Plotweaver - Metal Monsters
Unrelated to my recent dragonmirror shenanigans, we are back with the metallic arts hyperfixation.
Remaking an odd thing I made, monsterifying the metallic arts. The metallic arts are the various magic systems that interact with the sixteen metals in the cosmere.
The first three are Allomancy, Feruchemy, and Hemalurgy. The next two are mental definitions, Aethers (since they react heavily to the metals it appears) and Fabrials (which are explicitly related to the sixteen metals). Scadrial First. /j
Anyways, I am highly autistic (shocker), which gave me the 'I like putting things in boxes' sort of autism rather than anything cool like 'I'm actually really smart' autism. So, each of these monsterified races have access to one metal, except in rare cases, sort of like how a Mistborn do.
So, in order, we have the Basalisk, the Lych, and the Vampyr. To be honest, I haven't thought as hard on the other two as I would like to. My initial ideas are a Wiht and the Lotos.
So, another common theme I have, bc I am a nerd with random hyperfixations, is generally gaining power in a manner similar to electron shells. The other two patterns are the conversion into these creatures being via Helminths, and the final pattern is that they all have a feature that is 'painted with black 4.0' for some reason (look man, I dunno, it just happened somewhere mentally).
Basalisks - Hunger of the Flame
So, the goals for these creatures was to make them end-positive. The general inspirations I've had so far with these creatures were a bear burger my uncle made one time (very good), camp-fires/bonfires/'allomancy is described as burning', and wendigos.
They have five modes of using Allomancy.
The first, they have a dim embers, extremely weak, yet still there and occurring. The second a normal sparking, weaker than burning with the benefits of utilizing the metals slowly, but still requiring metals. The third a normal burning, requires metal as normal. The fourth a normal flaring, stronger than burning at the cost of extreme metal consumption rates. The final is being tentatively called 'Nova', significantly stronger than flaring, yet, it all but eviscerates the metal reserves of the Basalisk.
As they grow older, their 'internal furnace' grows stronger across the board, a sort of 'knight radiant efficiency increase' so to speak. This is the electron shell related bit. For the purposes of the Cosmere RPG, the exact nature of this is not something I am sure of. The shells are the additive/multiplier to the power of these things. Goal based on in-game time, and probably something like 'the number of electrons you have in the outermost shell times (shells plus 1) steps required to get a new electron, each in-game month a step is completed'.
Generally speaking, they are, like all of the monsters here, made rather than born.
They have another function, they are capable of consuming their metal for their caloric needs rather than simple food. 1 Investiture for a standard day's worth of food and drink in the plotweaver system, the shells add another standard day's worth of food and drink required to not go hungry each day. The furnace, afterall, needs more and more fuel to burn brighter and hotter.
As for conversion, their flesh is infested with near transparent worms. If another were to consume a Basalisk's flesh, as is the standard consequence for consuming most predator's flesh, the consumer would receive the parasites themselves, converting the consumer over time into Basalisks themselves.
Their sclera is what has been turned black.
Visually, they look similar to humans, except for an internal glow of an inner flame from within their ribcage somewhere. It flares with their pulse and as they breathe in. The glow is brighter while awake than when they are asleep or unconscious. The two pair of premolars behind their canines are changed into canines themselves. Their irises and pupils grow in size, something like 25% (?). The final visual change is that, as they acquire more shells, they find it harder and harder to retain body fat. The exact reason for this is theorized to be caused by different reasons. One is that they supplement more and more of their diet with metal as they require more and more food, another is that they simply burn more and more calories passively.
Basalisks are warm to the touch for Humans and their breaths are often visible in even 70 degree weather. When a Basalisk takes keen damage from a melee attack, their attacker suffers energy damage equal to the Basalisk's tier as their molten blood comes into contact with their assailants. Basalisks take their tier less damage from all sources of energy damage and they are acclimated to the environmental effects/temperatures of hot and cold climates. They can use a focus and two actions to exhale a cone of flame. The cone is their tier times 5 in feet and the damage is a number of d8s equal to their shell number in energy damage.
The final ability that they have is 'injecting spiritual venom' from their bites (which can deal keen damage). The bite causes a dull burning sensation, which grows more prominent as they gain more shells. This venom slowly transforms the victim into the Basalisk's metal (afflict X spirit damage) and can only be removed via invested healing of some variety. (0 shells it deals 1 damage, 1 shells it deals 1d2 damage, 2 shells it deals 1d3 damage, 3 shells it deals 1d4 damage, 4 shells it deals 1d6 damage, 5 shells it deals 1d8 damage, 6 shells it deals 1d10 damage, 7 shells it deals 1d12 damage, 8+ shells it deals 1d20 damage) (should the victim be reduced to 0 health, they instantly die and are transformed into the material. Otherwise, there is no mechanical detriments to the venom unless you and your gm come to an agreement.)
The goal for these was to make them end-neutral. Inspiration was primarily feruchemical savantism, the hierarchy book series, and, of all things, Thrax.
So, they have the ability to 'tap' from other people.
