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Olandyr

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  1. Alchemical Terrors

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    ‘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)

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    ‘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.

     

     

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    (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)
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    ‘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’
    ty_LFT-C7t_E3A8qQRMFqnhwpURBZkJaMzQkfj0OLGK6rw4VHq5jwvKAbVW6HTIEODOiosv_C81B6_J_33n24sZKl4oga1evz-FKCBnHND-8z0y5YJTU9ULYBDqDUa2WSq52T-j4

    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.





     

  2. MC Name: GodEatingCommie

    Character's Name: Alaric

    Character's Age: 40

     

    Character's Race:

    Halfling

     

    Link to your accepted MA:

    https://www.lordofthecraft.net/forms/logs/?id=4938

     

    What magic(s) will you be teaching?

    Alchemy

     

    Describe this magic or a creature as a whole:

    Normal Alchemy is the use of Signs & Symbols to make various Potions, Salves, Oils and the like, only requiring an FA (Feat App). These Signs & Symbols are often gained from Herbs (Such as Athin, Coltsfoot and the like), or Substances (Such as yellow Bile, ectoplasm, Liquid Mana/Essence). Each Potion requires a Base, varying in requirements to get, from Water, Aqua Vitae and such, to things requiring more work and RP, like Ectoplasm or Liquid Mana. These Potions vary in usage, from offensive Potions (like Thornskin Salve), to Defensive Potions (like Tanglefoot), to utlity Potions (like Luminosity), but even then many of them have more than one appliance.

     

    A big part of Alchemy is not just the Potion making itself, when you prepare the herbs/ingredients, fulfill processes such as Extraction, Mixing and such, but also being able to give the Item an accurate, useful Description, so that anyone can pick the Item up and use it without needing to check the Forums, this is to prevent Powergaming or cases where someone uses something wrongly, because Alchemy is incredibly interactive in the sense that anyone can use the Potions they make. Alchemy is also being able to properly and efficiently use the Tools & Potions that are made, whilst anyone can pick a Potion up and use it, the Alchemist has to be able to efficiently, inform anyone around them of how it works accordingly, and make the Interaction enjoyable.

     

    Aside from Potion Making, it also gives the Character new general knowledge, something capable of shifting their perspective; the Material Alphabet, something which grants them the knowledge of Signs & Symbols, and can cause the Alchemist to see Life constructed of the Material Alphabet through Individual pieces. Alchemists must be able to be logical, and have a proper grasp on Life and the world, something which prevents Ghosts, anyone mentally disabled and children from learning it. As an Alchemist progresses up tiers they gain a better understanding of Signs, Symbols and the Material Alphabet, not being able to discover much on their own in Tier 1 (out of three Tiers), then able to do more at Tier 2, but still requiring some Guidance, and then at T3 they are finally able to understand and find the Signs & Symbols of things on their own, without any help needed due to their greater experience, this takes time however, as does anything, equally, Tier 3 Alchemists can use Potions put before them to figure out its Recipe, utilising transmutation tables, Trial & Error and such.

     

     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

    In Alchemy, there is ‘Further Alchemy’, which are more specific sections of it, however, they are only available with different apps specifically towards them.

     

     

    Can you give an example of a casting emote, of a spell of your choice?

    Arctic Mists:

    Base: Water

    -Coldness x2

    -Freezing x3

    -Swiftness x2

    -Life x1

     

    The Base of Arctic Mists is Water, which means that this is what everything else must be mixed into, and is ultimately the Liquid forming the Potion, there is often Creative freedom in how it is mixed, so long as the Mixture ends up in the Bottle, and all of the Ingredients are secure during the process. Methods that things may be mixed into the base are:

    Through Stirring in a Cauldron (I believe this is one of the most common ones)

    Using a (not-techlock-breaking) contraption, such as one which spins around everything in it until the Powders are mixed into the Base

    Shaking the bottle vigorously whilst everything is in the Bottle

     

    The Symbols needed are usually gained through Herbs, in which case the Individual must cut them up and grind them into a fine Powder, them put them into an Aqua Vitae bottle, and evaporate the Aqua Vitae, leaving only a purified Powder remaining in the Bottle. This is an example of mundane extraction, something which extracts the most common symbols, there is separate extraction for: Air, Earth, Water and Fire. Aether is almost Mundane extraction, but with a slightly changed method.

    Tools needed for this (and most Potions) are:

     

    -Mortar & Pestle

    -Knife

    -Herbs/Ingredient with required Symbols, in this case I would use: Frost Vine, Jailer’s Moss and Athin (One of Each)

    -Aqua Vitae Bottles

    -Something to heat up the Aqua Vitae bottles and speed the Evaporation Process (I use a Kiln)

     

    I will now give an Emote Example:

     

    Alaric stood at his Workbench, slipping on a pair of clean, brown gloves to allow ease when dealing with Athin and Jailer’s Moss, laying the 3 Herbs to the side.

    As he gradually cut up the Jailer’s Moss, making sure to hold it down with the thumb of his left hand, and cut it up with the Blade in his right hand, making sure it didn’t stick. Once finished, he carefully scooped the slices of Jailer’s Moss, dropping it into the Mortar & Pestle carefully. His hand reached for the Pestle, fingers wrapping around it and beginning to crush down on the Slices, gradually crushing it down into a fine Powder.

    Once finished, Alaric lifted up the Mortar containing the Powder, and carefully slid it into a Bottle of Aqua Vitae. Alaric began to hum to himself amidst the silence, picking up the Bottle containing the Powder, carefully and placing it atop the Kiln, proceeding to wait until nothing but Powder was left in the Bottle.

     

    After the Aqua Vitae had evaporated, leaving the Alchemist with only a Purified Powder, resting in the base of the Bottle. Alaric only used this Herb for its Swiftness symbol, and so grabbed the Bottle carefully by the Cap to avoid getting burnt, and began to sieve it, keeping a Mortar under it to catch the Powder, doing this to single out the Swiftness, which he then stored in a Vial. Alaric repeated the above process with Athin and Frost Vine, before preparing to form the Arctic Mists.

     

    Once he extracted the necessary symbols from each the Athin, Jailer’s Moss and Frost Vine, Alaric gently dropped each of them into a thick Bottle, coated with wool, already containing the needed Base, Water. He made sure to shake it vigorously to the point that the Symbols had mixed in with it, forming the Arctic Mists.

     

    In Alchemy there is a fair bit of Freedom in Potion Making, meaning the Sieving, the Process in which I mixed the Ingredients together,  method I evaporated the Aqua Vitae and such is Optional in the way it’s done. I have attempted to keep most of this, however, to the essentials.

     

     

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

    Alaric descended into his Lab, guiding a Student alongside him “Here” He directed with a wave of his hand towards the stone Workbench, supporting little else than a pair of Knives, Mortar & Pestles, and a grouping of Aqua Vitae Bottles. “First we’ll want to turn these Herbs into a Powder”Alaric stated, producing a collection of Herbs from his Satchel”We will do so by first cutting them up neatly, then we will put the Shreds into the Mortar & Pestle, and use the Pestle to grind up the Herbs. Make sure to keep the Mortar steady.”He instructed, watching them carefully as the Student completed that process, making sure to correct them at each imperfect slice, waiting until he had completed such “Now grind the slices up into Powder, this is so we can better mix it into our final product, and we can single out its Symbols”Alaric wandered up to the Stone surface, tapping against the Aqua Vitae bottles “After that, put each powder into into the Bottles of Aqua Vitae, and we’ll need to heat it up on the Kiln. This is so we can remove any Impurities in the Powder”

     

     

    Say your student powergames during or after teaching, how do you reprimand that?

    Should one of my Students Powergame during Teaching, I would inform them of the Mistake (should they not know), elaborate on its problem, and help them in fixing it (such as using Dragon Breath 3+ times in one Potion), I would also alert the Individual affected by this and communicate with them about the error, and how they would like to go about it. Should a Student of mine Powergame after Teaching, I would do almost the same, but on a Wider scale, telling them what problem they made, how to fix it, how to avoid it in the future but also going over related areas to make sure nothing similar happens again, and asking them if there’s anything they’ve been left unsure about, to leave no room for vagueness or excuses. I would then communicate with the Individual(s) affected by this and speak with them about how they wish to go about it.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

    No

     

    Do you agree to keep the ST updated on the status of your magic app?:

    Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

    No

  3. 9 hours ago, _SuitAndTie_ said:

    Fae’s Freshener, Gravedigger’s Grime and Termite’s Toxin all seem too weak and niche to be Tier 3 and Rare Knowledge. I’d recommend bumping them down to Tier 1 or 2 and Common. Goblin’s Gold should also be Tier 1, since the coins’ radius attack doesn’t do any actual damage beyond a nuisance or distraction. Greater Green seems a tad unbalanced. Maybe add some kind of counter to its effects or complication in it’s creation, since being able to disable spellcasting is very powerful.

     

    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.

  4. Concise Concoctions

    jyY297-F642lYpRcxxjAybmpbsRt2gpKcPlFlg2T4786WzzpiFmPz0fmbKay_ln-ne4m6PPJBykxIfnKXTqJ3Uy2qHvJSXzEB4tOvZROIIg0aDH_thoo-b7jKhg3Tc2cbY0GLDsI

     

     

    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.

  5. 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

     

  6. 1 minute ago, Mordhaund said:

     

     

    don’t suppose you could change the art out if this piece is ever accepted

    seems as if the art will become incredibly redundant if it’s of three outdated ex-Izkuthii if you’re trying to totally wipe the list of all existing Izkuthii

    entirely ironic honestly

    Fair, the point of it is more to represent generally how they would look, rather than the Individuals behind them.

  7. [CA Race Lore]-The Izkuthii

    ARTJzzYD3pa_acnmpai9q75CdLjrSaIldrPtVcSxoo2E-EH026cuqsl_oyrDJB1Omdlt0CMLOsq-UI2KWGwgt6e3Z94sdc8V5J3UG2U-_UjXf_tcSBPS5ewfrlTu2AcaF8I3Mrjt

    (Made by Freema. Used in the Llahir lore piece)

     

    Sidenote:

    I would like to request a CA wipe for this race, due to the new purposes and direction they are being taken in, with the removal of some fairly essential roles and paths for the prior rewrites of the Izkuthii. Along with this, there have been various complaints about instances of powergaming, abuse. The Izkuthii lore, due to Flam’s constant rewrites, vagueness, Cramming the race onto Lotc and such, does not have a good reputation. This is being requested in hopes for something of a clean slate, this is not intended as an aggression towards the current group of Izkuthii, or anyone who has been part of such.

     

    Izkuthii Explanation

    • Upon transformation, 1 slot will be permanently taken up, unable to be gained back regardless of disconnection.

    • Fledgeling Izkuthii take up 2 slots.

    • Adult and Specialised Izkuthii takes up 4 slots.

    • Runuurii takes up 5 slots.

    • A Greater Soul is required to become an Izkuthii. As such, Creatures and Constructs that bear little to no souls such as Wonks, Sorvians and Golems are unable to become Izkuthii..

    • Ologs, Hou or Kha may not become Izkuthii.

    • Current and future CA races may not become Izkuthii.

    • Izkuthii can not learn any deific magic, and can only learn Voidal Magic or Kani, if they have the required slots. Izkuthii can not be Seers, or learn the feat.

    • A Feat MA is required for the transformation into Runuurii.

    • A TA is required to learn/know the Connection Ritual

     

    Background

    Spoiler

     

    The Izkuthii, worshippers and kin of the Daemon of Thievery, Trickery and Luck, Llahir. They are guided to lay out and fulfill Llahir’s wishes, being entrusted with gifts from the Lost Daemon, and to follow his code to the letter, not straying or abusing their abilities.

    An Izkuthii, should they not use their gifts, should they grow lazy or abuse their boons, will find themselves punished in varying ways. As an Izkuthii, they are left mostly to their own will, aside from the urges and mental changes induced, and the new need to ‘feed’, fulfilling Llahir’s will as they do so. Izkuthii often find that they’re looking to make Pacts and Deals with Descendants, a form of Business, as such is provided in many of their Abilities, a skill provided and encouraged by Llahir to aid them in their schemes and provoke more than a common deception.

     

    Origin

    -[Ambience music 1]-

    TL;DR: A cunning man keeps failing his gambles since he lacks planning, Llahir in disguise tricked the man into serving him. The first Izkuthii was created.

     

    Spoiler

    Peace was interrupted by the tumbling from a dice set, leaving crimson marks on the rugged table. Weavering flames from a lantern cast long shadows in the empty room. Fresh blood dripping from the Man's forehead, a towel held over the cut. He slumped down on the chair of his abode, blood staining the digits from where the dice escaped. A low muffled groan echoed from him as the dice halted, and a pair of sixes showed on the ivory surface. The man's fist clenched, their open palm slammed down on the wooden grains. He stood from the seat with a jolt, cursing and closing his eyes in remembrance of a few hours prior, of the square's cold stone paving when he fell face first, and the laughter ensuing his harsh banishment from yet another tavern. After a sharp and pained inhale, regained, and clear from the fresh memory, the Man went to the front door of his home. Wrapping his coat over, the Man went to take a stroll through the streets. The moon glimmering on the puddles and mud of the outskirts of the city, each step leaving behind the imprint of his filthy, old shoes. Pace after pace, just like each failed attempt at redemption. He could not afford another failure, not again.

     

    The Man's dark hues gazed at each marked door, the eerie silence and seeping mist feeling unnatural, unsafe, even for him. Yet he kept walking. The narrow street seemed to enlarge at each step, getting further and further from the end, gaze ticking in bewilderment when he halted, not a single drop of booze was touched that night, he could not afford it anymore. His shoes sinking in the mud with a sluggish gritting, he looked back, there at paces of distance a hooded and hunched figure came closer. The Elder merely took the first right to the door as it appeared to be their home. The old man's sickly hand reached for the key of the entrance into his pocket, however their weak grip made it slip into the dirt. The failed gambler merely staring at distance. The Elder huffed, bending to reach for the key, not quite getting it, his back pain clearly making it difficult. He had almost got it, however another reached before him, it was the gambler, who then leaned back up and offered the rusty key to the Elder. The old man offered a toothy smile, a sinister glimmer in his eye as the moonlight shone under the hood. His sickly hand taking the offering. A weird purple tattoo was on his palm, an open eye intertwined in a helix, which the gambler could swear he saw blinking at him, the Elder raspily spoke.

     

     

    "Thank ye, kind lad... It's glad to see some these days". His toothy smile grew.

     

     

    "What is that on your hand, old man?" The Man asked in with mild intrigue.

     

     

    The Elder, outing a high, raspy chuckle, dismissed the question. "Come! Come! I must express gratitude..."

     

     

    Creaking, the door was open, inviting the Man inside. The failed gambler hesitated for just a moment before stepping in. The room seemed considerably bigger than the exterior, and much brighter than what it looked like a few moments prior, too much to be a poor man's home. The door slamming behind sent a weird pulse of energy on the walls, the environment seeming everchanging for a moment, shifting in shape, decorating with bright tapestry and intricate wallpaper bearing hints of gold. A high chandelier descended from the ceiling, the candles blazing with wisps of purple light, yet giving off a warmth in the splendid atrium, comparable only to a kingly court, yet seeming more expensive than any amount of gold storable by any descendant.

     

     

    "Who are you..?" The Man whimpered, stepping back.

     

     

    A glimmer sparkled from underneath the hood as the Elder turned about, mist escaping his sickly hands, a finger snap echoed in the glimmering room, and a dense wooden desk materialized from thin air, slamming down onto the marble tiles in the middle. The hooded man then sat down calmly, joining his hands. The failed gambler was baffled at the vision, frozen in shock, though his amazement was cut short, a chair seemingly appearing from nowhere materialized behind and swept him on, sliding across the floor to stop in front of the desk. The gambler could barely hold onto it as he was almost flinged away at the sudden halt.

     

     

    The man shook onto his seat, they sat up again "W-What do you want from me?"

     

     

    The Elder chuckled, his voice booming and echoing, shifting in tone, out of place for the appearance he still held. "I have a proposition for you..."

     

     

    Another snap, and purple mist poofed in mid-air, sparkling, as a paper scroll, ink and quill formed from it, gently gliding down onto the desk, right in front of the failed galmber. Weary eyes stared down at the contract, an offer he could not refuse. After a brief reading, the Man dipped the quill and marked his signature onto the paper, the robed man's toothy smile grew larger.

     

     

    The Elder mumbled as the contract rolled up by itself, flinging right into his hand "Glad doing business with you, my friend..." He then laughed.

     

     

    Trembling could be felt across the floor, the walls shook, shifting and moving into impossible shapes, the Man closed his eyes in terror as he yelped while covering himself onto the chair. Then peace. Opening his eyes, the Man looked about, but nothing was there, he found himself in his abode and dice set in hand, as if he never left. The first servant of Llahir was born.

     

     

     

    -[Ambience music 2]-

    The Trickster’s Code

     

    Spoiler

     

    The Trickster’s code is a set of rules laid out by Llahir, guidelines for his followers to adhere to, else punishments are set in place through Specialised, Runuurii or other, more divine means. Occasionally, were there to be a case of corruption in Runuuri, they may find more deadly consequences. There are exceptions to these of course, and special circumstances, meaning that in most cases the punishment can and will likely vary, depending on its severity. A Runuurii may overrule a Specialised’s judgement. 

