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SpodoKaiba

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  1. lack is going to fix the formatting don’t worry guys
  2. The hunt for an ‘elixir of life’ is one of the most well known, yet most taboo pursuits of an alchemist. In most known cases, it results in either death, or more infamously, the death of just the soul. When attempting to cheat death, the alchemist has ended up creating a false mimicry of life. The elixir tears the soul apart, leaving nothing behind in a body that has been irreversibly altered by an ambitious concoction, for better or worse. They only remain functional through the complex formulas keeping their brains active. Of course, that is simply the origin. As time passed, some alchemists pursued the creation of homunculi with full knowledge of what they might be doing, rather than as a mistake borne from passion for the field. Creation There is no one recipe or combination of symbols that can create the ‘elixir.’ In general, it is a combination of many powerful reagents, with the most perfected homunculi being born from the focus of a particular element. Tl;dr Homunculi other than Fiends must be created from a character who has PK’d either previously (in the case of deviants), or upon creation (for aberrants and doppelgangers). Fiends can be played by their creator with area emotes as smaller constructs, like Atronach drones. Physical Description The body of a homunculus depends on the tier and the type. Doppelgangers, the most ‘perfect’ form of a homunculus, are birthed from a perfect balance of the intended elemental symbols in the creation elixir. When the balance is slightly off, an Aberrant is created. A significant imbalance with crude methods results in a Deviant, and a rushed elixir with still more crude methods and the minimal functioning amount of ingredients creates a Fiend. Common features among all homunculi include the fact that they are medically dead. A homunculus’ organs are left in nonfunctional stasis, including a lack of reproductive organs. They are able to breathe, eat, or drink if they wish, but have no need to do so (played with the Necrolyte buff). Homunculi still have limited stamina like any person, but it regenerates naturally rather than from eating or drinking. A lack of functioning organs means that there is nothing for poisons or diseases to damage, n'or anything for alcohol, drugs, or consumable potions to affect. This also results in the flesh of most homunculi having the same temperature as their environment, akin to a cold-blooded creature. Skin by Beordan Fiends are the least humanoid of the homunculi, and the only ones that can be created from scratch or mismatched parts rather than using a pre-existing body as template. They often suffer from grievous deformities such as misshapen limbs and skeletal structures, which can result in things like rickety exoskeletons, short claws, or even disfigured horns. Even the organs of these Fiends may end up dangling outside of their bodies, though they remain inert. Deviants are more humanoid than their predecessors, but still have very clear deformities. They retain their original features, though one attribute is unusually exaggerated while the rest are significantly weakened. The most common results of this are the growths of disproportionately large muscles in either the arms or legs, or flesh so tough that it greatly restricts movement at the joints. Unlike Fiends, their bodies are structured mostly alike to the body that they were birthed from. But still, they find themselves marked by the hideous blemishes, discolorations, and unnatural scars associated with the methods used to create the lower tiers of homunculi. Aberrants are when the elements used in creation are finally able to distinguish themselves. First off, the inert blood is replaced with a representation of the element; water (phase varying depending on the environment), sand or gravel, flames or ash, and air (along with another nontoxic, opaque gas). Seeing as they have fire running through their veins, fire homunculi are the only ones that feel warm to the touch. The elemental distinction tends to result in body-wide discoloration in the direction of the given element; blue, yellowish-brown, red, or white. Besides this discoloration they will have at least one other mutation or deformity, included in their description and visible on the skin. Doppelgangers are the highest known level of perfection that a homunculus can achieve. Just like with Aberrants, their blood is replaced by their element, though their discoloration is to a much lesser degree. Additionally, any scarring that they had in life is smoothed away, leaving them looking completely pristine. Even lost limbs regenerate upon creation, and they retain all physical features from their previous body. At a glance, doppelgangers are nigh indistinguishable from regular descendants. Tl;dr Homunculi retain physical features of their original body, with less deformities as they increase in tier. They are functionally dead, with organs in stasis. The blood of Aberrants and Doppelgangers is replaced by a manifestation of their element. Strengths