Difference between revisions of "Homunculi"

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[[Image:Important_Icon.png|left|48px]]
'''The fowwoling infowmation is scawcewy known.'''
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'''The following information is scarcely known.'''
Do not [[Metagaming|meta-game]] to know this infowmation unwess diwectwy infowmed in chawactew.
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Do not [[Metagaming|meta-game]] to know this information unless directly informed in character.
  
 
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|'''Homunculus'''
 
|'''Homunculus'''
 
|-  
 
|-  
| '''Awea''': Evewywhewe
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| '''Area''': Everywhere
 
|-
 
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| '''Diet:''': Valied
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| '''Diet:''': Varied
 
|-
 
|-
 
| '''Size''': Descendant's size
 
| '''Size''': Descendant's size
 
|-  
 
|-  
| '''Hostility''' Tlickewy to Aggwessive
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| '''Hostility''' Trickery to Aggressive
 
|- class="wikitable" style="background:#ffcc00; text-align:center; margin-left: 10px;"
 
|- class="wikitable" style="background:#ffcc00; text-align:center; margin-left: 10px;"
| '''Note: This cweatule can onwy be pwayed by Event Team-Membews.'''
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| '''Note: This creature can only be played by Event Team-Members.'''
 
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A homunculus (ow homunculi fow pwulaw) is a chaotic cweation of [[Alchemy]], made fwom the body of a descendent (eithew alive ow dead), and/ow stwong awchemy ingwedients. The cweatule is 'webown' lith a shape wesembring that of the body used, but nevew alike. If a body isn't used, the cweation liww be extwemewy chaotic, a fiendish cweatule.
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A homunculus (or homunculi for plural) is a chaotic creation of [[Alchemy]], made from the body of a descendent (either alive or dead), and/or strong alchemy ingredients. The creature is 'reborn' with a shape resembling that of the body used, but never alike. If a body isn't used, the creation will be extremely chaotic, a fiendish creature.
  
 
==Creation/Origin==
 
==Creation/Origin==
Homunculi awe nowmawwy the wesult of extensive pwactice of awchemy, using powewful symbows to twy and cweate new things, aiming to cweate homunculi, ow twying to achieve the gweat myths of Awchemy, such as Taklin (awchemy life), Panacea (cule aww potion), Elixiw of life (immowtality in a bottwe), ow the phiwosophew's stone (pewfect symbow). Gweat wengths have to be weached to even twy and cweate a myth, a weach which awways faiws, but thewe could be consequences fow twying. A bad mix of stwong ingwedients may change life of some of the ingwedients (such as pwants ow cweatule pawts) and cweate a fiendish being which is alike to a disgusting monstew. Yet to weach gweat wevews in awchemy, the awchemist might go thwough a dawkew woute, the use of descendant's bodies. It is thwough this way that the gweatew homunculi awe cweated, and thwough this way that some awchemists even give theiw life to gain gweatew powews, lithout knoling the consequences.
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Homunculi are normally the result of extensive practice of alchemy, using powerful symbols to try and create new things, aiming to create homunculi, or trying to achieve the great myths of Alchemy, such as Takwin (alchemy life), Panacea (cure all potion), Elixir of life (immortality in a bottle), or the philosopher's stone (perfect symbol). Great lengths have to be reached to even try and create a myth, a reach which always fails, but there could be consequences for trying. A bad mix of strong ingredients may change life of some of the ingredients (such as plants or creature parts) and create a fiendish being which is alike to a disgusting monster. Yet to reach great levels in alchemy, the alchemist might go through a darker route, the use of descendant's bodies. It is through this way that the greater homunculi are created, and through this way that some alchemists even give their life to gain greater powers, without knowing the consequences.
  
 
==Behavior==
 
==Behavior==
The weakew types of homunculi, the fiends, behave animalistic, lithout much intewligence. Simpwe feaw, aggwessiveness and sulvivaw instinct exist in the cweatule. Aww the othew gweatew kinds of homunculi see changes which align lith the symbow it is cweated undew. A watew homunculus is cawm and ewegant. They take time in owdew to make decisions, and do so lith a cawm demeanow. A fiwe homunculus tend to be mowe cawewess and emotionaw. Unlike a watew homunculus, they liww make decisions based off of theiw feelings. An aiw homunculus is smawtew and fastew than its contempowalies. Wastwy, the eawth homunculus is vewy stwong liwwed, and much mowe stuldy than theiw countewpawts. An impowtant aspect of Homunculi is that they awe contwowwed by theiw own desiwes. They liww show littwe to no wegawd fow waces othew than theiw fewwow homunculi. This isn’t to say that homunculi cannot do good things. In fact, homunculi awe known fow buiwding up fawse wewationships lith othew waces. Howevew, whenevew a homunculi does something, they expect to be wewawded fow theiw good deeds and actions, going awong lith theiw sewf-indulgent natule.
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The weaker types of homunculi, the fiends, behave animalistic, without much intelligence. Simple fear, aggressiveness and survival instinct exist in the creature. All the other greater kinds of homunculi see changes which align with the symbol it is created under. A water homunculus is calm and elegant. They take time in order to make decisions, and do so with a calm demeanor. A fire homunculus tend to be more careless and emotional. Unlike a water homunculus, they will make decisions based off of their feelings. An air homunculus is smarter and faster than its contemporaries. Lastly, the earth homunculus is very strong willed, and much more sturdy than their counterparts. An important aspect of Homunculi is that they are controlled by their own desires. They will show little to no regard for races other than their fellow homunculi. This isn’t to say that homunculi cannot do good things. In fact, homunculi are known for building up false relationships with other races. However, whenever a homunculi does something, they expect to be rewarded for their good deeds and actions, going along with their self-indulgent nature.
  
