From Regenesis Wiki
Revision as of 15:54, 27 February 2019 by Mercury (Talk | contribs) (Clarified soulforge trappings, and what *isn't* a soulforge.)

Jump to: navigation, search


Becoming Doomed


You may become Doomed in one of two ways:

Deliberate Death

You may choose to represent this by physically wounding yourself or some form of ritual suicide. If you do, please do so this away from the main Nexus area, so people have a choice whether or not to witness it. Alternatively, you can do so with a suitably melodramatic soliloquy and a declaration of "I EMBRACE MY DOOM". Either way, the process takes thirty seconds, after which you are Doomed.

You may not initiate a deliberate death if you are currently KO'd.

Hexes and Hextwisters

You may be struck with the 'This Ends Here!' Hex after being defeated in an Affront, or by another Hex (such as 'Taste of Your Own Medicine') or Hextwister that replicates its effects. If this happens, you become Doomed immediately upon being Hexed.

Being Doomed

While Doomed, you may not:

  • Take any turns at Geomancy
  • Participate in any Affronts
  • Create anything at the Shaping Table
  • Consume any Soulforging Seeds
  • Forge or accept any new Tethers
  • Embrace your Doom, or become Doomed in some other way

You should roleplay as though you have suffered severe injury.


You will die at some point within half an hour of becoming Doomed. You may choose the exact time for dramatic purposes, but you must do so within that half-hour window.

When you die, you become a shade, the last dying echo of your character. You cease to be able to:

  • Communicate with other characters
  • Use any items or abilities

Head immediately to the Geomantic Tables (or have yourself brought there). The Apparitions there will receive the contents of your IC and OC pouches, execute your Aftermath, and then lead you to the OC area. Arrangements will be made for your new character at this time.


If you have been killed by another player, Aftermath will trigger. During Aftermath:

  • Each of your Territory's positive Qualities will be removed, and converted to four points of Dissonance, which are added to your killer's Realm.
  • Each of your Territory's negative Qualities will be transferred to your killer's Territory.

Qualities which cannot be removed, such as your starting Quality, do not cause Dissonance.

After your Aftermath is complete:

  • Your Territory, and any Qualities remaining on it, will be removed from the Geomantic Tables.

If you have died by some other means, such as by embracing your doom, your Aftermath does not trigger. If your Aftermath does not trigger, your Territory and Qualities are removed from the table with no further consequence.

The trigger conditions and effects of Aftermath are changed by Soulforging.


About Soulforging

The death of a shaper is a massive event that sends ripples through the Outworld. Now that they have access to the geomantic engines, shapers can change what form those ripples take - by changing the nature of their own essence. This new art is called Soulforging.

Soulforging seeds can be created at the shaping table. There are seven different types of seed - Blossoming, Mechanical, Penumbral, Pestilent, Primal, Shimmering, and Venomous - one for each Motive's shaping list. Once created, you can use them yourself or trade them with others.

You may undergo a soulforge by taking one or more Soulforging Seed items to the Shaping desk. If it is your first soulforge, you will need one seed. Subsequent soulforges will require more seeds: two of the same type for your second, three of the same type for your third, and so on. These seeds are consumed in the process.

The Apparition will accept your item cards, and ask you to go OC and come back to the Shaping desk when you have applied the costume elements of your soulforge. You can choose how to display your soulforge using the recommended costume elements, as long as it is clear which soulforge or combination of soulforges you have. You may not return IC until you have the costume elements in place, so you may wish to undergo a soulforge at the end of the evening or event for convenience.

Upon your return to the Shaping desk, you will be given a Soulforge card that details your new abilities. Keep this in your OC pouch for reference.

Types Of Soulforge

Venomous Soulforge


The venomous soulforge is a powerful deterrent, lacing a shaper's essence with a scouring poison that greatly amplifies the effects of their Aftermath. Venomous Seeds appear on the Challenge shaping list: they cost 8 Blue and 8 Red mana to make.

Costume elements: Burned or corroded skin and flesh. Patches or veins that show something volatile, hot, or poisonous coursing beneath the skin. Protruding quills or spines.


