Shade
|
Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character. |
---|
One of the oldest magics to grace the land, Shade is ultimately the manipulation of an internal darkness known as Amber, which is a corrupted version of Mana, for the creation of free-form extensions and the casting of powerful spells. The origin of Shade lies with Iblees, as many of the Dark magic origins do, though the power that fuels the Parasites of Rancour is no longer the Archdaemon himself, but rather is the Mother, Arun'Asna. She is a powerful and sentient being who exists beyond the confines of the Shade Gems, but too is bound to them in the sense that they are a means of connection with her, a way to bring a Shade's development to fruition.
|
Contents
Background
Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread.
Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven.
Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade.
Power Source and Tenets
Arun'Asna, Mother of Shades
The Harbinger of Tenebrous, the disembodied source of power and desolation of the Shade parasite. All Shade Gems link to Arun’Asna who purloined such responsibility and power into herself from what was previously uncontrolled churning chaos birthed by Iblees. The Shade Gems act as the conduit through which Arun’Asna beckons and acts. However, if a Shade Gem were to be destroyed, it would not mean the end of those connected to Arun’Asna, nor would it mean a debilitation of a Shade’s ability to utilize the boon. Any created Shade Gem allows for the full fledged connection of a new Shade to Arun’Asna regardless of through which gem this connection was formed, as well as the removal of a Shade parasite from the soul. The Shade Gems are not ultimately vital to the existence of the Shade curse as they serve but to allow Shades to ascend to the post of Shade Father and to broadcast to those afflicted with the Shade curse, an ability reserved for the Shade Fathers that effectively lets a message resonate within the minds of the Shades.
Mechanics |
---|
*Any formed Shade Gem acts as a conduit through which Shades ascend to the post of Shade Father, requiring a Shade to be connected to the Gem and through the Gem to Arun’Asna to ascend beyond tier three at which they are locked if they are not connected. |
Redlines |
---|
*Arun’Asna is a sentient entity who communicates through her gems to all connected on extraordinarily rare cases. Her existence is something that must be explained ICly to new Shades as it does not come innately. While Shades may feel her presence they do not immediately understand it. Even Shade Fathers do not completely know who she is. If a player is removed or temporarily stripped of Shade magic OOCly, such as due to a blacklist, ban, or inactivity, Arun’Asna acts as the lore reason for their temporary or permanent disconnection or Amber connection removal. Arun’Asna is not housed within the current, nor within any Shade Gem that exists. Instead they are like air. You can’t see it, but it’s there. |
The Shade Gems
The lifeblood of a functioning coven, a shard of Arun’Asna’s very essence created by only the most learned of the fathers. A Shade Gem itself appears as a large, fist-sized jagged chunk of black stone with a soft red illumination. While it is not ultimately damning to be left without a gem, the lack thereof will stunt the growth of a coven, and may prove fatal should the membership of that particular cabal take a significant hit, respective to the size of the gathering. A Shade Gem possesses numerous functions, while itself only having a few subtle effects on the world around it, otherwise sitting idly and in peace. Foremost, the Shade Gem is the source of a Shade’s power, the place from which all new parasites are birthed by the hand of a father. Secondly, the Shade Gem is a point of connection, the place all Shades must be present about for a furtherance of their linking to Arun’Asna. The parasite itself is only capable of growing so much of its own accord, reaching its maximum at Tier 3. Without an established link to Arun’Asna, a Shade will never be able to ascend beyond this point, thus the Shade Gem serving as the place at which to establish such a furtherance. Thirdly, the Shade Gem is itself a lexicon, a means by which to transmit information to a Shade, with the helping hand of a Shade Father, to teach Parasite Creation and Disconnection, the means by which new Shades are created, and destroyed.
