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|image      = Mutationgurl.png
|image      = Mutationgurl.png
|races      = Any
|races      = Any
|contraction = Ritualism, Essence Manipulation
|contraction = Volacorum, Essence Manipulation
|mortality  = None
|mortality  = None
|origins    = Void/Exist
|origins    = Planar
|}}
|}}
Mutations are magical side-effects that occur when an Alorian body is bombarded with magical energies of some kind, causing erratic mutations and changes to occur. These Mutations cause very mixed reactions, some of them being seen as a visual improvement, while some might cause a person to turn into an abnormal monster. Mutations are generally speaking not illegal, but having mutations causes someone to become a target by the inquisition for investigation, as mutations are a telltale sign of some sort of magical encounter or contact with the occult. Mutations are not hereditary and cannot be passed from parent to child, and in most cases, each mutation is slightly different from the next as they are applied at different times, on different hosts, and by different causes. This page explains all the different varieties of mutations, as well as how to acquire them and their rules associated with day to day RP. All Mutations are split up into Categories which are used to understand where certain mutations stem from and how they come about. Read more below.
Mutations are magical side-effects that occur when an Alorian body is bombarded with magical energies of some kind, causing erratic mutations and changes to occur. These Mutations cause very mixed reactions, some of them being seen as a visual improvement, while some might cause a person to turn into an abnormal monster. Mutations are Legal to have in Regalia, however excessive mutations are seen as potentially dangerous and may be responded to as such.
'''(OOC NOTE: Excessively mutated characters may be subjected to forfeiting kill perms within reason. If you are not sure if a certain amount of mutations is too excessive, make a ticket on the RP Community Discord to check.)'''
Mutations are not hereditary and cannot be passed from parent to child, and in most cases, each mutation is slightly different from the next as they are applied at different times, on different hosts, and by different causes. This page explains all the different varieties of mutations, as well as how to acquire them and their rules associated with day to day RP. Mutations can be obtained through excessive exposure to magical essences (such as being born with a Magespark), or through some abilities. Mutations can freely manifest in a variety of different ways, but they must fit within the categories specified below.


==Acquiring and Curing==
Mutations must be indicated to be either [[Void]] or Exist in origin on a character sheet; if the character is are already nonmundane then the original dimension takes precedence. Players are free to come up with any visuals they wish for their character’s mutations and are encouraged to put them on their character sheet.  
Each set of Mutations has a different origin. There currently exist four main types of Mutations: Void Threlwar, Exist Lavvanya, Pagan Marvash, and Monster Cho'Roq. These all have their origins in the Void, Exist, a mixture of either, and Void respectively, as Mutations from the Planar Essence of Aloria do not exist. Below is a bullet point list of each Mutation Category, and how to acquire them. Curing Mutations is not possible through medical means. In most cases, a doctor might be able to amputate or correct a mutated limb or body part, but some mutations are inherently so strongly intertwined with the host that they cannot be removed. There exist however [[Magic]] means to clear Mutations, as well as other more occult means of contacting an Arken who might be willing to purify a body at a price.
* '''Void Threlwar Mutations:''' These mutations can be applied by any Character having 6 Proficiency Points in Void Ritualism Skill.
* '''Exist Lavvanya Mutations:''' These mutations can be applied by any Character having 6 Proficiency Points in Lightgiver Ritualism Skill.
* '''Pagan Marvash Mutations:''' These mutations can be applied by any Character having 8 Proficiency Points in Pagan Ritualism Skill.
* '''Monster Cho'Roq Mutations:''' These mutations can be applied by any Character having 1 Proficiency Points in Haunt Ritualism Skill.
* '''Additional mechanics''' may exist for Mutations, for example among Mages, Silven, Greater Vampires, [[Evocarorum]] or [[Artificorum]].
* '''OOC Rule:''' You may write mutations into your backstory from an NPC Ritualist or mechanic, but any new mutations must be had IC after your app is Approved.