     

    A follower of the Lost Daemon may not needlessly kill or assault a Descendant, or any other Descendant like figure, unless it’s for self-defense, for the sake of the Order, or for the sake of the Izkuthii’s life. A Descendant who has discovered something of the Order is not on grounds to be killed or harmed, unless it grows to harm the Order, or the secrecy of the Izkuthii. An Izkuthii may not ask for someone’s death.

    An Izkuthii may not kill or be involved in someone's death directly, nor may they fight and cause harm without consent, for the dead can’t appreciate our tricks, and injuries bring attention.

     

     A worshipper of Llahir may not needlessly steal from those new to this realm, (New players) unless they have something of equal value to exchange.

    An Izkuthii may not steal from Descendants new to life, or this realm unless something is given in return that the Descendant finds valuable without the need for trickery or deceit.

           

    Do not hinder those who abide by these rules, do not scathe or harm them, for they are an ally, if a dispute were to emerge between two followers, organised, non-lethal methods may be arranged and agreed upon between the two, as long as it follows all other tenets.

    Do not actively work against other Izkuthii, for they share the same goals as you.

            

    Do not share secrets of the Order, Izkuthii with loose lips are on grounds to be shunned, if enough damage were to be caused.

    Don’t tell any Descendant not involved with the Izkuthii of the Followers of Llahir or details of it unless absolutely necessary. Action will be taken against both the Izkuthii and Person should it grow to affect the order.

     

     

     

     


    Tier System

     


    Spoiler

     

    Fledgeling Izkuthii

     

    The first stage of being an Izkuthii. Once the transformation process is completed they will gain the small amount of boons they have at this stage, and the new mental and physical changes that have been brought along with it. They may find themselves struggling to cope with the sudden urges, and, at this point, subtle mindset changes, akin to an itch. At this stage, were a disconnection to occur, or they were unable to feed, they would be reverted back to their normal self, with no memory of their relatively short time as an Izkuthii. Disconnection at this stage is possible, and is counted as a Deific Connection, causing wonky emotions, violent mood swings, struggling to feel strong emotions for long periods (aside from pain).

    The Izkuthii has to feed twice every two weeks, as a strong part of strengthening the connection between the Fledgeling and Llahir. At the end of the OOC month they will be able to be transformed into an Adult Izkuthii by a Runuuri or a Specialised Izkuthii.

    A Fledgeling who does not meet the feed requirements is disconnected.

    A Fledgeling who breaks a Tenet is disconnected automatically, not needing Runuurii or Specialised intervention.




     

    Adult Izkuthii

    The Second stage of being an Izkuthii, Izkuthii in this tier aren’t the most experienced, however they have a much wider range of abilities than prior, and tend to start properly adapting to this new, unfamiliar lifestyle. They have subtle thoughts, tugging them in the direction of stealing some minor thing, making bets or deceiving someone in a rather light fashion, which over the course of the next month grows into more of a desire. At this stage, they gain age-exclusive Immortality, their age appearance halting.

    They must feed twice a month.

    After a Month and a half they may be promoted to Specialised by a Specialised Izkuthii or a Ruunuurii Izkuthii.

    An Adult Izkuthii who breaks a Tenet can be disconnected.


     

    Specialised Izkuthii

    A much more developed Izkuthii, promoted to this stage by a Runuuri or a Specialised who has been so for longer than two months. By this stage their previous thoughts are gone, really. Instead they’re much more direct, however only towards one thing, depending on the specialisation chosen. They gain access to more boons, based around their category, and, for many Izkuthii, they will be in this Tier for the rest of their life, apart from the most devout followers. 

    They must feed three times a month.

    This tier lasts for two months, after which they may be promoted to Runuurii by two Runuurii.

    If a Specialised does not meet the feed requirements they will suffer the effects listed in ‘Izkuthii Feeding’.

     

    Runuurii Izkuthii

    The last stage of being an Izkuthii, in no way are these any form of leader, however they are considered role-models, rather an Izkuthii who has entirely devoted themself to Llahir, and thus has gained all of his boons and all of his curses. These forms of Izkuthii are in no fashion a necessity, merely some more boons to add to the Devout Follower’s arsenal, and to better equip them for growing and sustaining the Izkuthii. However, at this stage they are unable to utilise any form of outside magic and 5 slots are taken up.

    They are required to feed five times an OOC month

     

     

     


    |Physical Description|

     


     

    Spoiler

     

    Fledgeling

     

    Upon transformation, multiple changes are made, and multiple tells for an unconcealed Izkuthii. A fledgeling Izkuthii takes on a pair of horns, of varying designs, as long as they are average sized and to the side of their heads, sometimes they may be spiraling or twisting in varying directions. These have no offensive, defensive, or combative advantage, and easily snap upon applied force, whether ramming or impaling is attempted.

     

    They also gain a mask, one of the most essential things for an Izkuthii, an identifier amongst others, a conduit for their boons, and the key tool in their transformation. This mask can take on any style upon creation, ultimately being forged to be the one most desired by the Izkuthii, this covers the front of their face, and simply can’t be removed. The Mask may be shattered, leaving them vulnerable in their Izkuthii Form, unable to use any ability. 

    As a Fledgeling, the mask melds to their face, representing the replacement of what they once were.

     

    Adult

     

    Upon becoming an Adult Izkuthii, a third eye appears on their forehead, of any color, something almost entirely up to the Izkuthii’s choice. This can be used as a ‘solution’ for any blind Izkuthii, however offers no different perspective due to its positioning in-between the two, this can be blinded, and acts the same way as a normal eye. Everything else remains the same.

    Redlines:

    There is no different field of view due to its positioning.

    The eye’s position must always be on the Izkuthii’s forehead, in-between the two other eyes.



     

    Specialised

     

    A Specialised Izkuthii gain one of two different aesthetics, equally serving as tells. These can’t be concealed, unless they choose to be in unmasked form, and is ultimately the downfall for idle Izkuthii.

     

    Depending on the specialization chosen the Izkuthii assumes either Trickery or Luck tells.

     

    Trickery

    An Izkuthii who chooses the Trickery specialisation will develop one of four black and white marks on the palms of their hands, out of: A comedy and tragedy mask on the palm of each hand, A pile of coins, a Snake’s eye and a Crown. These are each roughly the same size and only exist in Masked Form. The Symbol may not change once chosen.

     However, an obvious tell for an Izkuthii who has chosen to go down this route, in Masked form, is that, once the Izkuthii remains idle for too long, whether it be simple conversation, or loitering in one place for 10 emotes, everything around them in a 3x3 block radius takes on a much more oddly shiny and polished appearance, whilst things like mina, silver and such appear much more dirty and rusted. This is only aesthetic, however, and fades the moment the Izkuthii moves around sufficiently again (Out of the 5x5 radius it started in).

               Redlines:

    • The Izkuthii can not simply move out of and back in the radius, if they do so, the effect will appear again, they must wait five emotes.
    • Once the effect is in place, everything will take that appearance, however anything being touched by someone will look as it normally would, until being free from grip.
    • Unless there were only two people, being the Izkuthii and someone else, this is almost impossible to entirely pin on a Person, however the effect itself is easy to notice.
    • An Izkuthii, before the effect takes place, does not need to wander out of any radius, however they can’t stay still/almost still without this occurring.
    • This has no effect in combat.
    • Idle is referencing an Izkuthii who lingers in the same place for too long, (10 emotes). An Izkuthii who is locked in a cell larger than two blocks won't be considered idle unless they remain in one spot. An Izkuthii who moves more than two blocks frequently cannot be considered Idle. But an Izkuthii who occasionally moves their hands about, or lightly shuffles side to side is an idle one.

     

    Luck

    An Izkuthii who chooses to specialise in Luck is recognisable by one of the four marks that they may obtain upon choosing this tier. Upon choosing the Luck specialisation, the Izkuthii may choose the black and white marks of: A set of dice, a Horseshoe, a Tarot Card of the Izkuthii or a four-leaf clover. These are each roughly the same size and only exist in Masked Form. The Symbol may not change once chosen.

    An Izkuthii gains another curse, which carries through both of their forms, though not as major as Trickery, it makes up for it by its consistency, the Izkuthii almost constantly slipping up in some form, whether it be almost smashing a vase, though just missing it, or almost tripping yet being able to stay on their feet, or almost dropping a hammer on your toes, and grabbing it mid-air.

    This must be emoted at least once per RP encounter, assuming said encounter is longer than five emotes, and it fits in such. As a rough guideline, for every five or so emotes, an example of it should be displayed.

                Redlines:

    • This has no effect in combat.
    • This only affects the Izkuthii.
    • This does not occur when idle, it is a passive thing that happens regardless of how active the Izkuthii is.
    • Due to the fact this is more subtle than the other specialisation, this must be emoted at least once per RP encounter, assuming it’s possible, to not do so is Powergaming.
    • Idle is referencing an Izkuthii who lingers in the same place for too long, (10 emotes). An Izkuthii who is locked in a cell larger than two blocks won't be considered idle unless they remain in one spot. An Izkuthii who moves more than two blocks frequently cannot be considered Idle. But an Izkuthii who occasionally moves their hands about, or lightly shuffles side to side is an idle one.

     

    Runuurii

     

    Runuuri lose the marks gained from being a Specialised Izkuthii, instead getting the light purple mark of a helix with an eye in between it on the front and back of their hands, only in Masked Form. Along with this, they gain four horns, rather similar in design.

    These become much less unnoticeable in their tells, still maintaining them to a much smaller extent, a Ruunuri may find themself oddly lucky (Out of combat), still making small mistakes, or almost making small mistakes, but swiftly avoiding doing so in a rather helpful way, and the Trickery tell becomes more subtle, everything in a 2x2 radius becoming either shiny and polished, or dirty and rusty, essentially designed to look the opposite of their natural look, regardless of material. This happens after being idle for ten emotes, and requires more attention to notice, however is much easier to pin on the Izkuthii.

     

                Redlines:

    • To not emote this in some form after the required time (For Trickery) is considered powergaming
    • This is not immediately noticeable in most cases, as it is a more minor effect than prior
    • Luck must still be emoted in almost every other RP encounter, assuming it isn't a combative one, though this can be flexible, and to a smaller degree.

     

     

     


    |All Izkuthii-Physical Description|

     


     

    Spoiler

     

    The Mask:
     

    The mask that an Izkuthii dons is special to them, like a close friend, or a long passed heirloom. It is the host of their abilities, and the thing that ultimately forms their deific connection. This mask takes its design the moment it is placed upon the Izkuthii’s face, colours and designs sprouting to life and spreading over the mask from the center rather swiftly, forming something wanted by the Izkuthii, colours occasionally used to represent them as a Person. This Mask covers the entire front face of an Izkuthii, leaving space for the third eye which rests above it.

                Redline:

    • The Mask may not be entirely one colour
    • The Mask may not vary in shape

     

    The Mask is a weak point of an Izkuthii, whilst it does not directly kill them, it renders them useless of their powers once smashed, with the durability and feel of toughened clay. Once an Izkuthii’s mask is smashed through means other than breaking a Tenet, such as through a blunt hit with a hammer, roughly four times, the mask, or what remains of it, swiftly turns grey, crumbling into dust and falling from their face. What remains of it is coated by a light purple substance within a moment, claiming it back and vanishing. The Izkuthii, from here, are left with their horns and third eye out, unable to utilise any ability aside from ‘Forging of the Mask’.

                Redlines:

    • The Izkuthii may not forge a new Mask whilst still in the RP encounter
    • The Mask does not give much protection, whilst it prevents the Izkuthii from having their face directly harmed, due to the link formed between them and their mask, any damage inflicted towards their mask, the pain of such is felt by the Izkuthii. For example, if an Izkuthii were to have their mask stabbed, though it wouldn't be as effective as something blunt, it would likely be more painful, as the Izkuthii would experience a ‘stabbing pain’ in the area struck.
    • The Mask may not be removed from an Izkuthiis’ face, unless it is destroyed, shifting into their Unmasked form still counts as having the Mask, for they cannot do so without it.
    • The Mask must remain upon their face, and cannot be moved about their head.
    • The Mask may not change its design.
    • The Mask may not take any more than 5 hits from a blunt object in normal circumstances.


     

    The Eye:

     

    Upon becoming an Adult Izkuthii a third eye will be placed on the forehead of the Izkuthii, just above their mask,taking the exact same point of view as the other two eyes the Izkuthii has/had/would have. This is only visible in Masked Form, and is sealed over in Unmasked form, or when the Izkuthii utilises Advanced Shapeshifting and chooses to hide the Horns, Mask and eye. This may be regenerated in Llahir’s Pool, regardless of whether it is stabbed, entirely removed or damaged/hindered/rendered useless in any form. This may take on any appearance, regardless of how mystical it may be, though it is clear it is an eye.

               Redlines:

    • May not give a new point of view.
    • May only be used in Masked Form when it is visible.
    • Cannot be made smaller/larger.
    • Cannot be moved.
    • Can still be blinded

     

    Age Immortality:

    Upon being transformed into an Adult Izkuthii, they will find their aging to cease, appearance wise and internally. Whilst  death continues to affect them as it would most other creatures, Izkuthii have the convenience of Age-Exclusive Immortality, and thus are able to live until they Die (PK) through other means.

    Age Immortality does not prevent the Izkuthii from making themself appear younger or older, it simply means they are unable to age through normal means, and so do not change in appearance naturally.

            Redlines:

    • An Izkuthii in each form is still able to die as easily as a normal Descendant, more so in Masked form, in fact, due to the heavy blood loss they experience.
    • This does not affect anything aside from age
    • The aging stops the moment they become an Adult Izkuthii.

     

     

     

    Lack of Organs-Exclusively Masked Form

    An Izkuthii  in their masked form, due to the lack of organs, has no need to breathe, eat or drink, nor can they be poisoned through consumption as they are ultimately unable to digest anything, and are unable to suffocate because of this. This can also be a weakness however, as more blood is needed to pump around their body, and they are more susceptible to bleeding out. Their heart remains, as more blood is needed, and it would be deadly to lack such, despite their deific nature. 

    An Izkuthii in their masked form bleeds out much faster and heavier than one in their unmasked form, this does not make them susceptible to bleed out from a papercut, but if one were to stab a Descendant in the chest, they would bleed out slower than a Masked Izkuthii, who would bleed out at roughly double the speed.

    As a rough guideline, a Descendant with an arm chopped off, assuming it is untreated for six~ emotes would probably pass out, and upon ten~ emotes they would likely bleed out.

    For a Masked Izkuthii, they would pass out after about three emotes, and bleed out at about six emotes in the same scenario.

               Redlines:

    • Despite past iterations, the Heart remains a lethal spot in any form.
    • To not emote bleeding out faster is Powergaming.
    • This does not mean an Izkuthii will die from a stab to the stomach, however it would be easier to die from such, were the Izkuthii to be negligent from it.
    • In Masked form, were they to have both their arms severed and untreated, this would be almost instant death, unless they are treated within one or two emotes, upon the third emote the Izkuthii likely bleeding out and dying.
    • Decapitation is an instant death.
    • Any kind of Poison that does not target any missing organ still affects the Izkuthii.

    Weaknesses:

    Aurum and Gold:

    Aurum and Gold, one of the biggest weaknesses of the Izkuthii.

    Though Aurum and Gold does not directly harm an Izkuthii, in the complete Physical Sense at least, it hinders them greatly. An Izkuthii 3 blocks from Aurum or Gold chunks will find themself distracted, their mind wandering towards its lingering presence constantly, unable to entirely concentrate on what they are doing. An Izkuthii two blocks from Aurum or Gold chunks will find themself slightly disoriented, as if trying to focus on something constantly changing. The corners of their vision are more ‘foggy’ at this point. An Izkuthii one block from Aurum or Gold chunks will find themself weary, and experiencing the two previous effects, they may find their speech slurring slightly, and struggling to keep hold onto anything heavier than a ball of metal. An Izkuthii directly on Aurum or Gold chunks will find that they suddenly become very weary, any recent wounds opening back up (recent being the OOC day before, or that day) and will experience all previous effects. An Izkuthii simply passing by Aurum or Gold chunks won’t be affected by it much, just being disturbed by its presence as they pass by, wanting to get past it as much as possible.

    An Izkuthii who lingers around Aurum or Gold chunks, within the ‘range’ will find the effects amplified.

    For every two emotes an Izkuthii is in the range of Aurum or Gold chunks the effects will be amplified into the next stage, as if they were closer to it. For example, an Izkuthii who is three blocks away from Aurum or Gold chunks will be affected as if they were two blocks away from it after two emotes, one block away from it after another two, and directly on it after a last two, this can not be amplified further. 

    Aurum/Gold 'chunks’ refer to Blocks.

     

    Aurum or Gold weapons are generally not as effective, due to their size and forging process, and affect the Izkuthii in different ways. An Izkuthii that is struck by an Aurum or Gold weapon will find themself more sluggish, unable to utilise any  form of Abilities for a period of time, depending on the weapon they are struck with. Along with this, they begin to feel sick, like they are on the verge of vomiting. For 1 OOC days after being struck with an Aurum or Gold weapon they are unable to utilise the Pool of Llahir, and for until the end of the day after the attack, unable to shift into another form.

    This varies from weapon to weapon, of course, a Sword would be able to give stronger effects than a dagger, here is a reference list:

    Average Aurum or Gold sword-2 OOC hours unable to use abilities, cannot shift form for until the end of the OOC day after the attack.

    Average Aurum or Gold dagger-10 Emotes unable to use abilities, unable to shift form for 12 OOC hours.

    Average Aurum or Gold Shortsword-1 OOC Hour unable to use abilities, unable to shift form for 24 hours.

