reddosmod: (Default)
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.


[Jump to Top]
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.

[Jump to Top]
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!

[Jump to Top]
CODING
payingfordeliverance: (Atmosphere: Walk in the rain)

[personal profile] payingfordeliverance 2021-07-12 09:00 pm (UTC)(link)
Hello! Question about darkblood reality-bending powers. Is this something that a character could turn on their own body?

To give specifics on what all I'm trying to do here, my character is one who spends the last year of his life in canon grappling with a corrupting "illness" of sorts that essentially causes him to slowly wither away, and while he had proper injuries at the end, it's really more the strain of that illness that finally kills him. I had hoped to bring him in with his injuries healed, but with lingering effects of the illness that he would recover from slowly, and with Sleepers coming in so sturdy and with quick healing I'm not quite sure how to squeak that now.

My thought was that because this character has an extreme emotional attachment to the life he left behind, his non-squid body manifests with lingering symptoms just because that's how he remembers himself best, and his blindness and weakness are psychosomatic, caused by him unconsciously turning his darkblood powers on himself. Perhaps they get better or worse with his emotional state -- the cough comes back when he's frightened, maybe, but then somebody he loves is about to get eaten and suddenly his sight comes back temporarily. It can be something characters are ICly confused about, since Sleepers are "supposed" to be stronger and heal from things faster, and because his symptoms increasingly come and go over time.

Then, as he eventually comes to accept the new bonds he's making with characters in Trench and finally settles into his new life, he stops inadvertently warping himself into his "sick" form and it comes out that he was doing it to himself the whole time because he was dragging his heels on really putting his all into this "second chance". It would be very symbolic and fulfilling! But also if I can get away with this probably other darkbloods can go around bending reality to give themselves cat ears or whatever so I figured I should check.
powahaha: (008)

[personal profile] powahaha 2021-08-01 07:38 pm (UTC)(link)
I hope this doesn't come across as "Hey mods, do the work for me" but I am considering a character whose entire power set and even some parts of her personality are blood-related I was curious how she would be affected by the blood system.

Namely, Power can freely manipulate the blood in her body to form weapons and can recognize people or devils by the smell of the blood (for the most part). I'm just floundering on how a character who can regenerate from injuries both her own and others, manifest weapons, and infuse her blood with willing parties might fit into the system. I don't want to make her too OP but I also don't want to nerf her.

Just curious if there's wiggle room for a character whose whole schtick is too get more powerful with the more blood she consumes if there were be pros and cons to the type of blood she could theoretically suck down like a caprisun
Edited 2021-08-01 19:39 (UTC)
zib: (Default)

[personal profile] zib 2021-08-01 08:19 pm (UTC)(link)
Hi, I've got a question regarding whether or not blood types can affect the skin color of a character: I've got Zib here who is half human, half alien due to the PAK he's fused to and thus has greenish gray skin. Would it be possible for him to be accidentally mistaken as a vileblood or otherwise because of that or does that sort of thing not matter here in this world?
foolintherain: (Default)

Re: Questions

[personal profile] foolintherain 2021-08-10 05:47 pm (UTC)(link)
Hey mods! I have some questions about properties of Vileblood, when you have a minute.

"Those with Vileblood can create poison through touch/bodily secretions."
How does this work? Will just touching/sneezing on someone/something poison them? Or do they have to have the intent to poison them, or something? Is it an always/all the time thing? By "poison" is it subtle like numbing, or poison enough to make them sick, or all the way kill? Does that flower smell of the blood apply to tears and sweat too? Just how does this aspect work, generally.

"Vileblood will kill any creature that ingests it."
Is this a slow process or a fast one? Do they need to ingest a certain amount, or would even a drop kill anyone/thing of any size? Is this true of Palebloods also (since apparently they can be okay getting transfusions) since it's the actual ingestion that's poisonous to everyone/everything? Also, does it taste like nasty flower perfume, the way it smells, or just that normal metallic blood taste?

"Vileblood on the skin can create effective numbing agents useful for temporary relief."
Again, is this just the blood or is it all touch/secretions? Mirror of the first question, basically.

