the wilds, hoping that he may never be seen by others, never interact with another being -- so his suffering may be appeased. Further notes: Folks could not find any notes of the original Alchemists that gave the beggar eternal life. Many believe that even if one was to find the man-- if he is still alive -- he would be in such a condition that he would not be able to give the information. However, there is a belief that his tongue and mutilated parts might hold the answers to the elixir of life. With further research, folks found out that he ate some sort of regent that was a strong magic symbol, or some form of water, air, or earth symbol prior to the experiment. Additionally, aeldinic reports tell of a travelling beggar that would always throw salt over his shoulder to ward away dark creatures when they were sleeping. Sayid’s Muse; The Philosopher’s Stone A symbol of the Philosopher’s Stone (Artist unknown) Fire, mana, and other fuel were nothing compared to the glory of the Philosopher’s stone; a material that would act as universal, and everlasting fuel for all to see. The Stone was coveted by its makers, lead by a masterful alchemist and metallurgist called Siyad. The Philosopher’s stone was fabled to mimic any fuel that was required of it, never running out -- which caused it to be used as a mass source for an entire city, powering up various buildings and tools for this city of old to use. While there is little information about this city, and the symbol, it is said that Sayid and his group locked away the secrets about the ultimate fuel from the majority of alchemists, fearing what might happen if one so unworthy would hold onto this infinite power. While anger arose from the notion of some alchemists being unworthy of knowing, it was all for safety purposes; so much so that Sayid would never be disclose the location to any, save for a few trusted individuals. Sayid’s precaution worked rather well, and while it angered various Alchemists, it was all for the better; the great fuel source sowing the seeds of Progress for his civilization. Sadly, however, one of the Alchemists he imparted the knowledge with would lead an Alchemist -- who was unworthy of his art -- to the Philosopher’s stone. Attracted by the thought of the power and fortune he could have, the Foolish Alchemist, disregarding the warnings and teachings of the other Alchemist tried to handle the massive stone, meaning to tap into its power for both knowledge and gain. It was a mistake to let this fool near it, sadly -- the aftermath wiped out the entire civilization -- wiping those who made it, and any information save for a few scraps. Woe, for this action led to the demise of any potential alchemists who would do well with the knowledge of the Philosopher's Stone. Further Notes: Many Alchemical Teachers and tomes use this as both a means to inform their students about the legend, and to be wary of who one trusts with their work, as it only takes one person to ruin everything. Hamotori’s Failure; The Alkahest/Universal Solvent The Alkahest; an ultimate weapon, an acid able to dissolve through anything. This feat was something sought out by an Eastern Alchemist known as Hamotori. During the dawn of the Oyashima-Cathant war, the Alchemist sought a swift end to it. Sadly, this young Alchemist was naive and fairly new to the study -- unable to fully grasp the weight and inner workings of what he wanted to do. While he may have taken years to work out how to make the concoction, it was unable to be contained by the Alchemist, and upon its birth, the solvent destroyed everything it touched, killing the alchemist and melting the earth, leaving a hole in the earth, stopping where the acid dried up. Now, the crater is filled with lush life and housing an ecosystem all its own, though this stands to show that an Alchemist must truly know what they are working with; understanding the weight of their actions. Further Notes: The crater is indeed real, and fits the exact description of the story. The Emperor of Oyashima calls it "Hamotori's chasm". Alchemists would typically teach that one must always understand what they’re working with with this story. The Oyashima-Cathant war has been a long lasting war between the neighboring countries of Oyashima and Cathant. This battle has been incredibly bloody, bloodier than any wars on the realms of Axios, or Atlas. The Gifting Man; The Creation of Life Two Alchemists attempting to perform the creation of life. (Aqua Vitae) The beating heart thumps within life. The Creation Of Life through Alchemy is something that many alchemists seek to perform; though many end in failure, typically making homunculus. Yet, there was a man known as The Giving Fellow of Eshevuard. The man of Ulmsbottom was something of an Enigma, never showing his true identity, though the fellow would always bring livestock for various villages. He only wanted to help, this kind fellow. It was odd however, the livestock he granted were not taken from any other settlement, and they certainly did not come from the wild. No, the giving man even admitted to his power -- that through the study of Alchemy, he created true life; life to aid mankind. There was a time, where