AFFLICTIONS
INFORMATION
​ Afflictions are, by their very nature, negative. They are diseases with which a being is suffering--a curse of flesh and mind, if you will--that causes them to become wild unpredictable monsters during Blood Moons, and volatile and dangerous denizens at all other times. As such, any afflicted person who has been identified will be treated as a real and serious threat to all life. The origins of afflictions are unique to each thread, but the effects and cultural view of them remains the same across the blanket.
Afflictions exist on Lithium as a means to provide a type of 'hard mode' for members who are willing to play with fire. There are some perks to becoming afflicted--such as an immunity to aging--but the downsides are much worse; Say goodbye to your sanity over time, and your physical safety should anyone find out you.
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STRAINS
There are two strains of affliction on Lithium: Lycanthropy and Vampirism. There is no instinctual hatred or animosity between werewolves and vampires. Only what each individual believes, along with the general viewing of other predators as threat and competition. More specific information on each will be found below.
Other strains may come and go, depending on desire and fit for campaign and season.
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BLOOD MOON
A Blood Moon occurs on no set schedule. This is to allow staff to choose a day and time where they can properly be present to make the events challenging and fun. However, they are guaranteed to happen at least once per act. Each Blood Moon lasts twenty-four real life hours, to give time for players in other time zones to have a chance to participate.
Several things happen when a Blood Moon rises:
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The server time is set to midnight, and settings changed to keep it there.
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All afflicted characters are forced to turn into their enraged forms and must stay in those forms for the duration of the Blood Moon.
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Staff afflicted NPCs will stalk the night, ready to attack on sight.
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Staff hunter NPCs may appear on rare occasion to fight the monsters in defense of tribe compounds or hunt down known afflicted characters.
More information can be found below in the rules.
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INFECTION
There is only one way that someone may become infected: being killed by a staff NPC or an afflicted character in their afflicted form using melee during a Blood Moon. Staff afflicted NPCs will appear on Blood Moons, which are explained below. Afflicted characters will turn to their afflicted form during a Blood Moon, and may also be forced into a transformation if enough damage, anger, hunger, or thirst, are inflicted upon them at any other time.​
Please note, you may not request to be infected by either staff NPC or afflicted character. It may or may not happen to your character specifically. That is part of the roleplay.
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CURE
Curing is only possible within the first three days of infection. You must seek an Apothecary who will craft the cure for you. If you do not cure within three days of infection, you will become fully afflicted on the fourth day. Each day has worsening symptoms, then a rather swift recovery once fully afflicted. The cure itself will bring your character extremely close to death, with it being your choice for roleplay purposes to die or live. Once cured, a character is immune from further infection for two real life weeks.
There is no cure for an afflicted character, only death.
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BEHAVIOR
An afflicted character is subject to many behavioral changes. Some are specific to their strain. Others are simply overall.
More than anything, afflicted characters struggle to keep a lid on their temper. They become frustrated at the smallest of inconveniences, and infuriated at even mild offenses. If their stomach should go empty or their throat go dry, they can no longer contain themselves.
A character that has entered an enraged state and transformed into their afflicted form has lost all social ties. That is to say that anyone and everyone around them are equal victims. Some can rein themselves in just long enough to direct their first attack to a stranger rather than a loved one, but it is never guaranteed and if there are no strangers around... you get the idea.
More information can be found below.
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DISCLAIMER
It is ultimately your choice whether to allow an infection to progress to affliction or to seek a cure. If you choose to become afflicted, and you do not like the gameplay of it, there is no way to be cured. Your character must either live with the affliction or be killed so you can play another.​​
You must be absolutely, positively, without-a-doubt, certain, that you want to be afflicted before deciding not to find a cure.
Read everything on this page, twice, and ask any and all other questions you may have, before you make your decision.
RULES
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​​​​Afflictions may only be gained by being infected by an afflicted character or a Staff NPC afflicted during a Blood Moon, and choosing not to seek a cure.
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In order to become infected, the afflicted must kill you while they are in their enraged form, are on foot, and only using melee.​
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Attacks by enraged afflicted outside of Blood Moon events do not cause infection, only injury.
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When your character has become infected, you must choose whether you want the infection to progress to full affliction, or to seek a cure. This is done in the affliction ticket opened for you about the infection event, and can be made either IC, OOC, or both.
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A cure for an infection must be sought without 3 days of the infection date, and must be administered by an Apothecary.
