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Deer Country Mod ([personal profile] reddosmod) wrote in [community profile] doeit2021-06-28 06:17 pm

blood types.

THE BLOOD SYSTEM
Blood is the central theme of Deer Country. All characters are born into this world with new, unique blood types. These blood types are the foundation of Deer Country's magic system and will play an enormous role in events and worldbuilding. Blood types can grant characters new abilities or enhance old ones. Players are required to pick one of the blood types in their applications. You are allowed to change a blood type once a year or per events that allow it.

INTRODUCTION TO BLOOD TYPES
Blood is representative of the essence of life and power in this world. It serves as an extension of one's soul and potential. There are a variety of blood types that have different impacts on the world around them and can be used in different ways.

When characters leave their canon worlds and show up in Deer Country, they undergo a process known as becoming "born anew" wherein their bodies are cosmically altered. They are then "reborn" into Deer Country, first as a squid, swimming in the Pthumerian Ocean, and are washed up on the shores of Trench. This is where they reclaim their original canon bodies...Only with a twist! They now have one of the unique blood types that marks them as a Sleeper in this world and allows them to interact with special elements of this world. No one needs to actually play out the squid thing, by the way, but it is generally understood that the "lore" behind Sleepers is that they come from the ocean and that they become squids once more when they are ready to leave this world.

There are a variety of ways you can apply your blood type to your character. "Canon Abilities" can refer both to actual canon abilities as well as any abilities characters have gained/lost through CRAU. Just make sure you clarify what your power set is from on your application and what you are planning to do:
1. Full Nerf of Canon Abilities: You can completely nerf your character's canon abilities and pick a blood type to explore a new set of powers for them. Alternatively, for characters who don't have any powers to begin with, this is your time to shine! Go on and get your power trip on.

2. Addition to Canon Powers: You can maintain canon abilities and then choose a blood type for a new set of powers. In this situation, you will have to pick if the character's canon abilities or the new blood type has more power. They cannot be equally powerful/masterful of both canon and blood abilities.

3. Complimenting Canon Powers: Pick a blood type that compliments/goes with your character's pre-existing powers! In this case, you don't really need to "choose" which power to make stronger since we'll see it as a collective power.

4. Complete Nerf: Maybe you just want to play an ordinary person with no real powers - don't worry! There's a blood type option for exactly that (warmblood). This allows characters to still experience unique Sleeper things such as Omens, but they don't need to worry about the power system.
These blood types are left extremely open-ended so that players can choose how the blood manifests on character applications. You can choose to go with what we have on this page, or you can choose to expand with your own unique ideas as to how a character's blood type manifests! As long as it works within the parameters of the blood type you have chosen (for example, if you choose warmblood, we shouldn't see any power manifestation aspects since that is the neutral/"powerless" option).

Don't worry if you don't know right now how you want the power to manifest! These powers are meant to be expanded upon and characters are meant to learn and come to master various skills which means your character application should serve as the basis. It's fine if a few months into the game, you decide you want to have your character learn some new powers/abilities within the parameters of their blood type.

Characters who do not have flesh/blood will now have some sort of blood. You can interpret how it would best fit your character's canon body. They can still maintain robotic/plant/glass/plastic/etc bodies but must have some sort of blood present - even if it's never shed.

ON SLEEPER BLOOD

All character blood falls under the umbrella of "Sleeper Blood" which is different from Pthumerian Blood, Human Blood, Animal Blood, etc. These differences can be detected through color, taste, smell, and magical ability. Sleeper Blood is most commonly used for Blood Ministration as it is the most effective.

Sleeper Blood allows characters to participate in various events, rely on omens, enter blood contracts/pacts (which will be explored/opened in later events), and use their blood for advantageous reasons. Certain events will impact blood types differently - sometimes some blood types will be more affected while others aren't affected at all. It will be dependent on the event's themes.

UNIVERSAL ADVANTAGES OF SLEEPER BLOOD


Regardless of type, Sleeper Blood enhances character to be able to survive such a violent, intense world and therefore there are some general traits all Sleepers will experience to some extent. Players can choose to lean heavily into these general traits or only skim them as an occasional mention:
- Enhanced Stamina: Ability to stay awake longer, to walk/run longer distances. Do not get tired as quickly unless physically exerting themselves.

