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Gustando

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Everything posted by Gustando

  1. Much agreed. Sun Path in on by itself seems just the clear winner of the 2 paths in terms of combat versatility, the moon path being useful in rather niche scenarios. Perhaps in the future it can be introduced to new abilities, or the existing ones tweaked to level the scale. But overall, this is a change in the right direction imo.
  2. Jeffrey de Wees reads over the parchment, allocating space in his schedule to attend his student's clerical enthronement!
  3. I've been literally wanting this since idk like atlas, big +1 to the /realms activity addition :)

  4. guys please i beg u its TAWKI(N) not tawkin(s)

  5. it's so kaniover

  6. IGN: Chimping RP Name: Jeffrey de Wees Persona ID: 59564
  7. where's the part where you let people with kani carry mina and items that are required to interact with the server's plugins...
  8. Malding Bokaldem, an early member of the Ferrymen, and formerly the Hangmen, scratched his balding head. The old, now in retirement home, man merely frowned at such in disappointment, at the splitting of the Ferrymen as a whole, compared to the BROTHERLY LOVE they used to have and the sacred rule 4...
  9. the true battle is whether or not I can disconnect faster than raiders can copy paste their pre made emotes when ss camping........

    1. ToodIes

      ToodIes

      log off no jutsu

    2. Benleft

      Benleft

      It’s always been a battle between macros.  

    3. Adelemphii

      Adelemphii

      I keep another instance of MC open so that I can alt-f4 and still have MC open to go play singleplayer for a bit when I see people trying to camp me 😎 

