
Fleshwalker
The Malachor that still lingers within Haemora allows them to be Fleshwalkers; purer, more stable Nightwalkers.
When Nihilos twisted Pelezotz's original Pact, it ceased to be, Nightwalker taking its place. Within Their remaining Cambion, however, a different version made manifest: they lack the fury of the Blighted, with more flexible Therianthropy in its place.
Changes
The differences between Fleshwalker and Nightwalker manifest in the spells thereof. Their available spells are listed below.
- It should be noted that Fleshwalkers do not possess the following spells that their Blighted counterparts do:
- Fury of Pelezotz
- Blood Frenzy
Therianthropy
Fleshwalkers are capable of shifting from their natural state into a chimera of their choosing. The nature of this chimera depends on the individual and evolves with them as they grow in power. Using their body as a base, they may craft a perfect version of themselves as they progress with mastery-- whatever that may look like.
- Feature Examples
- They will gain 5 distinct features per tier of Mastery starting at Novice, including but not limited to:
- Venom
- A pair of additional limbs
- Wings
- Body spikes
- Plated, armored flesh
- Reshaping or replacing an existing body part
- Anything else similar in scale to the above.
- Additional Parameters
- These features may take on the aesthetic and function of anything the Fleshwalker is capable of dreaming up, be it animalistic or entirely alien in design.
- Tissue modifications are split between flesh and bone.
- Limb modifications include hands & feet unless otherwise specified.
- Simple reinforcements may apply to both limbs at once; additions or tissue compositional changes must apply per limb.
- Torso modifications include the hips & groin unless otherwise specified.
- These traits may be hybridized using features of the Fleshwalker's other Arcana, and these effects will scale to the tier of their Therianthropy, regardless of whether this is higher or lower than the other Arcana.
Chimerism: At Expert and above, the Fleshwalker may at-will choose to only partially manifest isolated aspects of their Therianthropy.
Note Regarding Size: A Fleshwalker's base size in Therianthropy is limited to being half again that of their original shape. One may expend their 'additions' gained through mastery to increase size by about half again their original shape on top of that per addition.
Regenerate
The Fleshwalker can heal their wounds and regain physical endurance to stay in the fight and outlast their opponents.
Hunting Ground
A Fleshwalker may pull a foe with them into a caliginous domain overlaid atop the world around them. It is gloomy, devoid of color and deathly silent aside from the sounds made by the two combatants within. Within their domain, the Fleshwalker is less injury prone, their black blood sizzling and burning away as its shed, superficial wounds more easily coagulating.
Hunting Ground persists until the Fleshwalker consumes the heart of their target, they themselves die, or their prey manages to evade them for long enough. All, including the Fleshwalker, that perish within it are seemingly erased from existence, eaten away by the Malachor that powers the Hunting Ground when the spell fades.
Acquiring Fleshwalker
This variant is a racial of the Haemora, and as such, can only be acquired by playing as one.