and Weaknesses For the sake of this lore, physical abilities will be classified by the use of Parameters (think Ability Scores in D&D, but with letters instead of numbers). These Parameters are Strength, Endurance, Speed, and Dexterity (The parameters will be referred to in this order. Homunculi should keep track of this using their prefix or persona description. For example, a homunculus' emote could begin with something like [A/B/D/C] Marcy (rest of emote) or include "Strength A, Endurance B, Spe ed D, and Dexterity C." In the persona description. Strength refers to physical strength (lifting and punching). Endurance refers to the toughness of flesh, general survivability, and stamina. Speed refers to maximum running speed as well as the speed of the limbs. Dexterity refers to both fine motor skills and reaction time. Parameters are clarified through ranks, which are as follows. The formatting fits as Rank: Examples of things that fit into that rank to use as a reference E: Starving child (Speed: 5 blocks/emote) D : Strength/speed/endurance of an average Voidal mage, agility of someone who has been awake for 10 minutes (Speed: 7.5 blocks/emote) C : Average performance of a human (Speed: 10 blocks/emote) B: Performance of a very experienced knight) (Speed: 12 blocks/emote) A: Orc's strength/durability, Kha's speed and dexterity (Speed: 13.5 blocks/emote) A+: Olog strength, durability of a solid atronach, speed and dexterity of a master monk (Speed: 15 blocks/emote) EX: Golem’s durability/strength, agility of a fly (Speed: 17 blocks/emote) A Fiend’s physical ability varies, but is always a distribution of five points among their parameters, decided by a series of rolls upon creation. One point represents a one rank increase in a parameter, with each one starting at E-rank. For example, a fiend could have each of its parameters at D rank, or two at C and two at E, et cetera. A Deviant’s physical ability is more set in stone. On creation, it is decided to have either Strength, Endurance, or Speed at rank A+ (this is a choice of personal preference, but is still subject to the racial limitations as covered below), while all other parameters are locked to D rank in representation of their one exaggerated attribute. Past the deviant variety of homunculi, the elements and methods used during the creation have become so pure that they manifest themselves in their own unique ways. Reflecting this, each type gets their own bonuses and penalties based off of the most prominent elemental symbols used in their creation, as covered in the Creation section of the lore. Parameters of rank EX and A+ are unaffected by bonuses. Water homunculi have their dexterity and endurance increased by one rank, and their strength decreased by one. Earth homunculi have their strength and endurance increased by one rank, and their speed decreased by one. Fire homunculi have their strength and speed increased by one rank, and their dexterity decreased by one. Air homunculi have their dexterity and speed increased by one rank, and their endurance decreased by one. Aberrants start with a C rank in every parameter, then have the bonuses and penalties of their element applied (E.G. an Air Aberrant would have [C/D/B/B]). Doppelgangers have the unique ability to constantly change their physiology. This ability has very little visual effect, and only changes the physical abilities. Similar to Fiends, Doppelgangers have a pool of 16 points that they can distribute among their parameters however they wish, along with type-granted boons and banes. One point is equal to a one rank increase, with all parameters at E rank before any points are used. Increasing a parameter from A to A+ or A+ to EX costs 2 points instead of 1. Evenly distributed, this means a Doppelganger can have three parameters balanced at A, excluding elemental alterations. The distribution is determined upon creation, but a Doppelganger can spend 3 emotes of focus (similar to casting a spell) to redistribute these points. During the redistribution, their parameters will all be reduced to E level. If interrupted mid-distribution, their stats will all remain at E until the process has been fully completed (use what would have been the remaining emotes, plus one for the resumption). Up to 8 points can be applied to one parameter, representing an EX rank ability. There are limitations on how high a homunculus can raise its parameters based on the original race of the body used. In the case that a body is a mixture of one race with a limit and one without, the limit is increased by one rank (I.E. a halfling/human hybrid would have a Strength limit of A rather than B). Tl;dr Strength, Endurance, Speed, and Dexterity clarified via parameters. Think Ability Scores but with letter ranks instead of numbers. Fiends & Doppelgangers have points they can distribute among these parameters (each starts at E, the lowest rank), with each point spent increasing one parameter by one rank. Fiends have 5 points, and Doppelgangers have 16 plus their type’s bonuses and penalties. Deviants have either their Strength, Endurance, or Speed at A+ rank, with everything else locked at D rank. Aberrants have every stat fixed at C