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Willing use of the Gelid Blood creates these powers:
  • Consuming emotion to create cold.
  • Protection from cold.
  • After 3 whole emotions consumed (leaving user no capacity to feel those emotions), user may absorb cold to become stronger.
  • Heartfrost: the effect of losing entire emotions leaves frost on the metaphorical heart and the physical heart. The more heartfrost one has, the more protected one is from emotional attacks and blood-based attacks--i.e., many poisons, diseases, etc. Heartfrost can be used up to create stronger cold attacks. Used up heartfrost becomes heartscar, and the lost emotions remain lost. If one allows heartfrost to entirely consume the heart, both physically and emotionally, one becomes the Gelid Stalker.
Gelid Stalker:
  • The Gelid Stalker can consume the emotions of others to create effects.
  • Can consume others' blood to become physically stronger.
  • Can become one with the winter night, if it is a winter night. This means being invisble and moving like a cold wind. Very similar to a wendigo.
  • Can control wendigos at will, if any are nearby.
Other powers vary by individual users.

Survivalsmith Mastery:

Mudpie has Mastered the Gift in a very distinct manner. Its powers are linked to himself and Inelle.

Basics:
  • Consuming blood to create psionics. The three psionic abilities are alimentokinetics (moving nourishment with the mind), famokinetics (moving malnourishment with the mind), and salutokinetics (survival psionics). See below for details.
  • Protection from psionics. Basically, WIL 25 or +10 (whichever is higher) vs. psionic attacks.
  • If you permanently cripple your strength through blood consumption, you can then draw energy from other people's minds to empower the Gift.
  • Saltblood: As blood is consumed, it creates a crusting in the veins and arteries, causing them to go dead. This is called saltblood, and it can be used to fuel more powerful psionic effects. Once used, it becomes drychannel, an empty vessel, still unusable. If one allows the entirety of the blood to become Saltblood, one becomes the Salt Stalker. See below.
Mudpie Specific:
  • +6 smell
  • +6 taste
  • +6 reading when someone has last eaten
  • danger sense AWA+6
  • +6 endurance
Inelle Specific:
  • +6 hearing
  • +6 memory
  • +6 judging the degree of someone's sickness
  • mistake sense +6
  • +6 reaction
Lavender Channel: the energies of the Alabaster Court were responsible for starting this Mastery, so there is a connection created via that energy that affects the connection between Mudpie and Inelle. This is what it can be used for:
  • Transfer of base stats (just base PRO, ATH, STR, AWA, WIL, or ROG, no substats, though improvements to base stats improve all base stats of that score). 3 points may be moved per round between Inelle and Mudpie.
  • Trading initiatives. The faster INIT can give theirs to the lower during a round. They then take the lower INIT.
  • Trading powers. The character-specific powers can be traded (if both parties are willing) for the complementary power the other has.
  • Blood transfusion. Without a physical connection, either can send blood to the other. This can negate Saltblood effects, but will also slow apotheosis to the Salt Stalker form.
  • Psionic doubling. If both draw blood at the same time, the psionic energy created can be drawn by one person to create a stronger effect.
  • It also prevents Mudpie from becoming the Salt Stalker until Inelle has either (a) also become the Salt Stalker, (b) been consumed by Mudpie, (c) released herself, or (d) some clever trick I haven't thought of.
Psionics:

Alimentokinetics is the control of nourishment with the mind. Its complement is famokinetics. They are more or less the same thing, but used in a positive or negative fashion. Here are some of the things to be done with it:
  • Conversion: changing usable nourishment to unusable, or vice versa, or changing it further to be malnourishing.
  • Transferrence: transferring nourishment from one person to another.
  • Alteration: altering the kind of nourishment/malnourishment someone is getting. This can be as simple as changing fats to vitamins or alcohol to water, or it can be as complex as changing physical nourishment to metaphysical. Obviously, difficulties vary.
  • Draining: drawing the nourishment out of something and consuming it (mentally) oneself.
  • Infusing: infusing something with nourishment by drawing it from oneself.
Other powers may exist as I/you think of them.