    Not all Weapons are listed on this, but a rough guideline would be that the bigger a Weapon is, the more Aurum/Gold it contains, the more it can pierce an Izkuthii’s skin and make contact with them, the more it will prevent them. An Aurum or Gold Machete stab into the chest would always be more than that of a Sword. Anything smaller than a dagger will only make someone feel sluggish upon contact, any small projectile, such as Aurum or Gold flakes are ineffective. 

    An Izkuthii may not wield an Aurum or Gold weapon  larger than an average Sword, as prolonged contact with such a thing (5 emotes) would place the effects as if they were three blocks from Aurum or Gold chunks, amplifying every five emotes into the next ‘stage’. Swords can be wielded without problems.

               Redlines:

    • To not emote the effects of Aurum or Gold chunks, or Aurum or Gold weapons is powergaming.
    • Aurum/Gold 'chunks’ refer to Blocks.
    • There is no way to prevent the effects felt by being harmed by an Aurum or Gold weapon.
    • If an Izkuthii were to attempt to utilise a Pool of Llahir before they are able to, it would do nothing.
    • The Shifting Form halting works both ways, an Izkuthii stabbed with Aurum or Gold in the Unmasked form would not be able to shift to their Masked Form.
    • An Izkuthii who attempts to utilise an ability during the cooldown will get effects akin to if they were standing one block from Aurum or Gold chunks for 2 emotes, and upon trying two more times will pass out.
    • The effect from being stabbed does not amplify, unless a different weapon is used, made of Aurum and Gold, the effects of which will replace the weaker one.
    • The Izkuthii may only wield an Aurum or Gold Sword, or less without suffering the effects after some emotes.
    • Being unable to use Abilities doesnt keep already placed down things from working, it just means it cant be actively used further, such as a Crystal Ball’s image, though they cant make a new Crystal Ball or change the image in the Crystal Ball.  Same goes for the Illusionary World, and People may still interact with the ‘Conjuring Fortune’ statue.
    • ’Izkuthii Sensing’ may still be utilised due to its passive nature.
    • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.

    Izkuthii Blood:

    Izkuthii blood, one of the most hidden tells for an Izkuthii, noticed only by the observant and the knowledgeable. Izkuthii blood takes on a light purple hue and a glossy look, only really noticeable by those paying attention to it, or those very close to it. This shares the same appearance qualities as normal blood otherwise, and acts the same as normal blood, apart from when working with Tippens Root, often taking three times the time to clot that it would normally, (roughly two emotes before an Izkuthii’s wound clots). Attempts at numbing a wound through Blissfoil would also be more ineffective, assuming said wound was bleeding, only numbing it by a quarter.

    This applies more so in their Masked form, due to the increased amount of blood/bleeding, Tippens root taking five emotes to clot a wound, and Blissfoil being entirely ineffective against a bleeding injury. For short, any medical herb which makes contact with an Izkuthii’s blood is dulled, and thus is less effective, or, occasionally nullified completely.

    Stronger herbs which clot blood are lengthened by two emotes minimum, weaker herbs, such as Blissfoil which only numbs something around half of its pain, will be incredibly ineffective normally, and essentially useless in their Masked form.

     

              Redline:

    • Ingested herbs are unaffected by the blood.
    • Injected herbs are entirely useless.
    • This serves as a downside purely for the Izkuthii, and you can't douse a herb in Izkuthii blood to make it less effective generally.
    • This does not dull any Poisonous herbs.
    • This does not dull any herbs that have no medical qualities.
    • The more blood there is, the less effective it will be, use logic. An Izkuthii in masked form will always have a higher emote count for a wound clotting than four emotes, as the blood is what affects the Herb, and Masked Izkuthii bleed heavier. 
    • Numbing herbs retain their effectiveness on a non-bleeding wound.
    • To not emote the appearance of blood, were a Character to turn their attention to it whilst in a 4 block range, or be 1-2 blocks from it is considered Powergaming.

     

     

    Izkuthii Death:

    Spoiler

     

    Izkuthii death is something rather abnormal due to the way they are made, and the way their anatomy changes, the way their soul warps and differs from that of the average Descendant.

    Izkuthii can die in many ways that a Descendant can die, with few exceptions, such as age, or suffocation, equally, bleeding is much more lethal and fast than that of a Descendant bleeding, as described previously, this is exclusive to Masked Form, of course.

    Due to Llahir’s grasp over an Izkuthii’s soul, they are not revived at CT, or in a particularly similar method to Monk revival at all, an Izkuthii can die to most-if not all things of combat in their Unmasked Form, whilst in their Masked Form the main methods of death would be their heart, or causing them to bleed out through excessive large wounds, along with decapitation, an instant death for such a creature. Breaking their mask renders them weak and boonless.

    Upon death, their Mask will vanish, or what remains of it, beginning to reform in a Pool of Llahir, or where one once was, colours coming back to life, and slowly bringing and repairing the Izkuthii’s body back with it. As the Mask reforms in the Pool of Llahir it starts re-constructing the Izkuthii’s body, being able to do so due to its strong link to the Izkuthii’s soul, this process takes 2 OOC days for the Izkuthii to reform, after which they will have 1 OOC day until they are able to utilise their Masked Abilities once more.

    Should a Llahir’s Pool not exist at the time of the Izkuthii’s death their revival will be delayed by 2 OOC days, this is elaborated on in the ‘Pool of Llahir’ ritual.

               Redlines:

    • Same death rules continue to apply, an Izkuthii will not be revived upon Suicide, nor will they remember the events leading up to Death.
    • An Izkuthii will not regenerate any limbs lost outside of the encounter in which they were killed.
    • An Izkuthii will not, under any circumstances, be able to be revived earlier than 1 day after death.
    • An Izkuthii will not, under any circumstances, be able to use their Masked Abilities for One day after their revival.
    • The Izkuthii will still mechanically respawn in CT.

     

     

     

     

    Izkuthii Feeding:

    Spoiler

     

    Izkuthii feeding is an odd thing, something enforced by Llahir, something they are required to do not so much for themself, but to please Llahir. The Izkuthii are drawn to Feeding, not being satisfied with themselves until they have fulfilled their Feeding quota.

    Izkuthii Feeding is done by succesfully carrying out an Ability marked as a Feeding Ability, under ‘Unmasked’ and ‘Masked’ abilities.

    Izkuthii Feeding is gathered by the Izkuthii, then ‘given’ to Llahir in a common Izkuthii ritual, (Llahir's Feast, mentioned in ‘Rituals of Llahir’)‘this is important as something that makes the Izkuthii’s loyalty clear, and as something that empowers Llahir. An Izkuthii who misses these important rituals, or does not feed finds themself losing their Boons over time, however death will not occur.

    Feeding is gained by using Abilities marked ‘Feeding’ abilities, if the Izkuthii is successful in using this, it will grant them one ‘feed’. They must interact with Descendants to this, of course.

     

    Not feeding drawbacks:

    The first two weeks that a Fledgeling Izkuthii does not meet the feed requirement they will lose access to all Fledgeling abilities aside from ‘Mark of Discord’

    The first Month an Izkuthii doesn't meet the feeding requirements will make them lose access to all of their Masked abilities, aside from the Feeding ones.

    The Second Month an Izkuthii does not meet the feeding requirements they will lose access to all abilities aside from Feeding abilities, and they will be locked in their Masked form.

     

    Not attending the ritual drawback:

    Should an Izkuthii not attend a Llahir’s feast for 1 month they will lose access to all fledgeling abilities except unmasked shapeshifting and feeding abilities.

    Should an Izkuthii not attend a Llahir’s feast for a second month they will be locked in masked form and lose access to:

    All fledgeling abilities except feeding and unmasked shapeshifting

    Illusionary world, Hands of Deceit, Conjuring fortune, Llahir’s will.

    Should an Izkuthii not attend a Llahir’s feast for a third month they will be locked in masked form, losing access to all abilities aside from feeding and unmasked shapeshifting.

     

    Until they meet the Feeding requirements again this will remain like this, the moment they do meet the Feeding requirements or attend a ritual with such they will be granted back their Boons.

     

     An Izkuthii attending a Ritual only counts if they remain until the Feedings are given to Llahir, and attending a Ritual does not excuse them from the drawbacks of not feeding, whilst it is implied that attending a ritual goes hand-in-hand with having the required feeds for the Tier, an Izkuthii who has their required feeds but has not attended a Ritual has not given Llahir their Feedings.

     

    Redlines:

    • An Izkuthii may not ‘loophole’ any of these, doing so is Powergaming.
    •  An Izkuthii attending a Ritual only counts if they remain until the Feedings are given to Llahir, and attending a Ritual does not excuse them from the drawbacks of not feeding

     

     

     

     

     

     

     


    |Mental Description|

     


     

     

    Spoiler

     

    Izkuthii, as they transform, gain some natural thoughts and urges, implemented by the Daemon himself to ‘aid’ them in carrying out his will, and sustaining him.
    As a Fledgeling, their mind begins to adapt to this new way of Life, the Izkuthii encouraged to be more secretive, albeit rather subtly, though more social, as to find and understand those around them.

    As an Adult Izkuthii, their more prodded in different directions, often rather wanting to take opportunities-so long as it does not affect a loved one, or the Izkuthii so directly, at this stage they often become a tad more cautious of the People around them, only truly trusting of the other followers, their loved ones, and those they have known for a long time.

    As a Specialised Izkuthii, they often try to tempt deals and tricks, luring Descendants into them with lies and bribery, their mentality changes depending on the Specialisation they choose, such as an Izkuthii who chose the ‘Luck’ category wanting to test their luck a lot more, being generally more outgoing.

    As a Runuurii Izkuthii, their mindset broadens once more, being far more wanting, and practically needing to show Llahir gratitude, to open Descendants up to their Deals and Trickeries, they often grow frustrated upon being away from other Izkuthii for too long, as they want to be around and check on their allies.

               Redlines:

    • Not all of these are guaranteed mindset changes, however changes will occur as an Izkuthii.
    • To not emote the mindset changes of becoming an Izkuthii is Powergaming.


     

    Timelessness:

    The longer an Izkuthii becomes and remains such, the more they lose track of broader time, the way it flows and changes, something most noticeable in the later stages (Runuurii and Specialised). This often occurs due to the partly random nature of Llahir, and how intertwined his realm can become with his followers at points, along with the Immortality they are granted, it shifts and adapts their mind to last over the years, and so Izkuthii tend to lose track of time, or the year, scarcely remembering their original age-A point of design in Llahir’s forging of such a race.

    Izkuthii tend to track time through major events, rather than days and nights, or changes in People, as sometimes their remembrance of their Companions can become confused, blending the changes over the years into one Personality, this often becoming problematic for Izkuthii wishing to build bonds.

    Redlines:

    • This is practically guaranteed as one progresses to the later stages of being an Izkuthii, though it is not impossible to have some sort of coping mechanism to deal with this.

     



     

    Control:

    One of the deepest desires of the Izkuthii, whilst not being an inherent trait that is gained, many Izkuthii often get used to control, to offering Descendants various things, and the Izkuthii being able to take advantage of Descendants, developing something of a God Complex occasionally, and can underestimate those around them in many cases. 

    An Izkuthii who comes across the realisation that they are not, in fact, as in control as they thought can be mentally damaging, it could shock some, it could give an Izkuthii an almost entirely new perspective in some cases, this is not a guaranteed mindset an Izkuthii will adopt, simply one likely as they take advantage of Llahir’s boons.

     

     

     

    Regularity:

    The Izkuthii usually settle around 1 or 2 Nations or Locations for them to perform their tricks and acts, growing something of an attachment towards those they choose to interact with, not so much a bond of Friendship, but rather one of interest, intrigue. An Izkuthii who finds themself laying out their plans and deeds in numerous places gets much less enjoyment, as something so short term does not please the Izkuthii, the only times an Izkuthii may find themself actively seeking to leave one Location and onto the next is if they found themself endanger, threatened, or finding it empty.

     

     

    Unmasked and Masked Form

     

     

    Spoiler

     

    |Falling the mask| [Non-Combative] Both Forms |

    Casting time: 6 emotes [1 connection + 5 cast] | Cooldown: 3 emotes

    May not shift form for 1 OOC Hour.

     

     

    The Izkuthii has formed a bond with their mask, it cannot be removed or pulled away forcefully by their face since it's molded with it, but they can however make it disappear to disguise and not give away their Izkuthii form, in this unmasked form their connection with Llahir loosens and many of their abilities lose their function. The Izkuthii needs to perform this task in a quiet and peaceful area. The Izkuthii focuses themselves upon their mask, drawing a hand to it, after a subtle connection the mask turns into pure Izkuthii energy and sinks inside their face as it’s pushed to reveal their past self, just like any other physical mark. A similar thing happens when they wish to return to their masked form, the Izkuthii focuses and draws a hand to their face, pulling the mask out of it as it then materializes in place once more.

     

    Any physical mark of being an Izkuthii vanishes: horns, marks and third eye all disappear when they drop their mask and cannot be utilized. It takes 5 emotes for them to drop or wear their mask, if interrupted the process has to start over.

     

    Turning into Masked Form

     

    *pulls a hand up to their face, a dim purple glow forming at their fingertips, fingers lightly twitching as they prepare to mask themself.

    **thin strings of bright purple energy shot from their fingertips, reaching into the Izkuthii’s face, warping and twisting it slightly.

    **slowly these strings pulled a mask forth from the Izkuthii, distorting their face as they did so, the Mask appeared slightly hazy, as if it were liquid, before solidifying over the Izkuthii’s face.

    **Horns began to sprout from the side of the Izkuthii’s head, tearing skin and shedding a few drops of blood in the process, these curled backwards into a spiral as they formed.

    **The central skin on the Izkuthii’s forehead began to peel back, revealing the third eye, eyelashes sprouting from it as this happened

     

    This is left mostly to creativity, this is simply an emote example, however the base lines for a Transformation must involve:

    -The Mask coming forth and forming upon their face.

    -The Face being distorted.

    -The Horns forming, and causing pain in doing so.

    -The Third Eye being revealed.

     

    Turning into Unmasked Form

     

    *brings a hand to their mask, a light purple glow forming around the fingertips, fingers twitching.

    **Thin, bright purple glowing strings sent forth from their fingertips, attaching themself to the mask, slowly shifting the Mask into a much more hazy, liquid like state, draining it of its colours.

    **The strings pushed the mask back, past the Izkuthii’s face, distorting it briefly, before revealing the Izkuthii’s full, normal face once more.

    **The Izkuthii’s horns slowly sunk back into the base of their skull, leaving small marks around the side of the head, before sealing it over.

    **The Izkuthii’s third eye was slowly sealed over, closing itself as skin began to layer over it.

     

    This is left mostly to creativity, this is simply an emote example, however the base emotes must include:

    -The Mask being drained of colour and being pushed back into the Izkuthii’s face

    -The Horns reclining into their skull, skin sealing over the skin torn.

    -The Third Eye being sealed over.

     

    Redlines:

    • Cannot be done during combat.
    • If the process is interrupted before the third emote it has to be started over again.
    • Cannot be done whilst in great pain, such as being stabbed, or bleeding heavily.
    • Despite this, the transformation is painful, and causes sound, no, or very little pain should be felt before transformation.
    • Lingering pain also disrupts a Transformation, unless it is very little.
    • The Izkuthii is left vulnerable during this, and is unable to move or defend themselves actively.
    • From the moment the Mask is brought forth, the transformation cannot be prevented, they are effectively paralyzed.
    • From the Moment the mask is pushed back, the transformation may not be prevented, and the Izkuthii is entirely vulnerable, they are effectively paralyzed.
    • The Mask must be pushed back or brought forth by the third emote
    • Fledgelings do not have a third eye, however must still do 5 emotes.
    • Pushing back the Mask is still painful, and causes sound, however the Izkuthii may not be in any pain more than a very light one prior.

     

    |Repairing the mask| [Non-Combative]Masked|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 24 OOC Hours

     

    Summary:

    The Izkuthii, should their mask be broken through means other than breaking a Tenet, may repair their

    Mask in a Pool of Llahir, restoring their abilities.

     

    Mechanics:

    The Izkuthii may, over the course of 5 emotes, should they be standing 1 block away (at least) from a Pool of Llahir, conjure a new mask to harness their abilities through, this Mask will take on the same appearance as the Mask they first chose as an Izkuthii, and is unable to change in design or colour. This must be done in masked form, though the Mask will not be present, the moment the mask is placed on the Izkuthii’s face, they will be unable to utilise their abilities for 24 OOC hours, and feel very exhausted for the rest of that OOC day.

    1 Connect + 3 Cast + 1 Placing the Mask 

    The Izkuthii may not cast for 24 OOC hours from the making of the Mask.

               Redlines:

    • May not change in design, the one exception being a disconnected Fledgeling that becomes an Izkuthii once more.
    • This ability is tasking on the Izkuthii, and these times can not be shortened, should the player wish to, they may lengthen the time that the Izkuthii is exhausted for.
    • This may only be placed on the Izkuthii, anyone else that the Mask is placed will find the Mask instantly shatter.

     

    |Izkuthii Sensing| Adult [Non-Combative]Both Forms|

    Casting time: N/A| Cooldown: N/A

     

    Summary:

    Izkuthii Sensing, the only innate, passive ability that works regardless of form or abilities used, such as Advanced Shapeshifting to conceal the Mask. Izkuthii Sensing allows any Izkuthii above Fledgeling tier to instinctively be able to detect an Izkuthii nearby.