==Mutations & Categories==
'''Mutations do not impart any gameplay advantage. They cannot be used for any CRP advantage, they cannot emulate or obscure affliction status, and they are always Void or Exist in origin outside of instances that specify otherwise.'''
 
==Mutations==
{| class="wikitable"
{| class="wikitable"
! colspan="3" style="text-align: center; font-weight:bold; background-color:#f2d7a0;" | Void Threlwar Mutations
! colspan="2" style="text-align: center; background-color:#cbcefb;" | Addition Mutations
|-
| Void Horns
| Bony, misshapen horns can mutate out of the skull.
| This mutation is purely visual and cannot be used to aid in Combat RP.
|-
| Void Eye
| A functional third eye can appear on their forehead or below/above a current eye.
| These eyes function in exactly the same way as normal eyes.
|-
| Void Claws
| Nails to change into blackened claws.
| This mutation is purely visual and cannot be used to aid in Combat RP.
|-
| Void Growl
| Hair growth to become accelerated on the torso, forearms and facial hair.
| Where applicable to gender.
|-
| Void Pigment
| The skin tone to darken a few shades, or skin to darken a few shades of red into the base color.
| Can never be repeated so many times to look like a Manathar.
|-
| Void Scale
| Patches of pitch black scales or hardened, cracked skin to appear on the shoulders, forearms and neck.
| This mutation is purely visual and cannot be used to aid in Combat RP.
|-
| Void Spike
| Spikes to grow out of the spine.
| This mutation is purely visual and cannot be used to aid in Combat RP.
|-
| Void Mark
| An indented black marking anywhere on their skin that represents either their favored weapon or their Blood Sung Weapon. When wielding their weapon, this marking can either disappear, or start glowing.
| No additional Comment.
|-
| Void Beast
| A tail to sprout from a tailbone if there was not one already, either scaled or smooth and spaded.
| This mutation is purely visual and cannot be used to aid in Combat RP.
|-
| Void Rift
| Can inflict ritualistic wounds on themselves. This wounds will heal normally but do not change their appearance from when the wound was first inflicted. Example: A cut across their palm will always appear open and bleeding.
| No additional Comment.
|-
| Void Sight
| A darkening of the whites of one’s eyes and the skin surrounding their eyes.
| No additional Comment.
|-
| Void Rot
| Blood becomes coagulated and appears almost rotten after it leaves the body.
| Does not cause any functional changes, or make the blood less appealing to Vampires.
|-
| Void Scalp
| Head hair can be replaced with tentacles or fleshy growths or hardened strands.
| These are not movable and not prehensile.
|-
| colspan="3" style="text-align: center; font-weight:bold; background-color:#d9d9d9;" | Exist Lavvanya Mutations
|-
| Exist Flow
| Blood becomes less Viscous after it leaves the body, and flows more like water. Does not cause any functional differences in the body.
| Does not cause any functional changes, or make the blood less appealing to Vampires.
|-
| Exist Sight
| The eyes develop a foggy and or cloudy appearance, akin to faint swirls of white mist.
| No additional Comment.
|-
| Exist Purify
| Their skin becomes perfectly and unnaturally smooth and any blemishes, scars, or unwanted markings vanish.
| No additional Comment.
|-
| Exist Hallow
| Whenever the individual speaks, their voice echoes as if they were in a large spacious room.
| No additional Comment.
|-
| Exist Carry
| The individual naturally carries a pleasant scent of their own choosing, and is incapable of any negative odors.
| No additional Comment.
|-
| Exist Grasp
| The skin between their fingers and toes becomes partially webbed.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Exist Light
| Their hair is a solid pearlescent white, unaffected by anything that would otherwise stain, or dye it’s shade.
| No additional Comment.
|-
| Exist Airing
| The tips of their hair becomes more gaseous in nature, and flows around as if it were a cloud.
| No additional Comment.
|-
| Exist Feather
| Pale dove-like feathers sprout from behind the ear, curling over the helix as if an accessory.
| No additional Comment.
|-
| Exist Bite
| The teeth and nails become a stark white. Additionally, if their teeth were previously unaligned, they’ll become uncannily perfect and straight.
| No additional Comment.
|-
| Exist Glow
| Small patches of skin on their hands, feet, shoulders and forearms can become reflective and metallic: appearing silvery or golden.
