Post by OMEGALOMANIAC on May 6, 2012 17:11:56 GMT -5
MUTATIONS
The disease embeds itself in the medulla, spinal cord, cerebral cortex and muscle tissue of its victims. There it matures, slowly but surely altering the tissue matter of its selected areas. Without the venom of the Carnicula flower to combat the strain, the Nosoi disease will not stop at a simple alteration, but will continue on in an attempt to completely control its host – by this time, the body of the host will be exhausted, and unable to cope with any more changes. The disease will self destruct in a dying body, burning up and leaving the body through the blood stream, literally bleeding the victim dry.
However, with continual consumption of the Carnicula venom, the disease is paused – leaving the host symptom free, and able to make use of the changes made to their own body. Depending on lifelong personality traits, mental and physical strength, as well as which strain of the disease one is infected with, any one of the following mutations can take place, thanks to the new level of mental capabilities.
ELEMENTAL.
This mutation allows the host to manipulate the elements around them. 99% of the time this ability is restricted to one element - water, earth, fire or air - only on a very rare occasion can a host access all elements.
Earth elementals work with land and plants. They gain an additional 10 base speed points upon infection.
Level 1 Earth elementals are able to move small objects such as pebbles without touching them.
Level 2 Earth elementals, in addition to the above, are able to accelerate the blooming of flowers.
Level 3 Earth elementals, in addition to the above, are able to raise small particles of dust and sand - effectively creating a small dust storm.
Level 4 Earth elementals, in addition to the above, are able to mentally bend and manipulate living plants to their desire.
Level 5 Earth elementals, in addition to the above, are able to lift and move medium earth-based objects without touch.
Level 6 Earth elementals, in addition to the above, are able to accelerate the growth of entire bushes and medium plants.
Level 7 Earth elementals, in addition to the above, are able to create even larger, blinding dust storms.
Level 8 Earth elementals, in addition to the above, are able to revive dead plants.
Level 9 Earth elementals, in addition to the above, are able to lift and move large earth-based objects without touch.
Level 10 Earth elementals, in addition to the above, are able to manipulate, shake and even crack the very earth they stand upon. They can create small tremors and pull hidden rocks and shards up from beneath the ground.
Fire elementals work with heat and flame, and because of this become almost 100% burn-proof.
Level 1 Fire elementals are able to slightly increase the size of already burning fires.
Level 2 Fire elementals, in addition to the above, are able to focus a small amount of sunlight on one area - warming it.
Level 3 Fire elementals, in addition to the above, are able to raise and manipulate small amounts of already burning particles.
Level 4 Fire elementals, in addition to the above, are able to raise their body temperature a considerable amount at will.
Level 5 Fire elementals, in addition to the above, are able to heat small amounts of water, like puddles or small ponds.
Level 6 Fire elementals, in addition to the above, are able to start small fires in dry areas.
Level 7 Fire elementals, in addition to the above, are able to manipulate and throw small flames off of already existing fires.
Level 8 Fire elementals, in addition to the above, are able to bring medium bodies of water to boiling point.
Level 9 Fire elementals, in addition to the above, are able to concentrate heat to certain areas of their bodies - for examples their horns or claws. The heat is intense enough to burn others.
Level 10 Fire elementals, in addition to the above, are able to set fires at will, as well as manipulate larger amounts of flame.
Water elementals work with water and moisture. While they are not impervious to drowning - they can hold their breath much longer than normal.
Level 1 Water elementals are able to manipulate small drops of water.
Level 2 Water elementals, in addition to the above, are able to draw small amounts of moisture from the ground.
Level 3 Water elementals, in addition to the above, are able to create dark rainclouds.
Level 4 Water elementals, in addition to the above, are able to throw and manipulate small amounts of water.
Level 5 Water elementals, in addition to the above, are able to manipulate the water beneath their feet in order to hold them up, effectively allowing them to 'walk on water' - however - this requires a lot of coordination and practice, as the water does not become hard or very sturdy - but rather rushes up small areas - pushing the elemental up where they touch the water.
Level 6 Water elementals, in addition to the above, are able to withdraw all the moisture from a targeted plant - effectively killing it.
Level 7 Water elementals, in addition to the above, are able to summon rain.
