Over the next six weeks we will be featuring pieces on the six playable species of Crucible.
The Akrasi are Crucible’s agents of change. A species of wood and sap rather than flesh
and blood, they were created by the forces of Flux and live to inspire and encourage change within themselves and other species.
For Akrasi, the world is never complete. There is always something that can be altered – for the better, or just for the different – but their approaches to innovation and experimentation are as varied as the plants that inspire their forms.
One of the Akrasi’s notable characteristics is their practice of grafting, modifying their bodies with plant matter that integrates and grows with the individual.
Some grafts are purely cosmetic, while others involve major additions of symbiotic plant life or extra limbs. Some Akrasi will graft to make themselves attractive homes to other lifeforms, and live with colonies of bees, spiders, birds or small mammals in and on their bodies.
Some Akrasi look like elegantly carved statues, others like piles of vines standing in humanoid form. Some resemble dryads or ents, others mandrake folk or cacti. The appearance of Akrasi varies according to the environment they are from and the social role they perform. Akrasi are genderless at pollination and during their sapling years, and choose their gender as they approach maturity.
When we created the Akrasi we drew inspiration from modern and traditional horticultural practices, as well as stories of dryads and ents. We were curious to explore the idea of a species that could radically change and modify their bodies: if Stelarc lived in Crucible, he would be Akrasi.
If you like playing curious, intuitive, experimental and adaptable characters, the Akrasi may appeal.