  10. Oh shoot- missed that somehow. I'll fix it right away. Much appreciated!!
  11. Hey there! Good catch. I'd say blood magic's aging nullifies affliction's increased lifespan. I'll specify that on the lore.
  12. Hey there! It just appeared to me that should the two be compatible it'd create a messy and a rather odd contradiction between the two lore pieces, especially with the certain imposed restrictions that slotted seers have.
  13. An adept afflicted, his arm altered to bear a claw-like weapon. ((Credit to Chris Rahn)) _______ The symbiote is dying. A mote of possibility can only shine for so long before it darkens and fades away. Modern so-called afflicted now face this as their symbiote atrophies. There was always a flaw in the design, the first generation of the afflicted noted such. They worked to perfect the design, creating their evolving seed lines. The seeds were given out, to bring new dynasties. Yet, these seed lines were still raw– unrefined. While the dynasties grew, in the shadows, two progenitors met under sunless skies, and imbibed on each other's symbiote, molding a zenith design, one fit for a new dynasty. This apex symbiote was lost when they both exited the world; one locked in endless combat and the other a wayfarer beyond the stars. Only an echo remains, mutating and diluting as it went down to each new member. However, echoes of this perfected worm flowed through one particular line. A family – with heavy roots to The Hanged Man – noticed the flaw of their symbiote. Seeking to keep their familial ties to their progenitor, they experimented on their link, emboldening and evolving it, laying the foundation of a refined Symbiote. ____________________________________________________________________________________________________________________________________________ With heavy ties to other worms, a dynasty worked to prolong and evolve their symbiote and combat its own mortality. Trial and error ensued, breeding out as many imperfections as possible to create a desirable outcome. There are two ways to produce a symbiote. The first is to birth an offspring from the already existing symbiote in one’s body. While tied to a seed, this child symbiote is feeble at first, requiring quick ingestion, or cultivation to be able to be transferred to a new host. The second way is manual creation of a symbiote; without ties to a gene line, this symbiote is considered a mote of possibility. To cultivate a symbiote born of one’s own is a rather arduous task, requiring the recipient to, firstly, be in a caloric surplus in order to be able to bring out a lesser version of the symbiote, otherwise the repercussions can be fatal to the creation of its form- incapable of union between the vessel and symbiote. If one chooses to start a lineage of their own and create a symbiote that is independent of any blood ties, an intricate recipe of its own must be known first. A depiction of the symbiote. ((Credit to Enipnion)) The affliction is, in essence, a bio-organic parasite that seeks refuge in the body of a descendant and creates a symbiotic relationship. Seemingly otherworldly, the symbiote does not communicate in a direct manner with its host- the only means of communication is when the recipient chooses to utilize its abilities for their gain. Becoming afflicted is a harrowing journey, one that unfolds in distinct phases over the initial three months (equivalent to 3 OOC days). At first, it's a deceptive onset, akin to a lingering fever that wraps the host in discomfort: chills, persistent headaches, and aches rippling through the muscles. Unpleasant, yet not entirely unusual. However, as the clock ticks past the three-month mark, a malevolent shift sets in. Cravings besiege the host, transforming mere hunger into an insatiable ravenousness. The affliction demands sustenance, driving the host to consume double their usual intake of food, a voracious need that exceeds ordinary human limits. Yet, it's not solely solids that satiate this unquenchable hunger. A new desire emerges—a craving for liquid mana, an elixir more captivating and nourishing than any ordinary meal. It possesses a tantalizing allure, a taste that eclipses the most delectable delicacies. Remarkably, the affliction exhibits a peculiar restraint, feeding solely on what is necessary for its sustenance. There's no overt malevolence toward the host; it doesn't intend to starve its vessel. Nonetheless, an unavoidable reality surfaces— they are now eating for two. The base recipe for an entirely new, fabricated version of the symbiote: - The recipe must strictly adhere to the perfectly balanced base and symbols, otherwise the symbiote will be inert and ultimately die. - Your affliction cannot talk to you. Perhaps it can produce feelings of hunger or make your skin rise, but these are all aesthetic in form and function. - The recipe requires an ST signature. - The recipe necessitates 8 days of self-rp to acquire the humors without any assistance. If assisted, the extraction can be done in 4 days. -Upon making the recipe, you cannot make another for 3 OOC days. -The symbiote, by itself, is a being that cannot survive on its own without a host. Should the symbiote be left in its vulnerable, egg-state for too long - it will simply perish, requiring another to be made. The symbiote can last [1] OOC day without proper care and simply put on a shelf, and [2] OOC days if it is kept in a constantly warm and ventilated area. This may be just a simple glass tank that is warm from the inside, or in an egg incubator-like contraption. - It takes [3] OOC days for one to recover from making a symbiote, meaning you cannot make another one for the duration of it. -There must be OOC consent in order to be infected with the symbiote -A ‘caloric surplus’ refers to RP’ly eating more than one would do normally. This isn’t enforced, however it is suggested you include it in your RP if the chance arises prior to making a symbiote. -One can make a symbiote through ‘duplicating’ an afflicted’s individual one. -A symbiote can be created by using the given recipe, which must be learned through RP means. ____________________________________________________________________________________________________________________________________________ ____ [-THE MIND-] As the symbiote establishes itself within one’s body multiple, inherent traits of the symbiote begin incorporating into how one thinks – influencing the behavior of its host. As the relationship between host and symbiote deepens, one would be more inclined to listen to their gut – perhaps reasoning it as the symbiote adding their two cents. An afflicted is more prone to acting on intuition, though a calm mind will not immediately become reckless. -As a baseline, the afflicted are more often than not reliant on their intuition and are prone to depend on their own mindset of what is right and wrong. Although hard logic will steer their resolve. Additionally, one’s bloodline will be a crucial influence on the mindset of an individual- often becoming more inclined to the set of beliefs that they inherit from such process. ______________________________________________________________________ [-BLOODLINES-] Through years of evolution, adaptation to the environment and numerous hosts that the symbiote was forced to inhabit in order to be optimized, and capable of survival, an aspect of it was born - Bloodlines. Such a trait was observed by a progenitor of the afflicted, a member of the de Wees family, who saw a change in the mentality of newly-born afflicted whose symbiote was transmitted through direct means. Subsequent to this initial make of the afflicted, the traits were found due to their recurrence from those that were subject to being tested. Such traits ranged from merely being prone to inquisitiveness, and short-temperedness to the extremes such as a change of one’s lifestyle, for example, that of becoming a hermit, or seeking something more primal-esque. There are two means of attaining a trait. The first one is inheritance. This means that the afflicted is capable of commanding their symbiote to perform what is considered “mitosis”, meaning that the symbiote itself is split into two, the other part being excreted through one’s pores and other orifices. The second being an alchemically fabricated one via its own individual recipe, which is capable of attaining a trait that is directly associated with the to-be afflicted that it will merge with. Another peculiar effect of the symbiote’s influence on the human body is in the form