rank, but with bonuses and penalties applied based on their element (same as Doppelgangers). General Weaknesses On the spectrum of weaknesses, there are only a few that are shared among every type. Aurum weaponry treats the Endurance of every homunculus type as if it were 3 ranks lower (A rank becomes D, etc). Homunculi lack a soul, so their body is incapable of producing mana. Their blood lacks any genus for blood mages to make use of, though that doesn’t mean there isn’t an alternative. A homunculus’ body is constantly under an anesthetic effect, rendering their flesh partially numb. They can still feel pain and other physical sensations, but to a lesser degree than descendants. Elementalist shamans can manipulate the elemental body of an Aberrant or Doppelganger in a way nearly identical to a Blood Mage’s bloodbending. Alterationist mages may place mana anchors within the bodies of homunculi, and manipulate them that way. (E.G. a telekinetic throwing a homunculus, or a transfigurationist feeling the homunculus and later altering them.) The lack of a soul means that a homunculus is unaffected by malflame. This also makes them incapable of learning any magic that requires a soul or mana. As of writing this lore, the only forms of magic that a homunculus could learn are Kani, and most applications of Further Alchemy, though they themselves cannot become afflicted. Tl;dr Homunculi are weak to gold. Elementalist Shamans can bloodbend Aberrants and Doppelgangers of the same element, and Alterationists can affect homunculi with their magic. Homunculi cannot learn magic that requires mana or a soul. Elemental Type Weaknesses and Differences (Applies only to Aberrants and Doppelgangers) Water homunculi are particularly weak to electricity due to how well it conducts through them. They find themselves stunned by it far easier than the average person, and sustain more damage from it in general. Additionally, bladed weapons cut through them much easier. Armor is ineffective against slashing attacks (the impact is still felt), which treat its endurance as rank E. After getting struck with a slashing attack, a water homunculus’ parameters are reduced by 2 each for their next two emotes. On the plus side, the water running through their veins makes them more resistant to changes in temperature, granting them a specific heat capacity roughly equivalent to that of water. Their body adapts even in the case that their blood is frozen or evaporated - the ice crushes and continues to flow as slush (after causing significant internal damage), while steam passes as normal. As part of the inferiority of aberrants to doppelgangers, water-type aberrants have the characteristic of appearing slightly bluish and having unusually oily flesh and hair at all times. Earth homunculi begin to erode rather quickly when exposed to high or focused winds, or high-speed/pressurized water. The only natural phenomena that would begin this process would be wind speeds akin to hurricanes, along with river rapids, whirlpools, and tidal waves, though focused winds and water from various mages have a much more devastating effect. Skin and flesh rapidly flakes away, deteriorating the homunculus’ body. Additionally, blunt, chipping weapons are especially effective. Armor is ineffective against blunt attacks (the impact is still felt), which treat its endurance as rank E. After getting struck with a blunt attack, an earth homunculus’ parameters are reduced by 2 each for their next two emotes. Earth homunculi are significantly denser than any descendant, comparable to a golem’s weight. It is nigh impossible for one to swim, and quite difficult to move them. Earth-type aberrants bear ashen skin which is always callused and flaking, with superficial cracks appearing at their joints. Fire homunculi are, of course, extremely adverse to water. Water acts like a powerful acid, such as sulfuric acid, when touching the flesh of a fire homunculus. This leads to burns, and even melting of the flesh from sustained contact with larger amounts.A 2-rank decrease to all parameters occurs when a fire homunculus is restricted too much, such as by hoods, armor, hydrophobic clothing, a tarp/blanket, or something crushing them from the top (for example, another person). A 1-rank decrease to all parameters occurs if the homunculus is constricted or stuck in too cramped of a space (surrounded on all adjacent sides). Fire homunculi do not need to breathe, but they do need access to air, or they will slowly wither and die. Fire-type aberrants show dry, reddish, easily irritable flesh which may never be moisturized. Air homunculi are extremely flammable. A brief moment of skin contact with fire is usually enough to catch them alight. Fire spreads twice as fast and burns twice as hot when in contact with an air homunculus’ body. This doesn’t mean that contact with fire is certain death, as it can be put out if handled fast enough (albeit this is rare, the homunculus must handle it immediately), but it will almost always cause significant, crippling damage. Additionally, they are extremely weak to stabs and other piercing attacks. Armor is ineffective against piercing attacks (the impact is still felt) and