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GodEatingCommie

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About GodEatingCommie

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    GodEatingCommie

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  • Character Name
    Alaric
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  1. This was really fun to read, and I really liked it, but maybe it should be specified someone can not be afflicted with something they already suffer from (from a Bane), such as a Blind person getting the bane of losing sight.
  2. I've been looking back at this and made changes accordingly, significantly nerfing (the rather strong) 'Fae's Freshener'
  3. Kalytera [CA Race] The Colors of a Kalytera rippling to life upon their form Kalytera Explanation -Kalytera is a transformed Race which takes up 5 slots. -Kalytera are unable to properly ‘disconnect’ once transformed, for they are mutated too far upon transformation. -Kalytera with TA’s may only possess 3 students at once -Kalytera are not deity based. -The abilities that a Kalytera possesses arent innate unless stated so, and must be learnt. Origin The Abyss, a cruel, gloomy, mutinous place swelling with so much life it’s known to corrupt and mutate what it touches. Despite its nature, it is not unheard of for Descendants to meet eye-to-eye with the abyss, succumbing to its curses whilst reaping its Life-force for their own gain. A Descendant, plunged into the abyss swelling, glowing, brimming from the mass of life lingering there, wrapped, smothered, covered, filled with it, mutated and warped by it in the few moments they were in there, before finding themself dragged back out of it, coughing up blood violently, whilst their skin had been turned a dark, midnight black, as they found themself back into the atmosphere, the sudden absence of life energy left an equal imprint upon their skin, sprouting it back to life in various colors as they spluttered and gagged, laying there in shock. The first Kalytera had been birthed at this instance. The Kalytera found itself succumbing to a horrid cancer of the Lungs, mutated wickedly by the life-force of the Abyss, having searched from town to town, finding himself outcast by each and everyone of them, he soon collapsed to his deathbed. As he lay atop his resting place, bringing up bile from his wretched system at every other moment, staining the decaying wood on which he laid. A gruesome sight which his Kin watched in mental agony, but just before the Kalytera died, he found himself expelling the potent life force contained within him onto his Kin, desperately trying to remain alive. He died immediately after, and the second Kalytera had been birthed, beginning the horrific cycle of Transformation and death, each new Kalytera gradually healing from the deadly mutations they had gained. Culture The Kalytera are a Race of pride and elitism, looking down on Descendants with little else than pitiful amusement and disgust for their habits-which they themselves may, and often do replicate - for they believe, to varying extents, that they have ascended from the weak form of the Descendant, and are above the common Society that lingers around them. Despite their apparent distaste to the Descendant world, each Kalytera originates from such, and often makes connections with Descendants far more often in their ‘second life’ as a means of amusing the Deity they consider most important; themselves. The reason many Kalytera find that a Descendant is the best creature to interact with across the Realm is due to their present sentience, and the various reactions Kalytera may enjoy from them, whether it be to mock a Descendant, or ‘raise’ them, as the Kalytera sees it, above the others. Whilst the Kalytera are in no way a form of Deity, nor are they originated from such, in fact, many of them change from what they once were, mentally and physically, so much, they do not consider themselves below regarding themselves as the prime example of the Physical form. Culturally, to Kalytera, colors mean a lot to them, it represents them as an Individual, their allies and everything they hold close, it dominates each Realm they see regardless of where they go and regardless of what colors they see. Due to this, it is uncommon for a Kalytera to be seen wearing pure black, due to the general, innate distaste their mind develops for a lack of color, first brought forth by the blackness of the Abyss. White, however, is seen as ‘purity’ amongst Kalytera, as a culmination of each Kalytera in existence, and their beginnings, it is a blank canvas on which to paint on, and as such, Kalytera may often be seen casually wearing white, or wearing an excess of white for merry occasions, should they be intertwined with the common culture of the Kalytera. Physical Description The Kalytera swell with life due to their nature and origins, naturally glowing with colors. All Kalytera, upon their connection, will find their features & the touch of their skin smoothened down akin to marble, eradicating any warts, spots, and general discrepancies upon their skin. Equally, their Skin colour, hair, and everything natural on them will briefly change to a pitch-black color, which then resprouts upon them a range of colors to represent their personality. (This is up to the Player OOCly, no set Color means a Set thing, meaning no Kalytera will have the same colors another Kalytera does and have the same Personality represented by such). The Colors across a Kalytera’s body can be arranged in any way wished by them upon creation, however should they want to change it after such Color Bleed must be used. These colors can be positioned anywhere on the body, and may make up various patterns, essentially letting the Kalytera be their own canvas, but this is exclusive to the moment of their connection. (Black is not a valid color to represent personality) Alongside the external changes upon connection, the Kalytera also gain a set of internal, far less noticeable changes: Disease and Poison Kalytera, having been warped and mutated by the excess of Life-energy, suffer a far weaker Immune System, one which amplifies the potency of poisons and diseases they may be afflicted by. Any disease or poison a Kalytera may be affected by requires twice the amount of curing to rid the Kalytera of it, such as twice the amount of bloodletting, or two measures of a cure as opposed to just one. Blood: Herbs Herbs interact poorly with that of a Kalytera due to the different nature of their blood and skin, and the way their body acts to repulse most interfering with it as it treats it as an intruder, an unfortunate side-effect of the mutations that Kalytera undergo. Herbs such as Blissfoil (Herbs with numbing effects) will be unable to do so in any form, instead, lowering the temperature of the Kalytera mildly, causing them to feel overcome by a cold breeze for from the moment they’re affected by the numbing Herb, and lasting 3 emotes after it. Any Herb interacting directly with their blood will be almost useless, requiring twice the amount for it to have the usual effect as it would on any Descendant, such as 2 measures of a Tippens’ Root salve being used instead of 1 on a Kalytera. This also applies to any Herbs interacting with their blood carrying any negative effects, requiring twice the amount to have the usual potency. Redlines: -This applies to all Herbs which numb the Individual’s skin or affect their blood in any way, anything not in either of these categories may work as normal on a Kalytera. -There is no way to counteract this, however this only applies to Kalytera, and a Herb doused in the blood of a Kalytera will not affect anyone else. Blood: Appearance & Aesthetics The blood of a Kalytera is a pure, snow white, appearing unaffected by the colors atop their skin, or the ghastly mutations beneath it, it has little difference from the blood of a Descendant functionally, if any, however, it is known to be unable to stain anything, or soak into it, rather it will simply lay there as if the surface it was atop was like marble. The blood of a Kalytera has one other, minor thing separating it from that of a Descendant, its taste is ultimately sweet and refined like Sugar, able to be easily used for cooking or consumption with little difference to Sugar itself. Redlines: -Blood will not appear any color other than white unless Color Bleed is in use and has changed it. -Blood is unable to stain any sort of fabric under any circumstances, it may still evaporate and act as most other Liquids would, however. -Whilst it will not stain it will still linger unless cleaned up or evaporated. -Other than the sweetness, color and inability to stain it acts as blood does. Lack of Lungs As the first Kalytera found themself suffocating in, wrapped in, smothered in the noxious fumes of the Abyss, they found themself suffering from a wicker cancer of the Lungs, and as the Kalytera spread in secrecy, they gradually found themself entirely devoid of them. The Kalytera entirely lack lungs, a result of the cancerous growths the first Kalytera gained, which the Soul worked hard to improve, resulting in them being completely missing in each Kalytera, and having adapted to such. Whilst a Kalytera lacks lungs, they remain able to speak and live as normal, unable to die by suffocation, or suffocate at all. Fortunately for the Kalytera, however, they still mimic breathing subconsciously, as their mind continues to believe, passively, that they possess Lungs, despite the knowledge a Kalytera may hold otherwise. Due to this malformation, they may find themself coughing up splashes of their own, white blood, going into coughing fits, or gagging repeatedly after being in circumstances in which they suffocated, such as being underwater, being strangled or anything similar which would naturally suffocate a Descendant. This physical repulsion begins once they are out of the suffocation, such as emerging from being underwater, or not being strangled anymore, a crude side-effect of an imperfect inner-form. Redlines: -Kalytera are unable to die due to lack of air/being able to breathe. -The Kalytera OOCly choose which one of these three they emote after ‘suffocation’, and may choose to use their own creativity, but it must display the body attempting to violently dispel something from its system. Lack of Smell The Kalytera suffer an unfortunate lack of smell, due to their lack of Lungs it is unable to process any form of smell that may pass them, and their Brain is mutated by the potent Life-force to the point it completely ignores any form of smell should a Kalytera somehow be able to. This means they are completely unaffected by any smells, and unable to derive any information from a smell (such as smoke) due to them not being aware of it. Redlines: -Kalytera may not regain their lack of smell, despite any healing which may allow it due to their mind being mutated to ignore it. Age Immortality The Kalytera’s vital systems are warped to the point that they’re almost completely kept alive by the dampened amounts of life energy still lingering in their system, in cooperation with their still, slowly-beating heart. The Kalytera bear a greatly lowered Heartbeat, one helping greatly to keep them alive and sustain them, though the pockets of life energy carry this throughout centuries, granting them the ability to live on for past thousands of years, with no definitive ‘end’ to it through age, it keeps what few functioning systems left going until the Kalytera die by other means. Redlines -Applies exclusively to aging/age -Life-Energy sustaining them cannot be removed/interfered with, or used to mutate anyone/anything -Their Heart and all other vital organs still function, and the destruction of those would cause death. Death Upon the death of a Kalytera their body will gradually dissolve as it’s mutated to the point of the destruction by the now uncontrolled potent life energy, which will then gradually build them back up at CT over the course of 1 OOC day, unable to be seen by anyone/thing before they become conscious again, unable to remember the events of their death, the cause and so all. ((All death rules apply)) Redlines -All death rules apply. -If a Kalytera kills themself they will not be brought back -The Life Force is unable to affect anyone else during any of this process, nor can it be obtained -PK’s still apply, they cannot come back after a PK. -Should a Disconnected Kalytera be killed, they will reform over the course of 2 OOC hours in the spot in which they were Disconnected (or where they were killed, should said spot be unavailable. They will still mechanically respawn at CT, but the Kalytera cannot be played). Connection Before most spells/abilities a Kalytera enacts, a connection is required, allowing them to control the potent life energy they possess, this is demonstrated in various ways (and is up to the player OOCly): -A white glow emitting from the eyes of the Kalytera -Grey mist seeping from their form Some abilities however, have a subtle connection (described as such), meaning it will only possess the connection described in it, and these connections will not be viable. Redlines: -No tells may be hidden, the glow will shine through any form of clothing/armour/anything over it, however it isnt strong enough to blind, stun, disorient or otherwise hinder anyone. -The ‘mists’ are unable to affect anyone, or keep them from seeing anything, they may flow from various places on the body so long as they are visible constantly. -Subtle connections often still possess a form of tell, and the rules of that tell must be followed. Mental Description The Kalytera, during their creation, fall under great stress and trauma, which makes a change within their mind, changing their perspective over the world and themselves. Once the change is done and they find themselves transformed into this new form, multiple outcomes are possible for them to develop: All Kalytera Essentially all Kalytera will find little problem with taking pride in themself, and considering their form, and their mentality the peak of perfection, their mind changing to become practically obsessed with the mutated form that is the Kalytera. Kalytera are not driven by evil, though their actions may lead to such, for they run on the mindset that they know what is best for the lessers that are Descendants, and believe that in changing Society they keep Descendants going and thriving, and pave a better world for the Kalytera to exist on. Kalytera not only changed society for self-preservation, but to challenge the common Descendant life. Positive Kalytera These ones, after their change, find themselves fascinated by the transformation and grow attached to their original self, reaching the thought that, because of who and what they were, they became such a perfect creature, getting a god complex with clear pride of their previous life, which led them into greatness and supremacy. This mindset has no effect on the colors one may don, although it often reveals something about their personality. Often, this variation will focus on change through improvement, helping others or changing Society into what the Kalytera thinks is best, demonstrating a positive way of being to prove their “God-like” ascension to the people and gain recognition. Or, alternatively, they will attempt to control things due to their belief that they are the pinnacle of perfection. Negative Kalytera After the pain of the metamorphosis and the trauma experienced, there is also an opposite outcome to the one transformed, which is hating their previous self, seeing the transformation as cleansing of who they used to be. This mindset has no bearing on their colors, like the Positive mindset, though there is often a personality behind the reason they were led towards the negative mindset, which may cause the colors of Negative Kalytera to be vaguely similar. Opposite to the positive, as the name says, negative will focus in manipulation and deceit, attempting to force society to adapt, and to gain admiration by more questionable, perhaps more morally odd means, amusing themselves by generating conflict and change between Descendants and the like. Redlines: -This works mainly as aesthetic and rp flavor, giving the player the freedom to express their character’s motivation and personality in a more artistic manner. -The mindset of a Kalytera can change from one to the other after transformation, or may be none/a blend, however all Kalytera must take traits from at least one side of the Mindsets. -Mindsets can change after Transformation Abilities Color Seep [Passive] [Innate] [Non-Combative] Casting time: N/A| Cooldown: N/A Summary: As a Kalytera makes contact with something, their colors slowly seep into the object so long as they make contact with it, temporarily dying it the color of their skin which is in contact with it. Mechanics: Should a Kalytera make contact with an object for 2 emotes, the color of the body part that is in contact with it will slowly seep into the part of the object that is being touched, dying it temporarily. The moment contact is released, its original colors will return. This only works if bare skin is touching the Object. For example, a Kalytera holding a sword, will gradually turn the hilt of the Sword the Primary or mix of colors of their Hand, a Kalytera touching a plain cube would slowly dye the corner of said cube, and so on. This will only work if Color Bleed is not being used (regardless of way it is used, or amount it is in usage). Redlines: -Only bare skin affects objects -Will not occur if Color Bleed is being used -Does not permanently color something -Does not work on anything living. Color Mark [Non-Combative] Casting time: 3 emotes [1 Connection + 2 Cast] | Cooldown: 4 emotes Summary: Over the course of 3 emotes, the Kalytera may mark a surface or object temporarily or (relatively) permanently depending on the surface it is done on. This is capable of changing its color, or adding a symbol to it. Mechanics: Should the Kalytera wish to use this ability on an object, they may either change its color temporarily, or mark it permanently, doing so by holding onto it and slowly seeping a color into it (regardless of the color of their body part), this color will dye the object (or part of the object) for 1 OOC day. Should the Kalytera wish to mark an object use they will begin with using a minor version of color bleed, in which the palm of their hand may change in colour, and shapes may become distinct, allowing them to press their palm against something, and ‘stamp’ it with the mark they designed in their hand. At the end of the 3 emotes the design on their hand will revert back to its usual color. The Kalytera may make the mark last from 1 OOC day to permanently. Surfaces may not be colored, only marked. The Kalytera may make the Mark they leave on a Surface fade at any time, The marks of a Kalytera may be washed off with water, simply causing it to vanishing from the Surface. Redlines: -Signs must be placed to