Through the Living Wrath he/him Posted March 24, 2025 Posted March 24, 2025 Hhhhmmmm With Shifters having cracks in their Spiritweb (unless I misinterpreted it) would it make sense that they are vulnerable to Falsehood SR explosions?
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 2 minutes ago, SpiritOfWrath said: Hhhhmmmm With Shifters having cracks in their Spiritweb (unless I misinterpreted it) would it make sense that they are vulnerable to Falsehood SR explosions? Probably? It's like holes in a fence. The bombs can come in easier.
bmcclure7 Posted March 24, 2025 Author Posted March 24, 2025 (edited) 10 minutes ago, Argenti said: I mean, Shifters are really quite vulnerable to them, with the cracks and all, they're wide open to being Charmed. oh my god we did vampires vs werewolves But yeah, i'll be more specific and strengthen them a bit I thought about maybe making them more invested so that they would have a bit of a healing factor maybe some increased strength and toughness as well. And if you really wanted to, you could maybe get them even some Limited hemokinesis. I assume it’s only the kings and his immediate heirs Who get these powers (kind of like the royal locks) so you can make them more powerful and so probably aren’t that many people who have this power. 6 minutes ago, SpiritOfWrath said: Hhhhmmmm With Shifters having cracks in their Spiritweb (unless I misinterpreted it) would it make sense that they are vulnerable to Falsehood SR explosions? Explain? Edited March 24, 2025 by bmcclure7 1
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 3 minutes ago, bmcclure7 said: I thought about maybe making them more invested so that they would have a bit of a healing factor maybe some increased strength and toughness as well. And if you really wanted to, you could maybe get them even some Limited hemokinesis Eh. They'll already be controlling people's minds, no need to blood bend. They'll get extra strength and a healing factor. 6 minutes ago, bmcclure7 said: ed hemokinesis. I assume it’s only the kings and his immediate heirs Who get these powers (kind of like the royal locks) so you can make them more powerful and so probably aren’t that many people who have this power. I wasn't really thinking any real kings. More like rival warlords?
Entr0pic He/him Posted March 24, 2025 Posted March 24, 2025 2 hours ago, bmcclure7 said: I like your crowns system It is a little vague, though is it all right if I flush out the details a bit more? where I think your magic system is basically all right for right now we can add more details or change more details as problems come up if necessary I do have one request. Could you change it to something other than hijacking I like the system but hijacking this feels so modern term. But If you can’t think of a replacement, then that’s fine we can go with it. I was worried about the prose when i made hijacking, but I couldn’t think of anything better. I am definitely open to suggestions. I’m toying with the idea of “distorters”, as a more old synonym. Any thoughts?
CoderDrag0n8 He/They Posted March 24, 2025 Posted March 24, 2025 1 minute ago, Entr0pic said: I was worried about the prose when i made hijacking, but I couldn’t think of anything better. I am definitely open to suggestions. I’m toying with the idea of “distorters”, as a more old synonym. Any thoughts? Awesome name. We would just have to ctrl-f and replace every instance of hijacker in the doc.
Through the Living Wrath he/him Posted March 24, 2025 Posted March 24, 2025 6 minutes ago, bmcclure7 said: I thought about maybe making them more invested so that they would have a bit of a healing factor maybe some increased strength and toughness as well. And if you really wanted to, you could maybe get them even some Limited hemokinesis. I assume it’s only the kings and his immediate heirs Who get these powers (kind of like the royal locks) so you can make them more powerful and so probably aren’t that many people who have this power. Explain? So like SR explosion High concentration of investiture is released into SR all at once - large outpouring of "energy" as it tries to diffuse. Nearby Spiritwebs get caught in the flood - and if they have holes in them, it's more likely that the Investiture would flow through, and the full force of that flow would then be devoted to pulling the Spiritweb apart. Although Are Spiritwebs in the CR? 1
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 38 minutes ago, Entr0pic said: I was worried about the prose when i made hijacking, but I couldn’t think of anything better. I am definitely open to suggestions. I’m toying with the idea of “distorters”, as a more old synonym. Any thoughts? ...Corrupters? Fellcasters? Shapers? 36 minutes ago, SpiritOfWrath said: Are Spiritwebs in the CR? No. 36 minutes ago, SpiritOfWrath said: High concentration of investiture is released into SR all at once - large outpouring of "energy" as it tries to diffuse. I don't think that would work. The SR is already a singularity. 1