Mechanics |
---|
*A Shade Gem is a funnel through which to connect a parasite that has grown to its potential (Tier 3) alone, to Arun’Asna. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Connection’. |
*A Shade Gem is, in a very limited way, a sort of lexicon, a source of specific information that can be transmitted upon a Shade with the aid of a Shade Father. The exact use of the Shade Gem in this process is elaborated on under ‘Parasite Creation’ and ‘Disconnection’. |
*A Shade Gem, as a shard of Arun’Asna’s own power, can be utilized as a limited, one way messaging system to contact other Shades. Any Shade Father can approach the Shade Gem and plant their hands upon its surface. Once having done so, the Shade Father must seal their eyes and focus their attention inward, on the churching deific power within the shard, and must seek out the identity of the Shade with whom they desire to speak. Once having done so, the Shade Father can dispatch a message to that Shade, which will be spoken into the Shade’s head by an ethereal, feminine voice. |
*A Shade Gem can’t be transported by just anyone, and cannot be transported inside of combat. Any Shade Father can move a Shade gem outside of combat, however they will be unable to transport the object for longer than one IRl hour due to unexplainable physical strains experienced while moving the object. If a Shade attempts to move the Shade Gem, they will find themselves physically blighted upon touching the shard, a shockwave of debilitating pain erupting through their form the moment they lay a hand on the object, as if smited by Arun’Asna themselves. |
*A Shade Gem’s passive effects are both positive, and negative, respective to the circumstances. The aura of the Shade Gem’s effect is eight blocks from its origin. Any Shade who enters this radius will find themselves lifted from the intense mental plight of shadedom, the harassing voices and mental strains relieved for the duration of their stay. Any non-Shade who enters this radius will find themselves bombarded with harassing voices and mental strains, as a parasite-like effect dawns on them. As well, the Shade Gem will begin to leech off of their mana pool, increasing the difficulty in casting all spells that draw from a user’s mana pool, requiring one additional emote for all abilities. |
*A Shade Gem is created through the use of a special ritual with Amber Imbuement. See ‘Amber Imbuement’ for an elaboration on this process.
Once someone has hold of the Shade Gem and are a Shade Father, they are given knowledge such as Arun’asna’ name and nothing further, only that she is the Mother of Shades. |
Redlines |
---|
*A Shade Gem is only a “lexicon” insofar as that it retains information that can be shared. This is not to be confused with Lexicons in Dragonkin lore, which are very different. A Shade Gem cannot possess any new information beyond that which it contains (how to create new parasites, and how to disconnect). |
*A Shade Father must emote at least three times prior to sending a message. Messages may only be sent to Shades that the Shade Father is aware of, knowing both who they are and that they’re a Shade. This cannot be used like a raid bell, meaning that it cannot be used to call Shades for combat, or defensive purposes. |
*Only a Shade Father is capable of moving a Shade Gem, however any Shade Father can do it so long as they are doing so outside of combat. A Shade cannot move a Shade Gem, as Arun’Asna does not permit them to do so. The moment a Shade lays their hand upon a Shade Gem, they will experience a great debilitating pain, a shockwave of agony erupting through their body from the point of origin that touched the shard. This pain is only experienced if the Shade is attempting to move a Shade Gem. This smitting will not occur if a Shade is attempting to destroy a Shade Gem. |
*A Shade Gem’s effects begin immediately upon breaching the threshold of the aura, and cease immediately upon leaving it. Mental damage accrued across time from possessing Shade is not undone by the tranquil aura, but merely is paused for the duration of a Shade’s stay. Non-Shades under the effects of the aura will experience intense dread (impending doom, paranoia, nihilism) in addition to experiencing a series of harassing voices similar to the effects of schizophrenia. This is not debilitating, and can be fought through with effort and strain. All magical abilities that draw from the caster’s own mana pool require one additional emote to function properly while under the effects of this aura. A Shade Gem must be stationary, not being transported, for the aura to function. |
*The Gem is not indestructible, and is as hard as diamond. It is approximately the size of a regular adult Human’s hand, and emits a faint red glow. It appears as a jagged black rock of a vaguely diamond shape with a flat base. |
*The Gem cannot be kept in an Enderchest, nor can it be stored in an unreachable location (such as within a room with no means of entry), nor can it be stored underwater. However, the Shade Gem can be kept in a locked chest, behind a locked door, or behind a hidden door with mechanical (redstone) activation. |
*Only three (3) total Shade Gems are capable of existing at one time. Others can be created, but will lie dormant, and therefore useless, until one of the existing three are destroyed. If there are multiple dormant Shade Gems, the oldest one will be activated first. |
*All Gems are required to be signed by a member of the LT. As they are an aspect of this lore piece, they do not need an MArt. The LT tracks magic items already, and therefore that serves as adequate notation of which Gems exist. |
The Parasite of Rancour
The Parasite of Rancour is a being of raw Amber essence which comes to life within the soul and body of one afflicted with the Shade curse when one is bound to Arun’asna. In almost all respects the same as the affliction upon the soul, the key difference lies in an innate physical presence within the host, not one that can be quantified, but one that can be qualified. Blood courses through a man’s veins, yet the drops cannot be counted; such is the existence of the Parasite of Rancour. Comparing where this existence of Amber within a host begins and ends is akin to marking where the oceans meet the shores. It has end, yet to determine such is foolishness. Rather it is understood and agreed upon that while marking this spot is nigh impossible, it exists all the same. Such is the Parasite of Rancour, the physical embodiment of a Shade within the form of its host. It is this being that allows for Amber to be materialized from a mere concept of mana into a physical tenebrific substance, and it is this substance that gives birth to almost all of the abilities that one afflicted with a Shade may come to bear, but all things have its beginnings, and all things must first be raised…
Due to the parasite being attached to the host, the creature was able to feast upon the man or woman’s mana pool, letting its Amber convert the natural substance into more of the black potent ichor-like material. This allowed the host to use the Amber to their benefit and for the Shade to remain healthy. Yet, at the same time the Parasite latches its being to the soul of the host, corrupting the inherent nature of the man or woman and uses the host’s soul to influence the being in different ways.