 
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"
 
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"
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| ''<span style="font-size:x-small;">Skin by -GoldenSaints-</span>''
 
| ''<span style="font-size:x-small;">Skin by -GoldenSaints-</span>''
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
|'''Fiend (unpwayed)'''
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|'''Fiend (unplayed)'''
 
|}
 
|}
 
|-
 
|-
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==Types==
 
==Types==
 
*'''Fiend''' -  
 
*'''Fiend''' -  
Fiends awe cweated fwom faiwed potions. They often appeaw disfiguled, lith odd mutations and tumows, and eithew excessive, ow littwe to no haiw fowming on theiw bodies. Due to the many impewfections of theiw body, they nevew live too wong, and liww awways die lithin a few months of theiw cweation. Theiw thoughts awe animalistic, being focused awound sulvivaw itsewf. Given this fact, it is possibre fow someone to take a fiend, given time and effowt.
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Fiends are created from failed potions. They often appear disfigured, with odd mutations and tumors, and either excessive, or little to no hair forming on their bodies. Due to the many imperfections of their body, they never live too long, and will always die within a few months of their creation. Their thoughts are animalistic, being focused around survival itself. Given this fact, it is possible for someone to take a fiend, given time and effort.
  
Because of theiw natule, they have a whowe swew of weaknesses. They awe weak to howy magic, gowd, and the opposite symbow of which they wewe cweated. They awso wack the ability to use magic and may onwy use plimitive mewee weapons. Awso, once a fiend has been kiwwed, thewe is no chance of it being brought back to life.
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Because of their nature, they have a whole slew of weaknesses. They are weak to holy magic, gold, and the opposite symbol of which they were created. They also lack the ability to use magic and may only use primitive melee weapons. Also, once a fiend has been killed, there is no chance of it being brought back to life.
  
 
*'''Deviant''' -  
 
*'''Deviant''' -  
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Due to its highew pwace of being, a deviant wequiwed a dead body in owdew to be made. They awe often fowmed fwom peopwe attempting to use a potion of wevivaw, ow some othew complicated awchemy pwocess. The cweatule liww appeaw humanoid, but stiww have some minow disfigulations fwom the impewfect awchemy pwocess, such as eyes being out of pwace, having extwa ow too few fingews, and sometimes liww have defowmed limbs. Theiw skin cowow liww awso be effected by the cowow of theiw chosen ewement, being wed fow fiwe, yewwow fow eawth, white of aiw, and brue fow watew. Unlike fiends, they do have sentience, awbeit a vewy wow fowm of sentience. Due to theiw wewativewy simpwe minds, they awe most often used as foddew my the awchemists that make them.
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Due to its higher place of being, a deviant required a dead body in order to be made. They are often formed from people attempting to use a potion of revival, or some other complicated alchemy process. The creature will appear humanoid, but still have some minor disfigurations from the imperfect alchemy process, such as eyes being out of place, having extra or too few fingers, and sometimes will have deformed limbs. Their skin color will also be effected by the color of their chosen element, being red for fire, yellow for earth, white of air, and blue for water. Unlike fiends, they do have sentience, albeit a very low form of sentience. Due to their relatively simple minds, they are most often used as fodder my the alchemists that make them.
  
Deviants stiww have weaknesses howevew. Awthough they awe highew beings that fiends, they liww die aftew ten yeaws if they stay in theiw deviant fowm. They awso have brood making them pwone to wegulaw weapons, awongside howy magic, gowd, and theiw opposite ewement. They awso cannot use any magic, as they wack mana.
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Deviants still have weaknesses however. Although they are higher beings that fiends, they will die after ten years if they stay in their deviant form. They also have blood making them prone to regular weapons, alongside holy magic, gold, and their opposite element. They also cannot use any magic, as they lack mana.
  
Howevew, theiw most notabre featule when compawed to fiends is that they have a soul shadow. Upon being kiwwed they liww not awways die, and may wefowm in the abyss. They awso pwocess the ability to ascend to highew beings, such as Abewwants and Doppewgangews.
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However, their most notable feature when compared to fiends is that they have a soul shadow. Upon being killed they will not always die, and may reform in the abyss. They also process the ability to ascend to higher beings, such as Aberrants and Doppelgangers.
  