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 Spoiler Sin Crowns (Argenti’s Mol): Indulgence Sin Crowns are born rulers. Shortly after birth, their horns emerge, quickly developing into mighty “crowns” whose specific appearance varies wildly from Crown to Crown. From a young age, they are able to influence those around them to a strange degree (think emotional allomancy), often accompanied by a desire to protect and better their flock -on the assumption that they’re the only ones capable of doing so, of course. This Charm, however, isn’t their primary power. The greater a Sin Crown’s flock, the people who follow and obey them, the more invested the Sin Crown is. This, of course, has many benefits, including a boosting of the aforementioned Charm, improved physical, mental, and spiritual resilience and power, longer lifespans, control over the local Flora and Fauna, and a sort of attunement to the land they rule over, subconsciously molding the weather and landscape to fit their moods. Recently, however, this power comes with a cost. Ever since Corruption arrived, the power that once surged through a Crown’s veins goes sour with time, turning to black bile. As time passes, they suffer a growing taste for greater luxury and decadence, until eventually, the only thing that can sate a Sin Crown is human blood. As they age and their flock and power grow, their hunger for blood only grows until they’re truly consumed by it, and whatever humanity is left within them is consumed. At a certain point, circa 150 years, a Sin Crown needs to consume human blood, or they will die. Clarifications and Powers: All of the Sin Crown’s powers scale with the number of followers they have, their “flock,” and their age. Followers is loosely defined, but it’s something like how many people have faith in them, and view themselves as the Sin Crown’s Follower’s. This does create a feedback loop of sorts because enough followers can extend a sin Crown’s lifespan by allowing them to be strong enough to defend themselves, and thus they become more powerful as they age, attracting more followers, and so forth. Now for powers: Charm: Their Charm begins immediately upon birth, and comes in two variants, Grandeur and Domination. As with other magical effects, you can block this with the use of aluminum, but instead of on the head, over the heart. Grandeur functions much the same as emotional Allomancy, able to riot and soothe emotions, typically fear, loyalty, or awe. Sin Crowns use this aspect of charm to inspire their followers and strike fear in the hearts of their enemies. Domination, on the other hand, has much more in common with mind control. Working on similar mechanics as The Hemulugic Flaw, a powerful (Either Old or with a large Flock) Sin Crown can completely and utterly dominate a person’s mind, enslaving them to their will. While this does work on regular humans, Shifters and others with large cracks in their spirit web are particularly vulnerable to domination as well as a Crown’s grandeur. Enhancements: As a Sin Crown grows in age and influence, their physical, cognitive, and spiritual aspects grow as well. This is a sliding scale, without a clear upper or lower bound. Physical: The average Sin Crown is about as strong as their own expected strength plus ⅙th of their flock's combined physical strength- sometimes more, sometimes less, depending on their age and the fervor in which their flock believes in them, increasing as each of those factors increases. In addition, Sin Crowns are significantly harder to kill than the average person, with both enhanced durability and a healing factor. This enhanced durability starts off as a resistance to scratches and bruises but grows in power with the Crown. Once they reach a certain point (around 500ish followers and 80+ years), they’re immune to non-invested blades and edges, save for aluminum, (Varium is invested and can still pierce their skin, though it’s not supernaturally sharp) however, their skin offers extra resistance to those as well. At an even higher point (~5000, 160+), Varuim and aluminum blades will bounce off their skin surely as iron. They also have enhanced reflexes. Healing: Healing for most Sin Crowns is faster passively, rather than actively- so they need to survive while it heals. What this means is that while a Sin Crown who leads a village of 50 people couldn’t have their head cut off and survive, a cut-off limb could grow back within a week or two. This does go out the window once they reach a certain point, where very few things can keep them down, otherwise they’ll just regenerate. (They’re unable to heal around aluminum, and pouring Vaw down their throat can weaken or stop their healing factor) An aluminum stake through the heart is a particularly good way to kill them, though any major artery works. Their horn Crowns and Eyes begin to glow a brighter and brighter orange as their power mounts. Cognitive: Sin Crowns gain greater memory, awareness, mental fortitude, and will as their flock grows and they age. Memory: A Sin Crown has a gift for remembering faces, names, and facts about people’s lives, meaning it’s extremely easy for them to know the names of each and every one of their flock. They are quite good at remembering battle strategies, slights, and ways of war. Cunning: A Sin Crown thinks faster than the average person. In the average Crown, this effect is negligible, but in extreme cases of sin crowns with very large flocks (Numbering in the thousands), their minds begin to race, and they scheme far faster than mere mortals. Mental Resilience: Sin Crowns have an extraordinary will, and are harder to affect with mental influences (Such as Charm) or the acts of mental hijackers. They’re also less likely to break under the pressure of ruling