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GDPR 014

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  1. I got the hook up. ((my tastes are everywhere and putting everything here would be a no go. Though Ive been listening to a lot of Synth lately)) Ah, how could I forget Royal Blood:
  2. But can I make breeze smell like swamp ass so I can fart in someone's direction
  3. I think you used hemorrhaging on my brain.
  4. no no, you misread for launchers. Its single shot, but the pnuematic cannisters propel 4 total before requiring an additional emote in the reload process. So think of it like: emotes to load and fire emotes to load and fire emotes to load and fire emotes to load and fire emotes to load+putting a new canister back in, and fire rinse and repeat apologies for the confusion
  5. Its more than a projectile weapon now though. There are more uses in noncombative settings than just combat pew pew
  6. Well, I'd definitely like to chat about your qualms. My discord is Bokratzia#8909 if you're willing to discuss and possibly hash things out
  7. am not I hate guns im a reformed gamer how can it be a gun. May as well write this crap so it's out there
  8. The Arqua “Send word to High Priest Faust, the so called ‘Cockatrice’ have become more of a problem, especially with those tools of theirs.” A Mordskovian Cultist to their higher up. Origin Much of the time, innovation comes from a need, or want. In the horrifying hellscape that was Mordskov, the need to survive was priority; beasts no ordinary man could hope to defeat, frigid land, toxic air, and raving madmen. To be able to live, one must be adaptive and prepared. The conventional tools were not as efficient in the artificial cold, thus sparking a search for an alternative by the Cockatrice, a band of men meaning to put an end to the horror. Though their discovery -- while operable in colder conditions -- found itself usable in other elements, and even outside of the military setting. Description The Arqua is what is a type of weaponized device that functions off a series of clockwork and a propulsion system. Often these types of propulsion aid the clockwork mechanism. The size of these things vary, from being handheld to siege based equipment. Components and Mechanics Arqua variants rely on a series of mechanisms, done by clockwork parts and either pneumatics or hydraulics. Spring and Strike-plate - This is the most crucial part of the Arqua mechanism. This is linked to the crank, and by pushing the crank forward from rest (or another priming system), it causes the spring to coil up and condense, taking the strike-plate -- a piston -- with it. A Pneumatic or Hydraulic Supply - A container containing either gas or liquid. This is inserted into the Arqua, and because of this supply, it will cause the piston to spring forward, and launch or move some item, the specifics will be stated later on. Vessel Port - This is what the supply is linked to, when actuated via the same motion for the spring and piston, the supply will also release into the port via tubings until it reaches a closed chamber, which gets opened up once the firing crank is clamped down, causing the piston to move. The port is slightly modified for a hydraulic supply by installing a secondary moving piston. Firing Crank/Trigger - This device is what activates the system, by pushing it forward it begins to condense the spring and have the supply go into the port. When it fully clamps down, it opens the chamber to let the supply hit the piston Strike Chamber - Also referred to as the chamber or the port, this is where the piston mechanism does its work. Pneumatic vs Hydraulic There comes the question as to what system one should use. Pneumatic systems are more commonly seen on the hand held types, given the fact that they are meant to propel lighter objects, with the max being four pounds (or 1.8 kg) on hand-helds before the object simply wouldn’t move out the barrel. Of course, the amount of damage it can do would range depending on how solid the object is. Pneumatics also require a seperate reload for the supply, with canisters fit for the type being able to launch five objects before a new one needs to be loaded, though often one might see Arqua users have a pack on their person which is directly linked the Arqua, feeding the gas into the tool. Hydraulic Systems are for heavier objects, often these are for heavy launchers or for tools that require great force and repeated usage. These are slower to activate compared to pneumatics but such should not be underestimated, these objects often have more power behind them. Types and Capabilities Placer “Get moving! We need to get that bridge built if we hope to get to the upper half of this Hellhole.” A Cockatrice Engineer to labormen. Description: These four feet, handheld Arquas are seen in construction. With the intention to quickly plant denser things such as construction bolts, rivets, pitons, and so on, into their desired surface. From there, it still needs to be hammered in, though it makes the process easier. This Hydraulic Arqua is relatively loud, making a loud hissing sound and cracking sound when it punches through the material, and is relatively ineffective at combat given its range. Capability: The Bolt Placer is able to implant an object into the surface of an object, lest said object can somehow resist the hydraulic might of the tool. It requires the user to first slip the item into the feed, and then prime the mechanism. A steady hand helps, especially if they are not right up against the surface. Once the item is implanted, it will dig into the material, though fail to fully penetrate, with some manual labor required to fully secure the item. These are often used for construction, be it in scaffolding, buildings, or other such devices. Emotes: Two. Range: Two Blocks. Example: Rickert grunts as he slides an iron piton into the feed of his Placer. As he actuates it, he takes aim at the stone structure with the thrumming machine. Pressing down on the clamp, the piton impacts the stone with a “CRACK!”, digging into the structure with some flakes flicking from the stone. He then means to hammer it down with his tool. Redlines: Cannot fully penetrate a person. Cannot snipe or be used for long/mid range. Does not fully penetrate the material unless it is relatively thin or weak. It will require some more labor to fully insert. Regarding Events, an ST can dictate whether or not these can penetrate Event based material. Excavator "Get working. We only have so much time before the Huggers start prowling." Captain Roland to some workers. Description: These larger hydraulic devices are employed by teams of workers, be it for construction, demolition, or excavating. Depending on the type, these are often used in mass to dig out an area faster, or break through stone structures. These do not launch anything, rather, have systems attached to the strike plate, as well as an external mechanism to keep the system optimal, which is a rotary crank rather than the standard clamp crank. Capability: Granted their effectiveness depends on size, with handhelds being less effective in area than larger machines. The types are split into Diggers and Crackers Diggers: The Chamber is modified to be able to flick debris from a given surface, either from the back of the Arqua or the side. This requires constant rotary motion from the crank to continue the hydraulic system. Crackers: Chamber has a dense tapered steel rod designed for breaking hard structures with repeated assaults. Either mounted on-top of ones arm with the other assisting it, or a two handed mechanism, this hard head delivers a great deal of force onto its target, and has some penetrating power against non malleable or flexible objects due to the force of the heavy item. It can crack stone with a single strike, though requiring multiple to break it. Emotes: Two. Range: Touch. Example: Digger: Jonar plants the Digger Arqua against the mound, gritting his teeth as he cranks the rotary crank on the side. The sounds echoing