notify the existence of a Mark -Coloring may not be used to permanently dye something -Mark’s may not be larger than the size of the Kalytera’s palm -May not be used on anything living -Kalytera may only have 3 marks existing on Surfaces at once Color Bleed [Non-Combative] Casting time: 3-5 emotes [1 Connection + 2-3-4 Cast] | Cooldown: 5 emotes Summary: One of the most useful abilities for the hidden Kalytera, allowing them to look almost like a Descendant amongst those they wish to trick, done so through a manipulation of color, rather than their figure and body shape. Though, this is not its only use, a Kalytera looking to design themself, may do so. Mechanics: Over the course of 3 emotes (should they only be changing a part of their body), 4 emotes (should they be changing more than one part of their body) and 5 emotes (should they be changing all of their body). Color Bleed does not allow a Kalytera to change their body structure in any form, rather it is a way of concealing their colors and physical additions to appear differently, Color Bleed allows a Kalytera to change the color of their skin, eyes, hair, and conceal any scars or bruises by making its color blend in amongst everything else, this will not make them completely unrecognisable, nor will it make them able to appear as someone else due to their different figure, which cannot be changed. Kalytera may make it any color, essentially, any shade of such and any brightness, this may be used to make something on their body glow, or dull the glow. A Kalytera that wishes to cancel out Color Bleed may do so over 3-4-5 emotes, depending on how many emotes it took them to originally use Color Bleed, slowly shifting their colours into an incredibly dark black, then letting the colors they originally wore sprout back upon their form by the 3rd/4th/5th emote. Redlines: -May not be used to look like someone. -No other abilities may be used regardless of them being passive, or innate, whilst this is being used. -Reverting from Color Bleed can not be used to hide, the Kalytera remains very visible and the darkness only lasts for 1 emote. -The complete fading of their Color Bleed usage must occur on the second emote, where all color is gone, and fully sprouts back on the 3rd emote, or starts sprouting back should it be more than one part of their body affected. -May not be used to change the body of the Kalytera, only the color of everything that is part of their body. -Does not work on clothes they wear, or anything that is not physically part of them. -Can only be used on themself -May not become only one color, or use this ability to conceal themself -May not use this to include pure, vantablack to their colors Color Warp [Non-Combative] Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: N/A Summary: The Kalytera makes contact with a Descendant (or a humanoid being), and over the course of 4 emotes enacts a form of color bleed upon them, granting them the ability to recolor all parts of themselves Mechanics: After a Connection, a Kalytera may make contact with a willing Descendant (or otherwise Humanoid, player controlled being), and allow them to change the color of everything natural upon them (hair, skin, eyes, nails), as the Kalytera makes contact with them, not in control of the recoloring, simply allowing it. The Descendant will recolor themselves over the course of 4 emotes, regardless of how minor (not requiring the Descendant to connect in any way), this will not be able to change their body shape/functions in any way. The recoloration of the Descendant (or otherwise humanoid being) ends after 24 OOC hours, reverting their colors back to normal. Redlines: -Does not allow the changing of shape or function on their body. -May only be performed on someone IRPly and OOCly willing -May not be used to conceal injuries -The Descendant may not recolor themselves during the ability being active without the Kalytera using this ability again. -The Descendant or Kalytera may not end this ability early once it has already been performed. Word Bound [Non-Combative] Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: N/A Summary: The Kalytera may, after a connection, form a Pact with an OOCly and ICly willing Individual, completely dictated by words, whilst it does not grant anything magical, it enforces two Individuals, the Kalytera and someone else through rather abstract means. Mechanics: The Kalytera may form a connection, shaking hands with the other Individual and forming the Pact over 4 emotes (not including connection), as they shake hands a bright streak of black is left on their upper arms, just above their elbow. As they shake hands the terms and punishments must be agreed upon, what cannot be done, or must be done, specifically, this may count for both Individuals, or solely one, this will count as one of the emotes, or stretch on for as many emotes necessary, but it will only count as ‘one’ emote of the spell until the terms and punishments are officially decided. Once this is agreed on, each of their hands will shift into a vantablack color for a brief moment. This marks the agreement of the Pact. Should the two agree this may be held indefinitely, until the two meet up once more and reverse the pact through the same process, each of them stating its nullification as the mark would vanish. A task that must be fulfilled may not be held indefinitely, however, up to a maximum of one OOC month, should one, or either of them not meet the agreed upon terms either one, or both of them will suffer from punishments that equally may be agreed upon, this may be ‘magical’ in nature (so long as it is only used to destroy), but does not have to be, so long as it is bad, such as one, or both of them, losing their arm for x amount of time, up to permanently. Any attempts to break a Word Bound pact will cause them to suffer from the agreed upon punishment, and the pact to break, alerting the other Individual of this instinctually. Should the punishment be destructive, such as losing an arm, this is done by the mutation of said arm through controlled life-force from the Kalytera, this may be displayed in various styles, like it shriveling up, simply falling off, its veins bursting and such. Mental affects, such as mentally prohibiting one from talking (as a punishment) may also be done this method, having the controlled Life-force warp the mind into finding itself unable to talk. Redlines: -Punishments may not be lethal -Punishments may not benefit one or either of the Individuals. -The pact formed may not be magical, meaning it may not demand or grant anything of a magical nature. -The punishment will be set in place in the emote after the breaking of the pact, should it not be a mutual breaking, or should neither of them fulfill the agreed upon terms. Hollow Conjuration [Non-Combative] Casting time: 4 emotes [1 connection + 4 cast] | Cooldown: 4 Emotes Summary: Through allowing life-force, conjured forth from the Abyss, to flow from their form in small, controlled amounts, the Kalytera may summon a pitch-black husk, carrying only the most basic features of the average Descendant. Mechanics: The Kalytera accesses the life-force, lingering in the Abyss, and so draws it out from them, mixing it in with the bright colors they don, to form a pitch-black husk, carrying all facial features aside from any form of hair, and the model shape for a Human. This is unable to show emotion in any form, however. Nor can it run without the Kalytera having to focus, forcing them to be still to allow such. A Husk may not wear anything particularly heavy, such as armour, they may however wear robes, hoods, masks, anything that would not restrict someone’s movements. Should the ‘Hollow Conjuration’ be touched in any form, it would feel like a viscous liquid, though it would continue to act like skin. Should the Husk be struck with ANY amount of force, it will immediately disperse into the atmosphere. The Husk may make this action (without focusing, meaning the Kalytera doesnt need to be still, and may do various things whilst controlling the movements of the husk) Walking Simple motions of arms, such as grabbing, holding, pointing. Looking in different directions Redlines: -Anything not listed may not be done, such as breathing, they will never be able to act as if they were breathing due to their nature -May not be used for combat in any way, the moment combat initiates (hostility from either side), the Husk will have vanished, the Kalytera unable to concentrate enough to maintain it -No other abilities may be used whilst this is in use -The ability cooldown begins once the Husk disappears. |Luck’s Charm| [Luck] [Non-Combative]| Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 3 emotes Summary: After a subtle connection, the Kalytera may make physical contact with an individual and cause them to hallucinate of an alternate possibility, one in which they are far more successful, where they have accomplished each and every single one of their goals. Mechanics: The Kalytera may form a subtle connection, possessing no tell aside from a set of four-leaf clover marks on their fingertips, which may be easily concealed by gloves. Over the course of 4 emotes, 1 Connection + 3 cast, 2 of which must be maintaining physical contact with the Individual, the Kalytera may force a hallucination upon someone. Upon being affected by this ability, touched for 2 emotes, the targeted Individual sees a far more successful version of themself, one where those tiny mistakes they made, those spots where they felt helpless and regretted it, never happened. This will take place over the course of 2 emotes, the Individual mentally picturing this by force, and finding themself distracted, though should they be attacked during this time the ability will fail, and the Individual left being fine. Should the Kalytera succeed, and the ability work, after the 2 emotes of the Individual seeing themself they will begin to take the place of that version of themself, believing that they are that version, and ultimately becoming deluded from this, they may develop a superiority complex during the OOC Hour that this lasts, or become confused by the disappearance of those that they now believe to still be alive, and swiftly find their emotions and happiness plummet from this, though this is not guaranteed. Should the targeted Individual OOCly wish to, they may make this last longer that 1 OOC Hour, or having lasting mental effects on the Persona, but this is not enforced. The Kalytera must PM the affected Player. This lasts for one OOC Hour. Redlines: -May not be used on the Kalytera. -May not be used to attack, any attempts to attack from anyone during the first 2 emotes cancels the ability. -Will not grant the Individual any possessions, it will merely change how they perceive things and themself for the Duration. Connection [Non-Combative] Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 24 OOC hours Summary: Over the course of 5 emotes, a Tier 5 Kalytera (possessing a TA) is able to transform someone (as long as they are restrained) into a Kalytera, an irreversible and painful process in which their skin is almost entirely remodeled, and their internal system is mutated into that of the typical Kalytera. Mechanics: To initiate and successfully carry out the transformation, the Target must be 3 blocks (maximum) away from the Kalytera, and physically restrained to keep them in place, this is to make sure the Life Force is concentrated within that Individual. Once the Individual is restrained, (should the Individual give OOC consent), the process may begin. On the first emote the Kalytera will amplify the Life force within them in a controlled manner, allowing it to seep out of them in the form of a grey, murky mist and flow it towards the Individual. At this point, should the Kalytera be harmed, or do anything else other than concentrate on this, the process may be stopped. During the 2nd emote it must be emoted that the mist is growing in Mass (in some form), and that the Kalytera is draining themself throughout this (such as a fading/darkening of their colors, a trembling, sweating and such). During the 3rd emote the Kalytera is unable to break their own concentration on this, and is kept completely still as they begin to fill the Individual with these mists, only halting the process if interrupted by some outside, physical force, like a shove. During the 4th emote, as the Individual undergoes great, excruciating pain, they will find their Insides gradually mutated, during this time all Color naturally upon the Individual will fade to a matte black, (aside from clothes or any accessories upon them). In the 5th emote the Transformation is complete, the controlled Mutations having carried out successfully, and colors resprouting upon their form. The Kalytera connecting them is left extremely tired and unable to use any abilities for 24 OOC hours. Redlines -Should the Individual be harmed during this the Kalytera will also be forced to stop -Should the Kalytera be interrupted after the Life Force has began to mutate the Individual then the Life Force will dissipate, leaving only unnoticeable mutations -The Individual being transformed must be restrained in some form, this is to keep them still during the mutations so nothing goes awry. A connection where the Individual is not restrained will fail as the Life Force simply dissipates. -The Life Force mists may not affect anyone aside from the Individual to be transformed. Disconnection [Non-Combative] Casting time: 4 Emotes [1 connection + 3 cast] | Cooldown: 24 Hours. Summary: Opposite to Connection, this serves as a punishment and/or method to get rid of those within the Kalytera that become troublesome for the community or turn too dangerous to keep around unchecked. For such, three members of the Kalytera (with a TA) are to be reunited and, in the presence of the one they wish to get rid off, they may perform a seal upon said individual, taking its colors away and revealing its true form, yet leaving it in a vantablack tone in which only its features persist, entering a hibernation like state in which the body persists in wait to be restored of its colors. For a sealed Kalytera to be restored, it needed only one of the other Kalytera who sealed it to perform a Connection, thus restoring the colors and consciousness of the sealed Kalytera, bringing it out of the hibernation cycle. If all three who sealed the Kalytera, for some reason, expire, this will leave the sealed one to be left forever in this hibernation state, yet this can still be overcome if three other Kalytera (with a TA) perform a Connection with the sealed one. Mechanics: This spell requires 3 T5 Kalytera’s (with TA’s). The Kalytera to be ‘disconnected’ must first be restrained, unable to move (with slight leniency) or escape. The connection for this spell is unique due to the excess of energy required to hold it, as the Kalytera specifically to connect to perform this spell the colors on which they walk will dim as they move, and their eyes will shine a bright white, unable to stun/blind/hinder the sight of anyone. On the first emote of this spell the Kalytera(s) must lay their hands upon the restrained Kalytera, on the 2nd emote they must emote grey mists of life force seeping from their finger-tips, and on the 3rd they must emote the draining of the Kalytera’s colors, leaving the restrained Kalytera now in a coma-like state. For the reverse to happen, only one of the Kalyterra who disconnected them is required, in which they repeat the same process, with the same connection and emote leading up to it, however on the 3rd casting emote they will instead flow the colors into the form of the Kalytera, re-awakening them. Alternatively the same may be done with 3 Kalytera (with TA’s), none of which need to have disconnected the Kalytera. A Comment should be made on the CA of the Kalytera who has been disconnected. Redlines: -The connection dimming the color of the floor they walk on is purely Aesthetic, and may not be used for any other reasons than to signify the type of ability they use. This may not be concealed/hidden. -The glowing of the eyes also serves purely for aesthetic purposes, though it may not be concealed because it is a tell for connection. -To disconnect a Kalytera, one must be able to connect a Kalytera, meaning a TA is required. -The Kalytera to-be-Disconnected must be properly restrained, to keep them from moving as their colors are drained. -Should a Disconnected Kalytera be killed, they will reform over the course of 2 OOC hours in the spot in which they were disconnected (or where they were killed, should said spot be unavailable. They will still mechanically respawn at CT, but the Kalytera cannot be played). General Redlines/Clarification -Kalytera are infertile, unable to produce Children of their own. -The skin of a Kalytera feels incredibly smooth, a natural thing upon transformation that is unable to be prevented. -The abilities of a Kalytera arent innate (unless stated so) and must be learnt -A Kalytera may only make a TA after 4 months of possessing a CA. -A Kalytera may only have 3 Students at once. -Should a disconnected Kalytera be killed, they will reform over the course of 2 OOC hours in the spot in which they were disconnected (or where they were killed, should said spot be unavailable. They will still mechanically respawn at CT, but the Kalytera cannot be played). -The colors of a Kalytera are designed after their personality upon creation, with no real definition to any color it is up to the Individual OOCly to decide what color depicts what personality/trait, and the proportion of such Purpose I made the Kalytera due to my want for a morally questionable race, possessing little to no combat capabilities greater than the average Individual, and wanted to design them around encouraging Interactions and Plots, allowing what happens to them as a Community be in their choice (for the most part), and only having Abilities to enable their choice, making sure that each/most abilities arent inherently good or bad, due to the various reasons, circumstances and purposes for which they may be used. I believe it also allows a relatively unique culture, though not greatly significant I think it adds more to the depth and creativity of the race, as room is left for it to be expanded upon IRP. Credits GodEatingCommie-Writer ComicD-Co-Writer-ComicD began helping me in writing this roughly half through, months since I started writing the initial idea of Kalytera, however I made poor progress. When ComicD joined me in writing the Kalytera we were able to finish it far faster, completing the other half in just a few days. They’ve been great to write with, great to get feedback from and have been incredibly supportive. Reviewers-During the last few days of writing the Kalytera I asked around briefly for some Reviewers to make sure everything seemed fine. I really appreciate the support and advice they provided, and am incredibly grateful in that they helped make the Lore into what it is now.
