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  1. ab transmology
  2. You have gained the following abilities in Transmology:
  3. Harvest Harvest the flesh from the Fleshpots of the Vortex.
  4. Fleshwork Prepare your flesh for transmological transformations.
  5. Link Channel the energy of wild astral nodes to your nexus.
  6. Return Call your loyal creatures of flesh back to you.
  7. Skin Your skin is the first line of defence of your body.
  8. SkinFold Store flesh within the folds of your skin.
  9. Folds The uninitiated are not worthy of seeing your superior body.
  10. Eyes Your eyes are the windows to your true inner soul.
  11. Spix Create a creature to distract your enemies.
  12. Legs Since you can't sprout a third (yet), improve the other two.
  13. Ears The elfen aren't the only ones with special ears...
  14. Ribbachi Create a creature with which to share a special bond.
  15. Belly A flat belly is not necessarily a good thing.
  16. Nose Haaatchooo! Your nose can be a versatile organ.
  17. Sludgeworm Your most disgusting beast. And yet strangely beautiful...
  18. FleshCloak Hide creatures from the prying eyes of others.
  19. Channels Open aetheric channels to other planar entities.
  20. Torso The torso can be the base for powerful transformations.
  21. Morrible Create a creature that can alter thoughts and perceptions.
  22. Pathways Choose the illuminated pathway on which you will walk.
  23. FluidFlesh Briefly melt your flesh, allowing instant transformation.
  24. Hands Transform your hands into powerful weapons.
  25. Throat Oh, what beautiful sounds you can now make.
  26. Hekoskeri No one's quite sure what it is, but be careful walking by.
  27. Gauntlets Enhance your hands with gauntlets of flesh.
  28. Mouth Your mouth offers a myriad possibilities for manipulation.
  29. Madfly Send a madfly to bite and goad one's mind to insanity.
  30. Aura Even your spirit surpasses the mundane norm.
  31. Homunculus Form a creature from your own vital essence.
  32. Fleshmound Establish your hold on the flesh of the Vortex.
  33. AB TRANSMOLOGY <ability> for more information on an ability.
  34.  
  35. AB TRANSMOLOGY HARVEST
  36. TRANSMOLOGY - HARVEST
  37.  
  38. Syntax: HARVEST [<number>] <fleshpot>
  39.  
  40. With permission from a guild leader, you are able to harvest flesh from
  41. the fleshpots on the Vortex so long as you know a skill that uses that
  42. flesh.
  43.  
  44. AB TRANSMOLOGY FLESHWORK
  45. TRANSMOLOGY - FLESHWORK
  46.  
  47. Syntax: FLESHCALL FLESHWORK
  48. FLESHFORM [LIST]
  49. FLESHCLOAK
  50. Flesh: Lovashi
  51. By merging the flesh of lovashi into your own flesh, you prepare your
  52. body for greater transmological transformations. Fleshwork also provides
  53. some resistance to skin diseases. To list all your transformations, you
  54. can review using FLESHFORM LIST. As you gain abilities through
  55. transformations, FLESHFORM will show you the syntax for more commands.
  56.  
  57. AB TRANSMOLOGY LINK
  58. TRANSMOLOGY - LINK
  59.  
  60. Syntax: FLESHCALL LINK NODE
  61. Flesh: Any
  62. Travel to the astral plane and link to a wild energy node. This will automatically channel its
  63. latent powers directly into the Eternal Flame. You can use any charged type of flesh to make the
  64. link (and it will not be consumed).
  65.  
  66. AB TRANSMOLOGY RETURN
  67. TRANSMOLOGY - RETURN
  68.  
  69. Syntax: FLESHCALL RETURN
  70.  
  71. Return your flesh to you.
  72.  
  73. AB TRANSMOLOGY SKIN
  74. TRANSMOLOGY - SKIN
  75.  
