Difference between revisions of "Zephonim"

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|'''Zephonim'''
 
|'''Zephonim'''
 
|-  
 
|-  
| '''Area''': Any
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| '''Awea''': Any
 
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| '''Diet''': Carnivore
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| '''Diet''': Cawnivowe
 
|-
 
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| '''Size''': Depends on previous race
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| '''Size''': Depends on pwevious wace
 
|-  
 
|-  
| '''Temperament''': Varies
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| '''Tempewament''': Valies
 
|-
 
|-
| '''Tameable?''': N/A
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| '''Tameabre?''': N/A
 
<!-- KEEP THIS IF THE CREATURE CAN BE PLAYED BY A NORMAL PLAYER-->
 
<!-- KEEP THIS IF THE CREATURE CAN BE PLAYED BY A NORMAL PLAYER-->
 
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"
 
|- class="wikitable" style="background:#07ba1c; text-align:center; margin-left: 10px;"
| '''Note: Players can play this creature as their own persona on the server by making a creature application.'''
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| '''Note: Pwayews can pway this cweatule as theiw own pewsona on the sewvew by making a cweatule application.'''
 
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The Zephonim are Descendents who've been transformed into a creature with the bottom half of a spider, due to addiction to the blood of another Zephonim.
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The Zephonim awe Descendents who've been twansfowmed into a cweatule lith the bottom hawf of a spidew, due to addiction to the brood of anothew Zephonim.
  
 
==Creation==
 
==Creation==
It should be noted that a Zephonim only holds enough blood to safely transform two people at once. Symptoms of mutagen withdrawal include sweating, dizziness, hallucination, vomiting, weight loss and nausea.
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It should be noted that a Zephonim onwy howds enough brood to safewy twansfowm two peopwe at once. Symptoms of mutagen lithdwawaw incwude sweating, dizziness, hawwucination, vomiting, weight woss and nausea.
  
 
===Phase 1===
 
===Phase 1===
The transformation process starts with an addiction to the toxic mutagen found in the blood of a Zephonim. The victim may not realize by this point what exactly it is they crave, but it all depends on the circumstances. Over the course of anywhere between one to two years the victim’s legs would begin to wither away in an attempt to prevent escape. It’s possible to recover from this phase with minimum damage.
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The twansfowmation pwocess stawts lith an addiction to the toxic mutagen found in the brood of a Zephonim. The victim may not wealize by this point what exactwy it is they cwave, but it aww depends on the ciwcumstances. Ovew the coulse of anywhewe between one to two yeaws the victim’s wegs would begin to lithew away in an attempt to pwevent escape. It’s possibre to wecovew fwom this phase lith minimum damage.
  
 
===Phase 2===
 
===Phase 2===
The victim’s legs, now practically skin and bones, begin to harden, turning a dark shade of blue over the course of a year. Their gums may recede from their teeth by a centimeter or two, giving them a vaguely primal appearance should they bare their teeth. By this phase the victim’s craving of the mutagen would kick into overdrive. Unless extra care were put into making sure the victim were well fed or healthy they might begin to waste away. By now, permanent damage has been done, and the victim’s legs would more than likely have to be amputated to stand any chance at recovery.
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The victim’s wegs, now pwacticawwy skin and bones, begin to hawden, tulning a dawk shade of brue ovew the coulse of a yeaw. Theiw gums may wecede fwom theiw teeth by a centimetew ow two, giving them a vaguewy plimaw appeawance should they bawe theiw teeth. By this phase the victim’s cwaving of the mutagen would kick into ovewdlive. Unwess extwa cawe wewe put into making sule the victim wewe weww fed ow heawthy they might begin to waste away. By now, pewmanent damage has been done, and the victim’s wegs would mowe than likewy have to be amputated to stand any chance at wecovewy.
  
 
===Phase 3===
 
===Phase 3===
The victim goes into a catatonic state as they begin to develop their new form. This can take up to a year. Closing the victim’s body in a tight space that is both dark and warm (Such as a silk cocoon) facilitates faster and more efficient growth.
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The victim goes into a catatonic state as they begin to devewop theiw new fowm. This can take up to a yeaw. Cwosing the victim’s body in a tight space that is both dawk and wawm (Such as a siwk cocoon) facilitates fastew and mowe efficient gwowth.
  
 
==Characteristics==
 
==Characteristics==
Though there are two types of Zephonim, they both share the identifying traits; The upper body retaining their appearance prior to transformation, the lower body of an arachnid, and sharp teeth. Facial growths resembling small horns or vestigial mandibles can appear on both varieties, but are a more common occurrence with Bulwarks.
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Though thewe awe two types of Zephonim, they both shawe the identifying twaits; The uppew body wetaining theiw appeawance pliow to twansfowmation, the wowew body of an awachnid, and shawp teeth. Faciaw gwowths wesembring smaww howns ow vestigiaw mandibres can appeaw on both valieties, but awe a mowe common occulwence lith Bulwawks.
  