within the machine. The mound around the digger recedes briefly as various cranks and clacks follow along with the rotary motion on the trigger. Cracker: Ragnir plants the the heavy item against the structure, huffing as he eases his hand on the crank. He begins to spin it. The Cracker roars as the dense head repeatedly slams against the stone structure, casing cracks around the area of impact, as well as debris to fall off. Small chunks of crushed stone hit the ground as he works. Redlines: Unable to fully penetrate walls of stone immediately. Event or Lore related materials can be more difficult when it comes to using these devices. Larger, less handheld versions are plausible but require a team of two to operate. One moving the crank and one keeping it steady. Munition “Never quite liked ‘em. Nothin’ beats a bow, simple an’ efficient, just arm-strength n’ training. Can see that with them Tengu ‘n their Warbows, dastardly, ain’t it?” Codename ‘Yokai’ to a fellow Cockatrice. Description: Ranging from three feet to four feet (0.9 to 1.2 meters), these are more seen in both combat, protection, and even hunting settings. It is the most reliable as well, being built to handle wear and tear, and work in tough conditions, as seen by the Cockatrice units in Mordskov. Due to it requiring a pneumatic supply, such will be required to be changed and replaced after four launches if one carries canisters, though the alternative is carrying a larger supply pack that is hooked to the Arqua and set on one's back. Capability: The Munition’s Arqua is able to deliver projectiles that can fit in its chamber with varying results. It depends on the type of object being used. When launched, it makes a small, near quiet sound, sounding more like a “Thwump” for those nearby. Small and Medium - This is up to two pounds (or 1 kg). While able to shred into flesh bone, projectiles from these will be able to cause moderate denting to typical plate armor, with the force transferring past the metal. It fails to fully penetrate mesh like armor such as standard maille or scale (though the force can still be felt) and digging an inch into the armor, though failing to penetrate. A standard padded armor will nearly be fully penetrated, able to get through most-- if not all -- of the layers and half an inch at most, though it more likely to get a centimeter. Sharper and denser projectiles, such as ones that are meant to pierce, will have a better penetration, adding a half inch, conversely blunt projectiles will be able to cause a better dentage on the armor, only enough to cause more stagger and impact, though not instantly caving in and compromising the armor unless already damaged. These types are capable of staggering, even tumbling if in the right spot (such as the legs). Heavy - Between Small and Medium and to the limit of a pneumatic supply (~2 kg), capable of tearing past flesh and bone, these are able to penetrate through standard padded armor able to go in by an inch and a half, piercing half an inch into standard maille and scale, as well as causing heavy denting to standard plate, the force of the blow being able to be felt by the wearer and likely toppling them. These projectiles carry enough power to floor an individual at best, whether or not objects are designed to pierce better or deal more blunt force, it becomes arbitrary, especially with the sheer weight of the projectile (imagine carrying around a three pound spike). It will cause a slight improvement to the actual power, near negligible. Standard Hollowed - These are often potion and such fragile things that are hollowed out on the inside to carry something. The item will shatter on impact; in addition, the amount of damage done will cause bruises and dazing should one lack armor. It will cause very little physical harm for someone in armor, save for staggering and some feeling of the impact Reinforced Hollowed - These are harder materials that are hollowed out. At most, it will cause less denting and damage than denser projectiles, half than its denser types. These projectiles will likely stagger. Spread - Spreads are composed of multiple smaller projectiles. The range is dropped, and the damage would be akin to a heavy projectile when within two meters of the target, and becomes Small to Medium damage when outside those three meters, though the chance of some projectiles missing are high. A muzzle designed for more spread can help the projectiles move. Emotes: Three emotes, +1 for reinstalling the supply. Range: (Shout)/Crossbow Range, Quiet for Spread. Examples: Murdoc slides the compartment open on the rear side of his Munition’s Arqua, slipping the canister into the slot and pressing it in. He slides the canister shut after. Murdoc pulls the priming mechanism back, a soft “Ping!” followed by a soft ticking sound. He twists and pushes the mechanism back into rest, before sliding a steel bolt onto the launching port. He steadies his grip as he aims. He trains his aim on the idle deer, clamping the crank, and with a “Thwump!” The rod soars towards its heart. Redlines: 4 shots per canister, or the user can have larger packs on their back which is attached the Arqua. Can only be a pneumatic supply. It is all single shot. That means the specified emote count + the amount for reattaching the canister. Can only be preloaded as set-up to an encounter, or directly prior to the encounter. This is to avoid the “loaded crossbow” cheese. Heavy needs to loaded during the encounter. Loading emotes cannot be done in whisper, if fully hidden it can be done in quiet, though one must each loading emote per ones turn. Cannot penetrate standard plate armor. Hand “The degeneracy is unbearable and the heathenry is unnerving. They do not mind it, however, they lost their Humanity long ago. What were once kind and well-being souls now twisted as they denounced Owyn’s Flame. Rabid and maddened like feral animals. They dance and celebrate, believing they escaped God’s Justice with their twisted leader. They haven’t escaped God’s Wrath, merely put themselves in debt; For tonight, I have come to collect.” - Codename 'Owynist' to his two Hand Arquas, ‘Damnation’ and ‘Perdition’. Description: Two feet in length and far from concealable, the Hand Arqua variant is for a more compact use compared to the munition Arqua, while sacrificing its damage and range capabilities. It, as any other projectile launching Arqua is designed for taking in varying projectiles, delivering it with formidable force. However, due to it requiring a pneumatic supply, such will be required to be changed and replaced after four launches if one carries canisters, though the alternative is carrying a larger supply pack that is hooked to the Arqua and set on one's back. Capability: The Arqua is able to deliver projectiles that can fit in its chamber with varying results. It depends on the type of object being used. When launched, it makes a small, near quiet sound, sounding more like a “Thwump” for those nearby. Small and Medium - This is up to two pounds (or 1 kg). While able to pierce flesh and break bones, projectiles from these will be able to cause light denting to typical plate armor, while failing to penetrate mesh like armor such as standard maille or scale (though the force can still be felt). A standard padded armor will be able to stand its ground against such, failing to penetrate, though it would go through a fair amount of layers. Sharper and denser projectiles, such as ones that are meant to pierce, will have a better penetration, though would fail to fully go through anything, although padding will have a half inch of penetration, conversely blunt projectiles will be able to cause a better dentage on the armor, only enough to cause more stagger and impact, requiring multiple shots to fully cave in and compromise. These types are capable of staggering. Heavy -Between Small and Medium and to the limit of a pneumatic supply (~2 kg), capable of tearing into flesh and bone, these are able to cause standard padded armor to fail around the area, it will also dig into