of physical characteristics. Due to the nature of the symbiote being an ever-changing and adapting creature, it imposes such traits in the form of varying physical alterations upon its host. This is done primarily through the symbiotic bloodlines that an afflicted is capable of creating, meaning that each bloodline of affliction possesses a unique characteristic independent to them, these can range from; scars, birthmarks, particular ability aesthetics. . . etc. These are, however, purely aesthetic and cannot serve in any way, shape or form to one’s advantage. An example is seen below: - Bloodline quirks are only transferred, or attained through the means of duplicating a symbiote via the method of mitosis, and thus excreting through one’s pores to be directly ingested by a to-be afflicted. Only then do the two symbiotes possess a family-like bond between them. - In order to make a new trait, you must create an entirely new symbiote via the given recipe. - Bloodline traits can be covered by the means of attire if capable, albeit it cannot be removed/changed with shapeshifting or any other means. - This has to be RP’d, and to not RP the change of personality or body due to the Bloodlines is considered powergaming. -Applications must include relevant details on these inherited and new traits, for ease of ST tracking. -Traits develop once the Symbiote is made, and it has an effect on its wielder, and whoever joins that bloodline. - Minor bloodlines are not permitted, such as the changing of one’s ears, or eye colours. Substantial change is required, and it ties into the creator’s wants. They do not provide any combative value, and are purely aesthetic. - To delve further, and to explain this, an example of a limit on the Symbiote’s aesthetics is such; that an Animii Crafter may harness the Symbiote and create a strain. Due to this, their modifications and alterations upon their body will be locked to a mechanical aesthetic, and so forth. ______________________________________________________________________ [-THE BODY-] Due to the Symbiote being inactive for a vast amount of time, the Afflicted find that their boons are more limited than generations prior as it spends more of its time converting energy. This amalgamation of both Alchemy and Biology has been sculpted to join a relationship between the bearer, and themselves. Soon after ingesting the concoction, the Symbiote infects every organ, muscle and nerve of the Afflicted, strengthening the bond between it and the host as it does so, becoming one. The Symbiote, however, does not augment one’s body to a standard above what it currently is, there are no anatomical changes, as it only works with what it's given. ________ In regards to the Void, an Afflicted may feel cautious, distrustful, or even antagonistic towards an exposed Voidal Mage, or magics pertaining to it as they are subconsciously affected by their Symbiote’s need to survive, and instincts, as it is an alchemical creation. Furthermore, approaching or interacting with strong sources of Voidal Magic, such as obelisks, hollows, and more will result in an overwhelming mental deterrent. This includes but is not limited to feelings of intense dread, disorientation, hallucinations, and potentially lasting psychological trauma. As such, afflicted are strongly advised to maintain a significant distance and refrain from any intentional contact or exposure to avoid the detrimental mental effects of Voidal Magic. - Approaching or interacting with strong sources of Voidal Magic, such as obelisks, hollows or other powerful sites would induce an overwhelming mental deterrent. This includes, but is not limited to, feelings of intense dread, disorientation, hallucinations, and potentially lasting psychological trauma. - If a klone body dies, a new klone must be granted the Symbiote and it progresses as if it was T1. Though you need to do all the RP necessary to infect it, alongside a member of the ST to add a sign detailing that the klone pod is infected with the symbiote. - Afflicted cannot practice any Magics which change or pollute the caster’s body in the long term such as Mysticism as any form of Voidal Magic, Necromancy, or Shamanism. Everything else is further explained at the bottom post. - Afflicted improved fitness does not offer any benefit to the body, it only alters what is currently there. - An Afflicted’s lifespan is increased by a maximum of 100 years. Etc, a Human who lives to 100 can live to 200, and so forth. This, however, does not apply to Elves or otherwise long-lived races. Additionally, It also does not alter the physical and mental degradation that afflicts them with age, namely infertility after 500, and mental decay after 800-900. Magical sources that decrease one's lifespan, such as blood magic, nullify an afflicted's increased lifespan. ______________________________________________________________________ [-HUNGER-] The consequences of starvation for an afflicted individual are both intricate and ghastly. Initially, the first signs manifest as psychological shifts. The afflicted person becomes notably more irritable, progressively displaying a heightened level of frustration and agitation in their demeanor. As the deprivation continues, these psychological changes intensify, leading to a profound alteration in behavior. The afflicted individual may exhibit erratic mood swings, heightened anxiety, and difficulty concentrating. In the second stage of starvation, the afflicted individual experiences pronounced physical transformations. Their skin takes on a pallid hue, while their facial features become noticeably sunken and gaunt. Alongside these changes, they grapple with a substantial depletion of energy, feeling persistently fatigued and weakened. The body's lack of nourishment becomes evident, manifesting in a general decline in physical strength and vitality. In the final phase of starvation, the symbiote, desperate to sustain itself, resorts to a horrifying act of self-preservation. It viciously rends and consumes the afflicted individual's organs from within, gruesomely feeding upon its host as a final, desperate attempt to prolong its own existence. The macabre scene unfolds as the symbiote voraciously devours the deteriorating body, perpetuating a nightmarish cycle of consumption and decay from within. - Nutrient-rich alchemical potions like land’s nurture would serve in satisfying the affliction’s hunger. - Although one is not necessarily forced to self-rp eating double of what they would eat every day, it is expected that one RPs it on occasion or if the chance arises in roleplay. This merely acts as a theory for what could happen, and can be implemented into RP if one wishes to. [-REMOVAL-] The removal of the symbiote is an arduous process for the host. Having formed a symbiotic relationship, such being torn is akin to losing a fragment of oneself. In an act of delusion, or perhaps instinct, the host in question would fall into a state of under-consumption. Any and all food or drink, apart from water, the ex-afflicted would find nauseating, even to the point of vomiting if such would be forced upon them. This initial stage occurs due to the host being acclimated to eating double than what an ordinary body could handle, in a sense ‘awakening’ and realizing the effects such left upon it. Alongside this, they find that all their senses (i.e sight, hearing, smell and touch) would be dulled, they might find more difficulty in completing every-day tasks, such as engaging in conversation, recognizing faces, hearing people if they’re quiet or whisper to them, and often appear as if daydreaming. All of this lasts for the initial [3] OOC days following removal. After such a period of time passes, the individual would find themselves eventually recovering– their senses slowly returning to them, food and drink becoming manageable. If an afflicted wishes to get rid of a symbiote consensually, there are two methods to accomplish such. The first one is allowing an afflicted to Devour another’s symbiote, which is detailed further below. The second, however, is rather intriguing. As the symbiote is a being born from alchemy, so can it be removed with alchemy. A peculiar concoction must be created in order to ‘flush’ said symbiote out, which has already existed for many years. This being the Fervour Concentrate - a potent concoction, known for its extraordinary anti-toxin abilities. Upon consumption of such, the Fervour Concentrate is capable of ripping and tearing the symbiote out from one’s system