  4. Finally I can get my school RP with guns! +1
  5. Alchemical Terrors ‘The art of Creation’ Terror Explanation - Lesser Terrors require no CA, and are played by the Terror FA holder, their Creator. - Greater Terrors require a CA - Terrors may not learn any magic - Terrors may not become a transformable race - Terrors can not learn Alchemy, due to their mindset - Terrors may not learn any Feat -Must have a TA to teach another this FA Keywords/Explanation Core - Slimy, ball-shaped, living thing that forms and sustains all forms of Terrors, is found at their center. Lesser Terror - Non CA Pets with various, monster-like aesthetics. Greater Terror - Sentient CA Race, created in a Test-tube like Lesser Terrors, but far more intelligent and useful. Terror Tool - Simple things formed far faster than an Greater Terror or a Lesser Terror, these can be ‘hatched’ open to take host of/make various things. Ambience Origin Third Diary entry, present day, A new beginning: I remained behind, as the last shoveling of dirt fell and the caretaker left me to my thoughts. It was not the kind of funeral I so envisioned to be my first, shouldn't Father have deserved more? I thought so, but it wasn't worth the strain, he was already gone the moment I came back, a shell of his former self. I did not think I would've returned here after all these years, of all places. There's no grief, no sorrow, yet I feel unanswered, this bone gnawing thought persisted as I tightly grasped his black leather-bound journal, the only possession he decided to leave me, containing the discovery that drove him insane. Through his insanity a moment of clarity and remembrance perhaps? did he not forget about me then? The decaying manor will be demolished, the hamlet was already abandoned. These poor people. Penned were the Second-born’s last words later that day, and he shut the agenda, taking his leave to the carriage outside one of the abodes of the abandoned village, silenced and lifeless by now. The caretaker had been readying the horses to depart through the night, hooves pounding the dirt as the cart cut through the seeping mist of the placid mountain forest. They had left the barony for good. Second Diary entry, the past, Madness: As I imagined, the news had already reached weeks prior, and took a good toll on Father, his favorite child withered and I was left. I did not expect him to rejoice at my sight, after returning from the battlefield. I knew I was to take the blame. The place I called home felt so unwelcoming by now, I could not stand another moment there and took my leave with the little fortune I collected. I doubt I'd be missed. The few remaining servants hastily loaded the cart as the Second-born prepared to leave the manor behind, to not return for many years. Uncertainty whispered throughout the household as the Baron had locked themselves in the most inner chambers of the mansion, buried deep in the intricate workings of tunnels and rooms where he began his descent into madness. Blurred was his vision as the strong, mind twisting smell of sulfur intoxicated the air of the torch-lit laboratory. The echoing bubbling from the various concoctions and alchemical distillators producing an irking rhythm which the Baron had picked up on, erratically moving, scrawling his formulas onto recycled parchments and tomes. It all had to be perfect, just like what was taken away from him. Countless were the glass tubes shattered throughout the weeks of work, it all made sense to his mind. A solution so close, yet so far to reach. Then it happened. Only silence persisted in the laboratory at the dawn of the final day of growth, and the Baron stuck their hands onto the first success, his vision, the peak of his work, the so wanted First-Born he lost. A mangled mesh of stringy flesh and muscles birthed from the tube, blind and reeling on their feet the horrific creature raised in awe, the new, strange feeling of life, air filled their lungs and jaw unhinged open. The moment's peace seemed everlasting, quiet and placid, at the rhythmic breathless groans of the beast. Suddenly a twitch, and it broke, lashing onto the Baron. Screeches, calls of help echoed in the manor, chaos following behind, walls painting red, creature fleeing in the woods. And all life had been drained. First Diary entry, prelude, The catalyst: For five lasting years war had been sweeping across the land. Me and Brother being of noble birth were enrolled and sent off, away from our household. And I now return home, but alone. The seat in front of me only held my brother’s belongings, the first-born, prime son of the Baron, died to honour our homeland. Now bound to always cast a shadow onto me. I’ve grown used to it by now, but Father’s words cut deep, even if I do not intend to show it. I fear his reaction as I write, I knew the news would spread quickly, but in a way, I'm quite thankful I do not have to deliver it myself. The carriage drove through the battered road, as the rays of the morning sun cut between the sky-reaching pines. The manor towering on the last hill, slowly inched closer. Recipes and Formulas Incubation liquid Catalyst Recipe Base of: Liquid mana base. 6 measures in the Lesser Terror recipe 12 measures in the Greater Terror recipe + 4 additions during the growth process. Symbols of: These 4 must all be extracted and mixed into the Liquid Mana base to form the Catalyst. Fire Water Earth Air Step-By-Step Process: -Fill Cauldron with Liquid Mana -Boil Liquid Mana for 5 narrative minutes to purify it. -Grind Reagents possessing symbols into fine powder -Complete extraction processes. -Pour powders into Cauldron containing Liquid Mana -Wait 5 Narrative Minutes -The Catalyst is formed - A Bright Blue Crystal to be submerged in the Test Tube, which will in turn dissolve with the water and fill it with Liquid Mana. Terrors formula Base creation: Depending on the type of blood the creature will hold different traits. Descendant blood Human blood Elf blood Dwarf blood Orc blood Animal blood Feline blood: Any type of cat-like creature Canine blood: Any type of dog-like creature (Including wolves etc...) Avine blood: Any type of bird Lacertine blood: Any type of lizard-like creature (Including snakes etc...) At least 2 types of blood must be mixed together, Lesser terrors might have both animal and descendant blood, Greater terrors may only have descendant blood. Lesser Terror recipe Base of: Chosen blood mixture Symbols of: x2 Life x1 Strength x2 Vigour x1 Sound Additional Ingredients: A cup of powdered bone marrow. Step by step process: -Fill Pot (or heatable container) with blood. (450 ml of blood). -Boil blood to purify it. -Grind Bone Marrow into fine powder -Grind Reagents possessing symbols into fine powder -Empty Purified Blood into Jar -Pour powders into Jar -Wait 5 Narrative Minutes -The is formed-The Core has absorbed all ingredients, completely emptying what was once in the Jar and now exists in the Jar, and it’s solid yet slimy state. Greater Terror recipe Base of: Chosen blood mixture Symbols of: x4 Life x2 Strength x2 Vigour x3 Connection x1 Rage x2 Sound Additional Ingredients: Two cups of powdered bone marrow. Step by step process: -Fill Pot (or heatable container) with blood. (450 ml of blood). -Boil blood to purify it. -Grind Bone Marrow into fine powder -Grind Reagents possessing symbols into fine powder -Empty Purified Blood into Jar -Pour powders into Jar -Wait 5 Narrative Minutes -The Core is formed-The Core has absorbed all ingredients, completely emptying what was once in the Jar and now exists in the Jar, and it’s solid yet slimy state. Terror Tool recipe Base of: Blood (Any Descendant/Creature) Symbols of: x2 Life x1 Rage x2 Blindness x2 Sound Additional Ingredients: Three cups of powdered bone marrow. Step by step process: Fill Pot (or heatable container) with blood. (450 ml of blood). Boil blood to purify it. Grind Bone Marrow into fine powder Grind Reagents possessing symbols into fine powder Empty Purified Blood into Jar Pour powders into Jar Wait 10 Narrative Minutes The Terror Tool is formed, using Bone Marrow as its shell and promptly breaking the jar. It may now be commanded. Process of Growth The Core needs to be created with a base of blood and various reagents, this will grow to form the two types of Terrors the blood determines which type of creature it'll be. Animal blood and descendant blood for Lesser Terrors Strictly descendant blood for Greater Terrors The creature grows inside the tube, gaining mutations as the process goes on. Terror Core The Transformation is initiated through the creation of a Core, a small, living orb-shaped creature, incapable of any form of communication, movement or interaction without the aid of the Alchemist. At its first stage, it is practically inanimate, and may only be used for the initiating of the Creation of either of the two Terrors. The way the Terror is formed is through the symbols listed for the creation of the Lesser and Greater Terror, and if not used in the OOC day of its creation, will die, unless preserved in a flask of Blood, containing 300ml, which will slowly be drained over the next 3 OOC days. The Core will only survive for 6 OOC days at Maximum, should the Flask be refilled enough to allow such. Should the Core be placed in the appropriate test-tube before it dies, the growth Period will begin. Preparation of the Test Tube The tube needs to be prepared and kept sealed, roughly filled with a first base of boiled water. 200L of boiled water for Lessor Terrors 500L of boiled water for Greater Terrors Once ready, the incubation catalyst needs to be added to the base, this will prepare the tube for the growth of the Terror. The liquid inside will expand and fill the glass container completely. Lesser Terrors (Non-CA/Companion Creature) ‘Pitiful creatures. Born to die’ Creation Once the Core has been made and placed in the Test tube, which should, at minimum be 2’0 tall, and at maximum 3’5 tall, the growth process begins. -During the first OOC day of the Lesser Terror’s growth a thin layer of tangled, hardened flesh will grow over it, should the required Liquid Mana be in the Tube, and the Terror be made properly, flakes of skin will orbit around it care, gradually joining up with the already hardened flesh to begin composing the husk of the Lesser Terror. At this stage small stubs for arms and legs will appear (or the beginnings of whatever thing makes up the arms and legs), though it lacks any face. -During the second OOC day of the Lesser Terror’s growth it will slowly develop a loose, hanging face, lacking any proper facial features or additions, though outlines of anything to cover it (such as tendrils), would gradually appear. At this stage the terror will have depleted the essence of the initial symbol used up to create the incubation liquid and ¼ of the liquid mana used in the creation. The Terror requires 3 more measures of Liquid Mana for it to grow. This will not result in a Botched Creation, it will simply delay the ‘third’ OOC day until it has been supplied with Liquid Mana. -During the Third OOC day after ‘day’ two a (Water) Life symbol powder must be added, else it will not grow until the Symbol is added. Once it is added, on this day the arms and legs will have fully formed, its Core hidden and protected entirely, and its facial features will have almost formed. The Vessel begins loosely taking the hue and parts of the Thing or Person the blood was gained from for the creation of the Terror (not blood used to preserve the Terror). During the Fourth OOC day the whole Lesser Terror has been formed, and it will attempt to break out as fast as possible, dying should it not be able to. Should it break out and survive, then all of the Liquid Mana left in the Tube will be lost (about 8 measures at this stage). Behaviour From the moment the Lesser Terror is formed it is afraid, writhing around in its Tube as it attempts to break free and avoid Death. The Lesser Terror, though it knows no other environment than the one it is ‘birthed’ in, will immediately start to act Hostile, as it sees the Test Tube as an attempt at its life, and will seek comfort in the first Individual it sees. A Lesser Terror feels an instinctual bond with the first Person it sees, (doesn’t have to be the Creator) this being one of the only Individuals-if not the only-that it will almost no show signs of aggression towards, it is through this that the Lessor Terror may take vague, easy orders, such as ‘Sit’, or ‘Stay’, however, like many pets, they must be trained to do such. Their brain is horribly mutated and as such are unable to take orders longer than one word, nor can they do anything requiring more than one action, they will not take Orders from anyone else. A Lesser Terror, despite its willingness to act aggressive around almost anyone else, will not act on this without command, and will instead cower and hide upon facing Conflict (unless ordered otherwise). However, despite how helpful Lesser Terrors can be for the Owner, they can also carry a potent downside, something the Owner often is unaware of. Lesser Terrors are much like Vermin in that they are, in some ways, carriers of Disease, Mental disease. The more time an Owner spends around their Lesser Terrors, the more likely such will happen, for each moment they’re with the Terrors, they may be affected further as their mind develops towards handling the existence and nature of this amalgamation. Lesser Terrors have a chance to change and afflict the Mind of their Owner (up to the player OOCly) unknowingly, afflicting them with Mental Problems such as: Paranoia Anxiety Becoming Delusional The extent to these varies (up to the Player), and some Owner’s may not be affected by them whatsoever. (If you dont think you can Roleplay any of these accurately and in a Tasteful manner, dont. They are not enforced, required, or particularly encouraged in any way, this serves as optional flavour) Physical Description Though it’s hard to give an accurate blanket description of a Lesser Terror, due to all the variables and the OOC choice of the Player making them, some general guidelines and observations can be made of many. All Lessor Terrors will seem deformed, like a crude mix between Descendant and Animal, standing at a maximum of 3ft of height with a minimum of 1’5ft of height, possessing some odd colour, not of the animal or the Descendant, they may seem somewhat impish should Descendant blood dominate the Terror’s formula. At the core of them, in their stomach is the Core, a slimy Orb of various different colours. Should any part of them be cut enough a wound will open up to reveal a tangled web of white, thick, root-like strings surrounding it, this may easily be slashed through as one would a cobweb. The Core is barely held together, and easily taken advantage of, should a sharp weapon, or a force aim to kill a Lesser Terror, one of the most efficient ways is to get to the Core and pull apart as one would slime, this will promptly kill the Lesser Terror. Simply jamming something into the Core won't kill it, for it will reform around it, but cutting it in half will, albeit slowly. (Credit to Vitalian) A Lesser Terror is still susceptible to pain through normal means, and are easily killed in comparison to normal animals/descendants due to their formation. Upon being cut a Lesser Terror will not ‘bleed’ as one normally would, rather ooze a substance much like the Core, and is capable of bleeding out should they be cut enough, or not have their injury be treated, however, much like many living things, this will gradually heal should the Injury be minor enough. A Lesser Terror has trouble seeing due to inevitable mutations during their growth, limiting their eyesight greatly to the point of blurring. A Lesser Terror sees in vague blobs of colour, but can distinguish these, and uses their great sense of smell, gifted to them by the animal blood used in the Core, to track and stay with their Master (The Person they first see). A Lesser Terror is likely to have extra parts, relating to the animal and descendant blood, poking out of or awkwardly slotted into unfit places for such a thing, such as a Pig’s snout grown into the side of their stomach, or an extra hoof growing out of one of their legs. This will not give any combative advantage, should the Player attempt to use it for such. Equally, a Lesser Terror may have extra, non-functional eyes, or living and moving ‘tendrils’ about their form, tangled amongst their proper skin, so long as it is purely aesthetic. The Skin of a Lesser Terror is incredibly soft, and such does not allow them for good combat abilities,, for they will find their force clashing back at them. A Lesser Terror ordered to attack will do so, but to little success, slowly caving themselves in in the process, their mushy skin cutting and bruising as they slowly beat themselves into unconsciousness, these attacks would feel as if the targeted Individual were being hit by flimsy rubber relatively slowly. None of these attacks would do anything actively hindering the Individual, and would at most cause light bruising. The attacked Individual will not be knocked over by this attack. Redlines: -No Mutations or Aesthetics will allow further combative advantage -They may not avoid damage in combat by Aesthetics -Will always look and act deformed Age Lesser Terrors, due to their relatively small body and simple minds, require far less maintenance than Greater Terrors, and so their lifespan is unknown, whilst Lesser Terrors are capable to live for about 300 years, many lesser Terrors are naturally filtered out, killing themself off due to their deformed, illogical nature, something greatly limiting their Life span as many are found to kill themself off unintentionally. Sidenote: It is up to the Individual who is the Master of the Lesser Terror to roleplay it tastefully and correctly, this does not require a CA to play, however screenshots must be taken of the RP gathering and using everything for the Creation of the Terror and the growth of the Lesser Terror. Botching the Creation -Should the Test Tube lack the appropriate amount of measures of Liquid Mana the Core will drain what’s there, however will be unable to form a face, and subsequently die. -Should the Core not be made of the right symbols and reagents it will be unable to grow anything, and promptly dissolve upon meeting any form of liquid. -Should Life be added too early the Core will attempt to animate what is already formed, and will cease growing, resulting in a Lesser Terror with an exposed Core and no way of sight, hearing or making any form of noise. It will die on the 3rd day if not removed, it will be unable to break out on its own. Lesser Terror Redlines -A Tier 1 Individual, learning this FA will only be able to have 1 Lessor Terrors at once. A Tier 2 Individual may only have 2. A Tier 3 Individual may only have 3 -Only 3 Lesser Terrors can exist per T3 Alchemist at once. -May only have 2 Lesser Terrors following, no more than one may attack at once. -May not use Lesser Terrors for theft or ‘spying’ (metagaming). -Lesser Terrors are unable to cause harm enough, they may serve as an obstruction, however. -Must be taught how to do commands, they will not sit on the first time their Creator says ‘sit’. Greater Terrors (CA Race) ‘Through trial and error I have become GOD himself; I have taken advantage of the elements and used it to my will, and with this, I have made life’ Creation Once the Terror has been made and placed in the Test tube, which should, at minimum be 4’0 tall, and at maximum 8’0 tall, the growth process begins. -During the first OOC day of the Terror’s growth a thin layer of tangled, hardened flesh will grow over it, should the required Liquid Mana be in the Tube, and the Terror be made properly, skin will immediately start to join up with it, slowly forming the Torso. -During the second OOC day of the Terror’s growth their size increases considerably of about 5 inches, loosely developing small protrusions resembling their future limbs, still quite far from resembling any type of descendant. At this stage the terror will have already depleted plenty of the mana and essence of the sign