- Sleep Healing: Getting any amount of sleep whether a full night's rest or a quick thirty-minute nap will actively help to heal Sleepers/restore abilities/sanity. Can rejuvenate lost stamina/strength. Sleepers do not need to sleep as much as regular humans, but sleeping is a great advantage if one can find the time and ability. Sleeping helps to maintain a sense of sanity and can help keep Sleepers from being corrupt. Insomnia and ignoring sleep can lead to higher rates of corruption.

- Enhanced Blood Restoration: Sleepers shed blood (whether intentionally or not) more than the typical individual and as such, their bodies are ready to accommodate that loss by regenerating blood cells much quicker than an average human. This is why most Sleepers can heal more quickly through sleep and why Blood Ministration is especially effective when using their blood. This regeneration can be seen under a microscope.

- Enhanced Durability: Heightened resilience against big falls and blood loss. Sleepers have to lose a lot more blood than a typical person before it becomes dangerous. Can vary especially depending on blood type, but generally speaking, all Sleepers are a lot harder to break than a typical human. These can be seen in "that probably should have killed them" moments that you see happen all the time in movies.

- Spiritual Immortality/Reincarnation: All Sleepers are capable of dying but all Sleepers are also capable of being reborn in the Pthumerian Ocean. This process can erase fatal wounds and regrow lost limbs (if you want it to). To read more about Sleeper Death, check out our Death page here..

- Resistance to Common Diseases: Beyond just bloodborne diseases, Sleepers cannot catch normal colds/illnesses. Their blood is immune to human and animal diseases. They can still be impacted by event-generated diseases. They are extremely vulnerable to corruption and beasthood.

- Omens: All Sleepers can summon a unique animal companion through their blood magic. Omens can vary in shape/size/animal type.


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BLOOD TYPES
SLEEPER BLOOD TYPES


Warmblood: Rust-colored blood that smells like fresh tar when spilled. The odor goes away once dried and the color of this blood looks identical to regular blood when dried. This can make Warmbloods harder to find. Warmblood has the lowest magical grade and has historically been brushed off/looked down upon by society as "wasted potential" blood. There are historical articles stating that Warmbloods used to be referred to as "Wastes" as a derogatory nickname. Of course, not everyone looks negatively at Warmblood and some see it as a blessing in disguise since even when spilled, it barely contributes to blood pollution. Technically, all Sleepers have some sense of "power" but this is the one where no one has any discernable abilities other than the universal Sleeper abilities. This is a good option for those who want their character to either be without powers at all or to not have too much change to a character's canon abilities. This blood is valued for blood transfusions/ingestion and blood ministration due to its flexible nature and lack of invasive properties. Warmblood can also be used to help bring people back from beasthood. This blood won't do anything to enhance weapons. Warmbloods are adaptable to just about any job, but some might find it harder to get prominent positions.


Coldblood: Known for its pale blue coloration and smoky odor. This blood runs hot in the body but once it is extracted, it freezes within a matter of seconds. People with this blood are cold to the touch and immune to both burning and freezing conditions. Coldblooded individuals can generate ice, fire, and/or electricity. There once was a saying that "nothing burns more than Coldblood" and that very well might be true. The conjuring of elemental magic through blood demands enormous energy and those who use this magic will find that they need to sleep more often than other Sleepers. Due to its freezing quality, Coldblood is not used for blood transfusions except from one Coldblood to another, but it is highly valuable in helping to stop beast blood from spreading in an individual. It is highly coveted for its ability to enhance weapons with elemental qualities such as turning a normal sword into a flaming sword. This does not include earth-abilities since the focus of Coldblood is "Burning" energy whether it's from burning cold (frostbite) or burning hot. This is the easiest blood to harvest purely due to its rapid hardening but is primarily used either for weapon enhancements or aesthetic jewelry. Coldblood jewelry can be used as an alternative light source if thrown into absolute darkness as fear can make the blood react and it will start to give off a prominent glow. Many Hunters have been Coldbloods due to the aggressive quality of the blood being useful on any battlefield.