and other mental stressors. Spiritual: Sin Crowns gain an enhanced Spiritual aspect, and form connections more easily. They have a stronger identity than the average person, which contributes to the difficulty Hjackers have when affecting them. Domain: Along with a Flock, a fully grown Sin Crown has a Domain, where their Flock lives and their belief thrives. While present in this domain, which, like a flock, is defined by people’s perceptions, the Sin Crown is aware of Blood Shed, Fire Made, and Fast Movement, (See what I did there?) as well as the weather and any intruders, though again, this can be blocked by aluminum around the heart. A measure of Control: As the ruler of their domain, the domain is easily influenced by their moods and conscious will. Within their domain, a Crown can call rain, allow plants to grow faster, calm the wind and wildlife, or drive them to a frenzy against attackers.They are unable to control Vaw rains. Blood Hunger: Ever since the arrival of The Great Other, there has been a flaw in the great power of the Sin Crowns- a growing hunger. Sin Crowns, as Indulgence’s investiture demands, crave luxury and decadence, with their desire for luxury growing over the years until it reaches a fever pitch, and they begin to crave the ultimate luxury, human blood. Consumption of human blood does have its benefits, strengthening the tie between Flock, Domaion and Crown, the invested nature of human blood also strengthens the Crown physically and mentally. As they age, they eventually need this strengthening aspect of the blood more and more and grow reliant on it to continue their life. Before the Great Other, lifespan was measured only by the size of your flock, but after? Blood flows as water. Clarifications and Investiture Mechanics: For obvious reasons, a Sin Crown can not be a hijacker, the investiture interference is too great. They can, however, become a shifter- although this places a great strain on their spirit web and both their need for blood and the speed of their mental decline increase. Under this rare circumstance, the Crown’s healing factor is no longer repressed by Vaw, and blood can help ease the cracks in their spirit web as Vaw does. Sin Crowns are born, not made. They have a specific connection with both Indulgence, the people around them, and Arvus that is difficult to replicate, much less sustain. Sin Crowns came about as a natural reaction of Indulgence’s heavy investment in Arvus. As he ruled over the planet as a whole, Sin crowns were given seats at the table and chunks of land to rule over. Indulgence didn’t give much instruction to these Sin Crowns, resulting in something more like rival warlords rather than a strict hierarchy. Aluminum blocks their healing factors and if you lock them in an allunium room, they’re unable to change any aspect of their domain. In addition, if they’re in such a room for an extended period of time, they will slowly atrophy from their Flock, and lose all the powers granted to them by their flock, and eventually die, unless they are released before that point, where they will gradually gain back the powers granted to them. Blood hunger starts around age 60 and is a requirement for those over age 100, otherwise, they will slowly die. Sin Crowns don’t really age, but as they consume blood, their skin does grow paler and tighter around their frame. Oftentimes their nails grow harder and darker, coming to natural point, like claws.
bmcclure7 Posted March 24, 2025 Author Posted March 24, 2025 (edited) 7 minutes ago, Argenti said: Hide contents Sin Crowns (Argenti’s Mol): Indulgence Sin Crowns are born rulers. Shortly after birth, their horns emerge, quickly developing into mighty “crowns” whose specific appearance varies wildly from Crown to Crown. From a young age, they are able to influence those around them to a strange degree (think emotional allomancy), often accompanied by a desire to protect and better their flock -on the assumption that they’re the only ones capable of doing so, of course. This Charm, however, isn’t their primary power. The greater a Sin Crown’s flock, the people who follow and obey them, the more invested the Sin Crown is. This, of course, has many benefits, including a boosting of the aforementioned Charm, improved physical, mental, and spiritual resilience and power, longer lifespans, control over the local Flora and Fauna, and a sort of attunement to the land they rule over, subconsciously molding the weather and landscape to fit their moods. Recently, however, this power comes with a cost. Ever since Corruption arrived, the power that once surged through a Crown’s veins goes sour with time, turning to black bile. As time passes, they suffer a growing taste for greater luxury and decadence, until eventually, the only thing that can sate a Sin Crown is human blood. As they age and their flock and power grow, their hunger for blood only grows until they’re truly consumed by it, and whatever humanity is left within them is consumed. At a certain point, circa 150 years, a Sin Crown needs to consume human blood, or they will die. Clarifications and Powers: All of the Sin Crown’s powers scale with the number of followers they have, their “flock,” and their age. Followers is loosely defined, but it’s something like how many people have faith in them, and view themselves as the Sin Crown’s Follower’s. This does create a feedback loop of