used in the creation, 1 Measure of Liquid Mana will need to be added to the Test Tube, along with a Powder(s) possessing 1 Water, Air, Earth and Fire symbol. -Between the Third and Fourth OOC day the Core will increase in size even more, white, fleshy tendrils start to anchor onto the surface of the tube, which also envelope the Core itself, the slimy torso of the Greater Terror will start growing, their limbs extending from their figure, the initial speed at which they started growing slows down. -During the 5th OOC day, 2 (Water) Life and 3 (Air) Swiftness symbols turned into powder must be added to the tube, else the procedure is botched (read below for the Scenario of a botched Creation). The Terror starts gaining solidity, growing bones and developing muscles, at this stage they start showing descendant features depending on the types of blood used, resembling a developing child-like creature amalgamation of the two different races, the tendrils like roots start taking over the glass surface of the tube, ceasing growth for now, now fully formed around the Core as a protective membrane. -During the 6th OOC day the Terror will hunch over as their spinal cord fully develops, limbs coming to 3/4ths of their final length. The Terror's head grows to a more final stage of growth, the lack of eyes, and any additions to the face become present in this stage. At this stage the terror will deplete plenty of the mana used in the creation, a measure of liquid mana must be added to the tube, else the procedure is botched (read below for the scenario of a botched creation). -Between the 7th and 8th OOC day the Greater Terror may develop further mutations during this stage, inhibiting its form and capabilities, it has almost solidified, and nothing else is required to be done. Equally, any unfinished parts will finish and solidify, any lack of body parts (such as a lack of jaw) will become noticeable, and all facial features will have finalised, it is clear that the Greater Terror is almost formed. (Mutations are decided by the player OOCly, though should they botch the procedure at any point, a negative Mutation must occur. This is listed in the ‘Botching’ section). -During the 9th OOC day the Greater Terror will begin to make sound, in the forms of snarls, groans, cries, it becomes clear that Life has formed within the Tube, their height has completely set in, as has their mass as all of their body parts solidified. During this stage, the tendrils latched onto the inside of the Tube will gradually retract and decay, becoming mushy and weak, causing them to dissolve amongst the Liquid Mana. -During the 10th OOC day the Terror becomes conscious, taking its final form, a fleshy amalgamation of the two different races used in the production of the Initial Terror, their movements start becoming more erratic and violent as they begin to feel, the fleshy membrane becomes transparent and thinner while still enveloping the Terror. Any time/day after the beginning of the 10th OOC day the Greater Terror may break out and be playable, until the CA for it is accepted. Redlines -A Tier 1 holder of this FA may not make a Greater Terror. A Tier 2 FA holder of Alchemical Terrors may only make 1 a Month, and may only have 2 Greater Terrors existing at once. -May only make 1 Greater Terror a month. -May only have two Greater Terrors existing at once. (At T3) Behaviour The Behaviour of an Greater Terror is immediately violent upon their growth completion and their awakening, and they will attempt to break out of the Test Tube, drowning in it should they be unable to escape. On the OOC day of their completed growth (CA acceptance) they will seem and act recklessly, unable to utilise Hidden Sight to any extent for this day. Despite their initial consolation in their Creator, they may occasionally lash out towards them as a coping mechanism, unable to understand the situation. At this point in their life, they have very little personality, and they struggle fitting together words, attempting to do so resulting in a mangled mash of various words, none of them coherent. A Greater Terror does not build their Personality off of experience exactly, rather how they see the reactions towards their general existence, like a Child seeking attention, any reaction towards them is considered a good reaction, and they may begin to relish in such behaviour. The minds of Greater Terrors are naturally stunted, and so deal with a multitude of mental disorders during their creation and after their completed growth, such as: Bipolar Disorder Schizophrenia Great Paranoia and Borderline Personality Disorder (Note: These are not required for a GT to have, and you should not attempt to roleplay a Disorder should you not be able to do it tastefully and accurately.) Greater Terrors innately have the mindset of a Child as they start, and as they develop further, a Teenager, but a mental block keeps them from breaking past this point. Whilst a GT may, and often will long for independence, they will always cling to their Creator like a Child would their Parent, whilst they do not have to follow Orders, they often will. Regardless of disagreements and quarrels that may occur, the Greater Terror will likely forgive their Creator over time, which may result in further mental issues for the Terror. Terrors are, and always will be, prone to Tantrums at the slightest inconveniences, at the slightest threats and disturbances and will lash out as much as possible, in the best way they know, whether it be through physical violence, verbal harassment or outlandish behaviour as a method of coping. Greater Terrors have no romantic or sexual attraction, equally, they lack any form of reproductive organs, and, due to their relatively simple mindset, will sort People into ‘categories’ for their relationship, the most prioritised one being Creator. Physical Description ‘The most vile of kin. A broken mirror of the Descendant world’ Necessities: A Greater Terror possesses no other organs aside from their lungs and Core, during the process of their growth it also develops an unpreventable and irreversible mutation, in which their skin grows over their eyes, they simply lack eye-holes or droopy bits of flesh end up growing into their eyes and gouging them out (creative freedom is allowed and encouraged to have purely aesthetic ways of making sure they’re 100% blind. Upon their completed growth they will be completely blind, and unable to see forever, this is somewhat balanced with their greatly increased hearing which they use to get around instead, optionally, extra parts may grow from their eye-holes, as shown in the picture above, whether it be odd, dangling horns, coral-like slimy pieces of skin, or anything in between, it may not have any combative advantage or anything outside of being an Aesthetic. A Great Terror’s skin appears naturally mushy and its colour may be anything between white, a pasty grey or a murky silver. Their skin will always be incredibly easy to cut and injure. Blood Greater Terrors do not bleed as Descendants do, they are composed and kept living by their Core, so that when a Terror is cut, they will begin to bleed a substance looking much like their core, a disgusting blend between red and white, carrying silver slivers in it. A Greater Terror’s blood flows at a much lower rate than usual, proving that bleeding them out is an ineffective way to kill them quickly, their bleeding speed is pretty much halved from a normal descendant, however causing a great deal of lacerations, punctures or dismemberment of limbs will kill the Terror should they still be living. Basic needs and Healing A Greater Terror is unaffected by healing Herbs due to their strange nature, nor can they be numbed. Equally, they have no requirement to eat or drink, as all possible digestive tracts fail to form and become mangled in the process, this is no hindrance to the GT for they are sustained by their Core, they are still required to breathe, however. Height The height of a Greater Terror is not completely decided by the blood of the two races its Terror was made from, but it plays a part in it, should Elf blood be used for example, mixed with Orc blood it could very easily reach around the 8’0 height mark, should the player OOCly choose to, or if Halfling blood is mixed with Dwarf blood it could easily reach the 4’0 mark, (these are the minimum and maximum heights of the GT’s). Though part of it is up to the Individual playing the Greater Terror OOCly it must make sense for the average heights of the two races, though it can stretch a bit above or below what it may reasonably be. Physical capabilities Greater Terrors are unable to become particularly strong, they match the strength of the average Child, in fact, their skin too weak, and their form too limited to be able to process energy, food and proper, for the most part this doesn't change, though a Greater Terror may try their best, all this will aid is their stamina. Greater Terrors are unable to be deafened, gaining their ability to hear from the Core, meaning to be deafened, would be to die. However, any particularly loud noises would disrupt their ‘Hidden Sight’, and render them practically blind for 1-2 emotes after the noise (simple Shouts would not cause this). Greater Terror’s simply lack a solid brain, at least in the way Descendants do, instead their nerves are formed in clumps all around their body, creating a network of many smaller houses of thought, this does mean however, that any damage sustained by the Terror can cause permanent or temporary memory loss (up to the Player OOCly, though any stabs through the body of a Terror should cause some amount of memory damage). Death A Greater Terror may still be killed through normal means as well, though this won’t permanently rid of them. A shot, swing or blunt hit to the head will not cause them to faint or die on the spot as they simply lack a solid brain, instead their nerves are formed in clumps all around their body, creating a network of many smaller houses of thought, this does mean however, that any damage sustained by the Terror can cause permanent or temporary memory loss. A Greater Terror still needs to breathe and can be killed through suffocation or damage to the lungs, though they have no need to eat nor drink, therefore can’t be harmed by any type of poison which has to be ingested. Their blood also is not like the other descendants, poison which affects blood and needs to be injected causes no harm to the Greater Terror. Upon the death of a Greater, should their Core not be broken, they will retract into an egg 5 emotes after ‘death’, similarly to the Ungrowth ability, and be rendered vulnerable, going into a hibernation state. This egg may be broken, the Core seeking as much preservation as possible and hardening it greater than ‘Ungrowth’, however, requiring 5 blunt hits to break open, and kill the Terror and Core inside. Alternatively, it may be taken, and the Greater Terror will grow back 24 OOC hours after its ‘death’, should the Core not have died. Should it be confined and the Greater Terror not have enough room to regrow, it will simply not. If the Core is able to gently roll its way out of the limited space, it will then grow over the course of 5 emotes, however should there be no escape it will simply be trapped in its shell form until there is enough space, rendering the Greater Terror unplayable. A way to surely kill a Terror, enforcing a PK, is to destroy its Core, which is far easier during its ‘hibernation’ in which the Terror’s body has entirely retreated, due to the fact that upon the shell having completely broken, the Core will fall apart. A GT’s Core, when the Terror is alive (and not in a Shell) is destroyed through dismantling, as one would pull apart slime, and this must be held apart for 2 emotes, before rendering the Greater Terror dead and permanently gone. Sticking something through the Core will not suffice, nor will a simple swing as it will swiftly reform into its original shape, rather the Core must be grabbed and held apart by an Individual. Over time, though there is little, if any aesthetic change as they age, they are capable of dying to ‘old age’, their Lifespan set at around 150. Once they start nearing this age, about 140, should they live this long, their Core, should anyone see it, would begin to shrink and tremble, and the Greater Terror would gradually become frail. Around the age of 150 their Core would no longer be able to support this Husk, or repair it any further, causing it and the Greater Terror to die. Redlines: -Should the Terror shell not be picked up upon their hibernation state then they will roll away and retreat to a safe spot to reform. ((This being the CT, where all normal death rules apply)) -Should the GT be killed through PVP and be made /d40 without the needed RP to destroy the Terror then the remains of the corpse will roll away from the battlefield. -A GT can still be knocked unconscious through suffocation or brute force, though a shot through the head will cause a simple wound as if it were a shot to anywhere else. Falling unconscious will not cause a GT to retreat into their Core. -Beheading a GT will kill them on the spot since they won’t be able to breathe anymore, this will not be a forced PK, and they will still go through the process of becoming a shell. -Equally, bleeding out is a viable method of ‘death’, the removal of all four functional limbs can also induce the Terror to retract into its core as it recognises something is wrong, and is likely about to or already has bled out. Optional Aesthetics: Often the Greater Terror will find that various limbs and small stumps of what could have been body parts will develop on their figure during the Growth process, such as a small stump growing on the side of their arm, or a second pair of fingers in their hands palm, these will always be completely useless however, and add no benefit, nor will the Greater Terror be able to utilise them. Should the Player wish they may make these give the Greater Terror disabilities, however, such as a limp arm growing in their mouth, rendering them incapable of speech, a complete lack of jaw, or a sharp (purely aesthetically) second set of teeth growing through their gums, pinning their tongue to the floor of their mouth. Various things may grow over or into the Greater Terror so long as they provide no use aside from aesthetics, though they may not actively seem alive, and they must only exist in one area of the GT. Redlines: -The things under Necessary must exist in some form, though some of them have Aesthetic freedom -Optional Aesthetics are exclusively for appearances/aesthetics. -These Aesthetics, once the CA is played are unable to be removed, should they be chopped off they will be replaced once Ungrowth is used, all other non-aesthetic things are Permanent. -Death rules still apply, a GT which commits suicide will have to PK as its Core no longer wills itself to heal the wounds, the Core, due to the trauma will be unable to remember anything leading up to the ‘death’ scenario, or that they died. All Death Rules apply to a Terror as they would anyone else. Abilities |Hidden Sight| [Innate/Passive] [Combative]| Casting time: N/A Summary: Greater Terrors are mutated to the point that they are unable to see, that their own skin has wrapped around and rid them of their eyes. As such, they are developed to rely purely on their hearing for a form of ‘sight’, as they passively learn, from birth, to map out their Surroundings, and the People there with the sounds produced, this stretches to otherworldly extents. Mechanics: At the first OOC week of their Creation they may be fumbling around, or needing guidance as they slowly develop this enhanced skill. After the first OOC week they’ll slowly be able to get around easier, learning to produce sounds of their own to get an idea of their location, and then, after the third OOC week of their creation, the sounds of others to tell where they are and what is around them. This works in a 20 block Radius, any sound outside of that they can hear they will simply know its direction. By the end of the month of their Creation they will be able to walk around and tell where people and things are as easily as any other Person would, and easily locate things making sounds far greater than the average person. However, this also works against them, due to their phenomenal hearing, anything louder than a shout will render them blind and unable to process their surroundings for 1-2 emotes (depending on how loud the sound is) after the Sound ends. Redlines: -Anything that can be heard in #s but not in #Rp will be unable to be tracked, though the Greater Terror can detect the direction of the sound. -This is exclusive to Greater Terrors -Sounds louder than a shout can cause 1-2 emotes in which this Ability will not work. |Ungrowth| [Non-Combative]| Casting time: 5 Cast Summary: The Greater Terror, as a method of self-preservation, retracts each part of its body into its Core, using part of its skin as an Outer Shell to protect the Core, during this time the Greater Terror is passively healing and regrowing each part of its body, regardless of if it had been lost prior. Mechanics: Over the course of 5 emotes, in which the Greater Terror is completely still and unable to do anything, the Greater Terror retracts each part of their body towards their Core, growing a shell around as it as their skin turns to a sludge identical to the Core, this Core grows to the size of a block, and is round like an egg, with a hard outer shell surrounding the Core for protection. This process lasts for 24 OOC hours in which time the Greater Terror is preparing to regrow with all wounds healed, including any loss of limbs or general body parts. In this egg-like state they are completely vulnerable, unable to reverse this or move about in any form, and may easily die should this shell be broken, this has roughly the durability of a round rock, able to be bruised & cracked with ease. After the 24 OOC Hours the Greater Terror is playable again, and, over the course of another 5 emotes, grows back. Redlines: -Unable to be used in any Combative Situation, only once the Situation is over. -The Shell is easily broken with blunt hits, and will cause the Terror to fall apart and the UT to PK should it be broken -May not be suddenly ended when already started -Should it be confined and the Greater Terror not have enough room to regrow, it will simply not. If the Terror is able to gently roll its way out of the limited space, it will then grow, however should there be no escape it will simply be trapped in its shell form until there is enough space, rendering the Greater Terror unplayable. Botching the Creation Should there, at any point, not be enough Liquid Mana in/put in the Test-Tube, the Greater Terror will not fully form, and its formed vision will not have access to any of its abilities, including Hidden Sight. Should the appropriate symbols not be added at the appropriate times the Greater Terror will lose control of one of its limbs for each time the Appropriate symbol is not added, should more than 2 limbs be lost the Greater Terror will die in the Test Tube. GT Redlines -A Tier 1 holder of this FA may not be able to make a Greater Terror, 1 GT at once at Tier 2, and 2 GT’s at once at Tier 3. -A Tier ⅔ Holder of this FA may only make 1 Greater Terror a month. -May only have 2 Greater Terrors at once. (At T3) -May only make 1 Greater Terror a month. -Greater Terrors are unable to become particularly strong, they will all match around the strength of the average child. -May not FTB -May not have sexual/reproductive organs -May not feel any sort of sexual or reproductive desire -May not ever gain their sight back -May not become a Seer -May not learn anything too advanced without taking triple the time of the average Descendant. Terror Tools ‘It seems I can’t make my prior Terrors obey me, but through my mistakes I will birth efficiency’ Time and time again the Alchemist could not control his Terrors, it was quite simply, not fit for them. Tired of trying, he proceeded to minimize them to a state of helplessness, where they