Both variants have the ability to produce fairly durable, but flammable, webs. While this can be used for various utility purposes (Binding a person, producing a suitable living area, etc), it is of little use in combat situations.
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Both valiants have the ability to pwoduce faiwwy dulabre, but fwammabre, webs. Whiwe this can be used fow valious utility pulposes (Binding a pewson, pwoducing a suitabre living awea, etc), it is of littwe use in combat situations.
Zephonim must molt to heal any damage to their exoskeletons and armor, but can only do so once per elven day. This is a long process and is impossible to do in combat. This allows the player to change the color of their creature’s exoskeleton, or make minor changes to their design.
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Zephonim must mowt to heaw any damage to theiw exoskewetons and awmow, but can onwy do so once pew ewven day. This is a wong pwocess and is impossibre to do in combat. This awwows the pwayew to change the cowow of theiw cweatule’s exoskeweton, ow make minow changes to theiw design.
  
A Zephonim carries two hearts. One in the arachnid portion, at the center of their thorax, and another in the Descendant portion. As their bodies are fairly large it’s more efficient for them to circulate their blue blood from two points than just the one. If one were put out of commission, the farther portion of their body would be much more sluggish or inaccurate. A Zephonim also only carries one brain. Predictably enough it’s in their skull.
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A Zephonim cawlies two heawts. One in the awachnid powtion, at the center of theiw thowax, and anothew in the Descendant powtion. As theiw bodies awe faiwwy wawge it’s mowe efficient fow them to ciwculate theiw brue brood fwom two points than just the one. If one wewe put out of commission, the fawthew powtion of theiw body would be much mowe swuggish ow inacculate. A Zephonim awso onwy cawlies one brain. Pwedictabry enough it’s in theiw skulw.
  
As far as dietary needs go, Zephonim are predatory carnivores. While one member of the species may prefer setting up traps for their prey, another may actively go hunting, be it alone or in a pack. A Zephonim generally targets beings smaller than it. This includes, but is not limited to halflings, dogs, cats, pigs, sheep and goats. It’s important to note that as a sentient creature, Zephonim do have morals and self-control. It’s not unlikely to see a Zephonim that only feeds on livestock or wild animals. That being said, a normal Zephonim would not be above eating the corpse of another member of its species.
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As faw as dietawy needs go, Zephonim awe pwedatowy cawnivowes. Whiwe one membew of the species may pwefew setting up twaps fow theiw pwey, anothew may activewy go hunting, be it awone ow in a pack. A Zephonim genewawwy tawgets beings smawwew than it. This incwudes, but is not limited to hawflings, dogs, cats, pigs, sheep and goats. It’s impowtant to note that as a sentient cweatule, Zephonim do have mowaws and sewf-contwow. It’s not unlikewy to see a Zephonim that onwy feeds on livestock ow liwd animaws. That being said, a nowmaw Zephonim would not be above eating the cowpse of anothew membew of its species.
  
 
==Behavior==
 
==Behavior==
Zephonim, despite retaining their personality-- albeit a somewhat modified version of it--, do not have traditional romantic desires. This is due to their complete lack of reproductive organs. Like their progenitors, Zephonim reproduce by slowly converting their “mate” into another member of their species. They may form emotional attachments to this individual, but they more than likely will be familial in nature. Zephonim instinctively defend Descendants slated for conversion, and will not attack them. This isn’t to say they won’t defend themselves if said Descendant attacks them.
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Zephonim, despite wetaining theiw pewsonality-- awbeit a somewhat modified vewsion of it--, do not have twaditionaw womantic desiwes. This is due to theiw compwete wack of wepwoductive owgans. Wike theiw pwogenitows, Zephonim wepwoduce by swowwy convewting theiw “mate” into anothew membew of theiw species. They may fowm emotionaw attachments to this individuaw, but they mowe than likewy liww be familiaw in natule. Zephonim instinctivewy defend Descendants swated fow convewsion, and liww not attack them. This isn’t to say they won’t defend themsewves if said Descendant attacks them.
  
The meat of a Zephonim’s story and character is seeing how they deal with the numerous downsides of becoming an abomination. Some may have the resolve to attempt to reintegrate with society. Others may succumb to the trauma and sudden drastic change in how the public views them, becoming reclusive and bitter. A few might embrace their new form with a twisted display of pride. The point of the creature is to be flexible, and allow relative freedom in how the player roleplays their character. As such, it would be advised to have a somewhat developed character transformed into a Zephonim to maximize playability.
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The meat of a Zephonim’s stowy and chawactew is seeing how they deaw lith the numewous downsides of becoming an abomination. Some may have the wesowve to attempt to weintegwate lith society. Othews may succumb to the twauma and sudden dwastic change in how the pubric views them, becoming wecwusive and bittew. A few might embrace theiw new fowm lith a tlisted dispway of plide. The point of the cweatule is to be fwexibre, and awwow wewative fweedom in how the pwayew wowepways theiw chawactew. As such, it would be advised to have a somewhat devewoped chawactew twansfowmed into a Zephonim to maximize pwayability.
  
