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Olandyr

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Everything posted by Olandyr

  1. Relatively simple amendment that encourages Necromancer engagement. I like it. My only problem with it could be that it doesn't actively promote any particularly interesting or unique villainy, just the occasional trips from Necromancer's to give Descendants a cute little tap and end the encounter. It certainly will encourage Necromancer's to come out of their shell, though, and the decrease in slots is great to encourage activity and Necromancer's being played.
  2. 1. Orcish blah can be odd and hard to pick up and carry on, and definitely encourages meme RP. Also the people I played with as an Orc last map were rather unhelpful and toxic, it wasn't a community I wanted to be apart of. 2. I appreciate your efforts as a leader and I appreciate the shared power taken to revitalise the Orcish community. From what i've seen vaguely, there's been less toxicity, and I appreciate that. 3. The Krugmar discord remains a place that, for the most part, I don't want to be part of. As I view it, most of the problems with the Orcs is the community around them, not necessarily a majority, it may just be a very loud minority, but it leaves people with bad experiences and actively damages the perception of the Orcish playerbase. I think this can be improved, because a lot of the people holding some power in Krugmar seem like nice people.
  3. Great to have you back! I didnt interact with you often when you played, but I missed seeing you around.
  4. Might **** around, write some more lore for gardening.

    1. Gemini

      Gemini

      Please do

    2. Luciloo

      Luciloo

      Petunia and lavender lore yes

    3. Olandyr

      Olandyr

      4 minutes ago, Luciloo said:

      Petunia and lavender lore yes

      This but unironically

  5. I like the aesthetic tearing, kinda cute. I think the rolls for the more affecting rituals could be raised a bit, considering the already high modifiers given by just being in the ritual.
  6. My input, irrelevant of the conversation above, is that a lot of the problems with Necromancy (as a magic) isn't actually the magic itself, but rather it's the community that holds it and the community that reacts to it. What is the point in being an antagonist if you can't even have fun doing that? It seems that a lot of people are keen to disregard RP and development of others if it means if they can metagame and be the protagonist that way, by 'slaying all the spooks'. As for the Necromancers themselves, I have little to say, though I agree with some of the above in that it's an increasing circlejerk until there are such an inconsequential amount of Necromancers they cant do much, and those who can dont want to.
  7. The Forsaken Flora (DIY Event Lore) All that’s written below is lore on various types of plant-esque creatures and things that may be used in DIY events, and by no means can be used casually - meaning no pets, no characters and no use of the things themselves outside of events. Items may be made from the produce of the flora if gained in an event, however must be signed by the player running the DIY event. These creatures do not require a CA of any sort and are used explicitly for player events. These must be OOCly coordinated and must be trusted for responsible use. May not be tamed or kept as something to grow. May not be used to attack other nations. May not be used as defense for yourself or other nations. Any trophies to be made from these are player-signed and follow any rules listed in the lore. They do not have any extra-special qualities and will not warrant an ST signature. Player-signed materials hold no special or exceptional qualities, and only serve as player-signed trophies. This resource is ONLY allowed for DIY events - meaning that which is run by a player for group(s) of people which has OOCly consented, abuse of this will not be tolerated and any queries regarding anything one may be unsure of should be directed to an ST. Maddening Mandrake A traditionally peaceful foe in possession of a carrot-like figure, a pitiful thing incapable of permanently ridding enemies. May not be used as a pet. May not be used as a means of forcing someone to sleep, though those in close proximity should be put to sleep by the effect. May not be used outside of DIY events. May not exceed 2 lbs or deal any physical damage. May not be taller than 1’0. Any trophy given by this will be completely mundane and only be useful for appearance. If consumed, whether boiled into a stew or raw, it will still not force sleep, only sway one already trying to get to sleep toward it. Communion is incredibly difficult, and may never be used to pacify these creatures. When communion is achieved, it'll most commonly express fear and anguish. Vinisius’ Vines The most cruel of plants, left waiting in crypts and ruins, forced to hunt in the dead of night and squeeze the life from its prey. Vines may not be obtained for use, and will decay in sunlight and heat. Vines may not be used by other creatures, and will ensnare anything with meat. Vines may not be befriended. Communion is incredibly difficult, and may never be used to pacify the vines. Any trophies gained have no mechanical or RP purpose other than serving as trophies, though their durability of gambeson may be taken advantage of. May not be captured alive and used, will die if this were to happen. Green-thumbed Gisquer The culmination of a parasite’s efforts to bind together a vessel for themselves and survive through it, sedentary in lifestyle though vicious in nature. Gisquers may not go below or exceed the heights of 3’0-5’0. Gisquers may only tend to herbs the player running the event has, and may not be used as a reason to gain anything. Gisquers may only grow mundane flora with NO effect (meaning no alchemical herbs or anything with signs/symbols) Gisquers may not be reasoned with or befriended, any agreements they make will be only to benefit them. Gisquers possess understandings of flora and of an ecosystem, but little else. The parasite of a Gisquer may not be contained/trapped, and will wither once forced from the vessel. Communion is incredibly difficult, and may never be used to pacify these creatures. Communion will be discussed with the parasite, rather than that which the parasite hosts. Any items gained from this creature will be player-signed and serve exclusively as trophies. Relentless Lentauls A small legume given faux-sentience, commonly trapped by Gisquers for use as distractions and nuisances, though in the wild they form swarms and gatherings. A being with an odd place in the food chain, commonly eating that which is bigger than them. Lentauls may not kill a Descendant or Descendant equivalent Lentauls may not be captured by a player, and will shrivel and die if captured in any way (unless by a Gisquer). When killed these will become useless Any bite marks they leave will not scar and are unnoticeable, though they leave a stinging pain. Communion is incredibly difficult, and may never be used to pacify these creatures. Any successful communion will instead provide the Druid with a loose grasp of the hivemind of the Lentauls. The most that may be gained from these are their bodies, they have nothing else other than their round, small surface. (You can eat them in a salad) Maddening Mycelium A tribal like foe, familiar with the forests and earth, though not at all friendly to any poor folk that wander upon it. Communion is incredibly difficult, and may never be used to pacify these creatures. Incapable of befriending Descendants. Incapable of understanding common or any other language. Incapable of wielding anything heavier than a stick. Incapable of pretending to be other flora. May not be captured or tamed. Once dead, the Maddening Mycelium will lose its properties of molding shape. Any items gained from these will have no exceptional qualities, and serve as player-signed trophies.