forcefully, rendering it inert shortly thereafter. The creation method for the recipe can be seen below: [✓] [Alchemy] Fervour Concentrate -Removal, apart from being Devoured, requires OOC consent. -You can self-disconnect via the use of the Fervour Concentrate potion. Refer to the lore for its after effects and usage. - Upon one’s symbiote getting devoured, the afflicted will be unable to attain yet another one for [3] OOC weeks, this is due to the damage in one’s body and soul that the invading symbiote would cause- and in turn would need time to heal to be fit to hold yet another symbiote. This strictly cannot be circumvented with klones or machine spirits or in any other way. -The effects of having the symbiote removed must be RP’d, otherwise it is considered powergaming. ____________________________________________________________________________________________________________________________________________ [INTRODUCTION] The Affliction of a descendant is a peculiar boon, while some aspects harken back to the symbiotes of eld, similar capabilities and characteristics can be seen in the ones seen in this age. While the prior generation could utilize their boon indefinitely, this is no longer the case as the symbiote depends on co-existence with the bearer. Therefore, the abilities can only be used – or exerted – for so long before it ultimately loses energy and recedes back to its prior state, where it’d recuperate onto what it once was within a day’s worth of rest. While one can be efficient, or smart, with their use of the Affliction, the duration of it stays the same; it is a tool, a utility, above all else. Experience, and teaching, will only aid one in knowing how to properly use it amidst a variety of situations. The Affliction follows a tier-based system not dissimilar from regular magics, their aptitude increasing as the bond strengthens. - For the Afflicted, the body is sectioned into six parts, those being the head, the torso, the legs, and the arms. - Non-flesh based prosthetics cannot be affected by Affliction. They cannot be altered or augmented at all. The only exception to this is Bogodan’s Clay, as it is structurally indistinguishable from regular organic body parts once fully bound, save for aesthetic flaws. - The Symbiote does not alter, augment, or affect any Tawkin Mutation at all. - In a non-combative setting, if agreed on by the players, the various abilities can be used without the severe requirements outlined in the exhaustion table. Should it turn into CRP, however, then the augmentations/alterations sink into the body, effectively reset. ______________________________________________________________________ -EXHAUSTION TABLE- – The symbiote’s ability to enhance the body of its host is limited. With each ability that it enacts upon its host’s body– it also takes away. This comes in the form of the Afflicted body’s natural resources (i.g protein, carbohydrates, fat storage, vitamins, fiber, calcium. . . etc). The symbiote requires a source of energy; in a sense, the afflicted’s own, natural body is the ‘mana-pool’ of the symbiote– needing to compensate for its strenuous exercise upon its host, eating and absorbing the nutrients of the body in order to be capable of producing a result. Simply put, how much the symbiote can take from the body is condensed into ‘units’, which represent the amount of energy that the afflicted’s body still has within it in order to allow the symbiote to absorb it. This is seen by the example below: 1 unit(s): The afflicted isn’t affected at all. 5 unit(s): The Afflicted’s breathing is slightly more strained, though still hardly inhibits them. 8 unit(s): The Afflicted’s movement slows down and becomes two meters (blocks) rather than the usual four, their breathing ragged and coarse. They will struggle to fight and may collapse from exhaustion. 10 unit(s): The Afflicted have completely exhausted themselves, rendering themselves completely unable to fight or function. At this stage, an afflicted will pass out and render themselves inert for the rest of the combat. Additionally, any alterations will cease and retract as the Symbiote tries to conserve its energy. -At the very first tier, you will only have access to, in total, 6 units. Any bodily alteration causes a high amount of pain and struggles to produce. -At the second tier you will have access to, in total, 8 units. The pain and struggle that occurs when attempting to do bodily alteration is now at a lesser degree. -At the third tier you will have unlocked, in total, 10 units. The pain whilst performing bodily alteration is greatly lesser than it originally was - When the units are completely used, the Symbiote requires rest to recuperate. During this time, the Afflicted cannot use it for 1 OOC days, and the Afflicted requires nutrition. You are unable to change your appearance, reverting back to your prior one, and are unable to alter or augment your bodies. Furthermore, the passive is not applied during this time, if any. - The Symbiote’s units regenerate every 12 OOC hours. -For easier understanding and tracking of how many units are used in combat, it is recommended to include how many units [1/10] have been used at the end of an emote. ____________________________________________________________________________________________________________________________________________ “Better suit yourself, if only for a short while.” -BODILY ALTERATION- [1 connect + 1 cast (for one distinct part of the body) + 1 (for another specific piece of the body.)] [ 2 units] [Combative] A depiction of an afflicted, utilizing his symbiote to produce a whip-like appendage. ((Credit to John Ariosa)) The primary ability of the Afflicted revolves around a disturbing transformation reminiscent of their predecessors. Empowered by the symbiote, they possess a capacity to alter and reshape their bodies into different forms, adapting to their immediate requirements. This unsettling prowess unfolds as the wielder's flesh undergoes a visceral process, breaking and reconstructing itself to suit whatever shape or structure is deemed necessary for the situation at hand. In a manner reminiscent of transmutation yet far from magical, this procedure originates within the bearer, emerging through an unsightly manipulation of pores, contorting flesh, and warping bone. It's a nightmarish metamorphosis, the bearer's very essence mutating to sculpt the desired region. Flesh and bone writhe and twist at will, molding, hardening, or contorting into any envisioned form, a horrifying testament to the bearer's unnerving control over their own anatomy. Throughout the transformation process, the afflicted will endure considerable pain as their flesh and bone undergo a profound transfiguration. Emote Example: An afflicted uruk, limb altered to be a crude curved blade ((Credit to srab23)) Although bodily Alteration primarily comes in the form of formed weaponry, it is also possible to alter your limb’s natural properties, such as making your hands bigger/smaller, or in the case for the appendage to be whip-like. Though as a guideline, the ‘freeform’ nature of it is limited to: A mutated alteration, roughly akin to an axe or hatchet. ((Credit to Ted Beargeon)) -A single alteration would be as durable as steel, however, two alterations would make both of them equal the durability of Iron, meaning being prone to breakage from more durable sources. - Alterations can not extend past [2] meters (blocks). -Alterations do not make the entire arm be as durable as iron/steel. Meaning that only the area where the altered weapon is, is as durable as iron/steel. As a guideline, weapons replace the entire forearm and hand, the rest is as durable as a regular arm. -The ability costs [2] units to make, an additional weapon requires [1] units more. -Longer Alterations, such as spears, lances and otherwise weapons that would extend above [1] meter (block), will require three [3] emotes in total to manifest. Meaning [1] Connection + [2] Casting. -These formations are unable to be done instantaneously. Someone could pull out a weapon quicker than an Afflicted could make one. -Making defensive weaponry, such as shields, is also a possibility. Although similarly to offensive weapons, a smaller shield that covers the forearm (ex. buckler) would necessitate [1] Connection + [1] Cast emotes, though bigger shields, one that would cover around the whole torso, (ex. Round shield) requires [1] Connection + [2] Cast emotes. -Only one distinct part of the body can be altered at one time. - To alter an