If your Aftermath is triggered, you receive a number of additional Negative Qualities equal to the number of Positive Qualities on your Territory (including your Starting Quality). These are chosen by you from five special types: Contamination (-1 Green mana), Corrosion (-1 Blue mana), Pestilence (-1 Red mana), Disfiguration (-1 Majesty), and Scar (+1 Dissonance).

These are transferred to your killer's Territory using the same rules as your other Negative Qualities.

Mechanical Soulforge


The mechanical soulforge encloses a shaper's essence in an artificial veneer, protecting them from the worst effects of Aftermath - at the cost of those around them. Mechanical Seeds appear in the Knowledge shaping list: they cost 16 Blue mana to make.

Costume elements: All visible skin must be made to look like an inorganic material such as stone, gold, or porcelain, except where it is displaying the effects of another soulforge.


If you trigger another character’s Aftermath, their Territory’s Negative Qualities are not transferred to your Territory. Instead, each one is converted into four points of Dissonance for your realm.

If you trigger the Aftermath of a character with the Venomous soulforge, the special negative Qualities created by their soulforge are each converted into twenty points of Dissonance for your realm.

Pestilent Soulforge


The pestilent soulforge suffuses a shaper's essence with a savage virulence, making them into a walking bomb. Pestilent Seeds appear in the Supremacy shaping list: they cost 16 Red mana to make.

Costume elements: Pronounced signs of disease and pestilence, such as large pustules or growths. Weeping black fluid. Necrotic, decaying, or rotten flesh.


If you are killed by someone using "This Ends Here!" on you, or some other effect which specifies a killer, Aftermath is triggered and resolved as normal.

If you are killed with the Hex "A Taste Of Your Own Medicine!", or if some other effect would make you your own killer, you may instead nominate your killer.

If your Aftermath would not normally trigger at all (such as when you die by your own hand), your Aftermath will still be triggered. You may freely nominate your 'killer' for the purposes of resolving it.

Primal Soulforge


The primal soulforge turns a shaper into a concept-predator, able to devour the very essence of their peers. Primal Seeds appear on the Gratification shaping list: they cost 8 Green mana and 8 Red mana to make.

Costume elements: Prominent traits of multiple different predatory animals such as fangs, talons, scales, tentacles, and slitted pupils. You are encouraged to freely mix elements from different animals to create a chimeric effect.


If you trigger another character's Aftermath by using the 'This Ends Here!' hex on them, the positive Qualities on their Territory are not removed. Each of them generates four points of Dissonance for your realm. Once this has been done, all of them are transferred to your Territory.

As the starting Quality cannot be moved, it is not affected by this ability.

If you kill another character without triggering their Aftermath, or if their Aftermath has been triggered in a different way, this ability does not activate.

Shimmering Soulforge


The shimmering soulforge creates a prism around a shaper's soul, allowing them to channel the destructive energy of their Aftermath with great precision. Shimmering Seeds appear on the Influence shaping list: they cost 8 Blue and 8 Green mana to make.

Costume elements: Brightly coloured skin that is either glittering, pearlescent, or covered in abstract glyphs. Glowing nodules. Vestigial, brightly hued wings.


If your Aftermath has been triggered, you will have a choice to return to the geomantic tables after your death. There, you may freely distribute your Territory’s negative Qualities (and any Dissonance created by your Territory’s positive Qualities) amongst people as you choose. You are not limited to transferring them to your killer. Any Qualities or Dissonance you choose not to distribute will be transferred to your killer in the usual manner.

If you transfer a negative Quality to someone with the Mechanical soulforge in this way, it is not converted into Dissonance.

If you transfer Dissonance created by a positive Quality to someone with the Primal soulforge in this way, they do not receive the Quality afterwards.

If you have been killed by someone with the Primal soulforge using the 'This Ends Here!' hex, they will absorb your positive Qualities. You cannot redirect the Dissonance this causes.

Once you die, you are forbidden to talk to (or otherwise communicate with) other Shapers. If you choose not to return, or if you break the rule of silence, your Aftermath is resolved normally.