sorts because enough followers can extend a sin Crown’s lifespan by allowing them to be strong enough to defend themselves, and thus they become more powerful as they age, attracting more followers, and so forth. Now for powers: Charm: Their Charm begins immediately upon birth, and comes in two variants, Grandeur and Domination. As with other magical effects, you can block this with the use of aluminum, but instead of on the head, over the heart. Grandeur functions much the same as emotional Allomancy, able to riot and soothe emotions, typically fear, loyalty, or awe. Sin Crowns use this aspect of charm to inspire their followers and strike fear in the hearts of their enemies. Domination, on the other hand, has much more in common with mind control. Working on similar mechanics as The Hemulugic Flaw, a powerful (Either Old or with a large Flock) Sin Crown can completely and utterly dominate a person’s mind, enslaving them to their will. While this does work on regular humans, Shifters and others with large cracks in their spirit web are particularly vulnerable to domination as well as a Crown’s grandeur. Enhancements: As a Sin Crown grows in age and influence, their physical, cognitive, and spiritual aspects grow as well. This is a sliding scale, without a clear upper or lower bound. Physical: The average Sin Crown is about as strong as their own expected strength plus ⅙th of their flock's combined physical strength- sometimes more, sometimes less, depending on their age and the fervor in which their flock believes in them, increasing as each of those factors increases. In addition, Sin Crowns are significantly harder to kill than the average person, with both enhanced durability and a healing factor. This enhanced durability starts off as a resistance to scratches and bruises but grows in power with the Crown. Once they reach a certain point (around 500ish followers and 80+ years), they’re immune to non-invested blades and edges, save for aluminum, (Varium is invested and can still pierce their skin, though it’s not supernaturally sharp) however, their skin offers extra resistance to those as well. At an even higher point (~5000, 160+), Varuim and aluminum blades will bounce off their skin surely as iron. They also have enhanced reflexes. Healing: Healing for most Sin Crowns is faster passively, rather than actively- so they need to survive while it heals. What this means is that while a Sin Crown who leads a village of 50 people couldn’t have their head cut off and survive, a cut-off limb could grow back within a week or two. This does go out the window once they reach a certain point, where very few things can keep them down, otherwise they’ll just regenerate. (They’re unable to heal around aluminum, and pouring Vaw down their throat can weaken or stop their healing factor) An aluminum stake through the heart is a particularly good way to kill them, though any major artery works. Their horn Crowns and Eyes begin to glow a brighter and brighter orange as their power mounts. Cognitive: Sin Crowns gain greater memory, awareness, mental fortitude, and will as their flock grows and they age. Memory: A Sin Crown has a gift for remembering faces, names, and facts about people’s lives, meaning it’s extremely easy for them to know the names of each and every one of their flock. They are quite good at remembering battle strategies, slights, and ways of war. Cunning: A Sin Crown thinks faster than the average person. In the average Crown, this effect is negligible, but in extreme cases of sin crowns with very large flocks (Numbering in the thousands), their minds begin to race, and they scheme far faster than mere mortals. Mental Resilience: Sin Crowns have an extraordinary will, and are harder to affect with mental influences (Such as Charm) or the acts of mental hijackers. They’re also less likely to break under the pressure of ruling and other mental stressors. Spiritual: Sin Crowns gain an enhanced Spiritual aspect, and form connections more easily. They have a stronger identity than the average person, which contributes to the difficulty Hjackers have when affecting them. Domain: Along with a Flock, a fully grown Sin Crown has a Domain, where their Flock lives and their belief thrives. While present in this domain, which, like a flock, is defined by people’s perceptions, the Sin Crown is aware of Blood Shed, Fire Made, and Fast Movement, (See what I did there?) as well as the weather and any intruders, though again, this can be blocked by aluminum around the heart. A measure of Control: As the ruler of their domain, the domain is easily influenced by their moods and conscious will. Within their domain, a Crown can call rain, allow plants to grow faster, calm the wind and wildlife, or drive them to a frenzy against attackers.They are unable to control Vaw rains. Blood Hunger: Ever since the arrival of The Great Other, there has been a flaw in the great power of the Sin Crowns- a growing hunger. Sin Crowns, as Indulgence’s investiture demands, crave luxury and decadence, with their desire for luxury growing over the years until it reaches a fever pitch, and they begin to crave the ultimate luxury, human blood. Consumption of human blood does have its benefits, strengthening the tie between Flock, Domaion and Crown, the invested nature of human blood also strengthens the Crown physically and mentally. As they age, they eventually