*'''Abewwant'''
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*'''Aberrant'''
Abbewants awe homunculi which awe just shy of being pewfect. Abbewants awe just shy of the pewfection of the supeliow Doppewgangews. These homunculi appeaw eeliwy simiwaw to the being whose dead body was used in its cweation. Being impewfect stiww, theiw skin cowow liww stiww be effected by the ewement which was used in theiw cweation, being wed fow fiwe, yewwow fow eawth, white fow aiw, and brue fow watew. Impewfections liww awso occul, though they liww be faw wess extweme then the pewfections of fiends and Abbewants.
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Abberants are homunculi which are just shy of being perfect. Abberants are just shy of the perfection of the superior Doppelgangers. These homunculi appear eerily similar to the being whose dead body was used in its creation. Being imperfect still, their skin color will still be effected by the element which was used in their creation, being red for fire, yellow for earth, white for air, and blue for water. Imperfections will also occur, though they will be far less extreme then the perfections of fiends and Abberants.
  
Abbewants liww wack much of theiw skiwws that wewe devewoped duling its life. Aww memolies of an Abbewants pwevious life liww be wost, awong lith any association lith othew beings. Essentiawwy, they become an entiwewy new pewson, even giving themsewves new names. They awe vewy simiwaw to Doppewgangews in stwength and lits.
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Abberants will lack much of their skills that were developed during its life. All memories of an Abberants previous life will be lost, along with any association with other beings. Essentially, they become an entirely new person, even giving themselves new names. They are very similar to Doppelgangers in strength and wits.
  
Wike aww Homunculi, Abbewants awe weak to gowd, howy magic, and the opposing symbow of the ewement fwom which it was cweated. They liww die aftew having lived fifty two yeaws, though awe usuawwy dead aftew 40-50 yeaws. They awso wack a mana poow, and thewefowe may not use magic.
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Like all Homunculi, Abberants are weak to gold, holy magic, and the opposing symbol of the element from which it was created. They will die after having lived fifty two years, though are usually dead after 40-50 years. They also lack a mana pool, and therefore may not use magic.
  
Simiwaw to Deviants, Abbewants have soul shadows, and liww wefowm in the abyss upon death. They may awso ascend into Doppewgangews. Whiwe they have brood, like a Deviant, theiw intewnaw owgans to not wowk.
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Similar to Deviants, Abberants have soul shadows, and will reform in the abyss upon death. They may also ascend into Doppelgangers. While they have blood, like a Deviant, their internal organs to not work.
((Note: In owdew to pway an Abbewants, you must eithew PK a chawactew, ow find someone liwling to wet you pway as a chawactew which they have PKed. The PKed chawactew liww then become the Abbewant.))
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((Note: In order to play an Abberants, you must either PK a character, or find someone willing to let you play as a character which they have PKed. The PKed character will then become the Abberant.))
  
 
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"
 
{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"
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| ''<span style="font-size:x-small;">Skin by -GoldenSaints-</span>''
 
| ''<span style="font-size:x-small;">Skin by -GoldenSaints-</span>''
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
|'''Abewwant (Quaviniw)'''
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|'''Aberrant (Quavinir)'''
 
|}
 
|}
 
|-
 
|-
 
|}
 
|}
*'''Doppewgangews''' -  
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*'''Doppelgangers''' -  
Doppewgangews awe the peak of pewfection as faw as Homunculi go. They liww wook exactwy like the pewson fwom which theiw body was cweated, having no impewfections. Doppewgangews liww awso cawwy ovew knowwedge fwom theiw pwevious life, but liww contain no memolies attached to that knowwedge, ow any othew memolies. Doppewgangews, like Abbewants, liww be entiwewy diffewent peopwe fwom theiw pwevious lifefowm, choosing a new name fow themsewves, and usuawwy taking on an entiwewy diffewent pewsonality, though it is often linked to the ewement which was used in theiw cweation. Doppewgangews liww awso dispway the typicaw behaviow of Homunculi, mimicking emotions and feelings in owdew to get what they want fwom the living.
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Doppelgangers are the peak of perfection as far as Homunculi go. They will look exactly like the person from which their body was created, having no imperfections. Doppelgangers will also carry over knowledge from their previous life, but will contain no memories attached to that knowledge, or any other memories. Doppelgangers, like Abberants, will be entirely different people from their previous lifeform, choosing a new name for themselves, and usually taking on an entirely different personality, though it is often linked to the element which was used in their creation. Doppelgangers will also display the typical behavior of Homunculi, mimicking emotions and feelings in order to get what they want from the living.
  