already-made alteration, [1] Connection + [1] Cast emotes are needed. This includes, for example, turning a sword to an axe, and vice-versa, or switching the weapon from one arm to another. This consumes [1] unit. -A maximum amount of alterations at one time one can reach is [2] - Alterations are only capable of being crude versions of the mundane weapons. This being axes, swords, daggers etc. No intricacies can be applied to them (ex. sword breaker.) - Upon being interrupted mid-cast, either by defensive or offensive action, the Symbiote would pause its transformation, keeping the body in its half-formed shape. Meaning that if one would attempt to make a longsword, it’d be reduced to a mere dagger and thus less effective, requiring to retreat and end the process to fully form the weapon. Example below: The Afflicted, once interrupted, found their transformation paused. What was supposed to be a lance, instead became a crude short-spear, bearing the durability of Iron. Now they are in an uninterrupted area, they began to focus once more – with no action being taken to them – the short spear began to grow until it was the length of a Lance. - In order to tell if an afflicted is casting, otherwise a “tell”, it is rather blatant. Skin warping, bones rearranging- a rather grotesque scene in general that is easily noticed. You cannot shift - or move - your organs. Nor, can you fix, or mend wounds instantly. - If you have a Tawkin Mutation of Natural Armour or Natural Weapons – mutations are unable to manifest in those areas. - Formed weaponry is not greater than their mundane counterparts. A bladed arm(s) would serve just as a normal blade, and their durability is akin to steel/iron. - The aesthetic of making weapons/armor must be presented in the transfiguration of one’s limbs and the bodily horror that surrounds such. It cannot be used to blind/daze an opponent. - This strictly cannot be used at the same time with any magical abilities. - There must be a distinct tell when performing this ability as long as the limb is exposed. If you attempt to hide it, you will at least show pain amidst your transformation, and continuing means you are unable to respond or defend yourself. - While one can transform their arm into a tentacle/make the bone malleable and strengthen the muscles around it to become flexible, it cannot exceed [2] meters (blocks). Additionally, you may only ‘grapple’ onto areas that you mechanically would be able to climb. You cannot hold any weapons with said limb, and only use it as it is. - Any and all alterations cannot exceed the peak strength, endurance, dexterity etc.. of your race. ____________________________________________________________________________________________________________________________________________ “Alchemy is not for those who dare not trod in the unknown, the uncertain.” -BODILY AUGMENTATIONS- [1 connect + 2 cast (for one distinct part of the body) + 1 (for another piece of the body.)] [ 3 units] [Combative] An afflicted, augmenting their skin to protrude spikes from it. ((Credit to Jayto)) Named aptly, bodily augmentations involve enhancing the body, while bodily alterations entail changing its fundamental structure. This ability parallels transmutation, allowing for the creation of additional limbs. The capacity for attachments to one's body is finite; the more acquired, the harder it becomes for the wielder to effectively manage them simultaneously. For these augmentations to function, they must remain affixed to the body. Like alterations, augmentations induce discomfort for the afflicted, gradually becoming less burdensome as the Afflicted gains experience in wielding this power. Emote Example: - This costs [3] units, and further augmentations cost an extra [1] units per body piece. So [2] augmentations would total to [4] units. -Bodily Augmentation is only limited to extra appendages and armour (spike protrusions count as armor). -You cannot have an extra appendage with an altered weapon already on it. You must first augment an appendage, then alter a weapon upon it afterwards. Meaning an extra appendage with a weapon altered upon it would cost [5] units in total. -Augmented weapons, such as an appendage that has a blade altered upon it, can not exceed past [1] meters [blocks], and follows the redlines of bodily alteration. -To Augment a part of the body with a wider surface area, such as the entire Torso, would require [4] emotes to accomplish in total. Meaning [1] Connection + [3] Cast. The rest of the body parts are [3] emotes. - Armour still has to adhere to the logic of normal platemail armour. Meaning joints and slits in the armour must be accounted for without having one's movement completely restrained. -If the user has only one [1] augmentation, then it will bear the durability of steel. However, two [2] augmentations would turn both of them equivalent to the durability of Iron. This only applies to armour. Limbs remain as durable as regular limbs. - As alterations, augmentations are not instantaneous and require [3] emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [2] emotes. - To alter an already-made augmentation, [1] Connection + [1] Cast emotes of preparation are needed. This includes, but not limited to, moving the armour from your arm to cover your leg, or changing the location of an appendage upon one’s body. This costs [1] unit to do. - Upon being interrupted mid-cast, either by defensive or offensive action it will pause its augmentation process and be less effective. Meaning that if one is making a chestplate, it will become as durable as Iron instead of steel until the afflicted has an opportunity to finish the ability. This does not apply to a second augmentation, which would simply have to be restarted. Unfinished limbs would simply be nonfunctional until fully formed. - Two [2] is the maximum attachments possible, the more additions equals the less they are feasible, degrading them. This means that two pieces of armour would be equivalent to the strength of Iron. However, a single piece would be about the strength of steel. -A single limb, on the other hand, would be just the same as a regular arm or any other counterpart. However [2] limbs would reduce them to just about the strength of half of one’s arm. (easy to overwhelm with your own strength, far more prone to disarming). - The aesthetic is up to the player’s discretion, even if it’s a metal-like appearance, it merely serves as aesthetics; and it will have the same density of flesh, and bone. - Should an appendage that the afflicted made be cut off or by some means destroyed- the afflicted will, nonetheless, feel pain equivalent to that of losing a regular arm, and it will continue to bleed profusely unless the afflicted will retract the appendage, this requiring [1] emote to do, and will leave the afflicted open-to-attack for that one emote. - One can only attack/defend with one limb in a single attack, meaning you cannot use 4 of your limbs at the same time to attack. ____________________________________________________________________________________________________________________________________________ -BILE- [1 connect + 2 cast] [1 unit] [Combative] The intricate study of the afflicted individual's inner physiological functions poses a formidable challenge. At its core lies the intricate interplay between two disparate yet intricately intertwined forces: the pervasive influence wielded by the symbiote, with its individual imprints and alterations upon the host's bodily functions, and the innate organic systems and traits inherent to the afflicted individual's natural constitution. Manifesting an ability that stands as both peculiar and remarkably divergent from natural norms, the symbiote exhibits an extraordinary prowess—an ability that transcends the ordinary—by enabling the expulsion of bile from the body of the afflicted individual. Emote Example: -The bile expelled from the afflicted’s body isn’t as potent as actual stomach acid. Meaning that when sprayed or otherwise spewed at an opponent, the most it can do is temporarily daze an opponent for [1] emote should it hit the eyes. -Bile is a one-time attack. Meaning that once the afflicted has used it, you will not be able to do so again for the rest of the combat scenario for the body’s supplies of such are now depleted. -Bile can be used to quickly and effectively cauterize wounds and thus stop bleeding, this however only applies to surface-level wounds and not internal organs. -Bile can, at maximum, be propelled three [3] blocks