  76. Syntax: FLESHCALL SKIN <thicken|marble|fur|bubble>
  77. Flesh: Lovashi, Yig
  78. Damage Modifier: Thicken - 1/8 blunt resistance
  79. Marble - 1/8 cutting resistance
  80. Fur - 1/8 cold, fire and electricity resistance
  81. Bubble - 1/8 magic resistance
  82. From the Fleshpot of Yig, you can use the protoplasm to transform your
  83. skin by (1) thickening it (blunt protection), (2) marbleizing it
  84. (cutting protection), (3) creating thick fur on it (elemental
  85. protection) or (4) creating bubble warts (magic protection). Your skin
  86. can only hold one of these transformations.
  87.  
  88. AB TRANSMOLOGY SKINFOLD
  89. TRANSMOLOGY - SKINFOLD
  90.  
  91. Syntax: INSKIN [<amount>|ALL] <item>
  92. OUTSKIN [<amount>|ALL] <item>
  93. INVSKIN
  94. You can create folds within your own skin to store transmorphic flesh, which only you can access.
  95. The skin folds will only hold flesh harvested on the Vortex plane.
  96.  
  97. INSKIN puts a given number of a single type of flesh (or all by default) into your skin folds. If no
  98. amount is given, then the first item found will be used (or the entire first group, if the first
  99. item is a grouping item).
  100.  
  101. OUTSKIN takes a given number of a single type of flesh (or all by default) out of your skin folds.
  102. If no amount is specified, then the default is to take out only one flesh.
  103.  
  104. INVSKIN peeks into the skin folds to take a quick inventory of what is stored there.
  105. Type MORE to continue reading. (99% shown)
  106.  
  107. AB TRANSMOLOGY FOLDS
  108. TRANSMOLOGY - FOLDS
  109.  
  110. Syntax: FLESHCALL FOLDS <robes>
  111. Flesh: Yig
  112. Power: 10 (Eternal Flame)
  113.  
  114. Historically, the Illuminati have hidden their transformations from the
  115. general public. To do so, they have developed special illusory magics
  116. that can be imbued within the folds of loose garments such as robes,
  117. coats and cloaks.
  118.  
  119. AB TRANSMOLOGY EYES
  120. TRANSMOLOGY - EYES
  121.  
  122. Syntax: FLESHCALL EYES <whirl|darken|silver>
  123. Flesh: Lovashi, Olormi
  124. From the Fleshpot of Olormi, you can use the protoplasm to transform
  125. your eyes by (1) chromatically whirling them (helps illusion
  126. protection), (2) darkening the eyes (scan weaknesses of others), or
  127. (3) turning your eyes silver (the ability to hypnotise). Your eyes can
  128. only hold one of these transformations.
  129.  
  130. Syntax: FLESHFORM HYPNOTISE <target>
  131. ORDER <target> <action>
  132. If you have silvery eyes, you can hypnotise another. Once hypnotised,
  133. you have roughly 30 seconds to issue an order. Once ordered, you cannot
  134. hypnotise that person for 10 seconds.
  135.  
  136. Syntax: FLESHFORM SCAN <target>
  137. If you have darkened eyes, you can scan another person's body for signs
  138. of illness.
  139.  
  140. AB TRANSMOLOGY SPIX
  141. TRANSMOLOGY - SPIX
  142.  
  143. Syntax: FLESHCALL SPIX
  144. Power: 2 (Eternal Flame)
  145. Flesh: Olormi
  146. The spix can transfix enemies who aren't blind or unblind enemies who are blind. It is a slow
  147. attacker and can be ordered like other loyal denizens. See HELP DENIZENS.
  148.  
  149. AB TRANSMOLOGY LEGS
  150. TRANSMOLOGY - LEGS
  151.  
  152. Syntax: FLESHCALL LEGS [fatten|lengthen|doublejoint]
  153. Flesh: Lovashi, Flahti
  154. From the Fleshpot of Flahti, you can use the protoplasm to transform
  155. your legs to either (1) fatten them (helps protect against summons), (2)
  156. lengthen them (improves movement), or (3) making them doublejoint
  157. (ability to leap). Your legs can only hold one of these transformations.
  158.  
  159. Syntax: FLESHFORM LEAP <direction>
  160. If your legs are doublejointed, you can leap over obstacles.
  161.  
  162.  
  163. AB TRANSMOLOGY EARS
  164. TRANSMOLOGY - EARS
  165.  