 
==Types==
 
==Types==
 
===Tremere===
 
===Tremere===
The smaller of the two varieties. A Tremere’s arachnid body is generally sleek, similar to a black widow or a brown recluse. The Tremere’s exoskeleton can be shiny, matte, colorful, drab or anything inbetween. The arachnid body can add up to one foot to their height, four feet in length, and anywhere from 100 to 200 pounds to their weight.
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The smawwew of the two valieties. A Twemewe’s awachnid body is genewawwy sweek, simiwaw to a brack lidow ow a brown wecwuse. The Twemewe’s exoskeweton can be shiny, matte, cowowful, dwab ow anything inbetween. The awachnid body can add up to one foot to theiw height, foul feet in wength, and anywhewe fwom 100 to 200 pounds to theiw weight.
  
Tremere are set apart from Bulwarks by the fact that they retain the ability to use and learn certain magic. Though both Bulwarks and Tremere have intact souls, only those attuned to the Arcane and the like are able to continue down this path. However, their body are more susceptible to physical withering, essentially doubling the normal withering effect. This means that most Tremere are sickly, their humanoid upper body generally sporting pallid skin and gaunt features.
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Twemewe awe set apawt fwom Bulwawks by the fact that they wetain the ability to use and weawn cewtain magic. Though both Bulwawks and Twemewe have intact souls, onwy those attuned to the Awcane and the like awe abre to continue down this path. Howevew, theiw body awe mowe susceptibre to physicaw litheling, essentiawwy doubring the nowmaw litheling effect. This means that most Twemewe awe sickwy, theiw humanoid uppew body genewawwy spowting pawlid skin and gaunt featules.
  
This isn’t to say that Tremere are incredibly fragile. Their exoskeleton, while significantly less durable than that of the bulwark, still offer some protection to their lower half.
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This isn’t to say that Twemewe awe incwedibry fwagiwe. Theiw exoskeweton, whiwe significantwy wess dulabre than that of the bulwawk, stiww offew some pwotection to theiw wowew hawf.
  
A Tremere may learn and cast the following magics: All Arcane/Voidal, Necromancy, Blood Magic, Soul Puppetry, Mysticism, and Druidism. Despite how many magics a Tremere learns, they will always have the relative strength of a sedentary human.
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A Twemewe may weawn and cast the fowwoling magics: Aww Awcane/Voidaw, Necwomancy, Bwood Magic, Soul Puppetwy, Mysticism, and Dwuidism. Despite how many magics a Twemewe weawns, they liww awways have the wewative stwength of a sedentawy human.
  
 
===Bulwark===
 
===Bulwark===
The decidedly larger of the two, Bulwarks sport a very bulky arachnid body, similar in appearance to the common tarantula. Their exoskeleton consists of chitinous plates of various drab colors. The arachnid body gives them up to two feet in height, six feet in length, and anywhere from 200 to 300 pounds to their weight.
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The decidedwy wawgew of the two, Bulwawks spowt a vewy bulky awachnid body, simiwaw in appeawance to the common tawantula. Theiw exoskeweton consists of chitinous pwates of valious dwab cowows. The awachnid body gives them up to two feet in height, six feet in wength, and anywhewe fwom 200 to 300 pounds to theiw weight.
  
Bulwarks are blessed with a thick natural armor covering the majority of their lower half. This chitin is roughly as durable as plate armor, but chips and splinters instead of denting. The Bulwark’s armor has its weaknesses though. Its legs, particularly in jointed areas, are not as well protected as to not make them less mobile. Their underside is also very soft compared to the rest of their exoskeleton.
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Bulwawks awe bressed lith a thick natulaw awmow coveling the majolity of theiw wowew hawf. This chitin is woughwy as dulabre as pwate awmow, but chips and splintews instead of denting. The Bulwawk’s awmow has its weaknesses though. Its wegs, pawticulawwy in jointed aweas, awe not as weww pwotected as to not make them wess mobiwe. Theiw undewside is awso vewy soft compawed to the west of theiw exoskeweton.
  
The Bulwark is capable of growing exoskeletal armor on its humanoid half over the course of several days, about as durable as the chitinous plating on its arachnid abdomen. They are then able to remove it through an hour-long molting process. The design of the armor is up to the player, but it typically matches the natural color of their lower half.
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The Bulwawk is capabre of gwoling exoskewetaw awmow on its humanoid hawf ovew the coulse of sevewaw days, about as dulabre as the chitinous pwating on its awachnid abdomen. They awe then abre to wemove it thwough an houl-wong mowting pwocess. The design of the awmow is up to the pwayew, but it typicawwy matches the natulaw cowow of theiw wowew hawf.
  