need this strengthening aspect of the blood more and more and grow reliant on it to continue their life. Before the Great Other, lifespan was measured only by the size of your flock, but after? Blood flows as water. Clarifications and Investiture Mechanics: For obvious reasons, a Sin Crown can not be a hijacker, the investiture interference is too great. They can, however, become a shifter- although this places a great strain on their spirit web and both their need for blood and the speed of their mental decline increase. Under this rare circumstance, the Crown’s healing factor is no longer repressed by Vaw, and blood can help ease the cracks in their spirit web as Vaw does. Sin Crowns are born, not made. They have a specific connection with both Indulgence, the people around them, and Arvus that is difficult to replicate, much less sustain. Sin Crowns came about as a natural reaction of Indulgence’s heavy investment in Arvus. As he ruled over the planet as a whole, Sin crowns were given seats at the table and chunks of land to rule over. Indulgence didn’t give much instruction to these Sin Crowns, resulting in something more like rival warlords rather than a strict hierarchy. Aluminum blocks their healing factors and if you lock them in an allunium room, they’re unable to change any aspect of their domain. In addition, if they’re in such a room for an extended period of time, they will slowly atrophy from their Flock, and lose all the powers granted to them by their flock, and eventually die, unless they are released before that point, where they will gradually gain back the powers granted to them. Blood hunger starts around age 60 and is a requirement for those over age 100, otherwise, they will slowly die. Sin Crowns don’t really age, but as they consume blood, their skin does grow paler and tighter around their frame. Oftentimes their nails grow harder and darker, coming to natural point, like claws. I’m a little confused number of people under them equals higher invested power? Does each person under them give them some of their own investiture or something? how exactly does one become a flock to a crown? Do you swear some kind of oath? Perform some kind of virtual something else? Edited March 24, 2025 by bmcclure7 1
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 7 minutes ago, bmcclure7 said: I’m a little confused number of people under them equals higher invested power? Does each person under them give them some of their own investiture or something? how exactly does one become a flock to a crown? Do you swear some kind of oath? Perform some kind of virtual something else? Kinda- part in the way you're left feeling drained after meeting a strong spren. Their flock also acts as a key for greater investiture from Indulgence, where the investiture flows from their flock via their connections into them. It acts slightly better closer together, but since it's mostly spiritual realm, it doesn't really matter. Nothing so literal. It's based on beliefs, there is no oath sworn, just viewing them as your ruler, trusting them, and following them makes you part of their flock. Oaths and Ritual can help you join the flock, and strengthen the bond for those that are already in, sure, but that's just a closer Connection rather than by merit of the oath or ritual. 1
Entr0pic He/him Posted March 24, 2025 Posted March 24, 2025 1 hour ago, Argenti said: Reveal hidden contents Sin Crowns (Argenti’s Mol): Indulgence Sin Crowns are born rulers. Shortly after birth, their horns emerge, quickly developing into mighty “crowns” whose specific appearance varies wildly from Crown to Crown. From a young age, they are able to influence those around them to a strange degree (think emotional allomancy), often accompanied by a desire to protect and better their flock -on the assumption that they’re the only ones capable of doing so, of course. This Charm, however, isn’t their primary power. The greater a Sin Crown’s flock, the people who follow and obey them, the more invested the Sin Crown is. This, of course, has many benefits, including a boosting of the aforementioned Charm, improved physical, mental, and spiritual resilience and power, longer lifespans, control over the local Flora and Fauna, and a sort of attunement to the land they rule over, subconsciously molding the weather and landscape to fit their moods. Recently, however, this power comes with a cost. Ever since Corruption arrived, the power that once surged through a Crown’s veins goes sour with time, turning to black bile. As time passes, they suffer a growing taste for greater luxury and decadence, until eventually, the only thing that can sate a Sin Crown is human blood. As they age and their flock and power grow, their hunger for blood only grows until they’re truly consumed by it, and whatever humanity is left within them is consumed. At a certain point, circa 150 years, a Sin Crown needs to consume human blood, or they will die. Clarifications and Powers: All of the Sin Crown’s powers scale with the number of followers they have, their “flock,” and their age. Followers is loosely defined, but it’s something like how many people have faith in them, and view themselves as the Sin Crown’s Follower’s. This does create a feedback loop of sorts because enough followers can extend a sin Crown’s lifespan by allowing them to be strong enough to defend themselves, and thus they become