CW: Blood and drinking blood
Corpulsus, or plural: Corpulsi, are a shapeshifting warrior race of humanoids from a far and distant world. They do not remember where they came from, or why they are the way they are, but they yearn for fighting.
Corpulsus cannot start with any other Gift.
They are incapable of gaining superpowers or casting spells.
There’s a few options for Corpulsus characters landing in the main world of the Interlude!
If they’re a Claw-maker they may have arrived here at their own whims…
They may have been teleported here by an enemy sorcerer or entity, however your character couldn’t have been in this world for longer than 50 years.
They arrived with Mathis some time prior to the Corpulsus event. Maybe they defected or went MIA…
The physical traits of the Corpulsi are directly influenced by their Vitality. Please refer to the Abilities and Levelling sections for more information.
The true form of each Corpulsi is a quadrapedal/bipedal beast with black and white markings, though the darker patterns can have a slight colour hue to them. Patterns cannot be recognizable from earth animals, such as leopard prints. Their patterns can be asymmetric. Their body has a compact, stretched look. They’re distinctively bigger than their other forms, and also depends on their Vitality. The stronger the Corpulsi, the bigger their true form. These True forms can range from 4ft at the shoulders, to 8ft.
Most Corpulsi find the most comfort being in their approximate form, which is usually a mix between their true form and any Shape they have available. Most are comfortably bipedal and humanoid. This form shares the same black and white markings and stretched-like skin appearance. This form may be slightly bigger than any shift they have, but can’t be bigger than their true form.
Corpulsus, unlike most entities capable of shapeshifting, have near perfect shapeshifting, able to assume the form of another being without any defects or blemishes. But this perfectness is limited to their exterior appearance, such as skin, fur, hair, eyes etc. Their internal organs will remain unchanged. This shapeshifting is limited to details that can be stored in the individual’s DNA, so traits such as aesthetic/Energy, magical effects from certain Curses and Sanctities, and Soul effects cannot be replicated. Basically, if it’s a Superpower or magical effect, a Corpulsus cannot imitate it.
This is referred to as a “Shape”. Corpulsi may remember a number of different Shapes depending on their levelling.
The appearance of the 8th Sibling and other Malodeos also cannot be obtained.
All the fighting and violence Corpulsi take part in has a very notable part in memory loss over time, though this memory loss usually only affects long-term memory of events and not emotional capacity when it comes to other Corpulsi. It seems adrenaline itself has some sort of reaction in the brain - the reverse of sleep in humans, where memories are often dumped and lost to nothingness.
The more a Corpulsus fights, the less they seem to remember of other things. They will always remember the culture they’ve pioneered, but will easily forget the faces of those they’ve slaughtered; they know they have slaughtered and that fighting can bring them a sense of purpose and pride, but they’ll long forget who they’ve attacked and even why they did.
This has affected their memories of their existence. There is no Corpulsi known that remembers their formation or a time before their culture, even as a civilisation that has presumably survived for thousands of years.
Mechanically, this is something for players to keep in mind when creating their Corpulsi character; the more violent your character, the less they can remember.
Vitality is the life of each Corpulsus, sustained entirely by spilling and absorbing the blood of other creatures. Sentient creatures are most efficient, hence the efficacy of Corpulsi fighting creatures of similar or greater intelligence. Corpulsi are capable of absorbing blood by their skin, but it wouldn’t be unheard of for Corpulsi to actively drink blood orally. Blood should be absorbed fresh, as dried blood has little sustenance. Blood older than 48 hours will not provide Vitality.
Corpulsi passively lose Vitality over time, usually around 1 per day, until they reach 1 Vitality where they become Lethargic and receive devastating debuffs to preserve energy.
Corpulsi can passively absorb blood when it comes into contact with their body; OR they can actively draw blood by touching the wound of another creature as a bonus action per turn, as long as they can maintain direct contact.
Vitality can be lost when the Corpulsi is hurt.
These values count for the full amount of blood drained from a creature. Animals smaller than domestic cats and dogs do not offer any Vitality. Corpulsi cannot gain Vitality from attacking other Corpulsi.
Small-sized non-sapient animals (dogs, cats, chickens, etc): 3. Can be fully drained in 2 turns, -1 turns per retribution attack/bloodloss.
Medium sized non-sapient animals (cheetahs, donkeys, etc): 10. Can be fully drained in 3 turns, -1 turns per retribution attack/bloodloss.
Large-sized non-sapient animals (tigers, bears, horses, etc): 15. Can be fully drained in 4 turns, -1 turns per retribution attacks/bloodloss.
Humans and similarly-sized humanoids: 20. Can be fully drained in 5 turns, -1 turns per retribution attack/bloodloss.
Large sapient creatures: 30+. Can be fully drained in 5 turns, -1 turns per retribution attack/bloodloss. Case by case basis.
Bloodloss is any injury that causes the victim to lose blood, per action that loses blood. Consider a character that has been slashed 3 times, = -1.5 turns to drain them due to bloodloss. They can be fully drained in 3.5 turns.