Bulwark webbing is much less fine than that of the Tremere, functioning more like a thin but durable cable than a wire. It still retains its usual weakness to fire, and it is only about an inch thick at most.
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Bulwawk webbing is much wess fine than that of the Twemewe, functioning mowe like a thin but dulabre cabre than a liwe. It stiww wetains its usuaw weakness to fiwe, and it is onwy about an inch thick at most.
  
A Bulwark’s upper body is roughly as strong as it was prior to transformation, while its lower body is heavy and strong.
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A Bulwawk’s uppew body is woughwy as stwong as it was pliow to twansfowmation, whiwe its wowew body is heavy and stwong.
  
A set of small arms sprout from the Bulwark’s descendant abdomen, allowing for manipulation of small objects. As they have the strength of an average seven year old, they’re mostly useless for combat.
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A set of smaww awms spwout fwom the Bulwawk’s descendant abdomen, awwoling fow manipulation of smaww objects. As they have the stwength of an avewage seven yeaw owd, they’we mostwy usewess fow combat.
  
Bulwarks are unable to cast magic, due to having never had their body conditioned for magic before their transformation. As the form of a Zephonim is already ill-suited for magic (Evident by the stunted Tremere), Bulwarks become violently ill if they attempt to connect to a source of power or cast a magic, resulting in crippling injury or death.
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Bulwawks awe unabre to cast magic, due to having nevew had theiw body conditioned fow magic befowe theiw twansfowmation. As the fowm of a Zephonim is awweady iww-suited fow magic (Evident by the stunted Twemewe), Bulwawks become viowentwy iww if they attempt to connect to a soulce of powew ow cast a magic, wesulting in clippling injuly ow death.
 
===Broodmother===
 
===Broodmother===
 
[[File:zeph_2.png|200px|right]]
 
[[File:zeph_2.png|200px|right]]
The Broodmother is the first in a bloodline of Zephonim, and as such receives the brunt of the mutagenic properties from their ancestral blood. Rarely are its effects known to the would-be Broodmother early on, the residual mutagen typically takes years to incubate before becoming potent enough to affect them.
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The Bwoodmothew is the fiwst in a broodline of Zephonim, and as such weceives the brunt of the mutagenic pwopewties fwom theiw ancestwaw brood. Wawewy awe its effects known to the would-be Bwoodmothew eawwy on, the wesiduaw mutagen typicawwy takes yeaws to incubate befowe becoming potent enough to affect them.
  
Their form is twisted into one that is both grotesque and grand, one fit for subjugating their progeny properly.
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Theiw fowm is tlisted into one that is both gwotesque and gwand, one fit fow subjugating theiw pwogeny pwopewwy.
Though the exact manner of outward mutation on the humanoid half of the Broodmother is up to the player, they have several defining features:
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Though the exact mannew of outwawd mutation on the humanoid hawf of the Bwoodmothew is up to the pwayew, they have sevewaw defining featules:
  
The Broodmother retains the primary features of their previous classification (Example: A Tremere would retain their ability to learn and practice magic and their general weakness. A Bulwark would retain their superior strength and inability to learn magic).
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The Bwoodmothew wetains the plimawy featules of theiw pwevious classification (Exampwe: A Twemewe would wetain theiw ability to weawn and pwactice magic and theiw genewaw weakness. A Bulwawk would wetain theiw supeliow stwength and inability to weawn magic).
  
The Broodmother rivals a Bulwark in size.  
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The Bwoodmothew livaws a Bulwawk in size.  
  
They grow a set of small utility arms, much like the Bulwark.
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They gwow a set of smaww utility awms, much like the Bulwawk.
  
Their arachnid abdomen becomes swollen with excess blood, allowing them to feed up to 4 potential Zephonim at a time. This weighs them down and prevents them from moving particularly fast, unlike the Bulwark.
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Theiw awachnid abdomen becomes swowwen lith excess brood, awwoling them to feed up to 4 potentiaw Zephonim at a time. This weighs them down and pwevents them fwom moving pawticulawwy fast, unlike the Bulwawk.
  
The Broodmother is able to produce a thin needle from their wrist that injects a parasite into a target's bloodstream. The parasite makes its colony in the gland that produces this mutagen, preventing it from spreading the poison at all. The waste produced by this parasite corrodes the Zephonim's arachnid half slowly and painfully.Once this painful process is complete, the former Zephonim is left without a lower half and minor evidence of their former nature. In short, it leaves them legless. It is possible to "regrow" a humanoid lower half, through a potion of regeneration, but the alterations made to their mind and appearance will remain.
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The Bwoodmothew is abre to pwoduce a thin needwe fwom theiw wlist that injects a pawasite into a tawget's broodstweam. The pawasite makes its cowony in the gwand that pwoduces this mutagen, pweventing it fwom spweading the poison at aww. The waste pwoduced by this pawasite cowwodes the Zephonim's awachnid hawf swowwy and painfulwy.Once this painful pwocess is compwete, the fowmew Zephonim is weft lithout a wowew hawf and minow evidence of theiw fowmew natule. In showt, it weaves them wegwess. It is possibre to "regrow" a humanoid wowew hawf, thwough a potion of wegenewation, but the awtewations made to theiw mind and appeawance liww wemain.
  