could do nothing but what he designed them for. Once the Tool Terror has been formed they may manipulate it to take control of a specific tool. The way that the Tool Terror is molded into a Tool is by a basic command, as one would a Lesser Terror, such as ‘Prosthetic’ or ‘Sword’, through this, the top of the outer-shell will crack open like an egg to take over a tool (in most cases), converting it to its material, as one of itself, often crude in its appearance, like an ever-shifting slime. This slime will be unable to harden, (usually) and as such cannot do its job as well as-or the same as its regular counterpart would. Should the Tool part of the Terror make contact with any amount of water larger than a few drops its functioning part will dissolve, and the Terror Tool is unusable for 2 OOC days, starting the day of the Tool’s temporary destruction. If the Terror Tool is submerged in water it will be destroyed. Terror Prosthetic A Terror Tool that is used to grant a Prosthetic does not take host of something, unlike the other two Tools, for there is nothing to take host of, rather it will stretch out to seek a body part for it to attach itself to, binding itself to where their missing part would be, and molding to the shape of said part. This Prosthetic appears like that part of any Greater Terror would, any colour between white and a misty grey, and naturally appears slimy, however the Terror adapts to the skin of the Individual to match its texture, often resulting in a dry, rough feel. The Terror is still, in a sense, its own thing despite its inability to detach itself, and so, as an Aesthetic, an Individual may have it twitch, spasm, or give them trouble in performing actions, this would not help them in a fight however. This Prosthetic takes 5 emotes to shift and adapt to the Person’s missing part, to the point they’re able to use it on the 5th emote, and may be applied to: Arms Hands Fingers Legs Feet Toes Any permanently removed flesh, such as a missing side of someone's Torso Whilst an Individual dons this Prosthetic, the Terror Tool remains partially ‘living’ as all do, and will start to feed off them over OOC weeks, potentially leaving them malnourished (up to the player OOCly) but certainly leaving them unable to gain Strength akin to the average, trained knight, (relative to their strength prior, an Orc will not be affected the same way as a Halfling). Redlines -Has to be done out of Combat -Cannot heal temporary injuries -Cannot cover/heal/replace anything that wasn't there already -May be used on anybody with IC and OOC consent -The water rule still applies to this, any amount of water more than a few drops will mean it cannot be used, and submerging it in Water will destroy it, causing it to fall apart. -Must always limit the strength of the Individual whilst they have the prosthetic, the strength limit may fade should the Prosthetic be removed/destroyed. Terror Sword/Dagger The Terror Sword/Dagger is one of the few exceptions to a statement prior, when it breaks out of the Shell its sludge will search around for a Sword or Dagger to host, should none be found, it will retreat back into its shell until one is. This Tool only accepts Metal Swords/Dagger’s as Hosts. The Blade of either of these tools do not cause proper cuts, for it does not have the durability for such, rather, upon contact with an Individual (other than the Creator of it), it will leave a part of itself upon the struck area, which over the course of the next 2 emotes digs itself into that spot, unless scraped off, causing a crude and stretched cut. From there it will cause a slow-acting illness over the next few OOC days, the day of the cut everything will appear fine aside from the occasional sharp thing in the area of the cut, regardless of whether it has been healed or not. The OOC day after the cut a small lump will develop over the cut area, like an addition of skin, this will be a pale white slimy, tumour-like lump, that is unable to be scraped off or harmed, attempts to do only causing it to immediately reform. The 3rd OOC day they may start to feel easily angered by simple, slightly annoying acts, unable to tolerate little things that may go against their ideal world. The fourth OOC day the ‘infection’ will spread to the skin around the area of the lump, transforming it into a pale mushy white, they may find themself coughing and spluttering far more than usual. The fifth OOC day the painful process has reached its pinnacle, the Infection will have suddenly spread towards its nearest limb, rendering it useless and easily cut off, equally, they may find themself occasionally coughing blood. On the 7th day almost all symptoms will fade, however the appearance of what occurred (the skin-infection, up to the limb) will still linger, though it will have regained usage. Curing: The way to cure this Illness is through bloodletting, hence it’s seemingly sudden treatment on the 7th day, or, the Individual may carve out the affected area before it spreads. A good amount of blood must be let out from the affected area for it to be treated, as a means of stopping the Infection, however if not treated by the fourth day all aesthetic changes will remain, despite the loss of actual effects. Redlines: -Will not cause cuts itself, rather the after-effects (the Sludge left on the skin) that does. -May not be used on anything not living, will simply kill Flora unless stated otherwise. -If this strikes any living thing two times in a situation it will be rendered unusable for the rest of the encounter, and recline back into its shell. -A Sword/Dagger blade are considered different tools, so a Sword Terror Tool will only be a Sword Terror Tool, and a separate TT will need to be made to take the host of a Dagger, despite their same compositions. -The Individual in Possession of this Item must inform anyone affected by it of the after-effects. -The Terror Tool will completely transform the Item it takes the host of, removing any effects regardless of metal (Aurum becomes Null, and anything with unique effects). -Will not take over anything Magical. -Will not take anything at all wet/damp. Terror Goggles Terror Goggles are one of the relatively Permanent Tools out of the options, as it breaks free from its Outer Shell the sludge will seek for a pair of Goggles to ‘host’, should there be none then it will retreat back into its shell until a pair are found. When an Individual makes contact with these goggles, the area in which they are making contact with it will begin to feel sludgy to the touch as its slowly and temporarily spread to, though this is not the case. Should anyone choose to wear these goggles and see through them, they will experience a noticeable change: Upon looking through the darkened lenses of the Goggles the User will become blind, their eyes being sealed over by Terror like skin, and begin to see through the World as an experienced Greater Terror with, reliant purely on sound, and their hearing being greatly enhanced to that of an Greater Terror, this may be used for a variety of purposes, such as locating something/someone better. Redlines: -Cannot be used by a Greater Terror -Cannot be used to track something which makes no sound -Can be used in Combative situations, but it cannot be used for Combat, such as placing the Goggles on someone. -Can only precisely locate those which can be heard within the radius of #Rp, anything outside that may still be heard, but not located. Terror Tool Redlines: -Only the Prosthetics may be made by a T1 FA Holder, a T2 FA holder may make the Prosthetics and the Goggles, and a T3 make all 3. -No Tool may be used by a Lesser or a Greater Terror -The Object that is being used as a host for the Terror Tool is unretrievable. -Only the Terror Sword/Dagger are considered Combative -Must have made the specific Terror Tool to take the host of a specific object. -Only the Creator of the Terror Tool may utilise and wield it -All Terror Tools must be ST signed, and may not be sold on the AH. General Clarifications/Redlines -Screenshots must be taken of all RP completing the necessary actions for everything related to the growth of the Lesser and the Greater Terror, including the Core’s creation. -If a Core is created and then not immediately submerged for Test-tube growth an Item should be made of it. -May not make a LT or a GT in the same test-tube, may not make two LT’s or GT’s in the same test-tube Purpose I believe that the purpose Terrors fill are the ‘pet’ niche, where you can have nice pets to RP (Lesser Terrors) and have people interact with, whilst not being too much of a disturbance, but they’re equally fairly peculiar, it grants freedom to the Player in RPing them, and allows them to have mini, simplistic helpers for anything they may desire. I feel that the Greater Terrors provide Lotc with a deformed, somewhat ‘scary’ Race that isn’t just about killing, nor is their life controlled by Orders which may render them useless or boring to play, it grants them the freedom to roam around and interact with the general LOTC community, whilst still having fairly consistent, reliable and (hopefully) good RP with their Creator. It provides LOTC with a peculiar race that does not exist solely to be antagonistic, it is not particularly powerful and nor does it need to be played a certain way. Terror Tools are, for the most part, designed to spice up otherwise mundane things, a Terror Sword won't allow you to win a fight with it alone in any scenario, due to its slow-acting Poison, the Terror Prosthetic is relatively easy to make and grant to people, at the cost of becoming akin to a Terror, whilst still being weaker than a normal arm. And the Terror Goggles are there to make sound-based things far easier to find, and grant Players different ways of RPing. Credits GodEatingCommie-Me, Writer. Vitalian-Co-Writer. Vitalian has been great throughout all of this and has allowed us to finish off this piece in only a few days, which I am greatly pleased about. They have provided the Piece with some neat reference drawings and have been great to work with generally.
  6. Thank you for the feedback! I have made some appropriate changes to Tier’s and Common/Rare knowledge correlating to some of the Potions. I have not modified Greater Green due to the belief that anyone on drugs, or a drug like Substance, including those in the world of LOTC would be unable to cast when not properly focused, this is intended as a drawback of its use, and I believe very few would be able to properly jab someone with a Syringe mid-fight, in all honesty, though I may make changes in the future.
  7. Concise Concoctions Syringe Sets Nothing but groans of pain filled the room as he stabbed himself with yet another needle, dots and marks scarring his arm. This Individual had discovered a new way to administer their brews. Injection. Coward’s Counter A relatively simple mixture which, once injected, induces a forced rush of Adrenaline, granting them Courage, Energy and a greatly enhanced pain tolerance. Recipe Base: Water -Vigour x3 -Endurance x2 -Strength x1 -Swiftness x2 Effects Should the Syringe, containing 1 charge of Coward’s Counter be injected into an appropriate place for it to get into an Individual’s veins, it will force a rush of Adrenaline to take place, causing them to feel far more awake, or forcing them awake, to struggle to feel minor Pain and to erase all acknowledgements of dangers and fear. Should the effects of this Potion end and another Syringe filled with this mixture not be used, the Injected will feel their muscles ache greatly, and will become far more tired than prior. This lasts for 10 OOC Minutes. Redlines -May not be used to completely ignore pain. -Will not grant them speed or strength that they did not have before. -The Individual continues to feel pain, and would not be able to ignore, or be happy with any form of gash or great pain. -Does not require ST signing -This is a Tier Two Potion -This is considered Common Knowledge Greater Green ‘Greater Green’, named after the notorious drug, Cactus Green, washes a feeling of clarity and calm over the Injected Individual, to such extents where they are unable to focus. Recipe Base: Water -Impediment x3 -Purity x3 -Peace x3 -Clarity x2 Effects Greater Green, should it be injected into the vein of an Individual, forces a feeling of greater Clarity and peace, pushing aside any feeling of fear and concerns with its drug-like qualities. This goes to such greater extents that anyone under the effects of this is unable to concentrate properly, keeping them from doing any task that isn't simple. Should this be injected whilst its effects are still on an Individual, or within the OOC hour after its use on them, they will fall unconscious. This effect lasts for 20 OOC Minutes. Redlines -This does not grant them any form of Pain tolerance. -This would and can keep the affected Individual from casting any form of Magic that requires concentration, such as Voidal magic. -Does not require ST signing -This is a Tier Two Potion -This is considered Common Knowledge Fae’s Freshener A complex mixture, which, once injected, will discreetly cover all spots, warts, infections, scars or anything similar that affects and appears on the Individual’s skin. Recipe Base: Aqua Vitae -Order x3 -Grace x2 -Light x2 -Peace x1 -Life x1 -Requires ‘Pixie Dust’ from a Sprite from the Dayward Lands to be mixed in with the base. Effects Should the Syringe, containing 1 charge of Fae’s Freshener be injected into anywhere on an Individual’s form, it will remove all spots, warts, infections, scars or otherwise of a mundane nature that are visible on the Individual’s skin, the way this occurs is ultimately up to the Individual affected by this, it may be through a sudden, rapid ‘burst’ into nothing, skin growing over them, them blending into the skin or anything similar, though they are removed once this is injected, the Potion does not affect anything gained from the moment of the Injection. Unfortunately, however, this lasts for only 2 OOC weeks, after which their skin will begin to reveal far more spots, scars and blemishes upon the skin, almost completely defiling the appearance of the Individual. This lasts for another OOC week, before having them disappear leaving only the original blemishes & discrepancies, unless Fae's Freshener is used once more, in which the full effects will take place again. Redlines -Will not remove anything genetic -Will not remove anything magic in nature, evocated fire that has left burns may be removed, for example, but a Necromancer’s aging may not. -Requires OOC consent to be used on an Individual -Requires ST signing -This is a Tier Three Potion -This is considered Common Knowledge Gravedigger’s Grime A complex, slimy, green mixture, which, once injected into dead matter, will greatly increase the rate of its decomposure to the point that it will be near nothing in a matter of minutes. Recipe Base: Blood -Death x4 -Weakness x3 -Life x1 -Requires Saffvil to be ground up and have the whole powder mixed in with the Base. Effects Should the Syringe, containing 1 charge of Gravedigger’s Grime be injected into anywhere on a Dead, once living thing, it will dramatically increase the rate at which they decompose, veins popping, petals crumbling, eyes bursting, matter slowly returning to the earth and the Individual’s skin slowly breaking down into nothing in a matter of minutes, leaving nothing but bones (should it be a Person), and nothing whatsoever should it be a Plant. This lasts permanently, and may not be undone. Redlines -Will not remove bones -Will not decompose anything that the Syringe cannot inject into (such as Trees). -May not be used on anything living, may be used to get rid of dead skin however, and will not spread onto anything living. -Requires ST signing -This is a Tier Three Potion. -This is considered Rare Knowledge Redlines -These Syringes are not like modern syringes, and so do hurt greatly upon Injection. -Should any of these potions be administered in a form other than Injection it will be like drinking normal Water, providing little sustenance and no effects whatsoever. -An Alchemist is unable to learn how to make a Syringe based on the knowledge to make the Potion alone. -The Potion must be contained in a Syringe. Troublesome Tossables The glass smashed across the cold, stone, his mixtures spilling and bursting everywhere, enacting exactly what they had designed them for. A form of Potion requiring velocity and impact. Goblin’s Gold A bright yellow, slimy mixture, appearing and acting almost solid, like melted gold, which must be contained within a large Bottle/Flask, capable of holding 2 measures of Gullible Gold for it to have a reaction. Recipe Base: Lard -Impediment x2 -Rigidity x2 -Endurance x2 (This Recipe makes 2 Measures) Effects Should the Bottle, containing 2 charges of Goblin’s Gold , be thrown and cracked, or otherwise be met with enough force for its container to shatter, it will proceed to slowly drain all of the contents as it produces coins of mina, spitting them out at the places around it almost endlessly, though they cause no harm, and serve as nothing but a distraction, by the end of this twenty mina will have been formed and sent flying out from the spot the Potion landed in, capable of travelling no further than 10 blocks. This persists for 5 emotes, 4 coins sent out in each direction each emote, meaning those near must roll 10+ to not get hit if they are within a 10 block radius. This ‘Mina’ may be stored by anyone, should they wish, however it will feel and act as rubber. Redlines -Does not make proper mina -Does not cause actual harm or bruises, may distract or induce very minor pain -Should more than 4 people be present not all must roll, only those closest -Requires ST signing -This is a Tier Two Potion -This is considered Common Knowledge Termite Tonic A disgusting, brown, chunky blend contained gently within a bottle that must contain 2 measures of it for it to have any effect. Recipe Base: Lard -Endurance x2 -Chaos x1 -Life x1 (This Recipe makes 1 measure) Effects Should the Bottle, containing 2 measures of Termite Tonic, be thrown and cracked, or otherwise be met with enough force for its container to shatter, the Potion itself will slowly dissipate over the course of 5 emotes, in which, should the Potion be thrown and cracked on wood, it will begin to decay the wood greatly, as if it were being eaten by a colony of Termites,regardless of where its contents spill, it will release a foul scent which will draw all Termites in a 10 block radius out, should there be any. Redlines -The Scent and Potion effects only last for 5 emotes, though the Termites may last for longer, they act as normal Termites. -Does not affect anything that is not wood. -The Potion encourages forth actual termites, should, for any reason, it not be their proper environment, or it be a situation where they are unable to come out, they will not. -Should more than 4 people be present not all must roll, only those closest -Requires ST signing -This is a Tier Two Potion -This is considered Common Knowledge Throwable Potions Explanation/Redlines -All Potions under ‘Troublesome Tossables’ are required to be contained within a Bottle or a Flask, and will not fit a Vial. -All Potions under ‘Troublesome Tossables’ will not work unless they have 2 measures. -All Potions under ‘Troublesome Tossables’ will not work unless thrown with enough force to smash. -All Potions under ‘Troublesome Tossables’ cannot simply be smashed, for speed and impact plays a key part in the Potion working. -All Potions under ‘Troublesome Tossables’ can only be used once, due to the nature in which they must be used, and cannot be retrieved once thrown. Credits GodEatingCommie-Me. Reviewers-Throughout the brief time I’ve been writing this Lore I’ve had some People who have given their thoughts and feedback throughout the process of making it, some of which have greatly helped me and guided me to remove or modify a Potion in a certain way. Thank you: DiscoLiquid Vitalian Dargrind Shvorky And anyone else who has given me any form of advice or general feedback throughout the process of this Lore.
