spaghettimonster: (CATBLASTER SURPRISE)
Papyrus ([personal profile] spaghettimonster) wrote2019-05-11 02:28 pm
Entry tags:

Aef planning

this post is a mess of notes for myself, i'll link to a better one later

Turnskin general:
+ elongated/sharpened teeth, especially canines, as appropriate
+ claws specific to the animal in question - if retractable, then so
+ fur along shoulders, back, arms, legs
+ legs are especially furred and ending in paw-like feed with pawpads
+ pointed or outright animal ears raised higher on their heads
+ spooky eyelights at certain angles (night vision)
+ strength, reflexes, and/or agility (reflecting what animal base)
+ stronger senses (hearing, smell)

- silver burns, slows their healing
- - - being stabbed deeply or shot with silver can kill, depending on where
- mistletoe, hemlock, and aconite are all potent poisons
- - - aconite especially can kill within an hour w/o antidote
- nightshade dulls sense in small quantities (painkiller?)
- - poisons in larger quantities
- - - "possibly control[s] them if used in combination with other ingredients, such as henbane and mandrake"
(mods are you telling me there's a chance for mind control? is it my birthday?)

+ shapeshifting into a drastically animal form
= must do on full moon
- may do when under emotional duress anytime, which means risk of going feral
+ can do willingly and under control, with practice and self-trust

Shapeshifting
First shift happens no sooner than the second full moon, no later than the ninth. Moon shifts push their changes to permanent monstrous traits even further.

For turnskin, shifts entail:
- a more animalistic form, probably larger than usual one
- more fur
- sharper teeth and claws
- longer limbs
- (more animalistic eyes???)
- digitigrade legs
- - - (quadrupedal entirely plausible)
- exhaustion for a bit after shifting (to or from), a big appetite to make up the energy
- tendency to go feral if resisting the animal instincts

First full moon:
at minimum one of these:
- restlessness, exhaustion, and/or agitation
at maximum:
- aggression, mild states of feral behavior

Monster traits start coming in with the first full moon, and more come on with each subsequent full moon - and each trip outside the Wall - until fully transformed

Resisting the changes, especially the mental ones, means fighting against oneself - the trip to this world changed something fundamental about their nature, and denying it is like pushing a rock up an increasingly steep slope; eventually, it falls on you.

Fun optional time: emotional duress shift + fearful aggressive feral behavior + memory loss = bad time

Alternative fun optional time: emotional duress shift + memloss + big doggo insticts + friends/family pack = bark time



------------




Aefenglom (ae ven glom)
(like have's vowel)
- the city in which changes are slowed and they're trying to keep out the corruption

newcomers through the mirrors are changed to fit this world, part of their essential nature filled/replaced with the local magic, making them either:
monsters (need magic, risk going feral) / witches (have magic, must use)

i'm thinking monster for papyrus - self-indulgent gaster blaster au fun, & em's thinking of sans as witch, so their codependency can continue at large
papyrus can be willfully oblivious (i'm already a monster it won't effect me, or if it does it's fine) up through the second full moon...
if no close cr bond by then, that's a time for first feral


turnskin is the obvious werewolf option, chimera is the second best alternative if i want to combine skeletons for something closer to some of the blaster designs, vampire is horrible and hilarious

TURNSKIN standard mandatory
they're based on a new form based on any mammalian carnivore EXCEPT seals (those are probably selkies, not available)
- elongated/sharpened teeth, especially canines, as appropriate
- claws specific to the animal in question - if retractable, then so
- fur along shoulders, back, arms, legs
- legs are especially furred and ending in paw-like feed with pawpads
- pointed or outright animal ears raised higher on their heads
- NEED to shift on full moon
- - even more animalistic form when shifted
- - digitigrade legs mandatory, whether more like a bipedal wolfman animal, or outright quadrupedal
- - bigger teeth/claws
- - longer limbs
- - wilder fur
- - animalistic eyes
- - increased feral mindset
- exhaustion following shift in both directions, as well as hungry - need to rest and recharge
- pact instinct, preferring to be near others, especially those they care about (unless freaking and scared of themselves, in which case feral funtimes)

optional standard:
- more animalistic traits in non-shifted form
- - more fur
- - pawpads on hands
- - tail / nub of tail
- - permanently digitigrade legs
- - tongue big
- - animal eyes
- permanently transformed, with a smaller animal form for their "unshifted" variety
- shifting while emotional - partial shifts, with animal traits sprouting, while angry/stressed/excited. full shift with real strong emotions, possible loss of control
- memory loss while in Monster form, anything from forgetting small details to entirely forgetting their shifts - as if blacked out
- higher body temperature
- psychological changes resembling their animal type


obviously, some of this doesn't quite fit a skeleton, lacking any hair, or skin, or ears, or tongue, or... so on.
FAQ questions re: skeleton changes
https://moustre.dreamwidth.org/7067.html?thread=300699#cmt300699

WILL (mandatory)
- find their skeleton transforming into a monstrous, wolf-like structure, ESPECIALLY during shifts
MIGHT
- tailbone extending to outright tail
- digitigrade legs
- TEETH
- SOME fur growth, attached to them thanks to minor tissue growth, like the remaining skin/pelt on a carcass
- COULD come in patches, or only in the places usually mandated
recommended imagery: zombie werewolf
can go for further tissue/fur growth at my discretion

SO MY THOUGHTS
wolfman skeleton at minimum
- altered skull shape to be more canine (even his face isn't his own)
- sharp teeth
- claws
- digitigrade legs
- tail

shift form: outright quadrupedal, able to STAND on 2 to use hands (keep thumbs?), but LOCOMOTION requires 4

normal form: now this is the fun question
stick to the wolfman?
or smaller canine permanently?

and it seems like the fur is optional but recommended - maybe smaller form no fur, but larger form is ouright zombie wolf? that way it remains PRONOUNCED and MONSTROUS