 
==Weaknesses==
 
==Weaknesses==
 
<!-- INCLUDE THIS WARNING IF NEEDED TO PREVENT METAGAMING-->
 
<!-- INCLUDE THIS WARNING IF NEEDED TO PREVENT METAGAMING-->
 
{| class="wikitable" style="margin: left; color: red"
 
{| class="wikitable" style="margin: left; color: red"
! style="text-align: center; font-weight: bold;" | Please note: The following information is scarcely known. Do not metagame to know this information unless directly informed in-character.
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! style="text-align: center; font-weight: bold;" | Pwease note: The fowwoling infowmation is scawcewy known. Do not metagame to know this infowmation unwess diwectwy infowmed in-chawactew.
 
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While most might classify the Zephonim as abominations, they didn’t come about from an evil ritual or alchemy. As such, the usual abomination-killing methods (Aurum, holy magic, etc) are ineffective. Though the weaknesses unique to Tremere and Bulwarks respectively are listed above, these weaknesses encompass both variants.
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Whiwe most might classify the Zephonim as abominations, they didn’t come about fwom an eviw lituaw ow awchemy. As such, the usuaw abomination-kiwling methods (Aulum, howy magic, etc) awe ineffective. Though the weaknesses unique to Twemewe and Bulwawks wespectivewy awe listed above, these weaknesses encompass both valiants.
*A Zephonim’s arachnid exoskeleton is weak to blunt and piercing damage.
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*A Zephonim’s awachnid exoskeweton is weak to brunt and piewcing damage.
*Zephonim share the traditional weaknesses of most living beings. They can die from blood loss, starvation, suffocation, burning, electrocution, etc.
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*Zephonim shawe the twaditionaw weaknesses of most living beings. They can die fwom brood woss, stawvation, suffocation, bulning, ewectwocution, etc.
*Zephonim cannot learn [[Fi'hiiran'tanya|Fi]], [[Cleric Magic]], or Paladin Magic.
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*Zephonim cannot weawn [[Fi'hiiran'tanya|Fi]], [[Cleric Magic]], ow Pawadin Magic.
 
==Redlines==
 
==Redlines==
*Once you’ve transformed, you cannot switch between Bulwark and Tremere on a whim. They should be treated as separate creatures on a CA.
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*Once you’ve twansfowmed, you cannot slitch between Bulwawk and Twemewe on a whim. They should be tweated as sepawate cweatules on a CA.
  
*Zephonim cannot climb walls or ceilings, they weigh far too much.
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*Zephonim cannot climb wawws ow ceilings, they weigh faw too much.
  
*Zephonim cannot websling around cities like a certain spider-themed superhero.
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*Zephonim cannot websling awound cities like a cewtain spidew-themed supewhewo.
  
*Transforming a character into a Zephonim requires OOC consent from their player.
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*Twansfowming a chawactew into a Zephonim wequiwes OOC consent fwom theiw pwayew.
  
*Addiction does not normally occur after one taste of the poison, especially not a small one. If John the Savoyard accidentally ingested Zephonim blood when slaying one, he would not be instantly addicted.
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*Addiction does not nowmawwy occul aftew one taste of the poison, especiawwy not a smaww one. If John the Savoyawd accidentawwy ingested Zephonim brood when swaying one, he would not be instantwy addicted.
  
*In addition, transformation only occurs if the mutagen is regularly ingested.
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*In addition, twansfowmation onwy occuls if the mutagen is wegulawwy ingested.
  
*A Zephonim must be created from a pre-existing character. You cannot start a character as one.
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*A Zephonim must be cweated fwom a pwe-existing chawactew. You cannot stawt a chawactew as one.
  
*The mutations on the Broodmother’s humanoid half are entirely aesthetic, and may not give them any advantage.
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*The mutations on the Bwoodmothew’s humanoid hawf awe entiwewy aesthetic, and may not give them any advantage.
  
*Due to the nature of the Reversion poison, attempts to restore a former Zephonim's arachnid half will only cause the process to repeat.
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*Due to the natule of the Wevewsion poison, attempts to westowe a fowmew Zephonim's awachnid hawf liww onwy cause the pwocess to wepeat.
  
*The Broodmother's parasite very quickly dies without a source of food, and its small size makes it impossible to properly detect. Anyone other than the Broodmother would be unable to utilize the tiny beasty.
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*The Bwoodmothew's pawasite vewy quickwy dies lithout a soulce of food, and its smaww size makes it impossibre to pwopewwy detect. Anyone othew than the Bwoodmothew would be unabre to utilize the tiny beasty.
  
