Star Wars Roleplay: Chaos

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Approved Tech Robe of the Damned

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Intent: Create An Enchanted Robe

Development Thread: A Tale of Damnation

Manufacturer: Darth Venefica

Model: Robe Of The Damned

Affiliation: Darth Venefica

Modularity: No

Production: Unique

Material: Dathomiri Spider Silk

Description:

The Robe of the Damned One was created by her using both Sith Alchemy and Sith Magick to construct the enchanted robe. Spending time on her homeworld of Dagobah, barely sleeping during the whole process, she chose to work there in secrecy until finally finishing her project. After several weeks, the finish product was done, and what came of it is listed below.


Strengths

* Tendrils: The tendrils are a side effect from the spell Dark Side Tendrils but do not retain the same effect as their spell casting counterpart. They can reach out to 3 meters either to choke, subdue, or kill; and because of the alchemy in it, they produce a burning sensation when they touch bare flesh. The tendrils can be called upon by her mind or they will act on their own defensively if she is threatened due to the symbiotic partnership. The total amount of tendrils range from one to four. Also the robe emits small wisps of black smoke from it, another effect from the Darkside Tendrils.

* Slightly Enhanced Tsaiwinokka Hoyakut Feature: Due to using the spell Tsaiwinokka Hoyakut in the creation of the robe, the desired effect she wanted did not work. However, what did work was how it worked in tandem with the tendrils. If any living target died under the grip of the tendrils, the spell activated and what she got was the basic undead (zombie), that would attack anyone on her command only.

Unlike the spell itself, where it can raise numerous undead or pass along the disease through a bite, the amount of zombies depends on how many tendrils reached out and killed; and since the tendrils themselves are limited, there could be no more than four at any one time. To further explain, each tendril first utilized carries the spell but once the spell is activated and an undead is created from the kill, it can no longer create more undead other than the initial zombie. However, the spell infused into the tendril can be reactivated but only in this capacity. First, the undead created by the tendril must be killed. Second, the tendril must retract back into the parent robe and wait a few seconds for the spell to recharge itself.

* Bonded To Her (Infused And Bonded To Her Flesh): The robe is a permanent fixture to her body. In the event she dies, the robe dies with her, due to her energy being poured into the alchemy ritual. Because of the robe's glowing black sheen created from the result of the ritual and where the robe touches her flesh, it gives off the appearance the robe is her flesh; which in a way it almost is.

Weaknesses:

* Constant Burning Sensation Throughout Her Body: The robe emits a burning sensation where it and her flesh have melded together. It's a constant and steady rate of pain (6 on the pain scale). Despite the side effect, there is no marks left behind. However, the burning only appears to be with her. If someone else touches the robe, all they feel is cold silk.

* Force Energy Drain: When the robe is activated, either by her or on it's own, there is an significant drain on the reserves of her Force energy. The energy is drained for each tendril in use, which in turn the decrease to her Force energy also significantly increases if all tendrils are used at once. However, once tendril is called into service, the one hour countdown begins and she can use the other three free of charge; but since the tendrils can react on their own, the threat of heavily decreased Force energy is always a great concern.

* Mental Concentration: Due to the factors behind using the original Darkside Tendrils, when any of the tendrils are cast out there is a minor depletion in her concentration that is transferred to focusing on the tendrils. In other words, her mind becomes slightly tunnel visioned and for a short period of time while the tendrils are in use she is unaware of everything around her.

Primary Source: N/A
 
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Darth Venefica said:
* Tendrils: The tendrils are a side effect from the spell Dark Side Tendrils but do not retain the same effect as their spell casting counterpart. They can reach out to 3 meters either to choke, subdue, or kill; and because of the alchemy in it, they produce a burning sensation when they touch bare flesh. The tendrils can be called upon by her mind or they will act on their own defensively if she is threatened due to the symbiotic partnership. The total amount of tendrils range from one to four. Also the robe emits small wisps of black smoke from it, another effect from the Darkside Tendrils.
Dark Side tendrils required immense focus and concentration, to the point that they were nearly impractical to use in any form of combative situations, and in canon were described as raw dark side energy which annihilated anything that came into contact with them, such as a portion of Darth Bane's limbs. I'm wholly accepting of toned down version of this, but the weakness you've provided does not quite work on the board.


Darth Venefica said:
* Force Energy Drain: When the robe is activated, either by her or on it's own, there is a three percent drain of her Force energy for one hour. The energy is depleted for each tendril in use, so there can be up to a twelve percent decrease in her energy if all tendrils are used at once. However, once a tendril is used, the one hour countdown begins and she can use the other three free of charge; but since the tendrils can react on their own, the threat of the twelve percent is always a great concern.
We don't operate on stats, not in the factory nor the codex, and while I'm fine with there being a mild drain on the reserves of the wielder per the hour, the % will need to be more vaguely described in less quantitative and more qualitative means. This could be anywhere to describing the sort of drain the person feels (i.e; the use of these tendrils wear heavily on the user's reserves, increasing the rate at which they will tire) to a vague statement (i.e; the use of these creates a significant drain on the user's reserves). No where in this submissions should there be any kind of stats being used, especially as a person's reserves are not quantified to begin with, nor do roleplays generally have defined passages of time.



Darth Venefica said:
Unlike the spell itself, where it can raise numerous undead or pass along the disease through a bite, the amount of zombies depends on how many tendrils reached out and killed; and since the tendrils themselves are limited, there could be no more than four at any one time.
Do these undead disappear? If, in theory, the user were to kill twelve people with those tendrils, would there not be twelve, rather than four?

I'd like to comb through for edits and such before I make any further judgments, such as whether this may or may not require further development, so @Mention me when you are ready to move forwards and I'll read through this again.
 
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