data/mods/Xedra_Evolved/design_doc_spoilers.md
These documents are for the lore basis and mechanical assumptions behind some of XEs systems. They contain heavy spoilers, obviously--if you're a player, don't read if you want to be surprised!
Xedra Evolved has more types of playable supernatural with their own magic than any other CDDA mod, and it's a general principle that these are all exclusive. You cannot have a werewolf chronomancer, or a changeling mad genius, or a gracken lilit. Most magickal powers require starting as having that power to develop it, and those who start with non-human power sources cannot learn human dream magick.
The exception to this is vampirism. Since vampirism is an infection, anyone can theoretically develop it (barring lilin or dhampirs who are immune), but becoming a vampire locks out previous supernatural powers. The lower tiers merely cannot learn new powers, but making the choice to become a full vampire removes all previous supernatural powers as the blood overwhelms everything.
TBD
TBD
Cryptids are an assortment of unique beings and creatures that share a single thing: how hard they are to encounter. Their abilities and motives are as unique as they are, and their origin is unclear.
There are three ways to encounter a cryptid:
Guidelines to add a new cryptid:
Hedge Magick is designed to represent minor tricks and simple charms, things like starting a fire, calling a rainstorm to water crops, or putting luck more on your side.
Principles of Hedge Magick:
Alchemy: TBD
Xedra Evolved vampires are not walking corpses who drink the blood of the living. At least, not at first. Vampirism is a progressive disease and many sufferers are more alive than they are dead. While they must drink blood and can derive power from it, they still need to eat, drink, and sleep just like mortals do. Becoming an actual undead monster requires a conscious decision on the part of the nascent vampire and can only be accomplished by committing heinous crimes (at the time of this writing, murdering a dear and trusting friend). Actual vampires are monsters without exception, predators who have extinguished all feeling from their hearts.
Vampires have existed for a long time on the Earth of Xedra Evolved, and on some--though not all--extradimensional Earths as well. It is possible that humanity's first steps into agriculture and gathering into stationary cities were encouraged by vampires, so that they would have an easier time maintaining their herds. They use their renfields, brainwashed mortal agents, to manipulate human society and keep themselves safe from those who would destroy them.
Vampires require human blood, or the blood of human-like species. They cannot survive on animal blood, so they are forced to prey on fellow sapients to survive. They also cannot drink vampire blood (though see below), because vampires have enough control over their own blood to prevent another from drinking it. A vampire who does not use any of their powers (called Blood Arts) is capable of surviving for quite a long time without needing to feed.
Vampires gain new powers with time, intended to mimic the progression of a disease.
Blood Arts is the term for vampires' special abilities. With them, vampires can become stronger, faster, more resilient, have better senses, hypnotize or charm their prey, and eventually turn into wolf, bat, or mist. More powerful vampires can also control darkness and shadows. The balance point for Blood Arts is intentionally set so that a vampire who uses several of them will either have to feed soon after to avoid the withering (the status penalties that come from being low on blood), or will have to gorge beforehand and become blood_quenched in order to have enough blood to use all the Blood Arts they want during combat.
Principles of Blood Arts:
There exists a way to push vampirism beyond its limits. This isn't something the mentors can teach, as almost none of them know about this method. The few who know that this empowerment is possible keep it a complete secret, for its method is directly opposed to their plan of creating as many strong and willing vampires as possible.
Long ago, a vampire hunter decided to fight fire with fire and sought a way to consume other vampires to gain the power to eradicate them all. They succeeded, but won't ever share how they did to gain such power. They relentlessly roam the world, searching for vampire-blooded to kill and drain. Once the player reaches the final tier of vampirism, they too will eventually get a visit from the Anathema.
The Vampiric Anathema is intended to be almost impossible to kill without a plan, for they are far stronger than regular vampires. Proper planning, such as exploiting their vampire weaknesses, is the key to kill them. They must always be nigh-invincible head-on, assuming a well-geared player with high skills and every single vampire power, but be challenging yet beatable in a well-prepared fight.
Should the Anathema be slain, something incredibly easier said than done, their notes will allow the player to use the same method, pushing their own vampirism to levels previously only seen in the Anathema. The player will then gain the ability to consume vampire blood to gain the Anathema-specific traits, in a way similar to a mutation path. On average, three vampires contain enough blood to grant one such trait.
If a trait should be given, but the player already have them all, it will increment an effect counting as a tier 1 power for power calculation purposes. This is so the player never stops wanting vampire blood, the same way vampires never stop wanting regular blood.
