- Joined
- Sep 5, 2019
- Messages
- 762
- Thread Author
- #1
Vortal Energy Manipulation
(This thread is mostly lore - Do not consider anything in relation to gameplay currently)
(This thread is mostly lore - Do not consider anything in relation to gameplay currently)
All Vortigaunts are naturally in touch with the Vortal powers that are gifted to them at the beginning of their life. Through both training and age, said power is honed and improved upon like a muscle. Each Vortigaunt is unique however. Each holds a unique connection to Vortal energies, and through this unique connection comes unique abilities. Some Vortigaunts may hold abilities that may seem similar, but like the fingerprints of a human, they are truly unique in the most minor of ways, that which only other Vortigaunts may be able to tell.
Common Abilities
Despite the unique potential of all vortigaunts, there exists within the vortessence the "blueprints" of some abilities that are considered commonplace. While some powers may be limited to such vorts of a greater attunement to the vortessence, all vortigaunts have the potential to learn a number of common abilities. They are as follows:
Vortibolt - The vortibolt is by far the most common and widespread of vortal powers. A raw, unrefined (in its most untrained form) release of vortal energy. So simple is it for vortigaunts, that it is akin to a human throwing a small rock.
Minor Healing - As a human can sew thread into a fabric, a vortigaunt of enough power can sew and knit minor wounds back together. A small laceration, a harsh bruise, a mild burn.
Vortiblast - Like the vortibolt, the vortiblast is a release of raw vortal energy. The difference however is that the vortiblast requires a much greater accumulation of energy, and a much more rapid release of said energy, to create an immense explosion of energy.
Simple Vortikinesis - With enough effort, a Vortigaunt is capable of levitating and maneuvering a single object. With greater force, two objects may be lifted, or an object thrown with greater velocity.
Minor Surge - Using vortal energy to emulate electricity, a vortigaunt may feed power into an electrical device, specifically smaller devices such as flashlights, batteries, handheld radios, lights, and more that require less power. This can also be used to shock targets within one's grip, which is good for non-lethal subduing, like a taser.
Luminate - A vortigaunt is capable of creating a small orb of light using vortal energy. This must be held in the hand to be maintained.
Vortal Ember - With enough time and focus, a vortigaunt is able to provide heat to a specific target, and eventually cause it to catch on fire. Good for starting a campfire.
Vortessence Well - A power usually seen among the more powerful of vortigaunts, a vortigaunt is able to pass on their knowledge of a certain power to a younger vortigaunt. This can usually only be done on one, maybe two vortigaunts at once, before they are mentally drained. This is explained in depth later on.
Coil Stabilization - For up to 30 minutes (+30 per vortigaunt present), an organic being may have their mortal coil sustained even after brain death. The vortigaunt reaches into the vortessence, holding the coil of a dying form together for as long as possible as they threaten to sever, pulled into the All-in-One. Once finished, the vort is drained, as the ability to carry out such a feat is strenuous on the body.
Ritual Node - Vortigaunts are capable of partaking in grand rituals to carry out great powers. Not all vortigaunts can do this however, as one must have at least a somewhat established connection in the vortessence to properly take part in this. As a ritual node, they aid the lead vortigaunt in carrying out the ritual.
Ritual Catalyst - As a vortigaunt becomes more experienced, they become able to take on the connections of multiple others of their kin. With a greater understanding, they become the center of a link, and are able to properly perform a ritual, guiding their kin down the proper currents of the vortessence.
Unique Abilities
At a certain point in their life, either through their mental growth or via remembering once again what it's like to control vortal energies, Vortigaunts will become exceptionally proficient in around two to three vortal powers in their lifetime. These abilities, unlike that which is common for all vorts, are of considerably greater potential.
Some of these abilities have both “Enhanced” and “Advanced” Variants which require further specialization in the abilities to achieve. These will be mentioned on the appropriate abilities that have the ability to be further specialized in.
Some examples of these unique abilities are as follows:
Enhanced Vortibolts - This can range from an increased initial burst of energy to create an almost explosive result, to a stream of constant vortal bolts. (Mechanically speaking that means your first attack in combat does 25 more health damage or insta-gibs someone in the case of Major. This can only be used once-per combat though).
