Affliction Trials

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AFFLICTIONS

Afflictions are your Dy'Kletiun's magical ability. Affliction Trials determine the path your Dy takes in its community, as well as its purpose in life. Affliction Trials are full of experiences that may cause pain to your Dy, both physically and emotionally, as they must face fears and their own physical limits. 

A Dy may learn up to four Afflictions within their lifetime. Afflictions, once learned, cannot be changed without The Tome Of Affliction Removal. Afflictions have a fail chance in PvP combat. Two afflictions may be used at a time, but they must be different effects.

At SENTINEL rank you may learn your first Affliction and its two abilities. 
At TITAN rank you may learn your second Affliction and its two abilities.
At AWAKENED rank you may learn your third Affliction and its two abilities.
At ETHEREAL rank you may learn your final Affliction and its two abilities.

List of Affliction Types:
  1. Necromancy 
  2. Sovereign
  3. Transmogrify 
  4. Ameliorate
  5. Void
  6. Varanus
  7. Psychogenic
  8. Ascendance
  9. Sunder
  10. Asterism  

To complete your afflictions, you only have to draw out the prompt involving your Dy'Kletiun. Afflictions will auto pass on the drawings you do, so there's no chance of failure like in Dominions. Each affliction has two powers you can master. You are able to pick two afflictions for your Dy to learn.

Entries must be : 

  1. Full color and body images with backgrounds. It should be on par with some of your best work, however as long as visible effort is shown you will be fine. 
  2. Literature entries must be 1,500 words.
  3. Entries may include up to 4 Dy'Kletiun, including your own.
  4. They do not need to include riders, companions, etc.

NECROMANCY 


ALCHEMIST 


Ability Details: 
Necromancy is generally thought to be the act of bringing the dead back to life. The power to defy Death. But that leads one to believe that a Necromancer has no power until Death is involved. Often times, that thought process is flawed! Life and Death are but two sides of the same coin. Just as Life can be forced back into existence after it has passed on, so can Life be stolen from the brink of Death. As a Necromancer who specializes in Alchemy, you have the ability to heal what most others would only balk at. You can pull back the Life that Death would normally have a firm grasp on.

Prompt:  Depict your Dy'kletiun healing another who would otherwise die.


Gained AbilityAlchemist

  • Heals 1-20 Vitality  


REANIMATE


Ability Details: No soul, no will, no say.
Without a soul, the body is nothing but an empty husk. In order to reanimate this hollow shell, the Necromancer must first force life to return enough in order to get the form moving. Muscle control, blood flow to keep things lubricated, etc. They must then give a little of their own will so that the reanimated form can act. Even without a soul, everything needs a purpose in Life. Whether this is done for good or for evil is up to interpretation. In battle are you now attacked by a friend that was brought back by your enemy? Is this the chance you always longed for to say good-bye to a loved one? 

Prompt: Depict your Dy'kletiun reanimating a corpse.


Gained AbilityReanimation

  • Reanimate  a corpse and deal an extra 1 - 20 damage



SOVEREIGN


SHADE


Ability Details: 
What is darkness? Is it simply the absence of light, or is it something else entirely? If one gained the ability to control darkness itself, are they controlling where the light can hit, or a darker substance? Are our shadows truly just shadows, or are they a bit more sentient and nefarious? In any case, here is some advice from a time worn traveler: "Don't Blink..."

Prompt: Depict your Dy'kletiun controlling darkness, whether that is shadows or somehow stopping light completely. Is there a shadow where it makes no sense for there to be one? 

Gained AbilityShade

  • 1-20 Damage


DIVINATION  


Ability Details: Seeing into the future. It's a tricky practice, and not one that is always accurate. However, when it works, it WORKS. It can be the difference between Life and Death, being somewhere at the right time...or the wrong time, tragedy, riches...anything! The way that each experiences seeing the future is unique, which is part of what makes the practice tricky. Some see faded images of what is to come, while others might receive visions in their dreams. What else makes this practice tricky? When to act, of course! Is the future that is seen caused by action, or inaction? 