forwards. -Bile can be applied to one’s weaponry, although due to the natural cauterizing effects it has, the wound inflicted would simply cauterize and not bleed. However, it would cause far more considerable pain for the opponent in the form of a lasting acid burn-like aftereffect. ____________________________________________________________________________________________________________________________________________ -ACTIVE IMMUNITY- [1 connect + 1 cast] [1 Unit] [Combative/Non-Combative] The Afflicted harbors a robust immunity against commonplace poisons, a safeguard facilitated by the Symbiote shouldering the bulk of the damage, effectively shielding the host from harm's way. Furthermore, this symbiotic shield of immunity against toxins protects the Afflicted from any and all poisons, gases, or otherwise sleep-inducing effects of alchemical elixirs, fortifying their resilience in the face of adversities. However, as the symbiote is the one who takes the brunt of it, it is thus affected by it. Though it won’t ‘die’, so to say, from the effects of what it defends, it will however be weakened– leaving the afflicted unable to use their abilities for a short period of time until it recuperates from the damage it took upon itself. Emote Example: -Active immunity essentially protects the Afflicted from any and all alchemic-based poisons or drawbacks caused. However, it does not protect from any magical or otherwise non-alchemical afflictions. -The protection of mundane poisons does not account for Thanhic-Poisoning or Azhl Poisoning, however as Affliction isn’t a mana-based FA, Thanhic-Poisoning does not disable its ability to augment or alter the body. -Active immunity lasts for [5] emotes. Meaning that upon the end of the [5] emotes, if the Afflicted ingests a poison, the effects of such won’t be taken by the Symbiote and will work regularly as intended. - Taking the brunt of the poison, the symbiote will be left in a weakened state, requiring [3] Emotes to recover. In this time, any of the abilities of the symbiote would not be available. -Active immunity utilizes [1] unit of energy. ____________________________________________________________________________________________________________________________________________ -ENHANCED SENSES- [1 connect + 1 cast] [1 unit per augmented sense] [Combative/Non-Combative] With a deliberate exertion of their abilities, the Afflicted can intensify a single sense at their volition, elevating its acuity beyond natural limits. This enhancement grants them an extraordinary depth within that chosen sense, unveiling nuances and details far beyond ordinary perception. Emote Example: Mechanics: Only [2] of the five senses below can be applied at a time due to the limitations of the Descendant body, undergoing more than two would make the Afflicted suffer from sensory overload. This means that, for example, one would suffer from temporary blindness alongside a debilitating tinnitus noise in their ears. Otherwise, enhanced sensory organs such as echolocation require the individual to not conceal themselves, preventing them from wearing cloaks, helmets and the like. The effects and listed abilities can be seen below; ____________________________________________________________________________________________________________________________________________ “To associate with the malevolent is damnatory, nor will I correlate with the overly zealous, no- we strike our own accord.” -FULL ALTERATION- [1 connect + 4 cast] [5 units] [Combative] An afflicted, fully altered ((Credit to John Ariosa)) Having attained complete mastery over their Symbiote, the Afflicted possesses the ability to command its transformative abilities, altering their entire body and shape to suit their immediate needs. This process involves reshaping and restructuring their form, inducing considerable pain upon the wielder. Despite growing proficiency, this anguish remains unyielding. Any interruption during this process causes an immediate reversion to the original state, necessitating a restart of the entire transformation procedure. Emote Example: - Full Alterations are not instantaneous and require [1] Connection + [4] Cast emotes to use. After utilizing the ability, the Symbiote needs to briefly recuperate, and thus cannot be used for [3] emotes. Meaning one cannot make any additional limbs or bodily augments for [3] more emotes and will be left to use the natural weapons one has in their transformed form. - The Afflicted will still remain mostly humanoid throughout their mutations; Afflicted cannot be used to emulate Druidic Shapeshifting to the extent of becoming another animal. At the most, they can grow [3] feet in height, but with every foot raised, they lose a block of movement speed. - Bodily weapons, in this state, cannot exceed [2] meters (blocks) in length. - Senses cannot be augmented or altered whilst fully altered. - Being interrupted would completely revert the transformation, and the process must be restarted once more. - In this state, they cannot exceed the peak strength, endurance, vitality etc.., of their race. -Whilst fully altered, you can still use bodily augmentation and alteration, though it should be noted that due to already having to use [5] Units, at most you will be able to use is [2] Units without having to suffer the detriments of exhaustion. - Using this ability requires [5] units, and extends until the combat has ended. The user cannot use their Symbiote for 1 OOC day and will be extremely exhausted – and unable to take part in offensive combat – for the rest of the OOC day. - Armour still has to adhere to the logic of full platemail armour. Meaning joints and slits in the armour must be accounted for without having one's movement completely restraited. -Upon full alteration, the transformed form may have, at most, [2] of both bodily alteration and augmentation already formed on their body. ____________________________________________________________________________________________________________________________________________ “You complete me...” -PASSIVE ALTERATION- [1 connect + 1 cast ] [Non-combative] Lacking any personality or consciousness of its own, the Symbiote expresses itself through its host’s identity and self-awareness. This leads to subtle changes in the appearance of mutations specific to the individual Afflicted. They – by no means – can drastically, or fully alter their appearance. At the most, they can change their hair colour to a natural pigment, eye colour, skin colour (by making it paler, or tanner), can provide minor bone alterations, eye-shape, and cannot fully rid themselves of scars; only making it slightly better or larger, furthermore, they can rid one of their horns. - Aesthetics cannot functionally supersede the limitations prior set out by Bodily Attachments and Bodily Augmentations. - If Aesthetics are applied alongside an Augmentation or Alteration, it will last for the duration that body part lasts for. - Minor bone alterations count as making one seem pudgier, or sharper. People, who have known you well, will still be able to tell that it’s you, or that your appearance is similar. - Aesthetics do not count towards the number of Attachments and Alternations an Afflicted can have at once as they are not functional, but they will be dropped if an Afflicted is rendered unconscious by any means other than sleep. - You may not alter your height. _____________________________________________________________________________________________________________________________________________ “We, men, are monsters now.” -DEVOUR- [5 units] [1 connect + 4 cast] [Combative] Should the Afflicted come to blows with another, they are able to devour the symbiote from the beaten body of another. This requires [5] uninterrupted emotes. In this instance, the Afflicted would restrain, or keep the other, trapped or unconscious before sending their Symbiote within the person’s body to devour their own. Emote Example: - The [5] emotes duration must not be interrupted at any moment for it to proceed. The devouring must be focused on, and the Afflicted is unable to respond at all, lest they’d break the connection. - PVP deaths, or knock-outs, are not eligible unless the Defender, should they be the Afflicted, default to PVP (unless given consent). -Should the Afflicted who is utilizing Devour be interrupted, whether willingly or unwillingly, whilst their symbiote is already in the system of another’s, their symbiote would simply return and wouldn’t ‘get stuck’ in another’s body. - Upon