Moderate to Major Healing - The ability to knit deep piercing and gushing wounds, staunch grievous bleeding, nourish burnt skin, resettle fractured bones, and even mend amputated limbs.
Enhanced Vortikinesis - Where your average vortigaunt may move one or two objects at once, a vortigaunt with greater vortikinesis may move upwards of five to ten objects at once, and would be able to levitate entire beings.
Greater Surge - A pseudo-electric current, the Greater Surge allows a vortigaunt to power car batteries, complex equipment, and entire generators.
Vortal Pyro - A vortigaunt may more easily light things on fire, and may even do so from a distance. With concentration and a little time, they could even immolate a living being.
Vortal Weld - As the vortigaunt manipulates energies, they can work to remend separated materials. Metal may be welded together without heat. Fabric knitted without sewing kits. Similarly, they may be unwelded. This may be used on organic matter as well, but is much more crude than healing and may result in an immediate risk of tumors forming. Greater forms of this can see a vortigaunt literally disintegrate a living being simply by touching them (this cannot replace the crafting system in any way)
Vortal Barrier - A vortigaunt can manipulate the space in front of them to form a barrier that repulses any incoming objects. Greater forms of this can form an entire field around them, or have them create a barrier anywhere in a certain range.
Paralysis - A vortigaunt can temporarily disable the motor system of a living being, causing them to simply fall limp as they are unable to move or feel anything. This requires physical touch, and lasts for around 10-20 minutes.
Agony - A vortigaunt can alight the pain receptors of a living being by causing vortal energies to stream into their body. This is similar to being on fire. This can debilitate a target, but if enough will power is involved, they may be able to resist the pain and continue on. The pain fades immediately (save for ghost pains afterwards) once it finishes. It can be used from a close range (about 6 feet) but must be maintained.
These are just a few of a vast number of potential abilities. The extent of vortigaunt powers is limited by what can be manipulated via particles. Think of vortal energy as strings. Vortigaunts are able to attach these strings to the world around them, specifically particles and radiation, and pull these strings to manipulate them as they wish. There are limits however, as there are some vortigaunt powers that fall outside the realm of simple matter manipulation, and require much greater potential...
DN Addendum: No ability by any single vortigaunt can replace critical gameplay systems - eg. the crafting system or skill system. Do not use particle manipulation to create adhesive out of thin air as a example. The Vortigaunt Faction does not exist to deconstruct the gameplay systems that Willard Networks runs off.
If you wish to use these abilities in combat then inform a admin in advance prior to the start of combat.
Greater/Group Abilities
Some powers are simply outside the realm of potential of a single vortigaunt, save for very few that are either predispositioned for great power, or have spent many, many centuries in meditation to hone their craft. But vortigaunts have found a way around this. A few ways in fact.
Vortal Ritual
The first method to carry out greater powers, or powers that neither vortigaunt knows, is to perform a vortal ritual. Vortigaunts are able to link their connections in the vortessence, and thus tap into deeper, unknown knowledge. Using this, they are able to carry out powers that neither vortigaunt knows, or may carry out powers that most vortigaunt wouldn't be capable of by themselves. This involves multiple vortigaunts, from as little as two to a potentially limitless number, convening in the vortessence. Through this, vortigaunts may be able to achieve most powers that were originally unknown. This is temporary however, and the knowledge is lost as soon as the ritual ends. However, a vortigaunt may be able to pick up on, and develop a unique power if they are exposed to it through this method. A sort of "awakening" taking place. An example of this being used, put in our frame, was in Half Life 2: Episode 2. Going by our lore, the vortigaunts keeping Alyx alive while Freeman obtained the extract, were performing a ritual to maintain the vortal coils of Alyx Vance, working together to keep a human connected to the mortal world even after their death.