Prompt: Depict your Dy'kletiun foretelling the future.


Gained AbilityDevination

  • Dodges opponent's move


TRANSMOGRIFY 


ILLUSION 


Ability Details: 
If seeing is believing, do you really believe what you see?
Illusions can be anything: an image on the physical plane, or even an image on the mental plane. What is an illusion to some, may not be for others. Take beliefs or ideas, for example. They can be some of the most powerful. Illusions can be used for nearly any purpose. Induce paranoia, scam, comfort...frighten...You decide!

Prompt:  Depict your Dy'kletiun performing an illusion, or using one they already created.


Gained AbilityIllusion

  • Stun an opponent and attack first

TRANSMUTATION


Ability Details: Shapeshifting...Is it painful? What would drive one to seek out this power to begin with? Is it easy to change back? One should be careful that the original does not begin to keep pieces of all that they turn into, whether physical or mental. Always be sure to remember who you are. Do not prove all our Mother's correct! It would be such a shame if her age old saying were to actually come true: Stop making faces! If you keep that face too long, it'll stay that way forever!

Prompt: 
Depict your Dy'kletiun mid-transformation into some other creature (non-ARPG). Make sure that your Dy'kletiun can still be seen! Similar markings, some of the body structure and other such tells. 

Please note: Even if your Dy'kletiun has this power, it does not mean you can draw them as anything other than a Dy and still earn EA! EA for any works of art where the Dy does not look like a Dy will not be awarded. This is mid-transformation, so it will still count. 


Gained AbilityTransmutation

  •  Shapeshift and deal 1-20 Damage




AMELIORATE 


THAUMATURGY


Ability Details: 
What is healing? Is it simply putting something back together and hoping it will still work the same? If it was that simple, then why, when the wound is healed, does the body still hurt and die? A true healer can get around this. For not only does the body need to be healed, but so does the mind. Mind over matter!

Prompt: Depict your Dy'kletiun healing another, it doesn't matter how severe the wound is.


Gained AbilityThaumaturgy

  • Heals 1-20 Vitality

CONDUIT


Ability Details: Controlling electricity really isn't as far-fetched as it sounds. Bodies operate off of electrical impulses, so it's already accustomed to some degree of control. The problem is how much electricity the body can take before it becomes a problem. How much electricity can be safely conducted before the heart shorts out? That is where the true phenomenon of this power lies. Learning Conduit allows the user to control massive amounts of electricity without frying themselves. 

Prompt: 
Depict your Dy'kletiun successfully controlling electricity.


Gained AbilityConduit

  • Creates an electric shield to defend 1-20


VOID 


INTERSTELLAR


Ability Details:
 have you ever made a decision and later regretted it? How many times have we all made the wish: "If only I could go back and try again...do something different." With Interstellar, you can! But there are some restrictions. The effect of going back in time is only in the immediate area around you. You can't go back too far, either. Too many other actions will have taken place, and that is too many that now need to be reversed. The last restriction is that you can't vary your decisions too far. If an injury was made by fire, it stays that way; only the severity will change.

Prompt: 
Depict your Dy'kletiun going back in time. Do they have a feeling of moving backwards, or do they see themselves acting and try to influence their own movements?


Gained AbilityInterstellar

  • The Dy'kletiun can move into the past, though unable to switch out their ability. They may reset only their part of the roll to be re-rolled.


WORMHOLE


Ability Details: 
Wormholes are like bridges. They warp the universe itself, bringing two parts closer together so that the distance between them can be traversed far easier. It sounds great in theory, but it stretches and pulls at the very fabric of reality. What happens to those too close to where it is being pulled? Or even to those who go through the wormhole unprepared for what could be on the other side?

Prompt: 
Depict your Dy'kletiun making or using a wormhole.


Gained AbilityWormhole

  • 1-20 Damage


VARANUS 


DRAGON'S ARMOUR


Ability Details:
 There is a reason inspiration for armour comes from the interlocking plates of scales. Nature had created the perfect moveable armour, and sentient creatures built off of that. But what can one do if they do not have access to this extra armour? Or what if it breaks or dents? Well...Nature did create the original, so it would only make sense for Nature to improve upon itself. Strength always comes from within.