scale and maille but not fully penetrate let alone cause enough damage to be lethal against ones in good condition; and moderate denting to standard plate, the force of the blow being able to be felt by the wearer, still taking multiple shots to compromise the metal. This will likely stagger the target and possibly wind them depending on the area. Naturally these heavy types of projectiles can be designed for more piercing power or blunt force, though such would fail to fully penetrate anything above standard padding, with blunt based projectiles causing more stagger. Standard Hollowed - These are often potion and such fragile things that are hollowed out on the inside to carry something. The item will shatter on impact; in addition, the amount of damage done will cause bruises and dazing at most should one lack armor. Negligible save for a very slight stagger if wearing armor. Reinforced Hollowed - These are harder materials that are hollowed out. At most, it will cause less denting and damage than denser projectiles, half than its denser types. These projectiles will likely stagger. Spread - Spreads are composed of multiple smaller projectiles. The range is dropped, and the damage would be akin to a heavy projectile when within two meters of the target, and becomes Small to Medium damage when outside those three meters. A barrel modified for spread can help with this, though only in letting the projectiles spread more. In general, the further, the more of a chance for some of the projectiles to miss. Emotes: 2, +1 when reinstalling the pneumatic supply. Range: (RP) Range, Quiet for Spread. Example: John slips the sealed canister into a compartment on the back of the Arqua, twisting it in as a low “‘Ss” was audible, closing the compartment. John pushes the crank forward, causing a faint ticking sound to occur. He slips a steel bolt into the port. He’d take aim at the apple on the tree, furrowing his brow as he feels the crank tense somewhat. He’d clamp down, causing the bolt to fly out with a “Thwump!” as it pierces the apple and snaps it from the branch. Redlines: 4 shots per canister, or the user can have larger packs on their back which is attached the Arqua. It is all single shot. That means the specified emote count + the amount for reattaching the canister. Can only be used with a pneumatic supply. Cannot fully penetrate anything above a standard gambeson at best. Can only be preloaded as set-up to an encounter, or directly prior to the encounter. This is to avoid the “loaded crossbow” cheese. Heavy needs to loaded during the encounter. Cannot be easily concealed. This is not a derringer. Loading emotes cannot be done in whisper, if fully hidden it can be done in quiet, though one must each loading emote per ones turn. Siege Vrines “Witness the power of these monsters.” A hybrid in size between Ballista and a small catapult, this war engine is used to deliver heavy projectiles through the battlefield. It is relatively multi purpose, uses varying from crowd control, structural damage, or other such things. These Hydraulic systems require to be actuated prior to launching an item, as well as requiring a crew of four in a war setting, and three in more urban settings; one or two to load, one or two to prepare, one to aim and fire. Though, there are larger and smaller versions which may require more. Emotes: five for a standard Vrine, five for a Daderun, and four for a Tuk. Capability: A shot from one of these can tear through a man, or go through deep if it is hollow ammunition; ammunition weight varies from six pounds to twelve. Standard armor becomes near irrelevant due to the sheer force and power of this siege weapon, which is often why it is employed for dealing with walls. There are talks of people making massive Vrines called Daderuns, which are able to provide an even greater firepower, used only for offensive sieges by sane men. Though there are smaller Vrines called Tuks, which are for more urban and shock based situations, requiring a two man team, though one could perhaps finesse it. It would mean for one to actuate the hydraulic system while making sure the legs of the contraption are fully secure, then loading the ammunition and firing it. These are capable of slaying lightly armored combatants while dealing heavy damage on the rest, though these are primarily seen for supporting fire. Examples: Vrine and Daderun(though the Daderun will require an additional member to actuate the machine, as well as load it): Siege Man 1 begins to actuate the Vrine throughout the process, shifting the side lever to and from. Clicks heard from the War Machine. (this can be swapped with another mechanism if one wishes, its all aesthetic). Siege Man 2 slides the metal slug into the feed, trying to press it firmly against the port. Siegeman 4 (or leader) adjusts the hull of the machine to face the target. His hand steady on a pump like device. (Either Siege Man 2 or Siegeman 3 if available) Begins to fully secure the projectile via a large rod. Siegeman 4 pushes down on the pump, which causes a loud churn and groan from the Vrine, before it unleashes its projectile with a loud sound, the hull jerking down after. Tuk: Man 1 makes sure to stabilize the Tuk’s legs on the ground. Man 2 slides the projectile into the feed, twisting a rotary crank on the side, causing the projectile to move deeper. Man 1 begin to push back a pump on the back, a low churning sound audible through the Tuk. Man 2 aims the device to their target, while Man 1 pushes down on the pump, causing it to snap back as the Tuk launches the projectile towards the sky, it plummeting down. . Busters "We're getting in there, one way or another." Much like a battering ram these devices can either be carried by a team of men, or pushed on wheels. It follows a similar design to a Cracker Arqua; a dense head is welded onto the strike plate. The hydraulic system is primarily used for bashing open gates or doors. Often, the ones in sieges are used by a team of four men, with two on each side, and one activating the system, though ones meant for a more urban setting can be done with two or three people. Emotes: Three emotes required. Example: ((whoever is holding the thing emotes holding it firm)) The handler actuates the system, feeling the force behind the tool as it begins to wind back. After it fully winds back, he hits the launching mechanism, causing the head to slam at the surface once. The process needing to be repeated. Progress: Stage 1 ((first Two Weeks)) - The Arqua Maker is more comfortable with Hydraulic systems due to not needing to account for feeding pneumatic canisters. Anything Hydraulic is plausible. Stage 2 ((Lasts up to a month)) - Able to use pneumatic systems comfortably, having now been working on handheld systems. Stage 3 - Mastery of their craft, keep practicing from here. General Rule: Can make three Arquas a week. Can be Self Taught, requiring an application. Likewise, one could also learn from a teacher (who takes three months to make a TA). The character--if self taught – should be inclined to tinker with mechanical and less magical aspects, while also requiring a reason to work with a Hydraulic or Pnuematic system. Siege weapons can be given to any Nation that buys them, as to avoid hoarding. Purpose: The intent is to provide more tools, be it for non combative or combative purposes. It spices up RP by different variations, and intends to show some kind of progress in technology, while remaining in the bounds of LoTC’s lore. Hydraulic and Pneumatic systems are very much plausible because of Pistons. To any who might complain about everything being prewritten, roleplay wise they were employed and expanded on in Mordskov, so there’s some reasoning behind it. However, in the hands of you, the crafter, you can roleplay at whatever progression you so please. Enjoy. Oh, and Credit to all the people who gave me some advice (you know who you are), especially Elrith in regards to types of Systems. Initially it was all going to be clockwork, but those don’t really work as practically.