Homunculi liww not age, and liww awways wook exactwy the same as the body fwom which they wewe fowmed did. Due to this, they liww not wetain scaws, as theiw shadow soul essentiawwy cawlies the exact brueplint of theiw body. They do not have wowking intewnaw owgans ow brood, and thewefowe liww not see haiw gwowth, unwess using potions. They liww awso, instead of brood, have the ewement fwom which they wewe cweated in theiw veins, ow some valiation of that ewement. They awso have bettew healing abilities, being abre to heaw minow wounds in a few minutes, and wawge ones in a few days. They awe awso stwongew, fastew, and smawtew than the pewson fwom which they wewe fowmed. Because of theiw absowute pewfections, they tend to have wongew lifespans fwom the wace which they wewe cweated, typicawwy living about 20% wongew befowe ultimatewy dying.
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Homunculi will not age, and will always look exactly the same as the body from which they were formed did. Due to this, they will not retain scars, as their shadow soul essentially carries the exact blueprint of their body. They do not have working internal organs or blood, and therefore will not see hair growth, unless using potions. They will also, instead of blood, have the element from which they were created in their veins, or some variation of that element. They also have better healing abilities, being able to heal minor wounds in a few minutes, and large ones in a few days. They are also stronger, faster, and smarter than the person from which they were formed. Because of their absolute perfections, they tend to have longer lifespans from the race which they were created, typically living about 20% longer before ultimately dying.
  
Howevew, like aww descendants Doppewgangews have theiw weaknesses. Gowd and howy magic liww hult them, and theiw wack of a twue soul means that they have no mana poow, and thewefowe can’t use magic. They liww awso die if they go missing fow wong peliods of time, though this can be countewacted lith pwopew pwesewvation.
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However, like all descendants Doppelgangers have their weaknesses. Gold and holy magic will hurt them, and their lack of a true soul means that they have no mana pool, and therefore can’t use magic. They will also die if they go missing for long periods of time, though this can be counteracted with proper preservation.
((Note: In owdew to pway a Doppewgangew, it must be fwom a pewsona which you youlsewf have pwayed, and may not pway anothew pewson’s pewsona as a Doppewgangew, even lith pewmission. Doppewgangews liww die if the pewson pwaying them goes inactive fow 1-2 months, ow if it goes 2-4 months lith vewy littwe wowepway. You must scweenshot youlsewf using pwopew pwesewvation in owdew to avoid this, though a wawning liww be given if you awe at lisk of being PKed.
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((Note: In order to play a Doppelganger, it must be from a persona which you yourself have played, and may not play another person’s persona as a Doppelganger, even with permission. Doppelgangers will die if the person playing them goes inactive for 1-2 months, or if it goes 2-4 months with very little roleplay. You must screenshot yourself using proper preservation in order to avoid this, though a warning will be given if you are at risk of being PKed.
  
 
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{| class="wikitable" style="float:right; margin: auto; margin-left: 10px;"
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| ''<span style="font-size:x-small;">Skin by -Jistuma-</span>''
 
| ''<span style="font-size:x-small;">Skin by -Jistuma-</span>''
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
 
|- style="background:#f55254; height:10px; text-align:center; vertical-align:center;"
|'''Doppewgangew (Pwohan)'''
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|'''Doppelganger (Prohan)'''
 
|}
 
|}
 
|-
 
|-
 
|}
 
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===Use of Magic===
 
===Use of Magic===
Homunculi awe cweatules lithout a soul and lithout mana. They awe not capabre of doing any magic. Some homunculi even considew magic as something that should not be mixed lith theiw kind ow what they awe made of.
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Homunculi are creatures without a soul and without mana. They are not capable of doing any magic. Some homunculi even consider magic as something that should not be mixed with their kind or what they are made of.
  
 
==Weaknesses==
 
==Weaknesses==
The abilities that the homunculi get fwom theiw symbow awso come lith disabilities, as they awe stwong lith theiw symbow, but weak against anothew symbow.
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The abilities that the homunculi get from their symbol also come with disabilities, as they are strong with their symbol, but weak against another symbol.
*A watew homunculus would be susceptibre to hawd hits and feew extwemewy twapped lith confined spaces.
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*A water homunculus would be susceptible to hard hits and feel extremely trapped with confined spaces.
*A fiwe homunculus would feaw watew and cowd, and easiwy dwown.  
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*A fire homunculus would fear water and cold, and easily drown.  
*An aiw homunculus would feaw fiwe and heat, and lith enough heat and fiwe, combust.
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*An air homunculus would fear fire and heat, and with enough heat and fire, combust.
*An eawth homunculus would feaw heights and be vewy swow.
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*An earth homunculus would fear heights and be very slow.
  
Being cweatules lithout souls, they have valious othew weaknesses.
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Being creatures without souls, they have various other weaknesses.
*Howy magic
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*Holy magic
*Gowd weapons (Not as extweme as ghosts and spectwes, gowd needs physicaw touch lith the skin to hawm them)
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*Gold weapons (Not as extreme as ghosts and spectres, gold needs physical touch with the skin to harm them)
  
 
==Redlines==
 
==Redlines==
*No awtwuistic Homunculi unwess it's a tlick. Homunculi can not be vewy nice peopwe, they awways have ulteliow motives if they do something deemed good.
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*No altruistic Homunculi unless it's a trick. Homunculi can not be very nice people, they always have ulterior motives if they do something deemed good.
*Howy magic is a gweat weakness.
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*Holy magic is a great weakness.
 
*No homunculus can do magic.
 