Prompt: 
Depict your Dy’kletiun manifesting their own armour. Do their own scales become stronger? Do they grow a second layer of scales over their fur using Dark Matter?


Gained AbilityDragon's Armour

  • 1-20 Defended Damage


DEATH ROLL


Ability Details: 
Crocodiles are known for rolling in the water, or on land, in order to tear their prey apart or keep them disoriented enough to drown. It can be a deliberate act, or an act of desperation. Either way, the crocodile must be fully committed to such an act as it has the possibility of leaving them vulnerable. This Affliction is very similar. The Dy’kletiun who specializes in this, is able to temporarily grab onto their opponent from a distance with telepathy, tying the two together. If your Dy’kletiun were to roll or jump, so would the opponent. Be careful, though...it is a game of leverage, and size does matter!

Prompt: 
Depict your Dy’kletiun grabbing onto an opponent and controlling them.


Gained AbilityDeath Roll

  • 1-20 Damage


PSYCHOGENIC


FEAR


Ability Details:
 Fear takes many forms and causes many types of responses. Some will try to fight it, not wanting to give in to their body and force it to still do what they tell it too. But some fears cannot be fought, some take control no matter what, leaving the mind to scream for action while looking on at the inevitable. What scares one, does not necessarily scare another, so what happens if you are the only one reacting? Does the fear actually exist, or is it all in your head? Or maybe it’s not a fear you see, but something your heart has longed for, for a very long time.

Prompt: 
Depict your Dy’Kletiun stunning an opponent with hallucinations. 
(For drawing, the fear could be a faded image of what the opponent is seeing.)


Gained AbilityFear

  • Stuns an opponent for one turn


APERTURE


Ability Details: 
All minds have a basic barrier against intrusion. Mental palisades. These keep the mind safe and under its own control. Now what happens if an opening were to be forced into it? A breach? The mind recoils, trying to keep itself whole and not lose anything. When this occurs, very specific symptoms arise: headaches, amnesia, nausea, blackouts or even ringing in the ears. It all depends on where the breach occurred in the mind. What lobe of the brain was being attacked? On the other side, while breaches can be created, they can also be sealed. Minds can be healed!

Prompt: 
Depict your Dy’kletiun mentally attacking or healing an opponent.


Gained AbilityAperture

  • Lowers agility and intellect of opponent



ASCENDANCE


ROAR OF ENDURANCE


Ability Details:
 Battles can be won or lost depending on the mental state of the combatants. Time and time again that has been proven. What is the point of trying, if one is going to lose anyway? Confidence, however, is highly contagious and can spread through many if the right individual comes along to push it. Battles that were thought of as lost have been reclaimed and won. Those fighting felt stronger and like their actions mattered. It’s that rallying of strength when a Commander joins the battle with their soldiers. That feeling that success is just around the corner.

Prompt: 
Depict your Dy’kletiun giving strength to others, rallying them in some way.


Gained Ability

  • Increases damage of the party


UNIVERSAL RECKONING


Ability Details: 
Being able to think quickly and make decisions based on quick observations is not an easy task. To see what an opponent is about to do, maybe even before they know themselves, is extremely difficult. That is what makes such a powerful and valuable skill! To see an attack coming, dodging it and delivering one of your own! From the outside looking in, most would say it was magic.


Prompt: 
Depict your Dy’kletiun dodging an attack.


Gained Ability

  • Counter Attack: Dodges and deals 1-20 Damage


SUNDER


AEGIS


Ability Details:
 Shields can be made of absolutely anything. Hide behind a rock, a tree...diving underwater can work as well. Just put somethingbetween you and your attacker. But what can one do if there is nothing obvious lying around? Simple! Make something into a shield! This Affliction allows for elemental shields...in a way. Telepathy is used to control the environment in the immediate vicinity of the user. Need a quick shield? Bring together and hold up those rocks, tree stumps...even a ton of dirt. Anything that can block an attack!