(placeholder mechanics) (placeholder redlines)
Hatchling
Throughout a Shade’s life, it grows through multiple stages of power. In the beginning of its life, the Shade is referred to as a hatchling. The hatchling is but a small parasite which has begun to grow on the soul itself of the Host, and the body begins to physically manifest small quantities of mana into Amber latent within the body, but none of this can be manipulated or used yet. The hatchling stage is considered the most painful stage of the process of shadedom. Due to the discomfort and pain the hatchling causes to the host, the person affected by the hatchling could experience multiple different issues with their body. Seizures, vomiting, mood swings, fainting, and minor hallucinations are not uncommon when a hatchling begins its growth process within a user. The hatchling has begun to grow and harness the users mana to create more amber, yet this amber is unuseable, only able to be drawn forth but not shaped into objects or used for the abilities of a common Shade.
Shade Child
The Shade has begun to vastly expand and grow within the host, yet it’s still a novice at learning how to cooperate with the body it resides within. The host will become more tolerant of the parasite within, yet every so often the side effects of a growing parasite will occur. However, the continual growth will expand until the child has reached its full growth. The user is able to manipulate Amber with the proper training and practice until they’ve mastered the usage of Amber and all of its uses. It is also at this stage that the host becomes mentally unstable and all the negative effects come into full force once the Shade has grown to its maximum size upon the soul.
Shade Father
The Shade Fathers are the ones whom have studied and learned about their parasite to the fullest extent. They’re able to instruct and transfuse new, growing Hosts and Shades. Their influence over those Shades beneath them holds great power. While the presence upon the soul is no stronger than a fully grown Shade, the ability for the host to utilize the parasite itself is greatly improved for those that have achieved this stage. As a result, this is not a stage naturally achieved over time, but also one achieved with great practice. Finally, one that has reached this stage can make a bastardized version of a Shade parasite on another’s soul.
Arun'Asna's Will
- There are days in which even those basking in stygian masses born of the darkest depths of the abyss find themselves with the desire to betray their own chthonic brethren. These are days in which we atrocious beings realize the hell we have come to call home has its own dreary days. Selfishness and personal desires are emotions commonplace of chaotic evil, a brand of evil making a home in those of rancour. And yet with the interest of survival in mind we shirk their innately chaotic desires for a sense of order amongst ourselves and our goals. When those few of this great clique turn their backs to such agreed upon doctrines they must repent, or face a just end to their destructive ways. Revealing the secrets of their flesh and blood is a kind of betrayal that brings the heart to bleed black, to share to the uninitiated the nuances of one's makeup is a crime far darker for it betrays not only one's kin but one's self in a significant instance of pure ignorance. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
- Do not expose or talk about any Shades, revealing any secret Coven business applies too.
- To murder one who afforded you trust and to whom you once trusted is a kinslayer regardless of blood relation. The finely tuned laws binding together what was once roaming goalless chaos has its supports shattered with such actions. Murder, enraged violence, the kind of actions demanding direction for alone they threaten to bring into the light the truth of the great secrets kept hidden within our majestic estate. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
- Do not needlessly harm other Shades, killing is also forbidden unless both agreed to some sort of duel, therefore exempt from this tenet.
- Our symbols of literal power, the items with which the old, grey and knowledgeable grow our knowing order are symbols most holy in the general sense of the word. While not truly holy, such items are best regarded with the zealous protection the ignorant afford their gilded crosses and gemstones, for such items are in reality the domiciles of power beyond your comprehension. They leak an ichor incorporeal, used to guide the sheep ever nearer the path of enlightenment by those who manage cast off their wool to metamorphose into learned wolves. Revealing where such relics are kept, or seeking to destroy such precious items are crimes most abominable. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.
- Do not break the Shade Gems or disclose the locations of them to any non-shade.