A character that is drained to 0 will immediately fall to Death’s Door, and will need assistance. They will provide no more blood/Vitality.
Corpulsus do not gain negative bonuses to injury.
Lethargy is gained when Corpulsi must recover from their deathly experience, directly impacting their activities until they can absorb blood, making each and every roll they take roll with disadvantage. Lethargy dissipates when blood is absorbed and your character is at 2 Vitality or higher.
Corpulsi store blood for their Shapes in small sacs between their upper chest and throat. The more powerful the Corpulsus, the more sacs and therefore Shapes they have.
When they absorb blood, they have the conscious option to store it in a sac for Shapes or storing it for Vitality. The equivalent of three Vitality is withhold to keep a Shape.
Running low on Vitality? Corpulsi can sacrifice remembering a Shape to gain 3 Vitality at a whim, but they cannot regain this Shape unless they reabsorb the respective blood of the Shape they wish to remember.
Corpulsi have certain benefits to being in their different forms.
Their true form is the strongest, gaining extreme bonuses to attacks but loses more Vitality in this form if they are attacked. They are capable of physically attacking three-times per turn, and may jump their turn at any point, given they aren’t lethargic.
The approximate form is the most comfortable for most Corpulsi, able to gain some non-combat bonuses without incurring any Vitality penalty when they are attacked. They are capable of physically attacking twice per turn.
Corpulsi do not gain any non-combat bonuses while Shapeshifting. They are capable of physically attacking twice per turn.
Corpulsi are completely incapable of regenerating wounds outside of absorbing blood. They will not idly recover from injuries, and cannot be healed with magic.
Though Corpulsi are technically immortal because of their ability to defy death, that does not mean they cannot be destroyed. Being devoured by Darkness or petrified by lightness magic is a surefire way to never come back, though few Corpulsi have been dealt such a fate.
When a Corpulsus dies, roll a d200. The result is the amount of hours required before the Corpulsus comes back to life where they stood last, or wherever their body may have been dragged to…
Corpulsi’s minds are built differently from humans, thus they cannot be interacted with by neuro superpowers. This includes mind-reading, mind-control, hallucinations and sensing their emotions with empathy.
Mind magic works as normal.
When attacked physically or by a close attacker, adrenaline surges within the Corpulsus, making them instinctively attempt to deliver retribution and attack their opponent. They may offset damage dealt to them or even gain more Vitality by spilling blood in retribution. This will only trigger if the Corpulsus is physically attacked with an object, spell projection or similar, and if the attacker is close to the Corpulsus. An object thrown from across the room will not trigger retribution.
Mechanically, Retribution is a standard physical attack roll with whatever weapon the Corpulsus has in their hand or using their claws against the target that attacked them. The target cannot be switched. Bonuses from specialisations still apply.
When attacked, a D10 will be rolled to potentially trigger Retribution.
Retribution is affected by the amount of attacks the Corpulsus can perform :) A Corpulsus in their True Form can attack 3 times if Retribution is triggered.
Runt Corpulsi have a weaker body and will not be able to trigger retribution as often as a stronger Corpulsi. See levelling for Retribution chance.
All Corpulsi are capable of shifting forms, gaining the Shapes of other creatures. They can do this by absorbing the blood and therefore DNA of another creature. This shifting is limited to the superficial details of the Shape they wish to remember. Their organs and internal body remain unchanged.
Corpulsus level like any other character and can gain UP in Quests and Events.
Stages of Vitality and benefit ceiling increases with levelling. Levelling can increase their progression stages, increasing the damage they can take before they revert to their vitality floor, number of shapes they can shift into, and increasing their bonuses out of combat.
Switch between the two tabs to see levelling for Regular Corpulsi and Claw-Maker Corpulsi.
Please use the following template for the Corpulsus character's Abilities Section. Refer to Levelling for additional details on level up.
Current Rank: Runt, Ignis, etc
Retribution Chance: DC10, DC9, etc
Maximum Vitality: Amount of Vitality they can hold
Starting Vitality: Amount of Vitality they maintain daily and enter RP/Events with, unless otherwise stated to be another amount
Shapes: Amount of Shapes they can hold
Current Shapes: Current Shapes they're storing and can shapeshift into at will. You may redact this information or provide more detail on this Shape in your Extra Section.
Shape 1
Shape 2, etc
Among the usually magically deficient Corpulsi, are the Claw-makers - a unique variation of the Corpulsi that are weaker than normal but have access to Speed magic. Most Claw-makers find themselves at the bottom of the hierarchy due to their weakness and forced to obey higher standing Corpulsi for their teleportational abilities.
Claw-maker Corpulsi hold roughly only two-thirds as much Vitality as a standard Corpulsus. They are limited to 1 attack per turn in any shapeshifted or approximate form, and only twice in their true form. They are also incapable of jumping their turn in their true form.
They do not suffer from spell stress but casting a spell still takes one turn. They have access to the following spells:
Speed Enhancement
Teleportation (akin to standard Order spell. Still takes 2 turns to cast)
Launch
Slowness
They are incapable of learning more spells, including unique spells.