on his travels, the Giving Fellow would meet a few Alchemists in various location, and bestow his knowledge upon the few. There was no harm, he felt -- he was only being a Good fellow towards the alchemist he deemed worthy, and they were. The Alchemists were rather accomplished, having made developments that would only aid others, and proved themselves to be incredibly competent. Even when he granted them the knowledge, the Giving Man would watch these folk -- seeing them work and develop great works with the knowledge he had: they made sure their respective cities would never starve, and would be fed well. Truly, they were marvelous men, until these Alchemists found out that they had the same skill. At first, they were kind to one another, working together in synergy to aid all of Ulmsbottom, but the seeds of doubt and rage were sowed. Each feared they would be tricked, out-classed; their resolve would weaken. It would not take long until the seeds were reaped from their minds, the Alchemists using the Giving Fellow's knowledge to wreak havoc on one another, making living monstrosities and garrisons of men. It was when the first, bloodied conflict between the few occurred, the Good fellow intervened, using his knowledge to remove both monstrosities and Alchemists, once again leaving him with the powerful knowledge. Though, he began to grow fearful, fearful of what his gift can do, and because of this -- the Giving Man would bring himself into isolation, vanishing deep into the wilds. Further Notes: Alchemists and Tomes teach this story as a means to tell other Alchemists that even the good Alchemists can be rotten.
  8. I did it for the metal of not being a low test soy boy creature that can regenerate without consequence and actually doing some high test grim tier ****. Got to stick with it or you get the Donovan. TIER SCENES I am sorry you feel that way about Archons, but to each their own. edit: they wont always need to finish off the magical creature, probably will rarely need to
  9. please put this in the plant index
  10. this is the normal and only archon. This reforged form will be replacing the spectral form, making Archons more balanced and less of "xd xd big boy gay low test spectral endgame xdxd".
  11. The Transcended Form, Reforged "Feeble, no longer." (Credit to Nino Vecia) Marked by the void and veil via the replication, the transcended creature become able to become something more, transforming their bodies into stabilized arcane. Rather than an ethereal form, the archon adapted -- their other-form-bodies evolved into something solid, granting them corporeality in both bodies; the Transcended form was reforged. The reforged transcended form, given its newfound corporeal state, is now able to interact with objects, though at the strength of a well-practiced mage. No longer does the archon have to bear with the pain and time of transformation, such siphoned with each stage of evolution. Naturally, the reforged Archon bears a great affinity to cast, with their spells being augmented by their hybrid souls, tapping into magic’s power. The Archon will find using the arcane becomes incredibly easy in this body, manipulating it to a greater degree than those with mastery, aided by the perpetual connection to the void and veil in this form. Focus also becomes a factor, due to the ease of magic, the Archon will be able to keep its concentration on subjects and spells greater than a masterful magic user: The focus is changed as so: Minimal and Harsh force from attacks such as punches and tackles are fitted in the same category. While they will most likely do nothing, a well placed shot to important areas will weaken an Archon’s magic by a tier or two, depending on the force; though it is not unheard of for one to be dazed. Things such as stabs and cuts depend on where they strike the archon, and the force of penetration. Harsh Cuts and stabs to the arm will drop an archon down by two tiers at the very most, assuming it isn’t severed. If the ligament is severed, then they will be unable to cast for the duration of the pain, typically seven emotes. Blows to the chest with a moderate amount of power (ie a stab to the chest without standard force) and other important regions half the magic’s power halved, with enough force nullifying the cast. Headshots, if not lethal, will more than likely hamper the connection to the point where they will be limited to basic spells at the very least. The pain will always be a factor, and the greater the pain and more force applied, the less likely it is for an Archon to use their abilities. Blunt force trauma depends on where it strikes, and the amount of force. While most strikes might weaken an Archon by a tier if struck anywhere but the torso and head, heavy blows towards the chest will both halve the power, but weaken magic by a tier for an additional emote due to the prolonged sensation. Head strikes will absolutely stop the magic with enough force. Armor still does not thwart all the force, depending on where one hits, the Archon will likely only be hampered slightly, or even to the point of halving their spells power. The most effective use is blunt force, where the plate will lodge