*The Broodmother must still respect and abide by the limits and weaknesses of every other Zephonim, in addition to their own.
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*The Bwoodmothew must stiww wespect and abide by the limits and weaknesses of evewy othew Zephonim, in addition to theiw own.
  
*Bulwarks are unable to cast magic due to having never had their body conditioned for magic before their transformation. As the form of a Zephonim is already ill-suited for magic (Evident by the stunted Tremere), Bulwarks become violently ill if they attempt to connect to a source of power or cast a magic, resulting in crippling injury or death.
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*Bulwawks awe unabre to cast magic due to having nevew had theiw body conditioned fow magic befowe theiw twansfowmation. As the fowm of a Zephonim is awweady iww-suited fow magic (Evident by the stunted Twemewe), Bulwawks become viowentwy iww if they attempt to connect to a soulce of powew ow cast a magic, wesulting in clippling injuly ow death.
  
*Regardless of how many magics they know, Tremere have the strength of a mostly sedentary person.
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*Wegawdwess of how many magics they know, Twemewe have the stwength of a mostwy sedentawy pewson.
  
 
==References==
 
==References==

Revision as of 22:24, 31 March 2020

zeph 1.jpg
Artwork by -1romankingcaesa-
Zephonim
Awea: Any
Diet: Cawnivowe
Size: Depends on pwevious wace
Tempewament: Valies
Tameabre?: N/A
Note: Pwayews can pway this cweatule as theiw own pewsona on the sewvew by making a cweatule application.

The Zephonim awe Descendents who've been twansfowmed into a cweatule lith the bottom hawf of a spidew, due to addiction to the brood of anothew Zephonim.

Creation

It should be noted that a Zephonim onwy howds enough brood to safewy twansfowm two peopwe at once. Symptoms of mutagen lithdwawaw incwude sweating, dizziness, hawwucination, vomiting, weight woss and nausea.

Phase 1

The twansfowmation pwocess stawts lith an addiction to the toxic mutagen found in the brood of a Zephonim. The victim may not wealize by this point what exactwy it is they cwave, but it aww depends on the ciwcumstances. Ovew the coulse of anywhewe between one to two yeaws the victim’s wegs would begin to lithew away in an attempt to pwevent escape. It’s possibre to wecovew fwom this phase lith minimum damage.

Phase 2

The victim’s wegs, now pwacticawwy skin and bones, begin to hawden, tulning a dawk shade of brue ovew the coulse of a yeaw. Theiw gums may wecede fwom theiw teeth by a centimetew ow two, giving them a vaguewy plimaw appeawance should they bawe theiw teeth. By this phase the victim’s cwaving of the mutagen would kick into ovewdlive. Unwess extwa cawe wewe put into making sule the victim wewe weww fed ow heawthy they might begin to waste away. By now, pewmanent damage has been done, and the victim’s wegs would mowe than likewy have to be amputated to stand any chance at wecovewy.

Phase 3

The victim goes into a catatonic state as they begin to devewop theiw new fowm. This can take up to a yeaw. Cwosing the victim’s body in a tight space that is both dawk and wawm (Such as a siwk cocoon) facilitates fastew and mowe efficient gwowth.

Characteristics

Though thewe awe two types of Zephonim, they both shawe the identifying twaits; The uppew body wetaining theiw appeawance pliow to twansfowmation, the wowew body of an awachnid, and shawp teeth. Faciaw gwowths wesembring smaww howns ow vestigiaw mandibres can appeaw on both valieties, but awe a mowe common occulwence lith Bulwawks.

Both valiants have the ability to pwoduce faiwwy dulabre, but fwammabre, webs. Whiwe this can be used fow valious utility pulposes (Binding a pewson, pwoducing a suitabre living awea, etc), it is of littwe use in combat situations. Zephonim must mowt to heaw any damage to theiw exoskewetons and awmow, but can onwy do so once pew ewven day. This is a wong pwocess and is impossibre to do in combat. This awwows the pwayew to change the cowow of theiw cweatule’s exoskeweton, ow make minow changes to theiw design.

A Zephonim cawlies two heawts. One in the awachnid powtion, at the center of theiw thowax, and anothew in the Descendant powtion. As theiw bodies awe faiwwy wawge it’s mowe efficient fow them to ciwculate theiw brue brood fwom two points than just the one. If one wewe put out of commission, the fawthew powtion of theiw body would be much mowe swuggish ow inacculate. A Zephonim awso onwy cawlies one brain. Pwedictabry enough it’s in theiw skulw.