  9. Yes, it makes them less abusable, not that there have been any problems with them in regards to such -- but it helps. They're still kicking not much changed save for clarifications.
  10. at least give me rep for the Hendrix song, come on guys its a dog eat dog world out here
  11. Lord of The Craft is lacking with the forums and spoilers broke. It’s very unfortunate. I fixed it though. Added in a cute song that sums it all up
  12. Preface/Purpose: This lore has been designed for both players who lean towards nonmagical roleplay as a means to progress, as well as provide nonmagical lore. While we have a slew of magical things, we don’t have too many interesting lores for mundane players to use and interact with. Made for the craft-inclined, this piece serves to make automata plausible with a strong sense of fantasy behind it. Before anyone argues “N-no! Muh techlock!” Then play TES and look at the Dwarven Automatons, legit steam constructs. Automata, Animati A Dwarven Craftsman toils away at his Automaton The Product of nonmagical means, craftsmen and tinkerers attempted to make life through many years and countless hours, and from that yearn, Automatons were born. While their origin is unknown, it is speculated that a human clockmaker was inspired by The Machine God’s Reevers, specifically one who visited and gave him the ability to make these things, perhaps this was a fabrication. Description: Automatons -- or as some folk call them: Animii -- are nonmagical constructs made from inorganic, or dead organic material. They come in various shapes and sizes, from humanoid builds to metal songbirds and device-like entities, they are versatile in the sense that their creation varies, and can be designed in various ways, so long as it is reasonable. If one was to take an automaton apart, they’d be met with an interesting sight: vessels, cogs, pulleys, metallic contraptions and makes, and a frame with churning heart inside; a marvel of engineering. Automata Creation: A young craftsman and his automaton working out arm plating for a new automaton. The creation of an Animii is no easy feat. While the creation of other constructs can prove difficult, the craftsmen must go over various designs and means to support their automaton so that it does not fail, or be inefficient. This means that everything need to be accommodated and complemented; an incredibly brawny automaton will need to take on more mass on the legs to help support it, a large automaton will need to be hunched over some as to not fall over, etc. A frame is required, acting like the skeleton for the automaton. This will need to be filled with various tubings and cogs that go throughout the body much like veins. These tubings are to be filled with an Alchemical fluid (lifeblood), one that will act blood to the Automaton. This lifeblood fluid is the central fluid for the automatas and will be simply called as fluid in the lore - the recipe for such can be found later in the lore. If they lose enough to make a human die, then they too will shut down. Some areas will require larger portions of the vessels, as more fuel needs to be put in areas where articulation and strength is, as well as pulleys to help mimic muscles. Once the frame and vessels are made, or drawn out, the most important part of the construct must be made -- their heart. The Heart, also known as the “Gear Heart” or “Clock Heart” is a heart-shaped device comprised of various springs and cogs. Within it, the cogs are infused with redstone (which gives it its various nicknames, as though it was made by a clockmaker), and a gem or stone that is highly conductive (such as Adfectio Stones, Diamond, or Graphite) is placed in the center. In addition, various pathways are to be accommodated for the tubing on the frame. The cogs and gem seem to generate some sort of energy that will jumpstart the fluids and give life to the construct. This is done via using springs to make the cogs churn, which creates the energy that is then aided by the redstone -- as well as the stone -- and transferred to the fluids. What is most interesting is that the heart seems to beat because of its inner workings, much like a living being. From the heart, the Animii is near its completion, but it will require further work for sight, smell, sound, and other senses; as well as being able to talk, be aware, and see. To grant it a mind, the craftsmen must make a specific attachment that is put either on the heart, or put in the ‘head’ area of the Animii. The attachment is comprised of Alchemical fluids that would grant the mind awareness and intelligence, with the more complex and folded the device is (for more fluids to be inside), the greater an intelligence the Automaton will have. The fluids that flow through the vessel will also have to mingle with the fluids in the ‘brain’, allowing it to send information throughout the body. Then, the vocal-cords, and eyes must be made. The eyes are made via alchemically treating glass with reagents for awareness and then filling the inside of the eye with more alchemical fluid. Finally, the vocal cords; this is designed similar to small note boxes, with various cords, pins, and gears implanted on such a small device, with the more complex allowing for a greater variety in voice; Some humanoid automatons sound like kind and beautiful melodies, while others are cruel and gritty. Additionally, further attachments will be required for olfactory and hearing, which can easily be designed, with more fluids circulating inside of the attachments. With the essentials done, the construct’s frame and vessels -- while not necessarily requiring for it to be humanoid -- will then need to be covered and protected from damage, essentials falling out, and time. Naturally, some points will still be exposed to some degree (depending on how mobile the creator or automaton wants to be), such as the joints, and other bendable and mobile regions -- though the vessels are likely tucked inside the frame and are mostly protected by it. The most common misconception is that the Animii needs to be crafted of metal -- these creations can be made of various inorganic or even dead organic material, so long as it can aptly hold the essentials. From the size, and design, this can decide the strength and agility of the automaton; human sized model that appears muscular and has enough circulation in the muscle areas will be comparable to a man in peak condition. Naturally, the larger the automaton, the larger the heart and wider the vessels, as to make sure enough energy is being transferred, and as stated before, the body needs to be made to something practical, or else the design would fail; however, it is not unheard of for creators to add onto the bodies, be it slots to make retractable quills, or even small storage devices. After the craftsmen gets everything they need down, now is time for the final stage. Animation. The Animation will involve placing the main fluids inside the vessels if this was not done already, and if the craftsmen wills it -- they can place further reagents that can give the construct an inborn personality, rather than one that has to slowly develop. After the vessels and attachments are filled, the heart is then activated through the use of a spring, which causes the cogs to churn and provide energy to the fluid, allowing it to travel and course through the body. Some craftsmen also use lightning conductors or some kind of outside energy to jumpstart the heart; and once it beats, the eyes of the Animii will either open, or cast a light. They are awoken, and once they get taught and used to their functions, the Animii will be ready for the outside world. Effectively, The automaton requires a frame that can be designed in whatever fashion so long as the resources and feasibility is possible to acquire, with ‘blood’ vessels for alchemical fluid, a heart that when activated will jump-start the fluid and give life to the construct, something to give it a mind (to the level of a descendent) and not