Let's start visually- they look almost like human skeletons, their sternums are longer, their faces have more crests and ridges making them more ornate, and their fingers are solid black claws. Impossibly bending despite seemingly lacking joints and feeling as if it is made of solid bone. The pointer finger on their dominant hand is easily two or three times as long as the one on their other hand. In their chest cavity lies a crystal with ominous red threads that wrap around the crystal forming new layers. Their eye-sockets, should they function, have pinpricks of small red flames within them, which move similar to how a Human's pupils would. Finally, any wounds they sustain seems to be replaced by the metal of the Lych's metal. This could be as simple as a cut being healed to look as if the bone was repaired with kintsugi after refusing severed parts or healing a cut or it could look as if the bones have been transmuted into the metal having been regrown entirely. They do, however, become numb and, in some special instances, lose function like normal (such as their eyes being lost making them blind).
Their claws give them a natural weapon that deals keen damage. They also, being made effectively of bone, have an innate deflect value of 1.
Their longer claw can glow a crimson, rather than being the solid black as usual, and they can 'prick' someone or something. If they prick a willing living organism, that organism now tithes to the Lych, as if they were storing into a metalmind perpetually. Though it requires a connection to be established for the Lych to benefit from the Tithe, the Lych's presence time plus the organism's presence times. If the object was organic but non-living, then it rapidly decays and cools, using investiture, the Lych consumes it. The Lych can similarly drain liquids, but that will use the claw like a straw and not cause it to glow.
Wounds to the bones bleed and seem to have flesh within.
When they speak, their jaws open based on the volume of the speech, but it doesn't move otherwise (unlike a normal human which can move their jaw to enunciate).
When they receive a tithe, they implant a helminth into a host, which infests the bones of the individual and then messes with their soul to enact the tithe. A Lych can return/end a tithe should they wish.
As for the crystal, that is their atomic shenanigans. Simple equation of '(number of 'electrons' had plus one) divided by (number of beings tithing plus one) times four years' to gain a new electron (can't gain any without anyone tithing). The number of shells had grants them an additional perpetually tapped charge of whatever their quality is. Inversely, the effects of storing qualities forever will naturally harm the tithers. Four years, increasing by four years every time this occurs, they permanently lose that stored quality as they continue to store and tithe. Removing more and more of their soul, never to receive it back, unlike the typically unharmful nature of storing and tapping like feruchemy is usually.
A Lych can use Feruchemy like normal, with normal metalminds and the like. Their bones, however, can be used as innate metalminds. These metalminds have a capacity equal to their tier times (shells plus 1) charges and shares the space with every quality the Lych has access to/stores within it (such as senses and pain using the same space but not being able to convert pain charges to senses or vice versa). This metalmind can not be emptied over the course of downtime.
When a Lych dies, a number of individuals who are tithing to them spontaneously combust, the flames becoming crimson over sixteen seconds before they go out. When they do, what is left behind is a new Lych. The number is equal to the number of 'shells' their tithed Lych had on death. When sucessfully transformed this way, damage done to the Lych due to their tithing in life is repaired.
The goal of these was to make them end-negative, which I struggled with for the 'conversion' part. Inspiration was primarily...well...vampires...though I did take a bit of visual inspiration from the...I think it was the Neomorph? The newest xenomorph human hybrid I believe.
These things, despite being end-negative, ended up with the most 'stuff' oddly enough. They have four main powers; the first is blood lightning, the second I'm dubbing as 'predatory instinct', the third I've been calling 'unholy resilience', and the final is their ability to consume souls via blood.
So the first (blood lightning), mechanically, for two actions you may deal a number of d4s, equal to half recovery die maximum, in energy damage in the form of crimson lightning. Can spend 1 or more investiture to add that many d4s to the attack. Range equal to (tier plus shells) times 5 in feet. A Discipline attack. Then take vital damage equal to the max value of your recovery die. If the stakes were raised, on a complication, take twice as much damage, on an opportunity, take half as much damage.
The second (predatory instinct) is 'multiply your intimidation skill by the difference of your's and the target's tiers (plus 1) if (your tier is higher than the target); divide your intimidation skill by the difference of your's and the target's tiers (plus 1) elif (your tier is lower than the target)'.
The third (unholy resilience) has three effects;
At the start of your turn, if you aren't downed, heal an amount of health equal to the number of shells you have.
If you would die, instead lose all current progress with the racial goal (more on that in the next ability) and lose all electrons in the valence (outermost) shell, then regain half your health.
Gain half as much health from levels.
You can only survive by feeding off of 'living' blood of other creatures. Normal food sickens you and you have no need for water.
The fourth is the ability to drink blood, a natural attack or an rp sort of action. Until I get hemalurgy rules, I'm not sure how I would want to measure how to actually gain progress and get electrons, though this is how they gain electrons. With each shell they have, they gain the benefits of an additional hemalurgic spike of their metal. If you were to consistently feed off of a single target over enough time, the gm may permanently lower your victim's quality as if it was stolen by a hemalurgic spike, lowering your feeding efficiency on that target.