Prompt: 
Depict your Dy’kletiun using the immediate environment as a shield against any kind of attack.


Gained Ability

  • 1-20 Defended Damage


JAWS OF NIRVANA


Ability Details: 
Wounding an opponent is an accomplishment in battle. The entire goal of a battle is to not be as wounded or dead as your opponent. So the feeling of dealing damage is one of extreme pride! Now imagine what happens when said wounded opponent heals, the knave! That is where this Affliction comes in handy. It instills the user with the ability to keep wounds bleeding. Like a venom that won’t let blood coagulate. The wound takes longer to heal, thus the opponent takes longer to return to full strength.

Prompt: 
Depict your Dy’kletiun keeping a wound open.


Gained Ability

  • Bleeding Damage

ASTERISM 

Asterism can only be inherited from the parents. It cannot be chosen as your affliction without the trait "Liaison's Affliction."

INCALESCENCE

Ability Details: Similar to Conduit in that the body is naturally accustomed to certain degrees of control, this power deals with temperatures instead of electricity. Already able to control its own temperature, though admittedly not that efficiently at times, Incalescence enables the wielder's body to fine tune its control on temperature. Think of it as coming across someone who was decently efficient at the job they performed, and after learning a new trick, they are now a master artisan. Incalescence not only controls the temperatures within the body, but without as well. Nothing like being able to cool a star, or affect the core of a planet; but other extreme temperatures such as lava or glaciers are not out the realm of possibility. 

Prompt: 
depict your Dy'kletiun controlling the temperature of anything, and the effects of doing so.


Gained AbilityIncalescence

  • 1-35 Damage

NASCENT


Ability Details: Creation of Life is a small miracle. It's also something that only the Tai'lume could do. But we mortals never give up, and we can come close. The only thing is, is that the life is frail. It can't survive for very long, and it is weak. But what it lacks in durability, it more than makes up for in loyalty. It will do anything for its creator that is asked of it. 

Prompt: 
Depict your Dy'kletiun creating a small life form.


Gained AbilityNascent

  • The Dy'kletiun can create life for short spans of time [one turn] which fight alongside them. 1 - 35 Damage


GRAVITAS


Ability Details: Gravitation is one of several fundamental forces of physics in a working universe. It is an attraction between two or more objects. The one with the greater pull has the most influence. Gravitation is what allows orbits to exist, and most importantly, it is what gives Black Holes their devastating power. Light cannot even escape from one. Could you imagine what it would be like to control such power? To be able to pull such tiny particles to yourself and make them yours? You could steal the very life from an opponent!

Prompt: 
Depict your Dy’kletiun healing themselves at the expense of another. When their wound heals, does the same wound form on the other? Does the other simply weaken while your Dy’kletiun is rejuvenated?


Gained AbilityGravitas

  • Counter Attack - Sucks health from an opponent, healing you and damaging them. 1 - 35 Heal / Damage






F.A.Q

Q: How many afflictions can I learn? 
A: You can learn up to four! One at Sentinel, one at Titan, one at Awakened and the last at Ethereal. 

Q: Do I have to pick one ability out of each Affliction? 
A: No, you can learn both powers listed in the affliction! However, you can only use one per PvP entry. 

Q: How do I learn an ability? 
A: Depict your Dy'Kletiun using the power they are learning! The prompt auto passes, so you just have to meet the requirements! 

Q: I have the old system, what do I do?
A: Go to Import Changes and let us know! You can still retain the EA bonus if you completed the mastery levels, but it won't get you a free ride to another affliction power. We will update your import to read the powers you have! 

Q: I have Dominions, what do I do?
A: Take a look at this spreadsheet! Your Dominion will turn into one of these Afflictions! Just got to Import Changes and we can help you out!




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purpleshadowbooster's avatar
got another thing to ask but what does the stats under shade mean?   sorry it make me think it take away DX but like --> Shade limits = 0 - 10 Agility