Vortessence Tapping
The second method to carry out unique and unknown powers, is through a knowledge tap. A vortigaunt of greater age and ability may allow another vortigaunt to tap into their mind, bestowing the currents of the vortessence upon them. This is usually only possible with vortigaunts of an older, more powerful state, as they are able to connect with a younger vort more easily. This allows the vortigaunt to hold the power for potentially up to 72 hours. For example, a vortigaunt who does not know how to perform Moderate Healing, may have an Elder bestow that knowledge upon them. For up to 72 hours, the vortessence runs strong through said vort, allowing them to perform said ability. At some point either at or before, the knowledge of said power is lost, forgotten. The vortigaunt should also be careful, as great mental stress such as torture or traumatic events, or physical stress to the mind such as a concussion or grievous injury, may also cause the knowledge to be lost.
The Extract
The third and final method to carry out greater or unknown powers, and by far the most powerful, is via the Antlion Extract. The extract is an incredibly sacred and valuable essence to vortigaunts, and for good reason. Through it, vortigaunts are capable of performing physics defying maneuvers and other acts which may be seen as completely foreign to an ignorant observer. Vortal energy is usually limited to manipulating only physical particles and radiation. With the extract however, said energies may be linked to metaphysical properties, such as space and time itself, and even the sentient mind of other beings. Vortigaunt Extract is, the vast majority of the time, only found in the "Nectarium", the central chamber of an antlion hive. Formed by the Antlion Queen, it is sought after and known by many vortigaunts. Once imbibed, the vortigaunts connection to the vortessence is amplified immensely. Furthermore, this connection may be spread to 4 other vortigaunts, for a total of five vortigaunts per extract. Humans may also imbibe or be "bestowed" the extract. This causes light hallucinations and a state of absolute tranquility and bliss unlike any human-made drug. Humans are capable of tapping into the vortessence at this point, but it is not recommended, as a slew of harmful side effects may occur upon doing so, such as intense mental trauma, bleeding from head orifices, immense migraines, severe hallucinations, an increased risk of developing schizophrenia in the near future, and in some cases, falling into a coma. In rare situations, brain death has even occurred. These side effects become more frequent and intense as a human taps into the vortessence more often.
List of Greater Powers
The following is a list of greater powers. Each includes the number of vortigaunts required to perform it with or without the extract, or if it is absolutely required to have extract.Teleportation - Not possible w/o extract. 3 Vorts w/ extract + 3 Vorts w/ extract per additional target teleported (2 Vorts w/ extract if just vorts). Through the extract, vortigaunts are able to manipulate space to transport themselves instantaneously to another location, and back if need be. One vortigaunt must stay behind in order to act as an anchor, lest the teleporting vortigaunts blip out of reality. For a teleportation to occur, two vortigaunts must be presented to maintain each other to another location. Furthermore, if teleporting another being (or a vort without extract), another must remain with the anchor to stabilize space for each additional target. In order to teleport, all vortigaunts involved must have a clear vision of the location, or a strong connection to an individual on the other end. An obvious example of this is at the end of Half Life 2. Through the lense of our lore, the vortigaunts had a strong connection to Gordon Freeman, and knowing Alyx was there, were able to send vortigaunts through to teleport them both out. This ability is capable of teleporting vortigaunts to a location, and optionally, back as well. Keep in mind that teleportation requires a state of focus. A vortigaunt will likely not be able to perform much of anything while in this state. This means a vort cannot teleport somewhere, engage in combat or complex maneuvers, and then return. They would have to leave their meditative state, and thus make it a one way trip, and hope to have enough energy to continue on. Finally, teleportation is limited to a localized space. Vortigaunts are not capable of traveling outside of their dimension through this method.
Time Stop - Not possible w/o extract and a Grand Elder. Time itself is halted before the power of the extract. Lasting 3 minutes normally, time is halted completely and utterly. Living beings may be excused from the pause, assuming they follow the set conditions. Beings may move to another location (physically) through this pause. In real time, this is seen as the being suddenly disappearing and reappearing instantly elsewhere. The only beings who would be able to detect or feel this pause are other vortigaunts on extract, which may be felt no matter their location (and even through dimensions) as well as experienced vortigaunts in a deep state of meditation.
Life Restoration - 8 Vorts w/o extract. 4 Vorts w/ extract. Through vortal energies, a living being, provided their mortal coils have not been severed (which occurs shortly after brain death), may be brought back to life after they die. This not only restores life to the body, but heals the wound, provided that enough organic matter is present to restore from, and the damage is not to the brain itself.