Blossoming Soulforge


The blossoming soulforge weaves bright conduits between a shaper's essence and the world around them, allowing them to leave a rich legacy to their peers. Blossoming Seeds appear on the Loyalty shaping list: they cost 16 Green mana to make.

Costume elements: Vines, leaves, and flowers growing across your skin, or through your flesh. Skin turning into bark, or covered in lichen.


When you die, you will have a choice to return to the geomantic tables after your death. There, you may freely distribute your Territory’s positive Qualities amongst people as you choose. Any Qualities transferred this way do not generate Dissonance for your killer, if one exists. If you choose not to distribute a Quality, it is converted into Dissonance as usual.

Your starting Quality may not be moved, and therefore is not affected by this ability. The same applies to any other Quality which cannot be moved.

If you also have the Shimmering soulforge and your Aftermath has been triggered, you may distribute your negative Qualities at the same time.

Once you die, you are forbidden to talk to (or otherwise communicate with) other Shapers. If you choose not to return, or if you break the rule of silence, your Aftermath is resolved normally.

Penumbral Soulforge


The penumbral soulforge casts a shaper into a state between life and legend, able neither to truly live nor to truly die. Penumbral Seeds appear in the Devotion shaping list: they cost 8 Blue, 8 Green, and 8 Red mana to make.

Costume elements: Streaks of hair that are paler than your natural hue. Reddened or darkened eye sockets. Sunken flesh or exaggerated bone structure.


If you are killed, your Aftermath will not trigger. You will return to life, at a cost. You may choose how many of the Qualities on your Territory you want to retain. For each of these, you will be given an Anchor. The remaining Qualities will be removed. You cannot remove your starting Quality, so you will end up with at least one Anchor.

Anchors are used to bind you to the world, but each of them inflicts a harmful effect on your psyche. They cannot be discarded, traded, or given away. They may create obsessions around completing your life's work, amplify your attachment to the people you knew in life, or encourage fixation on your death and the destructive feelings associated with it. You will not know the precise nature of an Anchor's effect until you receive it.

If you are killed again, this process will be repeated, and you will return to life once again. Typically, the only way to permanently die once you have taken a Penumbral soulforge is by your own hand.

If you also have the Pestilent Soulforge, you will trigger Aftermath as normal if you take your own life. This causes great havoc in the lands that you have so fervently tried to cling to: all Dissonance created by your Aftermath will be diverted to your own Realm.

If you also have the Blossoming soulforge, you will be able to distribute your positive Qualities when you die in order to avoid creating Anchors. Your starting Quality cannot be redistributed.

Infernal Soulforge


The Infernal soulforge uses a strange and otherworldly spark to ignite the shaper's soul, setting it aflame. Infernal soulforges do not appear in any shaping lists, and must be created by other means.

Costume elements: Horns or other bony protuberances on the brow. Sections of red, purple, or blue skin. Unnatural iris shapes. Geometric patterning. Barbed tails. Blackened fingers.


The effects of an Infernal soulforge are not commonly known.

What isn't a Soulforge?

Soulforges are intended to be visually distinctive, without curtailing too many of your options for how you wish your character to appear. The following elements are explicitly okay for any character to have:

  • Old scars or healed burns.
  • Implants or cybernetic augmentations.
  • Traits from a single animal. You may play a cat-person.
  • Bright makeup or lights in your costume unless they are visibly a part of you.
  • Flowers in your hair or costume.
  • Contouring or unusual hair colour.

We lean towards flexibility either way, and it is cool if your characterisation, skin condition, or budget means that it isn't completely clear. It is always okay to briefly drop OC to ask someone if they have a particular soulforge, or state that you have one.

Territories and Soulforging

After the event in which you undergo a Soulforge, you may make an appropriately thematic change to the description of your Territory and/or starting Quality. Send this to Your Territory placard will be reprinted to show the new description at the next event.

Roleplaying Soulforges

Undergoing a soulforge is a radical process that alters your character's body and mind. It will invariably have an effect on the way that they perceive and experience the world. You should decide how it affects them, based on the descriptions given above and your character's own personality.