  166. Syntax: FLESHCALL EARS [sharpen|lengthen|scales]
  167. Flesh: Lovashi, Augorum
  168. DMP: 10 (scaled ears)
  169. From the Fleshpot of Augorum, you can use the protoplasm to transform your ears to either (1)
  170. sharpen them (allows eavesdropping two rooms away), (2) lengthen them (grants sonar), or (3) cover
  171. them in scales (reduces sound damage). Your ears can only hold one of these transformations.
  172.  
  173. Syntax: FLESHFORM EAVESDROP <direction>
  174. If you have sharpened your ears, you can eavesdrop up to two rooms away. However, you cannot listen
  175. through doors.
  176.  
  177. Syntax: FLESHFORM PING <direction>
  178. If you have lengthened your ears, you can 'ping' in a direction, gathering vital statistics of
  179. everyone in that adjacent room.
  180.  
  181. AB TRANSMOLOGY RIBBACHI
  182. TRANSMOLOGY - RIBBACHI
  183.  
  184. Syntax: FLESHCALL RIBBACHI
  185. ORDER RIBBACHI MOVE <direction>
  186. ORDER RIBBACHI LOOK [object] [ON <person>]
  187. ORDER RIBBACHI CLIMB [trees|up|down]
  188. ORDER RIBBACHI RETURN
  189. ORDER RIBBACHI FOLLOW <person>
  190. ORDER RIBBACHI SEEK <person>
  191. ORDER RIBBACHI EXITS
  192. ORDER RIBBACHI GIVE [number] <item> TO <person>
  193. ORDER RIBBACHI DROP [number] <item>
  194. Power: 2 (Eternal Flame)
  195. Flesh: Augorum, Flahti
  196. This albino blind frog can be remotely controlled through the ORDER
  197. command to move silently. You will hear whatever is said in the room the
  198. frog is in, making it the perfect spy.
  199.  
  200. AB TRANSMOLOGY BELLY
  201. TRANSMOLOGY - BELLY
  202.  
  203. Syntax: FLESHCALL BELLY [harden|temper|fatten]
  204. Flesh: Lovashi, Bahlik
  205. From the Fleshpot of Bahlik, you can use the protoplasm to transform
  206. your belly to either (1) harden it (some protection from vomiting,
  207. cramps, and worms), (2) temper it (some resistance to alcohol), or (3)
  208. fatten it (adds resistance to summoning). Your belly can only hold one
  209. of these transformations.
  210.  
  211. AB TRANSMOLOGY NOSE
  212. TRANSMOLOGY - NOSE
  213.  
  214. Syntax: FLESHCALL NOSE [lengthen|bulbous|harden]
  215. Flesh: Lovashi, Phlo
  216. From the Fleshpot of Phlo, you can use the protoplasm to transform your nose to either (1) lengthen
  217. (scent others), (2) become bulbous (slime attack), or (3) harden into a beak (beak). Your nose can
  218. only hold one of these transformations.
  219.  
  220. Syntax: FLESHFORM SCENT
  221. If your nose is lengthened, you can use scent to find others in the area.
  222.  
  223. Syntax: FLESHFORM SLIME <target>
  224. Power: 1 (Eternal Flame)
  225. If your nose is bulbous, you can cover another in ectoplasmic slime.
  226.  
  227. Syntax: FLESHFORM PECK <target>
  228. Damage Type: 100% Cutting
  229. Damage Source: Physical
  230. If your nose has been hardened into a beak, you can use it to peck others as an attack (which has
  231. its own head balance).
  232.  
  233. AB TRANSMOLOGY SLUDGEWORM
  234. TRANSMOLOGY - SLUDGEWORM
  235.  
  236. Syntax: FLESHCALL SLUDGEWORM
  237. Power: 2 (Eternal Flame)
  238. Flesh: Bahlik, Phlo
  239. A sludgeworm will spit slime at enemies, which may make them slip upon movement.
  240.  
  241. AB TRANSMOLOGY FLESHCLOAK
  242. TRANSMOLOGY - FLESHCLOAK
  243.  
  244. Syntax: FLESHCLOAK <ON/OFF>
  245.  