more powerful as they age, attracting more followers, and so forth. Now for powers: Charm: Their Charm begins immediately upon birth, and comes in two variants, Grandeur and Domination. As with other magical effects, you can block this with the use of aluminum, but instead of on the head, over the heart. Grandeur functions much the same as emotional Allomancy, able to riot and soothe emotions, typically fear, loyalty, or awe. Sin Crowns use this aspect of charm to inspire their followers and strike fear in the hearts of their enemies. Domination, on the other hand, has much more in common with mind control. Working on similar mechanics as The Hemulugic Flaw, a powerful (Either Old or with a large Flock) Sin Crown can completely and utterly dominate a person’s mind, enslaving them to their will. While this does work on regular humans, Shifters and others with large cracks in their spirit web are particularly vulnerable to domination as well as a Crown’s grandeur. Enhancements: As a Sin Crown grows in age and influence, their physical, cognitive, and spiritual aspects grow as well. This is a sliding scale, without a clear upper or lower bound. Physical: The average Sin Crown is about as strong as their own expected strength plus ⅙th of their flock's combined physical strength- sometimes more, sometimes less, depending on their age and the fervor in which their flock believes in them, increasing as each of those factors increases. In addition, Sin Crowns are significantly harder to kill than the average person, with both enhanced durability and a healing factor. This enhanced durability starts off as a resistance to scratches and bruises but grows in power with the Crown. Once they reach a certain point (around 500ish followers and 80+ years), they’re immune to non-invested blades and edges, save for aluminum, (Varium is invested and can still pierce their skin, though it’s not supernaturally sharp) however, their skin offers extra resistance to those as well. At an even higher point (~5000, 160+), Varuim and aluminum blades will bounce off their skin surely as iron. They also have enhanced reflexes. Healing: Healing for most Sin Crowns is faster passively, rather than actively- so they need to survive while it heals. What this means is that while a Sin Crown who leads a village of 50 people couldn’t have their head cut off and survive, a cut-off limb could grow back within a week or two. This does go out the window once they reach a certain point, where very few things can keep them down, otherwise they’ll just regenerate. (They’re unable to heal around aluminum, and pouring Vaw down their throat can weaken or stop their healing factor) An aluminum stake through the heart is a particularly good way to kill them, though any major artery works. Their horn Crowns and Eyes begin to glow a brighter and brighter orange as their power mounts. Cognitive: Sin Crowns gain greater memory, awareness, mental fortitude, and will as their flock grows and they age. Memory: A Sin Crown has a gift for remembering faces, names, and facts about people’s lives, meaning it’s extremely easy for them to know the names of each and every one of their flock. They are quite good at remembering battle strategies, slights, and ways of war. Cunning: A Sin Crown thinks faster than the average person. In the average Crown, this effect is negligible, but in extreme cases of sin crowns with very large flocks (Numbering in the thousands), their minds begin to race, and they scheme far faster than mere mortals. Mental Resilience: Sin Crowns have an extraordinary will, and are harder to affect with mental influences (Such as Charm) or the acts of mental hijackers. They’re also less likely to break under the pressure of ruling and other mental stressors. Spiritual: Sin Crowns gain an enhanced Spiritual aspect, and form connections more easily. They have a stronger identity than the average person, which contributes to the difficulty Hjackers have when affecting them. Domain: Along with a Flock, a fully grown Sin Crown has a Domain, where their Flock lives and their belief thrives. While present in this domain, which, like a flock, is defined by people’s perceptions, the Sin Crown is aware of Blood Shed, Fire Made, and Fast Movement, (See what I did there?) as well as the weather and any intruders, though again, this can be blocked by aluminum around the heart. A measure of Control: As the ruler of their domain, the domain is easily influenced by their moods and conscious will. Within their domain, a Crown can call rain, allow plants to grow faster, calm the wind and wildlife, or drive them to a frenzy against attackers.They are unable to control Vaw rains. Blood Hunger: Ever since the arrival of The Great Other, there has been a flaw in the great power of the Sin Crowns- a growing hunger. Sin Crowns, as Indulgence’s investiture demands, crave luxury and decadence, with their desire for luxury growing over the years until it reaches a fever pitch, and they begin to crave the ultimate luxury, human blood. Consumption of human blood does have its benefits, strengthening the tie between Flock, Domaion and Crown, the invested nature of human blood also strengthens the Crown physically and mentally. As they age, they eventually need this strengthening aspect of the blood more and more and grow reliant on it to continue their life. Before the Great Other, lifespan was