  8. I think it's a nice piece, it's detailed and you've clearly put a lot of care into it, it fulfills a niche and I absolutely see it being utilised on the server, along with being pretty original in regards to the current Further Alchemy that there is currently, I also really like the writing! My only criticisms would be that 'Symbol Transmutation' should require a herb/alchemical powder to replace for the new symbols so it isnt simply 6 powders each day at the cost of an emote, and might need ST signature. Edit: And also, 'Elemental Banishing' is a bit odd, it says that anything smaller than 25 blocks requires less genus, and states that 50x50 is the most, however it doesnt say anything on small things. It doesnt specify whether it can be used on things as small as objects, which could be abused if that isnt your intent.
  9. I think it's a nice idea that fills an interesting niche, my only problems with it are: -The way to become T6 is very undefined and loose, it means that it could lead to some interesting culture of selection of T6, but it also may just become an OOC popularity contest. -Protect Me could be an okay spell, though I think 2 emotes for invulnerability leads to mundane conflict, and (from what I understand) it only takes 1 emote to dispel. The scenario of soft shelving, or any form of events which make it a 'risky' thing is unlikely.
  10. I believe the tattoos are nice, and I like the idea of small marks on peoples' skin, it can be used in a variety of ways and is harmless. However, as stated above, the whole-body aesthetic is janky IRP, and seems hard to skin properly mechanically.
  11. Telekinesis Introduction As the power of voidal understanding grows, so does a magi’s ability to dream of a greater skill to unlock. With time whispers and rumours of voidal power allowed one to cast a thought like an evocation, but not to create, but to move what is already there. A lost art which was once known, a mental grip around an object allowing a honed mage to hold a thought of throwing it, or a simple task of placing it upon a shelf. An art that was forever known in legend as a lost one called telekinesis. Magic Explanation Telekinesis is a voidal magic of manipulation of objects around. Like other voidal magics, the idea of using one’s mind to picture something within the void and making it so with the sheer strength of willpower alone is used when attempting to move an object. The object itself isn’t simply moved however, the mage in turn changes the mass of an object as a whole, defining gravity and allowing levitation, the larger the object means the more mana is needed to physically change the object to be more acceptable to telekinesis. A connection needs to be made with an idea of moving needs to be presented, allowing this object which is subjugated to move to glow the mages respected colour of its aura and effectively define the laws of physics and gravity to hover around and complete tasks which the magi may wish to do. Telekinesis uses up [1] Magic Slot. Isn’t a feat Telekinesis requires a voidal connection alongside mana usage Telekinesis is within the classification of Alteration Magic, under Voidal Magic. Telekinesis can be learned from an accepted [TA] user. Telekinesis users must hold a valid [MA] to use in-game Properties of Telekinesis As mages unlock new understandings of what can be used within the void, so does different aspects and abilities can be used, telekinesis is no exception. Telekinesis being a simple idea of moving an object with mind allows the user to do just that, however, with the progress of understanding telekinesis can be a strong mental ability of an unseen force rather than just a general object around a mage, this being a case users of this magic can also present a simple unseen force towards things rather than simple movement. Telekinesis is only able to manipulate non-organic solids, these include rocks and other solid structures which the mage can grasp in hand. Telekinesis cannot manipulate fluids directly nor can it manipulate multiple objects at once (unless the spell specifies otherwise). Size is a factor a telekinetic user must take note of, if it doesn’t fit within both hands, then more energy is needed to move the object, more mana and more time (more emotes). If thrown then the object will hold the same weight to it and will move at a slower pace. Telekinetics can counter high-speed projectiles towards them. But when they do they do not hold the ability to send it back to the shooter. Telekinetic users are unable to affect voidal creations. Such as Evocations, or any voidal matter. Only naturally created objects within the realm Telekinetic users require a line of sight Though the size of an object or thing matters most in the later tiers, weight matters most in the earlier tiers and is something one must account for due to its limits (relative weight in ‘Tier Progression’). Spells [N] Minor Telekinesis T1 Minor Telekinesis is often used by mages for multi-tasking and basic movements of objects around them, requiring little effort for experienced mages to use efficiently. This permits the Mage to move objects at an average rate so long as it is at a close distance to them and they maintain a connection throughout. This spell permits the movement of (at most) 4 objects at once in a non-combat scenario, so long as the objects they lift are (and remain) within a 10 block radius of the caster. This requires [1] Connection emote and [1] emote to pick up an object, if 4 objects have been picked up (requiring 4 emotes after connection to do so) they may be moved in-sync over the course of [1] emote (up to the end of the spell being cast) , however the more objects lifted, the more tiring the caster will find it. [C] Push - T2 A spell often used by Mage’s to create space between them and their target, however this is unable to be used on any living thing to any effective extent due to the easily counterable nature of the spell. This spell requires [1] Connection emote and [2] emotes to cast, releasing on the 2nd emote. ‘Push’ can be used to push around anything non-living, rather than the weight of the object mattering, the size of an object matters, with something such as a golf ball, is easily pushed, and a beach ball requires significantly more effort to push. The object targeted must be within 5 blocks of the caster, and though it may continue to be pushed outside of the 5 block radius, it will not change direction or be able to be pushed further whilst out of the radius. An object may only be pushed 3 blocks away from the caster in any direction, and may not be worn by anyone/anything. [C] Pull - T2 A spell often used to coerce a weapon from someone’s hand, able to tug