     

    Mechanics:

    Izkuthii sensing can be one of the most unnoticable Boons of Llahir, depending on how much time an Izkuthii spends near others.

    An Izkuthii, regardless of any connection, can detect when another Izkuthii is within 10 blocks from them in any direction, though they cannot pinpoint exactly who without the other Izkuthii revealing themself.

     

    Teacher Izkuthii are able to see through the Disguise of their Students, up until their Students gain a TA, or become a Runuurii, though they will still be aware of their Students disguise, it’s akin to looking through translucent glass, with the outer shell being their Unmasked Form, or their shapeshift, and the inner shell being them.

     

    Runuurii are able to see through the Disguise of all Fledgelings just as Teachers are able to see through the Disguise of their Students.

               Redlines:

    • Cannot be used to metagame the location of Izkuthii, it only is active when another Izkuthii is within 10 blocks.
    • Cannot see through an Izkuthii’s disguise unless you’re their Teacher, or you’re a Runuurii and they’re a Fledgeling.
    • Cannot pin-point the Izkuthii in many cases, logic applies.
    • Cannot mentally communicate with Izkuthii.
    • Only applies to Izkuthii.

     


    Unmasked Abilities

     


     

     

    Spoiler

     

    |Mark of Discord-Feeding| [All Izkuthii] [Non-Combative]|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 4

    Summary:

    The Izkuthii makes contact with an individual, leaving a mental mark on them temporarily, encouraging them to steal or deceive actively, if this were to land its mark, they’d be urged and jeered at into either deceiving or stealing, they may ignore this however, and wait until the mark vanishes.

    This is the first, and one of the only methods of feeding for an Izkuthii, an essential.

     

     

     

    Mechanics:

    The Izkuthii rather unnoticeably connects in preparation for this spell, and upon maintained contact for at least two emotes, may leave a ‘mark’ on the target, after which they must roll, if the target were to get a roll between 1-9, they would find themselves, after 5 emotes, urged to tempt something, not as simple as a random gamble, but something considered fun and almost dangerous. It doesn't have to be a major gamble/bet/tempt.

    Upon rolling 10-18, they would find themselves urged to deceive someone, or something, to make a fool of someone or something considered valuable after five emotes from when the mark was placed, this can’t be anything minor, such as telling a simple, random lie, but equally, it doesn’t have to be anything major.

    Upon rolling a 19-20 the Mark is instead placed on the Izkuthii, unbeknownst to them, unable to refute it. Once the Mark is placed on an Izkuthii, any roll from 1-10 is a Luck mark, and any roll from 11-20 is a Trickery Mark.

    Regardless of who it lands on, six emotes from when the Mark was placed, the pure black symbol of an eye appears where the target was touched. 

    This ability, in no form is a method of controlling an individual, after the said five emotes, it becomes something of an itch, and evolves into something akin to a natural ‘urge’ after ten emotes, however, ultimately, it depends on the personality and desires of an individual, some regular person can, if they really wanted or needed to, ignore it, however they would be mentally mocked by a series of voices for five emotes, after the end of the ability. Whilst someone like a petty thief, or a common liar might instead embrace it, whether they realise it or not, it would be almost impossible to resist, due to their already existing nature.

    This ability ends after 1 OOC hour.

    The Izkuthii must PM the target the effects, even if the Izkuthii finds that the mental mark was placed on them, the physical mark will still be revealed on the prior Target’s body, and the Player must be made aware.

    After the action is done, if the OOC hour has not already ended the ability will simply end.

    This has a 5 emote cooldown before an Izkuthii may start casting another Izkuthii ability.

    This provides 1 Feed.

     

               Redlines:

    • It will only be considered a successful feed if the Target performs the action, meaning an Izkuthii must plan their targets more carefully.
    • An Izkuthii, due to the nature they develop over the many years, find it impossible to resist fulfilling this act, should the Mark land on them, in attempts to please Llahir and their own desires, unless an Izkuthii was physically unable to, e.g Being binded, they will try as much as possible.
    • An Izkuthii performing an action they’re urged to do is NOT a successful feed.
    • An Izkuthii may not feed on a target twice in two weeks, regardless of whether it was successful or not.

     

     

    |Shapeshifting| [All Izkuthii] |[Non-Combative]|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 5 emotes

     

    The Izkuthii gains the ability to shapeshift their form in various ways, using the power of the mask they may shift their own bodies in any way they like, however not strong enough for drastic changes, but they may alter basic parts of their body, such as their hair color and length, eye color, change facial features like the jawline, cheekbones to be more refined or lengthen their ears to be akin to an elf, gain and decrease height or weight, the mastery of this ability takes time, a fledgeling may only alter themselves ever so slightly, but a Ruunuri may use this ability at its fullest.

     

     

     

    The shapeshift is not strong enough to completely disguise oneself, the facial features can be molded into different face types, however they will still keep parts of their old self even if at first it may appear as someone different, injuries, scars or missing body parts won't be affected and cannot be regenerated or disguised with this ability. The shapeshifting ability cannot be used more than once a day and takes [4 emotes] to perform, it cannot be performed in combat or while moving, each stage has its own limitations, as the Izkuthii progresses they gain more control over their shapeshifting.

    This has a 5 emote cooldown.

    This takes 4 emotes to perform, regardless of the size of the Shapeshift.

    Fledgeling: 

    -change ear length and shape to be akin to an elf or human.

    -change jaw and cheekbones' position and shape to resemble other face types.

    -change height

     

    Adult:

    -change eye position and color to resemble other face types.

    -change nose position and shape to resemble other face types.

    -change teeth shape

    -change voice

    -change hair length

    -change eye appearance

     

    Specialised: 

    -change hair style

    -change hair color

    -change age appearance

     

    Ruunuri: 

    -change body weight

    -change body weight distribution

    -change skin color 

     

     

    Redlines:

    • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
    • Any scar, injury or missing body part will carry over in the shapeshifting, they cannot regenerate, won't be able to grow additional limbs or modify the body too drastically, they will still need to look humanoid, internal organs and bones still need to be accommodated for (cannot create a hole in the chest or drop a limb).
    • Weight distribution ability will shift the weight from other parts of the body to the desired area, however strength will not increase.
    • Any birth defect that doesn't take away from the body can be hidden (E.g. an extra finger can be hidden, but missing fingers cannot be gained, they will lose their function once disguised).
    • Cannot hide prosthetics or any additional accessory.
    • Cannot completely disguise themselves, they will still resemble their old self somewhat, some things they are unable to change, and that will remain regardless of what they do change.
    • An Izkuthii may not disguise as someone or be a look alike.
    • Cannot gain or decrease more than 1 foot of length or gain more than 45 pounds of weight, a liveable weight and height ratio must be maintained.
    • Shapeshifting will not increase or decrease strength, they will still hold the strength they had prior.
    • If leaving a combat scenario a minimum of 10 OOC minutes need to pass before being able to perform this ability.
    • An Izkuthii may not Shapeshift to look like that of the opposite gender.
    • An Izkuthii being able to change voice only allows them to change pitch, they may not sound like an animal, exactly like someone else, or like something other than a Descendant.

     

     

     

     

     

     

     

    |Rolling the Dice| [Adult] [Non-Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 emote

     

    Summary:

     

    An Izkuthii may, after two emotes, draw forth a Dice forged from Izkuthii energy, solidifying in their palm. This may be used to trick or con people as the Izkuthii is capable of controlling it, forcing it to roll.

     

    Mechanics:

     

    The Izkuthii, over the course of three emotes, including a subtle connection,  brings forth a Dice forged from Izkuthii energy, solidifying it to appear as a normal one. This is capable of being controlled by the Izkuthii through lengthy training, Izkuthii inexperienced with this ability being rather slow in making it roll, very rigid in doing so, where as a Specialised Izkuthii, or an Izkuthii who has been an Adult Izkuthii for a long time is able to make it roll smoothly, as if it were a real dice. Should an Izkuthii get distracted in controlling the dice, they may find themself accidentally bringing it to a halt. There is, however, a flaw in attempting this, or attempting this too much, the Dice itself is hard to control, and can have a mind of its own often.

    An Izkuthii controlling the dice must /roll 20. 20 meaning the Dice breaks apart, puffing into pure Izkuthii energy before vanishing almost immediately, 19-17 making the Dice land on the Opponent’s wished roll, 15 or 16 making it do nothing. In the case that the Izkuthii is not using this dice against a Person, 19-17 will also make it do nothing.

    This takes three emotes, 1 Connection + 2 Casting.

    This has a cool down of 1 emote before the Izkuthii May cast again.

     

               Redlines:

    • This requires concentration to control.
    • The dice, if not controlled, will act like any regular dice.
    • An inexperienced Adult Izkuthii will not be able to control the Dice to a realistic extent, to not emote this is Powergaming.
    • Should the Dice be struck by any amount of force, (dropping it into a table, or it dropping onto the floor does not count), it will break up and vanish.
    • Prior to the roll the Izkuthii must make the other player (if there is one) aware of the meanings behind each.
    • The Dice may not be given to another Individual, were another Person to take it it would crumble into dust.

     

     

    |Deft Hands|Trickery] [Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 emote

     

    Summary:

     

    The Izkuthii may create a zone around them capable of being utilised along with their other abilities, so long as it is cast first. When in the zone they may utilise several other abilities within relatively fast succession.

     

    Mechanics:

     

    Upon the casting of this ability, after a Subtle Connection, a Zone will be formed, showing as a faint shimmering of energy - barely noticeable unless people are standing within it - will spread out from the Izkuthii in a 5x5 area centered on them. This ability may exist constantly, even throughout other abilities provided that this one is cast first.

    This ability takes 3 emotes to Cast (1 Connect +2 Cast)

    This ability has a 3 emote Cooldown, though all abilities in this ability may be used during this.

     Within this area, the Izkuthii gains a few abilities to use:

     

    Planting - The Izkuthii teleports a small, hand-held sized or smaller object into someone’s pocket or bag. This takes 2 emotes (2 Cast)

    Redlines:

    The Object must be out of sight in the Individual’s pocket, bag, etc..

     

    Swapping - The Izkuthii can swap two items seamlessly provided that both are within the Izkuthii’s grasp. This takes 1 emote (1 Cast)

               Redlines:

    • May not be any form of weaponry.
    • The Izkuthii must have both of the Objects already in their grasp before the swapping emote.

     

     

    Replacing - The Izkuthii may swap two items relatively fast, one being within the Izkuthii’s grasp, and the other being out of sight on a separate individual. The Izkuthii may ‘teleport’ the Item they hold to take the place of the Item the Izkuthii is ICly aware about, whilst the Izkuthii finds the Individual’s possession in their grasp. This will last for an OOC hour before both items are swapped back. This takes 2 emotes (2 Cast)

                Redlines:

    • The  Izkuthii must be aware of both of the items they are Replacing.
    • The Izkuthii must notify the Individual of the swap through PMs, but do not need to tell them they will switch back until the end of the OOC hour.
    • In the case that the Item would be taken by a third party, or the targetted Individual the Items will still swap back.

     

                Redlines:

    • The Izkuthii must emote the tells of the field if they are within it.
    • The Izkuthii may only use these abilities on Individuals in the Field, or 2 blocks out of it.
    • The Izkuthii may not swap with the same Individual twice if Swapping is still taking place with one of their possessions.

     

    |Luck’s Charm| [Luck] [Non-Combative]|

    Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 3 emotes

    Summary:

     

    After a Subtle Connection, the Izkuthii may make Physical Contact with an individual and cause them to hallucinate of an alternate possibility, one in which they are far more successful, where they have accomplished each and every single one of their goals.

     

    Mechanics:

     

    The Izkuthii may form a subtle connection, possessing no tell aside from a set of four-leaf clover marks on their fingertips, which may be easily concealed by gloves.

    Over the course of 4 emotes, 1 Connection + 3 cast, 2 of which must be maintaining Physical Contact with the Individual, the Izkuthii may force a ‘Hallucination’ upon someone.

    Upon being affected by this Ability, touched for 2 emotes, the targeted Individual sees a far more successful version of themself, one where those tiny mistakes they made, those spots where they felt helpless and regretted it, never happened. 

    This will take place over the course of 2 emotes, the Individual mentally picturing this by force, and finding themself distracted, though should they be attacked during this time the Ability will fail, and the Individual be fine.

    Should the Izkuthii succeed, and the Ability work, after the 2 emotes of the Individual seeing themself they will begin to take the place of that version of themself, believing that they are that Version, and ultimately becoming deluded from this, they may develop a Superiority Complex during the OOC Hour that this lasts, or become confused by the disappearance of those that they now believe to still be alive, and swiftly find their emotions and happiness plummet from this, though this is not guaranteed.

    Should the Targeted Individual OOCly wish to, they may make this last longer that 1 OOC Hour, or having lasting mental effects on the Persona, but this is not enforced.

    The Izkuthii must PM the affected Player.

    This lasts for one OOC Hour.

               Redlines:

    • May not be used on the Izkuthii.
    • May not be used to attack, any attempts to attack from anyone during the first 2 emotes cancels the Ability.
    • Will not grant the Individual any possessions, it will merely change how they perceive things and themself for the Duration.

     

     

    |Emotion Thievery| [Runuurii] [Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 3 emotes

    Summary:

     

    The Izkuthii may, upon contact with a target, steal one of their emotions for an OOC hour, so long as it is generic and not towards a specific thing. From then the Izkuthii may transfer this emotion, stored in their gloves, to another individual, causing them to feel a ‘rush’ of that specific emotion for an OOC hour. After the end of the OOC hour for each of these, the effects would vanish.

     

    Mechanics:

     

    The Izkuthii may, after a subtle connection, said connection being the forming of two spotless white gloves forming on their hands, ‘steal’ a specific emotion from a Target upon two emotes of  physical contact with them, the emotions available being:

    -happiness

    -sadness

    -anger

    -courage

    -jealousy

    After the theft of said emotion, the individual would feel this difference in the 2nd emote after the theft, should they feel the slightest hint of said emotion. The lack of said emotion, should they attempt to feel such often pushes them to feeling another, similar emotion, such as sadness to anger, or jealousy to greed, should it not be applicable for the situation, the Person might simply feel devoid for that time, wanting to feel the emotion, but completely unable to. In fact, the Individual may accuse those around them, or pin it on some form of Magic, as the experience itself feels abnormal, making it risky for an Izkuthii to do this openly. This lasts for an OOC hour before the emotion is returned and able to be felt normally once more.

     

    From the moment the Izkuthii steals the emotion they find the emotion stored in the spotless white gloves formed to utilise this ability, they may, if they choose to, pass this emotion onto anyone they make contact with for 2 emotes, not needing a visible connection to do so, this does not force an emotion upon them, but it strongly urges them towards it, and amplifies it drastically should they already be experiencing said emotion. For this reason, an individual that finds themself incredibly sad would not just be ‘happy’ upon being granted the emotion by an Izkuthii, they might find themself a bit less sad, however this would not entirely change their emotion. 

     

    Should the Player affected by this ability choose to, they may extend the effects of the emotion being stolen, so long as it is

    -sadness

    -happiness

    -courage

    The extent to how much or how long this affects them is up to the player after the OOC hour, it may end immediately after the minimum time, permanently or anywhere in between, but ultimately from then it is up to the Players discretion of the extent it affects them and how long it does so, the Izkuthii may not make any decision on this.

    The Izkuthii must PM the individuals involved about the effects, options and time.

    The Emotion may be stored in the gloves for 1 OOC hour before vanishing unless used on an Individual.

    This takes 4 emotes to cast. 1 Connection + 3 Cast.

    If an Individual is not affected on the fourth emote it may be held back for 2 more emotes.

    This has a 3 emote cooldown.

               Redlines:

    • The Izkuthii may not completely change someone's emotion by ‘giving’ them one.
    • The Izkuthii must keep the gloves on should they wish to retain the emotion for the time, if they remove the gloves, causing them to disperse into a purple puff of dust, the emotion will be lost.
    • If the Gloves are struck they will crumble into purple dust.
    • Only the emotions listed may be stolen and given.
    • The Emotion is always generic, and cannot be towards anything specific.
    • Being granted an emotion cannot be lengthened.
    • If the Gloves are concealed or covered in any way they will be unable to give or take emotions, they may be used to conceal them in between those points.

     

     

     


    Masked Abilities

     

    Spoiler

     


    |Advanced Shapeshifting | [Fledgeling] [Non-Combative]|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 4 emotes

     

    Summary:

    The Izkuthii may, after a subtle connection, shift and transform parts of their body to appear and feel differently, one of the most common Izkuthii abilities, and one of the most freeform ones.

     

    Mechanics:

    The Izkuthii subtly connects, possessing no tell aside from the changes of their Body to fit the Disguise the Izkuthii wishes for, regardless of how many changes the Izkuthii wishes for, it will take 5 emotes to shapeshift, needing to stand completely still as they do so. This form of shapeshifting does not need to account for Body Weight distribution, unlike Shapeshifting for Unmasked Form. 

    The Izkuthii, in this form, may make new limbs, however they may not be where any current limbs are, and they will use up more energy than the real limbs of the Izkuthii, sharing the efficiency and strength between all of them. If the Izkuthii lacks limbs, the Shapeshifted limbs would still work at the shared efficiency of if they did have limbs.

    The Izkuthii may not make these limbs into animal parts, however they may change their general shape, amount of fingers, make them completely devoid of fingers and such. The Izkuthii may make the appearance of part of them ‘Otherworldly’, such as an Arm made of Flesh.