Paleblood: This blood looks like ordinary blood until it's exposed directly to moonlight: then it glows a beautiful pale color which it retains indefinitely after. This blood smells like warm milk once exposed to moonlight. Those with Paleblood will find that they feel steadier and more powerful at night and especially when the moon is shining (full or otherwise). Palebloods can have prophetic visions and/or the ability to walk through dreams and/or use telepathic abilities to varying degrees. They can potentially cause hallucinations but not actually alter reality. Palebloods are known to be either deeply empathetic or extremely void of emotion - Palebloods struggle to find a smooth middle ground. Night Walkers have historically been composed of Palebloods and Disciples have always resented this as they have always desired the gift of sight. Paleblood is most useful for rituals and sacrifices, valuable for summoning Pthumerians, has a moderate impact on ministration (best matching with other Palebloods and Vilebloods), with no impact on weapons. Paleblood, like Coldblood, is often made into beautiful, cherished jewelry. Wearing Paleblood jewelry can occasionally give its owner strange visions - but if one is not used to such visions, it can increase the likelihood of corruption. Paleblood jewelry can be used to put others under temporary trances if used correctly.


Vileblood: This blood is putrid green in color with streaks of red and smells overwhelmingly of flowers. If too much Vileblood is spilled at once, it can cause complete distortion of senses, which can make it a potent weapon against enemies if used correctly. Those with Vileblood can resist poison and can create poison either with their blood magic or through touch/bodily secretions. Vilebloods have been pushed at the edge of society for a long time and are generally seen as "rotted" souls who are doomed to corruption and beasthood. Vilebloods usually have an extremely high pain tolerance. At the most extreme end, Vilebloods can be completely numb to physical touch due to their own blood fraying their nerves. It is said vampirism stems directly from Vilebloods since Vilebloods can have a unique ability in that when they ingest any blood type, it can heal them and provide them with energy. Vilebloods are skilled at manipulating blood and flesh, making them talented Blood Ministers...Or talented torturers. Vilebloods can be given any blood for a transfusion, but only Palebloods can successfully receive Vileblood in a transfusion. Vileblood will kill any creature that ingests it - but rubbing Vileblood on the skin can create effective numbing agents useful for temporary relief. Vileblood's ugly, lackluster color makes it poor jewelry. Many seek the blood to enhance the power of incense or create Vileblood smoke bombs to send beasts running the opposite direction. Vileblood can be used to give weapons deadly, poisonous qualities.


Darkblood: Blood so dark it's hard to tell if it's black or blue with a streak of bright red. This blood smells like dusty books and at times can strike some as "sour" in odor. This blood allegedly tastes like blackberries and easily stains the skin, but harvesting the blood is extremely difficult since it does not have a physical form until contorted into one by blood magic. This blood does not so much "spill" out of people as much as it glitters out of them. There are historical accounts of people becoming addicted to ingesting Darkblood which led to mass demand for the blood. One can still find bottles of it being sold for a high price to be enjoyed as a drink - but of course, this can lead to rapid corruption and beasthood. People with Darkblood can alter time and/or move things with their mind and can manipulate small parts of reality if they are powerful enough. This blood technically does not exist in a body until someone has been cut and only then will the Darkblood manifest. This blood is the most useful for transfusions since it essentially adapts to whatever body it goes into. This blood does not enhance weapons, but it can make them feel significantly lighter than they actually are. This blood is used for a lot of architecture work since it can be used to manipulate objects into defying gravity, and many Architects and Arcane Scholars have been Darkbloods. Many believe Darkblood was used in the origin of Lunar Orbs.


OTHER BLOOD TYPES

Forbidden Blood: This is the bloodshed by anything that was wrongfully killed whether it beast, animal, human, Sleeper or Pthumerian. This was once known as the "Blood of the Innocent" but all began to decide that it was too passive of a term and began to call it "Forbidden Blood." In Deer Country, one cannot hide their cruel crimes against those that weren't being violent. Forbidden Blood looks like the blood of whatever creature died...Except it has loud whispers that surround it as well as a pale, sparkling glow that can lead people to the scene of the crime. This blood only appears for unjustified killings. If anything is killed for food, resources, or out of self-defense, it will not create Forbidden Blood. Forbidden Blood, if directly ingested, immediately drives anyone mad and corrupts the soul almost irreversibly. Many who ingest Forbidden Blood must be killed in order to free someone from corruption. It can also create immediate beasthood. There are many rumors that Blood Ministers have a massive amount of Forbidden Blood in their Blood Bank that they rely on for dark blood magic and failed experiments that they wish to hide. Arcane Scholars are said to have collections of the blood as well, believing it may hold a unique answer to the functions of this universe. Forbidden Blood can be used on weapons and give them an enormous strength boost, but using a weapon coated in Forbidden Blood can drive one insane from the sound of its constant whispering.