treat its endurance as rank E. After getting struck with a piercing/stabbing attack, a homunculus’ parameters are reduced by 2 each for their next two emotes. On the opposite spectrum of Earth homunculi, Air homunculi are extremely light. They find it exceedingly difficult to sink (this does not mean they can walk on water), for example, and are thrown around quite easily, though they also fall much slower than a regular person, only a little faster than a feather or sheet of paper. Air-type aberrants have skin which is unusually transparent and pale, making their false veins and blood vessels much more readily viewed. Tl;dr Water homunculi are weak to bladed weapons and electricity, but are resistant to changes in temperature. Earth homunculi are weak to fast/pressurized air and water, as well as blunt weapons, but are very dense. Fire homunculi are weak to water and cold temperatures, and being constricted. Air homunculi are very flammable and light, and weak to stabs. Death & Respawning A homunculus dies after its body sustains a sufficient amount of damage. Loss of vital organs or blood doesn’t mean death, as they have no function, though destruction of the brain is always certain doom. A higher endurance rank means that a homunculus can sustain more damage, and the examples in the rank list should be used as reference. Try to use common sense, a homunculus won’t survive with half of its body destroyed, even at EX rank endurance. Upon death, aberrant and doppelganger-level homunculi disintegrate into their element (water, gravel/sand, ash, or air), and reform somewhere safe, losing all memory of the events leading up to the death as normal. Fiend/deviant-type homunculi break down into alchemical sludges and gas, which slowly gathers in a safe location to reform. Loss of memories leading to up the event occur, as with the aberrant/doppelganger deaths. Fiends live for only a few days, while aberrants, deviants, and doppelgangers live ¼, ½, and the entire lifespan of their original race, respectively. As a homunculus grows closer to its age limit, full-body regeneration begins to take a bit longer, and signs of decay begin to appear on their body. Color drains in patches, small cracks appear in the flesh that do not regenerate. These are the signs that they need another dose of the elixir. Tl;dr Homunculi break down and reform somewhere safe upon death. Homunculi die after sustaining a large amount of bodily damage, similar to what their rank in Endurance implies. Respawn rules still apply. Mental State Fiends are the only type of homunculi that do not possess intelligence. They are completely animalistic, and rely on their primal instincts for survival. This means that they can even be tamed, with great effort and patience, though their short lives often discourage such attempts. Homunculi retain no memories from their previous lives, although they are capable of replicating a few of the skills possessed by their body’s previous owner, such as languages and crafts. The general mindset of any homunculus ranges from moderately-to-highly self-centered. Their actions are all performed with the notion in their minds that it should benefit them later on, and so any homunculus that performs a deed for someone else will expect--and often coerce--the person to do something in return. One universal constant among homunculi is the search for perfection. Ingrained in the mind of a homunculus is that they exist to become a perfect being, whether that was their creator’s intention or not. It is up to the homunculus what their definition of perfection is, but it often involves surpassing the weaknesses of mortals. Water Homunculi often go with the flow of things. The one thing they yearn for beyond perfection is for a world that contains more water; liquid, solid, gaseous, or even alchemical water symbols. They want more of it in the world, and will do whatever they can to make that happen. Pollution of water is the one thing they absolutely cannot stand. In exchanges with Descendants, water homunculi will tend to behave in ways which provide them with a path of least resistance. They almost constantly keep a cool head, will adapt their opinions on a whim to mesh with the ideas of those who are nearby, and can be very noncommittal towards plans at the first sign that they may not benefit. Earth homunculi are more quiet and stoic than any of their kin. On the other opposite end of water homunculi, Earth homunculi seek the expansion of the land. They wish to see more land, farms, and islands. They despise the corruption of the earth, but support the sustainable use of its resources. To many Descendants, earth homunculi would seem particularly slow and deliberate about their actions and speech. They often adopt a fatalist view of the world, but make no effort to speed up the course of nature. Their patience makes them seem impervious to insults--and while this tends to be true in the short term, it’s also true that earth homunculi hold the longest grudges. Fire homunculi are emotional and volatile. They wish to see more fire in the world, though they aren't necessarily all arsonists. They love the barren, hot landscape of deserts and