Thanks, and sorry for all the questions (and edits ;;)!
Edited 2021-08-10 17:54 (UTC)
oofta: (Default)

Re: Questions

[personal profile] oofta 2021-09-02 09:40 pm (UTC)(link)
I think there's a typo here: "Blood types cant grant characters new abilities or enhance old ones."
azurestar: (Default)

[personal profile] azurestar 2021-09-03 05:23 am (UTC)(link)
I plan to keep CRAU powers alongside blood abilities because I'm not quite done exploring the CRAU abilities and what kinds of plots I can do with them yet. However, I'm pretty sure at some point in the future I may like to have my character lose those CRAU powers somehow and go to blood-type only abilities. Can I do this? And if so, do I have to officially fill out a form like with a blood change?
zib: (and there's nowhere to run)

Re: Questions

[personal profile] zib 2021-09-07 03:04 pm (UTC)(link)
So I gotta ask thanks to Dipper: can Vilebloods get sick from injesting their own blood (or other vilebloods) or are they perfectly okay to try to taste it.
silkcasket: (005. 🎀)

[personal profile] silkcasket 2021-10-31 11:08 pm (UTC)(link)
Hello mods, I hope you're well. I was wondering about a manifestation of Vileblood abilities for Nemu here. Her canon is Hypnosis Mic and in short her abilities lie with her rap skill and flow in conjunction with her items. I was wondering if I could play up the numbing qualities of Vilebloods with her raps/words as well as the poisonous aspects.

So, like ... Basically I'm asking if her raps/words with the mic would be able to numb and poison people if she uses them with that intent.

Thanks in advance.
kingoftherats: hollow-art.com (pic#14624628)

Charlie Kelly

[personal profile] kingoftherats 2021-12-08 08:03 pm (UTC)(link)
Canon: It's Always Sunny in Philadelphia
Character Name: Charlie Kelly
Reason for Change: Personal, very personal. I absolutely regret not doing this instead of being a warmblood, and now he deserves only the best Trench has to offer, so I'm gonna step up and try to make this dream a reality.
Original Blood Type: Warmblood
New Blood Type: Vileblood
Canon Abilities In-Tact? N/A canon abilities
New Blood Abilities: Basically, I'm looking to let him embrace his role as weird unkillable idiot who hangs out in sewers... So what I'm hoping for is this nightmarish set of powers: invincibility/healing and the ability to mentally speak with and influence rats. Just rats, though. He can totally hear other rodent-type animals, but they sound like they're speaking in tongues or some fake language.

The invincibility will be of course not impervious to things like getting crushed or burned alive or more intense situations like that. I just wanna fling this motherfucker like a rag doll and frustrate people who want him dead. And anything chopped off will have to be stapled back on for proper healing.

[personal profile] grice 2021-12-21 02:33 am (UTC)(link)
Canon: attack on titan
Character Name: falco grice
Reason for Change: personal, as well as a little bit of in-game happenings! while paleblood fits falco’s personality the best, i have been reconsidering vileblood to better match his corruption along with a possession problem that is very sludge-based.
Original Blood Type: paleblood
New Blood Type: vileblood
Canon Abilities In-Tact? canon abilities somewhat nerfed! i’d still like for falco to have access to going wumbo but for it to be difficult to use without possession beginning to bleed through, which leads to quicker corruption. so, this would be used sparingly, and his healing abilities would be much slower compared to what they were (what would regenerate in an hour might take an entire day or two, and so on).
New Blood Abilities: he’s poisonous, and coming back from his first death here may be a good time to realize that his ghost problem has rooted much deeper than he imagined :)
thinkfirst: (smile | neutral | polite)

[personal profile] thinkfirst 2022-01-07 02:17 am (UTC)(link)
Canon: Tales of Vesperia
Character Name: Flynn Scifo
Reason for Change: Event-triggered but keeping for personal
Original Blood Type: Warmblood
New Blood Type: Paleblood
Canon Abilities In-Tact? We're nerfing him, folks. Flynn is kind of overpowered as it is, so his new blood abilities are going to be coming to the forefront and as a consequence, all his combat artes are going out the window. He's still going to be ridiculously good at sword, but he will no longer have access to his combat-based magic and will only be able to do using his healing spells and a few purely light-based spells. Basically, class-change time!
New Blood Abilities: Stealing from my write-up on the event:
-proximity-based empathy. He'll be able to lightly tell how people are feeling, though not what they are thinking, and particularly how they feel about him at any given time
-potential-based prophetic visions. I'm keeping this limited to visions of potential outcomes of various choices, particularly in dreams or when he is actively contemplating making a choice. His tendency to try and think through every possible outcome will just get enhanced with actual visions of possible outcomes, and at first he will have absolutely no control over that. Flynn already tries to plan through everything he does, so this will just muddle him the fuck up and really freak him out.

