Summoning Mutations - Nuraku

Completed or archived requests.

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Nuraku
Posts: 139
Joined: Mon Jul 27, 2020 10:13 pm
Character Sheet: viewtopic.php?f=43&t=842
Character Secrets: viewtopic.php?f=20&t=1083

Mon Mar 01, 2021 1:57 am


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Summoning - Dreamcatching

Description

Nuraku had been largely faithless, rejecting the gods. As a child, she dreamed of companionship, even kinship. It was this desire that helped her to find comfort within the alien presences of the Elven Gods permeating her thoughts. It is a sense that keeps her rooted in the moral ambiguity of the world, a core part of her moral compass. Summoning has since drawn upon that feeling. Mutations for her disciplines tend to revolve around thought, companionship with the presences of gods and spirits, the unknown, and visual, dream-like aspects and fantasies.

Apprentice - Dream-Child

Nuraku’s eyes have taken on an otherworldly appearance she cannot rid herself of. Bright teal-twinged sky blue, with pupils like glimmering moons that seem muted until making eye contact, where they shine briefly with warm, golden tones for the very first gaze until falling mute like the moon. They have an otherworldly beauty to them that some may find enchanting.

This teal-twinged sky blue appearance has bonded visually to every form of emission across all of Nuraku’s magics, barring the emissions of her non-Integrated summons. Nuraku’s Shrivenflame from her Pyromancy, or any Emissions from her abilities where color is not usually controlled such as electricity is affected by this visually mesmerizing, blue shade.

Journeyman - The Rue

Dark-purple streaked with wisps of pastel, an opaque mass of inky fog swirls upon the egress of where Nuraku’s creatures are summoned. This effect lingers like a smokescreen for up to a minute, increasing in size the larger her summoned creature may be to match a space roughly ten times the diameter and one and a half times the height, but willingly dispersed and dissipated with a strong, certain thought. While it follows her summons, it can only move at up to a brisk walking pace, swirling and trailing as they move, tracing the movements and showing roughly where the creature is located.

Nuraku and her Summoned creatures, or those marked by her Vestige can see perfectly through the fog, but others cannot. Those who cannot see stuck within it will see puffy, rounded masses of inky purple clouds roiling closely against their eyes. Other senses beyond sight are unaffected. As it trails a creature and moves slowly, it’s very difficult to catch someone within the fog.

Expert - Touch of Bismuthine

Wherever Nuraku’s hands and feet touch, streaks of pastel-shaded bismuth radiate across the surface, extending slowly and filling in as the moments progress. These crystals can be physically touched, but they are brittle like rock, dissipating when disturbed or smashed similar to a destroyed Summoned creature. Staying stationary for several minutes, crystals will begin to form that may even create rectangle-within-rectangle spiraling stalagmites and stalactites. Every day she wakes, she will do so awakening to a forest of these crystals, staining the area for hours after her departure.

As she moves, the jagged lines and geometric patterns recede, eventually disappearing entirely and leaving the area as it began, completely untouched. A footstep or a run will only leave behind a minor, trace visual effect that lasts for several seconds, and living beings are unaffected. While calm, Nuraku may suppress the effect deliberately, but her concentration may slip and the bismuth will begin to appear once more.

Master - Spirit Unbound

As fast as Nuraku may move, she may instead float, finding a way to deliberately make herself feel unaffected by the weight of the world around her in a manner while being able to levitate in a manner similar to her vestige. Wherever she wishes to be supported, she may find purchase, allowing her to kick off from any angle so long as she is within ten feet of the ground, or to lay within the air upon her front. This can be used to stop her momentum, step upon the air, or to simply float weightlessly.

This effect only works within ten feet of solid materials, or bodies of liquid. Moving too far from the ground or a solid wall will upend the effect, causing her body to fall victim to its own momentum and weight. It is also not strong enough to stop momentum entirely--she will feel the force of a hard surface, like glass, and the sensation may shatter several times before she stops herself as the aether supporting her weight falters, necessitating greater expenditure and focus. If she’s traveling fast enough, it may not even be enough to break her fall entirely.

These panels expend aether proportional to the weight they support, so casual day-to-day use will not expend more than she naturally regenerates. However, utilizing them for acrobatics in combat, or complex maneuvers certainly will begin to become a small, somewhat noticeable drain. It’s also not enough to support her should she weigh more than a thousand pounds, nor is it very effective in forms with massive heights.

Master - Animus of a Dream

Following becoming an Intermediary, and Nuraku’s revelation as a Doppelganger, she has championed a profound, personal understanding of Adac physiology. Her Ritual of Integration instead becomes the Ritual of Imprinting, allowing her to Imprint permanently upon Adac she has Summoned and utilize them in tandem with her Imprinted Animus fauna as any other Template.

Personally-summoned Adac of a class up to Qe'zhod can be Imprinted upon in this manner, becoming Templates that may be used as per Animus, their Emissions costing aether as any other, with Nahl beginning at Tier 3, Vrannik at Tier 4, Tyrid at Tier 5, and Qe’zhod matching the cost of Tier 6 fauna, making overstepping near-certain when attaining the most powerful of forms. These are intended to be more costly than Animus forms.

The only requirement is that the Adac must be similar enough to her own physiology, meaning those creatures without physical bodies such as incorporeal spirit-like beings similar to her Vestige cannot be successfully imprinted upon. Certain unusual Archetypes may not be attainable for other reasons.

Patrons may rescind these Templates as they see fit. She can never exceed nor supersede their good-will or power from this mutation alone. When they do so, she must Mold to take another form before she destabilizes in the coming seconds.

Requires a Revelation in Animus, and completion of the Ritual of Apotheosis. This ability is subject to moderator oversight, and permission by a Prophet must be granted for Imprinting upon individual Archetypes, with Templates rescinded on a whim for any reason. This can be presented as a Patron rescinding her access to the Template if necessary.
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Ruin
Posts: 165
Joined: Wed Aug 26, 2020 6:39 pm
Location: Here, there, everywhere

Thu Mar 04, 2021 7:00 pm

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Hi Nuraku,

Thank you for submitting this request. I'm sorry it's taken a bit to get to, but we can hopefully proceed to approval soon enough. Before we do, there are some concerns with the mutations you have presented that I'd like some clarification on.

1. The Rue: I'm not too comfortable with approving the ability to blind Nuraku's opponents for an entire minute for free whenever she summons something, as would be the case with the fog that accompanies her summons. I see this making it impossible for her opponents to fight back unless they can somehow smell with pinpoint accuracy. I'd like to see the manifestation of this fog drain a taxing amount of ether corresponding to the size of her summon.

2. Spirit Unbound: Being Transparent, is this to say that Nuraku will always be at least ten feet above the heads of her opponents? And when you describe that she can float as fast as she can move, do you mean that if she's a peregrine falcon, that she can float at 240 mph in any direction, or whatever templates of super-fast animals she might imprint on along the way? Overall, this mutation is far too strong to be approved, especially when you consider that this mutation negates the need for stealth, negates the majority of environmental dangers, provides unreal mobility, negates all traps and pitfalls all for a small, somewhat noticeable ether drain. As such, this mutation is denied.

3. Animus of a Dream: While I liked the concept of this mutation, I did raise it with the other Architects, and it's been agreed that this isn't consistent with the world's lore. Animus allows the mage to emulate the physical characteristics of a physical being. Spirits are made up entirely of ether, and thus cannot be emulated. As such, this mutation is denied.

As a closing note, I'd like to say that the above mutations were all very strong with no real drawbacks. Please revise them and let me know when you're ready to have your mutations re-reviewed.

Build to last,
Ruin.

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