Warforged Mutation
An acquired mutation that replaces a Niravar's body parts with enchanted metal.
Requires 10 Living Metal to apply.
Requires 10 Living Metal to apply.
General Rules:
Warforged Magic
Warforged Metal
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Color Options: Magic
Metal
Quall says:
Warforged is an extremely rare but simultaneously extremely valuable mutation. Its creator, an ancient creature called Rotamund, has provided it as a means of surviving the lethal ice magic of the ice drake Vynnfurth, whose frigid reign over Sorcas Islands has claimed countless lives. |
Warforged covers one section at minimum, and three sections at maximum.
Absolute minimal coverage is roughly 50% of any one section. |
Double Application Possible
This mutation may be applied a second time using half the required mutation currency to extend the maximum coverage by one section.
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Editing traits: Dos and Don'ts
Warforged can replace the Niravar's traits, but it cannot edit their style or look - they must still resemble the way they looked before the mutation was applied!
It must always be apparent which traits your Niravar has, and this also applies to barding. For mimicking the texture of furred traits, you'll need to structure the metal plates so that they resemble fur.
It must always be apparent which traits your Niravar has, and this also applies to barding. For mimicking the texture of furred traits, you'll need to structure the metal plates so that they resemble fur.
Examples
Warforged's plating must cover at least 80% of the mutation's total coverage. Here you can see an example of the maximum allowed exposed magic. Note that the Niravar's pawpads are still covered with metal.
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Here is an example of Warforged's minimum coverage. You can also see the metal is carved and has no rust showing. This is also an option.
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If your Niravar has wings, they are a free area and do not count towards the three section maximum that Warforged has. Here is an example of Warforged applied to a Niravar with Avian-Winged.
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If your Warforged mutation is covering the Niravar's barding, it must match the look of the barding before Warforged has been applied. A Morphing Potion is required to drastically change the look or placement of your barding, or any other genetic trait. In this example, the Spiked Barding has been customized, and would require a Morph Pot.
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Warforged can completely cover three body sections at maximum. The example above shows the minimum amount of magic required to be shown, and also the maximum amount of rust or oxidation allowed. Note that the Warforged is still divided to allow for movement.
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Above is an example of a Niravar with Warforged applied to their Arched Horns and Lupine Tail. Note how this customized Lupine tail consists of plates resembling fur and how the horns have retained the default shape that they were before the Warforged mutation was applied.
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Magic Effects: Dos and Don'ts
In this section, we will be taking a look at multiple incorrect ways of portraying the magic in this mutation, and showing options for correcting them.
Here is a quick list of what the Warforged mutation can and cannot do. You can see the examples below for a more detailed explanation.
Here is a quick list of what the Warforged mutation can and cannot do. You can see the examples below for a more detailed explanation.
Dos: ✔ Add any non-solid magic effect. ✔ Add up to three colors, dark or light. ✔ Add up to two different magic effects. |
Don'ts: ✘ Add a magic effect that consists of magical fur/scales/feathers ✘ Add solid objects (such as rocks) ✘ Replace the paws or face with pure magic (with no plating). |
The magic portions of Warforged must always have a visible magical effect present, regardless of what color they are.
If you chose a darker color for the magic, you will obviously not be using a glow effect, but you cannot leave the color flat. The magic portion of Warforged is, however, very versatile, and lets you use a variety of special effects. If we add some tendrils of smoke coming off the magic sections, the design is fixed and good to go! Please note that the magic effects should be apparent throughout the mutation and not all concentrated in one spot. In this example, we could not add one single bit of smoke around the paw and leave the rest of the mutation flat colored - a design like that would not be accepted. |
The magic portion of Warforged is limited to THREE colors total.
Even if your Niravar is a Certified Gamer(TM), they will have to adhere to this rule and cannot display the full rainbow in their Warforged. The colors should be smoothly blended into each other. Keep the magic portions limited to (any!) three colors. You could, for example, have one of the colors be black and the other two bright and vivid, or make the magic pastel colored. There are lots of options! |
The magic effect should be mostly blended (not solid).
There can be small distinct shapes in the effect, such as sparkles, stars, or the partially blended butterflies that you can see in one of the examples above. However, these effects should remain sparse and should not make up the entirety of the mutation. While using a Magic Spark to add magical effects to your Niravar allows you to add floating stones or other solid objects, the magic portions of Warforged do not have this option. Similarly to this rule, the magic effect on Warforged should also not be used to spell words (though partially blended, floating runes are allowed), mimic fur/feathers/scales, or draw complex shapes (please do not use the mutation to draw a mini-portrait of your Niravar). However, just blending the shapes a little fixes the design completely! |
There should be no more than TWO distinct magic effects.
The magic sections of Warforged can display a multitude of special effects, but they should be limited to two different ones total. This means that even if you have one section of Warforged affecting the head and another affecting the tail, the magic effects must be consistent across the entire mutation. Removing one of the effects and replacing it with one of the other two fixes this design completely! |