make it a potato, and then attachments for the eyes, ears, and for sound. The bigger, the larger the hearts and vessels need to be. They need to be taught things after being animated, but they strangely have an innate instinct, which is further expanded on, depending on the mind’s complexity. Further alchemical formula can be put in to give it an innate personality through mixing it with the mind, or the main vessels. Making these take time, typically allowing one to two human sized automatons per week, though helpers can lower the amount to five days. The Automata: Previously described, the animated machine is a combination of working clockwork parts, and alchemical substances that cause varying reactions in the body, allowing a life-like state. They can appear in many shapes and sizes, ranging from humanoid entities that can resemble a descendent in physique,to animals, even something entirely alien such as devices and curious organisms. Their abilities range depending on how they are crafted, though one thing is certain -- it all scales on design. If one was human like, and built to be stronger, they would be similar to the peak condition of a human. One thing must be noted however, with more strength comes larger vessels as to allow for fluid flow. This is because the areas will require more of the alchemical fluids to function at peak efficiency, though as a double edged sword -- that means they bleed easier, and given they cannot clot, large wounds can be detrimental. Their dexterity also depends on design, though nothing inhuman. One cannot make something with godlike surgical precision, even if they are built to be precise and steady; such would still require massive amounts of practice. These things are as intelligent as one makes them, from near brain-dead to descendent level intellect -- unable to be smarter than that -- regardless of size and wrinkles. The most beneficial part of one is that they do not tire, and can keep pushing. Of course, they are not perfect. While they are durable in their make, and of course capable of intelligence (dare say requiring it), they do not clot, their joints and bendable parts are very much vulnerable, and even mundane weapons. Finally, its heart -- if destroyed, will kill the animii -- though if there is something to salvage it can be remade, and will suffer some memory loss. If entirely destroyed, they would restart everything. Though, the most crucial component is their make; if one was to make some incredibly strong human sized machine with the strength of an olog, its arms and muscles would need to be massive, likely not giving it the ability to move all too much, rendering it impractical. If it is designed to be impractical, there will be repercussions, and it will die more than likely. Finally, these things can behave much like us. While their minds might be sharper than a childs, which allow for quicker learning, they still need to be taught basic things after being animated (reading, writing, so on -- though they are able to be creative on their own), but they strangely have an innate instinct, which is further expanded on, depending on the mind’s complexity. They can wake up frightful, or curious even; they are blank slates, and eventually learn. Further alchemical formula can be put in to give it an innate personality (though they develop such on their own quickly) through mixing it with the mind, or the main vessels. On Gadget based Customization As stated, crafters can add things onto their creations, be it something as simple as making a finger open up to be a pen, to something as having a spring loaded blade come from their wrist. It should be noted that these gadgets should make sense and incorporate some realism (for example, there’s no way an automaton can have a greatsword loaded in their arm, discreetly). In addition, one must consider weight and possible complications to the creation. One example of this would be mounting some sort of massive crossbow, which would -- if attached to the arm or back -- hinder some movement.  On Overlocking An overclock would be comparable to someone having an adrenaline rush, an Animati that overclocks will be able to push past their limits, and while unable to become ignorant to any form of damage, they can work faster, and stronger. Though this comes at a price. By overclocking, one’s gearheart churns irregularly and swiftly, and due to the nature of clockwork things, such can cause internal damage, be it through gears breaking off, or leakage. This implies that if one decides to keep an Overclock stage, they will surely die given enough time. However, if one were to augment themselves by a small amount, and do it for a short amount of time, they would suffer weakness, this depending on what kind of Overclock. Types: Minor: Minor overclocking is when an Animati pumps enough fluids to where they have an additional quarter of their strength (+25%), and speed (+25%). One could keep this up for a minute(narrative time) before succumbing to their heart failing, and if they were to stop before death, one would be left at half their physical capabilities for two stone hours (two hours irl). Major: Major overclocking allow an Animati to have an additional half of their strength and speed (+50%), but can only do so for 25 seconds in narrative time without dying. If one were to stop before death, they would be out of commision for four saintly hours. Points: One cannot outrun fast projectiles such as arrows or bolts. One cannot punch a hole through someone, or armors with their fists just by overclocking. On Additional Limbs Generally these are allowed for automatons, but at a catch. Additional limbs mean more fluids and circulation, which imply that strength is split between the limbs. This can be solved by large vessels, and a larger heart, but that comes with a consequence of its own, which means there is more of a possibility due to heavy damage due to the larger vessels. On Armor The playable Animii can wear armor that a descendant can wear, and will have the same mobility in it; likewise nonplayable or animal like animii can only wear armor that their counterparts could wear. This means that it cannot wear massively thick pauldrons, or move around effectively in late era jousting armor (which is really thick and often fully covered the person. Yeah, good luck moving in that). This implies a human based Animii can wear the same amount of armor a human would be able to wear, the same for dwarf, orc, and any other of the descendant races. Likewise, this also means something like an Animii Horse will only be able to wear what a horse could, assuming it is built to allow such. Obedience Vessel While the Automaton has free will, their masters might choose to make sure their loyalty is absolute. While making the mind weak enough and teaching them to be loyal, or simply educating the disoriented Animii at birth is an option, another route is to use 20 milliliters of blood in the fluids required. This cannot be any kind of blood, it has to be the creator’s, which acts as an identifier in the Fluids, which makes the automaton both unbreakably loyal to their master, but also makes them fully acknowledge them as their creator. Of course, the creator can add the blood of others to hardwire the automaton to be loyal to them, allowing an Animii to have multiple masters, though the first will always have higher priority, witch each lower number having higher priority than the lesser numbers. Further defining the obedience vessel A tool to keep Animii loyal or in check, obedience vessels acts like a queue. The first person who obedience vessels the Animii has priority over the second, the second over the third, and so on. The way an Animii interacts with someone they are bound to is through recognizing the person as someone they are loyal to, and what follows is dictated by the interaction. If someone was to disguise themselves, the Animii would first need to discern who they are. Prosthetics An Alchemist with a prosthetic arm. Much