- It is not the intention of the lawful collection of chaos to but keep their chaos beaten back and neglected. The learned guide the unknowing on the means by which one pampers their chaos so that it does not take to overwhelming, acting of its own accord to seek out its own form of pampering. To allow one's chaos such an opportunity is to violate the safety of one's flesh and blood. It is to risk the revealing of all that has been built, to risk the destruction of our echelon that resides above the masses. Go out with secrecy in mind, to commit an act of chaos, to sow discord among the sheep of the world, to steal, lie, cheat and murder where it is justifiable in the eyes of your kin, in the eyes of the watching mother who knows but keeping secrecy. To fail in this act is to fail all. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
- Some sort of chaotic act must be done every one OOC month, some things that can be done include but are not limited to: raiding, sacrificing, stealing, lying, and even attacking someone.
- Considering all that has been said, all that you have learned and all that you will learn, it must go without saying that cohesion is the ultimate resource. Like masterfully-crafted clockwork, it is infallible. Without such a mindset success is a distant city unreachable through the winding jungle paths, and to keep such a mindset knowing this is to risk everything. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.
- Act in the best interest of the Coven at all times.
(placeholder redlines) (placeholder emote count)
Spells, Powers, and Abilities
Mana Corruption
Mana Corruption is the dually passive, and active, process of turning Mana into Amber to utilize as a fuel source for the spells and abilities of Shade. Internally, Mana Corruption is an ever ongoing process perpetuated by The Parasite attached to the Shade’s soul. This process is corrupting the Shade’s own Mana into Amber, which allows the Shade to, by default, utilize this pool of fuel for their castings.
Externally, Mana can be corrupted by the will of the Shade, extending their own Amber onto Mana, causing it to, by extension of The Parasite’s power, turn into Amber. This can be used in a number of ways, whether to bring about the creation of a foreign pool of Amber for the Shade’s use, or to corrupt, or destroy, a Mana Gem or Obelisk. Foreign entities who have part, or all, of their Mana pools corrupted will suffer a strange physical aesthetical change, appearing like a large webbed scarr of black across their body. Despite its sickly appearance, this scar is temporary, and yields no negative effects itself.
When a foreign creature has its Mana pool corrupted, it will experience some of the negative mental downsides of shadedom, despite not possessing a Shade themselves. This is due to the presence of the corrupted subsistence, Amber, within their system, which brings about such oddities. Where there is more Mana corrupted, there will be more pains experienced by the affected individual. However, given that there is a lack of a Parasite attached to the soul of such an individual, their body will begin to naturally expel the Amber, replacing it with pure Mana over time, thus lowering the intensity of the mental pains until they are all but snuffed out.
Mechanics |
---|
*Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Outside of combat, a Shade will regain 1 Point of Amber per 5 IRL minutes until they can produce no more (as limited by their tier). |
*Actively, a Shade can corrupt the pool of a willing victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the willing victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the willing victim.
The Amber within the willing victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the willing victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled. Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system. |
*Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained. |
*Passively, The Parasite will corrupt the Shade’s Mana into Amber, allowing the Shade to pull from their own corrupted pool for spellcasting. Inside of combat, a Shade will regain 1 Point of Amber per 5 emotes until they can produce no more (as limited by their tier). |
*Actively, a Shade can corrupt the pool of an unwilling victim, turning their Mana into Amber at a steady rate. This requires the Shade to be touching the victim for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the unwilling victim’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote, for a maximum of three emotes (6 total Points of Amber created). Throughout this process the Shade is not actually using up any great portion of their own Amber, rather they are channeling The Parasite’s corruptive powers into the pool of the unwilling victim.