Salutokinetics are the survival instinct turned outward. These are uncontrollable, instinctual psionic responses to danger that come up when there is no other chance for survival. If you are dying, basically, this will get you out of it. Depending on the manner of death, it will depend on how much this takes from you when it happens:
  • Headshots and heartshots: Any exceptional hit is automatically blocked by your mind. -1 STR after this happens until you sleep.
  • Double exceptional stun/wound: On a special or normal hit that ends with a double exceptional, this means sewing up your wounds instantly with your mind. -3 STR for three days afterward, except in special cases.
  • Special cases: HUGE things crushing you, cannonballs, explosions, and other massive forms of damage will require more psionic work. These are -6 STR for a week.
  • Poisons and diseases: -1 STR per 3 points of poison defeated, rounded up. Diseases are similar.
  • Starvation: impossible under current circumstances (faith), but if it somehow happens, -1 WIL per day past 21 that you go without food.
  • Supernatural deaths: -1 STR per 3 points of supernatural energy defeated.
  • Other: varies by circumstance.
  • Self-sacrifice: if you are killing yourself to save others, if and only if it is warranted--if there is truly no other way at all, absolutely, whatsoever, you trigger the Final Stalker form, which simply allows you to consume what is threatening you. You survive as a combination of it and you, in constant struggle. The GM has final asy whether this is warranted, and I will NOT be fair about it. Use this at any time less than the perfect moment, and you will die. The triggering mechanism will fail.
Salt Stalker:
  • The Salt Stalker can consume the blood of others to create effects.
  • It can consume others' thoughts to become mentally stronger.
  • Can become one with the salt flats, assuming it is in the salt flats. This means being invisible and moving like a dust devil. There is no analog in the diversity for this creature.
  • Can control ammoniac dwarfs at will, however, if any are nearby.
The exception: HERE'S THE THING.

Mudpie has exchanged consuming food for being sustained by faith. If he successfully draws on his blood (or the psionic energy of another) to fuel his Gift, it will actually break that fasting. However, his faith can also sustain his Gift much as it sustains his body. In short, he can use faith points to power the Gift the way he might otherwise use STR.

If he takes this route, instead of Saltblood, he will burn into his soul Saltmarks. Saltmarks are not like Heartfrost or Saltblood. They do not cripple. They are not flaws. They are simply acknowledgements of an event. Every 6 points of faith used creates a Saltmark. Once the entire soul is covered in Saltmarks--a total of 300 points [25 Saltmarks]--the Survival Stalker form is achieved.

NOTE: Survival Stalker form cannot be achieved until both Mudpie and Inelle reach the point of transformation. Inelle does not have access to Saltmarks, so must reach Salt Stalker stage instead, or unless one of the other conditions mentioned above are met. UNLESS!

UNLESS Mudpie fully gives over control of the Mastery to her, in which case, this whole page changes and a different path opens up to something more specific to her.

Survival Stalker:
  • The Survival Stalker can consume anything to create effects.
  • It can consume anything to become metaphysically stronger.
  • Can become one with any difficult terrain, assuming you are in a difficult terrain. This means any desert, wasteland, salt flat, barren region, slum, prison, Hell, jungle, bog, etc. Anything that is not farmland, nature preserve, or pleasant civilized region, basically. The more difficult the terrain, the more powerful the form is. This means being invisible and moving like the local winds. There is no analog in the diversity for this most of the time.
  • Can control local predators at will.
Eternal Evolution:

Because this is a Mastery via consumption of a Gift that consumes, the Gift is now keyed into evolving by consumption. There will always be a path to changing and becoming something more or different. New Stalker forms will become available, new forms of consumption. You will basically change forever as you consume different things, becoming what you eat constantly.

Stage 3: Survival Stalker
  • The Survival Stalker can consume anything to create effects. If you are eating something physical, it is simply eaten. With psionics, you can eat mental attributes. With faith, you can eat metaphysical, and with empathy, you can eat emotional attributes. Anything else can be consumed via faith or psionics.
  • It can consume anything to become metaphysically stronger.
  • Can become one with any difficult terrain, assuming you are in a difficult terrain. This means any desert, wasteland, salt flat, barren region, slum, prison, Hell, jungle, bog, etc. Anything that is not farmland, nature preserve, or pleasant civilized region, basically. The more difficult the terrain, the more powerful the form is. This means being invisible and moving like the local winds. There is no analog in the diversity for this most of the time.
  • Can control local predators at will.
  • You retain your psionic abilities as listed above. You have +6 to your Survival Faith that cannot be consumed, as it derives from the power of the Gift. You have an empathy score of 25. And you have +6 STR.
Conversion factors: Converting consumed energies to other energies is the default power of the survival stalker.
  • Consuming material physically provides energy based on what is eaten, in part. This energy is, by default, converted to psionic power (see -kinetics above), but it can be willed to become empathic power or faith as well. Some things, when eaten, will have other energies as well, and conversion will depend on the nature of those energies.
  • Consuming mental energy (psionics) provides instant boosts to faith, or metaphysical energy. It can be willed to become physical strength or empathic power as well.
  • Consuming emotional energy (empathic) provides an instant boost to physical strength. It can be willed to become psionic power or faith as well. Some emotions can have side effects.
  • Consuming metaphysical energy (faith) provides an instant boost to empathic energy. It will make your empathy stronger. It can be willed to become psionic power or physical strength as well. All faiths will have side effects.
  • All consumption is at GM's discretion, but the rule of thumb is 1 point consumed equals 3 points of power. Some things are stronger or weaker.
  • Consuming fortune gives the player a free karma.
Terrain forms: Terrain forms vary drastically by specific terrains, but the below are some general guidelines.