Level 8 Water elementals, in addition to the above, are able to draw large amounts of water up from beneath the ground as well as manipulate that water.
Level 9 Water elementals, in addition to the above, are able to manipulate areas of lakes or dams in such a way that they create a strong whirlpool.
Level 10 Water elementals, in addition to the above, are able to summon torrential downpours and manipulate large amounts of water.
DREAMWALKER.
This mutation allows the host to enter the minds of others - which works especially well when their victim is sleeping. They can enter into the dreams of others and trick them into sharing information, torment them, or whatever else they choose to do. Dreamwalkers are incredibly perceptive and have a heightened sense of empathy.
Level 1 Dreamwalkers are able to able to glimpse into the dreams of others, but only if they are in a deep sleep and only for a short period of time.
Level 2 Dreamwalkers, in addition to the above, are able to lucid dream and sometimes have prophetic dreams.
Level 3 Dreamwalkers, in addition to the above, are able to sense the emotions of others.
Level 4 Dreamwalkers, in addition to the above, are able to enter the dream of another - but only for a short period of time.
Level 5 Dreamwalkers, in addition to the above, are able to see and sense auras - making it very difficult to hide from them.
Level 6 Dreamwalkers, in addition to the above, develop a higher power of suggestion, and more often than none a stranger will do what they ask for seemingly no reason at all.
Level 7 Dreamwalkers, in addition to the above, are able to see into the mind of another - however, the sight is limited. They are not able to 'read thoughts', as such, but rather see fleeting flashes of images - allowing them to interpret these into possible thoughts.
Level 8 Dreamwalkers, in addition to the above, are able to plant thoughts into the mind of another.
Level 9 Dreamwalkers, in addition to the above, are able to enter into and completely control the dreams of others.
Level 10 Dreamwalkers, in addition to the above, are able to trick a victim's mind into dreaming while awake - allowing them to show them things that aren't there - like a loved one with a request, or a terrifying monster out to kill.
HEALER.
This mutation allows the host to accelerate the healing process of almost anything organic - including plants, themselves and, of course, other animals. Like Dreamwalkers, they have incredible empathy and are more likely to act upon emotional urges.
Level 1 Healers are able to heal bruises.
Level 2 Healers, in addition to the above, are able to heal small scratches and grazes.
Level 3 Healers, in addition to the above, are able to heal cuts and small bites and are able to sense the emotions of others.
Level 4 Healers, in addition to the above, are able to accelerate the growth of small plants and flowers.
Level 5 Healers, in addition to the above, are able to heal mild illnesses.
Level 6 Healers, in addition to the above, are able to revive dead plants.
Level 7 Healers, in addition to the above, are able to sedate others through touch.
Level 8 Healers, in addition to the above, are able to heal life-threatening wounds and mend broken bones - as well as restore sight to the blind.
Level 9 Healers, in addition to the above, are able to drain hitpoints through touch, absorbing them.
Level 10 Healers, in addition to the above, are able to bring another back from the brink of death - however, this requires all their mana points and will exhaust the character both physically and mentally.
MAGE.
This mutation gives the host a mysterious knowledge of arcane powers and is the most confusing mutation to have. Victims suffer terrifying dreams which provide more and more strange words and phrases - words so powerful the user if often fearful to speak them. An additional 10 additional accuracy points are given to mage base stats.
Level 1 Mages are able to speak the words that can animate small inanimate objects, like leaves or feathers.
Level 2 Mages, in addition to the above, are able to speak the words that change their own eye colour.
Level 3 Mages, in addition to the above, are able to speak the words that summons a small amount of mist.
Level 4 Mages, in addition to the above, are able to speak the words that gives another either good or bad luck.
Level 5 Mages, in addition to the above, are able to enchant inanimate objects, like sticks and twigs, to come together and form a small animate doll-like being.
Level 6 Mages, in addition to the above, are able to enchant small animals, like birds, to do their bidding.
Level 7 Mages, in addition to the above, are able to speak the words that temporarily blind another character.
Level 8 Mages, in addition to the above, are able to speak the words that summon a thunderstorm.
Level 9 Mages, in addition to the above, are able to enchant trees and other natural objects to act in their favour.
Level 10 Mages, in addition to the above, are able to reanimate the dead for a period of time. The reanimated being would simply be a mindless, emotionless slave.