The Amber within the unwilling victim will slowly tick away over time at a rate of 1 Point of Amber per 1 IRL day. For the duration of time as that there is Amber within the unwilling victim’s system, they will suffer under dread (impending doom, paranoia, nihilism) effects from the presence of the foreign substance. These effects cease the moment that the last bit of Amber is used up, or naturally expelled. Organic creatures who have their mana pools corrupted will experience large black blemishes that appear in a similar fashion to lightning scars. These blemishes are temporary, and will disappear once all of the Amber is used, or expelled from, their system. |
*Actively, a Shade can corrupt the pool of a Mana Gem or Mana Obelisk. This requires the Shade to be touching the item for the duration of the process. By spending 1 Point of Amber, a Shade can begin the process of corrupting the item’s Mana, turning it into a utilizable battery of Amber at a rate of 2 Points of Amber per emote. For Mana Gems, the Shade can emote at max three times (6 total Points of Amber created). For Mana Obelisks, the Shade can emote at max nine times (18 total Points of Amber created). This Amber does not flake away over time, and will remain until used or expelled by destroying the object in which it is contained. |
Redlines |
---|
* The passive corruption of Mana within the Shade’s own pool cannot be sped up, slowed down, or stopped by any means. The process will halt itself once The Parasite can corrupt no more Mana, as determined by the Shade’s tier. |
*The moment touch (the placing of one hand on the victim) is broken, Mana Corruption will cease immediately. |
*The Amber within the victim’s system cannot be purged by any magic or other alchemical means. It will flake away over time, or can be used up by any Shade utilizing it as a battery. |
*The dread (impending doom, paranoia, nihilism) induced by the presence of the Amber is not debilitating, but does have noticeable impacts on the mood, behaviour, and overall personality of the person affected by it. |
*The Amber contained within a Mana Gem or Mana Obelisk cannot be purged by any magic or other alchemical means. It will not flake away over time, and therefore will only disappear as it is used up, or if the object is destroyed. |
*The visual blemishes are only aesthetic, and will cause the victim no further harm. |
Amber Manipulation
In order to aptly control the converted Amber within their pools, the Shades possess the ability to manipulate the corrupted mana within them. Manipulation of Amber may come in many forms, though in it’s more rudimentary and basic form allows the Host to create shapes, objects, and limb-like extensions which serve as a tool, or a weapon for the malignant creature. Through practice, the nature of Amber Manipulation can become almost like second nature, as though the corrupted Mana is part of their very body and are simply controlling it through muscle memory. Akin to the Voidal Art of Arcane Evocation, the Manipulation of Amber can very much be maintained in much the same way, albeit it holds a specific caveat; The controlled Amber must be connected to the Host in some physical fashion. Manipulated Amber can take on three physical states: Solid, Liquid, and Gas, and can be controlled in many imaginative ways. Left freeform to the user, the blackened substance’s density and temperature may also be manipulated.
While the Amber may be manipulated with second nature, this does not inherently make it easy or quick to do so. Manipulating corrupted Mana takes time and focus. Controlling Amber from a distance will prove physically strenuous to the Host, and should their focus be lost or physical connection to the Amber be severed, the corrupted essence will simply flake away into black flakes unless it is quickly reclaimed through physical contact. - While its density may be altered, manifestations of Amber are not indestructible and are weak and susceptible to any material which affects spectral beings and normal tools.
Mechanics |
---|
*Manipulation of Amber from a corrupted Mana Gem or Mana Obelisk requires that the Shade be no further than 5 blocks from the corrupted Mana Gem or Mana Obelisk. |
*Outside of combat a Shade’s ability to manipulate Amber is far more freeform than while in combat. By spending 1 Point of Amber per limb of Amber created, to a maximum of four limbs at one time, the Shade can draw out Amber from themselves (connected to their body) or from a battery (connected to the body of the victim, to the surface of the Mana Gem, or to the surface of the Mana Obelisk). Limbs of Amber can move, at a maximum, 2 blocks per emote. |
*Manipulation of the Amber itself is relatively open outside of combat, as the Shade is free from the added, stressful distractions of being in a life or death situation. As such, they may fiddle around with the appearance of the Amber they are manipulating, creating unique shapes, designs, and other creations to their liking. However, the extent of these abilities are still limited by size, and tier. |
*At Tier 1, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 2 blocks, and cannot be formed into anything but simplistic shapes (spheres, blocks, triangles, et cetera). A Shade at this tier cannot change the density, temperature, or state of matter of the Amber. |
*At Tier 2, the Shade can summon no more than 1 limb of Amber for manipulation. This limb can extend no further than 4 blocks, and can be formed into slightly more complicated shapes (dodecagons, icosahedrons, et cetera). A Shade at this tier can start to manipulate the density of the Amber. By spending 1 additional Point of Amber, the Shade can change the density from its soft, standard form, to something as hard as wood. Temperature and state of matter cannot be changed at this stage. |
*At Tier 3, the Shade can summon no more than 2 limbs of Amber for manipulation. These limbs can extend no further than 6 blocks each, and can be formed into far more complicated shapes, those involving separated, interwoven parts, including a greater level of acute detailing. It is worthwhile noting that, at this stage, the creation of furniture with Amber becomes viable, so long as a connection to the body, or battery, is maintained. By spending 1 additional Point of Amber, the Shade can up the density of the Amber from wood to iron (assuming the Shade has already first spent 1 Point of Amber to go from its soft, standard state, to wood). By spending 1 Point of Amber the Shade can raise the temperature of Amber to a maximum of 80 degrees fahrenheit, or lower the temperature to a maximum of 40 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the gaseous Amber cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 1 block. At this stage the liquid Amber cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. |