Memory Erasure - 2 Vorts w/o extract + 2 if the target is unwilling while conscious. 1 Vort w/ extract (+ 3 for total memory wipe). Without the extract, given enough time (around 10 minutes per day of memory for the willing, 1 hour for the unwilling), vortigaunts are capable of absolutely removing the memory of certain events from a living being. This utterly removes all conscious memory of the event, involving all senses. The target, if willing, need only constantly think about the event to allow the vortigaunts to remove it. If unwilling, the vortigaunts must pry the memory from their mind, which is a much longer and more stressful process. One vortigaunt must maintain physical contact with the head during the process. A vortigaunt with extract can do this instantly, regardless if the target is willing or not. With 4 vortigaunts on extract, the target may have all their memories wiped, effectively causing the target to lose their identity. An exception exists, however, where a human may capture faint glimpses of these memories in dreams or at certain triggers. These memories, while oddly familiar to the target, will ultimately be foreign to them, and will often be remembered as simply a dream.
Coil Severance - 2 Vorts w/o extract. 1 Vort w/ extract or a Grand Elder. Given enough time (~30 minutes), vorts are capable of cutting clean the mortal coils of a living being. This is essentially a form of utterly painless execution. The sensation is documented, as it is a gradual fading. The living reports simply feeling tired, as if resting from a long day of work, before eventually falling asleep and passing peacefully. Death follows shortly after. Note that if the process is interrupted, the body will feel hideously fatigued to the point of utter pain throughout the body, an agony of the same level as burning alive, depending on how long the ritual had transpired beforehand.
Coil Realignment - 4 Vorts w/o extract or 2 Vorts w/ extract. A sentient target may have their mortal coil manipulated. Similar to a transference of the soul, conscious, and sentience- this ability can be used to destroy sentience or transpose one's minds metaphysically into another living being. If their sentience is destroyed, the human reverts to an utterly primal and animalistic state, driven purely by instinct. If transposed, they take on the intelligence of whatever body and mind they are moved to. After this is done, the target will (if sentient) believe themselves to both be the target and the new target. Over a period of time the target will either subsume the new target, be subsumed by the new target or merge to create a new intelligence depending on how they are treated and their willpower. The target body must either be brain dead or without sentience. Note, that if the target body does not possess the mental capacity for sentience, then the previous target will lose sentience. Also note that if a sentience is destroyed, it cannot be reobtained.
If the body is in a whitelisted faction then ensure that individual has the appropriate whitelist.
Particle Storm - Not possible without extract. 8 Vorts w/ extract. A ritual takes place, lasting around 2 hours. As this transpires, odd, misty clouds with no defining shape form over the local region, pulsating with blue energies as the area begins to feel heavy and vibratory. Most humans and the Combine are aware of what this means. At the end of the ritual, all hell erupts. The skies alight as swarms of flickering lights blast through the region at incredible speeds. Infrastructure is decimated. Deafening sounds boom. Any living beings caught in the particle swarms are eviscerated, their bodies dissolving into a bloody mess as hell erupts. The ritual involves deep concentration, and the vortigaunts must be in the area. They too will be subject to the storm. The storm can last anywhere between 10 minutes to 6 hours, but may be maintained if the ritual continues, assuming the vortigaunts involved are not turned into a pile of giblets... - Warning: this ability will generate so much aggressive vortal energy that you will be detected attempting this.
Self Destruction - 2 Vorts w/o extract. 1 Vorts w/ extract. A selfless sacrifice, or a bitter end. 5 minutes is all that is needed, or instantly if the extract is involved. An orb of green crackling energy is formed within the ring of interlinked vortigaunts. It grows in volume and intensity, before erupting. The resulting explosion is immense, and destroys everything within a given radius. The size of this explosion is dependent on how many vortigaunts are involved. 1 vortigaunt with extract can create an explosion half the size of a running track. 4 vortigaunts, the size of a football field. This blast kills all vortigaunts involved, and is utterly destructive, often leaving a clean crater as anything caught inside is atomized - Warning: this ability will generate so much aggressive vortal energy that you will be detected attempting this if you have more then three vortigaunts involved.