The other branch will be people's potential though this will take longer to develop: he'll be able to (with permission!) touch people and suss out some of their potential as a person, i.e. what they might be good at, where their choices may lead them down the line. Absolutely none of the things he sees will be set in stone, and I'm thinking it's essentially a fun way for him to play team dad and be like "hey son I think if you really pushed this baseball ability you could make something of it" with slightly more certainty than your average dad, y'all feel me??

He'll also be able to create minor hallucinations for people, specifically when describing things he wants to say (i.e. what he wants out of the world, what he'd like to change). Flynn is a very good and accomplished speaker when he wants to be, and this will be basically be a way to add an extra boost of inspiration to whatever he's saying. Folks will be able to very literally see what he's laying out in their mind's eye.

Let me know if that's too much! I tried to tie it all back to like, who he is as a person, but I don't wanna push it.
onerthes: (Commission: Pls Ask first) (24)

[personal profile] onerthes 2022-01-07 04:17 pm (UTC)(link)
Canon: Record of Agarest War
Character Name: Vira-Lorr
Reason for Change: Event-Related (Shedding Ceremony), mid-month
Original Blood Type: Paleblood
New Blood Type: Vileblood
Canon Abilities In-Tact? Yes w/ Note -
Her sole canon ability currently is the ability to see the future in a limited fashion. I'd like to make this the lesser of her abilities. She can still get vague visions of the future, but no further than 1 month into the future, and these do not have the clarity to be useful in sudden situations (e.g. Combat).

This allows her to occasionally have glimpses of information in the monthly newsletter or give predictions (with player permission) of short-term events going on for a character, but can see no further than one lunar cycle (1 month).

Her magic is still Kaput. Thanks for that, Moss King.
New Blood Abilities:
-Acidic Blood: Her blood is acidic (Hey, acids are toxic!), reminiscent of the xenomorph that gestated inside her during the nightmare. This acid causes her blood to be hazardous to organic and inorganic material.

This acidic quality is neutralized by paleblood (similar to how a paleblood can safely ingest/receive transfusion from a vileblood). It is safe for them to contact, but no others.
-Flesh Warping/Augmentation: Vira-Lorr has a limited ability to temporarily augment herself physically with a sort of flesh-crafting or mastery of her own body. This does not extend to other people. Transformations last no more than 3 hours and are excruciatingly painful at first, remaining uncomfortable as long as she holds them.

At first, she can only master one 'change' but with time more significant changes might be possible if she masters her blood magic. Currently, she can cause portions of her body to take on a rubbery, armored texture (again, you guessed it, similar to a xenomorph's. I'm a bastard, and she's the one who planted a xenomorph's hollowed out skull as a sign that she was moving on from her deaths.). This makes them highly durable and serves like armor in a fight. It is not impenetrable but is definitely a significant defensive boon.
vibing: (Default)

[personal profile] vibing 2022-01-14 12:33 am (UTC)(link)
Canon: Tales of Vesperia
Character Name: Yuri Lowell
Reason for Change: Event
Original Blood Type: Coldblood
New Blood Type: Darkblood
Canon Abilities In-Tact? No. Yuri will lose access to artes that require magic, his coldblood was acting like a replacement for his blastia (the thing that let him do magic in his world), and now he doesn't have that, and doesn't have the patience to learn how to use the mana that's available in Trench. He can still do physical artes.
New Blood Abilities:
Pocket dimension - Yuri can access a pocket dimension from wherever he is. It's big enough that he can get inside it, but not very comfortably. About the size of a small closet.

Telekinesis - He can manipulate objects around him. He can learn how to do this on purpose, but Yuri has a mental block about any sort of magic, so at first he'll only be able to do this unintentionally, and it's connected to his emotions. The less controlled his emotions, the more potential he has to move things with his mind.

Teleportation - He can also teleport objects and people. At first this will be completely unintentional, like having the need to get out of somewhere (not somewhere that the game magically makes him be, ofc) and then he teleports somewhere else. He’ll be limited to short distances and small objects at first.

Telekinesis and teleportation will be physically taxing for Yuri, and will take as much energy as doing those things with his body would be. Throwing something heavy with his mind will be as taxing on his body as throwing it with his arms would be, and teleporting will be as taxing as running to the new location. He can get better at it, though, in the way that bodies can get better at performing physical movements, with practice. And his powers will be less taxing at night, particularly as the moon waxes. During a full moon, he'll be the strongest.

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