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Pandaemonium

Mutations

a part of “Pandaemonium”, a fictional universe by vapor viper.

Society has crumbled, mankind is being warped by arcane forces, and horrifying beasts stalk the earth. Great Britain has become the island of the damned. (WIP)

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This conversation is an Out Of Character (OOC) part of the roleplay, “Pandaemonium”.
Discussions pertaining to roleplay on RPG.

Mutations

Tips: 0.00 INK Postby vapor viper on Fri Aug 09, 2013 8:58 pm

These are the various mutations that were undergone by many inhabitants of the British Isles in the wake of the Sunset. The continuing occurrence of these mutations, which peaked in the weeks after the Second Great Fire but which persist to the present day, are collectively referred to as "the Changing."

Devil
Frequency: 4%
Affected: All humans between ages of 16 and 45, somewhat higher proportion of males
Physical effects:
Daemonisation has a myriad of potential physical effects. While the most common ones (the growth of horns, the development of a red skin colour, increased muscle mass) have become perceived as typical, they are far from universal. In reality, red skin pigmentation is only slightly more common than other colours, many devils lack any kind of horns, and while the majority do change in their bodily proportions, outright growth is not entirely common. Horns are also far from the only beastlike appendages that devils can grow; claws, tusks, tails, fins and hooves are all relatively common. Some devils even develop anatomical features that in the natural world are never associated with mammals, such as insectoid limbs, tentacles and gills. In a similar fashion, many devils undergo skin changes resulting in the growth of fur, scales or even feathers. While vestigial wings (both bat-like and feathered) are a relatively common feature among the mutant group, the existence of devils who are capable of flight is currently only rumoured.
Mental effects:
While it is far from being established whether these changes are indeed innate to those who undergo Daemonisation or just a result of cultural bias, many consider increased aggression, greed, paranoia and general inhumanity to be common features among the devilish. Aside from the heavily prejudiced, however, most would agree that these issues are not at all universal to all devils. Higher levels of aggression are likely the most common characteristic, and some argue that this is simply a response to the discrimination experienced by all devils, or even a result of the stress resulting from the change itself.
Associated abilities:
Devils tend to have greater physical abilities than unmutated humans. Most commonly this means greater physical strength (not always proportional to size or muscle mass) or improved stamina, though it can also manifest as greater agility, coordination or senses. Devils may also derive benefits from their physical mutations, such as a gilled devil being able to breathe underwater or a clawed devil having the potential to deal great damage with their bare hands.
Weaknesses: Devils are vulnerable to the sacred wood of the Oak tree, in that wounds inflicted by weapons made of this wood will take a much longer time to heal than conventional wounds.
Slang: Horns, Reds, Trolls

Magic User
Frequency: 25%
Affected: All humans
Physical effects: None
Mental effects:
The development of an awareness of magical forces, as well as the capability to harness them, has been known to cause a certain degree of “instability” among magic users. This can manifest itself as vague eccentricity, compulsive behaviour, lowered attention span and overexcitement.
Associated abilities:
Through mental exertion and spiritual openness, a human being with the potential for magic can become skilled in the various magical schools and arts, as well as becoming aware of the flow of the Spellstream and Ley Lines. Those who have become talented in the use of magic earn the title of magister or magistrix.
Weaknesses: No specific weaknesses
Slang: Magicians, Tricksters, Spellslingers, Freaks