*At Tier 4, the Shade can summon no more than 3 limbs of Amber for manipulation. These limbs can extend no further than 8 blocks each, and can be formed into far more complicated shapes, merely taking the extent up a notch, opening the level of creativity in emotes far more than previously described (more complicated designs, far more acute detail than previously achievable). By spending 1 additional Point of Amber, the Shade can change the density of the Amber from iron to steel (assuming the Shade has already first spent 2 Points of Amber to go from its soft, standard state, to wood, and from wood to iron). By spending 2 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 90 degrees fahrenheit, or lower the temperature to a minimum of 30 degrees fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the gaseous Amber still cannot be used to suffocate someone, as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 2 blocks. At this stage the liquid Amber still cannot be used to drown someone (via insertion into the mouth/down the throat), as the skill required to do so is too great. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. |
*At Tier 5, the Shade can summon no more than 4 limbs of Amber for manipulation. These limbs can extend no further than 10 blocks each, and can be formed into wildly complicated, highly aesthetically interesting, and exceptionally detailed shapes and designs. The extent of the skill achieved at this stage is so great as that the Shade is limited mostly by the scope of their own creativity, and imagination. The Shade can bring the density of the Amber no further than Steel. By spending 3 Points of Amber, the Shade can raise the temperature of Amber to a maximum of 100 degrees fahrenheit, or lower the temperature to a minimum of 20 degrees Fahrenheit. By spending 4 Points of Amber, the Shade can change the state of matter of the Amber.
Amber changed into a gaseous form will still be visible as a faint, grey-black substance. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Gaseous amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the gaseous Amber can be used to suffocate someone. The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. Amber changed into a liquid form will retain a strange sense of malleability, making it more comparable to gum than any normal liquid. The Amber must still maintain a constant connection to the Shade, or battery, it is being manipulated from. Liquid amber can extend no further than, and can fill a space no larger than, 3 blocks. At this stage the liquid Amber can be used to drown someone (via insertion into the mouth/down the throat). The Shade must spend an additional 5 Points of Amber, and must focus the entirety of their attention on the arduous process, which is mentally taxing due to the extent of manipulation required to bring the Amber throughout someone’s body. Density cannot be manipulated while Amber is in this form, however at the same above listed cost, temperature can. |
*At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm. |
Redlines |
---|
*Line of sight is not required in order to manipulate Amber, which means that the process is still capable of being performed while blindfolded, the Shade simply being unable to actually see the things around the manipulations. However, a Shade must be conscious in order to use manipulation. In accordance, manipulating amber you cannot see has a much higher chance of being inaccurate, akin to punching something with a blindfold on. |
*Changing the temperature of Amber at later stages does not result in a hard point increase. Rather, the scope of the changes increases and the point cost correlates with these ranges. For example, a Tier 3 Shade lowering the temperature of their amber to 40 degrees fahrenheit (the minimum for their tier) would have to spend 1 Point of Amber, a Tier 4 Shade wanting to lower the temperature of their Amber to 40 degrees fahrenheit would have to spend 1 Point of Amber, however, by spending 2 Points of Amber they can lower the temperature to 30 degrees fahrenheit (the minimum for their tier), and finally if a Tier 5 Shade wanted to lower the temperature of their Amber to 40 degrees fahrenheit they would have to spend 1 Point of Amber, lowering to 30 degrees fahrenheit would cost 2 Points, and lowering to 20 would cost 3 Points, (the minimum for their tier). |
*At a maximum, a Shade can have all 4 limbs of Amber as dense as steel, OUTSIDE OF COMBAT only. However, a Shade can only be actively maintaining one limb of Amber in state of matter that is not solid at a time due to how arduous the process is. |
*If combat were to start whilst 4 limbs of amber are as dense as steel, they will lower down to their respective density. |
*The density of limbs inside of combat is limited as follows:
At a max, a Shade can have either: 1 limb as dense as steel, with all others limited to a density of wood, 2 limbs as dense as iron, with all others limited to a density of wood, or all limbs as dense as wood. |
*When manipulating a limb of Amber in a state of matter that is not solid, the Shade can only have one limb active at a time, due to how arduous the process is on top of the stress and pains of a combat situation. |
*The added stresses and demanding attention of combat limits the extent of the manipulation a Shade is capable of performing. Highly complicated shapes and designs cannot be created in combat. However, simple shapes and weapon designs can be formed, and sustained, successfully. |
Amber Imbeument
For those more well versed in corrupting mana and imbuing objects with Amber, a skill known as Ambercrafting becomes available to prospecting Shades. Put simply, Ambercrafting is materializing Amber and forming structures with it, whether it is something small like a stool, or something of more considerable size like a table or wall. In order to make abnormally large structures though, the additional effort of more Shades or corrupted mana from an obelisk for instance is required. Furthermore, these structures will provide no other benefit to a Shade, as they will no longer be moldable or reclaimable into their Amber pool after they are formed, making these structures slightly anomalous in their existence and creation. In short, Amber Crafting allows Shades to produce structures, furniture, and other similar things with a very literal dark and dreary aesthetic with not much other practical use, unless the intention is to scare.
