Difference between revisions of "Homunculi"

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==Behavior==
 
==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 their personality change drastically to fit with the symbol it most associates with. A water homunculus could be calm or cold, a fire homunculus could be emotional or strong willed, an air homunculus could be of quick wit, and an earth homunculus could be determined and protective. A very important aspect about their behavior is that they do not follow nor believe in morals, which results many of them to become enemies of the descendents, due to their inability to think that murder, theft, slavery, and harm are bad things to do. They do everything to reach the goals they create for themselves.
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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.
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==Types==
 
==Types==
 
*'''Fiend''' -  
 
*'''Fiend''' -  
Fiends are created from potions which use strong ingredients which may be of poor quality or are missed incorrectly. Their form is usually small and impish in appearance, with odd mutations and tumors forming on their bodies due to the poor use of the ingredients used in its creation. Due to the many imperfections of their body, they never live too long, and are faced with death within a few months time.
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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.
  
Their thoughts are mostly animalistic, never achieving higher thought of higher sentience.
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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.
  
Deviants are a cut above fiends, and are made from rather good alchemical reagents. These homunculus are uncommon due to the quality of the ingredients made. Most alchemists looking to create homunculi will usually aim to create homunculi of either higher or lower quality, making deviants relatively rare. To create a Deviant an alchemist needs to use a corpse of a descendent, which turns them much more humanoid in their appearance. As a deviant may be as tall as an orc, to as short as a dwarf based on how it manifests at creation.<br/><br/>
 
 
*'''Deviant''' -  
 
*'''Deviant''' -  
 
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Their skin will have an odd and sometimes unnatural color, based upon the prevailing alchemical reagents used in its creation. A deviant created with alchemical reagents pertaining mainly to fire, for instance, would have red skin, and have a resistance to being burnt or harmed by fire, yet would have an unnatural fear of water.
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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, though better-made than Fiends, are still creatures of chaos, yet more controlled. They are capable of higher thought, yet will genuinely only care about itself, aiming to destroy and hinder all that would come in its way of achieving whatever twisted goal it is bent on. Yet, gladly deviants are short-lived, and will rarely live more than 3-6 months, as it's unnaturally created body will eventually begin forming imperfections, and said imperfections will inevitably lead to its demise. There are ways for the Deviant to stay alive for longer, but they are rarely known.
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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.
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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.
  
 
*'''Aberrant'''
 
*'''Aberrant'''
Abberants are homunculi made at the crisp of perfection. So unfathomably close to their more powerful doppleganger cousins. Abberants, unlike their deviant or fiendish cousins, are hard to differentiate from their descendant counterparts, looking close to the dwarf, elf, human, or orc they were created from. Likewise, they bear a strong intellect, near to that of a doppleganger, yet just barely missing the true potential that its mind could reach.
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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.
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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.
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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.
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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.
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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.))
  
Abberants bear the same resistance and weaknesses to elements as Deviants, yet their image is rarely defined by the prevailing element of their creation, rather, by the way they're created, and from what race they're created from if they're created from such. The amount of disfigurements are almost none, but their skin color still changes slightly. To create an aberrant, a descendent must be tried to be changed while still living, or a deviant most suffer changes. For an aberrant to be created, the mortal descendent must lose its life permanently (A permakill).
 
 
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*'''Dopplegangers''' -  
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*'''Doppelgangers''' -  
Dopplegangers are homunculi created with the purest, and most rare alchemical ingredients. They appear identical to whatever race they were created from, whether it be Dwarf, Orc, Human, or Elf. Likewise, Dopplegangers have the highest intellect of all the varieties of Homunculi, yet, like all other varieties of homunculi, are chaotic. As such, a Doppleganger will lead a life only caring about itself and without morals.
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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.
  
Dopplegangers likewise will bear the same kind of elemental resistance as a Deviant or Abberant, and would be resistant to whatever prevailing element it was made of. Being the most perfect, they are also the most long-lived of all the homunculi, having a lifespan only a tad shorter than whatever race it manifests as, due to the imperfections of its unnatural body. A Doppleganger manifested as an elf would live to around 700 years.
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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.
  
The creation of Dopplegangers is very hard to accomplish, and normally requires a willing person to volunteer, or the person would have to be tricked into it. Their bodies, unlike those of the other types of homunculi, are made differently. While the lesser kinds have blood and tissue like normal living beings, the dopplegangers' body takes properties of their symbol. An earth doppleganger would be made of a dirt like substance, a water doppleganger would be of a substance alike water or ice, air would be very light and gas would escape if cut, and fire could release ash and smoke if cut.
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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 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.
  
==Abilities==
 
Homunculi have resistance to whatever element they fit with, and have abilities that fit with that same symbol.
 
*A water homunculus would be able to breath underwater or hold their breath longer, and have more natural movements.
 
*A fire homunculus would be harder to burn and would have more strength.
 
*An air homunculus would be able to fall greater distances and have a greater speed.
 
*An earth homunculus would have tougher skin and be heavier and harder to move.
 
 
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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;"
|'''Doppleganger (Prohan)'''
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|'''Doppelganger (Prohan)'''
 
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*Fiends play as the Necrolyte Nexus race and can't wear armor.
 
*Fiends play as the Necrolyte Nexus race and can't wear armor.
 
*Deviants and Aberrants play as the Necrolyte Nexus race.
 
*Deviants and Aberrants play as the Necrolyte Nexus race.
*Dopplegangers play as the Construct Nexus race, if of the Water or Earth symbols. Dopplegangers of the Air and Fire symbols play as the Spectre Nexus race.
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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==
*https://www.lordofthecraft.net/forums/topic/139938-playable-homunculi-lore/
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*https://www.lordofthecraft.net/forums/topic/160608-rewriteaddition-homunculi/
 
[[Category:Race]]
 
[[Category:Race]]
 
[[Category:Necrolytes]]
 
[[Category:Necrolytes]]
 
[[Category:Spectres]]
 
[[Category:Spectres]]
 
[[Category:Constructs]]
 
[[Category:Constructs]]

Revision as of 21:18, 1 April 2018

Important Icon.png

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

8c2022aa0658e7a18f6a4ef3684199cd.png
Skin by Beordan
Homunculus
Area: Everywhere
Diet:: Varied
Size: Descendant's size
Hostility Trickery to Aggressive
Note: Players can play this creature as their own persona on the server by making a creature application.


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.

Fiend.png

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 -

skinnuuuu.png

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.))

Quavskin.png

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