    An Izkuthii may surround them self with fog, aura or some other thing that may surround them or flow, however it will provide no protection, nor will it conceal anything or anyone, it may slightly cloud parts of the Izkuthii for the sake of a ‘mystical’ appearance, however, this may not possess any Combative advantage. 

    The Izkuthii, equally, may form marks upon their flesh, such as tattoos, and may have these move freely if they decide such during their Shapeshifting, these may not entirely cover a limb, but they can take up roughly half of one should the Izkuthii wish.

    The Izkuthii may also add ‘lights’ to their form, illuminating any marks, or general skin and change its appearance, so long as it does not conceal it, or hinder anyone's vision.

    The Izkuthii may grow or reduce no more than 3’0 in height, as long as it does not exceed 8’0, or go lower than 1’0.

    In Advanced Shapeshifting, the Izkuthii can change the texture of their skin, or any body parts individually, they may ‘recline’ limbs to hide them, at the cost of them losing complete functionality. The Izkuthii may also change the appearance of anything on their body, making parts appear as if it were made of bone or slime, practically melting, and changing the texture accordingly, however this will never be the case, regardless of what texture or appearance the Izkuthii takes on, it will always have the durability of skin, and is as weak as such.

     The Izkuthii may also change their voice, and almost everything else about them, though prosthetic limbs, such as animii limbs may not be changed in appearance, only hidden and rendered useless.

    Should the Izkuthii wish to get rid of the mask, horns and eye, they may do so, disguising it in their face, and having it act as if it weren't even there, at the cost of losing access to every ability aside from Advanced Shapeshifting, after they choose to make the mask, horns and eye appear again they may utilise abilities once more.

    The Izkuthii may shapeshift to appear as the opposite gender.

    The Izkuthii must maintain a humanoid shape.

    The Izkuthii takes 5 emotes (1 Connection + 4 Cast) to Shapeshift.

    The Izkuthii takes 3 emotes to hide and reveal the Mask.

    This has a 4 emote Cooldown.

               Redlines:

    • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
    • Must maintain Humanoid Shape.
    • The Izkuthii may not hide the Horns, Mask or Eye without losing access to their abilities.
    • The Izkuthii may not possess animal parts.
    • The Izkuthii may not shapeshift anyone else.
    • An Izkuthii may not conceal themself, or blind others with an aura, or any form of surrounding thing.
    • Any Marks, moving or not, will not cover their mask, horns, or eye, should the Izkuthii keep them.
    • This should not have a difference in Combat, any limbs will have their efficiency shared through everything else, lights may not blind or hinder anyone's view, and fog, auras, smoke and such will not cover anything else aside from the Izkuthii, or block anything.
    • The Izkuthii may have no more than 4 limbs.

     

     

    |Crystal Ball| [Fledgeling] [Non-Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 3 emotes

     

    Summary:

    The Izkuthii draws forth a round, purple Crystal Ball over the course of 3 emotes, through this medium being able to conjure images for all to view.

     

    Mechanics:

    The Izkuthii may conjure a Purple Crystal Ball with the feel of glass, taking on the size of a golf ball at least, and a beachball at most, this being able to last until it is met with any form of strike, or taken by someone other than the Izkuthii, in both cases it will puff into a cloud of purple smoke and vanish.

    The Izkuthii is able to display and make images across the Crystal Ball freely, as long as the Izkuthii is able to think of it, the Izkuthii may bring it onto the Crystal Ball. This does not act like a constant, flowing thought, however, rather things are displayed through still images, which in no way need to be true. If an Izkuthii chooses to keep a Crystal Ball existing, the last image they conjure stays on the Crystal Ball until the Izkuthii uses it once more.

    This takes 3 emotes to conjure the Crystal Ball (1 Connect + 2 Cast)

    The Izkuthii may form images on the Crystal Ball regardless of a connection.

    This has a 3 emote cooldown after the Conjuring of the Crystal ball.

     

               Redlines:

    • This only depicts 2 Images in one emote.
    • The Izkuthii may not in any way transfer the Crystal Ball to anyone else.
    • An Izkuthii who attempts to summon a Crystal Ball whilst already having an existing Crystal Ball will have the previous Crystal Ball vanish, and the new one be formed.
    • Only one Image will show at once.
    • The Izkuthii may keep this in Unmasked form, but it must be made in Masked form.
    • A new Crystal Ball must be conjured to change its size.
    • The Izkuthii must have an item to represent the Crystal Ball, should they be unable to, this ability may not be utilised until something is there to represent it.

     

     

    |Illusionary World| [Adult] [Non-Combative]|

     

     

    Summary:

    The Izkuthii may, after a connection, form a 10x10 maximum Illusionary zone over the course of one OOC day, in which they may alter a number of things, including smell, appearance and the terrain of that inside of it. This is a rather tasking ability for the Izkuthii to uphold and make, requiring it to be made over the month (OOC day).

     

     

    Mechanics:

    The Izkuthii passively makes an Illusionary Zone over the course of 24 OOC hours, they may be elsewhere as this is prepared, however they will slowly find themself tiring as it is made. Whilst this area is made the Izkuthii is unable to utilise any abilities, due to its slow, but exhausting effects, should the Izkuthii use any the Illusionary World will ‘unravel’ and cease its formation, causing the Izkuthii to have to make the Illusionary World once more.

    The moment the 24 OOC hours has finished the Zone will be made to the size that the Izkuthii wills, unable to be changed unless the Izkuthii wishes to remove it and reform it.

    The Izkuthii may manipulate this zone fairly freely, and may manipulate it in Unmasked form, too, taking one emote to manipulate one thing at a time, in Masked Form, and two in Unmasked Form, such as making a ladder, or concealing a chest, or forming a bird. They may add smells and textures alongside this, so long as it relates to the Object that it is being changed or added.

    As the Izkuthii is making an Illusion, in Masked form, it may ‘build itself’ into existence, or suddenly start existing in the one emote required, should the Izkuthii be in Unmasked Form, however, the Object desired may appear in whichever aesthetic the Izkuthii wants it to appear, however should anything interact with it before the 2nd emote, in which it truly 'exists’ in the Illusionary World, it will vanish, and the Izkuthii will have to make it again, over the course of 2 emotes.

    The Izkuthii may attempt to harm a Person, however, should this use Illusions, the Individual will feel no pain and experience no injury whatsoever, they will, however, ‘feel’ the Illusion, and be aware of the strike.

    Should the Individual(s) affected by the Zone (inside of its radius) give OOC consent, the Izkuthii may change more than 1 Illusion in an emote (up to the what those present in the RP agree on), should they be in Masked form. The Izkuthii can only take 1 emote to make an Illusion, should they be in Unmasked form, if all those present OOCly consent.

    The Izkuthii may not make anything particularly complex within the Zone, such as a Person, though they may make animals that roam and make noise, they will not harm anyone or be in any way aggressive.

    The Izkuthii can make walls and such appear, stretch out and change the aesthetic of already existing things normally, in fact they may completely change how the Individual(s) see the environment within the zone, though the Izkuthii cannot make anything that will keep them from seeing outside of the Zone, which they will see normally.  The Izkuthii add to what they hear, though they may not be deafened by this, or silence any sounds.

    The Izkuthii must be in Masked form during the forming of this Illusionary world, should they shift forms the creation will be regressed, and the Izkuthii must try again. 

    Illusions may remain in the Zone whilst the Izkuthii is not there, though it is only visible to Individuals in the radius, anyone outside of the Zone would see, touch, and smell things normally.

    Individuals are always able to figure out if something is an Illusion through logic, such as if they were hit by felt no pain or experienced no bruise, and anything of the sort, this would not mean they dont experience the Illusions.

    Everything in the Illusionary World is a fragile Illusion, holding no real substance, and therefore holding no real durability. Anything in the Zone that is struck with force, such as something as light as a slap, will instantly crumble into nothing, regardless of composure, durability, size, sharpness or anything of the sort.

    The Izkuthii must form it property of their own, such as their House, they must form it somewhere where they have Region permissions and they must ask and have the permission of  a PRO/RO if they wish to place it somewhere that isn't on their own property, even if this means just outside their Character’s house.

     

    This takes 1 emote to manipulate one thing without OOC consent.

    A Connection is not required to utilise an already placed IW.

    The Connection is only required for the start of the forming of the Zone, they do not need to hold a connection throughout the next 24 OOC hours.

    This takes 5 emotes to begin forming (1 Connection + 4 Cast).

    Should the Izkuthii wish to reform the Zone, they must destroy the Illusionary World signs and wait 1 OOC day before they may start the formation process again.

     

               Redlines:

    • The Izkuthii may not manipulate any abilities whilst manipulating the Zone.
    • Everything in the Illusionary World is just an Illusion, meaning nothing can be gained from it, were someone attempt to take something it would vanish the moment they leave the Zone.
    • The Izkuthii must form it property of their own, such as their House, they must form it somewhere where they have Region permissions and they must ask and have the permission of  a PRO/RO if they wish to place it somewhere that isn't on their own property, even if this means just outside their Character’s house. The PRO/RO may opt to have the Illusionary World removed at any point, should this be the case the 1 day cooldown before they may use Illusionary World to form it again is null, and they may immediately attempt to form it again in an appropriate place.
    • The Izkuthii may not seal all escapes from the Illusionary World through Illusion.
    • The Izkuthii must have signs to indicate the pre-existing Illusionary world, else it is considered null, and unexisting.
    • The Izkuthii must make it clear what the radius of the Zone is, it should be listed on a sign placed in the center of the IW.
    • The Izkuthii must be able to see the IW to manipulate it, however they do not need to be inside it.
    • The Izkuthii may not make themself appear invisible, but they may hinder sight through obstacles.
    • May not deafen someone through this.
    • Anything in the IW has no effect on anywhere else.
    • May not ‘nugget’ someone in the IW, attempts to cause any form of harm will fail. 
    • May not make anyone Invisible.
    • May not be formed on Roads or anywhere that the Izkuthii cannot build due to the requirement of signs, even if for some reason an Izkuthii has access to building on a road, they cant, ‘road’ being defined as anything designed to walk/run across Arcas or in-between Nations.
    • Everybody in the Radius sees the Illusions, unless there is a lore reason stating otherwise, the Izkuthii may not show an Illusion to one Individual and not the other.

     

     

     

    |Sludge Field| [Adult] [Combative]|

     

    Casting time normal: 4 emotes [1 connection + 3 cast] | Cooldown: 4 emotes

    Casting time mid air: 5 emotes [1 connection + 4 cast] | Cooldown: 4 emotes

    Lasts 5 emotes.

     

    Summary:

    The Izkuthii may, after a connection, lay down a zone full of an invisible sludge like substance in a 5x5 radius, affecting anyone and anything that passed through it, slowing them down greatly.

     

    Mechanics:

    The Izkuthii prepares a zone of sludge over the course of 4 emotes 

    (1 Connection + 3 Cast), this being 5x5 blocks in radius, and able to be casted 4 blocks away from the Izkuthii at most, making it impossible for the Izkuthii to not be caught in the field at first. This ‘distorts’ the area it covers, making anything and everything appear bent and is if it were a reflection. If the Izkuthii wishes to put the field’s center in the air it will take one extra emote. (1 Connection + 5 Cast).

    Anything caught in this 5x5 (height and width in all directions) zone will be immediately slowed, akin to wading in thick, muddy water, making almost all projectiles redundant as they are slowed, and greatly hindering anyone passing through or caught in it, not the point they cannot escape of course.

    As a general guideline, it slows someone down by roughly 50% percent, this is hard to measure so be logical by what the Character is wearing and such, it can slow a projectile, such as an arrow shot through it to the point it does nothing, so someone walking through it will not get through it in two emote.

    Takes 1 Connection + 4 Casts emotes to put normally.

    Takes 1  Connection + 5 Casts to place starting in the air.

    May be held back for 3 emotes, vanishing on the fourth if not used.

    This lasts for 5 emotes, before vanishing.

    This has a 4 emote cooldown.

               Redlines:

     

     

    • The Izkuthii is also affected by this
    • To not emote the tells of the field's existence is Powergaming.
    • Everybody and everything is indiscriminately affected by this, unless it is not physical.
    • The Izkuthii is unable to cast it without being in it in the first emote, should there be any loophole to this rule the ability may not be cast under that circumstance.
    • The Field may be placed in the air, so long as the Izkuthii remains in its field at the start.
    • Emote times may not be shortened regardless of anything else.

    |Word Bound| [Adult] [Non-Combative]|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: N/A

     

    Summary:

    The Izkuthii may, after a Subtle Connection, form a Pact with an OOCly and ICly willing Individual, completely dictated by words, this is one of the only Abilities used that ensure an Izkuthii’s honesty, whilst it does not grant anything magical, it enforces two Individuals, the Izkuthii and someone else through Magical means.

     

    Mechanics:

    The Izkuthii may form a Subtle Connection, shaking hands with the other Individual and forming the Pact over 4 emotes, as they shake hands the mark of a lock is left on their upper arm, just above their elbow. As they shake hands the terms and punishments must be agreed upon, what cannot be done, or must be done, specifically, this may count for both Individuals, or solely one. Once this is agreed a pair of locks would appear over their hands, holding them there for one emote, before vanishing and leaving the mark just above the elbow, this marks the agreement of the Pact.

    Should the two agree this may be held indefinitely, until the two meet up once more and reverse the pact through the same process, each of them stating its nullification as the chains would unwrap from their hands and the mark would vanish.

    A Task that must be fulfilled may not be held indefinitely, however, up to a maximum of one OOC month, should one, or either of them not meet the agreed upon terms either one, or both of them will suffer from Punishments that equally may be agreed upon, this may be Magical in nature, but does not have to be, so long as it is bad, such as one, or both of them, losing their arm for x amount of time, up to permanently.

    Any attempts to break a Word Bound Pact will cause them to suffer from the agreed upon punishment, and the Pact to break, alerting the other Individual of this instinctually.

     

                Redlines:

    • Punishment may not be Lethal
    • Punishments may not benefit one or either of the Individuals.
    • The Pact formed may not be magical, meaning that no requirement should involve anything of a magical nature in any kind, the Punishment may be anything so long as it is simple and bad, such as the loss of mental ability, or the loss of an arm.
    • The Punishment will be set in place in the emote after the breaking of the Pact, should it not be a mutual breaking, or should neither of them fulfill the agreed upon Terms.

     

     

    |Daemonic Pact| [Trickery] [Non-Combative]|

    Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 2 emotes

     

    Summary:

    Daemonic Pact allows the Izkuthii to, over the course of 4 emotes and a Subtle Connection, make a ‘Pact’ with an ICly willing individual after a connection. This Pact is used to ‘aid’ someone or something, only for it to backfire and fail completely in some form. For example, a Human wishing to achieve Olog strength might find their muscles ripping, and them losing control of their arms entirely.


     

    Mechanics:

    This ability takes 4 emotes to cast, consisting of 1 Connection + 3 Cast-

    The Izkuthii makes a deal with someone who must be ICly willing, despite how aware they might be, and the Izkuthii is to fulfill the request they make, to a degree, else they are not ICly willing. This ability may extend to the creativity of the Player OOCly, otherwise they must deny the Pact.

    The Izkuthii ‘grants’ an Individual’s request, though it will completely backfire immediately, making the specified thing/action useless for an OOC day. The Izkuthii, to perform this must shake hands with the Individual on the fourth emote, the Black mark of a lock being left on their wrist until the end of the OOC day.

    An Individual may not request any kind of ability or additional look, as these are hard to completely nullify, and so this is purely for ‘empowering’ parts or actions.

    This has a 2 emote cooldown.

     

                Redlines:

    • May not be used to kill the individual
    • The individual may not benefit from these.
    • Unless the Player gives OOC consent, no scars or permanent damage may be left.
    • This ability may be sustained for 3 emotes after it is fully charged.
    • The moment the ‘Pact’ is formed the Cooldown starts.
    • The individual does not need to be aware of the Backfire of the Pact.
    • If it cannot be negated entirely, and backfire, it can not be involved in the Pact.

     

     

    |Hands of Deceit| [Trickery] [Non-Combative]|

     

    Summary:

    The Izkuthii may, over the course of 3 emotes, summon a pair of floating hands, formed by ever-moving and ever shifting mist, these may interact with objects and people as the Izkuthii wishes.

     

    Mechanics:

    The Izkuthii forms a subtle connection (No tell, aside from light, easily concealed finger twitching), before letting grey mist flow forth from their hands, (this may not be concealed), forming two floating hands directly in front of them, in the exact shape of their hands. These may go 5 blocks from the Izkuthii in either direction, so long as they can see them. These, despite their origin, feel like regular fingers, and cannot carry anything heavier than 5KG in a single hand. These hands cannot go through anything, nor can they have anything go through them. Should they be struck by anything they will vanish.

    The Izkuthii control these hands through the movements of their own.

    1 Connect + 2 Cast

    This has a 3 emote cooldown, and may last for until the Izkuthii ceases controlling them, or the Hands are struck or used for a combative purpose.

                Redlines:

    • Any attempts to use them for defensive, offensive, or anything that may cause Physical harm will cause them to vanish.
    • They are clearly formed of mist, and are unable to be perceived as proper hands.
    • Should they go further than 5 blocks from the Izkuthii the hands will vanish.
    • The Izkuthii may not be actively doing anything, if they are controlling the hands, as these require a fair amount of focus.
    • There may only be two hands formed at once.