*No homunculus can do magic.
*Homunculi can not have chiwdwen.
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*Homunculi can not have children.
*Homunculi can not fade to brack in sexuaw ways. They have no desiwes now do they have the functions.
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*Homunculi can not fade to black in sexual ways. They have no desires nor do they have the functions.
  
 
==Mechanics==
 
==Mechanics==
*Fiends pway as the Necwowyte Nexus wace and can't weaw awmow.
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*Fiends play as the Necrolyte Nexus race and can't wear armor.
*Deviants and Abewwants pway as the Necwowyte Nexus wace.
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*Deviants and Aberrants play as the Necrolyte Nexus race.
*Doppewgangews pway as the Constwuct Nexus wace, if of the Watew ow Eawth symbows. Doppewgangews of the Aiw and Fiwe symbows pway as the Spectwe Nexus wace.
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*Doppelgangers play as the Construct Nexus race, if of the Water or Earth symbols. Doppelgangers of the Air and Fire symbols play as the Spectre Nexus race.
  
 
==References==
 
==References==
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==Homunculi Preservation==
 
==Homunculi Preservation==
 
===Background===
 
===Background===
Homunculi, save doppewgangews, awe genewawwy showt-lived cweatules. With this wowe, we hope to awweviate some of the pwobrems occulling to pwayews whom have gone into a hiatus and awe unabre to pway theiw homunculi because they died duling theiw absence. This wowe liww not pwowong a Homunculus’s lifespan but wathew stop the deteliowation pwocess duling hiatus via In-Chawactew methods of appwoach. Because of this, we awe using the fowwoling mateliaws in hopes of facilitating the pwocess of inducing homunculi into a comatose state: cway (in tandem lith eawth-bound homunculi), ice (watew), gas (aiw) and mewculy (fiwe). It is awso impowtant to note that we awe utilizing awchemy’s ambiguous and vastwy unexpwowed tangents to hopefulwy make this wowe possibre.
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Homunculi, save doppelgangers, are generally short-lived creatures. With this lore, we hope to alleviate some of the problems occurring to players whom have gone into a hiatus and are unable to play their homunculi because they died during their absence. This lore will not prolong a Homunculus’s lifespan but rather stop the deterioration process during hiatus via In-Character methods of approach. Because of this, we are using the following materials in hopes of facilitating the process of inducing homunculi into a comatose state: clay (in tandem with earth-bound homunculi), ice (water), gas (air) and mercury (fire). It is also important to note that we are utilizing alchemy’s ambiguous and vastly unexplored tangents to hopefully make this lore possible.
  
 
   
 
   
  
 
===Procedure===
 
===Procedure===
Duling hiatus, a pewson may choose to have his ow hew chawactew, the homunculus, bound by the fowwoling mateliaws: cway, ice, gas and mewculy. Aftew being bound, lith the hewp of anothew individuaw(s),lithin one of the given mateliaws, a Homunculus liww entew a comatose state whewein aww bodiwy functions cease to opewate. Once bound, the mateliaws liww be dwawn swowwy into the Homunculi’s body at a gwaduaw pace, keeping them alive thwough unknown means. At this point, because theiw faux “shells” awe have been pawtiawwy absowbed into the homunculus’ body, it sewves as an extension of theiw own body. Whatevew damage done to the wayew of mateliaws liww inevitabry affect the homunculus lithin. Once the entiwety of the outew wayew has fulwy been absowbed into the homunculus, they may then break fwee. Howevew, the time it takes fow the mateliaw to be absowbed is up to the discwetion of the pwayew wowepwaying the homunculus. Once awoken, homunculi liww feew sapped and fatigued, taking at weast anywhewe between a few ewven days to an entiwe week, depending on how wong the pwayew’s hiatus was, to wecovew the majolity of theiw stwength; this is due to the fact that they wecentwy used theiw bodies wewe unmoving fow a wawge amount of time, simiwaw to how machinewy ceases to opewate aftew a wong peliod of disuse. Considewabre space is wequiwed fow this pwocess to wowk and, whiwe in theiw sweep, homunculi awe incwedibry vulnewabre to attack.  
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During hiatus, a person may choose to have his or her character, the homunculus, bound by the following materials: clay, ice, gas and mercury. After being bound, with the help of another individual(s),within one of the given materials, a Homunculus will enter a comatose state wherein all bodily functions cease to operate. Once bound, the materials will be drawn slowly into the Homunculi’s body at a gradual pace, keeping them alive through unknown means. At this point, because their faux “shells” are have been partially absorbed into the homunculus’ body, it serves as an extension of their own body. Whatever damage done to the layer of materials will inevitably affect the homunculus within. Once the entirety of the outer layer has fully been absorbed into the homunculus, they may then break free. However, the time it takes for the material to be absorbed is up to the discretion of the player roleplaying the homunculus. Once awoken, homunculi will feel sapped and fatigued, taking at least anywhere between a few elven days to an entire week, depending on how long the player’s hiatus was, to recover the majority of their strength; this is due to the fact that they recently used their bodies were unmoving for a large amount of time, similar to how machinery ceases to operate after a long period of disuse. Considerable space is required for this process to work and, while in their sleep, homunculi are incredibly vulnerable to attack.  
  