  246. Cloak your entourage of flesh.
  247.  
  248. AB TRANSMOLOGY CHANNELS
  249. TRANSMOLOGY - CHANNELS
  250.  
  251. Syntax: OPEN CHANNELS
  252. Power: 10
  253. This power will open up aetheric channels between you and summoned
  254. planar entities. Once such channels are open, you will not use any
  255. equilibrium when summoning (though you must have equilibrium).
  256.  
  257. Opening your channels while on the Vortex Plane will only require half
  258. the normal power cost.
  259.  
  260. AB TRANSMOLOGY TORSO
  261. TRANSMOLOGY - TORSO
  262.  
  263. Syntax: FLESHCALL TORSO [fatten|sprout wings|sprout tentacles]
  264. Flesh: Lovashi, Hakii
  265. From the Fleshpot of Hakii, use the protoplasm to transform your torso to either: (1) increase
  266. weight (adds to summons resistance), (2) grow wings (flight and gust), (3) grow tentacles (special
  267. exit blocking). Your torso can only hold one of these transformations.
  268.  
  269. Syntax: FLESHFORM GUST [<target> <direction>]
  270. If you have transformed wings, you can use them to create a gust of wind like the elementalism spell.
  271. You can either blow clouds or fogs out of the room or blow someone away from you.
  272.  
  273. Syntax: FLESHFORM BLOCK <direction>
  274. UNBLOCK
  275. If you have tentacles, you can use them to block an exit. Anyone who tries to use that exit will
  276. find themselves webbed in your tentacles. Note that this will rip the tentacles out of your torso
  277. which can be a bit painful!
  278.  
  279. AB TRANSMOLOGY MORRIBLE
  280. TRANSMOLOGY - MORRIBLE
  281.  
  282. Syntax: FLESHCALL MORRIBLE
  283. Flesh: Bahlik, Hakii, Flahti
  284. Power: 2 (Eternal Flame)
  285. The morrible can stick its suckered fingers onto the head of others, causing mind ailments and
  286. chance of 1-2 temporary madness.
  287.  
  288. AB TRANSMOLOGY PATHWAYS
  289. TRANSMOLOGY - PATHWAYS
  290.  
  291. Syntax: FLESHCALL PATHWAYS <path>
  292. Power: 10 (Eternal Flame)
  293. At this point in your studies of the Illuminati, it is time to pick one
  294. of the Ways to Enlightenment. You must perform this ritual at the room
  295. in your guild devoted to the pathway you want. Below is a brief
  296. description of each path:
  297.  
  298. Manipulation - The Path of Manipulation is also sometimes called the
  299. Path of Politics. Illuminati who take this path generally are concerned
  300. with worldly affairs. They have the permanent ability to hypnotize
  301. others at will as though they have silvery eyes.
  302.  
  303. Transformation - Those on the Path of Transformation devote themselves
  304. to understanding their own physical transformations. They are often the
  305. warriors of the Illuminati as their understanding of the physical form
  306. lends itself to physical supremacy. They have permanent tentacles upon
  307. their torso.
  308.  
  309. Type MORE to continue reading. (43% shown)
  310.  
  311. AB TRANSMOLOGY FLUIDFLESH
  312. TRANSMOLOGY - FLUIDFLESH
  313.  
  314. Syntax: FLESHCALL FLUIDFLESH
  315. Power: 5 (Eternal Flame)
  316.  
  317. Briefly turn your flesh to liquid, allowing for instantaneous mutations.
  318.  
  319. AB TRANSMOLOGY HANDS
  320. TRANSMOLOGY - HANDS
  321.  
  322. Syntax: FLESHCALL HANDS [claws|giant|ethereal]
  323. Flesh: Lovashi, Cluuvia
  324. From the Fleshpot of Cluuvia, use the protoplasm to transform your hands
  325. into powerful weapons. They can be either: (1) claws (poisonous but
  326. light damage), (2) gigantic (blunt heavy damage), or (3) ethereal
  327. (strong attack against dream bodies or incorporeals). Your hands can
  328. only hold one of these transformations.
  329.  