Druid
Frequency: 2-5%
Affected: All humans, usually above the age of 25, somewhat higher proportion of females
Physical effects:
The two main effects of the druidic transformation in humans are the development of the ears into a longer, distinctly pointed form, and fluctuations in height, with the subject either growing significantly shorter or taller (rarely staying exactly the same.)
Mental effects:
Many Druids are typified as being arrogant, conceited or snobbish, but this is far from universally true. One somewhat more commonly-occurring phenomenon among Druids is a notable aversion to devils, those who have undergone Daemonisation, which in some cases is so potent that it could be described as a high-level phobia. Others appear to loathe or disdain devils, while others still are simply uneasy around them, or completely unaffected by the symptom.
Associated abilities:
Druids gain a variety of disparate and somewhat poorly-understood abilities as a result of their change. One of the most basic (but by no means insignificant) is their “Life Sense”, a sixth sense that allows them to detect living beings in their vicinity through their life force, as well as to appraise the strength or the nature of the life force or others. The most widely feared abilities of the Druid is that of their psychic powers. However, this is largely down to poor understanding of the skill. While the vast majority of Druids are capable of detecting the emotions of humans and animals, as well as communicating with them mentally, powers such as reading or manipulating the thoughts of others are entirely beyond all but a few, unusual Druids.
The most well-known and arguably bizarre power of Druids, though, is that granted to them by their “familiar”, a spectral beast linked inextricably with their soul. As well as being able to form bonds and alliances with living animals, the Druid can improve their “Familiarity” in order to summon their astral companion to the real world, briefly gain its physical abilities, or even take on its form or a half-beast, half-human form.
Weaknesses: Druids must have some exposure to natural life (plants and wild animals) in their day to day life or they will grow weak and sickly before long.
Slang: Fairies, Elves, Hippies, Mentals

Revenant
Frequency: Unknown
Affected: Recently deceased humans
Physical effects:
Revenants of various appearances have been witnessed across Pandaemonium, ranging from the skeletal and ethereal to entirely corporeal humans with simply an aura of lifelessness and chilled air. Likely the only universally shared aspect of the Revenant's appearance is the humanoid shape, and even that is not certain in the case of the more ghost-like beings.
Mental effects:
Revenants tend to exhibit two variations on the personality of their living form: either they will be pale reflections of their past selves, with all the same memories, thoughts and opinions but largely devoid of emotion, or they will become “anchored” to the world by one aspect of their past lives, be it a strong emotion, a significant memory or a personal mission, and all other aspects of their personalities will be pushed aside by this new monomania. There are reported to be Revenants who return from death with their personalities just as they had been before they died.
Associated abilities:
The abilities of Revenants are vague and poorly understood. Some have been witnessed utilising vast physical strength and durability, while others seem to use more ethereal powers such as invisibility, levitation and intangibility. Most concerning, however, is the Revenant's ability to manipulate corpses and dead flesh to create hordes of mindless servants and soldiers.
Weaknesses: Revenants are easily damaged by fire, electricity and concentrated light.
Slang: Ghosts, Lurkers, Greys

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vapor viper
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Re: Mutations

Tips: 0.00 INK Postby vapor viper on Sat Aug 10, 2013 9:19 am

Maestro
Frequency: <1%
Affected: All humans, usually between ages of 14 and 28
Physical effects: None
Mental effects:
While the Maestro's personality may not change in itself, they will often find themselves driven by the desire to either slay monsters, engage in battles, go on adventures or defend the populace. Whether these urges manifest in selfish or altruistic ways depends on the character of the Maestro.
Associated abilities:
Although their comparative rarity has led to a somewhat poor universal understanding of a Maestro's abilities, or indeed of what distinguishes a Maestro from a non-mutant, in general they share many similar traits. Generally speaking, the Maestro has the ability to form a spiritual bond with an inanimate object, said object usually being a weapon. The Maestro then develops a number of advantages in the use of this “Sidearm”. At first this might just be an increased level of skill or coordination, but later benefits include the constant awareness of their Sidearm's location and condition, and even more supernatural abilities such as the ability to “sheathe” their weapon inside their own body and “unsheathe” it at will, or even call it to their side from a distance. A Maestro's Sidearm will generally display a noticeably enhanced durability or potential for damage, but the most significant aspect of their ability is usually their skill in wielding it.
Weaknesses: If their Sidearm is destroyed they will be knocked unconscious, and they will remain in this state for up to twelve hours depending on their constitution and the extent of their bond with the object.
Slang: Rippers

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vapor viper
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