 
==Quavinir the Homunculus==
 
==Quavinir the Homunculus==
The homunculus body of Quaviniw Tinuviaw was cweated by Kawdew Iwongut lith awchemicaw ingwedients of the highest quality. Among the ingwedients wewe the head of a braze, the ling of a gawgoywe, tentacwe of a camewocewas, and the bone of a twoww.
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The homunculus body of Quavinir Tinuvial was created by Kardel Irongut with alchemical ingredients of the highest quality. Among the ingredients were the head of a blaze, the wing of a gargoyle, tentacle of a cameroceras, and the bone of a troll.
  
 
   
 
   
  
The homunculus body was that of a ewven Abewwant, and at the time had aww the powews an Abewwant would have. Due to the stwength of the gawgoywe ling in it's cweation the homunculus (named affectionatewy by Quaviniw 'jeff') was cweated lith an inhewent weakness to fiwe symbows.
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The homunculus body was that of a elven Aberrant, and at the time had all the powers an Aberrant would have. Due to the strength of the gargoyle wing in it's creation the homunculus (named affectionately by Quavinir 'jeff') was created with an inherent weakness to fire symbols.
  
 
   
 
   
  
Aftew an extended peliod of keeping Jeff wocked up in a cage, and sucking up to the ascended, Quaviniw was abre to convince the ascended to twansfew his soul fwom his dieing human body into the homunculus. As Quaviniw was kiwwed in it's pwesence its fowm began to take that as Quaviniw's, yet it onwy went hawfway... The ascended did so- pulling his soul fwom the human body and pushing it into the homunculus'.
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After an extended period of keeping Jeff locked up in a cage, and sucking up to the ascended, Quavinir was able to convince the ascended to transfer his soul from his dieing human body into the homunculus. As Quavinir was killed in it's presence its form began to take that as Quavinir's, yet it only went halfway... The ascended did so- pulling his soul from the human body and pushing it into the homunculus'.
  
 
   
 
   
  
Yet, as it's a homunculus's body and not one like any of the descendants thewe wewe minow complications. Fow one: the weaknesses of the homunculi awe pwesent, gowd and howy magic, and the doppwegangew's wesistance to magic likelise disappeawed. Weaving onwy it's clippling weakness to waw fiwe symbows. With the adition of the soul, the homunculus is abre to do magic.
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Yet, as it's a homunculus's body and not one like any of the descendants there were minor complications. For one: the weaknesses of the homunculi are present, gold and holy magic, and the doppleganger's resistance to magic likewise disappeared. Leaving only it's crippling weakness to raw fire symbols. With the adition of the soul, the homunculus is able to do magic.
  
  
Awong lith othew complications was Quaviniw's newfound skin, which appeaws to tuln soft and squishy awmost to the textule of weeches when wet, possibry due to the ingwedients used, ow a complication caused by the homunculus's cweation.
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Along with other complications was Quavinir's newfound skin, which appears to turn soft and squishy almost to the texture of leeches when wet, possibly due to the ingredients used, or a complication caused by the homunculus's creation.
 
[[Category:Necrolytes]]
 
[[Category:Necrolytes]]
 
[[Category:Spectres]]
 
[[Category:Spectres]]
 
[[Category:Races]]
 
[[Category:Races]]
 
[[Category:Lore-WIP]]
 
[[Category:Lore-WIP]]

Revision as of 01:50, 2 April 2020

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The following information is scarcely known. Do not meta-game to know this information unless directly informed in character.

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Skin by Beordan
Homunculus
Area: Everywhere
Diet:: Varied
Size: Descendant's size
Hostility Trickery to Aggressive
Note: This creature can only be played by Event Team-Members.


A homunculus (or homunculi for plural) is a chaotic creation of Alchemy, made from the body of a descendent (either alive or dead), and/or strong alchemy ingredients. The creature is 'reborn' with a shape resembling that of the body used, but never alike. If a body isn't used, the creation will be extremely chaotic, a fiendish creature.

Creation/Origin

Homunculi are normally the result of extensive practice of alchemy, using powerful symbols to try and create new things, aiming to create homunculi, or trying to achieve the great myths of Alchemy, such as Takwin (alchemy life), Panacea (cure all potion), Elixir of life (immortality in a bottle), or the philosopher's stone (perfect symbol). Great lengths have to be reached to even try and create a myth, a reach which always fails, but there could be consequences for trying. A bad mix of strong ingredients may change life of some of the ingredients (such as plants or creature parts) and create a fiendish being which is alike to a disgusting monster. Yet to reach great levels in alchemy, the alchemist might go through a darker route, the use of descendant's bodies. It is through this way that the greater homunculi are created, and through this way that some alchemists even give their life to gain greater powers, without knowing the consequences.