     

     

     

    |Deck of Wonders| [Trickery Feeding] [Non-Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 hour

     

    Description:

    The Izkuthii may, after a subtle connection, summon a deck of 18 cards contained in a small leather pouch, the cards will have the same color and aesthetic of the Izkuthii's mask, however an eye within an helix is always displayed on the back of each. The Izkuthii can offer the target to draw a card from the deck, asking how many cards they would like to draw, with a maximum of 3 cards. The cards from the deck will cast either a positive or negative boon on the drawer.

     

    Mechanics:

    Each drawn card will take effect seconds after being taken and burn up into ashes. The player will roll a 18 sided die equal to the numbers of cards they decided to draw for a maximum of 3 cards, this will determine which card the character draws. Should the character not want to draw the numbers of cards stated, the cards will simply fly out themselves and take effect all at once, the cards and effects are listed below. Once a card has been used it will return into the deck, should the deck leave the Izkuthii's hands or be snatched away it will simply vanish into a puff of smoke.

    This will grant 1 feed when a bad card is drawn.

    This takes 2 emotes to cast, 1 connection + casting.

    This ability has 1 OOC day cooldown.

     

    Cards list:

    1) Hair growth (bad)

    The drawer's hair starts growing at an incredible speed, flowing down their head and stopping at ankle length.

               Specific redlines: 

    • The effect happens only the first time, the hair may be cut and it will not regrow.
    • Gives extreme fur growth to Hou, Kha, anything with fur
    • Anything incapable of hair will be unaffected.



     

    2) Summon a follower (good)

    An imp is summoned from the card and becomes the drawer's follower, they have the ability to fly not further than 20 blocks from the drawer and may hold any aesthetic the drawer choses, though they cannot talk (Personality and demeanor of the imp is chosen by the drawer). The drawer may command this Imp with a one step command such as "Take that book" or "Clean that dish". The imp may not be used in combat nor to lift anything heavier than a couple pounds. The IMP will remain with the drawer for 3 OOC days, once the time runs out the Imp will disappear in a cloud of ashes.

               Specific redlines: 

    • The Imp cannot be used in combat and will be gone until the conflict ends.
    • Cannot be used to spy on people.
    • Will not go further than 10 blocks from the Individual willingly, anyone who brings it further than this will find it reform in one emote next to the Owner.

     

    3) Muted (bad)

    The person loses all ability to speak and make sounds with their voice, remaining mute until time is up

                Specific redlines:

    • The person will remain mute for a minimum of 2 OOC days, but it could last longer should the person choose it.

     

    4) Success (good)

    The person has a vision for a split second, they view a future with a more successful version of themselves which has achieved all their life goals and is at their peak.

                Specific redlines:

    • The vision only lasts for mere seconds, it's up to the player how to interpret this.

     

    5) Confusion (bad)

    The drawer becomes confused and unsettled about their location and how they perceive the world for 1 OOC hour, confusing dates, days and hours as their memories of people and places mix and go all over the places, often making them forget or not instantly recognize a dear friend.

                Specific redlines:

    • The drawer will not forget anything, once the time is up they will regain their memory and senses completely.

     

    6) End goal (good)

    The drawer feels a rush of energy with a strong sense of accomplishment, the person starts believing they achieved their own life goal and feel an urge to express it for 1 OOC hour, Such as an aspiring blacksmith trying to instantly forge a sword with the materials he finds nearby, or an aspiring musician trying to play their chosen instrument at their best, believing they are masters at their craft despite the failure.

               Specific redlines:

    • The person doesn't gain the skill, and will only be as successful as they would before.

     

    7) Heresy (bad)

    The drawer for a split second has a vision, their own deity appearing in front of them or from the above, condemning them for a sin they have done, or scorning them for being unworthy of worshiping them.

               Specific redlines:

    • Should the person believe in no deity then the card will have no effect. This will still count as a drawn card.

     

    8( Senseless (bad)
    The drawer finds one of their primary 5 senses becoming more faint as minutes pass until they can't feel it anymore. (/Roll 5 to determine the sense)

    1. Touch

    2. Hearing

    3. Smell

    4. Sight

    5. Taste

                Specific redlines:

    • The person can only lose a sense for up to 2 OOC days, but it could last longer should the person choose it.
    • Losing the sense of touch doesn't mean they cannot feel pain.

     

    9) Nightmare (bad)

    The drawer's vision starts blurring, the reality they perceive starts shifting and morphing, the landscape becomes a hellish and grim wasteland, as if they were having a nightmare for 1 OOC hour. Each person or creature morphs as well, giving the impression of being an horrid creature.

    Specific redlines:

    • The drawer may decide what kind of aesthetic the landscape takes, something out of their Character’s worst nightmares which would inspire fear.

     

    10) Command (good)

    The drawer receives a small paper coupon made up of the same energy that leaves the Izkuthii's mask, this coupon can be used from the drawer to order the Izkuthii to fulfill a task of their choosing, so long as it doesn't break one of their tenets or harms the Izku themselves directly. 

    This may go on no longer than 1 OOC day, but the Izkuthii must be actively attempting to fulfill it.

                Specific redlines:

    • The drawer cannot order the Izkuthii to harm themselves directly.
    • The drawer cannot order the Izkuthii to break one of their tenets.



     

    11) Mastery (good)

    The drawer feels a surge of skill rush over them, they instantly learn and master a mundane act or skill, such as working metal as a blacksmith, playing an instrument like a trained musician or become more adept with the use of a single weapon of their choice for a maximum of 3 OOC days.

               Specific redlines:

    • Any item they create during this time will be as if produced by a master of that craft.
    • May not Blacksmith with nodal materials, may not be used to metagame.
    • Becoming more skilled with a weapon will not increase strength/reflexes, it would just give them knowledge on how to use such a weapon better.
    • May not learn anything with an FA, MA or TA through this.
    • Knowledge is lost once the effects are gone, however the person may find it easier to re-learn the skill (While going through a normal progression).

     

    12) Growth and Shrinking (bad)

    The drawer feels their body tremble, after which they will either increase or decrease 2ft of height, the effect will last for a maximum of 3 OOC days. This effect does not increase their strength should they become taller. The effect is chosen at random by rolling a 4 sided die, a roll in the 1-2 range will decrease their height, a roll in the 3-4 range will increase it.

                Specific redlines:

    • The person will only gain/lose 2ft of height.
    • The person will not grow past or below the 1ft or 8ft.

     

    13) Shiny (good)

    The drawer quickly notices that one of the mundane items in their possession becomes much more polished, clean and of higher manufacture than what it was before, seeming as if it was produced with alot of care and precision. This item can be anything from a piece of clothing, to a tool or a weapon.

                Specific redlines:

    • This effect will not take action on any magical or special item (Such as a potion or an enchanted weapon)
    • This effect will increase the effectiveness of this said item just barely, making a blade a bit sharper, a piece of clothing keeping more warmth/being more cool etc.

     

    14) Paranoia (bad)

    The drawer starts feeling a rush of paranoia and fear, everywhere they look they only see traitors and backstabbers. The effect will only last for 1 OOC hour.

               Specific redlines:

    • This effect will not make the person instantly want to attack everyone.
    • It's up to the player to determine the effects on their character.

     

    15) Perfection (good)

    The drawer feels as if they are of a higher position than others, perceiving themselves as flawless and superior. As this happens they will start to gain the appearance of how they see themselves, in a superior manner, all wrinkles, warts and spots vanishing, granting the Individual “porcelain skin”. The effect will last only for 2 OOC days.

                Specific redlines:

    • This will last no longer than 2 OOC days.

     

    16) Accomplishment (good)

    The drawer feels a rush of happiness and inspiration as if it's the happiest day of their lives for 1 OOC day.

                Specific redlines:

    • The rush of inspiration may aid in solving problems they did not overcome yet.
    • This rush of inspiration can't be used to metagame or learn information the character wouldn't be able to.

     

    17) Right or Left? (bad)

    The drawer feels their hands shake for a moment before they physically morph to become their opposite, the left hand will become a right hand, the right hand will become a left hand. The effect will last only for 2 OOC days.

               Specific redlines:

    • The person may extend the effect for as much as they want.

     

    18) Craftery conning (bad)

    The card after being drawn will start glowing brightly, after a moment it would expand and form up into a tool or weapon the drawer desires or likes, such as a shovel or a blade, with any intricate design, color that would make it seem of very high manufacture. At the first use of this tool or weapon for its intended purpose the person would find it crumbling/ripping/cracking in half, disappearing into a cloud of ashes.

    Specific redlines:

    Item may not be magical.

    The item will disappear the moment it’s used for its intended purpose.

             

                Redlines:

    • The Izkuthii may not use this ability on themselves
    • The ability doesn't have to be explained IC.
    • The player may only interact with the deck once a day, regardless of persona.
    • If no time limit is stated then the effects of the card are permanent.
    • If the character is restrained from being able to draw the cards then the cards will not be drawn.

     

     

    |Luck’s Pull| [Luck] [Non-Combative]|

    Casting time: 4 emotes [1 connection + 3 cast] | Cooldown: 3 emotes

     

    Summary:

    After forming a Subtle Connection, an Izkuthii may leave the mark of a four leaf clover on an Individual, so long as they have exposed skin. After the forming of this mark, some effects begin to take place over the next few emotes.

     

    Mechanics:

    The Izkuthii forms a Subtle Connection, possessing no tell apart from the light green marks of clovers forming on their finger-tips, able to easily be covered by gloves. Over the course of 4 emotes [1 Connecton + 3 Cast], the Izkuthii may plant the mark of a grey four-leaf clover on an area of exposed skin, so long as they hold contact with them for the last 2 cast emotes, this fading 2 emotes from the initial placing of the Mark.

    1 emote after the placing of the Mark signs will begin to show, the Individual suddenly feeling a rush of luck, becoming more bold and daring in their actions.

    3 emotes after the placing of this Mark the previous symptom will fade, and get replaced with something new, the Individual will be forced still for one emote, unless attacked, and get a false ‘vision’ of their future. In reality, this embodies the future they favour most, the future in which they are most successful.

    From this point, for an OOC hour they will find their mind mentally tugging them towards how the player OOCly, or they ICly perceive themself obtaining this future, holding little regard for their safety or their likes and dislikes in this process.

    Should the Player affected OOCly wish to, they may extend this time to however much they wish.

     

                Redlines:

    • Does not predict the Future.
    • Does not grant the Individual anything new.
    • This may not be used on an Individual when they’re already affected by this.

     

     

    |Conjuring Fortune| [Luck] [Non-Combative]|

    Casting time: 7 emotes [1 connection + 6 cast] | Cooldown: 1 OOC day 

     

    Summary:

    An Izkuthii draws forth Izkuthii energy from its source, this exhausting them greatly as they attempt to put together such a thing, after this rigorous process is done, a marble Statue forms, of a Woman with a blindfold over their eyes, a set of Dices being held in their palms, this grants boons and curses to those who choose to interact with such a thing.

     

    Mechanics:

    The Izkuthii forms the Statue of ‘Lady Luck’, a 3 block tall, 1 block width statue, taking the appearance of, and feeling like well polished marble, despite its origins. Were anyone to attempt to destroy it, it would also take on the durability of marble, this stopping at the very base of it. The moment the base of the Statue is struck, the rest of it comes crumbling down, remaining its marble like consistency, however the moment someone looked away, it would vanish, the material turning back to its origins, pure Izkuthii energy, unable to be obtained or restored in any form.

    Once the Statue is formed, it is able to be interacted with by Descendants, at a somewhat limited extent. 

    A Player may only interact with any Lady Luck statue once a week, regardless of Persona.

    An Izkuthii must have RO permission to place down a Lady Luck statue or have region perms. 

    An Izkuthii may only have one Statue active at once.

    An Izkuthii must place down signs around the statue, signifying what it is, and how to interact with it (PMing/Contacting them in some form).

    How the Statue works, its curses and boons:

    The Player interacting starts by being offered a three sided dice from the Lady Luck statue, seeming creaky and slow in its movements. If the Player were to take this dice, the process would start, in which they are unable to opt out, any attempts to do so causing ‘Lady Luck’ to overwhelm the Subject with various feelings of shame, regret and curiosity, these sticking with them until they return to the statue.

    The Subject rolls the dice, the following rolls deciding the Subject of Curses/Boons.

    This takes 7 emotes to conjure.

    They may not cast any other spells for 1 OOC day.

    1 Connect + 6 Cast

    1 = Items

    2 = Physical

    3 = Emotion

     

    ‘Items’ Category

    On the first roll, if the Subject rolls a 1, they will have to bring an item forward, this may not be of magical nature, else nothing will happen. The Subject will then be offered another Dice with 11 sides, the Subject may walk away at this stage, however doing so will initiate the interaction cooldown. Should the Subject choose to remain and roll the Dice, they must /roll 7, and depending on the number gained, have the Item affected in varying ways. There are only 7 curses and boons in the Item category altogether.

    Rolling a 1: The Item becomes permanently useless, any attempts to be fixed simply breaking it further, until it breaks apart entirely.

    2: The Item becomes useless for 3 OOC days.

    3: The Item becomes slightly less efficient for 4 OOC days, needing more pressure/effort to use it.

    4: Nothing happens.

    5: The Item takes on a shinier appearance, regardless of material.

    6: The Item becomes more efficient in its task (if it isn’t a weapon) for 2 OOC days, requiring less effort or experience to use it, this doesn't make it accessible for anyone, and does not apply to complicated Items, (such as a hidden blade, if that were possible, anything setup with multiple parts).

    7: The Item, if it were a weapon, becomes as sharp as it can be, if it were any other non-violent object or tool the User would find any broken parts, cracks or imperfections would be healed. This lasts for 2 OOC days before the effect fades.

                Redlines:

    • This cannot be permanent.
    • Were anything to happen to said object during the time it would not be prevented, the effects simply get rid of anything already there.
    • 7 is the only boon that benefits a weapon, anything else will do nothing and initiate the cooldown regardless.
    • All of the curses apply to Weapons.
    • Boons do not benefit ‘contraptions’, anything made up of multiple things with a good level of complicatedness behind it.

     

    Physical:

    The Subject offers themself forward, rolling the 7 sided dice as a series of attributes are able to be applied to them briefly.

    1 = The Subject finds themself suddenly exhausted, as if they had run three miles, seeming as if they were on the verge of passing out, this lasts for as long as it would normally last, were they to run three miles.

    2 = The Subject finds themself more sluggish than normal, though they did not feel particularly weary, the movements they make becoming more slow, and requiring more effort to do so. This lasts for 1 OOC day.

    3 = The Subject appears more tired, eyes becoming sunken and posture loosening, this is purely aesthetic. This lasts for 3 OOC days.

    4 = This does nothing.

    5 = The Subject appears slightly happier, though this might not be the case, all mud, dirt and signs of being at all tired vanishing. This lasts for 3 OOC days.

    6 = The Subject finds themself to appear slightly healthier than they may be, any signs of starving, thirst, sleep deprivation completely vanishing, though this is, of course, not the case. This lasts for 2 OOC days.

    7 = The Subject finds all negative appearances vanishing (aside from wounds or Scars), mud, dirt, any tell of being ill completely disappearing.

    This lasts for 2 OOC days.

     

                Redlines:

    • This does not prevent a person from appearing dirty or tired whilst the effect is in place, this simply erases the effects before the Person interacts with the Statue.
    • The Boons cannot and will not make a person better in combat.
    • Were anyone to have an illness, they would still feel the internal effects, and the symptoms, however no constant physical appearances remain, such as exhaustion. 

     

    Emotions:

    The Subject presents themself to the Statue once more, having had the dice land on a 3. A seven sided dice is rolled once more, the Subject’s emotions changing temporarily depending on what side it lands on.

    1 = The Subject finds themself feeling both angry and sad, frustration overcoming them. This, strangely enough, does not occur towards the Statue, it remains considered a rather neutral thing by the Subject in hopes of preservation. This lasts for ten emotes.

    2 = The Subject finds themself rather lost and confused, unsure of what they’re doing, untrustworthy of those around them. 

    This lasts for 1 OOC day.

    3 = The Subject finds themself rather uncomfortable, more easily annoyed by those around them, and more easily saddened by the minor inconveniences of life.

    This lasts for 2 OOC days.

    4 = This does nothing.

    5 = The Subject finds themself feeling rather lucky, taking something of a hopeful outlook on life, they might find themself becoming more trusting of those around them, optimistic of what they may encounter.

     This lasts for 2 OOC days.

    6 = The Subject finds themself feeling rather happy and confident, tending to hold a smile over their face, taking on a friendly way of greeting people.

    This lasts for 2 OOC days.

    7 = The Subject finds themself feeling much more content with their position, and feels more courageous and confident than normal.

    This lasts for 1 OOC day.

               

                Redlines:

    • This will not completely change someone's Personality or mood, someone feeling sad will not suddenly feel happy, and someone feeling rather happy will not suddenly feel sad.
    • They are not incapable of feeling other emotions during this time, this simply prods them in a direction at the start, events will still affect them, and their feelings will still change.

     

               Redlines:

    • RO Permission must be given to place down a Statue
    • A Player may only interact with any Statue once per week.
    • Only one Player may interact with a specific Statue per day.
    • The moment the second dice is rolled it is impossible for the Subject to back out.
    • Any Izkuthii may only have one Statue made by them active at once.
    • Signs must be placed around the statue to describe it, and it must tell Players to PM/Contact the Izkuthii who made it to interact.
    • This statue may last for until it is destroyed or the Izkuthii places down another one, which will replace the existing Statue, letting it dissolve and crumble.