TerrainSorted ascending Form
Barathrum subterra Sulfuric acid cloud
Bog Swamp thing
Caverns Shadows
Deep space Invisible presence
Desert Dust devil
Flood plain Tornado/Waterspout
Hells Inferno
High mountains Blizzard
Jungle Leafy detritus
Lunarscape Rock creature
Marsh Swamp thing
Ocean depths Vortex
Open ocean Waterspout
Prison Iron creature
River rapids Ebb
Rock flats Living stones
Salt flats Dust devil
Scrublands Tornado
Slave pens Blood mist
Tundra Wendigo
Urban Decay Blowing detritus
Volcanic islands Ash cloud
Wasteland Mist
Wetland Swamp thing
Wild fire Wild fire
Wild steppes Tornado

And so on.

Evolution:

The next stage is up to what is consumed. It will take 1000 points for both Inelle and Mudpie (2000 total, 1000 each) to evolve. Everything you consume will give you points in some kind of energy. If you wish to avoid a certain kind of evolution, you can expunge points at will. Your current levels:

Mudpie
  • Psionic: 25 points
  • Mana: 42 points
  • Infernum: 201 points
  • Fortune: 42 points
  • Elysian: 6 points
  • Radiance: 25 points
Inelle
  • Psionic: 55 points
  • Qi: 86 points
  • Msawhat: 102 points
  • Infernum: 66 points
  • Arnum: 172 points
Aetherial Beacon (Inelle):
  • Currents: understand the metacurrents of the world, water form at will
  • Rubedian: cauterize with a touch, fire form at will
  • Winds: speak to the winds, wind form at will
  • Earthpower: petrifying blasts, earth form at aill
  • Lunar: control madness
  • Solar: aetheric corona
  • Pattern: control lightning
  • White Tiger: white tiger metal-skin at will
  • Astral: teleportation
  • Temporal: slow or speed up time slightly
  • Bestial: control animals
  • Greenlight: replicate plant abilities at will
  • Fundamental: electromagnetic field at will
  • Seasonal: seasonal forms at will
  • Brumal: ice blasts
  • Viridian: viridian avatar, once a week
World Stalker (Mudpie):
  • World Avatar form is whatever Mudpie pictures it to be, but it has eight arms.
  • Infernal Arm: the infernal energies are infernum (malice and control), arnum (pain), shadow (darkness and consumption), rending (destruction), void (negation), msawhat (corruption), entropy (chaos). The Infernal Arm is all the world's Evil. With this Arm, Mudpie can control, harm, consume, destroy, negate, corrupt, and decay.
  • Heavenly Arm: the heavenly energies are heavenly light (holy), Elysian energy (miracles), radiance (empowerment), Foundation (creation), hegnh (protection and healing), and dumaqu (beauty and wonder). The Heavenly Arm is all the world's good. With this Arm, Mudpie can protect, heal, empower, create, inspire, and perform miracles.
  • Aetherial Arm: aether is the esoteric power of elements and nature, including the currents (water), rubedian aether (fire), the winds (air), earthpower (earth), lunar aether (moons), solar aether (sun), the pattern (weather), white tiger aether (metal), astral aether (cosmos), temporal aether (time), bestial aether (fauna), greenlight (flora), the fundamental (force), seasonal aether (nature), brumal aether (ice), and viridian aether (all). The Aetherial Arm is the World's body. With this Arm, Mudpie can shape the natural world and command its elements.
  • Shebvic Arm: shebv heya is "that which is," a neutral energy, including draconic power, gebvel (boundaries), damaskian power (war, might, skill, hunt), the gates (death), mystery (silence), and mashoaab (wealth). The Shebvic Arm is the World's balance. With thsi Arm, Mudpie can create literal or metaphorical boundaries, strengthen and fight, bring death, create mysteries, and control resources.
  • Poioumenonic Arm: poioumenon is the power of stories and narratives. It includes dreams, fate, fortune, mana, symbolism, kor (potential), and yahas (connection). The Poioumenonic Arm is the World's stories. With this Arm, Mudpie can control dreams and symbols.
  • Nommic Arm: Names. Its energies include the mind, the body, the heart, and the soul. The Nommic Arm is the World's Name, and if Mudpie uses this arm, he draws from his own Name. With this Arm, he can alter the four aspects of the Name in others (or himself).
  • Ambrosial Arm: faith and Divine might. This arm includes spirits, the Law, blasphemy, and religion. The Ambrosial Arm is the World's belief. If Mudpie uses this arm, he draws from his own faith. (Or from the blasphemy around him.) With this Arm, he can command faith and blasphemy at will.
  • Paradoxical Arm: the impossible energy. This arm includes flux (change), recursion, complexity, possibility, and contradiction. The Paradoxical Arm isn't. If Mudpie uses this arm, he draws from sources unknown. This Arm can theoretically do anything, but sometimes, it can't.
  • Natural Arm: natural energies are the normal everyday energies that exist. The power this Arm has is to manipulate those energies.
Topic revision: r7 - 07 Mar 2015, BillyRayStupendous
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