simpler, Prosthetics are meant to aid those who have lost or been born without limbs. By making a frame that fits the missing body part, filling it with vessels for the main fluid, and then adding a smaller heart, the wearer of these can have their limb back once the part is attached via strapping it on and having parts of the vessels attached to the body, albeit their sense of touch will be off compared to their fleshy counterparts. While the limb is more durable and possibly more steady, it can also be customized to the user’s desire, though the user’s body will still need to be taken into account. An arm that is able to lift a great deal of mass will require for the user to have enough body strength to support such an endeavor. Due to the vessels being attached to the body, they can be opened up, which causes blood and the fluid to pour out. Further prosthetics/replacements While limbs can be made, other forms of prosthetics are also possible. Say one loses an eye or jaw, they may get a replacement for such. They possess the same inner workings as a regular automaton limb, albeit use the individual’s blood rather than alchemic fluid. These come with a few caveats. Eyes are particularly fragile, and can easily be strained by whiplash or blunt trauma to the head, causing them to shatter and potentially damage the user. Should it crack or leak, the eye will quickly cease to function and the wearer may feel dizzy as a result of spilling alchemic fluids, albeit there is likely nothing more to come of it beyond loss of sight. Jaws have the least drawbacks, given they’re mostly a piece of metal that is given articulation via mechanisms and vessels. They do not give a boost in biting strength, and are relatively the same as the original jaw; however damage to the vessels implies leaking, which needs to get fixed or else it will continue to spill blood and result in the jaw breaking. Jaws in particular are prone to rusting, which will render them slow and inefficient for those who do not take care. There are other more intricate prosthetics however. Certain organs may be replaceable so long as it is not the heart, brain, or other such sensitive organs. Additionally, this comes with the drawback of the region lacking the ability to clot or scab. This will also cause a protrusion of steel or machinery in the location the prosthetic was placed. For example, someone who had their voice-box replaced would have an array of pins that alternate depending on pitch. It is visible by either some kind of covering protruding from the neck, whenever they speak, individual pins tick and press against the skin, or just the entire mechanism is visible. This then entices the person to wear something to cover this up, a scarf or so on. This method applies to things such as livers, kidneys, or lungs. Points Organ replacements do not extend initial lifespan or function any better than a healthy or somewhat healthy organ. It is not a perfect replacement. The Organ cannot be the heart, brain, prostate, liver, kidneys, intestines, type of gland, stomach, or anything else that would be utterly vital to the function of an individual. They must be visible if the area is exposed. How it is visible is up to the crafter and player. Limb replacement will not be physically stronger than their original counterpart tenfold. The best case is that they will be the peak of their race, though this will cause some back-problems, and limbs that are somehow stronger than that will surely cause damage to the back if one was to use them, crippling a character. Limbs, unless made of some particularly durable material, can only take about two or three blunt hits before their interior is destroyed and the prosthetic ceases function. Prosthetics such as the lung are incredibly fragile. As a result, being hit in the chest while having one active would result in it puncturing and the individual dying. Machine Spirit “What... has become of me?” Much like the end of the Clockmaker's tale, those who craft can also become. The tragedy of the poor Clockmaker was falling in love with the Machine God’s creation and then wanting to become something like it. He worked to make a suitable body for himself, and when his work gave him life as the machine, the Reever had already left the plane. Maddened and heartbroken, the soul bearing animii wandered the realm with a heavy conscious. Through the use of methods similar to cloning, as well as some ideas from golemancy. The craftsmen must craft the inside layer of the heart out of mage gold or standard gold, and then adding roughly a hundred milliliters of blood, and a certain amount of reagents to represent the person to each fluid, it can act as an identifier for the soul. When the craftsmen dies, they find that their soul skips the stream, hopping back into the plane in the form of the Automaton. The body is less sensitive, and for the first few years, the coil is surreal, which requires for the person to get used to it, and the body must initially be made in the same design as the creator, with a foot to a few feet difference being feasible. If a voidal mage was to become the Animii, the frame and body would weaken, becoming as physically strong as the mage was in its fleshy life, and their coverings become like thick skin, still easily penetrated with enough force. It is here, that if the Automaton was to die, it will be a true death, but to circumvent this, the machine creates more of itself, useless husks that will act as bodies when the construct is destroyed. While blood might not be possible, the use of their main fluids can replace the need, though reagents are still required. Now, to keep themselves alive, the construct must make more and more, sometimes keeping large shacks or underground facilities with these constructs. If they were to be destroyed, it would mark the end of the being. The Machine Spirit must PK if they run out of bodies and have their last body's heart destroyed. A personal document must be kept with a screenshot of body creation (2 or 3 screens will do), and a date as to when it was made. This is just to keep track and make sure no one is pulling anything sketchy. The body must be made similar to the creator in the sense that they cannot become a mechanical horse, or some kind of animal -- but a grotesque form can be done. Making the body needs to be structurally sound. Requires blood, and then the main fluid once they transition into an automaton. Magic users will weaken the coil, and if they get damaged -- they will need to adhere to their respective weaknesses. This can be rp'd as Machine spirits being able to feel with their bodies, and if they were to be hurt, they feel pain. Magic users that are nonvoidal are allowed so long as: Their deity allows it, and or the fact that their body no longer has lifeforce, or genus will not stop them from being able to use the magic. One must still rp the respective downsides, stated in their respective lore pieces. While maintenance is required for all, mages that would suffer physical degredation will need more maintenance as to make sure their bodies do not completely fail. This will be through oiling and repairing, even replacing parts, or generating more fluids. The reason why mages are more prone to repairs is due to the voidal atrophy withering their bodies. Due to the expense and toil of making the body, it will take two weeks to fully complete one frame, though helpers can lower the time to a week. Requires OOC consent from the person to do. If consent is not given, the soul could reject going to the coil. Requires a CA. General Vulnerabilities/ Weaknesses: The joints and any bendable portion are the weakest parts of the body, while there are some areas that might be more protected (say the torso having small overlaps to where the torso can bend a bit, but even then this provides some gap to have a blade go through, or high force can end up ripping through the overlap; similar weaknesses to scalemaille), the use of blades or force can end up compromising that