into the Archon and create prolonged pain that while initially halving the magic, will keep them weakened by a tier -- though this depends on how damaged the armor is -- for the duration of the plate sticking inside of them. While some things and situations might not be stated, these guidelines should help the Archon in figuring out what they can take. Common sense is the big factor, the more force, the worse it is going to be. The Archon however, is now less resistant to the mundane in this form, and the objects that hurt them also change, for better or for worse. The solid mana body has something of a resistant skin, something akin to the robust hide of a beast. This means that the corporeal body can now be manipulated by the Archon’s enemies, and normal weapons can pierce through the archon, albeit with difficulty. Likely requiring additional force on the area with a normal weapon to pierce through and deal great harm to the archon; mundane projectiles however, will nearly always rip into their mark, though they do not always penetrate through and through, for the most part lodging into the archon if it has the power of a munition’s crossbow, or a standard longbow, though high powered ranged projectiles will be able to rip through with relative ease. Blunt force is also a factor, and can crush the archon with a few well-placed powerful swings, meaning that if something was to exert a massive amount of force onto the archon with a blunt object, it would be able to crush and deal great harm on the area, with things such as falling buildings putting an Archon out of commision, or at the very least incapacitate them. Shots to the head are also something to keep in mind, much like any creature, the head, even when struck by something that isn’t lethal and with enough force will likely daze them; bolts and powerful strikes that pierce the hide more than likely incapacitating or rendering them out of commision. While gold is out of the question, substances like thanhium, enchanted items, alteration, and fi magic will still be large threats to them. Damage to the archon is cruel, appearing as something similar to a warping of the area, to seeping fluid, or even a gash in their hide to expose a wispy layer and fuming gas. In their new form, no healing potion or blessing can heal this body. This development will require an Archon to partake in other methods; one such way being regeneration. An Archon must be out of combat for this to happen, and depending on the severity, it will take more or less time. In addition, the Archon will have a penalty of a half resistant hide, and lose their augments for three hours. Minor: 15 minutes. Moderate: 30 minutes. Major: 60 minutes. Alternatively, the Archon can imbibe on magical energy, liquid mana, a magic item or creature, either mutated or in nature, outside of combat, which will cut the time for each wound by a half, rounded up. This would look like the creature is swallowing the item, tearing the magical energy from it. Depending on the wound, it will require more magical energy; from the smallest requiring meager amounts, to the largest requiring a few meal’s full. This act does not have the same penalty. Note: Creatures and items must be of the arcane/general variety. This means no necromantic taint, liches, ghouls, and so on. From The Horrors of Mordskov: The aftermath of a glorious battle. Spell fire and cracked earth littered around the marred azure Primarch -- leaking auric essence and sporting various warpings along its arcane body --stood hunched over before a worse-for-wear sorceress; a follower of the Eldritch beast that plagued Mordskov, with her followers, fellow magi, watching in awe and fear of what was to come. Faust’s lap dogs would only know strife as the Primarch stared on through its cracking, many eyed mask, intently set on the downed Sorceress. It was filled with an insatiable hunger, a yearn for the energy this woman had -- that which surged through her. The creature’s armor creaked as it leans over the woman, pinning the struggling sorceress with its dented gauntlet and boots. She was beautiful, thin, futile, and divine under the creature’s grasp; under its dim and dying light. The hunger only grew as it leaned its mask closer to the writhing woman. Her and her followers shrunk back and widened their eyes as searing light fell over the Archon’s mask, converting part of it to a movable, twisted jaw -- with metallic teeth meant for ripping and grinding -- the energy within her became too much for the Primarch to resist, mind overtaken by the hunger; the yearn to fuel itself. The Sorceress could only manage to scream, her resistance futile under the beast that leaned in, metal jaw creaking as the trembling mandible opens to reveal a pulsating mass of carnivorous azure, with droplets of blue-like drool falling on the ground besides her, some even falling on her delicate neck. "T-the thing’s going to eat her!” A Cultist, frozen in fear, would exclaim, legs unable to hold the follower as the sorceress’ screams resounded the chamber; metal tore burning energy tore into her neck. It was like ambrosia to the Archon, hunger beckoning to take more and more from her body; rending the