one’s symbiote getting devoured, the afflicted will be unable to attain yet another one for [3] OOC weeks, this is due to the damage in one’s body and soul that the invading symbiote would cause- and in ‘turn would need time to heal to be fit to hold yet another symbiote. This strictly cannot be circumvented with klones or machine spirits or in any other way. -In the case when an afflicted gets devoured and then killed, when they revert to a klone that has been infected with affliction, the symbiote will simply not survive in the body and perish. Needing to be re-infected once again. -This does not require OOC consent. __________________________________________________________________________________________________________________________________________________________________________________________________________________ In total, Affliction only has [3] tiers. The afflicted has access to every ability upon reaching tier one, the only difference is the amount of units one has which limits how much/what they can do greatly. >The very first tier is attained following the initial acceptance of your FA. At this stage the afflicted have only unlocked 4 units, their bodily alteration causes them a high amount of pain and struggles to produce. >The second tier is attained after 2 weeks following the acceptance of your FA. At this stage the afflicted will have unlocked 8 units in total, they now begin adapting to bodily alteration, and the pain and struggle that occurs when attempting such now is at a lesser degree >The third tier is attained after 4 total weeks or approximately a month following the acceptance of your FA. At this stage the afflicted will have unlocked 10 units in total, they have now adapted to bodily alteration and all its elements. The pain, whilst still present to some degree, is greatly lesser than it originally was. A TA can only be posted after 3 months of the initial acceptance of your FA. Although the alchemical recipe for the symbiote must be taught IRP ____________________________________________________________________________________________________________________________________________ [General Redlines for Affliction] - Affliction is regarded as Further Alchemy, which must be taught and requires an accepted FA to use. - The mental changes brought on by the Afflicted only serve to shift their personalities and perceptions and do not bring about any changes in the individual’s intellect or ability. - Due to being an Alchemical Creation, the Symbiote is inherently wary and distrustful of the practicing – and use – of the Void, and Voidal enchantments. Rather than providing a response, it instead provides the Afflicted with an antagonistic view of them, a mindset that occurs with each bad experience; slowly lulling the bearer onto a rather rigid and harsh view of them. - The afflicted are not capable of using void enchantments due to their innate distrust of such by any means. Additionally, they will more than likely seek to destroy said enchantment should it be forced upon them. For the necrotic or deific kind, you cannot use them in tandem with your symbiote's abilities. - The symbiote's abilities cannot be used for any sort of sexual intercourse (obviously). - The Affliction is a FA, and thus needs a valid Feat-Application in order to use it. -Applications must include relevant details on these inherited and new traits, for ease of ST tracking. - You can only make a TA after 3 months following the acceptance of an FA. -Both Augments and Alterations cannot be formed on limbs that aren’t organic and structurally the same as a regular descendant’s limb. (ex. Golem arms, animati arms.. etc.). The only exception to this is Bogodan’s Clay. -Limbs that are affected by Tawkin mutations cannot be altered, augmented, or otherwise affected in any way via Affliction. -Upon your symbiote being devoured, you cannot reinfect yourself with another one for 3 OOC weeks following your ‘disconnection’. - Connection, or Focus, is seen as a moment of time wherein the Afflicted are not interrupted amidst the alteration of their limb. As long as they are not interacted with physically, or with the use of potions, they are able to continue. Mundane sharp, or shrill noises do not count as interruptions. ____________________________________________________________________________________________________________________________________________ Compatibility: The following cannot be inflicted with the Symbiote: All Transformative CAs, barring those listed Necromancy Mysticism Naztherak Voidal Mages Heralds – The Feat, and the Magic Arcane Scions Paladinism Malchediael Templars Druids Slotted Seers Shamanism The following can be inflicted with the Symbiote: Housemages Bardmancers Kani Corcitura Planeswalkers Golemancers Alchemists Feat-Level Seers Homunculi Klones, though if the previous body died, it’d have to be inflicted with the Symbiote once more. Descendants, Kha, and Musin Blood Mages Credits: https://www.lordofthecraft.net/forums/topic/156929-%E2%9C%97-afflicted-adversity-of-alchemy/ https://www.lordofthecraft.net/forums/topic/188746-%E2%9C%93-further-alchemy-affliction-loregames-rewrite/ https://www.lordofthecraft.net/forums/topic/169197-shelvedafflicted-the-second-coming/ _____________ Helpful comments, questions or criticisms are welcome. Consultation, Help, and Feedback -Gustando (writer) - Du locians - TitaniumLord430 - Tom Lawrence - 3Jane - Count Zero Interrupt - Kujo - Shady A progenitor says, "To the user of this lore, use it well"
  14. Jeffrey de Wees, the good samaritan he is, makes preparations to attend the mass.
  15. In his dimly lit study that fateful night, the aging alchemist sat alone, lost in contemplation. Amidst a whirlwind of thoughts, one prevailed above the rest—the haunting absence of purpose he yearned to discover. Despite realizing his journey was far from over, he grappled with the pressing need to define his purpose. The question lingered: what was it that he was meant to fulfill? His knowledge merely represented a droplet in the vast ocean encompassing his aspirations, and to navigate closer to his goal, he understood the imperative of acquiring further insight. Continuously seeking, his moments of contemplation stretched into hours, days blurred into an unending cycle—a relentless pursuit that begged to be halted. Finally, his focus shifted to the array of graphs etched onto the stone walls, drawn to a language embedded within a single line. It narrated the story of a lineage deeply connected to The Hanged Man, a family whose bloodline intertwined with that of the alchemist. A thought raced his mind. He felt a calling, a calling that only he could answer. He felt hope, hope in the worlds that he did not know, where the Alchemist’s astral employment did not know yet. He prepared a rite, using his salts, and the tried umbilical cords that acted as his planar focus. Upon the necessities being done, the alchemist sat himself down in a meditative trance. Establishing himself into a resonant pattern of breath, he had connected to the ever-present mana around him. With a determined gesture, a stream of cosmic energy enveloped the small room, tearing a rift in reality and propelling the Alchemist’s existence from Earth to realms beyond. Navigating the vast ocean had become a familiar routine for the Alchemist. The disorienting and physically taxing effects of planar travel that once left him nauseated and strained were now more manageable. __ _______________________________ In the plane beyond, the alchemist manifested. Akin a comet, the alchemist made a three-point landing, smoke rising from his person. His eyes scanned the expansive landscape, but it was not as he had envisioned. Instead, he found a profound emptiness, surrounded by colossal mountains of diverse shapes and sizes. There was an unsettling feeling about this world; he was certain of a peculiar force tugging at him from within its depths. Embarking on a pilgrimage his ancestors had once undertaken, he sought to uncover the beckoning call that now stirred within him. It was his time to follow in their footsteps. Following this feeling, the alchemist set out. What seemed like weeks, did the alchemist travel endlessly through a multitude of forests and mountains. Day after day, he pressed onward, feeling an otherworldly pull tugging at the core of his being, nudging him towards an unknown destination. And dutifully, he followed. Then, on a day that felt fateful or perhaps serendipitous, he finally reached the peak of a hill. What