| No additional Comment.
|-
| Exist Touch
| The tips of their hands and feet become bleached white, fading into their skin color the further up their hands it goes, and giving off the dimmest of light.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Exist Crown
| Capable of manifesting small feathered wings from their shoulder blades that glitter in light.
| This provides no actual functional benefits and is purely aesthetic.
|-
| colspan="3" style="text-align: center; font-weight:bold; background-color:#c0eac0; color:#000000;" | Pagan Marvash Mutations
|-
| Pagan March
| Shifting of the structure of one’s legs beneath the knees to appear digitigrade.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Pagan Soil
| The individual can grow small plants, brambles,  or mushrooms from their skin in small patches on their shoulders or arms. If “harvested” they immediately wither and die, and serve no functional purpose.
| These growths must never become so many that the person appears like a Yanar.
|-
| Pagan Horn
| Can grow smooth horns fashioned after any animal’s horns on their head or forehead.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Pagan Maw
| Their teeth can become pointed, fashioned after a carnivorous animal, or entirely flattened, fashioned after an herbivore.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Pagan Jaw
| Character can manifest tusks that extend out from their mouth. If they already have tusks naturally, they may engrave them with ghostly markings that give off faint wisps of light.
| This provides no actual functional benefits and is purely aesthetic.
|-
| Pagan Book
| Their skin is imprinted with vibrant tribal tattoos, the color and placement both being adjustable at will, if the Character is an Orc, these tattoos depict those that have been slain in battle by them, and events in their lives.
| No additional Comment.
|-
| Pagan Voice
| The voice of the individual becomes more guttural and scratchy, almost like claws dragging on wood.
| No additional Comment.
|-
| Pagan Kin
| Can coat up to four sections of skin with a variety of animalistic qualities, such as fur, feathers, or hide.
| This provides no actual functional benefits and is purely aesthetic.
|-
|-
| Pagan Sight
! colspan="2" style="text-align: center; background-color:#dae8fc;" | Addition Mutations add additional features to a character that they would not have otherwise.
| Their eyes can take on the appearance of wolf, deer, bobcat, or ram eyes.
| This provides no actual functional benefits and is purely aesthetic.
|-
|-
| Pagan Touch
| style="width: 7%"| Horns
| The fingers of the individual leave ghostly pale wisps trailing from their digits as they move.
| Horns can be of any shape or material but must be on the head.
| No additional Comment.
|-
|-
| Pagan Spring
| Tails
| Strands of vines and flowers, or darkened brambles sprout from the base of the skull of the player, and they become intertwined and braided with the normal strands of hair. These vines and plants are purely aesthetic.
| Non-prehensile tails. These do not have the articulation to be used as an extra limb.
| This provides no actual functional benefits and is purely aesthetic.
|-
|-
| Pagan Ancient
| Eyes
| The nails and skin of the hands becomes covered in a bark like texture, the surface of the hands becoming almost wooden and jagged. The nails of the individual also become patterned in the way of bark, and appear more jagged and elongated. The bark covering their skin may extend up to their elbows.
| Addition of up to ten eyes of matching style and color to the character's 'original' eyes. Any eyes on the face will be functional, any eyes on the body, limbs, sides, or back of the head will not be functional.  
| This provides no actual functional benefits and is purely aesthetic.
|-
|-
| Pagan Rooting
| Wings
| Can make one of their arms/legs appear to be made of brambles or entwined plant matter. Arms still bleed and function like normal arms however, including having bones.
| A pair of wings that cannot go beyond a character's arm-span. These wings cannot provide lift or negate falling speed, but they can be controlled and flapped.
| This provides no actual functional benefits and is purely aesthetic.
|-
|-
| colspan="3" style="text-align: center; font-weight:bold; background-color:#cfd1e5;" | Monster Cho'Roq Mutations
| Protrusions