mesas, as well as the fiery nature of magma and volcanoes. On top of all this, fire homunculi love dragons, but see ones that don't breathe fire as disgraces. While a fire homunculus will probably be angry about someone cutting down a forest, they won't see it as an affront to all things perfect in the world. Most Descendants would find themselves needing to be extraordinarily cautious or very thick-skinned when interacting with fire homunculi, as their tempers tend to flare at even the slightest annoyances (or, at least, much easier than most). Those that manage to tiptoe around this fact would find that fire homunculi are also the most passionate of their kin; when they have a goal in mind and the resources to complete it, they will push for success until they’ve consumed all of their means or been crushed. Air homunculi are calm, collected, and analytical. They have two (somewhat contradictory) views for the world. First off, air homunculi want flatter plains for the wind to blow freely across. Second, they desire taller mountains and towers to bring the world closer to the sky. Plateaus are an air homunculus’ favorite natural formation. Air homunculi hate smoke, fog, and generally anything that pollutes or obstructs the air. In interactions with Descendants, they often come off as especially haughty and eccentric, as well as painfully logical. Blind faith in anything is often mocked by them, and they take their own views on things to be the only truths of the world. As an existence that lacks a soul, a homunculus is incapable of feeling empathy. They are often perplexed by it, and consider it a weakness that can be exploited. The cleverer homunculi may figure out how to fake it decently through observation, but they will never be able to truly experience it. Guilt is a foreign concept to a homunculus--they feel only regret that they failed a personal goal. Tl;dr Homunculi don’t remember anything from when they were alive, but still retain some basic skills. Homunculi all search for some form of perfection, and see their elements as perfect. Homunculi are sociopaths. No empathy, but smarter ones can try and fake it when it seems beneficial to themselves. Abilities Upgrading - Noncombative It is possible to upgrade a non-fiend homunculus to a higher tier; Deviant to Aberrant or Doppelganger, Aberrant to Doppelganger. This requires an entirely new creation elixir, which needs to be perfected to a degree beyond the original. See “Creation of Homunculi” below. A homunculus retains all memories it had as a homunculus after being upgraded. Its lifespan is reset once upgraded. Upgrades can skip a tier (i.e. Deviant to Doppelganger) if the concoction (and method) used is perfected enough. Regeneration - Combative All homunculi have a greatly enhanced passive regeneration factor. When they are created, the homunculus’ Soul Blueprint is imprinted on their body before it is lost. The body becomes completely stagnant, unable to change, leaving their supernatural regeneration to constantly strive back to their original state After sustaining damage, their bodies gradually return to the state they were in upon creation. Minor cuts and bruises heal within seconds, while larger wounds take considerably longer. Even after death, a homunculus’ body can regenerate as its enhanced body desperately clings to the world. As mentioned earlier, upon death, a homunculus disintegrates into its element (water, gravel/sand, ash, or air for doppelgangers & aberrants) or into alchemical gases and sludge (for fiends & deviants), and reforms somewhere safe, losing all memory of the events leading up to its death as normal. This puts enormous strain on the body and formulas sustaining it, which needs time to recover before it can resurrect again. A single wound is defined as any amounts of damage to the flesh occuring at the same time. For example, if Wolverine stabbed a homunculus, the three claw wounds would count as one. However, if a homunculus cut itself to connect two wounds that occurred separately, that would count as three separate wounds. Regeneration times are listed below, based on the severity of the wounds. Negligible Wounds (E.g. Paper cuts, bruises, splinters) - 2 emotes Minor Wounds (E.g. smaller cuts, shallow and thin punctures, broken fingers/toes) - 5 emotes Moderate Wounds (E.g. lacerations around 6 inches long or ½ an inch deep, dagger or rapier-level stabs, hands/feet) - 8 emotes Major Wounds (E.g. wide, deep stabs, broken forearms, lacerations up to 2 inches deep) - 11 emotes Critical Wounds (E.g. Larger broken bones, lacerations deeper than 2 inches) - 12 IRL hours Semiorganic - Non-Combative Being dead organic material without any complex mana signature, the body of a homunculus is partially transmutable. The flesh can be reshaped, recolored, or have extraneous materials fused to it. It cannot be hardened/softened, heated/cooled, or liquified. Additionally, runes can be carved into the flesh of a homunculus, though their functionality will be limited. Transmuting a homunculus’ body still requires understanding. The only way to understand it enough would be either being a homunculus yourself, or Voidally Feeling one, which in itself would