     

    |Game of Chance| [Luck Feeding] [Non-Combative]|

    Casting time: 3 emotes [1 connection + 2 cast] | Cooldown: 1 OOC hour

     

    Summary:

    This ability has no connection tell.

    The Izkuthii finds a willing opponent to play a simple game of chance and luck, either with dice, cards or other means. The Izkuthii has to explain the rules beforehand. After the conditions of the gamble and rules are set in place the game will begin. The Izkuthii must offer their hand, and once shaken, chains of pure energy appear and tie around the hands for a split second before disappearing signaling the deal being sealed.

     

    Mechanics:

    The ability takes 3 emotes, the first being a connection, the second and third being where the player and Izkuthii shake hands and the fake chains appear. The player will have to play at least once before leaving otherwise it will count as a loss. What the Izkuthii wagers is meant to be tailored towards the person they are targeting, to aid them with what they need or hinder them further. The player will receive a small negative effect should they lose, or a small positive effect if they win. These effects are temporary and may only be chosen from the lists below. If the player loses, they have a chance to play again to wipe the effect or if they win, they get a chance to increase the effect by playing again.

     

    Only one use of this will grant a Feeding to the Izkuthii per day.

     

    The player starts with a score of 0 to a maximum of 5, each win or loss gives either 1 or -1 point. The game can be played for a maximum of 5 times.

     

    +5 points: Large benefit time extended to 2 days

    +4 points: Large benefit time extended to 8 hours

    +3 points: Large benefit, lasts 4 hours

    +2 points: Medium benefit, lasts 2 hours

    +1 points: Minor benefit, lasts 1 hour

    0  points: No Benefit

    -1 points: Minor drawback, lasts 1 hour

    -2 points: Medium drawback, lasts 2 hours

    -3 points: Large drawback, lasts 4 hours

    -4 points: Large drawback time extended to 8 hours

    -5 points: Large drawback time extended to 2 days

     

    The effects can be the following:

     

    Cosmetic Effects: Minor alterations to appearance. None of these can be used to disguise a person.

     

    Effects list (In order, minor > medium > large):

    • The person gains a pleasant/poor scent. 
    1. Barely present scent.
    2. Noticeable scent.
    3. Strong scent.
    • The person appears to age more rapidly. 
    1. Wrinkles fade subtly/Wrinkles appear.
    2. Wrinkles lessen, hair gains a more vibrant natural color/Wrinkles appear deeper, hair starts graying.
    3. No wrinkles & young looking, natural & vibrant colored hair/Elderly looking, full of wrinkles and aged.
    • The person appears to grow/shorten in height. (without going above/below 8ft/1ft)
    1. 1 inch gained/lost
    2. 2 inches gained/lost
    3. 4 inches gained/lost

     

    Mental Effects: A generalized alteration to their feeling, the person cannot be made happy about something specific, only in general. Love, lust and associated feelings are unable to be utilized.

     

    Effects list (In order, minor > medium > large):

    • The person’s emotions are manipulated. 
    • Emotions that may be affected: happiness, sadness, anger, courage and jealousy.
    1. They feel at peace/feel discomfort
    2. They feel a light rush of happiness/They start feeling unsettled by their environment.
    3. They feel a huge rush of happiness and confidence/They start feeling fear and paranoia by the people and the environment they are in.
    • Modify a person’s taste.
    1. Some foods that they did not like become more tasty to them/foods that they once loved become unpleasant.
    2. Any food would appear tasty and fill them more/food would appear less tasty and feel less filling.
    3. The person feels full despite how much food they eat, everything tastes good/feels empty and hungry despite how much food they eat, all food feels disgusting and unfilling.

     

    Physical Effects: Minor changes to a person's physical capacity.

     

    Effects list (In order, minor > medium > large):

    • Moving with more grace or clumsiness (not becoming stronger)
    1. The person’s joints loosen up lightly/joints seem more stiff.
    2. The person becomes slightly more flexible/becomes more sluggish and slow.
    3. The person seems to move with a little more agility than usual/seems to move a lot slower, reacting slower as if sleepy
    • The person becomes fit/fat. (not exceeding max strength for their race)
    1. Barely toned/fatter. 
    2. Noticeable muscles/fat. 
    3. Buffed/overweight. 
    • The person’s sight is enhanced or lessened.
    1. Can see a little further/vision tones down lightly, stuff far away seems a bit blurry
    2. Sight improves a bit, can see a bit better in hard conditions such as rain or low light (does not grant nightvision, nor the ability to see through smoke or the like)/cannot see that far away anymore, stuff looks a bit blurry (even with glasses).
    3. Sight improves greatly, further things appear more clear, has a better time seeing in hard conditions such as storms or low light (does not grant nightvision, nor the ability to see through smoke or the like)/Sight decreases greatly, close things appear a lot more blurry and foggy, as if nearly blind (even with glasses).


     

               Red Lines/Restrictions:

    • Cannot gamble on something that risks the life of the person or the Izkuthii.
    • Cosmetic effects cannot be utilized to disguise, they will still resemble themselves, and it will still be clear who they are and were.
    • Mental effects cannot be used to make someone feel love/lust/etc. or attraction to someone or something. They cannot be used to invoke an emotion about a specific subject, only generalized.
    • The physical effects may not be used to achieve superhuman strength or animal-like reflexes, they will NOT grant the ability to dodge or lift impressive weights above the max strength their race can achieve. (Examples of what NOT to do: *grabs an arrow mid air, *bends 90° backwards to dodge a sword, *senses someone behind a wall)
    • May not give other effects outside of the given list.
    • The ability will only give the Izkuthii 1 feeding per day.
    • The player may only interact with this ability only once per day regardless of persona, playing for a maximum of 5 times.
    • Once the hands are shook the player needs to play at least once.
    • Should the player leave willingly they will gain an automatic -1 point, receiving the negative drawback.

     

     

     

     

    |Llahir’s Will| [Runuurii] [Non-Combative]|

    Casting time: 6 emotes [1 connection + 5 cast] | Cooldown: 2 OOC weeks

     

    Summary:

    The Izkuthii may, after a Subtle Connection, form a deal with an Individual, tasking them to fulfill a demand of the Runuurii for a Boon in return, the Individual must be OOCly and ICly willing for this to work, else the ability will be considered redundant and ineffective. Should the Individual fail to fulfill the task within the required time they will suffer a curse. These curses and boons are decided by a roll.

     

    Mechanics:

    The Izkuthii forms a Subtle Connection, and over the course of 5 emotes forms a Pact with an Individual, as long as they are ICly and OOCly willing, this is a one-sided Pact, the Individual only needing to uphold it, and the Izkuthii making it with the Individual’s agreement.

     The Izkuthii expose their third eye, should it not already be visible, having it stare directly at the Individual for the last 2 of the 5 emotes, the Individual and Izkuthii will be held completely still, unless either of them are harmed, in which case the Ability will be rendered null.

    Should neither of them be harmed, during the two emotes the Individual will find themself mentally, forcefully having the task pictured, and should the Individual agree one last time, the Ability will be set in place.

    Whilst the Individual is set to fulfill the task they may not speak about the Izkuthii who demanded such, nor may they speak about the fact they were ordered to do this task, attempts to do so would turn out as gibberish, the only exception to this is if the Izkuthii explicitly said this is allowed.

     

    The Task set may not be simple, such as ‘Putting away something’, or impossible, such as ‘Learning to fly’, it may not consist of only one part, and must take longer than 2 OOC days to accomplish.

    The Task has a maximum time of 2 OOC weeks, and may not be indefinite. 

    Should the Task be successfully completed by the Individual set out to do this within the time limit they will automatically be granted a Boon without any further interaction from the Izkuthii, the Izkuthii will innately know of the Task’s completion. The Individual must PM the Izkuthii about the completion of the Task, then either of them will roll, and the roll will decide on the Task out of four possible Boons:

     

    -Grants them a Jar of Fireflies which forever supplies itself with more fireflies regardless of how many are let free, must be signed by the Izkuthii. Should the Jar crack or smash then it will no longer replenish.

    Roll 1-5 to get this.

               Redlines:

    • May not be used to fill up a Room, or to blind anyone.
    • Any attempts to harm someone with this will cause the Jar to permanently vanish.
    • Only 5 fireflies may exist produced by the jar, outside of the Jar at once.

     

    -Grants them the permanent re-function of any one body part, regardless of whether it is entirely missing or not, it will grow back or restore itself. 

    If the Individual has not lost function of any part they may roll again

    Roll 6-10 to get this.

     

    -Grants them a permanent ,silent, Imp like Companion for Non-Combative purposes, this may complete mundane tasks for the Individual. The design and personality of such is up to the Player OOCly, however it may be no larger than 2ft. Should this Companion be struck by any force whatsoever it will vanish.

    Roll 11-15 to get this.

                Redlines:

    • May not be used for Combat, will disappear and reform when the Individual is in combat, or is openly holding a Weapon.
    • May only do mundane tasks, and can only hold up to 3Kg at once.
    • Will only listen to the Individual’s orders.
    • Will not go further than 10 blocks from the Individual willingly, anyone who brings it further than this will find it reform in one emote next to the Owner.


     

    -Grants them the ability to change the aesthetic design of one thing about them permanently, from the skin colour to the shape of their eye, this may not be used to hide their identity, and they will still be recognisable as themself. This may not do anything magical, and can only change one thing of what is possible in the ability ‘Shapeshifting’, may not add anything. This does not have to be used should the Individual not wish such.

    Roll 16-20 to get this.

               Redlines:

    • May only do what Shapeshifting allows
    • May only change one single thing
    • May not make them unrecognisable regardless of how many times they are affected by this
    • May not give any odd appearances.

     

    Should the Individual fail to complete the Task within the agreed upon time the Izkuthii must contact the Individual or vice-versa, and a Curse will be chosen, decided upon by a roll. This is set in place the OOC day after the end of the time limit.

     

    -Permanently takes away one limb from the Individual, the affected player OOCly decides which Limb is lost, this may be re-attached with any limb at any stage, so long as it is from a Descendant.

    Roll 1-5 for this.

     

    -Causes them to find themself suffering memory loss for 2 OOC days, unable to recall anything aside from the essentials of Life, after the end of the 2 OOC days they will retain these memories, and, should the Individual wish to they may have these overlap some of their original memories.

    Roll 6-10 for this.

     

    -Causes them to suddenly lose interest in the Person or thing they were most passionate about.

    Roll 11-15 for this.

     

    -Causes them to have their touch turn everything to rubber for 1 OOC day, and give it the weight of such. Everything they touch will only become rubber for 1 OOC hour, before becoming immune to their ‘Rubber touch’, unless the Individual remains in contact with it. Does not affect clothes. This does apply to food and anything else solid.

    16-20

    Redlines:

    This will turn EVERYTHING that their hands touch to feel and act like rubber, so long as it is not clothing or living.

    This makes it almost impossible to eat, but not entirely impossible.

    Things will also take on the flexibility of Rubber.

     

               Redlines:

    • The Task may not involve breaking any Tenets.
    • Time Limit may not be extended past 2 OOC weeks.
    • Only one Individual may be set to a Task at a time.
    • The Individual must be both OOCly and ICly willing.
    • The Individual may not quit the Task whilst it’s active.
    • This may not be done to an Izkuthii.
    • The Task may not change once agreed upon.
    • The Task may not relate to love or FTB in any form.

     

     

    |Llahir’s Imbuement| [Runuurii] [Non-Combative]|

    Casting time: 5 emotes [1 connection + 4 cast] | Cooldown: 5 emotes

     

    Summary:
    The Izkuthii may, after a Subtle Connection, imbue an object with Izkuthii Energy, able to change and set its design, should they choose to do so, they may cause it to drain a specific emotion from an Individual over time.

     

    Mechanics:
    The Izkuthii forms a Subtle Connection and, over the course of 5 emotes, may imbue any Object with Izkuthii Energy, being able to change and add to its design in almost any fashion they please, so long as it fits some basic rules
    -May not alter the shape other than to apply basic aesthetic changes
    -May not alter the purpose
    -May not render it useless
    -Must still be clear what the Object is

    What it may change is:
    -May change how dirty/rusty/broken something appears
    -May change how clean and polished something appears.
    -May add markings and engravings.
    -May add moving marks.
    -May add flowing mist, or an aura that surrounds the weapon.
    -May change its colour.

    These changes are permanent, and make the Object unable to be sculpted further without entirely destroying the Imbuement, it may not be Imbued again should this happen. For reference, a Dagger covered in blood on a weapon made to be Clean or Polished will have the Blood simply slide right off, rather than make stains.
    Upon Imbuing this Energy into an Object, the Grey Mark of an Eye will appear somewhere on it, marking the Energy imbued into it. Once an Izkuthii has imbued an Object with this energy it may not be changed further with this ability, regardless of how the Izkuthii chooses to interact with it.

    Along with the changing of Design, something that passively happens is the imbuing of an Emotion. The Izkuthii may choose four emotions to imbue into an Object, out of:
    -Happiness
    -Sadness
    -Anger
    -Courage

    The Emotion imbued does not and will not ever affect the Izkuthii, however should an Individual that is not an Izkuthii ever possess an imbued Object, they would find that the emotion imbued would slowly start to leech off that specific emotion, draining it.
    An Individual who has this item for one OOC day will find it slightly harder to feel the Imbued Emotion
    An Individual who has this Item on them for 3 OOC days will find them needing to experience more to provoke said feeling.
    An Individual who has Item on them for 1 OOC week will find them completely devoid of this emotion, unable to feel it unless in the most extreme circumstances.
    Should the Individual ever remove this item from their Possession they will find this emotion slowly return, working opposite to the way it drains the emotion.

     

                Redlines:

    • May not, and cannot instantly drain any emotion.
    • May not break anything.
    • May not change something's purpose.
    • May not cause someone to be devoid of Pain, or struggle to feel any emotion other than those listed.
    • The Individual must be told this through Item Description.
    • Will only affect those who possess it.
    • Does not affect how useful or effective it is.
    • The Eye Mark may not be covered or hidden.
    • The Izkuthii must imbue an Emotion into the Object as they change its design, and vice-versa.

     

     

     

     


    Rituals of Llahir

     

     

     


     

     

    Spoiler

     

    |Llahir's Feast| [Non Combative]|

    Requires: 3 Runuurii/3 Specialised | Casting time: 5 emotes [1 connection + 4 cast]

     

    Summary:

    The Izkuthiis reunite together to worship Llahir and the gifts he granted them, during this time of reunion the Izkuthii must be physically present to be participate, 3 of which have to be a Runuurii or Specialised, however all Izkuthii are welcome and encouraged to rejoice during this time of feasting and games, after all Izkuthiis present are masked and connected they await for the Ruunuri to call for Llahir's presence for them all to bring in offering the feeding he asks for. After each Izkuthii brought forth their extra feedings, Llahir will grant the most devoted follower a boon, and the least successful shall receive a curse.

     

    Mechanics:

    After  players  involved are reunited, masked and connected the 3 Ruunuris/Specialised may begin with the ritual which takes [1 connection + 4 emotes] in total to perform, the players then provide proof of their feedings via screenshots which need to hold the date, feeding emotes and must capture the whole game window. The player with the most feedings will be granted a boon, while the player with the least amount of extra feedings will be given a curse. Ideally this ritual should take place only once per month, however due to how people may not be able to join then it’s up to the Izkuthii community to split the rituals so that everyone attends at least once.

    Runuurii and Specialised may host the Ritual as many times as they wish, however if they have already participated in one and given their feedings, they may not do so again.

    Runuurii and Specialised may do the ritual together, such as 2 Runuurii and 1 Specialised, or vice-versa.

     

    An Izkuthii must attend a Ritual at the start of each month, in the first week to not lose their abilities, after the 7 day window at the start of the month they will suffer the first effects listed under ‘Izkuthii Feeding’ until they attend a Ritual, which may be anytime that month, should they not attend a Ritual at all that month they will experience the second effects under ‘Izkuthii Feeding’ at the end of the first week of the next month and so on.

     

    Boon: 

    The person with the most amount of extra feedings will give no idle tells for 1 OOC week should they be a Specialised or Runuurii, instead two marks of an eye appear on both their palms (in Unmasked form). Additionally they may access all shapeshifting tiers during this week should they be a Specialised, Adult or Fledgeling Izkuthii.

     

    Curse:

    The person with the least amount of extra feedings will be locked in masked form for 1 week.

     

               Redlines:

    •  
    • Players can't stockpile feedings for next month, all extra feedings outside the ones they needed to live are removed after attending.
    • The count for the extra feedings start after the Izkuthii has fulfilled their normal feeding quota to live.
    • The ritual requires at least 3 Runuuriis or 3 Specialised.
    • A Runuurii/Specialised may cast the ritual as many times as needed, but if they have attended a ritual already then they will not receive any boon or curse.
    • A ritual may not be held if everyone has already attended a ritual that month.
    • If an Izkuthii has already attended a ritual, but joins another then they will not be counted and may not receive any boon or curse.
    • An Izkuthii who doesn't take part in the ritual will start losing their abilities, as stated in the Izkuthii feeding section.
    • An Izkuthii who skips a ritual day without proof of their complete inability to take part in it will start losing their abilities, as stated in the Izkuthii feeding section until they take part in another ritual. (Can be both OOC reasons or RP reasons, eg. IRL matters or being imprisoned IRP)

     

    |Pool of Llahir| [Non Combative]|

    Requires: 2 Runuurii/4 Specialised | Casting time: 5 emotes [1 connection + 4 cast]

     

    Summary:

    A couple of Runuurii or Specialised may join their forces and create a designated pool of water, blessed by Llahir. This pool will serve as a point of rebirth for any injured or dead Izkuthii, should they be attuned to it. An Izkuthii may attune themselves to the pool by drawing energy from their mask, this will allow them to use the pool both as a place of rebirth and healing. The water is shallow, not more than 3 inches in depth if physically stepped in, yet feels much deeper, pulsing with glimmering blue energy. The Izkuthii needs to lay down in the pool and it will instantly start drawing energy from their mask, while inside the Izkuthii will be motionless, in a state of perpetual exhaustion and unable to react unless moved out of the pool or until healed. Should a non-Izkuthii step inside, they'd find themselves unable to sink, but simply walk over the surface.