  330. Syntax: FLESHFORM CLAW <target>
  331. Damage Type: 100% Cutting
  332. Damage Source: Brute (Magical)
  333. Can Target Denizens
  334.  
  335. With clawed hands, you will exude a random poison with your attacks.
  336.  
  337. Syntax: FLESHFORM CRUSH <target>
  338. Damage Type: 100% Blunt
  339. Damage Source: Brute (Magical)
  340. Type MORE to continue reading. (50% shown)
  341.  
  342. AB TRANSMOLOGY THROAT
  343. TRANSMOLOGY - THROAT
  344.  
  345. Syntax: FLESHCALL THROAT [scales|frog|feathers]
  346. Flesh: Lovashi, Mhogaki
  347. From the Fleshpot of Mhogaki, use the protoplasm to transform your
  348. throat to either: (1) scaled (piercing scream that stuns), (2) frog-like
  349. (croak attack that can damage those in adjacent rooms), or (3) feathered
  350. (sing to summon others). Your throat can only hold one of these
  351. transformations.
  352.  
  353. Syntax: FLESHFORM SCREAM <target> <text>
  354. If you have a scaled throat, your screams at others can stun.
  355.  
  356. Syntax: FLESHFORM CROAK <direction>
  357. Damage Type: 100% Magic
  358. Damage Source: Magical (charisma)
  359. If you have a frog-like throat, you can croak towards adjacent rooms,
  360. causing damage to those of your enemies unfortunate enough to be there.
  361.  
  362. Syntax: FLESHFORM SING <target>
  363. Type MORE to continue reading. (74% shown)
  364.  
  365. AB TRANSMOLOGY HEKOSKERI
  366. TRANSMOLOGY - HEKOSKERI
  367.  
  368. Syntax: FLESHCALL HEKOSKERI
  369. Power: 2 (Eternal Flame)
  370. Flesh: Cluuvia, Mhogaki, Olormi
  371.  
  372. This mass of arms and eyes will inject your opponents with a fluid that
  373. will give a -10/-10 penalty to balance and equilibrium recovery for 5
  374. seconds.
  375.  
  376. AB TRANSMOLOGY GAUNTLETS
  377. TRANSMOLOGY - GAUNTLETS
  378.  
  379. Syntax: FLESHCALL GAUNTLETS
  380. Flesh: Yig, Olormi, Flahti, Augorum, Bahlik, Phlo, Hakii, Cluuvia,
  381. Mhogaki
  382. Power: 10 (Eternal Flame)
  383.  
  384. The gauntlets will fit over your wrists and enhance the damage of hand
  385. attacks (claw, crush, and flay). However, if you are walking on a
  386. pathway, the gauntlets you summon will be specialized for that pathway
  387. with an additional bonus (magical damage source):
  388.  
  389. Gauntlets of Gnosis - additional magic damage.
  390. Gauntlets of Transformation - additional fire damage.
  391. Gauntlets of Whispers - additional psychic damage.
  392. Gauntlets of Manipulation - additional cold damage.
  393. Gauntlets of Psychedelia - additional electric damage.
  394.  
  395. Note: For the extra specialized damage, you must be on the same path as
  396. the gauntlets.
  397.  
  398. AB TRANSMOLOGY MOUTH
  399. TRANSMOLOGY - MOUTH
  400.  
  401. Syntax: FLESHCALL MOUTH [fangs|silver|scales]
  402. Flesh: Lovashi, Slaavi
  403. From the Fleshpot of Slaavi, use the protoplasm to transform your mouth to either have: (1) fangs
  404. (leach health, mana and ego), (2) a silver tongue (improve influence battles), or (3) scaled lips
  405. (health/mana/bromide potion enhancer). Your mouth can only hold one of these transformations.
  406.  
  407. Syntax: FLESHFORM BITE <target>
  408. Damage Type: 100% Unblockable
  409. Damage Source: None
  410. If you have fangs, you can bite your target, draining him or her of health, mana and ego into
  411. yourself.
  412.  
  413. AB TRANSMOLOGY MADFLY
  414. TRANSMOLOGY - MADFLY
  415.  