lay before him was a sight that even he, in all his travels, found utterly unbelievable. __ __________________________________________ Before the alchemist stood a towering structure of unknown origin, a monolithic marvel that seemed to have stood the test of countless years. Despite its mysterious history, the alchemist felt an undeniable pull towards this place. He sensed that this enigmatic tower was the destination where the mystical forces of the world urged him to venture. It took days to reach the tower, the man passing by various abandoned homes of old, a city that once stood full of life, now dilapidated and empty, naught but the wildlife now having taken over. Its age was evident, large archways and stairs that ran along the various levels of the tower that had cracks and foliage growing off it, though the tower was in a far better condition than the buildings surrounding it. The Alchemist stood in awe and admiration at tower of Llull – the origin of worldly manipulation. Pressing on, the alchemist scrutinized every detail of the tower's entrance. Two stone gargoyle-shaped guardians stood sentinel, their imposing presence giving an aura of authority despite their lifeless state. Their heads marked with ancient alchemical symbols.Their unmoving forms exuded a commanding air, silently watching over the tower's threshold. It was now clear to him, that once a great civilization had lived where he stood, yet, his mind pondered the reasons as to why they went extinct. It was not war, no, it seemed like everything merely vanished. These ancient people seemingly had used some ancient practice before the coming of Alchemy, being certainly unfamiliar to the alchemist. ___ __________________________________________ Climbing the tower proved to be a formidable challenge, the enormity of its structure requiring days to ascend. On each floor, the alchemist meticulously examined ancient murals, intricate etchings, statues, and unearthly marvels, diligently recording his findings before moving onward. As he approached yet another floor, a shadowy figure materialized at the top of the steps. The silhouette remained obscure, leaving Jeffrey unable to discern its identity, but in an instant, it ascended to the next level. Without a word spoken, an invitation lingered in the air, prompting the wandering Alchemist to follow suit. Swiftly ascending, he emerged onto a floor adorned with a flourishing botanical garden teeming with vibrant plant life. At its heart stood a figure familiar to Jeffrey - Gereon de Wees. Jeffrey continued forward, marveling at the lush, unseen flora that had thrived for untold years. As he drew nearer to his grandfather, the two engaged in an extensive conversation that spanned hours. They wandered the garden in what felt like an endless procession, each circuit presenting Jeffrey with a fresh, uncharted perspective. Eventually, a sense of tranquility settled within Jeffrey. At last, in a moment of profound connection, the duo shared an intimate handshake. Afterward, Gereon guided him through a gateway leading back to Jeffrey's home, beyond the Cosmos.
  16. As a former (and reformed) warning point enthusiast, I like these!
  17. [!] Pamphlets fluttered across Aevos. The Order of the Flaming Fist ------------ An Oscillit, meditating upon the highest peak ----------- The Order of the Flaming Fist is an organization that is composed of warrior-monks, their primary purpose being the betterment of oneself through arduous practice of sparring, exercise, meditation and research. Within this order, members bring their martial prowess and unwavering dedication to the forefront, serving as warriors and scholars of the realm. This order offers expansive training in many fields of man, welcoming those that seek spiritual guidance and understanding of themselves. ___________________________________________________________________________________ I. Dogma Light, dark and balance. The domains of the deific, the necrotic and the arcane. The members of the Flaming Fist operate in the material crossroads of the trio. Confined to the signs: Water, earth, fire, air and aether - the rational energies - free from the volatility of order, life, creation, chaos, destruction and death. Within this world, the Oscillit of the Flaming Fist serve as lifetime practitioners and custodians of their martial arts and philosophy, devoting much of their time to the mastery of body-mechanics, spiritual enlightenment and understanding of the material plane. ——— II. 武德 Wude - The Martial Way -- III. Natural Energies — The Natural Energies are the primary source of what the Flaming Fist utilizes in their arsenal. In short. The Natural Energies can be described as energies that lay dormant in - and originating from - our world. These practices are commonly used amongst the members of the order, and are the only ones permissible to be used. The responsible use of Natural Energies is a cornerstone of the Flaming Fist's teachings. Members are guided by a strict code of ethics that emphasizes maintaining neutrality and safeguarding their ideals. Any deviation from these principles is met with stern discipline. They are as follows: The Path of Flaming Fist — Functioning as the core fighting force within the Order of the Flaming Fist, the path of the Flaming Fist is predominantly undertaken by the knights, warriors, Oscillit, rangers and the sort. Their primary purpose - the enforcement of the order’s dogma and defending the order’s name, wielding the powers of the natural energies against those that would threaten the order. Those of this path undertake rigorous training in the form of physical combat, grappling and conditioning - the maintenance of one’s physique being an essential aspect. Jeffrey ‘The Flaming Fist’ de Wees, current Grandmaster and founder of the Order Ceremony of the Masking The Masking is a ceremony that stands as a profound symbol of one's mastery of the path to which they have been designated within the Order. It is a ritual that embodies a confluence of unwavering dedication, the highest level of skill mastery, unswerving loyalty to the order's principles, and an intimate understanding of its dogma. The mask itself serves as a significant and esoteric manifestation of these qualities, bestowed upon those who have achieved the aforementioned standards. Those who bear the coveted white mask are entrusted with a sacred responsibility. They are tasked with passing down their accumulated knowledge and wisdom to the younger generations of the order. This role, as mentor and teacher, is central to their duty. As bearers of the white mask, they carry not only the emblem of their expertise, but also the weight of leadership and authority within the order. The Masking ceremony, therefore, represents not only personal achievement but also a commitment to the preservation and perpetuation of the order's traditions, values, and the delicate equilibrium they safeguard. It is a moment of great significance in the life of a member of the Flaming Fist, marking them as both a guardian of balance and a beacon of wisdom for all those who seek to follow in their footsteps. IV. Nomadic Nature ——— The Flaming Fist's nomadic lifestyle is a cornerstone of the order's philosophy, committed to a life on the move, venturing across the vast and varied landscapes of the realm. This nomadic existence serves several purposes, each deeply ingrained in their way of life. Their wandering lifestyle allows them to immerse themselves in the rich tapestry of cultures and perspectives that exist throughout the realm. They are not confined to the boundaries of a single region or city; instead, they tend to roam freely, engaging with diverse communities, tribes, and civilizations. By doing so, they gain a comprehensive understanding of the world's multifaceted beliefs, traditions, and ways of life. In summary, the Flaming Fist's nomadic lifestyle is not just a code of conduct; it is a way of life that defines their order. It enables them to explore, learn, teach, and protect. Acolyte’s uniform of the Order of the Flaming Fist Application Form: Name: Race: Age: Allegiance: Combat experience: Magic status//history: OOC: ((gustizas on discord for inquiries or personal applications. Forum messages work too))
  18. See you brotha. Even if it was brief, I enjoyed rping with you last map and hope the best for you.
  19. Gustando

    Map names

    needs to be braevos
  20. Jeffrey is confused at this invitation but also honored
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