Vallahism: Difference between revisions
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| | | Daywalker || The vallah becomes immune to all negative effects relating to the sun, including negative aesthetic changes and effects that are otherwise listed in general mechanics. This ability is mutually exclusive with any and all other sunlight affecting abilities. || +5 | ||
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| | | Nocturnal Shapeshifter || The vallah is capable of painfully and forcefully changing their shape, turning into an animal of their choosing that is associated with the night. The animals are as follows: Timber Wolf/Wolves of associated size, Raven/Crows, Rats/Mice, Bats and Spiders (Tarantula sized). The forms cannot contain toxins of any kind that may naturally occur on the specific form, and can only use the most basic of attacks (or none at all depending on size) when in combat. Shapeshifting is free once per night, but costs 5 HP + 5 for every time you shapeshift again. Reverting to your normal form does not count toward the number of times. It takes three turns to shapeshift in combat. || +5 | ||
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| | | Grippers || The vallah is capable of climbing walls and roofttops with their hands and feet without extra assistance at half speed, and only need one limb to remain attached to prevent them from falling off. For an extra cost, they can make it full speed instead. || +2/+3 | ||
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| | | Ocular Potential || The vallah may choose between eye colors that are normally locked behind the bloodlines. They may also change their eye type (Reptilian, Feline, etc) as well for an additional cost. || +1/+2 | ||
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| | | Feeding Mutations || The vallah is freely capable of shifting their type of fangs (only once) into whatever preference they desire. For a cost, they may also change their feeding style entirely into either a proboscis or lamphrey type, causing various horrific transformations in the process. The lamphrey and proboscis allow the vallah to bite with an unarmed strike during combat instead of using their fists, with a 1d6 damage roll instead of the usual 1d4. The lamphrey, proboscis and fang mutations are all mutually exclusive and cannot be taken together. || 0/+1 | ||
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| | | Physical Permutations || The vallahs body shifts in many different ways that can range from subtle to the more obvious. Their skin may pale to a benign snow white, or they can have bat-like fur appear from their hairline down their spine, forearms and legs. Hair can cease growing all together or fall out entirely, and anything else within that range that is realistically possible that retains a purely humanoid, if vampiric appearance may occur to the cursed. This does not include anything that would affect the bone structure of the vallah. || 0 | ||
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| | | Permeating Frost || The vallah curse massively exaggerates the cold-blooded nature of the undead aspect of them, making the vallah resistant to the cold and effects of frostbite beyond the most extreme cases. This gives the vallah a resistance to frost damage, but due to the lack of heat within their bodies and otherwise rather flammable forms fire becomes even more potent, removing any resistance to fire damage if they possess it, and otherwise making them vulnerable to it. || +2 | ||
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Revision as of 04:04, 24 October 2025
[This trait falls under the Low-Level Resriction clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the Mixed & NPC Only Acquisition clause.]
Vallahism is known as the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into the homes of the innocent and the damned alike, tainting their bloodlines and seeking to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue 'To swear in Holy Name,' derived from their tainted and nefarious origins.
Origin of Trait
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of Ombra finally did something which appalled Sol too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day the fallen deity Sol sought his Sister, and convinced her to comply through sheer will and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.
Acquisition
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day, their curse manifests in full. At this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably die before the curse manifests itself and revitalizes the person back to life.
Transformation
Vallahism Acquisition Cycle: (Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns. All effects continue to occur until they fully turn, unless noted otherwise.)
Sept 1
The victim feels more tired than usual, skin paling a little as if they were sickly, and their skin is cold to the touch despite still being very much alive. They start losing their appetite, but not enough to stop eating entirely. They begin to gain a more preferential look toward a more carnivorous diet, and this worsens every following stage. They must feed on flesh or blood at least once during this 7 day transformation, or on the final day it will simply result in their deaths.
Sept 2
The victim starts feeling fatigue, muscle soreness and all the above symptoms worsen, the weakness now leading to one rank of strength and speed being lowered. They begin manifesting symptoms much like the common cold, such as a runny nose, congestion, chills, a fever, red itchy and/or watery eyes, but also in more severe cases get symptoms like the bubonic plague if it is not their first time turning. They lose one rank of speed and strength as their bodies weaken.
Sept 3
The victim starts feeling pain in their gums at the roots of their teeth as their canines begin to sharpen more into incisors. Their skin pales further and the edges of their nails begin to blacken, as if they were dying out. Their eyes start to grow reddened and irritated, with black veins appearing beneath the whites of their eyes.
Sept 4
The victim starts growing an aversion to sunlight, feeling oddly uncomfortable within its rays. Their teeth also finish sharpening, now becoming fully formed into deadly incisors. They begin to suffer a minor irritation to silver, as if they were allergic. Their bodies weaken further as symptoms worsen, leading to a total of two ranks of strength and speed being lowered instead of one.
Sept 5
The carnivorous outlook becomes an outright aversion to regular foods, with the person now desiring meat products exclusively, and generally on the rarer and bloodier side when cooked. They grow increasingly uncomfortable in sunlight, beginning to develop a phobia of it.
Sept 6
The victim’s whites of their eyes look less irritated and begin to turn black, while the iris itself begins reddening around the edges. Their nails or claws fall off, making way for darker, more blackened replacements that are (un)naturally harder to the touch. Their skin develops breakouts of odd rashes that are painful but fade within hours, and occasionally bleed a thick black ichor.
Sept 7
The victim’s skin is now unhealthily pale color, and the iris color turns entirely red during the night, while the white of their eyes turn entirely black. Their blackened nails fully grow in and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered.
Sept 8
All the symptoms of a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah, barring those possessing the need for a coffin, who remain dead until the transfer is completed.