require a circle of two or more mages to have enough mana. Transmuting a homunculus takes twice as many emotes and twice as much mana. Semiorganic - Combative Of course, there are combative applications for the semiorganic nature of a homunculus. Weapons could be fused to the body to make disarming much more difficult, like ripping off a fingernail. Armored plating can also be fused to the body, though this will not alleviate the weight of the material. A runesmith’s runes can be carved into them, though will function at a maximum of third tier. The runes are treated as wounds and regenerate over 6 emotes. The regeneration can be delayed if the homunculus focuses on repairing other wounds. Homunculi are still in danger from these runes (for example; an air homunculus would almost certainly die if they activated a create fire rune on their body). Applying other forms of enchantment (Mystic hexes, transmutation enchantments, etc) are currently impossible. Water Type Abilities Earth Type Abilities Fire Type Abilities Air Type Abilities Red lines/Restrictions. This section is where you cover the important restrictions and other things of note. General red lines/restrictions. This is where you list general red lines of the creature, such as ways their special traits should not be used. If your creature is restricted from learning magic or has restrictions of a similar nature, be sure to include that here. Homunculi require a CA to be played, and non-fiends require a PK’d character to serve as the base. Fiends can be roleplayed without a separate character in area emotes, similar to drone Atronachs, but will only be able to attack in self defense. On these CAs, the creator of the homunculus must vouch and provide their accepted Further Alchemy application, and the player must specify what elemental symbol their homunculus is. An accepted Further Alchemy application is required in order to create homunculi. The lifespan of a homunculus varies based on the type and the base creature used. Fiends live for 3-4 days in all cases, while deviants, aberrants, and doppelgangers live for ¼ of, ¾ of, and the full lifespan of their base races, respectively. They can “reset” their lifespan by upgrading to the next tier or submerging themselves in another batch of sludge as would be used in the creation of a homunculus of their current tier, thus setting their effective age back to 0. Homunculi cannot learn magic that requires a soul or mana. As of writing this lore, homunculi cannot learn any magic aside from Kani, as all it requires is the ability to breathe. Homunculi don’t need to breathe, but they have the organs and are able to manually perform the action. Homunculi cannot FTB for intercourse, as they are corpses without reproductive organs. Creatures that are larger than the largest uruks--8 feet (or 2.4 meters) tall--may not be made into homunculi, for balancing reasons. Yeah, we’re looking at you, ologs. Race-specific abilities are NOT carried over when homunculi are created, as such abilities are determined by the elemental type and parameter distributions. Intelligence is NOT increased when a being is turned into a homunculus. A homunculus may keep skills that they had prior to the transformation (language skills, crafts, etc.), but they lose all other memories and do not learn anything new upon transformation. Homunculi do NOT grow after their transformation, as they are meant to be copies of a person at the moment they were transformed. They will age mentally however, so a youth that was turned into a homunculus may become more wise and seem to gray in spite of never physically growing. Animals may NOT be turned into homunculi, and any attempt to do so will create fiends. Animal-like races (Hou-zi, Kharajyr) are exempt from this. Homunculi cannot be translocated. Ability specific red lines. After the general red lines, you follow with repeating the red lines that are tied to specific abilities which were provided in the above section. It should follow the format of “Ability Name: [insert red line]”. E.g. Fireball: This spell can not go past 10 blocks before fading. Purpose I’ve always been a fan of the roleplay birthed by the concept of homunculi and the ‘elixir of life.’ The idea of alchemists seeking a way to prolong themselves, to cheat death for themselves or others, or simply seeking a higher state of being. Homunculi are the next step in that character arc. On the side of homunculi themselves, I think that the strive for perfection, as well as the love for their element that Homunculi possess is capable of driving interesting rp. It is specific enough so that they actually have something to do, while still vague enough that every Homunculus can have a unique experience. Citations Image Citations Notes on Mechanics Players of Homunculi that have acquired souls in the past will have a choice. They can either have the soul deteriorate and fade away to become a homunculus, or their soul remains with them and their body returns to that of its original race. There are no exceptions. Upon acceptance of this lore, previous homunculi will be able to remake their applications with their original ones linked in place of a creator. CAs