Powers guidelines: -Amplifying vampiric abilities (such as no-maintenance Gleaming Eyes, stronger Sanguine Ecstasy and lower-cost Master the Mortal Mind) -Becoming more of a vampire than vampires are (such as gaining nourishment from vampire blood and detecting nearby vampires) -Powers of the creatures of the night (such as being able to turn invisible in the dark or quickly healing while in the dark)
If a power amplifies a base vampire trait, said trait is a prerequisite. Gaining the boost before the boosted results in gaining the base vampire trait instead.
Drawbacks guidelines:
-The high blood drain is an integral part of being an Anathema. Amplifying vampirism also amplifies the thirst for blood and drives them to kill and drain as many as they can as their self-devouring vampire blood causes heightened depletion.
-Player Anathema that have yet to reach the Anathema threshold have a total of six vampiric weaknesses. A post-threshold player Anathema has a total of nine. They can use the mentors' recipe to reshuffle them, but they cannot reduce how many weaknesses they have.
-Gaining this threshold also grants one and only one of the Anathema-exclusive weaknesses. If adding new ones, it is important that their gameplay impact is similar. This weakness is permanent and cannot be reshuffled, so there mustn't be a weakness that is overall better or worse than the others.
This path is incompatible with regular mutation thresholds. The player cannot gain access to the anathema mutations if they already have a threshold, and the trait granting this access prevents gaining any other threshold. Mutating is still possible, but the player will have to pick between regular thresholds and boosting their vampirism through this method.
Dhampirs are the children of a lower-tier vampire, one who has not yet made the awful choice to become an undead monster, and a mortal (or, rarely, another lower-tier vampire). They inherit a portion of vampire power but also some vampiric weaknesses. Dhampirs are innately capable of sensing both vampires and renfields, and will sometimes become vampire hunters because they cannot help but be aware of the threat.
Dhampirs naturally regenerate the blood vitamin used to power their Blood Arts, but intentionally do so very slowly. The dhampir gameplay loop is designed to always tempt to them drink blood for power, to facilitate the "am I a man, or a monster?" question that often plagues fictional dhampirs, but also punish them in turn if they do. Dhampirs gain two weaknesses from a set of thematically-appropriate ones, but if they've ever drunk blood--even once--this list is expanded and they become eligible for more total weaknesses.
Dhampirs can use tier 1, 2, and 3 Blood Arts, though they should not have any shapeshifting or Blood Arts that rely on the vampire being undead (such as falling off a ten-story building and taking no damage).
Some dhampir-exclusive abilities, and some vampire Blood Arts when used by dhampirs, only function when they have empowered blood, which is when the blood vitamin is at 1 or higher. When enervated (at blood vitamin 0 or lower), they suffer minor but slow scaling penalties to hunger, thirst, sleepiness, and stamina. Dhampir do not suffer from the withering, and while they can become blood_quenched, they can only do so by drinking blood.
Dhampirs gain new powers by spending blood. Every point of blood vitamin they spend goes into a pool that is checked once an hour. This method is designed to further tempt them to drink blood; by drinking blood, they'll have more blood to spend, and thus will advance faster.
At the moment, no shapeshifters appear as monsters or NPCs. Werewolves are playable but barebones. Most aspects of werewolves, or shapeshifters in general, are TBD.
Werewolves, who call themselves "The People of the Moon", function as defenders of Earth and nature against extra-dimensional or spiritual threats, like beings from the Nether, possessing spirits, and so on. Their supernatural powers revolve around this concept.
Werewolves have three forms: their human form, their wolf form, and their hybrid war form, a three-meter-tall mass of muscle with enormous claws and teeth. The war form has a very high metabolism, so staying in it for long periods of time is discouraged.
Werewolves are vulnerable to silver. This is currently unimplemented.
Principles of Werewolf powers:
Werewolves gain new powers by killing enemies in barehanded combat. The wolf must hunt.
The Fair Folk are a multidimensional power on the level of the triffids, in that they are capable of exerting power across many dimensions simultaneously and they have nothing to fear from the blob. Unlike the triffids, they are not expansionist. They have a home dimension variously called Under the Hill, the Bright Lands, the Elflands, and similar names. If they have their own name for their dimension, they don't use it with mortals.
The Fair Folk are divided into the elemental fae, or Paraclesians, and more humanlike fae, or changelings. Note that despite being called changelings in XE, most changelings were born in the Elflands and not swapped for human babies.
Almost all Fair Folk are vulnerable to iron to varying degrees, with Arvore, Sylphs, and Undines being the most vulnerable. Homullus are, uniquely, not vulnerable to it at all.
Paraclesians are based on the elements: Sylphs for air, Ierde for earth, Undines for water, Salamanders for fire, and Arvore for wood. A sixth type, Homullus is effectively an "elemental" of humanity. Other elemental types might exist related to other species such as gracken, but if so, they generally do not visit Earth.