measured only by the size of your flock, but after? Blood flows as water. Clarifications and Investiture Mechanics: For obvious reasons, a Sin Crown can not be a hijacker, the investiture interference is too great. They can, however, become a shifter- although this places a great strain on their spirit web and both their need for blood and the speed of their mental decline increase. Under this rare circumstance, the Crown’s healing factor is no longer repressed by Vaw, and blood can help ease the cracks in their spirit web as Vaw does. Sin Crowns are born, not made. They have a specific connection with both Indulgence, the people around them, and Arvus that is difficult to replicate, much less sustain. Sin Crowns came about as a natural reaction of Indulgence’s heavy investment in Arvus. As he ruled over the planet as a whole, Sin crowns were given seats at the table and chunks of land to rule over. Indulgence didn’t give much instruction to these Sin Crowns, resulting in something more like rival warlords rather than a strict hierarchy. Aluminum blocks their healing factors and if you lock them in an allunium room, they’re unable to change any aspect of their domain. In addition, if they’re in such a room for an extended period of time, they will slowly atrophy from their Flock, and lose all the powers granted to them by their flock, and eventually die, unless they are released before that point, where they will gradually gain back the powers granted to them. Blood hunger starts around age 60 and is a requirement for those over age 100, otherwise, they will slowly die. Sin Crowns don’t really age, but as they consume blood, their skin does grow paler and tighter around their frame. Oftentimes their nails grow harder and darker, coming to natural point, like claws. I have a few questions 1: does something need to be sentient/sapient in order to add to a crowns investiture? 2: how invested can a sin crow be, at most? Fused level? Yoki-Hijo level? Returned level? 3: as a follow up to the last question, would their investiture prevent them from leaving Arvus? 4: is their healing spiritual or physical? 5: what’s the point of domination as a charm? It seems that grandeur can do the same thing, but with an added emotional aspect 6: why can a sin crow be a shifter but not a hijacker? Both need high levels of corruption’s investiture, with shifters needed at least the same amount as hijackers 7: how does the extra strength that a sin crow get manifest? Muscle growth, or more like A-pewter strength?
CoderDrag0n8 He/They Posted March 24, 2025 Posted March 24, 2025 (edited) @Argenti Do the sin crown's followers get extra benifits too? and @bmcclure7 are people alowed to edit their proposals after they have submitted them? Edited March 24, 2025 by CoderDrag0n8
bmcclure7 Posted March 24, 2025 Author Posted March 24, 2025 2 hours ago, CoderDrag0n8 said: @Argenti Do the sin crown's followers get extra benifits too? and @bmcclure7 are people alowed to edit their proposals after they have submitted them? What kind of edits do you have in mind?
Argenti he/him Posted March 24, 2025 Posted March 24, 2025 7 hours ago, Entr0pic said: : does something need to be sentient/sapient in order to add to a crowns investiture? Yes and No. While a simple animal or plant wouldn't count, something smarter like a ryshidiam would ( I didn't spell that right) 7 hours ago, Entr0pic said: : how invested can a sin crow be, at most? Fused level? Yoki-Hijo level? Returned level? Yoki-Hijo is the max, although this requires something around 50,000 followers. Which is hard. (Specfic numbers are subject to change) 7 hours ago, Entr0pic said: 3: as a follow up to the last question, would their investiture prevent them from leaving Arvus? Yeah they'd be restricted from leaving the system. WOT Spoiler I'm not sure if that's actually a thing, or it might have been just an honor issue? Idk. 7 hours ago, Entr0pic said: : is their healing spiritual or physical? At higher levels it could heal a sharblade cut. At lower levels, it could not. So both! 7 hours ago, Entr0pic said: : what’s the point of domination as a charm? It seems that grandeur can do the same thing, but with an added emotional aspect Grandeur isn't quite emotional alomancy, it can't take advantage of the the Flaw. It's also in general weaker than Allomantic emotional control, its harder to soothe with it. Domination is built specifically to take advantage of the flaw, and even control people who don't have the flaw, though with greater difficulty. 7 hours ago, Entr0pic said: : why can a sin crow be a shifter but not a hijacker? Both need high levels of corruption’s investiture, with shifters needed at least the same amount as hijackers Cause it was funny! But actually it's something to do with both having a semi beastial nature, and as Hijacking doesn't crack you open like a nut, it's hard to invest that which is already invested. Shifting makes holes in the spirit web which can be filled with investiture. 7 hours ago, Entr0pic said: how does the extra strength that a sin crow get manifest? Muscle growth, or more like A-pewter strength? A-Pewter, mostly. Some muscle mass is gained, but it's often lost after the blood thirst sets in. 5 hours ago, CoderDrag0n8 said: @Argenti Do the sin crown's followers get extra benifits too? Not really. I thought about the Sin Crown lending out power? But I decided against it.