will include element and tier of homunculus, with proof of RP provided to ST members in order to update the tier. Returning homunculi will have their effective age reset to 0 on acceptance of this lore. Balancing Note I just want to get out of the way how I decided on the points to give to doppelgangers. When evenly distributed out, they have enough points to put A in each stat, which could become [A+/A+/A/B] or something around that, after modifiers are applied. When you really think about it, the average, well-trained, nonmagical human combatant is likely to have B across the board, maybe a few A's, even A+ for the toughest ones. Translate that to something like a trained orc, which would likely have a similar A A B B distribution, if not better. So, even with the abilities they can access, I feel that their weaknesses easily counterbalance their strengths. Credits SpodoKaiba - Primary Lore Writer Beordan - Co-Author. Primary source of prior alchemy/homunculus knowledge, good man Lackless – Literally Reformatting Everything. Archipelego, Sour_Doh, Elennanore - ST Contacts, Brainstorming & Balancing help, peer editing Dunstan - ST Contact, Alchemy boss, peer editing, tried to convince me not to waste time on this like a good friend should. stckyfngers/goosey, TheAlphaMoist, Assassinofawsome, UnBaed, DeusVidet, Vezzin, TheWolfOfGames - Peer editing TheTri, Whiplashist - Brainstorming help Jistuma & Sugarblind - Previous lore authors
  3. Steven wonders whatever happened to that crazy alchemist that threw his friend in an oven. OOC: ((thank you for everything that was spawned by the rp of rafe and the wild man, beordan. he was an iconic being who i loved.
  4. Depicted above is the riverbank in the Pinemarch region, on which every single blade of grass has become stiff and sharp. Multiple patches of this same grass have been spotted throughout the rest of the forest, often nearby other mutated creatures. Despite the elimination of the original behemoth within the forest, mutants continue to arise in even greater numbers. These creatures seem to be growing less wary of descendant civilization, which raises my concern for the various settlements located within this forest. To the people of the following keeps, I advise great caution when venturing into the wild, and to always carry some form of armament on your person. The County of Graiswald Edwick Kraken’s Keep As the range of this epidemic remains unknown, the denizens of Warwick Castle and Haense are under less threat, but are still recommended to remain cautious. While we cannot offer a reward for every single mutant killed, any who participate in hunts and investigations will be rewarded in the end, with a bonus for whoever manages to uncover the source of the mutations. People of Arcas, we cannot let otherworldly invasions take all of our focus away from domestic dangers. If this is not dealt with, the entire ecosystem of this region is in jeopardy. – Carl [!] The previous missive is posted beneath.
  5. The depicted tract of land is only an estimate, as I am not fully aware of the true extent of this epidemic. This will not be a formal notice, nothing official, nothing special, as there is no need, and I am rushing to put this out so that I may return on another expedition. This is simply a warning as to what is transpiring within this forest. Mutated creatures have begun popping up. It began with only one, though this sole beast is terrifying in its own right. Its last reported size is 75 feet long and, likely, still growing. It has approximately 30 arms along its torso, which is covered in some form of tough chitin. While investigating this forest, I encountered several other creatures of varying shapes and sizes that somewhat resembled local wildlife, though retained the black, chitinous exterior of this massive beast, along with warped forms. I am offering another 3000 minas onto the existing bounty on the giant beast (previously attributed to a ‘long bear’), and will be putting up more notices as I identify more of these smaller creatures. I recommend all who live within the area be wary. I have yet to see any humanoid figures, n’or have I seen any of these creatures within any dangerous range of a settlement, but it would be wise to keep on the lookout nonetheless. - Carl [!] The previous bounty is attached to the bottom of the notice. OOC: This is the beginning of what is hopefully going to be the first eventline I see all the way through. Feel free to contact me on Discord (SpodoKaiba#2776) or in game if you want to schedule an attempt on the bounty, or just a miscellaneous expedition into the forest to investigate. I’ll also be contacting nearby settlements for collaborations, so if you are a charter that is inside or near the forest, feel free to message me about that as well!
  6. why can’t i post phineas and ferb songs to @Gusano’s profile anymore

    this displeases me.

  7. you are powerful

  8. we exist on a similar wavelength
  9. do you love me? if so, how much? is anybody gonna tell rosey that being a druid just because her parents are is a bad reason?
  10. first thing im going to are the log pits

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