Mechanics |
---|
*Any mundane object or item can be imbued with Amber, however no magical items or artifacts can be imbued. By spending 2 Points of Amber, a Shade will bring about a manipulation of Amber to coat and sink into an object or item over the course of two emotes, then disappearing from view. In the moments thereafter the object or item will take on a mysterious, otherworldly, and or spooky appearance. |
*In order for the imbuement to keep its effects, amber is passively pulled from an amber battery or from a shade’s amber pool. Should a non-shade who has not had their mana corrupted into amber find themselves in possession of an amber imbued object, their mana pool will be passively corrupted into amber, just enough for the object’s imbuement to remain active. This cannot be stopped until the amber imbued object is no longer in contact with the individual. |
*Should a non-shade be in contact with an amber imbued object, they will slowly begin to notice an aura of dread (impending doom, anxiety, nihilism, etc.) surrounding it. |
*Should a non-shade keep in contact with an amber imbued object for more than one IRL week, the individual in question will begin to suffer from dread effects themselves, as their mana pool will begin to grow corrupt with amber.
A shade may, one week after an object’s imbuement, strip the amber from an ambered imbued item. Doing so will relinquish the aesthetic properties of the item permanently unless it is imbued again. The exact aesthetic change that the item takes on is completely up to the Shade conducting the imbuing, however here are a few examples: a sword appearing to be held by a floating black hand, a lamp emitting an eerie grey glow, the eyes of a painting appearing to move and follow passersby, tapping sounds emitting from a door or window, and et cetera. |
*The ritual of Shade Gem creation cannot be taught naturally, which is to say that it must be learned through others means. Like Disconnection, and Parasite Creation, the ritual of Shade Gem creation is passed on to a Shade Father, with the assistance of a Shade Father who knows it, by utilizing the Shade Gem as a means of education.
In order to pass the information along, the Shade Father who is aware of the ritual must lead the Shade Father they intend on teaching into a room with the Shade Gem. The teaching Shade Father will then plant their hands upon the gem, and will focus their attention inward on the churching chaotic energies within, mentally calling upon Arun’Asna to pass her knowledge along to the Shade Father before them. That process takes two emotes, and in the emote thereafter the Shade Gem will illuminate a bright red, casting the light over the Shade Father’s form, instilling within their mind the knowledge of the ritual. |
*The ritual itself involves the use of ore collected from an imploded voidal node. Two Shade Fathers, who have knowledge of the ritual, will place the ore between them. Over the course of three emotes, the two Shade Fathers will each summon two limbs of Amber, moving them around the ore to link up with the opposing Shade Father’s limbs, forming as circle of Amber around the ore. The Shade Fathers will then step towards one another, bringing the circle of Amber in, closing the size of the circle until the Amber itself totally envelopes the ore. The process of closing the circle takes two emotes. After this, both Shade Fathers will place their hands upon the ore, allowing the Amber to sink into the shard, which will start to emit a faint red glow. The process of imbuing the Amber into the ore takes two emotes, after which the ore will continue to grow in the extent of its illumination until the red glow fills the entire room. Over the course of the next two emotes, the glow will increase, and then fade into nothingness, leaving behind a shard of Arun’Asna’s power.