body part. The faux muscles can snap, which will render the area affected useless, much like tearing a muscle. The vessels act as veins, and by penetrating the vessels, the Automaton will start leaking fluid, causing the automaton to be weakened on scale with the amount they lose; if they lose too much they effectively shut down due to bleeding out (similar to a person losing enough blood). Naturally some areas will have larger vessels for more circulation, which can be used to the opponents advantage. Naturally, depending on what fluids are leaking, the Animii can suffer different effects: With mind fluids hampering mental prowess, and so on. The heart, when ripped out or shattered will cause the automaton to shut down, in addition, any damage done to the heart will greatly compromise the automatons function. If the heart from the automaton is salvaged, however, it can be put back in a new body -- though the cause of death would be very hazy; if broken beyond repair, then the creation will have to start from scratch. As the hearts beat similar to man, the Animii, while tireless, will see issues if they attempt to push beyond their limits. The cogs will wildly churn as the heart enters an “Overclock” stage, where the heart beats rapidly and irregularly. This has the chance to become fatal if the Animii keeps trying to push their limits for a prolonged period, effectively destroying the heart from the inside. Minor feats of increased strength or speed (meaning going over the limitations of the body slightly for a small amount of time), will cause for the Animii to function at a weaker capacity for two hours, requiring their heart to slow down and churn like normal. Blunt force trauma is also formidable, able to dent in the covering, or even shatter it depending on the material(s) used to make the construct. Though, depending on the type of material and its make, other weapons or techniques can be used to put one out of commission. Unlike humans who are able to have blood clot, and have their skin repair damage, it is more than likely the Animii will lack such a means. They cannot rely on healing magic, or potions either. No, they require repair if damage is done to them; some Animii carry pastes and other materials to temporarily fix themselves if they suffer from leakage. The more main fluids they lose, their body cannot instantly make more -- this is where an Animii can get more fluids put into them, or break down food to slowly generate more. If poorly designed, the construct will surely fail due to its impracticality. General/Other Points: Strength dexterity and intelligence depend on make, with greater strength requiring larger vessels in the area, and dexterity and intelligence requiring edits to the brain and other parts. Humanoid automatons will be very similar in strength, dexterity, constitution, and so on to their counterparts, though such heavily requires on how they are made. One cannot have unreasonable traits as a playable automaton when it comes to strength and precision. While being able to be incredibly accurate, precise, and so on -- it requires practice to get to that expertise, much like it would for a normal person. Lifeblood Recipe: Legend: The Mortal Machine God There are beliefs that the strength and certainty of the machine are greater than weak and decaying flesh. Early disciples of the maddened clockmaker believed this, even turning themselves into living machines. That was not enough, however; a monument to the great work had to be made. The disciples began to design the great work, a massive automaton forged of the strongest materials on the plane. It would be greater than any other, powerful, smarter, capable; a Mortal Machine God. The story is vague, as the disciples, after crafting the body for the machine god, knew that they needed something more than the standard clockheart -- they fused their souls into the massive machine; but it needed more. The souls gave it life, though it was weak, in disrepair. The Machine God cried out to the world, searching for those that would aid it. It wanted life, it wanted to live. From here, the story diverges through the storyteller -- some say that it emassed more followers and became whole, or others say that it still cries out for followers, somewhere deep underground, or in another continent. Though the stories all converge again, when the Machine God was discovered by a nation, seeking to weaponize it; not caring for the beauty of the blessed machine. They tried to take it for their own, invoking pain and sadness from the Machine. Sadness turned to rage, and rage turned to madness. The Machine God, in time, after reluctantly serving these men and being given the souls of captured men, lashed out; infuriated through the horror and the souls that were used to give it its strength. It crafted an army of followers and metal, learned spells , wreaking havoc on this nation. Some say that The Father of Machines saw this, and could only weep -- feeling nothing but pity for the poor Machine. Within the ruins it caused, Garumdir sent out reevers to the plane to put the Machine’s suffering to a halt. They did this, placing the hulking automaton to a slumber and wiping it of its memories. Not only that, they proceeded to bury it deep within the earth. Once more, the story diverges; some say that the Machine God still slumbers and waits to be awoken, and others say that it has since woken up, calling out to the world in the dark caverns, one day hoping to live a life. Additional Notes: Requires an application for Animii crafting, filed under misc. Playable humanoid automatons need a CA to be made, though humanoids can be played by an ET, or can be used as background automatons that the creator can describe, similar ruling to Alchemical Fiends. Adhering to the construct cap, only 3 playable can be crafted, with a slot refreshing every four months. Nonhumanoid or smaller humanoid animii can be roleplayed by the creator, though the same requirements to make and teach them are required. This may not be taught via OOC oversight and requires in-character lessons performed by the teacher. Progression: Beginner -While able to make and learn everything, there will always be a fair bit of difficulty. Often, these crafters work on small animals and less complex organisms around the start, though creation of humanoid and other such things are very much plausible, albeit are a little difficult to make. This is the trial and error phase, where one will eventually reach Journeyman status. Journeyman - The Journeyman Automata Crafter will have a better understanding on how to make automatons through their experiences; the creation of humanoids and larger creatures become less difficult, though still time consuming and requiring some effort. However, the crafter can go off into making limb prosthetics as well, which is far easier. Other prosthetics and Machine Spirits, while plausible, are still met with difficulty. Master - The master has honed his/her craft, and in doing so -- one is able to do much of the standard with little to no difficulty. Now, one finds themselves able to pursue Machine Spirits, and further prosthetics more easily than before. Do note, things can still be difficult, and by being a master, it does not make one god like. There are still things to experience and do, with incredibly complex things and contraptions proving relatively difficult to a more inexperienced master. Redlines: Cannot make a frame out of brittle material such as obsidian because it’ll shatter when the automaton moves or makes light contact. Plausibility and functionality must be taken into account when making these. Liches, undead Archetypes, and things without blood cannot become Machine spirits. A machine spirit requires OOC consent. Players are unable to RP playable Animati that exceed the heights of an olog or a golem, and surpass their strength without overclocking. Credits: A big thank you to Gladuos, Lion, Zarsies, and Skylez for providing advice and feedback on the piece.