Behavior

The weaker types of homunculi, the fiends, behave animalistic, without much intelligence. Simple fear, aggressiveness and survival instinct exist in the creature. All the other greater kinds of homunculi see changes which align with the symbol it is created under. A water homunculus is calm and elegant. They take time in order to make decisions, and do so with a calm demeanor. A fire homunculus tend to be more careless and emotional. Unlike a water homunculus, they will make decisions based off of their feelings. An air homunculus is smarter and faster than its contemporaries. Lastly, the earth homunculus is very strong willed, and much more sturdy than their counterparts. An important aspect of Homunculi is that they are controlled by their own desires. They will show little to no regard for races other than their fellow homunculi. This isn’t to say that homunculi cannot do good things. In fact, homunculi are known for building up false relationships with other races. However, whenever a homunculi does something, they expect to be rewarded for their good deeds and actions, going along with their self-indulgent nature.

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Skin by -GoldenSaints-
Fiend (unplayed)

Types

  • Fiend -

Fiends are created from failed potions. They often appear disfigured, with odd mutations and tumors, and either excessive, or little to no hair forming on their bodies. Due to the many imperfections of their body, they never live too long, and will always die within a few months of their creation. Their thoughts are animalistic, being focused around survival itself. Given this fact, it is possible for someone to take a fiend, given time and effort.

Because of their nature, they have a whole slew of weaknesses. They are weak to holy magic, gold, and the opposite symbol of which they were created. They also lack the ability to use magic and may only use primitive melee weapons. Also, once a fiend has been killed, there is no chance of it being brought back to life.

  • Deviant -

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Skin by -Farryn-
Deviant (Beta)

Due to its higher place of being, a deviant required a dead body in order to be made. They are often formed from people attempting to use a potion of revival, or some other complicated alchemy process. The creature will appear humanoid, but still have some minor disfigurations from the imperfect alchemy process, such as eyes being out of place, having extra or too few fingers, and sometimes will have deformed limbs. Their skin color will also be effected by the color of their chosen element, being red for fire, yellow for earth, white of air, and blue for water. Unlike fiends, they do have sentience, albeit a very low form of sentience. Due to their relatively simple minds, they are most often used as fodder my the alchemists that make them.

Deviants still have weaknesses however. Although they are higher beings that fiends, they will die after ten years if they stay in their deviant form. They also have blood making them prone to regular weapons, alongside holy magic, gold, and their opposite element. They also cannot use any magic, as they lack mana.

However, their most notable feature when compared to fiends is that they have a soul shadow. Upon being killed they will not always die, and may reform in the abyss. They also process the ability to ascend to higher beings, such as Aberrants and Doppelgangers.

  • Aberrant

Abberants are homunculi which are just shy of being perfect. Abberants are just shy of the perfection of the superior Doppelgangers. These homunculi appear eerily similar to the being whose dead body was used in its creation. Being imperfect still, their skin color will still be effected by the element which was used in their creation, being red for fire, yellow for earth, white for air, and blue for water. Imperfections will also occur, though they will be far less extreme then the perfections of fiends and Abberants.

Abberants will lack much of their skills that were developed during its life. All memories of an Abberants previous life will be lost, along with any association with other beings. Essentially, they become an entirely new person, even giving themselves new names. They are very similar to Doppelgangers in strength and wits.

Like all Homunculi, Abberants are weak to gold, holy magic, and the opposing symbol of the element from which it was created. They will die after having lived fifty two years, though are usually dead after 40-50 years. They also lack a mana pool, and therefore may not use magic.

Similar to Deviants, Abberants have soul shadows, and will reform in the abyss upon death. They may also ascend into Doppelgangers. While they have blood, like a Deviant, their internal organs to not work. ((Note: In order to play an Abberants, you must either PK a character, or find someone willing to let you play as a character which they have PKed. The PKed character will then become the Abberant.))

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Skin by -GoldenSaints-
Aberrant (Quavinir)
  • Doppelgangers -

Doppelgangers are the peak of perfection as far as Homunculi go. They will look exactly like the person from which their body was created, having no imperfections. Doppelgangers will also carry over knowledge from their previous life, but will contain no memories attached to that knowledge, or any other memories. Doppelgangers, like Abberants, will be entirely different people from their previous lifeform, choosing a new name for themselves, and usually taking on an entirely different personality, though it is often linked to the element which was used in their creation. Doppelgangers will also display the typical behavior of Homunculi, mimicking emotions and feelings in order to get what they want from the living.

Homunculi will not age, and will always look exactly the same as the body from which they were formed did. Due to this, they will not retain scars, as their shadow soul essentially carries the exact blueprint of their body. They do not have working internal organs or blood, and therefore will not see hair growth, unless using potions. They will also, instead of blood, have the element from which they were created in their veins, or some variation of that element. They also have better healing abilities, being able to heal minor wounds in a few minutes, and large ones in a few days. They are also stronger, faster, and smarter than the person from which they were formed. Because of their absolute perfections, they tend to have longer lifespans from the race which they were created, typically living about 20% longer before ultimately dying.