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The Apothecary will use roleplay to give a concoction that will bring the character close to death, but ultimately cure them.​
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An Apothecary cannot cure themselves of infection, and must seek another Apothecary's help to do so.​
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If you choose to cure staff will ensure that this happens; Whether this means extending the 3 day time limit, or using a Staff NPC in place of a player, you will not be forced into an affliction.​
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A character that has been cured of their infection will be immune to further infection for a period of two weeks.​​
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Once an infection has progressed to the state of affliction, there is no cure.
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A cure may be forced upon a character by others if specific requirements are met:
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There must be a clear demand to take the cure, and consequence of being forced to, stated to the infected character in game by those who are wishing to force it.​
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The infected character must be knocked out, not killed, and taken prisoner.
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Once imprisoned, the cure can then be force-fed to the infected character.
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This is considered a PvP combat situation, and so all applicable combat rules and cooldowns apply to all parties.
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All afflicted characters are bound to the Blood Moon.
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They will become their enraged forms during the Blood Moon without exception.​
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Avoiding logging in to circumvent the Blood Moon is prohibited--have fun with it instead of dreading it!
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An afflicted character is given a sanity meter that they must keep up. If it drains entirely, there are severe consequences.
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​A sanity meter has a maximum of 10 points, and a minimum of 0 points.
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Every day, an afflicted character will lose 1 sanity point.
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For every combat situation an afflicted character is involved in, they will lose 1 sanity point.
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If they transform into their enraged form during the combat situation, they will lose 2 sanity points.​
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Every time an afflicted character transforms into their enraged form outside of combat, they will lose 2 sanity points.
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A Blood Moon event will restore an afflicted character's sanity to their maximum points.
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There are also strain-specific ways to lose and gain sanity points. See the corresponding strain's information below.
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​​If an afflicted character's sanity meter drops to 0, they will be forced into their enraged form for 24 hours, regardless of a Blood Moon event, and their maximum sanity will be dropped to 5 points, permanently.​​
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​If an afflicted character's sanity meter drops to 0 a second time, the character becomes lost to their affliction, becoming enraged permanently. A character in this state will be hunted and put down, as death is their only out.
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Afflictions are given the ability to create a CE template that will serve as their enraged form. They will use this template when their character becomes enraged and transforms. This is their true form, and when they are at their most lethal.
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Afflictions are given the ability to transform into a Direwolf or a Ravager, depending on strain, as a travel form. These forms start at level 1, and are intentionally weak so that they are used for travel instead of combat.
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Any character known to be afflicted must be treated as a real and serious threat to one's life.
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It is admissible to want to overlook the danger of being afflicted when it comes to family or friends, but that does not erase the danger.​
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Think of it like letting a tiger you raised from cub in your house--they may have a good relationship with you, but they are still wild animals and still can easily turn on you over the smallest of provocations.
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A character who has proven knowledge of another's affliction may be given Hunting Rights to initiate PvP and Perma on sight of that character.
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A combat ticket must be opened before anything can happen in game. In this ticket, proof must be given of knowledge of the affliction.
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The only exception to this is if the afflicted turns to their enraged form in front of you. You may then attack first and open a ticket as soon as possible.
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Rather than needing to initiate with a demand and consequence, a character with Hunting Rights needs only to state their intent to attack and/or kill before doing so. i.e. "I will kill you, godless beast!"
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A character with Hunting Rights does not have a cooldown on how often they can attack their target specifically because of their affliction.
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An afflicted character is not given any Battle Cooldown or Perma Cooldown for combat specifically because of their affliction.
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All other applicable combat and death rules must be followed.​​​​​​​
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LYCANTHROPY
On particularly dark nights, the Blood Moon rises. These nights are ones of terror and destruction, for stalking the shadows are the lycanthropes; Monstrous bloodthirsty wolf-like abominations that lose all ties to their normal lives during their transformation. Werewolves are not safe on the lightest of nights, either. In moments of hot rage they can take their beast form, losing themselves to the animal within, and strike out at any and all around them. Some may learn to control their temper, and find a tenuous balance with the wolf, but none can ever retain any semblance of sanity once they've transformed.
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PHYSICAL CHANGES
Lycanthropy affects several changes on an afflicted character's body:
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Their body reverts (or progresses) to the prime of their life, reversing (or progressing) aging and associated effects.
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They become more muscular, though not grossly so.
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When they become enraged, their body changes entirely into a wolf-like monster of much larger size, muscle, and overall strength.