The Shade Fathers conducting this ritual are free to include any other unique, aesthetic occurrences to go along with the ritual, so long as they adhere to the basic functions of creating a Shade Gem. |
*When a Shade casts a spell from a magic that is not Shade, the spell will undergo a visual transformation, gaining a faint grey/black glow, while as well gaining a supernatural effect that brings about feelings of dread (paranoia, nihilism, impending doom) in the individual(s) effected. This cannot be toggled on or off, always occurs passively, and does not cost additional Points of Amber. |
Redlines |
---|
*Under no circumstances can magical items and artifacts be imbued with Amber. |
*The aesthetic changes to objects and items imbued with Amber should not be imposing, and should remain as subtle, flavour advancements to a roleplay scenario. |
*The effects of amber imbuement do not wear off, and will continue to exist upon an object until a shade actively strips the item of its amber. |
*The dread effects on a non-shade in possession of an amber imbued object are in no way debilitating, but are still present. |
*Specifically, if a non-shade were to stay in regular contact with an amber imbued item for more than one IRL week, they will begin to feel more anxious, paranoid, or may be subject to negative mood changes. How this dread impacts a character is up to player choice, but some indication that their mana has been corrupted with amber must be present. |
*The mana corrupted in a non-shade by an amber imbued item is not enough to be usable by a shade as an amber battery. |
*The amber produced within an individual by this mana corruption dissipates over the course of one IRL day so long as the amber imbued object in question is no longer in contact with the individual. |
*Any shade Teir 2 and or above that may strip a person of this amber corruption, however, it cannot be purged by any other magical, alchemical, or mundane means. |
*Any shade T2 and above can strip an object of its amber, however this can only be done after one week has passed since the imbued object’s creation. No Amber Points are regained for doing such. No other magical, alchemical, or mundane means can strip an object of its amber imbuement. |
*Only a Shade Father who is already aware of the ritual will be capable of passing the knowledge along via the Shade Gem.
If no Shade Fathers remain alive, the LT should arrange an event for the knowledge to be instilled upon one or two of the currently living Shade Fathers. |
*Amber cannot be pulled from a battery (victim with a corrupted Mana pool, Mana Gem, or Mana Obelisk) to utilize Amber Imbuement. The Amber must come from within the Shade. |
Caliginous Healing - Passive
Contradictory to the consistent harassment and mental degradation inflicted upon the host as consequence of The Parasite’s nature, it understands that it could not exist without the Shade, and therefore has a vested interest in protecting the life of the Shade. The presence of Amber in the Shade’s Mana pool can be utilized by The Parasite, which will act of its own accord at the first sign of bodily damage, to clot open wounds, slowing and eventually stopping bleeding. While this is by no means a way to avoid death, especially from gaping and grievous injuries, it very well may prove to be a vital time extension necessary to get a Shade to someone capable of providing proper medical care.
Mechanics |
---|
*At Tier 1 and Tier 2 of Shade, The Parasite will automatically utilize the Amber within a Shade’s system to clot lacerations inflicted upon the Shade’s form. Small cuts and openings will cause The Parasite to expend 1 Point of Amber, clotting the various openings with Amber which, over the course of 1 emote, will blockade the bleeding. Large lacerations and openings will cause The Parasite to expend 2 Points of Amber, clotting the various large openings with Amber which, over the course of 2 emotes, will blockade the bleeding. Anything larger cannot be clotted.
At Tier 3, and above, the Shade will be able to toggle this ability, choosing to stop its activation. This may be necessary in situations that may cause the Shade to become exposed, as a sickly black substance clotting open wounds isn’t especially easy to mask. |
Redlines |
---|
*If it wasn’t already clear, this ability is self-clotting ONLY. This cannot be used to effect others. |
*If a Shade does not have enough Amber in their system to expend, the Shade’s wounds will not be automatically clotted. However, as The Parasite passively regenerated Amber, the moment Amber is available The Parasite will expend it to clot the Shade’s wounds unless the Shade opts to toggle the effect, where capable of doing so (Tier 3+). |
*This clotting is limited in its extent, and as such will not save a Shade from grevious wounds (lost limbs, being stabbed, large gashes, et cetera), broken bones, damaged organs, and other life-threatening situations. |
*As the Amber essentially stitches the wounds back together, they are capable of being reopened, with some force. |
*This ability may only be used out of combat. |
Mental Resistance
In a metaphorical sense, there is a light amongst the encompassing darkness of Shade. Despite all of the intense, negative effects of possessing.The Parasite of Rancour, its sickening form yields a few subtle benefits that protect against magical, mental invasions. Illusory magi, and other mental magic wielding individuals, will find that their spells and abilities to not affect Shades as they might other creatures, as the Shade’s awareness of reality is offset in a most unusual way, giving them an advantage over trickery of this caliber.
Mechanics | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
*Mental Mages, and other magi capable of entering a person’s mind, will find that in doing so they experience the exact negative mental effects that befall the Shade, respective to that Shade’s tier. The full force of the harassing voices will be sent upon them, seeking to cast the invader from the Shade’s mind with a whirlwind of distracting and evil utterances.
|