CoderDrag0n8 He/They Posted March 25, 2025 Posted March 25, 2025 14 hours ago, Argenti said: 20 hours ago, CoderDrag0n8 said: @Argenti Do the sin crown's followers get extra benifits too? Not really. I thought about the Sin Crown lending out power? But I decided against it. I had an idea, like what if the Sin Crown's followers could gift investiture/attributes to their Sin Crown (Is it just me or do I keep saying Sin Crow accidentally in my head) Could you make the sin crowns be able to consume investiture instead of blood? 1
bmcclure7 Posted March 25, 2025 Author Posted March 25, 2025 Entr0pic @IcedOutPenguin@CoderDrag0n8 @Lord Ruler Sylphrena@Lopens Tenth Cousin @Hoid_Slayer@Through The Living Glass @SpiritOfWrath@TheBestTruthwatcher Are we ready to move on to Civilization? 1
Argenti he/him Posted March 25, 2025 Posted March 25, 2025 45 minutes ago, CoderDrag0n8 said: I had an idea, like what if the Sin Crown's followers could gift investiture/attributes to their Sin Crown (Is it just me or do I keep saying Sin Crow accidentally in my head) I could do the 7 deadly sins? And give the followers based on that? (I don't but I made them so I'm biased) 2 minutes ago, bmcclure7 said: Entr0pic @IcedOutPenguin@CoderDrag0n8 @Lord Ruler Sylphrena@Lopens Tenth Cousin @Hoid_Slayer@Through The Living Glass @SpiritOfWrath@TheBestTruthwatcher Are we ready to move on to Civilization? Sure. We should decide on sentient species first though.
bmcclure7 Posted March 25, 2025 Author Posted March 25, 2025 Just now, Argenti said: I could do the 7 deadly sins? And give the followers based on that? (I don't but I made them so I'm biased) Sure. We should decide on sentient species first though. I figured we would do that, and the civilizations together since the two are connected
Tinwatcher I don’t mind Posted March 25, 2025 Posted March 25, 2025 52 minutes ago, CoderDrag0n8 said: (Is it just me or do I keep saying Sin Crow accidentally in my head) I thought it was sin crow originally
Hoid Slayer He/Him Posted March 25, 2025 Posted March 25, 2025 9 minutes ago, bmcclure7 said: Entr0pic @IcedOutPenguin@CoderDrag0n8 @Lord Ruler Sylphrena@Lopens Tenth Cousin @Hoid_Slayer@Through The Living Glass @SpiritOfWrath@TheBestTruthwatcher Are we ready to move on to Civilization? Sounds good. I’ve only been faintly following what’s going on here since the magic systems aren’t mine to make, but I’m happy to get involved with the civilizations part! 1
IcedOutPenguin He/Him Posted March 25, 2025 Posted March 25, 2025 18 minutes ago, bmcclure7 said: Entr0pic @IcedOutPenguin@CoderDrag0n8 @Lord Ruler Sylphrena@Lopens Tenth Cousin @Hoid_Slayer@Through The Living Glass @SpiritOfWrath@TheBestTruthwatcher Are we ready to move on to Civilization? Same boat as Hoid Slayer
Argenti he/him Posted March 25, 2025 Posted March 25, 2025 @bmcclure7 would you edit the original post and add the doc? 14 minutes ago, TheBestTruthwatcher said: I thought it was sin crow originally It wasn't I swear! Maybe I should give them a familiar... 1
IcedOutPenguin He/Him Posted March 25, 2025 Posted March 25, 2025 I wanna do one of the civilizations...
Argenti he/him Posted March 25, 2025 Posted March 25, 2025 2 minutes ago, IcedOutPenguin said: I wanna do one of the civilizations... Just keep in mind the previous lore and how it would effect things!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now