  8. This lore piece is amazing, really enjoyed seeing it worked on and spoke about, and hope to enjoy it being used on the Server. +100
  9. Changelog -Initial formatting errors -Color is frustrating -Added Redline to Earth to specify Strength (and its lack of increase from the average UT)
  10. Terrors ‘The art of Creation’ Terror Explanation -Penultimate Terrors require no CA, are played by the Terror FA holder, their Creator. -Ultimate Terrors require a CA -Ultimate Terrors may not learn any magic -Ultimate Terrors may not become a transformable race -Ultimate Terrors cannot learn Alchemy, due to their mindset -Ultimate Terrors may not learn any Feat -Must have a TA to teach another this FA Key Words/Explanation Terror-Slimy, ball-shaped, living thing that forms and sustains all form of Terrors, is found at their center. Penultimate Terror-Non CA Pets with various, monster-like aesthetics. Ultimate Terror-Sentient CA Race, created in a Test-tube like Penultimate Terrors, but far more intelligent and useful. Terror Tool-Simple things formed far faster than an Ultimate Terror or a Penultimate Terror, these can be ‘hatched’ open to take host of/make various things. Origin Third Diary entry, present day, A new beginning: I remained behind, as the last shoveling of dirt fell and the caretaker left me to my thoughts. It was not the kind of funeral I so envisioned to be my first, shouldn't Father have deserved more? I thought so, but it wasn't worth the strain, he was already gone the moment I came back, a shell of his former self. I did not think I would've returned here after all these years, of all places. There's no grief, no sorrow, yet I feel unanswered, this bone gnawing thought persisted as I tightly grasped his black leather-bound journal, the only possession he decided to leave me, containing the discovery that drove him insane. Through his insanity a moment of clarity and remembrance perhaps? Did he not forget about me then? The decaying manor will be demolished, the hamlet was already abandoned. These poor people. Penned were the Second-born’s last words later that day, and he shut the agenda, taking his leave to the carriage outside one of the abodes of the abandoned village, silenced and lifeless by now. The caretaker had been readying the horses to depart through the night, hooves pounding the dirt as the cart cut through the seeping mist of the placid mountain forest. They had left the barony for good. Second Diary entry, the past, Madness: As I imagined, the news had already reached weeks prior, and took a good toll on Father, his favorite child withered and I was left. I did not expect him to rejoice at my sight, after returning from the battlefield. I knew I was to take the blame. The place I called home felt so unwelcoming by now, I could not stand another moment there and took my leave with the little fortune I collected. I doubt I'd be missed. The few remaining servants hastily loaded the cart as the Second-born prepared to leave the manor behind, to not return for many years. Uncertainty whispered throughout the household as the Baron had locked themselves in the most inner chambers of the mansion, buried deep in the intricate workings of tunnels and rooms where he began his descent into madness. Blurred was his vision as the strong, mind twisting smell of sulfur intoxicated the air of the torch-lit laboratory. The echoing bubbling from the various concoctions and alchemical distillators producing an irking rhythm which the Baron had picked up on, erratically moving, scrawling his formulas onto recycled parchments and tomes. It all had to be perfect, just like what was taken away from him. Countless were the glass tubes shattered throughout the weeks of work, it all made sense to his mind. A solution so close, yet so far to reach. Then it happened. Only silence persisted in the laboratory at the dawn of the final day of growth, and the Baron stuck their hands onto the first success, his vision, the peak of his work, the so wanted First-Born he lost. A mangled mesh of stringy flesh and muscles birthed from the tube, blind and reeling on their feet the horrific creature raised in awe, the new, strange feeling of life, air filled their lungs and jaw unhinged open. The moment's peace seemed everlasting, quiet and placid, at the rhythmic breathless groans of the beast. Suddenly a twitch, and it broke, lashing onto the Baron. Screeches, calls of help echoed in the manor, chaos following behind, walls painting red, creature fleeing in the woods. And all life had been drained. First Diary entry, prelude, The catalyst: For five lasting years war had been sweeping across the land. Me and Brother being of noble birth were enrolled and sent off, away from our household. And I now return home, but alone. The seat in front of me only held my brother’s belongings, the first-born, prime son of the Baron, died to honour our homeland. Now bound to always cast a shadow onto me. I’ve grown used to it by now, but Father’s words cut deep, even if I do not intend to show it. I fear his reaction as I write, I knew the news would spread quickly, but in a way, I'm quite thankful I do not have to deliver it myself. The carriage drove through the battered road, as the rays of the morning sun cut between the sky-reaching pines. The manor towering on the last hill, slowly inched closer. Recipes and Formulas Incubation liquid Catalyst Recipe Base of: Liquid mana. 6 measures in the Penultimate Terror recipe 12 measures in the Ultimate Terror recipe + 4 additions during the growth process. Symbols of: A Main dominant Sign (only one of the 4 can be used). Fire Water Earth Air Symbols-If Fire is used Heat x1 Life x1 Chaos x2 Symbols-If Water is used Purity x1 Life x1 Weakness x2 Symbols-If Earth is used Rigidity x1 Life x1 Endurance x2 Symbols-If Air is used Sound x1 Life x1 Swiftness x2 Step-By-Step Process: Fill Cauldron with Liquid Mana Boil Liquid Mana for 5 narrative minutes to purify it. Grind Reagents possessing symbols into fine powder Pour powders into Liquid Mana containing Cauldron Wait 5 Narrative Minutes The Catalyst is formed-A Bright Blue Crystal to be submerged in the Test Tube, which will in turn dissolve with the water and fill it with Liquid Mana. Terrors Formula Base creation: Depending on the type of blood the creature will hold different traits. Descendant blood Human blood Elf blood Dwarf blood Orc blood Animal blood Feline blood: Any type of cat-like creature Canine blood: Any type of dog-like creature (Including wolves etc...) Avian blood: Any type of bird Lacertine blood: Any type of lizard-like creature (Including snakes etc...) At least 2 types of blood must be mixed together, penultimate terror might have both animal and descendant blood, ultimate terrors may only have descendant blood. Penultimate Terror recipe Base of: Chosen blood mixture Symbols of: (Water) x2 Life (Earth) x1 Strength (Fire) x2 Vigor (Earth) x1 Connection Additional Ingredients: A cup of powdered bone marrow. Step by step process: Fill Pot (or heatable container) with blood. (450 ml of blood). Boil blood to purify it. Grind Bone Marrow into fine powder Grind Reagents possessing symbols into fine powder Empty Purified Blood into Jar Pour powders into Jar Wait 5 Narrative Minutes The Terror is formed-The Terror has absorbed all ingredients, completely emptying what was once in the Jar and now exists in the Jar, and it’s solid yet slimy state. Ultimate Terror recipe Base of: Chosen blood mixture Symbols of: (Water) x4 Life (Earth) x2 Strength (Fire) x2 Vigor (Earth) x3 Connection (Fire) x1 Rage (Fire) x1 Heat Additional Ingredients: Two cups of powdered bone marrow. Step by step process: Fill Pot (or heatable container) with blood. (450 ml of blood). Boil blood to purify it. Grind Bone Marrow into fine powder Grind Reagents possessing symbols into fine powder Empty Purified Blood into Jar Pour powders into Jar Wait 5 Narrative Minutes The Terror is formed-The Terror has absorbed all ingredients, completely emptying what was once in the Jar and now exists in the Jar, and it’s solid yet slimy state. Terror Tool recipe Base of: Blood (Any Descendant/Creature) Symbols of: (Water) x2 Life (Fire) x1 Rage (Earth) x2 Blindness (Air) x2 Sound Additional Ingredients: Three cups of powdered bone marrow. Step by step process: Fill Pot (or heatable container) with blood. (450 ml of blood). Boil blood to purify it. Grind Bone Marrow into fine powder Grind Reagents possessing symbols into fine powder Empty Purified Blood into Jar Pour powders into Jar Wait 10 Narrative Minutes The Terror Tool is formed, using Bone Marrow as its shell and promptly breaking the jar. It may now be commanded. Process of Growth (PoG) The initial terror needs to be created with a base of blood and various reagents, the blood determines which type of creature it'll be. -Animal blood and descendant blood for Penultimate Terror -Strictly descendant blood for Ultimate Terror -The creature grows inside the tube, gaining mutations as the process goes on. The main sign used for the incubation liquid and the types of blood used during the process of creating the initial terror will determine which natural traits the Penultimate Terror and Terror have in the last form. Initial Terror The Transformation is initiated through the creation of a ‘Terror’, a small, living orb-shaped creature, incapable of any form of communication, movement or interaction without the aid of the Alchemist. At its first stage, it is practically inanimate, and may only be used for the initiating of the Creation of either of the two Terrors. The way the Terror is formed is through the symbols listed for the creation of the Penultimate and Ultimate Terror, and if not used in the OOC day of its creation, will die, unless preserved in a flask of Blood, containing 300ml, which will slowly be drained over the next 3 OOC days. The Terror will only survive for 5 OOC days at Maximum, should the Flask be refilled enough to allow such. Should the Terror be placed in the appropriate test-tube before it dies, the growth Period will begin. Preparation of the Test Tube The tube needs to be prepared and kept sealed, roughly filled with a first base of boiled water. 200L of boiled water for PT 500L of boiled water for UT Once ready, the incubation catalyst needs to be added to the base, this will prepare the tube for the growth of the Terror. The liquid inside will expand and fill the glass container completely. Penultimate Terrors (Non-CA/Companion Creature) ‘Pitiful creatures. Born to die’ Creation Once the Terror has been made and placed in the Test tube, which should, at minimum be 2’0 tall, and at maximum 3’5 tall, the growth process begins. -During the first OOC day of the Terror’s growth a thin layer of tangled, hardened flesh will grow over it, should the required Liquid Mana be in the Tube, and the Terror be made properly. -During the second OOC day of the Terror’s growth it will slowly develop a loose, hanging face, lacking any proper facial features or additions. Though the noticeable lack of any sort of eye-hole becomes present at this stage. At this stage the terror will have depleted the essence of the initial symbol used up to create the incubation liquid and ¼ of the liquid mana used in the creation. The Terror requires a fresh supply of symbols of the right sign made into powder, else the procedure is botched (read below for the Scenario of a botched Creation). Should the main element be fire, the terror requires: x1 (Fire) Vigour, x2 (Fire) Heat, x1 (Earth) Connection Should the main element be water, the terror requires: x1 (Water) Coldness, x2 (Water) Growth, x1 (Earth) Connection Should the main element be earth, the terror requires: x1 (Earth) Endurance, x2 (Earth) Rigidity, x1 (Fire) Vigour Should the main element be air, the terror requires: x1 (Air) Grace, x2 Swiftness, x1 (Earth) Connection -During the third OOC day a (Water) Life symbol powder must be added, else the procedure is botched (read below for the Scenario of a botched Creation). On this day the slimy torso of the Penultimate Terror is formed, and the Vessel begins loosely taking the hue and parts of the Thing or Person the blood was gained from for the creation of the Terror (not to preserve the Terror). -During the Fourth OOC day the whole Vessel has been formed, possessing a loose shape, a mix of the animal (should there be one) and a Descendant, taking on some parts of an Animal should their blood have been used. -During the Fifth OOC day the Test Tube must be enforced with a thin cast of metal, to keep the Liquid Mana from escaping as the Penultimate Terror grows to its full size, and begins to quietly make eerie groaning noises, its senses developing. -Should a Cast of metal not be placed over the Test Tube by the start of that day the Glass will burst, letting Liquid Mana escape. For each 2 hours one measure leaking out, and being unretrievable. This will completely fail the procedure if left for the whole day, and if not it will greatly mutate the Penultimate Terror. (Check ‘Botching’ section). At this stage the terror will have depleted the essence of the initial symbol used up to create the incubation liquid and ⅓ of the liquid mana used in the creation. The Terror requires a fresh supply of symbols of the right sign made into powder, else the procedure is botched (read below for the Scenario of a botched Creation). Should the main element be fire, the terror requires: x1 (Fire) Chaos, x2 (Fire) Rage, x1 (Earth) Connection Should the main element be water, the terror requires: x1 (Fire) Rage, x3 (Water) Growth Should the main element be earth, the terror requires: x1 (Fire) Rage, x3 (Earth) Connection Should the main element be air, the terror requires: x1 (Fire) Rage, x4 (Air) Swiftness -During the sixth OOC day the Penultimate Terror may develop further mutations, inhibiting its form and capabilities, it has not fully solidified yet. (Mutations are decided by the player OOCly, though should they botch the procedure at any point, a Mutation must occur. This is listed in the ‘Botching’ section). -During the seventh OOC day the Penultimate Terror will be fully formed, and its body solidified. It will attempt to break out of its test-tube the moment it is fully-formed and completely living, should it not be able to, it will promptly die, to drowning or, should it be from a water Terror, to being lost amongst the Liquid mana. Once the Penultimate Terror is formed the Liquid Mana will have been half-drained, and the rest of it spilt out from the tube should it be able to escape. Depending on what Element is most involved in the Creation of the Penultimate Terror, what Element is used for the Terror, decides roughly what kind of Penultimate Terror it would be. A Terror in which the primary element for it is Fire will produce a Penultimate Terror deathly afraid of Water and its sounds will be formed from various crackles of fire, this form of Penultimate Terror will take on a warm touch. One may also find that occasionally gaps and cracks will open up in a Penultimate Terror, and ashes and embers will spill out of such. A Terror which uses Earth as its primary Element will form a Penultimate Terror with a stone like appearance, that is less susceptible to cuts, and ‘cracks’ rather than bruises. Their ‘Voice’ is monotonous and their Movements are slowed slightly. A Terror which uses Water as its primary element will produce a Penultimate Terror which will appear akin to an ever-flowing sludge, their skin seeming droopy and loose, its sounds dry and continuous. This Penultimate Terror is greatly opposed to all forms of heat, and will run at the feel of it. This Terror is unable to die due to drowning, and so is safe in the Test Tube process. A Terror which uses Air as its primary element will form a Penultimate Terror which produces loud, echoing sounds. It takes on the aesthetic of constantly almost falling apart, as if tugged on by some otherworldly force, though this is not the case. This is far more susceptible to cuts and bruises. Redlines: -None of the Aesthetics are Combative, though some aren't Aesthetic, and will aid in protection. -The Fire Aesthetic, in which cracks will open up is non-combative, and will not start any fires or protect anything from anyone. -May not have more than one Primary element for a Penultimate Terror. Behaviour From the moment the Penultimate Terror is formed it is afraid, writhing around in its Tube as it attempts to break free and avoid Death. The PT, though it knows no other environment than the one it is ‘birthed’ in, will immediately start to act Hostile, as it sees the Test Tube as an attempt at its life, and will seek comfort in the first Individual it sees. A PT feels an instinctual bond with the first Person it sees, (doesn’t have to be the Creator) this being one of the only Individuals-if not the only-that it will no show signs of aggression towards, it is through this that the PT may take vague, easy orders, such as ‘Sit’, or ‘Stay’, however, like many pets, they must be trained to do such. Their brain is horribly mutated and as such are unable to take orders longer than one word, nor can they do anything requiring more than one action, they will not take Orders from anyone else. A PT, despite its willingness to act aggressive around almost anyone aside from their Creator , will not act on this without command, and will instead cower and hide upon facing Conflict (unless ordered otherwise). Physical Description Though it’s hard to give an accurate blanket description of a Penultimate Terror, due to all the variables and the OOC choice of the Player making them, some general guidelines and observations can be made of many. All Penultimate Terrors will seem deformed, like an inhumane mix between Descendant and Animal, standing at a maximum of 3ft of height with a minimum of 1’5ft of height, possessing some odd colour, not of the animal or the Descendant, they may seem somewhat impish should Descendant blood dominate the Terror’s formula. At the core of them, in their stomach is the Terror, a slimy Orb of various different colours. Should they be cut enough a wound will open up to reveal a tangled web of white, thick, root-like strings surrounding it, this may easily be slashed through as one would a cobweb. The Terror is barely held together, and easily taken advantage of, should a sharp weapon, or a force aim to kill a Penultimate Terror, one of the most efficient ways is to get to the Terror and pull apart as one would slime, this will promptly kill the Penultimate Terror. Simply jamming something into the Terrorwon't kill it, for it will reform around it, but cutting it in half will. A Terror, protected within a Penultimate Terror’s body (Credit to Vitalian) A Penultimate Terror is still susceptible to pain through normal means, regardless of what element they are focused on, and are easily killed in comparison to normal animals/descendants due to their formation. Upon being cut/cracked various things will happen,decided by their Element: An Earth PT will find that upon being cracked liquid sand will spill out of it, this being their form of blood, small, flowing