Vortipathy - 2 Vorts w/o extract (+1 if non-vort target). 1 Vort w/ extract or a Grand Elder. A target, if known by at least one vortigaunt in the ritual, may be sent a verbal message. The ritual lasts about 10 minutes before a link is established. The link lasts for as long as the target can maintain it. Most humans can hold it for about a minute, before their mind is too addled by pain to hold it. A vortigaunt can last anywhere from 3 to 10 minutes before fatigue, and may be able to respond. This does not work over dimensions. Non-vortigaunts will suffer a migraine afterwards depending on how long the link was held. Vortigaunts will become fatigued. The message is perfectly heard within their mind, as if ethereal and coming from an unknown source. If a vortigaunt on extract or in deep meditation is near either target or is closely connected to either party, they may catch glimpses of the message.
Vortal Projection - 4 Vorts w/o extract (+2 if non-vort target, +1 per additional being projected). 1 Vorts w/ extract (+1 if non-vort target, up to 3 beings projected) or a Grand Elder. A ritual lasting 30 minutes takes place. Once a link is established, a single vort in the ritual (or more if conditions are met) are mentally projected to another being. They physically appear, along with any objects held by them, but are non-corporeal, only existing from their perception, like a personal ghost. The projected vortigaunt can only see the target. They may speak to them, and show them whatever they need. Physical contact can be made, but it is only an illusory feeling that the mind of the target conjures up. This lasts the same amount of time as Vortipathy, with the same after effects. It can, however, be used in the target's sleep as well, appearing in their dreams.
Mass Vortipathy - 8 Vorts w/o extract. 3 Vorts w/ extract (+1 on both if you want this to be heard by humans). After a ritual lasting about 1 hour, a message about a minute long is projected over a local area of around 2-3 miles. The effect and after effects is the exact same as normal vortipathy, including migraines for all humans within 2-3 miles. This also leaves the vortigaunts involved fatigued afterwards.
Spawning Ritual - ONLY 3 Vorts - CANNOT BE USED DUE TO SUPPRESSION FIELD
Bear in mind that all numbers may vary depending on the skill of individual vorts involved. Greater powers will leave a vortigaunt utterly drained for the entire day afterwards.
DN Addendum: All of these powers require staff authorization. Extreme powers such as Particle Storm will need SD authorization.
Vortessence Skill and Vortal Powers
In-game, vortal powers are unlocked depending on your vortessence skill, represented as your vortigaunt either learning or relearning an ability. The table is as follows, with skill level abbreviated to SL:
At each power unlock, the player may make a choice. They may take on a completely new power to add to their list, or they may improve on a power they already have.
All Un-Collared Vortigaunts - Luminate, Vortibolt
SL 5 - Simple Vortikinesis
SL 10 - 1st Unique Power Unlock OR Power Upgrade, Vortiblast, Ritual Node
SL 15 - Minor Surge
SL 20 - Vortal Ember
SL 25 - 2nd Unique Power Unlock OR Power Upgrade, Minor Healing
SL 30 - Ritual Catalyst
SL 40 - Vortessence Well
SL 50 - 3rd Unique Power Unlock OR Power Upgrade
SL 5 - Simple Vortikinesis
SL 10 - 1st Unique Power Unlock OR Power Upgrade, Vortiblast, Ritual Node
SL 15 - Minor Surge
SL 20 - Vortal Ember
SL 25 - 2nd Unique Power Unlock OR Power Upgrade, Minor Healing
SL 30 - Ritual Catalyst
SL 40 - Vortessence Well
SL 50 - 3rd Unique Power Unlock OR Power Upgrade
At each power unlock, the player may make a choice. They may take on a completely new power to add to their list, or they may improve on a power they already have.
DN Addendum: The above section has effectively been cut.
Obtaining the Vortessence Skill
The vortessence skill is the only skill that requires staff to level outside of /vortessence contribution and power usage. This is due to how involved and elaborate such a power is. The process to reaching level 50 in the vortessence is a long but rewarding one, as any skill should be.
