abilities/opt-in;
Apr. 3rd, 2022 09:51 pmAde has several abilities due to his c'nataat mutations that can affect his interactions with other characters. If you would like your character to be subject to these, then add a comment here!
1. heightened sense of smell
What it says on the tin! Ade has adapted to life among the wess'har, an alien species whose society and communication hinge upon pheromone signals. For this reason, his sense of smell is much sharper than a human's, not to mention he probably smells weird to other characters! His neutral scent is described as a sweet, sandalwood-like smell, whereas agitation and fear smell like citrus, annoyance like grapefruit, and anger like vinegar. Human characters can detect these scents, though they won't smell very strongly except to those who also have a keen sense of smell. The neutral sandalwood-ish pheromone can also instill feelings of tranquility and warmth in compatible species. This just means the wess'har in Ade's canon, but if you want to say that your non-human character can also be affected, then go for it!
As for the other direction, Ade can decipher some human scents, such as those of fear and distress, not to mention any distinctive smells a character might have due to their environment/activities. He can also presumably detect if someone doesn't smell human given a large enough physiological difference, though his inexperience means he might not immediately guess the cause.
If you would like Ade to smell something interesting about your character or just want to note what they smell like in general, feel free to leave me a comment using the form below!
2. c'nataat infection vector (cw: blood-borne, sexually transmitted illness)
In Ximilia, the parameters of Ade's c'nataat infection have been altered to make it less game-breaking. Though it is still spread through sharing blood or having unprotected sex, c'nataat infection for all other characters is no longer permanent. Instead, the duration of infection now depends on the amount of blood shared, topping out at 30 minutes. In addition, only three characters may be infected at once. Characters infected with c'nataat will experience the following effects:
- accelerated healing: Most lacerations will heal within seconds. Broken bones, in one to a few hours. The effects of illness, poisoning, drugs, and alcohol will also be reversed. When infected, the only thing that can kill a c'nataat host is full-body fragmentation (basically: getting blown up).
- spontaneous mutations: C'nataat will spontaneously generate mutations to help its host survive or acclimate to whatever environmental conditions they are currently in. Thus, a character who is underwater when infected with c'nataat may develop gills, or one who is in sub-zero temperatures may develop a coat of fur. These mutations can also occur for the facilitation of social needs. For example, if the character is surrounded by beings that communicate by bioluminescence, they may develop bioluminescence themselves, or if they are surrounded by non-humans, they may begin to develop some aspects of that species' appearance. These mutations gradually disappear at the end of c'nataat's infection period.
If you are open to your character becoming infected (whether accidentally or for the purposes of intentional healing), please comment below.
3. blood memories
Another cool thing about c'nataat: it allows Ade to absorb other characters' memories via blood-to-blood contact. Therefore, if your character's blood somehow enters Ade's bloodstream, he'll relive some of your character's memories when he dreams! Though Ade is going to be conscientious about limiting such contact, in the event that it does happen, let me know what memories he'll receive below! Note that characters cannot choose which memories are shared; rather, memories that have the strongest emotional associations will be more likely to be passed on. It's up to you how vivid these memories are; in canon, they range from being full sensory experiences to vague tactile impressions.