grains of sand. A Fire PT will find that their blood has been replaced with sludgy sparks of flame of a normal temperature which will spill out from their wounds when cut. A Water PT will find that their blood has been replaced with slime, akin to that of their Terror, however this will bleed equally fast as blood. An Air PT will find that their blood has been replaced with ‘liquid air’, a visible, reflective substance which flows around like mercury, this is easily visible and takes on a light cyan hue when spilt from their body. A PT has trouble seeing due to inevitable mutations during their growth, limiting their eyesight greatly to the point of blurring. A Penultimate Terror sees in vague blobs of colour, but can distinguish these, and uses their great sense of smell, gifted to them by the animal blood used in the Terror, to track and stay with their Master (The Person they first see). A Penultimate Terror is likely to have extra parts, relating to the animal and descendant blood, poking out of or awkwardly slotted into unfit places for such a thing, such as a Pig’s snout grown into the side of their stomach, or an extra hoof growing out of one of their legs. This will not give any combative advantage, should the Player attempt to use it for such. Equally, a PT may have extra, non-functional eyes, or living and moving ‘tendrils’ about their form, tangled amongst their proper skin, so long as it is purely aesthetic. The Skin of a PT is incredibly soft (unless it’s Terror is made with Earth), and as such does not allow them for good combat abilities, even Earth Terrors will not produce a combat viable PT, for they will find their force clashing back at them. A Penultimate Terror ordered to attack will do so, but to little success, an Earth PT will find themself cracking under the stress they induce, only causing the harm as if the Individual under attack were hit by a pebble, any other PT would slowly be caving themselves in, their mushy skin cutting and bruising as they slowly beat themselves into unconsciousness, these attacks would feel as if the targeted Individual were being hit by flimsy rubber relatively slowly. Regardless of the Element none of these attacks would do anything actively hindering the Individual, and would at most cause light bruising. The attacked Individual will not be knocked over by this attack. Redlines: -No Mutations or Aesthetics will allow further combative advantage -They may not avoid damage in combat by Aesthetics -Will always look and act deformed Age Penultimate Terrors, due to their relatively small body and simple minds, require far less maintenance than Ultimate Terrors, and so their lifespan is unknown, it is believed to stretch on for thousands and thousands of years, and it does, however no alive Individual knows exactly how long. Botching the Creation Should the Test Tube lack the appropriate amount of measures of Liquid Mana the Terror will drain what’s there, however will be unable to form a heart on the 6th stage, and thus die on the 7th. Should the Terror not be made of the right symbols and reagents it will be unable to grow anything, and promptly dissolve upon meeting any form of liquid. Should Life be added too early the Terror will attempt to animate what is already formed, and will cease growing, resulting in a Penultimate Terror with an exposed Terror and no way of sight, hearing or making any form of noise. It will die on the 6th day if not removed. Should Life be added too late its growth will be greatly stunted, and will lose control of its legs, it may still survive, however. Should the Metal Cast (or a similar protective measure) not be used to keep the Test Tube in good condition as the mass of the Penultimate Terror grows the Liquid Mana will escape, and will lose measures, equally the Penultimate Terror will pour out amongst, still in its sludgy state. It will not be able to grow further, and therefore cannot solidify, it will die upon contact with anything. Sidenote: It is up to the Individual who is the Master of the Penultimate Terror to roleplay it tastefully and correctly, this does not require a CA to play, however screenshots must be taken of the RP gathering and using everything for the Creation of the Terror and the growth of the Penultimate Terror. PT Redlines -Only 5 Penultimate Terrors can exist per Alchemist at once. -May only have 2 Penultimate Terrors following, no more than one may attack at once. -May not use Penultimate Terrors for theft or ‘spying’ (metagaming). -Penultimate Terrors are unable to cause harm enough, they may serve as an obstruction, however. -Must be taught how to do commands, they will not sit on the first time their Creator says ‘sit’. Ultimate Terrors (CA Race) ‘Through trial and error I have become GOD himself; I have taken advantage of the elements and used it to my will, and with this, I have made life’ Creation Once the Terror has been made and placed in the Test tube, which should, at minimum be 4’0 tall, and at maximum 8’0 tall, the growth process begins. -During the first OOC day of the Terror’s growth a thin layer of tangled, hardened flesh will grow over it, should the required Liquid Mana be in the Tube, and the Terror be made properly. -During the second OOC day of the Terror’s growth their size increases considerably of about 5 inches, loosely developing small protrusions resembling their future limbs, still quite far from resembling any type of descendant. At this stage the terror will have already depleted plenty of the mana and essence of the sign used in the creation, a special tincture must be added to the tube, else the procedure is botched (read below for the scenario of a botched creation). Reinvigorating Tincture recipe: Should the main element be fire, the terror requires: x1 Vial of Liquid mana, x3 (Fire) Vigor, x2 (Fire) Heat, x1 (Earth) Connection Should the main element be water, the terror requires: x1 Vial of Liquid mana, x2 (Water) Coldness, x3 (Water) Growth, x1 (Earth) Connection Should the main element be earth, the terror requires: x1 Vial of Liquid mana, x1 (Earth) Endurance, x1 (Earth) Connection, x2 (Earth) Rigidity, x2 (Fire) Vigor Should the main element be air, the terror requires: x1 Vial of Liquid mana, x3 (Air) Grace, x4 (Air) Swiftness, x1 (Earth) Connection The ingredients need to be mixed together with the liquid mana vial. -Between the Third and Fifth OOC days the Terror will increase in size even more, white, fleshy tendrils start to anchor onto the surface of the tube, which also envelope the Terror itself, the slimy torso of the Terror will start growing, their limbs extending from their figure, the initial speed at which they started growing slows down. -During the Sixth OOC day 2 (Water) Life and 3 (Air) Swiftness symbols turned into powder must be added to the tube, else the procedure is botched (read below for the Scenario of a botched Creation). The Terror starts gaining solidity, growing bones and developing muscles, at this stage they start showing descendant features depending on the types of blood used, resembling a developing child-like creature amalgamation of the two different races, the tendrils like roots start taking over the glass surface of the tube, ceasing growth for now, now fully formed around the Terror as a protective membrane. -During the Seventh OOC day the Terror will hunch over as their spinal cord fully develops, limbs coming to half their final length. The Terror's head grows to amore final stage of growth, however no recognizable facial features are present at this time, only hints of facial growths will appear underneath the skin. At this stage the terror will deplete plenty of the mana used in the creation, a measure of liquid mana must be added to the tube, else the procedure is botched (read below for the scenario of a botched creation). -Between the Eight and Tenth OOC days the Ultimate Terror may develop further mutations during this stage, inhibiting its form and capabilities, it has not fully solidified yet. (Mutations are decided by the player OOCly, though should they botch the procedure at any point, a Mutation must occur. This is listed in the ‘Botching’ section). -During the Eleventh OOC day the Penultimate Terror growth speed will increase once more for the final stage, their face, body type, height and mass sets in, starting to form depending on which types of blood were used, Their muscles slowly start acting, giving twitches and groaning as their jaw finally opens, however still incapable of moving fully. At this stage the terror will deplete plenty of the mana and essence of the sign used in the creation, a second tincture must be added to the tube, else the procedure is botched (read below for the scenario of a botched creation). Secondary Reinvigorating Tincture recipe: Should the main element be fire, the terror requires: x1 Vial of Liquid mana, x2 (Fire) Chaos, x3 (Fire) Rage, x2 (Air) Swiftness Should the main element be water, the terror requires: x1 Vial of Liquid mana, x1 (Fire) Rage, x4 (Water) Growth, x1 (Water) Life, x1 (Air) Swiftness Should the main element be earth, the terror requires: x1 Vial of Liquid mana, x2 (Fire) Rage, x3 (Earth) Connection, x2 (Earth) Endurance Should the main element be air, the terror requires: x1 Vial of Liquid mana, x1 (Fire) Rage, x3 (Air) Swiftness, x2 (Air) Grace, x1 (Earth) Connection The ingredients need to be mixed together with the liquid mana vial. -During the Twelfth and Thirteenth OOC day the Terror fully develops, taking its final form, a fleshy amalgamation of the two different races used in the production of the Initial Terror, their movements start becoming more erratic and violent as they begin to feel, the fleshy membrane becomes transparent and thinner while still enveloping the Terror, this is why at the beginning of the Twelfth day the Tube must be reinforced with a cast on top to prevent any contents from spilling, else the procedure is botched (read below for the scenario of a botched creation). -During the Fourteenth OOC day the Terror will reach the final stage, the fleshy membrane and tendrils attaching around the tube will start decaying. The Terror upon coming to life and feeling (CA acceptance) it will immediately attempt to break out of the tube and set free, spilling all the contents of the tube to the ground. Redlines -May only make two Ultimate Terrors a month. -May only have five Ultimate Terrors e at once. Behaviour The Behaviour of an Ultimate Terror is immediately violent upon their growth completion and their awakening, and they will attempt to break out of the Test Tube, drowning in it should they be unable to escape. On the OOC day of their completed growth (CA acceptance) they will seem and act recklessly, unable to utilise Hidden Sight to any extent for this day. Despite their initial consolation in their Creator, they may occasionally lash out towards them as a coping mechanism, unable to understand the situation. At this point in their life, they have very little personality, and they struggle fitting together words, attempting to do so resulting in a mangled mash of various words, none of them coherent. An Ultimate Terror does not build their Personality off of experience exactly, rather how they see the reactions towards their general existence, like a Child seeking attention, any reaction towards them is considered a good reaction, and they may begin to relish in such behaviour. The minds of Ultimate Terrors are naturally stunted, and so deal with a multitude of mental disorders during their creation and after their completed growth, such as: Bipolar Disorder Schizophrenia Great Paranoia and Borderline Personality Disorder (Note: These are not required for a UT to have, and you should not attempt to roleplay a Disorder should you not be able to do it tastefully and accurately.) Ultimate Terrors innately have the mindset of a Child as they start, and as they develop further, a Teenager, but a mental block keeps them from breaking past this point. Whilst a UT may, and often will long for independence, they will always cling to their Creator like a Child would their Parent, whilst they do not have to follow Orders, they often will. Regardless of disagreements and quarrels that may occur, the Ultimate Terror will always forgive their Creator over time, which may result in further mental issues for the Ultimate Terror. Terrors are, and always will be, prone to Tantrums at the slightest inconveniences, at the slightest threats and disturbances and will lash out as much as possible, in the best way they know, whether it be through physical violence, verbal harassment or outlandish behaviour as a method of coping. Ultimate Terrors have no romantic or sexual attraction, equally, they lack any form of reproductive organs, and, due to their relatively simple mindset, will sort People into ‘categories’ for their relationship, the most prioritised one being Creator. Physical Description ‘The most vile of kin. A broken mirror of the Descendant world’ Necessities: An Ultimate Terror possesses no other organs aside their lungs and Terror, during the process of their growth it also develops an unpreventable and irreversible mutation, in which their skin grows over their eyes, they simply lack eye-holes or droopy bits of flesh end up growing into their eyes and gouging them out, regardless, upon their completed growth they will be completely blind, and unable to see forever, this is somewhat balanced with their greatly increased hearing which they use to get around instead, optionally, extra parts may grow from their eye-holes, as shown in the picture above, whether it be odd, dangling horns, coral-like slimy pieces of skin, or anything in between, it may not have any combative advantage or anything outside of being an Aesthetic. An Ultimate Terror’s skin appears naturally mushy and its colour may be anything between white, a pasty grey or a murky silver. Unless they are composed of the Earth element it will be incredibly easy to cut and injure. The Elements and their effects are: An Ultimate Terror in which their Terrors symbol is Earth gains a rough, groaning voice, akin to two rocks bashing together, their skin appears rough and tight, like elongated rocks tangled into each other. These forms of Ultimate Terrors are far less susceptible to cuts, and instead crack at the force of blunt weapons. These types of UTs are naturally slower than the rest. Redlines -Despite the sound of their voice, it’s purely Aesthetic, and cannot disrupt anyone -They are not completely immune to cuts, but it would essentially be like scratching a rock -Are far more easily damaged by blunt weapons -Does not increase their strength An Ultimate Terror in which their Terrors symbol is Water gains a smooth, continuous voice, and a floaty, slimy appearance, small parts appearing as if they were dripping from them, and their general features loose. These forms of UT are far more easy to cut, though Blunt Weapons sink into them and back out, only leaving small bruises. Redlines -These are not completely immune to blunt weapons, nor are they fluid enough, for anything to actually go inside them, it simply appears as the blunt weapon does so. -None of anything that ‘drips’ from them may be collected or used in any scenario An Ultimate Terror in which their Terrors symbol is Fire gains a loud, crackling voice, it being composed entirely of various ranges of crackling fire. Their skin takes on a light red hue, and they occasionally find cracks opening up across their body and spitting out harmless ashes and embers, before promptly sealing. These UTs are deathly afraid of Water, and can’t stand cold temperatures, they are highly susceptible to hypothermia. However highly resistant to fire and high temperatures, able to bear much more than a common descendant. Redlines -Can still burn, and will be burnt by fire and lava, just to lower extents -They themselves cannot burn anyone or anything. An Ultimate Terror in which their Terrors symbol is Air gains an echoey voice with a slightly feminine tone. Parts of their body may occasionally float off from it before drifting back downwards, and they generally appear wispy and light, should the Player OOCly wish to they may make part of their un-vital aesthetic things float around, as they may do with their skin. An Air UT is susceptible to all kinds of attacks, damaged much easier than any other type of Ultimate Terror, and able to cause less damage due to their ‘floaty’ stature, to make up for this, this Ultimate Terror is the only one which heals wounds passively as any normal Descendant would-meaning that they cannot grow back limbs, and would need to use Ungrowth for that. Redlines -Despite their passive healing, it is still slower than the recovery of the average Descendant -May not regrow limbs or any part of their body without Ungrowth, simply heal wounds An Ultimate Terror will always have loose bits of skin, or parts where skin is mangled and twisted, or it is greatly lacking in skin, these are one of the inevitable mutations of the process. Blood: An Earth UT will find that upon being cracked, liquid sand will spill out of it, this being their form of blood, small, flowing grains of sand. A Fire UT will find that their blood has been replaced with ashes in a ‘fluid’ form, of a normal temperature which will spill out from their wounds when cut. A Water PT will find that their blood has been replaced with slime, akin to that of their Terror, however this will bleed equally fast as blood. An Air PT will find that their blood has been replaced with a visible, reflective substance akin to mercury which flows around them to act as their blood, this is easily visible and takes on a light cyan upon being visible from a cut. An Ultimate Terror’s blood flows at a much lower rate than usual, proving that bleeding them out is an ineffective way to kill them quickly, their bleeding speed is pretty much halved from a normal descendant, however causing a great deal of lacerations, punctures or dismemberment of limbs will kill the terror should they still stand. Basic needs and Healing: An Ultimate Terror is unaffected by healing Herbs due to their strange nature, nor can they be numbed. An Ultimate Terror, equally, has no requirement to eat or drink, as all possible digestive tracts fail to form and become mangled in the process, this is no hindrance to the UT for they are sustained by their Terror, they are still required to breathe, however. Height: The height of an Ultimate Terror is not completely decided by the blood of the two races its Terror was made from, but it plays a part in it, should Elf blood be used for example, mixed with Orc blood it could very easily reach around the 8’0 height mark, should the player OOCly choose to, or if Halfling blood is mixed with Dwarf blood it could easily reach the 4’0 mark, (these are the minimum and maximum heights of the UT’s). Though part of it is up to the Individual playing the Ultimate Terror OOCly it must make sense for the average heights of the two races, though it can stretch a bit above or below what it may reasonably be. Physical capabilities: Ultimate