     

    Mechanics:

    Over the course of 5 emotes the two Ruunuri, 4 specialised or any mixture of the two Tiers may create this pool which will remain until destroyed (A locked sign  by LT needs to be placed nearby to mark it as a pool of Llahir). The pool cannot be larger than a 3x3 square and not deeper than 1 block. If Runuurii or Specialised make a Pool, they may not make another until the Pool they made is the destroyed, once they have created the Pool of Llahir  they are attuned to it automatically, an infinite amount of Izkuthii may attune to it, but each Izkuthii may be attuned only to 1 pool. The attunement takes 3 emotes to perform after which the Izkuthii will be tied to that pool. Each Izkuthii can use the pool only once every 2 OOC days, either to heal or rebirth from, but not both the same day. The Rebirth will occur after death, all standard death rules apply as if resurrected by the monks, the player will still spawn at Cloud Temple. To use the pool the Izkuthii simply enters inside and it will begin its effects.

     

    An Izkuthii who wishes to heal from the Pool may do so by laying in it in their Masked Form, needing to be fully submerged, they will then fall unconscious, and become unplayable for the next OOC hour, unless dragged out. All shallow cuts and bruises will be completely healed during the OOC hour minimum, whilst any larger cuts, gashes and such will be fully healed, though left with a scar. Bones will not be properly healed, though they’re healing process will be sped up one OOC day for every OOC hour they stay in it, up to 2 OOC days. The Pool of Llahir is able to completely heal the third eye of an Izkuthii, regardless of whether it’s missing, just damaged, mangled or harmed in anyway in 2 OOC hours in the Pool of Llahir the Eye may be restored, this is not the same for the two other eyes an Izkuthii dons, for they are not recognised as a gift.

     

    Should the pool an Izkuthii is attuned to be destroyed, they will respawn at any other Pool of Llahir 2 OOC days after their death, should there be no Pool of Llahir left they will revive in a similar fashion where the Pool once was, as if it were there, 4 OOC days after their death.

     

    2 Specialised count as 1 Runuurii in the creation of the Pool of Llahir, for example, 2 Specialised may aid 1 Runuurii in the creation and do it successfully.

     

     


     

               Redlines

    • Only 3 pools of Llahir may exist in the world at once.
    • An Izkuthii who has already been involved in the creation of a Pool of Llahir may not make another one unless it’s destroyed.
    • Attunement needs to be done prior to injuries or death.
    • An Izkuthii who dies and is attuned to the pool will rebirth in 1 IRL day instead of the standard 2.
    • Should an Izkuthii already have used said pool they may not rebirth or heal from until the 2 days cooldown runs out.
    • Using a Pool of Llahir will cause an Izkuthii to remain still for 1 IRL hour, but heal them of any wounds on their body. This does not regrow lost limbs from scratch and Limbs cannot be reattached this way.
    • The Pool will not heal fatal injuries unless the Izkuthii is seconds away from entering the pool.
    • Pools of Llahir need LT signing.
    • If an Izkuthii comes under harm whilst in the healing process they will be interrupted and awaken
    • If an Izkuthii is interrupted in any form, mainly being dragged out or getting harmed, their wounds will not be healed at all and they will wake up.

     

     

    |Connection| [Specialised] [Non-Combative]|

    Requires: 1 Runuuri/Specialised Casting time: 5 emotes [1 connection + 4 cast]

     

    Summary:

    The staple of the Izkuthii, the method through which a Runuurii or Specialized (should they know the ability), may transform an Individual capable of becoming an Izkuthii (listed in Explanation) into such. This is a rigorous and lengthy process, as such only taught to those trustworthy and loyal. By the end of the process the new Izkuthii will have transformed, and the Connector left exhausted.

     

    Mechanics:

    A Runuurii innately knows this ability, whilst a Specialized Izkuthii may learn this ability after one month of being one. The Connector must be 

    standing in front of a Pool of Llahir, (1 Block in front of any side), prepared and able to draw from the vast, intense energy contained before them. The Individual to be transformed must be standing in Llahir’s Pool as this Ritual is being performed. The Connector draws from the Pool of energy, moulding it into a Mask capable of channeling the Izkuthii’s abilities and deific connection.

    The moment the Mask is placed upon the OOCly and ICly willing individual they are transformed into a Fledgeling Izkuthii, though they are unable to utilise any ability until their CA is accepted.

    This is performed over the course of 5 emotes (1 Connect + 4 Cast).

    The Izkuthii may not utilise any ability for the rest of the OOC day.

    The Connector may not perform Connection for another 2 OOC weeks.

     

    The Connector is expected to act as a Teacher for the newly Transformed Izkuthii, due to the fact that none of the Izkuthii’s abilities are innate, rather learned from seeing it happen, and then attempting it themself. The Connector, now Teacher’s role is to raise this new Izkuthii to abide by the Tenets, to worship Llahir and to help the Order thrive. 

    Once the Student Izkuthii has become Specialised, and learnt all of their abilities, the role of the Teacher has been accomplished, and a Student slot is freed up once more.

    Should the Teacher be a Specialised, and the Student find themself wishing to go a path different from that of the Teacher they may be taught by another Specialised/Runuurii so long as the Teacher continues to supervise this.

    A Teacher may only have 3 students at once, they may not connect anyone else if they don't have a free student slot. 

    Only Runuurii may teach the Connection ability.
    The newly connected Izkuthii is automatically connected to the Pool their Mask was made at.

               

                Redlines:

    • The Connector, to form the Mask, must not be interrupted by any sharp sounds, attacks or general distractions, this is naturally a tasking spell.
    • The New Izkuthii may not use any abilities until their CA is accepted, during this time they are still ‘attuning’.
    • An Izkuthii is naturally attuned to the Pool that their Mask was forged in, this not changing until it is destroyed.
    • The New Izkuthii decides the design of the Mask.
    • The moment the Mask is placed the Horns will sprout upon their head.
    • This Ritual may not be learnt without a valid TA.

     

     

     

    |Disconnection| [Specialised] [Non-Combative]|

    Requires: 1 Runuuri or 2 Specialised Casting time: 5 emotes [1 connection + 4 cast]

     

    Summary:

    Upon being taught Connection, the Izkuthii in question is also passively taught Disconnection, something one may do should an Izkuthii break a Tenet, and the Izkuthii learn of such. 

     

    Mechanics:

    The Izkuthii, once taught Connection, either by a Runuurii, or by becoming a Runuurii, will learn Disconnection, a Method to punish those disloyal Izkuthii, who have broken Tenets and risked the sanctity of the Order.

    The Disconnector must have IC Proof of the Tenet broken to Disconnect an Individual, if an Izkuthii has broken a Tenet, but the Disconnector does not know, they may not ‘test’ for if they have broken something, it will simply not work.

     Should the Disconnector(s) have proof of the Izkuthii who has broken the Tenet, the Disloyal, and the Disconnector(s) has the Disloyal’s movement restricted, they may proceed with the Disconnection process.

    Once the Disconnector has Proof, and the Disloyal is bound, the Disconnector will be able to lay a hand upon the Disconnector’s face, and should it not already be revealed, bring their Mask forth, along with their other features. The Disconnector will then be able to shatter the Disloyal’s mask over the course of the next 2 emotes, rather abruptly completely draining them of all Izkuthii energy that once lingered within them, and sustained them, ultimately killing them. 

    This requires 2 Specialised, one providing the other with Energy as they drain the other Izkuthii’s energy, or one Runuurii.

     

    An Adult Izkuthii will not be required to PK, much like a Fledgeling, however due to the Deific connection having been formed at this point, they will suffer the effects of a scarred soul, their emotions wonky as they struggle to feel pride, courage or anything of the sort for long periods of time, this keeps them from forming another Deific connection until their Soul is healed. They will be unable to remember any moments as an Izkuthii, but may, depending on the amount of ‘Identities’ they took, struggle with Multiple Personality disorder, dysphoria or anything of the sort. Though the mental effects (aside from loss of Izkuthii memory and scarred soul) are OOCly up to the player. They will not be able to become an Izkuthii again.

     

    Another to the rule of an Izkuthii not dying upon Disconnection is when the Izkuthii in question is a Fledgeling, the Fledgeling has not completely transformed from their Descendant self, nor are they being sustained by Llahir’s boons, and thus are salvageable, they will not suffer the effects of a scarred soul, though they will not be able to become an Izkuthii again.

    A Fledgeling or an Adult Izkuthii who is Disconnected will find their memory suffer horribly, unable to recall any information of the Izkuthii that they had learnt during the time as one, attempts to do so only inducing a painful headache, they are returned to their Descendant self, and unable to become an Izkuthii once more.

    This takes 5 emotes (1 Connect + 4 Cast)

    2 extra emotes are added on should the Disloyal’s mask not already be shown.

     

    Redlines:

    This may not be used to test for the breaking of a Tenet

    This may not be used successfully should the Izkuthii have not broken a Tenet, or should the Disconnector not have IC proof of the breaking of a Tenet.

    Disconnection may not be learnt without having learnt Connection.

    Any Izkuthii may disconnect any Izkuthii with the right grounds to do so, assuming the Disloyal has broken a Tenet, and the Disconnector knows Connection & Disconnection.

     

     

     

     

     


    General Redlines/Clarifications

     


     

     

    • Spoiler

       

      • All Izkuthii, despite prior iterations, are aware of Llahir’s existence and involvement in their lives, this awareness occurring right after their Connected, and ceasing once they’re Disconnected.
      • Any attempts to loophole the purpose of Abilities or features of the Izkuthii can be punished.
      • ‘Cooldowns’ are times in which the Izkuthii may not utilise any ability which requires a connection, however they may maintain a Connection during these times.
      • An Izkuthii who is harmed during a Connection will have it break.
      • Suffering ability cooldown/cancellation will not get rid of any Shapeshifted disguise the Izkuthii is wearing, regardless of form or type of Shapeshifting.
      • The Izkuthii appears as they normally would when shifting to Masked and Unmasked form, and must re-do any shapeshifted disguises they were wearing prior.
      • Unless it is specified that it is ‘Subtle’, the Connection for an ability will have a tell, though some may be concealed, not all can.
      • Some Abilities will not have tells, these are abilities with Subtle Connections, unless stated otherwise.
      • Attempts to loophole Tenets can be punished for.
      • Any Disconnection above Adult Tier will result in a Pk
      • Should there be a grey area or anything that may be Loopholed an LT should be contacted.
      • An Izkuthii should adopt at least one mindset change listed under ‘Mental Description’.
      • An Izkuthii may not be disconnected unless they break a Tenet.
      • A Runuurii has access to all abilities.
      • A Specialised may only go either Luck or Trickery, not both.
      • All Unmasked Form abilities that the Izkuthii can utilise are available in Masked Form.
      • Masked Form abilities are not available in Unmasked Form.
      • No abilities, apart from Izkuthii Sensing, are innate, and must be taught through the Izkuthii seeing a demonstration of such, this includes Shapeshifting.
      • Unmasked Form is the only form in which the Izkuthii is able to utilise any form of Magic that is not gained through the transformation into an Izkuthii
      • The last casting emote is the emote in which the Spell is prepared, and they may release the spell on that emote, unless able to be held back for certain emotes (stated in the Spell).
      • All Rituals of Llahir may only be performed by a Specialised or higher.
      • The Rituals of Llahir, unlike abilities, are innate for Specialised and Runuurii, aside from Specialised who must learn Connection, and in the process learn Disconnection
      • Al Rituals of Llahir require all Izkuthii involved in the process to be in Masked form (Izkuthii attending the Feast or being disconnected included)
      •  
      •  

       

     

     

     


     

    Purpose

     


     

    Spoiler

     

    The Purpose of this race is to fill a niche which I believe is lacking, and that Izkuthii have filled for a while, though in this rewrite I have seeked to expand on this. I find the concept of a Dark Race who do not kill, and therefore do not make RP encounters pointless, rather interesting, and something that the Izkuthii have done a decent job at so far, this Rewrite has seeked to encourage more Descendant and Izkuthii interactions, providing more to the General Community to spice up Mundane RP, give People new and unique experiences and allow People to do more with their Characters.

    I feel the Izkuthii can do this greatly with the addition of various abilities here, most of which require Descendant interaction, yet keep a style that some may like with ‘Group RP’, giving the chance for Izkuthii to be around each other more, and hopefully have fun in doing so.

    In Prior Rewrites there have been various issues which this one has hoped to clean up, trying to get rid of abilities which served purely as temporary fill-ins, and provided nothing to those affected, and attempting to make things as clear as possible.

    Thievery has been erased as a subtype due to its sub-par existence, as I see it, simple Thievery does not belong, and so has been replaced by the Luck subtype for Specialised, something which remains on theme for Llahir.

     

    TL;DR: 

    I make this with the intention of getting Izkuthii to provide better RP for the LoTc Community, and make bland interactions more interesting, whilst making sure it does not entirely interrupt something and provide nothing to LoTc’s narrative. 

    To sum up, the Purpose of the Izkuthii is to be able to make normal interactions less mundane, and to cause conflict between Llahir’s followers and outer society, to encourage grand schemes to take place and to fill in a slightly genie-esque niche.

     

     

     

     

     


    Credits

     


     

    Spoiler

     

    So, I won’t be creditting everyone here, but there have been some really amazing individuals giving me advice and feedback on this piece and I really appreciate it, to those who did help, you know who you are, and I am very grateful for the help you’ve provided throughout this month+ long process

     

    GodEatingCommie -Me, Writer, I decided to start this rewrite around the start of June, around the 10th, roughly, and since I’ve been working on this fairly frequently, and communicating with some of the currently existing Izkuthii for feedback on this.

     

    Vitalian - Co-Writer, Vitalian has been amazing to communicate and work with throughout the making of this piece, providing me with various ideas that I believe have greatly impacted and benefitted this piece. I’ve really enjoyed writing this with them and could not thank them enough for the motivation and help that they’ve endlessly provided throughout this.

     

    Drtrollado - Co-Writer, someone I’ve only known for so long, and they’ve only been helping for the last week or so of the piece, however they’ve been great to get advice and feedback from and are filled to the brim with fresh and interesting ideas. I’ve really enjoyed talking to them about this piece and changes we could bring.

     

    Madyssey-Editor/Support, Mady has been really helpful through the start of this piece, helping fix the Origin, Background, and Tenets, and fixed some fairly big mistakes and typos there, which has definitely saved time. They really helped to talk to throughout this and I could not thank them enough.

     

    To everyone else who has looked at my piece prior, or just generally helped me with this, thank you so much for the great advice, feedback and support you’ve provided.

     

     

     


    Citations

     


     

     

  8. OOC
    ((MC Name:GodEatingCommie ))
    ((Discord:MonkyEatingCommie#1111 ))
    ((Timezone:BST ))

     

    IN-CHARACTER
    What is your name?

    Alaric
    Why seek membership to the Mages Guild?

    I wish to be part of this Community to be around relatively similar individuals, and to get a better idea of how to practice Fire Evocation further, along with getting to understand the limitations and opportunities, what can be done as a Mage. I have no intent to learn any further magic, however I see this as a good and interesting learning opportunity for me.
    What arts, if any, do you currently practice?

    Fire Evocation, T3
    What position do you desire to attain upon acceptance?

    Practicus

    When should you be contacted for an interview?

    I’m free most times, can be discussed at another point.

     

  9. MC Name: GodEatingCommie

    Character's Name: Alaric

    Character's Age: 39

     

    Character's Race:

             Halfling

     

    What magic(s) will you be learning?

             Fire Evocation

     

    Teacher's MC Name:

             Vitalian

     

    Teacher's RP Name:

             Nyree Avila

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic? And that if it is apart of the Lore Games, it might drastically change soon?:

             Yes

     

    Have you applied for this magic on this character before, and had it denied? If so, link the app:

             No

  10. Application:

    ------------------

    MC Name (IGN): GodEatingCommie  

    Personas (Character) Name: Alaric

    Discord: GoldEatingCommie#5894

    Timezone: GMT

    Persona’s Race: Halfling

    Persona’s Age: 39

    Any particular skills: Bard, knowledgeable on Herbs, knowledgeable on Medic work.

    Affiliations and Allegiances: Brandybrook, Librarian in Sutica

  11. Alaric sat by the pond of a Manor, tears running down from his amber eyes, his hands clasped together. He gazed through his blurred vision and into his reflection from the pond, silently muttering to himself. ”Ah’ll miss ye, Anne” The Small Being said with a heavy heart ”Thank ye, so much, for bein’ there”He said, stumbling to his feet, his head lowered as he trudged back inside, dreary. One of the most important people in his life was gone, one of the best friends he ever had, and one he had known since he was a child. 

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