Physical Changes
Vallah has many effects and physical changes at various points, the specifications of these being detailed in the Mechanics section below. Some general assertions can be made however at the population of them at large and not the more unique cases.
Vallah's eyes are entirely black, with red irises that glow during the night. Their nails or talons are black and sturdy like iron, yet sharp just as their canines which have now turned to razor-like incisors. They no longer crave normal foods or meals, even scoffing at the idea of animals or their products. Blood and on occasion flesh of sentient beings becomes the primary diet of the accursed, with everything else simply not satiating the hunger they constantly need to suppress.
Their skin is often pale, cold to the touch and gaunt, as if their bodies have withered and long since died yet continue to walk the mortal plane, such as it is. They become naturally vulnerable to holy machinations, be it flame, magic, blessings, weaponry or otherwise.
Vallah generally cease aging due to the curses effect on the soul. This means they are functionally immortal in terms of this, and their soul reflects this change if looked at directly. The soul of a Vallah is often seen with a Crimson sheen, while those who have embraced a path within the curse are seen as Blackened, giving them a very distinct appearance.
Mental Changes
Vallahism comes with a variety of mental shifts that can be suppressed or removed through unique mutations, but speaking generally on the curse as a whole, they are as follows:
Vallah do not inherently have the need nor desire to eat or drink anything that is not blood or flesh of sentient beings. Though animals may occasionally be passable, even gorging on a fully grown cow still does not totally scratch the itch they truly seek. Their tastebuds, though operating as they normally would, do not register flavors other then the prescence of iron and savory notes that come with that which they seek. The same can be said for their olfactory senses, and this can often prove a challenge for them in everyday life.
Vallah do not generally desire to be in the sun. Beyond the general sickness and feeling of suppression within it physically, their minds have developed almost phobia like sensations at the mere idea of the prescence of sunlight, or risk thereof. Because of this, they generally shade their homes or places of rest and relaxation in darker, more light absorbing colors such as blacks, purples or reds, in hopes to unconsciously never have to see it if they can help doing so.
Blood Starvation
The Vallah's curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed in some fashion no matter what. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours upon entering this state, though varying on the Vallah and their mutations, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails extend into talons, no matter if it's day or night, while their teeth grow sharper, particularly the fangs and their skin grows an even greater parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles due to the curses strain pushing them over their physical limitations.
General Mechanics
- Vallah do not require food or water, but they can still partake in the consumption of it even though it isn't pleasant nor provides any benefits.
- Vallah have darkvision at night, even if their race does not originally possesses it. If a race has special darkvision, it reduces it to be at the normal level as every other cursed. The darkvision allows them to see in shades of grey during normal darkness. It counts as mundane for the sake of supernatural abilities which may overpower it.
- Vallah are vulnerable to holy damage and things prefixed with holy, certain relics, and any damage type involving silver. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.
- Vallah metabolisms are extremely slow, and so poisons, diseases and pathogens take twice as long to affect them. This does not include Corrosion sickness.
- Creatures of the night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.
- Vallah must drink fresh blood from sentient creatures to fulfill their hunger once every 7 OOC days. Blood from animals can push this hunger back for up to 3 OOC days if gorging every day, but if a day is missed past the 7 day mark, they will immediately enter blood starvation.
- Vallah cannot feed on other vallah to sustain the curse.
- The spawn of Vallah may inherit the curse, denoted by a red outer circle on their iris as it remains dormant but present in their system.
- Vallah cannot sleep in anything other than a coffin or in something emulating a coffins environment, but require at least a day of rest once every 7 OOC days. Every day awake without sleep after that point increases the risk of blood starvation by reducing the days needed in between feeding by 1.
- They can still be affected by outside sources (spells, injuries, etc.) and be rendered unconscious/in a sleep state.
- Vallah has a coagulant and pain reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pinpricks on the user when they look.
- When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood, depending on how long since they last fed. They are drawn to it, but won’t necessarily go after the source of it unless it is nearly the time for them to feed.
- Vallah an extended life of five times their base lifespan. Vallah age normally until adulthood (18).
- Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.
- While in the sunlight, Vallah are crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones temporarily do. Sunstones count as sunlight for these purposes.
- During the night, Vallah have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points.
- Blood starvationn lowers their maximum hitpoints by 20 to a minimum of 1, but increases their speed and strength ranks by 1, and removes any sunlight debuffs while in this state.
- Vallah are resistant to curse damage.
Build-A-Bat
The Build-A-Bat system comprises of a unique set of perks, abilities and traits that a vallah can often mutate into. The curse expresses itself differently with every person and what is noted here can manifest and be commonly spotted. Vallah are noted into three tiers of maturity for how long the curse has been within them and active. Time is the only progression for the curse to become more settled, and nothing outside of a miracle can accelerate or regress it. Being cured resets this timer.
Fledgeling: Those who have just fallen to the curse of vallahism. Weak and like a newborn, they have not yet begun to harness the true power of the curse. Not yet.
- OOC Time: 0-3 Months Cursed
Lesser Vallah: Those who have begun to wield and understand the power of the curse they have received. Though slightly more settled, they still have a long journey to the apex.
- OOC Time: 4-7 Months Cursed
Greater Vallah: The apex of the curse in its natural form. Those of this rank can fully wield the curses power without fear of overburdening themselves, but there may yet be more to uncover. Those who have chosen or may now choose a specific path and bloodline to follow if they so wish, turning the curse into something entirely their own.
- OOC Time: 8+ Months Cursed
Build-A-Bat Traits
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Path of the Originals[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]
Path of Essence[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH Path of Savagery
Vallah Lords[NPC Only Acquisition prevents acquiring this trait.]
Races Blood & Essence
Vallah drinks around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 points of essence from a person. Varying degrees of effects occur depending on how much blood is drained and can be found in the Races Blood & Essence Chart.
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