| Addition of things such as spikes, horns, bumps, scales, fins, feathers, plantlife or chitinous plates anywhere on the body.
|-
|-
| Monster Draw
| Hair
| Flattening or removal of one of the following features to appear more alien and inhuman: ears, nose, fingernails & toenails, body hair.
| Can add or remove hair, fur or quills anywhere on the body. Same color as head hair, or a neutral color such as grey, black, brown, white..
| No additional Comment.
|-
|-
| Monster Eyes
! colspan="2" style="text-align: center; background-color:#cbcefb;" | Alteration Mutations
| Can manifest up to 8 total “eyes” (4 pairs) anywhere on their arms, shoulders, or face. Non functional, but still blink and move erratically. Colored the same as their own eyes.
| These eyes are non-functional but appear as if they are.
|-
|-
| Monster Shatter
! colspan="2" style="text-align: center; background-color:#dae8fc;" | Alteration Mutations change pre existing aspects of a character’s appearance.
| Can have portions of bone protrude from their skin without harm to themselves. Manifests around their hands/feet and shoulders.
| Does not provide additional harm of fragility.
|-
|-
| Monster Gnash
| Limbs
| Teeth can become misshapen and sharpened or overcrowded in their mouth.
| Arms and legs can be altered to be more animalistic or strange, such as satyr legs or translucent skin.
| This provides no actual functional benefits and is purely aesthetic
|-
|-
| Monster Canvas
| Hair
| Skin appears thinner without any detriment to themselves, revealing veins and musculature/bones beneath.
| The character can permanently change the color of their hair into a natural or unnatural color, change texture, thickness, etc. Adding 'magical' effects to hair, like making it shinier, making it float, or turning it into other materials (like tentacles, feathers, etc.) is also possible.
| No additional Comment.
|-
|-
| Monster Feast
| Skin
| Can create up to two “mouths” anywhere on their arms or torso. This mouth can open and close and consume items in a non-combat scenario.
| Anything from blemish-free skin, patches of altered coloration, to very faint glowing allowed, or entirely dyeing skin a certain color. This also includes alteration of tattoos or skin patterning.
| These mouths can never be used in Combat RP.
|-
|-
| Monster Snap
| Eyes
| Can reverse the appearance of their joints. Arms/legs will appear misshapen and or backwards.
| The character can change the iris color, pupil shape/color, sclera color, or position of their eyes. '''Cannot emulate the following iris colors; Red, Purple, Cyan.'''
| This provides no actual functional benefits and is purely aesthetic
|-
|-
| Monster Wings
| Nails
| Capable of creating small patches of unnatural quilled feathers growing from their skin on their hands, shoulders, or back.
| Nails can have color changes or change into claw-like shapes. No combat advantage is offered.
| No additional Comment.
|-
|-
| Monster Water
| Tears & Blood
| Slits or deep grooves in their skin in any pattern appear on their neck, looking like either gills or unusual striations.
| The appearance of blood or tears can be changed, this can include: material, viscosity, luminosity, color, etc.
| This provides no actual functional benefits and is purely aesthetic
|-
|-
| Monster Rot
| Can create patches of skin on their hands or forearms. These patches are clusters of deep holes in their skin that occasionally can ooze pus or blood.
| This provides no actual functional benefits and is purely aesthetic
|-
| Monster Beast
| A long fleshy tail to sprout from their tailbone if they do not have one already.
| This provides no actual functional benefits and is purely aesthetic
|-
| Monster Chitter
| Can calcify parts of their skin, making it appear as chitinous plates or cracked and worn skin.
| This provides no actual functional benefits and is purely aesthetic
|-
| Monster Align
| Can re-arrange naturally occurring facial features to a minor degree. Lowering or raising the position of their eyes on their face and causing them to appear vertical or horizontal, tilting the nose/mouth.
| This provides no actual functional benefits and is purely aesthetic
|-
| Monster Truth
| Can entirely darken or whiten their eyes, appearing pitch black or without pigment to an almost reflective degree.
| No additional Comment.
|}
|}
{{Afflictions}}
{{Accreditation
|Writers = Birdsfoot_violet
|Processors = MonMarty, F0llower, Lumiess, Bellarmina
}}
[[category:Afflictions]] [[category:Arcane Afflictions]]