  13. Wish there were playable apparitions uwu just want me big boy pixel power to flex on these low tier rpers YwY
  14. As a note, these items can be used outside of medicine teehee. I hate the forum formatting. - All Medical Pack Recipes no not require ST Signing Liquid Purifier - T1 Recipe: Distilled Water Base Water Symbol x1 Grace x1 Purity x1 Order x1 Procedure: Bring the water to a boil and slowly add Grace, and then Order. When these two have been perfectly dissolved into the solution, add Purity and let it dissolve on its own for several minutes. After it has sat, bring the solution off the heat and gently stir to ensure everything is dissolved. From here, the alchemist may decide whether to leave it as is and bottle it, or to boil it down until it is reduced to powder. Effect: Similar to contact purifier, this is intended to cleanse liquids. While it cannot be ingested, as the body would viciously reject it, putting it in liquids will purify them and cleanse them of contaminants within a minute or two. Reagents for speed can be added to reduce this time to roughly thirty seconds. Once it is finished, the purifier simply dilutes into the liquid safely, not being able to extracted for later use. Redlines: - Cannot be ingested, nor is it an anti-venom or cure all, if drank it will cause the person to become violently ill as their body rejects it. - One time use, cleansed liquid will behave as though nothing were added beforehand, except clean. - Liquid purifier can turn non-drinkable water into drinkable. - Has no effect on magical or unnatural contaminants, as in it only cleanses the mundane. - T1, Common Tranqer - T1 Recipe: Distilled water base, though it can be changed to lard for an oil. Peace x1 Lethargy x1 Procedure: Heat the base to a boil, and then add in each symbol in the order they're listed. Once mixed, gently swirl the solution for a little while until everything is completely dissolved and well combined together. Then let it rest for a few minutes, and bottle it. Effect: When ingested or injected into the bloodstream, the draught has a relaxing effect. Calming both mind and body, though bouts of extreme emotion in reaction to stimuli are still possible. This effect will last for up to 2-3 narrative hours. The calming effect renders one relatively loose, and less aggressive, though again aggression is not impossible if a response is triggered via stimuli. It does not negate the ability to fight back or respond, but rather gives the person a release of stress and tension while under the effects of the draught. It may cause some to become drowsy, or a little lethargic, but one could easily push past this sensation if they do not actively desire sleep. It is recommended to only take the draught as an as needed medication, rather than a regular dosage, due to the fact that can be highly addictive and one could develop a dependency on it if they're not careful. Withdrawal Effect: In the event that one does become dependent upon the draught, the effects of withdrawal are not pleasant when trying to ween away from it. In the first day without taking the medicine, the user will experience mild disorienting headaches and sweating. In the second day, they will experience dizzy spells, rolling sensations of the stomach, and frequent bathroom visits. In the third day, the user will be racked with body chills, slight fever, and high chance of dehydration from sweating and loss of appetite. The effects will begin to dull down slowly over the course of the next 2-3 narrative weeks, with high temptation to give in to the addiction. If the user can last the full 2-3 narrative weeks without taking the draught, they should be able to escape the addiction. Redlines: - Does not render one unable to respond to aggression - It is possible to still get mad while taking tranquil draught, it's just easier to be less stressed - While it can make you drowsy, it does not force you to feel a lack of energy, it can work as a decent sleep aid - Addiction is not enforced, and rather left up to the player to decide whether or not that will take hold of their character. - You won't die from the withdrawal effects. - Tier 2, Common Hemo-flow - T1 Recipe: Distilled Water Base Life x1 Swiftness x1 Procedure: Heat the distilled water at low to medium temperature making sure it doesn't boil. Slowly mix in the symbols in the order listed until they are completely dissolved and continue stirring it until it reaches a bright red color. After it has become fully red, take it off the heat and let it cool without any further stirring. Effect: When taken, either by ingesting or injecting, it will make blood flow faster and give something of a small energy boost, though nothing inhuman. It can allow for one to be less tired, but for the most part the main use of its effects is that it reduces the overall time it takes for other potions or drugs to take effect by a total of half. This lasts for half an hour. Redlines: - While under the effects of Hemo-flow, reduce aany subsequent potions/drugs/etc effects hitting by half the usual time. - While under the effects of Hemo-flow, blood will not only flow faster but also be unable to clot, even small injuries could become quite dangerous if they are not closed up externally quickly. - Tier 2, Common Bone-Setter - T1 Recipe: Some kind of paste or adhesive, resin even. Connection x1 Life x1 Impediment x1 Rigidity x1 Procedure: First, bring a pot of water to a rolling boil to ensure that it is clean and free of any contaminants. Afterwards, bring the heat down somewhat and then add the counts for Life, Rigidity, and then Impediment. Let them dissolve into the mixture, and then boil it down until it is well concentrated but still liquid. Pour in the count of Connection at this point, and stir it in until it fully dissolves, then let the solution cool. Effect: When injected into or directly near a break in a bone, the solution will coat the area of the break and act as an internal cast, though external casts will still be needed in order to keep the area still. What this solution does is it helps the bone heal and seal together more seamlessly, essentially negating the usual weakened state of a bone that heals on its own after a breakage. The healed bone will be as strong as it was before it was broken. Bone-setter should be re-applied to the area of the break once every narrative week until fully healed. Redlines: - Bone-setter does not actually set the break on its own, the bones will need to be put back in place before bone-setter is applied - It does not make the area indestructible, a hit as hard as a swing from a club would ruin that application and bone-setter and it would need to be re-applied. - Breaks treated with bone-setter do not heal faster than usual, however, they will not ache quite as much as an untreated break. - Tier 1, Common Waters of Life - T1 Recipe: Distilled Water Base Life x3 Connection x2 Order x1 Grace x1 Vigour x1 Procedure: With distilled water as the base, heat the water carefully and add in the counts of Life and Connection to it until they dossolve fully. At this point, it should be a light turquoise color, let this mixture sit for half an hour. After it has sat, bring it to a boil again and add Order, Grace and Vigour in that order, as it dissolves it should become an oxford blue color. Effect: The waters of life can stimulate the healing of wounds. While it doesn't do so rapidly, the speed is notable; What might take months to heal can recover in roughly half that time. Though it is considered a miracle liquid, there are some things that even it cannot treat. Waters of Life cannot save someone who is actively dying from fatal wounds or injuries, as well, it won't treat unstable wounds. Unstable wounds are fresh wounds that have yet to be treated, gashes in the flesh that haven't been cleaned and bandaged or broken bones that haven't been set. Healing them while in this state would only cause more complications. The general procedure is to put the person into the fluid, letting it wash over their injuries. Bleeding areas will clot, broken bones [if set] will seal their cracks and flesh will sow itself. The process is quite slow, however, taking several narrative days at the least. Multiple treatments are advised. While in the fluid, the user will feel relaxed and numbed, often falling asleep in the process. It is best to have someone accompany the person being treated for this reason. When they wake they will be groggy and slightly disoriented, but this will fade after a few short moments of getting ones bearings. Time Table: Light wounds – These are wounds such as gashes and cuts, even light fractures and stab wounds. These take three days to fully repair. For a day, the areas healed being weaker to the point where a moderate amount of pressure on the area will cause the area to open up and bleed, or break. Moderate wounds – These range from heavy cuts and stabs to many fractures and some rupturing of organs (such as pierced lungs via the ribcage breaking), these take week or two narrative time, depending on the scale and severity of the wound. For three days, a moderate amount of pressure will cause these areas to open up and bleed, or even break. One will also feel weaker around these areas and should take it easy. Severe wounds – From cut arteries, mass bleeding, massive fractures, and many ruptures, these can take months narrative time, if not years before recovery. Even then, the person must be in rest for a couple of days, and then deal with a week of weakness in both physicality and effected areas, with light pressure threatening to open up, bleed, or break. One can also use this fluid to treat wrappings, and allow them to directly apply it to an area, which will decrease the time it takes for a stable wound to recover by half, though it does make the applied area weaker for three days (irl time), similar to bathing one in the water. Most notably, putting these on an unstable wound will do nothing. Redlines: - Does not regrow organs or missing limbs - Does not heal internal injuries, drinking the liquid will do nothing - Does not instantly heal injuries, but instead will make the healing process of an injury take half as long as it would normally to heal, in narrative time - Tier 3, Common
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