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PACK MENTALITY​​​
Werewolves have a strong instinct to form and live in a pack.​
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A pack and/or tribe/town may have a maximum of 3 werewolves at any given time.​
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Those within a pack have a strong instinctual loyalty to each other, rarely deciding to leave.
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There may be one leader of a pack, or two leaders, or the entire pack may function as a council. It is unique to each pack how they operate.
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Rank of lycanthropy does not necessarily dictate hierarchical position, though it is common practice.
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Leader(s) of a pack have no rules-based or staff-enforceable power: it is all through roleplay.
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MATE BOND
Werewolves have the unique ability to form mate bonds.
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A mate bond is formed when two werewolves agree to become a soul-mated pair.​
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Open to your interpretation, still requires Affliction ticket.​
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A mate bond is a once-in-a-lifetime bond and, if broken or ended, can never happen again for those werewolves.
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There can only be 2 werewolves in a mate bond.
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Both parties of a mate bond can remotely feel the emotions of the other.
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This does not include specific information, such as location or cause.​
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This often interferes with a werewolf's ability to regulate their own emotions, especially if it is a particularly strong emotion their mate is experiencing.
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Mate bonded werewolves will never attack each other, even when in their enraged forms.
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RANKS
There are three ranks to lycanthropy, each increasing in power but with specific requirements.
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Whelp​
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A character is automatically given this rank once they have become afflicted with lycanthropy.​
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Character's race will be changed to Whelp Werewolf, giving them the base stat buffs/debuffs for lycanthropy and removing any prior racial stat buffs/debuffs they may have had.
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The character will be allowed to create a new CE template for their enraged form.
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The character will be given a base level 1 direwolf travel form, custom colored.
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Subordinate​​
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To reach this rank, a werewolf must have:​
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Been afflicted for a total of 3 weeks.​
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Raided non-afflicteds' bases for food a total of 5 times.
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A character at this rank will receive:
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Subordinate Werewolf race, giving them 1.2x base lycanthropy stat effects.​
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Direwolf travel form strengthened to base level 25.
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Alpha
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​To reach this rank, a werewolf must have:
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​Been afflicted for a total of 8 weeks.
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Never have had their sanity drop to 0.
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Raided non-afflicteds' bases for food a total of 15 times.
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Have 2 Subordinates in their pack.​​​
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A character at this rank will receive:
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Alpha Werewolf race, giving them 1.4x base lycanthropy stat effects.​
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Direwolf travel form strengthened to base level 50.
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A character will be downgraded from this rank if:
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There are less than 2 Subordinates in their pack.​
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Their sanity drops to 0.
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SANITY
Sanity for werewolves is affected in specific ways, in addition to the base sanity listed above.
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For every day spent living near non-afflicted characters, they will lose 1 sanity point.
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For every day spent living with at least one other werewolf, they will gain 1 sanity point.
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For completing a raid on a non-afflicted settlement for food, they will gain 3 sanity points.
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Turning to enraged form will subtract 2 sanity points, meaning only 1 sanity point will be gained from the raid.​
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RAIDING
There are specific rules for raiding for werewolves.
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An affliction ticket must be opened before anything happens in game.
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At least one member of the tribe you are targeting must be online, though they do not need to be at their base.
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A werewolf or pack may raid once every 24 hours.
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A single tribe may only be raided once every 72 hours.
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The raid must be for food items and nothing else.
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When in normal form, a werewolf may only take the equivalent to half of their personal carry weight.
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When in enraged form, a werewolf may only take the equivalent to one-fourth of their personal carry weight.
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All other applicable combat rules must be followed.
VAMPIRISM
Vampirism is, perhaps, more feared than Lycanthropy for one simple reason: where werewolves hunt all creatures, vampires prey upon the races. They can blend in almost seamlessly with regular folk, lying in wait for the perfect moment to strike. Masters of deception and manipulation, vampires are predators of discerning taste. They can afford to be. Theirs is a patient way of hunting, creating bonds with their victims and sowing doubt among the suspicious, so that they may gather around them a group of unknowing sheep. They tend to their flock with devotion, for it is their sheep whose blood will sustain them. Yet, no matter how beloved, no one is safe from a vampire on the night of a Blood Moon.
PHYSICAL CHANGES
Vampirism affects several changes on an afflicted character's body:
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Their skin pales and makes them intolerant to sunlight, direct rays burning their skin.
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Their canine teeth grow sharp enough to easily slice flesh, though still of normal length.
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They become wholly dependent on blood for nourishment, normal food and drink no longer sating them.