Obtaining points in the vortessence is a matter of partaking in roleplay involving it, and utilizing vortal powers. It is meant to be a slow ascent. It should take, at the very least (an exceptional progression), 2-3 months to reach 50. But this would assume that said character has not only chosen to engage in said system to its fullest, but has also been presented with many opportunities to shine a very lucky set of conditions. In general however, patience should be practiced. It will take time to reach 50, but know that once you have, you could say you have a verifiably developed character.
There are a number of things you can do to obtain points in Vortessence:
- Consistent contribution to the /vortessence menu.
- Roleplay involving the vortessence.
- Performing successful combat utilizing vortal powers.
- Performing vortal powers, whether successful or not (success after failure is rewarded the most).
- Performing vortigaunt rituals.
- Taking part in roleplay involving primarily other vortigaunts. (Being part of a tribe is very helpful).
- Imbibing the extract. (An immediate 3 points in the Vortessence).
In order to actually obtain the points, you should be noticed by staff. Point reward is already very slow for a reason. You may have carried out some of the things above, but it's required that you be noticed for it, as well as assuming you already haven't acquired too many points within a week. Consistency and quality is noticed however, and those who devote the most will progress the fastest accordingly.
Obtaining points in the vortessence is a matter of partaking in roleplay involving it, and utilizing vortal powers. It is meant to be a slow ascent. It should take, at the very least (an exceptional progression), 2-3 months to reach 50. But this would assume that said character has not only chosen to engage in said system to its fullest, but has also been presented with many opportunities to shine a very lucky set of conditions. In general however, patience should be practiced. It will take time to reach 50, but know that once you have, you could say you have a verifiably developed character.
There are a number of things you can do to obtain points in Vortessence:
- Consistent contribution to the /vortessence menu.
- Roleplay involving the vortessence.
- Performing successful combat utilizing vortal powers.
- Performing vortal powers, whether successful or not (success after failure is rewarded the most).
- Performing vortigaunt rituals.
- Taking part in roleplay involving primarily other vortigaunts. (Being part of a tribe is very helpful).
- Imbibing the extract. (An immediate 3 points in the Vortessence).
In order to actually obtain the points, you should be noticed by staff. Point reward is already very slow for a reason. You may have carried out some of the things above, but it's required that you be noticed for it, as well as assuming you already haven't acquired too many points within a week. Consistency and quality is noticed however, and those who devote the most will progress the fastest accordingly.
DN Addendum: The above section has been cut unless the developers actually want to take the time to improve the Vortessence Skill
Actually Obtaining a Vortal Power/Upgrade
Read the table mentioned at the beginning of this section, and keep it in mind. Common abilities (named powers on the list) do not require any process to use once you unlock them. Just don’t use them until you have reached the proper skill level. You are expected to have integrity for this.When you reach a skill level mentioned in that table, proceed with the following:
- Create a vortigaunt power request in “The Flux” section of the Vortigaunt forums. (Only accessible by vort players)
- Wait for a verdict on it by the faction leads.
- Once approved, message a faction lead on Discord or (preferably) in-game when you are ready. You will have your character’s staff-side info edited to reflect this power.
- Once they give you the go ahead after editing your data, you are free to roleplay the discovery/rediscovery of your vortigaunt’s ability, and may use it from there on out. Have fun.
Note on Accepted Powers
The rules surrounding this past the conditions that are placed on the power upon approval are to simply follow common sense, but aside from that, here are a few things of note:- Using your power in a way that wasn’t described in the authorization or in infringement of conditions placed on it (if any) is not allowed, and may result in a review of your free vortigaunt status, the continued use of your power, and/or your vortigaunt whitelist.
- Failing to roleplay your power properly is not an excuse to the first rule. You are expected to know entirely what it entails before using it.
- Accepted powers may be revoked or altered if it is found to be too overpowered after acceptance, or proves to be out of theme for the vortigaunt faction.
Conclusion
Please message the faction leads with any questions you may have. Thank you for reading.
Credits
Written by Equinox
Edited and posted on the forums by DeNuke
Credits
Written by Equinox
Edited and posted on the forums by DeNuke
Last edited by a moderator: