Flesh warp is the phenomenon of well, warping flesh unnaturally. This is brought on via flesh magic. Curses and Sanctities can also fall under flesh warp in some regard (re: Silas and Kal’s curses).
This incarnation of warp can be akin to the zombie phenomenon or ‘walking dead’, where the individuality and very life of the person that has been fleshwarped has been changed significantly or has ‘killed’ them in that sense.
Fleshwarp is typically propagated via infected fluid entering the body, usually via a bite.
Once infected, the new host will notice whatever bite mark has been left behind, rapidly heals. Their body and heart rate starts to slow but otherwise, nothing else about the infectee changes.
The afflicted will transform when prompted by Marred, the original creator and host of the Fleshwarped hivemind, usually via a ‘telepathic’ command. For whatever reason, this individual (with the gift) is Immune to Marred's control and they retain their mind.
The Fleshwarp’s most prominent features are the visible ‘decay’ of the afflicted victims, with pale-dry skin, as well as hardened and thickened keratin (referred to as barbs) growing from the tips of the fingers, the back of the fingers, down the knuckle and up the hands. These keratin protrusions can even appear likewise on the toes, feet and legs. These barbs are sharp but also fragile.
Their eyes change colour, with their sclera turning dark, and their irises and pupils turning pure white. (For aesthetic reasons, other solid colours will be allowed) Despite the appearance, their eyesight remains perfectly functional.
In conjunction with the outward appearance change of Fleshwarp, the insides also undergo significant change.
For the majority of those afflicted with fleshwarp, they will die when their transformation takes hold - die in the sense that their conscious mind is removed from their body. The individual themself is well and truly dead. Their body however, lives on. Or as close to living as it can be haha.
Their hearts stop beating, and their blood partially congeals, turning black-red, and is noted to taste disgusting and very much unlike normal blood. Their organs also cease functioning, without any proper need for them. Magic will sustain the afflicted.
Nails grow out into sharp claws. Hair on hands and lower arms twist into barbs. Barbs and claws can be broken fairly easily and grow back within a day. Claws can be used in attacks with a standard d50 roll. Benefits from hand-to-hand specialisation, as well as relevant superpowers.
Immunity to injury and spell stress modifiers. (Burnout will still take effect but at half: -10, rather than -20). Still susceptible to Death’s Door and mortal death.
Cannot regenerate naturally or with magic. Instead they must assimilate other pieces of flesh into them. Non-human flesh works temporarily but will degrade over time. Human flesh works the best.
The Minor Injuries state can be healed with the equivalent of a hand/foot. Major injuries can be healed with the equivalent of a full arm/leg, or more if needed. Death’s Door will require multiple limbs to heal. Takes 1 hour to heal per injury point sustained.
Fleshwarped can slowly alter their body, up to one extra functional limb or equivalent. Or ‘regenerate’ lost limbs with an equivalent replacement. This includes but not limited to: bone claws, heavier bones, bone/keratin armor, altering bone structure, limited hand/foot augments like fins or longer fingers, etc. This process may take up to 1-2 weeks.
Does not require food or water.
Cannot feel pain.
They will need to absorb the equivalent of 1 hand/foot per week to subsist on.
Cannot be controlled by Marred.
Cannot spread the affliction.
Fleshwarped individuals get advantage on intimidation rolls if their features are fully visible.
Fleshwarped sorcerer/civilian characters can gain up to 2 superpowers by removing a limb and replacing it with one from a Super. These powers are always a weakened variant. Magic cannot be cast from these limbs unless the Fleshwarped individual is also Elevated. For non-Super characters, please add/fill out the superpower template to their Ability section!
These characters automatically start at Beginner and may gain level up bonuses all the way up to level 7 and before the Trained Power Level upgrade if their current level surpasses the upgrade. They may gain the Trained Level Upgrade bonuses after 6 months, and Capable after 6 months more, etc until they reach their current level.
For example, a character at level 14 gains the Beginner powerpoints and 6 powerpoints from levelling, but must wait 6 months to gain the levelling and rank upgrade bonuses up to their current level.