arcane secrets from her flesh and bone. It sounded like a squelching sound came from the creature, laced with the woman’s dying screams -- her blood and chunks of gore spilling along the floor -- though this was not enough, even with the spilling auric blood of the Archon began to clot, it needed more. It tore into bone, crunching and charring the ivory under the strength of its metallic jaw, with energy from the dying, pitiful sorceress pooling into the Primarch’s maw. What horrors filled the cultist’s mind when it was not finished, excess energy drooling from the Archon’s mouth as it ate on, devouring her body, with crunching and squelching replacing any screams from the sorceress. She would be devoured, the magical energy Faust, and the Beast of Mordskov granted her would serve to fuel the Archon. Transformation: "Embrace the change." (Credit to Nino Vecia) As previously stated, the Archon’s transformation is decreased, and the effects of moving in and out are dampened. The Archon feels less pain when going into the form, though starting at something of a burning sensation, it will eventually become a surreal shift; likewise coming out will be less exhausting, and such things as limited abilities are altered, as well as the tell. When coming out of the archon form, the archon will have brighter, aura hued veins along their eyes, with their irises taking on a brighter color of their aura, and depending on their stage, they will have limited abilities for the duration of a set amount of actions. The transformation into the form is purely aesthetic, and doing so requires a great deal of focus. It must be uninterrupted for three to four actions, or else manifesting will result in failure. Examples: Becoming: Twitching, the figure clenches his teeth as gray veins surge along his face, and his eyes take on a darker gray color, leaving a gleaming silver in their centers. The flesh and bone about his veins sear and burn away to become mist, with extremities turning to fog as they begin to come off. The flesh-turned-gray-mist would cling to the position it was on, replacing it with arcane hide. The Archon continues to twitch and convulse, emitting a gutteral shriek as its body becomes packed mist and arcane. Its wispy head turns to scan the area, with trails of fog occasionally following. Reverting: The gray archon twists in its place, a harsh hiss permeating its newborn body as the foggy form becomes flesh, bone settling within, eventually completing the shape of a skeleton, entrapped by the fog. Flesh and sinew blossom from the bone like flowers, engulfing and eating away at the mist to manifest the figure’s coil once more. With a sudden shift in power, the newborn returns to his normal state, clutching his heart and wheezing from the strain. Progression and further information: Stage 1: The Archon, having just begun, will find that their magic, while potent in this form is rather limited, granted only the perpetual voidal connection. When entering the form, it will have pain akin to being baptised in fire; given time and experience of a week, it will subside to a stinging sensation as they turn into one. Going out of it would be akin to finishing a long work out, the user would be in a state similar to a long exercise, and show the effects of their return for nine actions, with limitations on their magic for ten actions; said limitations are: not having the augments in coil form, and magic being weakened by a tier. Stage 2: The Archon is fairly experienced, having two weeks under their belt. The Archon is able to further tap into the power of their hybrid soul, able to cast with more potence, though limited. Spells can last for longer, and be given more energy and time, even create more; so long as they do not break any specified redlines. Entering this form is less strenuous, being something of an odd sensation that is more of an out of body experience. When reverting, an Archon will be out of breathe at most, and show signs of reverting for seven actions, and being limited in their coil’s abilities for eight actions. Within a month, the Archon will feel more comfortable going into their new form, and reverting back will at most tire them to a degree, with signs of reverting lasting for six actions, and limitations lasting for seven. Stage 3: The Archon has become an Elder Archon via the writ of marking, or is the Primarch. The Elder Archon will have no additional benefits, save for subtracting an action from the signs and limitations. Susceptibilities: Thanhium: The reforged Archon is as greatly wounded as before, with thanhium alloy being able to carve through them like a hot knife through butter, and thanhic dusting disrupting and violently paining the creature, making it so large amounts of dusting (ie a chamber full) will cause the archon to dissipate, and creating immense pain to disrupt their magic; the pain will come to fade if the dusting leaves the body, however. Magically infused items (this does not mean a spell manipulating an item, ie druidic vines or transmutation but something like an enchanted item, a tainted sword, blessed weapons, etc): They would react like a normal item would to a person, meaning that if one were to