  416. Syntax: FLESHCALL MADFLY <target>
  417. Power: 5 (Eternal Flame)
  418. Flesh: Hakii, Mhogaki, Slaavi
  419. This small fly will enter a target's ear and whisper terrible secrets that drive the target insane.
  420. Once the madfly is on its target, you will have no control over it. Madflies do not live long.
  421.  
  422. AB TRANSMOLOGY AURA
  423. TRANSMOLOGY - AURA
  424.  
  425. Syntax: FLESHCALL AURA [psychedelic|electric|stable]
  426. Flesh: Lovashi, Uurulu
  427. From the Fleshpot of Uurulu, use the protoplasm to transform your aura to either be: (1) psychedelic
  428. (if an enemy attacks, aura has a chance of randomly afflicting), (2) electrical (randomly strikes
  429. enemies with electrical strikes), or (3) stable (regenerates health/mana/ego). Your aura can only
  430. hold one of these transformations.
  431.  
  432. For the electric aura:
  433. Damage Type: 100% Electric
  434. Damage Source: Magical
  435.  
  436.  
  437. AB TRANSMOLOGY HOMUNCULUS
  438. TRANSMOLOGY - HOMUNCULUS
  439.  
  440. Syntax: FLESHCALL HOMUNCULUS
  441. Power: 10 (Eternal Flame)
  442. Flesh: Uurulu, Slaavi, Mhogaki, Cluuvia, Hakii, Phlo, Bahlik, Augorum,
  443. Flahti, Olormi, Yig, Lovashi
  444. The homunculus represents the pinnacle of transmology, creating a creature using yourself as a
  445. template. The homunculus is under the complete mental and physical domination of its caster. The
  446. caster will receive increased health, mana and ego so long as the homunculus lives. However, if the
  447. homunculus dies, the caster will experience its physical pain. On the other hand, if the caster dies,
  448. the caster will send his or her essence completely into the homunculus and be reborn. More
  449. formidably, the homunculus uses its own balance and can even cast some paradigmatic spells. Also,
  450. the bite of a homunculus causes insanity. The commands available are:
  451.  
  452. Syntax:
  453. ORDER <homunculus> MOVE (direction)
  454. ORDER <homunculus> SAY (text)
  455. ORDER <homunculus> EMOTE (emote)
  456. Type MORE to continue reading. (78% shown)
  457.  
  458. AB TRANSMOLOGY FLESHMOUND
  459. TRANSMOLOGY - FLESHMOUND
  460.  
  461. Syntax: FLESHCALL FLESHMOUND
  462. FLESHMOUND STATUS
  463. FLESHMOUND PROTECTION [ON|OFF]
  464. FLESHMOUND HARVEST <amount>
  465. FLESHMOUND STORE <amount>
  466. FLESHMOUND REANIMATE <corpse>
  467. Power: 10 (Eternal Flame) (to raise mound and to reanimate)
  468. Flesh: 10 <fleshpot type>
  469. You can raise a flesh mound at the base of any fleshpot on the Vortex
  470. plane. That mound will slowly regenerate flesh of that type (up to 100).
  471. The mound will last indefinitely so long as the caster uses it at least
  472. once a year. The more flesh is in the mound, the faster it will
  473. regenerate. You can STORE flesh in the mound or HARVEST flesh for your
  474. own use. The mound has several other benefits:
  475.  
  476. Reanimate - You can place a corpse on the mound and reanimate that
  477. corpse to full life so long as there is 25 flesh within the mound (which
  478. will be consumed). Alternatively, you can send a corpse to your mound
  479. for reanimation from wherever you are, though that will consume 50 flesh
  480. from the mound. Can only be used on someone who considers you an ally.
  481.  
  482. Vortex Protection - If the caster dies on the Plane of Vortex, he or she
  483. will automatically be resurrected in the flesh mound at the cost of 25
  484. flesh within the mound. This will only happen if you have told your
  485. fleshmound to protect you from death.
  486.  
  487. Aura Enhancement - While in the same room as the flesh mound, the
  488. caster's transmological aura will be enhanced to supranormal levels.
  489.  
  490. NOTE: If the fleshpot that your mound is under dies, the fleshmound will
  491. be rendered useless and unable to utilize any of its abilities.
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