They have another skill they tend to cultivate that isn't an actual power- basically throwing their voice and speaking with their lips closed.
Visually, these creatures don't look horrifically different from a Human. Their skin is paler (rgb + 25% (?)), their eyes have shifted to a more red color (something like r + 50 and bg - 50%), their ears become more pointed, their canines extend by something like 25% (?), their tongue changes, and their hair becomes the abyssal black. Their tongue extends and becomes like a fleshy tube, ended with a maw of fangs.
Conversion is a messy affair, somewhere around shell three to five, a Vampyr will feel compelled to sire a new Vampyr (if they haven't already). Their stomach acid can be regurgitated, within it lies eggs of the horrific helminths of this monstrous variety. Once they get it into a normal Human, over four weeks, the individual will undergo a dangerous fever. In 99% of cases, this will kill the person. However, should they survive, they will change into a Vampyr themselves, a contortion that takes but a single night and is not painless. Because of this high mortality rate, Vampyrs seeking to sire their own may poison water sources for entire cities, decimating the populace in the hopes that atleast one person will survive.
Wihts - The Desiccated Darkness
So...Wihts, they are a recent addition to the concept of the metallic monsters. I love dnd's Wights, so that kind of ended up serving the main inspiration of these things.
Anything these things touch, they drain the moisture from. Should they kill something with this vital damage, the body will dissolve into a black oil or sludge, only to reform later as animated Midnight Essence under the Wiht's command of the same size of the slain creature. Until they successfully sever connection to the essence, they must feed the essence their investiture/moisture.
This attack costs a focus, deals a number of d6s equal to their tier in vital damage, for every 6 rolled and opportunity gained, the attack deals an additional d6 of damage and grants the Wiht an investiture. They can 'overgain' investiture, up to their maximum, but they can not expend this 'overgained' investiture. Once they have full 'overflow' and maximum investiture simultaneously, they lose all of both and gain an electron. Whenever they gain a shell, they increase their maximum investiture by the number of shells they have.
For each shell the Wiht has, they can control a medium sized Midnight Essence without expending their own moisture.
They resemble a desiccated body, however, their arteries are not shriveled tubes, they are filled with the abyssal black as a fluid, their blood. Their veins, generally, can be seen through their skin, and their blood evaporates exactly sixteen seconds after it has been spilt, into a harmless black mist. Additionally, their back, from their tailbone to the base of their skull, appears to be some sort of mark or tattoo made of midnight essence.
If a Wiht is willing to expend a vast amount of moisture/investiture, they can shape and mold one of their midnight essences into a midnight centipede, about the size of their forearm. This creature can fuse to the spine of a Human, converting them over the course of ten weeks into a Wiht. Once fused, removal will prove fatal to the host.
Lotos - Ghosts in a Shell
The Lotos are another recent addition, and it took me quite some time to figure out any sort of identity for these creatures. In the end, I went with the greek lotus eaters as the primary inspiration for these monsters.
For these we will start with the conversion first- Their Helminths have a symbiosis with a fruit tree. The fruit is not unlike a pomegranate in form, but nutritionally, a single fruit can feed a full grown human for an entire day. The seeds are eggs of the Helminths, which will hatch and change the host in the night. This conversion causes convulsions, sometimes fear, and sometimes screams of pain. When they awaken, they will now be a Lotos.
Visually, they are changed little, their corneas are flat and smooth (the eyes are perfect spheres), their irises the metal of the Lotos as a disk of woven metals, and their sclera and pupils are a pearl-like stoney material. Their nails are abyssal black. Over time, around their eyes, growths that could be described as roots or vines will radiate from their eyes under their skin. These growths slowly shift as they are each a Helminth.
As for what Lotos are, they are a collective mind. One in every sixteen forms a new 'root' of a collective, the rest form connections with the nearest root of the same metal overtime. Once the connection has been established, they will now be linked to that collective until the link is severed. Before connecting to a root, the individual will be instinctively drawn to a root, should they be deprived of the connection or are not within a certain distance of a collective, they will begin to physically degrade, starting with bleeding tears, then coughs, hives/rashes, boils, poxes, wasting, until they finally simply die. For each non-root individual mind linked to the collective, that is an electron. For each shell that collective has, the intellect and willpower of each member is increased by 1 (ignoring usual maximums). When one dies, their soul is transported to and stored within the root, retaining the mind in fewer bodies for the collective.
The metal of the root dictates other potential abilities and attributes the members could have, such as higher retention of individuality, lower retention of individuality, greater physical abilities, lowered physical abilities, 'sleeper cells', transferring of memories into or out of the collective, etc. These abilities become more pronounced the more shells the collective has and is a gradual shift/addition after connecting to the collective.
A collective can initiate a process which transforms one of their members into a tree, the same sort which Lotus Fruits grow from, removing the individual from the collective. Alternatively, they can add themselves to a tree making the tree larger/healthier. This creates structures or patterns that often look like human faces and/or limbs on the Lotos trees.
Lotos have an extremely strong preference to consume Lotos Fruits over any other form of nutrition.