stab into an archon with a magically infused sword, or smack them with an enchanted brick, the archon would be without its physical resistance. Warding/Abjuration: Should one come to understand the Archon, the use of abjuration can be used to weaken the Archon, with each abjuration leaving them without their augmented affinity for three actions, and in turn weakening their resistant hide by a half. Naturally, the sensation might be rather disorienting. Wards will only weaken the spell affinity some, and their resistant hide will suffer some weakness. Iconoclast: Antimagic, the bane of all magic, finds itself being one of the biggest threats to an Archon. The mists, if an Archon is within one, will remove their resistant hides and spell affinity, and within four actions of gradual, burning pain, the archon will become incapacitated in the mist. Further notes: -To be added Appearance: "Varying qualities indeed. Perfect specimen." (Credit to Nino Vecia) While the transcended form is reforged, there are very little changes in aesthetic; whisps may still plume from the Archon, their beings may remain the color of their aura, or a dark being with auric energy swirling about, though parts of the creature can be far more detailed, if not their entire being. An Archon can form eyes, a maw even; their hands can be detailed, with lighter colors and various textures to represent parts of the body. That is not all however, for their coil form can take on some differences. Rather than having their irises be the color of their aura, the entire eye could be the color, or merely the flecks -- each still distinguishable. Personality: The Archon, now with an adapted form, will handle transformation a little differently. Granted, being in the reforged form might feel a little more comfortable, or less comfortable for an Archon, as they transition to another form of being, one that feels more free in its movements and perhaps a bit closer to their own being. These sensations could empower the Archon, making them feel greater in their form, and potentially cause something to occur from such. Archons could have a sense of self that values them over others, or some might value themselves below others; it is up to the Archon, as each will deal with immortality in their own way. However, there is one thing that might influence their thought; The Archon would likely feel more distant and detached from descendent creatures, should they understand that they are no longer of the same. They are eternal, or perhaps close to it. Death and Recuperation: "Woes befall us to truly cherish our humanity.” (Symbaroum, masked stranger) Truly, humanity is the Archon’s greatest boon, for the replicated portion of their soul brought about by the void and veil (also known as the void scar) leaves them separated from mortal man. There are Archons who embrace their humanity and individuality, believing that without it -- they are nothing. Their power and minds mean nothing without their sense of selves. With each death, an Archon loses a piece of this, the replication growing every time they die. It is said that when an Archon dies seven times, they will truly lose who they are, and be unplayable. Naturally, with each death an Archon must wait to return, alternatively return soon to suffer consequences; with each wait, the replication subsides from the soul, reverting back to normal when an Archon has not died for six weeks, where they might undergo long travels -- pilgrimages one could say -- for self enlightenment, to heal. While an Archon might not remember how it died, the pain of death is still present, the calm of the endless slumber, only to be brought back through the rippling void, kicking and screaming, to return to the world via soul and catalyst. Such things can be maddening. Woe. Effectively, Archons have a death counter, as well as have to wait 1-2 days before playing their archon again when they die, alternatively, they can return within 2 hours to suffer a penalty: A cripping weakness in their magic, and lacking their augments. When an Archon reaches seven on their counter in roleplay deaths -- nothing involving PVP unless the Archon chooses -- the character will be PK’d. This can be subsided if the Archon does not die for six weeks straight. While personality wise, there are Archons that reject their humanity and become shadows of what once were, it is not similar to this transformation, where the void replication will practically consume the entire soul and wipe it. Tl;dr, the spectral form will be switched out with the reforged form which is corporeal and able to be harmed by normal things plus some other stuff. There is consequences to death with threat of PK, as well as some neat tweaks and aesthetic changes. A warm thank you to Zarsies, Skylez, Tox, Perrin, and Thomas for assisting me in writing this piece. You guys are the best. howtofurthernerflore.exe
  12. Then I have no doubts in supporting this addition. Thank you.
  13. I see no issue with this , though could you explain the limit of the regeneration and strength? I see you say Minor, but I feel as though more information is required @GrimReaper98
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