Terrors are unable to become particularly strong or weak, they match the strength of the average Descendant, only reaching peak strength of a knight should they train and actively practice, for the most part this doesn't change, though their fighting style is often ravenous and creative with how they do it, though this may change. Death: An Ultimate Terror may still be killed through normal means as well, though this won’t permanently rid of them. A shot, swing or blunt hit to the head will not cause them to faint or die on the spot as they simply lack a solid brain, instead their nerves are formed in clumps all around their body, creating a network of many smaller houses of thought. An Ultimate Terror still needs to breathe and can be killed through suffocation or damage to the lungs, though they have no need to eat nor drink, therefore can’t be harmed by any type of poison which has to be ingested. Their blood also is not like the other descendants, poison which affects blood and needs to be injected causes no harm to the Ultimate Terror. Upon the death of an Ultimate Terror, should their Terror not be broken, they will retract into an egg, similarly to the Ungrowth ability, and be rendered vulnerable, going into a hibernation state. Whilst this egg may not be broken, the Terror seeking as much preservation as possible and hardening it to it otherworldly extents, it may be taken, and the Ultimate Terror will grow back 24 OOC hours after its ‘death’. Should it be confined and the Ultimate Terror not have enough room to regrow, it will simply not. If the Terror is able to gently roll its way out of the limited space, it will then grow, however should there be no escape it will simply be trapped in its shell form until there is enough space, rendering the Ultimate Terror unplayable. A way to surely kill an Ultimate Terror, enforcing a PK, is to destroy its Terror, which may not be done when it's already dead but not PKed. A UT’s Terror is destroyed through dismantling, as one would pull apart slime, and this must be held apart for 2 emotes, before rendering the Ultimate Terror dead and permanently gone. Sticking something through the Terror will not suffice, nor will a simple swing as it will swiftly reform into its original shape, rather the Terror must be grabbed and held apart by an Individual. Over time, though there is little, if any aesthetic change as they age, they are capable of dying to ‘old age’, their Lifespan set at around 150. Once they start nearing this age, about 140, should they live this long, their Terror, should anyone see it, would begin to shrink and tremble, and the Ultimate Terror would gradually become frail. Around the age of 150 their Terror would no longer be able to support this Husk, or repair it any further, causing it and the Ultimate Terror to die. Redlines: -Should the Terror shell not be picked up upon their hibernation state then they will roll away and retreat to a safe spot to reform. ((This being the CT, where all normal death rules apply)) -Should the UT be killed through PVP and be made /d40 without the needed RP to destroy the Terror then the remains of the corpse will roll away from the battlefield. -An UT can still be knocked unconscious through suffocation, though a shot through the head will cause a simple wound as if it were a slash to the arm. -Beheading an UT will kill them on the spot since they won’t be able to breathe anymore. -Damaging the UT’s ears to a point where they can’t function will render them completely “blind”, unable to use their Hidden Sight. Optional Aesthetics: Often the Ultimate Terror will find that various limbs and small stumps of what could have been body parts will develop on their figure during the Growth process, such as a small stump growing on the side of their arm, or a second pair of fingers in their hands palm, these will always be completely useless however, and add no benefit, nor will the Ultimate Terror be able to utilise them. Should the Player wish they may make these give the Ultimate Terror disabilities, however, such as a limp arm growing in their mouth, rendering them incapable of speech, or a sharp (purely aesthetically) second set of teeth growing through their gums, pinning their tongue to the floor of their mouth. Various things may grow over or into the Ultimate Terror so long as they provide no use aside from aesthetics, though they may not actively seem alive, and they must only exist in one area of the Ultimate Terror. Redlines: -The things under Necessary must exist in some form, though some of them have Aesthetic freedom -Optional Aesthetics are exclusively for appearances. -These Aesthetics, once the CA is played are unable to be removed, should they be chopped off they will be replaced once Ungrowth is used, all other non-aesthetic things are Permanent. -Death rules still apply, a UT which commits suicide will have to PK as its Terror no longer wills itself to heal the wounds, the Terror, due to the trauma will be unable to remember anything leading up to the ‘death’ scenario, or that they died. Abilities |Hidden Sight| [Innate/Passive] [Combative]| Casting time: N/A Summary: Ultimate Terrors are mutated to the point that they are unable to see, that their own skin has wrapped around and rid them of their eyes. As such, they are developed to rely purely on their hearing for a form of ‘sight’, as they passively learn, from birth, to map out their Surroundings, and the People there with the sounds produced, this stretches to otherworldly extents. Mechanics: At the first OOC week of their Creation they may be fumbling around, or needing guidance as they slowly develop this enhanced skill. After the first OOC week they’ll slowly be able to get around easier, learning to produce sounds of their own to ‘map out’ their location, and then, after the third OOC week of their creation, the sounds of others to tell where they are and what is around them. This works in a 20 block Radius, any sound outside of that they can hear they will simply know its direction. By the end of the month of their Creation they will be able to walk around and tell where people and things are as easily as any other Person would, and easily locate things making sounds far greater than the average person. This can be used to map out surroundings/locate People within the radius of #Rp (20 blocks) Redlines: -Anything that can be heard in #s but not in #Rp will be unable to be tracked, though the Ultimate Terror can detect the direction of the sound. -Anything able to be heard in #Rp can be located -This is exclusive to Ultimate Terrors |Ungrowth| [Non-Combative]| Casting time: 5 Cast Summary: The Ultimate Terror, as a method of self-preservation, retracts each part of its body into its Terror, using part of its skin as an Outer Shell to protect the Terror, during this time the Ultimate Terror is passively healing and regrowing each part of its body, regardless of if it had been lost prior. Mechanics: Over the course of 5 emotes, in which the Ultimate Terror is completely still and unable to do anything, the Ultimate Terror retracts each part of their body towards their Terror, growing a shell around as it as their skin turns to a sludge identical to the Terror, this Terror grows to the size of a block, and is round like an egg, with a hard outer shell surrounding the Terror for protection. This process lasts for 24 OOC hours in which time the Ultimate Terror is preparing to regrow with all wounds healed, including any loss of limbs or general body parts. In this egg-like state they are completely vulnerable, unable to reverse this or move about in any form, and may easily die should this shell be broken. After the 24 OOC Hours the Ultimate Terror is playable again, and, over the course of another 5 emotes, grows back. Redlines: -Unable to be used in any Combative Situation -The Shell is easily broken with blunt hits, and will cause the Terror to fall apart and the UT to PK should it be broken -May not be suddenly ended when already started -Should it be confined and the Ultimate Terror not have enough room to regrow, it will simply not. If the Terror is able to gently roll its way out of the limited space, it will then grow, however should there be no escape it will simply be trapped in its shell form until there is enough space, rendering the Ultimate Terror unplayable. Botching the Creation Should there, at any point, not be enough Liquid Mana in/put in the Test-Tube, the Ultimate Terror will not fully form, and its formed vision will not have access to any of its abilities, including Hidden Sight. Should the Reinvigorating Tincture not be used for the necessary point in its creation it will cease growth until it is added. Should the appropriate symbols not be added at the appropriate times the Ultimate Terror will lose control of one of its limbs for each time the Appropriate symbol is not added, should more than 2 limbs be lost the Ultimate Terror will die in the Test Tube. Should the second Reinvigorating Tincture not be used at the necessary point in the UTS growth it will continue to be alive, however upon finished Growth its chest will be open and unformed, and its Terror exposed. UT Redlines -May only have 5 Ultimate Terrors at once. -May only make 2 Ultimate Terrors a month. -Ultimate Terrors are unable to become particularly strong or weak, they match the strength of the average Descendant. -May not FTB -May not have sexual/reproductive organs -May not feel any sort of sexual or reproductive desire -May not ever gain their sight back -May not become a Seer -May not learn anything too advanced without taking triple the time of the average Descendant. Terror Tools ‘It seems I can’t make my prior Terrors obey me, but through my mistakes I will birth efficiency’ Time and time again the Alchemist could not control his Terrors, it was quite simply, not fit for them. Tired of trying, he proceeded to minimize them to a state of helplessness, where they could do nothing but what he designed them for. Once the Tool Terror has been formed they may manipulate it to take control of a specific tool. The way that the Tool Terror is molded into a Tool is by a basic command, as one would a Penultimate Terror, such as ‘Prosthetic’ or ‘Sword’, through this, the top of the outer-shell will crack open like an egg to take over a tool (in most cases), converting it to its material, as one of itself, often crude in its appearance, like an ever-shifting slime. This slime will be unable to harden, (usually) and as such cannot do its job as well as-or the same as its regular counterpart would. Should the Tool part of the Terror make contact with any amount of water larger than a few drops it will dissolve, and the Terror Tool is unusable for 2 OOC days, starting the day of the Tool’s temporary destruction. If the Terror Tool is submerged in water it will be destroyed. Terror Prosthetic A Terror Tool that is used to grant a Prosthetic does not take host of something, unlike the other two Tools, for there is nothing to take host of, rather it will stretch out to seek a body part for it to attach itself to, binding itself to where their missing part would be, and molding to the shape of said part. This Prosthetic appears like that part of any Ultimate Terror would, any colour between white and a misty grey, and naturally appears slimy, however the Terror adapts to the skin of the Individual to match its texture, often resulting in a dry, rough feel. The Terror is still, in a sense, its own thing despite its inability to detach itself, and so, as an Aesthetic, an Individual may have it twitch, spasm, or give them trouble in performing actions, this would not help them in a fight however. This Prosthetic takes 5 emotes to shift and adapt to the Person’s missing part, to the point they’re able to use it on the 5th emote, and may be applied to: Arms Hands Fingers Legs Feet Toes Any permanently removed flesh, such as a missing side of someone's Torso Redlines -Has to be done out of Combat -Cannot heal temporary injuries -Cannot cover/heal/replace anything that wasn't there already -May be used on anybody with IC and OOC consent Terror Sword/Dagger The Terror Sword/Dagger is one of the few exceptions to a statement prior, when it breaks out of the Shell its sludge will search around for a Sword or Dagger to host, should none be found, it will retreat back into its shell until one is. The Blade of either of these tools do not cause proper cuts, for it does not have the durability for such, rather, upon contact with an Individual (other than the Creator of it), it will leave a part of itself upon the struck area, which over the course of the next 2 emotes digs itself into that spot, unless scraped off, causing a crude and stretched cut. From there it will cause a slow-acting illness over the next few OOC days, the day of the cut everything will appear fine aside from the occasional sharp thing in the area of the cut, regardless of whether it has been healed or not. The OOC day after the cut a small lump will develop over the cut area, like an addition of skin, this will be a pale white slimy, tumour-like lump, that is unable to be scraped off or harmed, attempts to do only causing it to immediately reform. The 3rd OOC day they may start to feel easily angered by simple, slightly annoying acts, unable to tolerate little things that may go against their ideal world. The fourth OOC day the ‘infection’ will spread to the skin around the area of the lump, transforming it into a pale mushy white, they may find themself coughing and spluttering far more than usual. The fifth OOC day the painful process has reached its pinnacle, the Infection will have suddenly spread towards its nearest limb, rendering it useless and easily cut off, equally, they may find themself occasionally coughing blood. On the 7th day almost all symptoms will fade, however the appearance of what occurred (the skin-infection, up to the limb) will still linger, though it will have regained usage. Curing: The way to cure this Illness is through bloodletting, hence it’s seemingly sudden treatment on the 7th day, or, the Individual may carve out the affected area before it spreads. A good amount of blood must be let out from the affected area for it to be treated, as a means of stopping the Infection, however if not treated by the fourth day all aesthetic changes will remain, despite the loss of actual effects. Redlines: -Will not cause cuts itself, rather the after-effects that do. -May not be used on anything not living, will simply kill Flora unless stated otherwise. -If this strikes any living thing two times in a situation it will be rendered unusable for the rest of the encounter, and recline back into its shell. -A Sword/Dagger blade are considered different tools, so a Sword Terror Tool will only be a Sword Terror Tool, and a separate TT will need to be made to take host of a Dagger, despite their same compositions. Terror Goggles Terror Goggles are one of the relatively Permanent Tools out of the options, as it breaks free from its Outer Shell the sludge will seek for a pair of Goggles to ‘host’, should there be none then it will retreat back into its shell until a pair are found. When an Individual makes contact with these goggles, the area in which they are making contact with it will begin to feel sludgy to the touch as its slowly and temporarily spread to, though this is not the case. Should anyone choose to wear these goggles and see through them, they will experience a noticeable change: Upon looking through the darkened lenses of the Goggles the User will become blind, their eyes being sealed over by Terror like skin, and begin to see through the World as an experienced Ultimate Terror with, reliant purely on sound, and their hearing being greatly enhanced to that of an Ultimate Terror, this may be used for a variety of purposes, such as locating something/someone better. This can be used to map out surroundings/locate People within the radius of #Rp (20 blocks) Redlines: -Cannot be used by an Ultimate Terror -Cannot be used to track something which makes no sound -Can be used in Combative situations, but it cannot be used for Combat, such as placing the Goggles on someone. -Can only precisely locate those which can be heard within the radius of #Rp, anything outside that may still be heard, but not located. Terror Tool Redlines: -No Tool may be used by a Penultimate or an Ultimate Terror -The Object that is being used as a host for the Terror Tool is unretrievable. -Only the Terror Sword/Dagger are considered Combative -Must have made the specific Terror Tool to take host of a specific object. -Only the Creator of the Terror Tool may utilise and wield it -All Terror Tools must be ST signed, and may not be sold on the AH. General Clarifications/Redlines -Screenshots must be taken of all RP completing the necessary actions for everything related to the growth of the Penultimate and the Ultimate Terror, including the Terrors creation. -If a Terror is not created and then immediately submerged for Test-tube growth an Item should be made of it. -May not make a PT or a UT in the same test-tube, may not make two UT’s or PT’s in the same test-tube Purpose I believe that the purpose Terrors fill are the ‘pet’ niche, where you can have nice pets to RP (Penultimate Terrors_ and have people interact with, whilst not being too much of a disturbance, but they’re equally fairly peculiar, it grants freedom to the Player in RPing them, and allows them to have mini, simplistic helpers for anything they may desire. I feel that the Ultimate Terrors provide Lotc with a deformed, somewhat ‘scary’ Race that isn’t just about killing, nor is their life controlled by Orders which may render them useless or boring to play, it grants them the freedom to roam around and interact with the general LOTC community, whilst still having fairly consistent, reliable and (hopefully) good RP with their Creator. Terror Tools are, for the most part, designed to spice up otherwise mundane things, a Terror Sword won't allow you to win a fight with it alone in any scenario, due to its slow-acting Poison, the Terror Prosthetic is relatively easy to make and grant to people, at the cost of seeming like a Monster and the Terror Goggles are there to make sound-based things far easier to find. Credits GodEatingCommie-Me Vitalian/@NikoNiko-Co-Writer. Vitalian has been great throughout all of this and has allowed us to finish off this piece in only a few days, which I am greatly pleased about. They have provided the Piece with some neat reference drawings and have been great to work with generally.
  11. Where is the edgy cultist??????
  12. Changelog: -Fixed Formatting Errors -Removed Amayo’s Art -Added more options for Specialisation Marks -Removed Craftery Conning -Removed Cloaking -Removed Miracle -Added 18th card to Deck of Wonders -Changed Illusionary World to require RO consent for Zones on a property not owned by the Izkuthii -Removed Mocking Masks -Removed Blinding Deck -General Clarification and Elaboration, making sure everything is understandable and clear
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