something towards the caster at a moderate distance. ‘Pull’ requires [1] Connection emote and [2] casting emotes (releasing on the 2nd), after which the object targeted may be pulled towards the hand of the caster, at a maximum of 5 blocks towards their hand, with any item bigger than a block (1 metre) l being pulled at a maximum of 3 blocks. Unfortunately, it is unable to be pulled in any direction other than the Mage’s casting tool (staff, book, hand, etc…) though the item can still be shifted in position (such as a bottle being tipped). Any object pulled must be in a 5 block radius of the Mage. The 'tug' of the pull will not be equivalent to how much the mage is able to lift should it be in contact with any living thing, rather it'll be the strength of the mage themself. [C] Telekinetic Force - T3 Telekinetic Force is most commonly used as a weapon in a Mage’s arsenal, capable of launching objects at fast speeds to bruise & batter, or may be utilised to stagger and dissuade someone. This spell requires [1] Connection emote and [3] casting emotes, releasing on the 3rd. Using this spell, the mage may lift an object within 5 blocks of them so long as it may fit in their hand, after which they may launch it in a straight direction for a maximum of 10 blocks, and a minimum of 3, which upon hitting, the spell will be considered over. [C] Telekinetic Impulse - T3 A spell used almost exclusively for self-defence, able to send out a ‘wave’ of mana into the surroundings to drastically slow the motion of projectiles. Over the course of [1] connection emote & [3] casting emotes, mana builds up inside the individual, before sending it out as a telekinetic ‘wave’, 3 blocks (metres) in height and 5 blocks (metres) in reach as it ripples outwards from the caster’s body. This is rather mana-costing, and may only be used once per encounter without falling unconscious. Using this spell, any projectiles that come into contact with the wave will be drastically slowed down to the point they almost certainly are stopped in their tracks (doesn’t affect projectiles produced by the void), and then fall to the floor. The impulse will possess a colour close to the Mage’s aura. [C] Telekinetic Wall - T4 An ability utilised most traditionally for defence, gathering a wall of objects in their radius to protect themself. This spell requires [1] connection emote and [4] emotes, releasing on the 4th. From the start of this ability, the chosen objects in a 10 block radius surrounding the mage will begin to rock back and forth, before progressing into an unsteady shaking and then rising into the air, flying in front of the mage to form a blockade in front of them, the position and formation being able to be shaped from the 4th emote, but not reconfigured afterwards. This may be able to be held for 5 emotes, so long as the mage continues to focus on the barrier. The barrier itself, however, may be broken with 3 blunt hits regardless of the materials composing it, for the telekinesis holds it together, and the objects give it shape. [N] Greater Telekinesis - T5 An ability often used by mages for lifting & transporting. This serves as a larger, though more mana-costing upgrade from ‘Minor Telekinesis’. Greater Telekinesis allows a mage to extend their abilities out-of-combat, requiring [1] connection emote and [2] casting emotes (lifting the 1st object on the 2nd emote) with [1] emote to lift a single object from then. They may only lift [6] items smaller than 1 block at any given time, with items equal to or larger than 1 block taking up 2 items lifted, and items equal to 2 blocks taking up 3 items lifted. Smaller objects may be moved around in-sync with others, though the mage must focus specifically on any object that’s equal to 1 block or bigger (1 block being 1 metre in height, width and length). Objects lifted with this may only be taken from within 10 blocks of the Mage and carried in an area of 10 blocks around the caster. Tier progression T1 At Tier 1 the mage, should they not have already had experience with connection and the void would struggle to hold anything still whilst utilising minor telekinesis, their spells shaky. Can only lift objects no heavier than a book T2 The mage would slowly become more adept with Telekinesis, capable of pushing and pulling with delicate motions so long as they focus on the object. Can only lift objects no heavier than a sword T3 By this stage, the mage would gain an improved understanding of their abilities, more able to multi-task and refine their spells whilst they cast. Can only lift objects no heavier than an anvil T4 At T4 the mage has almost learnt the entirety of their arsenal, able to move objects with relative ease and possessing greater control of their abilities in combative situations. At this tier, they have a refined understanding of their capabilities. Can only lift objects no heavier than a tree. T5 At T5 the mage has finally learnt all of their spells along with having mastered the simpler side of Telekinesis and finding it significantly easier to utilise it in day-to-day life, possessing a heightened understanding of its functions and being able to make a TA. Can only lift objects no heavier than a ton. Purpose To serve as a rewrite of Telekinesis and its multiple iterations, making it easier to understand and use properly by simplifying and reducing the weight system most other rewrites had. This version aims to add more traditional moves whilst adding more practical means for Telekinesis, bringing it equal utility outside of combat & further practicality in combat, rather than picking up house magic just to move stuff around. Credits Livviez - Writer GodEatingCommie - Writer Vitalian - Feedback Teawithbee - Feedback Comic D - Feedback WillowBeatle - Feedback Any other reviewers of the lore I may have forgot
  12. 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.
  13. I've been looking back at this and made changes accordingly, significantly nerfing (the rather strong) 'Fae's Freshener'
  14. Finally I can get my school RP with guns! +1
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. Changelog -Initial formatting errors -Color is frustrating -Added Redline to Earth to specify Strength (and its lack of increase from the average UT)
  20. 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.
  21. Where is the edgy cultist??????
  22. 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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