Paraclesians are the eldest and original Fair Folk, born from the "dreams" of natural features like mountains and rivers. They spring to life fully formed, but with little power, and their parents often place them outside the Bright Lands to grow up. Those Paraclesians who survive and manage to make it back home are considered adults.
Paralecian magick is heavily themed and also grows much stronger when in an appropriate place of power (in the wilderness away from cities for Arvore, underground for Ierde, and so on) and much weaker when in an opposite place (underground for Sylph, in the cold for Salamanders, etc). While elemental magick has levels, level does not determine its power, only the ability to learn new spells. Power is determined by Deduction skill and the number of spells the Paraclesian knows, along with attribute-based modifiers.
Each Paraclesian has their own design sensibilities:
Paraclesians gain their powers by spending time in their native environments, though this is very slow (up to a month to gain one power), or by hunting down other elemental fae and making destiny draughts that function like mutagen.
Changelings are originally the offspring of pairings between mortals and elemental fae in the unremembered past, which occurred often enough that their descendants formed a new stable population. While they do sometimes still swap mortal babies for fae babies, the name "changeling" as a collective is used for convenience and most changelings are born and grow up Under the Hill.
The Fair Folk make a habit of making offers to mortals to come back to the Elflands with them, especially on worlds that have undergone or are about to undergo a Cataclysm. The reason for this is that changeling magic relies on mortal dreams for power, which means they need mortals on hand to dream for them. The degree to which they are willing to coerce mortals into this arrangement varies based on the individual changeling but the temptation is always there. They will not bring anyone to the Elflands who has not sworn some sort of agreement with them, and for this reason the Exodii are wary to antagonistic towards them.
Changelings are divided into two great courts, the Summer (or Seelie) Court and the Winter (or Unseelie) Court. The Summer Court is more benevolent to mortals (Lady Boann is Summer Court), but that does not mean they are nice. Changelings are also divided into two broad types, nobles and commoners. Nobles are more magically powerful, but commoners have individual tricks that the nobles cannot copy with their magic, such as the selkies' facility with weather control or brownies' ability to speed crafting when unobserved.
The following types of changelings exist or are planned:
Currently, changelings gain their powers in a steady drip of 1 per 8-10 days. There are a small number of various deeds that each changeling can accomplish to gain more powers, which will be expanded over time. Deeds should generally be in-theme, such as how pooka deeds involve the wilderness, trow deeds involve mining and the underground, etc. Repeatable deeds are possible, but should be tasks that require effort: the only currently repeatable deeds are killing a March Lord and closing a shadow wound.
Changeling magic is based on the seasons. Each changeling (except nobles) can pick one path, with their initial choice determined by their court (Spring or summer for the Summer Court, autumn or winter for the Winter Court). Nobles can pick a second season after their first, and this second season does not have to respect their court choice. Each season has its own themes for its glamours:
Seasonal magick requires mana, but it also requires dreamdross to research and the higher-level glamours require dreamdross (refined into "dreamsparks") to weave. This is to provide some resource scarcity, since changelings will have a very large mana pool, and also reinforce that they require access to human dreams to weave their most powerful glamours. No glamour should cost more than 5 dreamsparks to weave, since the absolute maximum capacity is 50 dreamsparks.
Principles of seasonal magick:
The Fair Folk (except Homullus) are all vulnerable to iron, suffering pain when they wear or wield items made of it. This can be merely problematic up to actively crippling, depending on the particular Fair Folk. This is intended to be a core balancing point of the Fair Folk and should not be easily worked around or suppressed.
Lilin (singular lilit) are based on the lilin from Hebrew folklore, plague spirits who haunted the wilderness and abandoned buildings. Like vampires, lilin need to feed on others to survive, but unlike vampires they feed in a more metaphysical sense. They require their target's ruach (Heb רוח, "breath" or "spirit") to survive. This is much more subtle than a vampire's feeding because it requires only touch, or for more powerful lilin, merely close proximity. Being drained of ruach leaves the target listless and enervated, and can eventually kill them. Unlike vampires, lilin can feed on a wide variety of targets, though humans and human-adjacent beings provide the most ruach.
Lilin powers are based around darkness, silence, owls, disease, and the moon.
Principles of lilin powers:
Lilin gain new powers by dedicating some ruach to power research. They can only possibly gain new powers when outside under the moonlight (currently implemented as just outside at night), where periodic power-gaining rolls are made.
Gracken, called Species XE843 by XEDRA, are the inhabitants of a dimension of shadows. Those encountered on Earth are the immature juveniles of the species. (more TBD)