Pthumerian Blood: Blood of the Pthumerians is rare but not impossible to find. If one is brave enough to fight a Pthumerian and salvage some of its blood, it can be well worth the trouble. Pthumerian Blood is known for being a reliable cure for beasthood and corruption. It helps to realign one's broken mind and put it back together. This can be done either by forced ingestion, an injection, or simply throwing Pthumerian Blood all over an infected being. Bottled Pthumerian Blood is therefore one of the most coveted things in all of Trench and some people will go to the extreme to get some just to save a loved one. It isn't just Pthumerian's Blood that can be valuable - any pieces of a Pthumerian can have similar extreme healing qualities. Some body parts are known to have other unusual enhancements which have been historically used for mysterious purposes...This blood is especially difficult to obtain since a Pthumerian's body quickly turns to steam once they have been killed meaning the only time you can really obtain Pthumerian Blood is during a battle or if you're lucky enough to come across a wounded Pthumerian willing or calm enough to let you take blood from it. Some Pthumerians may feel generous and randomly decide to give Sleepers vials of their blood...But don't depend on it.


Beast's Blood: This blood has a pungent odor and is extremely dangerous to all living sentient creatures as it quickly can drive one to insanity just from being exposed to it. This causes intense blood pollution when spilled carelessly and the scent of beast's blood can draw in more beasts. Some Hunters have even relied on bottling the stuff to chuck at enemies as coating an enemy in Beast's Blood can cause beasts to violently attack them - after all, an enemy of your enemy is your friend? Just make sure to be long gone by the time the new beast is done with the old beast, because beast's blood enhances a beast's strength and chaos. When used in concentrated doses, it can have a maddening/confusing effect if thrown at other Sleepers/people and even forcibly transform someone into a beast if it gets bad enough. Some have injected themselves with Beast Blood to temporarily grant themselves the strength and wild ferocity of a beast, but that comes with extreme consequences. They must have the resources or sanity to come back to themselves after or else they will be stuck permanently as a beast until killed or saved by someone else. Beast's blood can be sold at high rates but is generally seen as a dark weapon and some refer to it as a coward's choice.

Human Blood: This is the blood of the Natives of Deerington. The ordinary people who were born from the generations of humanity that survived Sodder's dream in the real world. All Sleepers can distinguish humans apart from other creatures including other Sleepers. They have a distinct "odor" - not unpleasant or pleasant. Humans are the most vulnerable to becoming beasts. Humans tend to be the primary victims during terrible circumstances since beasts and monsters seem to realize they are defenseless in a blood-soaked world. Their blood is a perfect neutralizer for blood transfusions and can help save Sleeper lives even if it isn't as potent as other blood types. This functions entirely like ordinary human blood, both in appearance and smell, and has all the same qualities as typical blood. Human sacrifices are still quite common in some parts as some Pthumerians covet the pure, untouched quality of human blood, but others frown upon the gesture.

Animal Blood: Similar to human blood, animals have a unique odor that distinguishes them from beasts and other unusual creatures that plague the world. Sleepers will be able to tell the difference between a normal dog versus a dog that's fallen victim to beasthood. While animals can become beasts, this is normally a process done to them by others as animals typically cannot go mad. This process usually results from an animal intentionally being infected either by a beast biting them or someone intentionally exposing an animal to beast blood. Animals cannot become corrupt as they are mentally sound of mind. Like humans, some animals are still used in sacrificial rituals, but animals are more likely to be subjected to human-driven sacrifices rather than Pthumerian-driven sacrifices.

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BLOOD CHANGE REQUEST
You are permitted one blood type change per year and/or through events that allow a permanent blood change. You do not need to fill out this form if you plan to briefly change a character's blood type during an event but if you plan to change it permanently please proceed. Please fill out and complete the form from the journal of the character you're changing the blood type of. We will get back to you with a mod approval once we have processed your request. Considering changing blood types can alter abilities, we do ask people to wait for approval before moving forward with the changes.

Please post this form to comment below with your character's name in the header.

Once your request has been approved, you can plot out how you would like this blood type change to occur. Characters can simply wake up one day with a different blood type but we invite players to get creative with the experience. Maybe they're forced into a ritual or changed blood type after a brutal death etc. Have fun!

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CODING