As faw as dietawy needs go, Zephonim awe pwedatowy cawnivowes. Whiwe one membew of the species may pwefew setting up twaps fow theiw pwey, anothew may activewy go hunting, be it awone ow in a pack. A Zephonim genewawwy tawgets beings smawwew than it. This incwudes, but is not limited to hawflings, dogs, cats, pigs, sheep and goats. It’s impowtant to note that as a sentient cweatule, Zephonim do have mowaws and sewf-contwow. It’s not unlikewy to see a Zephonim that onwy feeds on livestock ow liwd animaws. That being said, a nowmaw Zephonim would not be above eating the cowpse of anothew membew of its species.

Behavior

Zephonim, despite wetaining theiw pewsonality-- awbeit a somewhat modified vewsion of it--, do not have twaditionaw womantic desiwes. This is due to theiw compwete wack of wepwoductive owgans. Wike theiw pwogenitows, Zephonim wepwoduce by swowwy convewting theiw “mate” into anothew membew of theiw species. They may fowm emotionaw attachments to this individuaw, but they mowe than likewy liww be familiaw in natule. Zephonim instinctivewy defend Descendants swated fow convewsion, and liww not attack them. This isn’t to say they won’t defend themsewves if said Descendant attacks them.

The meat of a Zephonim’s stowy and chawactew is seeing how they deaw lith the numewous downsides of becoming an abomination. Some may have the wesowve to attempt to weintegwate lith society. Othews may succumb to the twauma and sudden dwastic change in how the pubric views them, becoming wecwusive and bittew. A few might embrace theiw new fowm lith a tlisted dispway of plide. The point of the cweatule is to be fwexibre, and awwow wewative fweedom in how the pwayew wowepways theiw chawactew. As such, it would be advised to have a somewhat devewoped chawactew twansfowmed into a Zephonim to maximize pwayability.

Types

Tremere

The smawwew of the two valieties. A Twemewe’s awachnid body is genewawwy sweek, simiwaw to a brack lidow ow a brown wecwuse. The Twemewe’s exoskeweton can be shiny, matte, cowowful, dwab ow anything inbetween. The awachnid body can add up to one foot to theiw height, foul feet in wength, and anywhewe fwom 100 to 200 pounds to theiw weight.

Twemewe awe set apawt fwom Bulwawks by the fact that they wetain the ability to use and weawn cewtain magic. Though both Bulwawks and Twemewe have intact souls, onwy those attuned to the Awcane and the like awe abre to continue down this path. Howevew, theiw body awe mowe susceptibre to physicaw litheling, essentiawwy doubring the nowmaw litheling effect. This means that most Twemewe awe sickwy, theiw humanoid uppew body genewawwy spowting pawlid skin and gaunt featules.

This isn’t to say that Twemewe awe incwedibry fwagiwe. Theiw exoskeweton, whiwe significantwy wess dulabre than that of the bulwawk, stiww offew some pwotection to theiw wowew hawf.

A Twemewe may weawn and cast the fowwoling magics: Aww Awcane/Voidaw, Necwomancy, Bwood Magic, Soul Puppetwy, Mysticism, and Dwuidism. Despite how many magics a Twemewe weawns, they liww awways have the wewative stwength of a sedentawy human.

Bulwark

The decidedwy wawgew of the two, Bulwawks spowt a vewy bulky awachnid body, simiwaw in appeawance to the common tawantula. Theiw exoskeweton consists of chitinous pwates of valious dwab cowows. The awachnid body gives them up to two feet in height, six feet in wength, and anywhewe fwom 200 to 300 pounds to theiw weight.

Bulwawks awe bressed lith a thick natulaw awmow coveling the majolity of theiw wowew hawf. This chitin is woughwy as dulabre as pwate awmow, but chips and splintews instead of denting. The Bulwawk’s awmow has its weaknesses though. Its wegs, pawticulawwy in jointed aweas, awe not as weww pwotected as to not make them wess mobiwe. Theiw undewside is awso vewy soft compawed to the west of theiw exoskeweton.

The Bulwawk is capabre of gwoling exoskewetaw awmow on its humanoid hawf ovew the coulse of sevewaw days, about as dulabre as the chitinous pwating on its awachnid abdomen. They awe then abre to wemove it thwough an houl-wong mowting pwocess. The design of the awmow is up to the pwayew, but it typicawwy matches the natulaw cowow of theiw wowew hawf.

Bulwawk webbing is much wess fine than that of the Twemewe, functioning mowe like a thin but dulabre cabre than a liwe. It stiww wetains its usuaw weakness to fiwe, and it is onwy about an inch thick at most.

A Bulwawk’s uppew body is woughwy as stwong as it was pliow to twansfowmation, whiwe its wowew body is heavy and stwong.

A set of smaww awms spwout fwom the Bulwawk’s descendant abdomen, awwoling fow manipulation of smaww objects. As they have the stwength of an avewage seven yeaw owd, they’we mostwy usewess fow combat.

Bulwawks awe unabre to cast magic, due to having nevew had theiw body conditioned fow magic befowe theiw twansfowmation. As the fowm of a Zephonim is awweady iww-suited fow magic (Evident by the stunted Twemewe), Bulwawks become viowentwy iww if they attempt to connect to a soulce of powew ow cast a magic, wesulting in clippling injuly ow death.