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Their body becomes frozen in time, no longer aging past the moment they turned.
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They heal wounds twice as fast as normal, but the cost is an increased thirst.
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When they become enraged, their flesh turns ghastly pale, their canine teeth grow into dagger-like fangs, and their eyes turn fresh-blood red.
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POWER POSSESSIVE
Vampires have a strong instinctual deterrence to living with or near other afflicted.​​
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There may only be 1 vampire living as part of a tribe and/or town at any given time.
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Vampires are extremely territorial, naturally desiring to drive out or attack any potential competition to their power and prey--including werewolves.
BLOODLINE​​
Vampires have the unique ability to create bloodlines.
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A bloodline is started whenever a vampire afflicts another character with vampirism, and is added to by the same process.
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There may only be 4 vampires in a bloodline at any given time, including the progenitor. Any further characters afflicted by the progenitor are not beholden to their bloodline.
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A member of a bloodline has an instinctual desire to follow their progenitor, such as following directives.
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The further away, physically, a member is from their progenitor, the weaker the desire becomes.​
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A member will avoid attacking their progenitor when they are enraged, if at all possible.
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A progenitor is able to remotely read the emotions of their bloodline.
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These contain no specific information, such as location or cause. It is only the recognizing of the emotion itself, and is stronger the more extreme the emotion is.​
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The members of a bloodline are not inherently aware of their progenitor's ability, as they do not receive anything from each other or from the progenitor. It is a one way connection.
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A member of a bloodline is unable to start their own bloodline unless they sever from their progenitor.
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Severing the bloodline is done through a blood ritual that symbolizes the cleansing of themselves.
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Open to your roleplay interpretation, still requires Affliction ticket.​
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RANKS
There are three ranks to vampirism, each increasing in power, but with specific requirements.
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Fledgling
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A character is given this rank automatically once they have become afflicted with vampirism.
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Character's race will be changed to Fledgling Vampire, giving them the base stat buffs/debuffs for vampirism and removing any prior racial stat buffs/debuffs they may have had.
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The character will be allowed to create a new CE template for their enraged form.
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The character will be given a base level 1 ravager travel form, custom colored.
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Initiate
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To reach this rank, a vampire must have:
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Been afflicted for a total of 3 weeks.
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Fed a total of 5 times on non-afflicted characters.​
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A character at this rank will receive:
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Initiate Vampire race, giving them 1.3x base vampirism stat effects.
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Ravager travel form strengthened to base level 25.
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Sovereign
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To reach this rank, a vampire must have:
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Been afflicted for a total of 8 weeks.​
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Never have had their sanity drop to 0.
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Fed a total of 15 times on non-afflicted characters.
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Have 3 Initiates in their bloodline.
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A character at this rank will receive:
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Sovereign Vampire race, giving a 1.6x base vampirism stat effects.​
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Ravager travel form strengthened to base level 50.
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A character will be downgraded from this rank if:
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There are less than 3 Initiates in their bloodline.​
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Their sanity drops to 0.
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SANITY
Sanity for vampires is effected in specific ways, in addition to the base sanity listed above.
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For every day spent living near afflicted characters, they will lose 1 sanity point.
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For every day spent living as the only afflicted among non-afflicted, they will gain 1 sanity point.
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For successfully feeding on a non-afflicted, they will gain 3 sanity points.
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Turning to enraged form during the attempt will subtract 2 sanity points, meaning only 1 sanity point will be gained from a successful feeding.​
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​FEEDING
There are specific rules for feeding for vampires.
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An affliction ticket must be opened before anything happens in game.
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The target character must be online.
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A vampire may attempt to feed a maximum of 2 times in 24 hours.
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If a feeding fails, the target character cannot be targeted again for 48 hours.
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If a feeding succeeds, the target character cannot be targeted again for 72 hours.
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A targeted character may choose to waive the protection timer if they wish.
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In order to feed, a vampire must knock out the target character, not kill them.
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A vampire may use a maximum of 5 tranquilizing projectiles, 2 movement traps, and 1 bola, during a single feeding attempt.
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A successful feeding leaves no permanent injury to the targeted character. They wake with amnesia, not knowing the attack ever happened.
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If a feeding fails due to killing the character instead of knocking them out, the targeted character still wakes with amnesia, but is injured or sore as they describe.​
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If a feeding fails due to the targeted character escaping... that's on you.
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No looting of any kind may be done during or immediately after any feeding attempt.
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All other applicable combat rules must be followed.