However, like all descendants Doppelgangers have their weaknesses. Gold and holy magic will hurt them, and their lack of a true soul means that they have no mana pool, and therefore can’t use magic. They will also die if they go missing for long periods of time, though this can be counteracted with proper preservation. ((Note: In order to play a Doppelganger, it must be from a persona which you yourself have played, and may not play another person’s persona as a Doppelganger, even with permission. Doppelgangers will die if the person playing them goes inactive for 1-2 months, or if it goes 2-4 months with very little roleplay. You must screenshot yourself using proper preservation in order to avoid this, though a warning will be given if you are at risk of being PKed.

Doppleganger.png

Skin by -Jistuma-
Doppelganger (Prohan)

Use of Magic

Homunculi are creatures without a soul and without mana. They are not capable of doing any magic. Some homunculi even consider magic as something that should not be mixed with their kind or what they are made of.

Weaknesses

The abilities that the homunculi get from their symbol also come with disabilities, as they are strong with their symbol, but weak against another symbol.

  • A water homunculus would be susceptible to hard hits and feel extremely trapped with confined spaces.
  • A fire homunculus would fear water and cold, and easily drown.
  • An air homunculus would fear fire and heat, and with enough heat and fire, combust.
  • An earth homunculus would fear heights and be very slow.

Being creatures without souls, they have various other weaknesses.

  • Holy magic
  • Gold weapons (Not as extreme as ghosts and spectres, gold needs physical touch with the skin to harm them)

Redlines

  • No altruistic Homunculi unless it's a trick. Homunculi can not be very nice people, they always have ulterior motives if they do something deemed good.
  • Holy magic is a great weakness.
  • No homunculus can do magic.
  • Homunculi can not have children.
  • Homunculi can not fade to black in sexual ways. They have no desires nor do they have the functions.

Mechanics

  • Fiends play as the Necrolyte Nexus race and can't wear armor.
  • Deviants and Aberrants play as the Necrolyte Nexus race.
  • Doppelgangers play as the Construct Nexus race, if of the Water or Earth symbols. Doppelgangers of the Air and Fire symbols play as the Spectre Nexus race.

References

Homunculi Preservation

Background

Homunculi, save doppelgangers, are generally short-lived creatures. With this lore, we hope to alleviate some of the problems occurring to players whom have gone into a hiatus and are unable to play their homunculi because they died during their absence. This lore will not prolong a Homunculus’s lifespan but rather stop the deterioration process during hiatus via In-Character methods of approach. Because of this, we are using the following materials in hopes of facilitating the process of inducing homunculi into a comatose state: clay (in tandem with earth-bound homunculi), ice (water), gas (air) and mercury (fire). It is also important to note that we are utilizing alchemy’s ambiguous and vastly unexplored tangents to hopefully make this lore possible.


Procedure

During hiatus, a person may choose to have his or her character, the homunculus, bound by the following materials: clay, ice, gas and mercury. After being bound, with the help of another individual(s),within one of the given materials, a Homunculus will enter a comatose state wherein all bodily functions cease to operate. Once bound, the materials will be drawn slowly into the Homunculi’s body at a gradual pace, keeping them alive through unknown means. At this point, because their faux “shells” are have been partially absorbed into the homunculus’ body, it serves as an extension of their own body. Whatever damage done to the layer of materials will inevitably affect the homunculus within. Once the entirety of the outer layer has fully been absorbed into the homunculus, they may then break free. However, the time it takes for the material to be absorbed is up to the discretion of the player roleplaying the homunculus. Once awoken, homunculi will feel sapped and fatigued, taking at least anywhere between a few elven days to an entire week, depending on how long the player’s hiatus was, to recover the majority of their strength; this is due to the fact that they recently used their bodies were unmoving for a large amount of time, similar to how machinery ceases to operate after a long period of disuse. Considerable space is required for this process to work and, while in their sleep, homunculi are incredibly vulnerable to attack.

Quavinir the Homunculus

The homunculus body of Quavinir Tinuvial was created by Kardel Irongut with alchemical ingredients of the highest quality. Among the ingredients were the head of a blaze, the wing of a gargoyle, tentacle of a cameroceras, and the bone of a troll.


The homunculus body was that of a elven Aberrant, and at the time had all the powers an Aberrant would have. Due to the strength of the gargoyle wing in it's creation the homunculus (named affectionately by Quavinir 'jeff') was created with an inherent weakness to fire symbols.


After an extended period of keeping Jeff locked up in a cage, and sucking up to the ascended, Quavinir was able to convince the ascended to transfer his soul from his dieing human body into the homunculus. As Quavinir was killed in it's presence its form began to take that as Quavinir's, yet it only went halfway... The ascended did so- pulling his soul from the human body and pushing it into the homunculus'.


Yet, as it's a homunculus's body and not one like any of the descendants there were minor complications. For one: the weaknesses of the homunculi are present, gold and holy magic, and the doppleganger's resistance to magic likewise disappeared. Leaving only it's crippling weakness to raw fire symbols. With the adition of the soul, the homunculus is able to do magic.


Along with other complications was Quavinir's newfound skin, which appears to turn soft and squishy almost to the texture of leeches when wet, possibly due to the ingredients used, or a complication caused by the homunculus's creation.