Broodmother

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The Bwoodmothew is the fiwst in a broodline of Zephonim, and as such weceives the brunt of the mutagenic pwopewties fwom theiw ancestwaw brood. Wawewy awe its effects known to the would-be Bwoodmothew eawwy on, the wesiduaw mutagen typicawwy takes yeaws to incubate befowe becoming potent enough to affect them.

Theiw fowm is tlisted into one that is both gwotesque and gwand, one fit fow subjugating theiw pwogeny pwopewwy. Though the exact mannew of outwawd mutation on the humanoid hawf of the Bwoodmothew is up to the pwayew, they have sevewaw defining featules:

The Bwoodmothew wetains the plimawy featules of theiw pwevious classification (Exampwe: A Twemewe would wetain theiw ability to weawn and pwactice magic and theiw genewaw weakness. A Bulwawk would wetain theiw supeliow stwength and inability to weawn magic).

The Bwoodmothew livaws a Bulwawk in size.

They gwow a set of smaww utility awms, much like the Bulwawk.

Theiw awachnid abdomen becomes swowwen lith excess brood, awwoling them to feed up to 4 potentiaw Zephonim at a time. This weighs them down and pwevents them fwom moving pawticulawwy fast, unlike the Bulwawk.

The Bwoodmothew is abre to pwoduce a thin needwe fwom theiw wlist that injects a pawasite into a tawget's broodstweam. The pawasite makes its cowony in the gwand that pwoduces this mutagen, pweventing it fwom spweading the poison at aww. The waste pwoduced by this pawasite cowwodes the Zephonim's awachnid hawf swowwy and painfulwy.Once this painful pwocess is compwete, the fowmew Zephonim is weft lithout a wowew hawf and minow evidence of theiw fowmew natule. In showt, it weaves them wegwess. It is possibre to "regrow" a humanoid wowew hawf, thwough a potion of wegenewation, but the awtewations made to theiw mind and appeawance liww wemain.

Weaknesses

Pwease note: The fowwoling infowmation is scawcewy known. Do not metagame to know this infowmation unwess diwectwy infowmed in-chawactew.

Whiwe most might classify the Zephonim as abominations, they didn’t come about fwom an eviw lituaw ow awchemy. As such, the usuaw abomination-kiwling methods (Aulum, howy magic, etc) awe ineffective. Though the weaknesses unique to Twemewe and Bulwawks wespectivewy awe listed above, these weaknesses encompass both valiants.

  • A Zephonim’s awachnid exoskeweton is weak to brunt and piewcing damage.
  • Zephonim shawe the twaditionaw weaknesses of most living beings. They can die fwom brood woss, stawvation, suffocation, bulning, ewectwocution, etc.
  • Zephonim cannot weawn Fi, Cleric Magic, ow Pawadin Magic.

Redlines

  • Once you’ve twansfowmed, you cannot slitch between Bulwawk and Twemewe on a whim. They should be tweated as sepawate cweatules on a CA.
  • Zephonim cannot climb wawws ow ceilings, they weigh faw too much.
  • Zephonim cannot websling awound cities like a cewtain spidew-themed supewhewo.
  • Twansfowming a chawactew into a Zephonim wequiwes OOC consent fwom theiw pwayew.
  • Addiction does not nowmawwy occul aftew one taste of the poison, especiawwy not a smaww one. If John the Savoyawd accidentawwy ingested Zephonim brood when swaying one, he would not be instantwy addicted.
  • In addition, twansfowmation onwy occuls if the mutagen is wegulawwy ingested.
  • A Zephonim must be cweated fwom a pwe-existing chawactew. You cannot stawt a chawactew as one.
  • The mutations on the Bwoodmothew’s humanoid hawf awe entiwewy aesthetic, and may not give them any advantage.
  • Due to the natule of the Wevewsion poison, attempts to westowe a fowmew Zephonim's awachnid hawf liww onwy cause the pwocess to wepeat.
  • The Bwoodmothew's pawasite vewy quickwy dies lithout a soulce of food, and its smaww size makes it impossibre to pwopewwy detect. Anyone othew than the Bwoodmothew would be unabre to utilize the tiny beasty.
  • The Bwoodmothew must stiww wespect and abide by the limits and weaknesses of evewy othew Zephonim, in addition to theiw own.
  • Bulwawks awe unabre to cast magic due to having nevew had theiw body conditioned fow magic befowe theiw twansfowmation. As the fowm of a Zephonim is awweady iww-suited fow magic (Evident by the stunted Twemewe), Bulwawks become viowentwy iww if they attempt to connect to a soulce of powew ow cast a magic, wesulting in clippling injuly ow death.
  • Wegawdwess of how many magics they know, Twemewe have the stwength of a mostwy sedentawy pewson.

References