Latest revision as of 20:31, 8 October 2023

Mutations
Mutationgurl.png
Afflictions
Affected Races Any
Contraction Volacorum, Essence Manipulation
Mortality Rate None
Origins Planar

Mutations are magical side-effects that occur when an Alorian body is bombarded with magical energies of some kind, causing erratic mutations and changes to occur. These Mutations cause very mixed reactions, some of them being seen as a visual improvement, while some might cause a person to turn into an abnormal monster. Mutations are Legal to have in Regalia, however excessive mutations are seen as potentially dangerous and may be responded to as such. (OOC NOTE: Excessively mutated characters may be subjected to forfeiting kill perms within reason. If you are not sure if a certain amount of mutations is too excessive, make a ticket on the RP Community Discord to check.) Mutations are not hereditary and cannot be passed from parent to child, and in most cases, each mutation is slightly different from the next as they are applied at different times, on different hosts, and by different causes. This page explains all the different varieties of mutations, as well as how to acquire them and their rules associated with day to day RP. Mutations can be obtained through excessive exposure to magical essences (such as being born with a Magespark), or through some abilities. Mutations can freely manifest in a variety of different ways, but they must fit within the categories specified below.

Mutations must be indicated to be either Void or Exist in origin on a character sheet; if the character is are already nonmundane then the original dimension takes precedence. Players are free to come up with any visuals they wish for their character’s mutations and are encouraged to put them on their character sheet.

Mutations do not impart any gameplay advantage. They cannot be used for any CRP advantage, they cannot emulate or obscure affliction status, and they are always Void or Exist in origin outside of instances that specify otherwise.

Mutations

Addition Mutations
Addition Mutations add additional features to a character that they would not have otherwise.
Horns Horns can be of any shape or material but must be on the head.
Tails Non-prehensile tails. These do not have the articulation to be used as an extra limb.
Eyes Addition of up to ten eyes of matching style and color to the character's 'original' eyes. Any eyes on the face will be functional, any eyes on the body, limbs, sides, or back of the head will not be functional.
Wings A pair of wings that cannot go beyond a character's arm-span. These wings cannot provide lift or negate falling speed, but they can be controlled and flapped.
Protrusions Addition of things such as spikes, horns, bumps, scales, fins, feathers, plantlife or chitinous plates anywhere on the body.
Hair Can add or remove hair, fur or quills anywhere on the body. Same color as head hair, or a neutral color such as grey, black, brown, white..
Alteration Mutations
Alteration Mutations change pre existing aspects of a character’s appearance.
Limbs Arms and legs can be altered to be more animalistic or strange, such as satyr legs or translucent skin.
Hair The character can permanently change the color of their hair into a natural or unnatural color, change texture, thickness, etc. Adding 'magical' effects to hair, like making it shinier, making it float, or turning it into other materials (like tentacles, feathers, etc.) is also possible.
Skin Anything from blemish-free skin, patches of altered coloration, to very faint glowing allowed, or entirely dyeing skin a certain color. This also includes alteration of tattoos or skin patterning.
Eyes The character can change the iris color, pupil shape/color, sclera color, or position of their eyes. Cannot emulate the following iris colors; Red, Purple, Cyan.
Nails Nails can have color changes or change into claw-like shapes. No combat advantage is offered.
Tears & Blood The appearance of blood or tears can be changed, this can include: material, viscosity, luminosity, color, etc.



Accreditation
Writers Birdsfoot_violet
Processors MonMarty, F0llower, Lumiess, Bellarmina
Last Editor HydraLana on 10/8/2023.

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