User Tools

Site Tools


abilities

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
abilities [2022/11/14 16:53] bearglyphabilities [2025/12/01 22:25] (current) – [Folkmores] bearglyph
Line 23: Line 23:
 =====Weaponskill===== =====Weaponskill=====
  
-A [[weaponskill]] is an ability which centers around the usage of a weapon. Weaponskills may or may not require potentia depending on what they are. An inditech may manifest as a weaponskill, magic might be a weaponskill, and a crosslink may also manifest as a weaponskill. But a weaponskill could also be none of the above, or some combination. The difference between an inditech or crosslink which impacts the user, and one that impacts the weapon, is that the weapon itself will gradually change as a weaponskill is used repeatedly, until the weapon takes on characteristics that fully optimize it for that weaponskill. At this point the weapon is said to be "imbued" with a specific technique, so fully that any skilled user of that weapon type can eventually use the same weaponskill by wielding that weapon. For example, a weaponskill that lives within a spear might allow the user to nullify future strikes by the target of the spear's attack. This weaponskill may have begun as the inditech of the spear's first user. This is one way that an inditech may be inherited by another person. Conversely, it is possible to learn a weaponskill that is stored within a weapon by using that weapon in combat over a prolonged period. After long enough, the dormant weaponskill will be learned by the user, and the user will then be able to use that weaponskill again with similar weapons. +A [[weaponskill]] is an ability which centers around the usage of a weapon. Weaponskills may or may not require potentia depending on what they are. An inditech may manifest as a weaponskill, magic might be a weaponskill, and a crosslink may also manifest as a weaponskill. But a weaponskill could also be none of the above, or some combination. The difference between an inditech or crosslink which impacts the user, and one that impacts the weapon, is that the weapon itself will gradually change as a weaponskill is used repeatedly, until the weapon takes on characteristics that fully optimize it for that weaponskill, and critically, becomes inhabited by a [[resangel]]. At this point the weapon is said to be "imbued" with a specific technique, so fully that any skilled user of that weapon type can eventually use the same weaponskill by wielding that weapon. For example, a weaponskill that lives within a spear might allow the user to nullify future strikes by the target of the spear's attack. This weaponskill may have begun as the inditech of the spear's first user. This is one way that an inditech may be inherited by another person. Conversely, it is possible to learn a weaponskill that is stored within a weapon by using that weapon in combat over a prolonged period. After long enough, the dormant weaponskill will be learned by the user, and the user will then be able to use that weaponskill again with similar weapons. 
  
 =====Bloodpacts===== =====Bloodpacts=====
Line 31: Line 31:
 =====Folkmores===== =====Folkmores=====
  
-A [[folkmore]], pronounced "foke-more-ay", is an ability awakened by a living folk hero, or sometimes villain, based on what the public believes that individual to be capable of. Folkmores, like bloodpacts, may be passed down from parent to child, but do not require the death of the originator. Furthermore, folkmores are present in the child from birth if the parent desires the child to be born with the same ability. Folkmores might also be passed down from parent to child years after birth through physical contact (similar to bloodpacts for those with nature spirit blood, but again not requiring the death of the parent). Folkmores may be strengthened in successive generations if they are also bloodpacts, and they may be strengthened further by other factors which increase the significance of the folkmore to the individual using it. Folkmores are usually not consciously used, they are instead used unknowingly or unintentionally by the user. A folkmore may not always be beneficial to the recipient. For example if someone is believed by enough people to burn when exposed to sunlight due to the observed habits of that individual, they may unwillingly gain that weakness to sunlight. Weaknesses of this type may or may not be passed down to the child depending on the will of the parent at that child's birth.+A [[folkmore]], pronounced "foke-moar", is an ability awakened by a living folk hero, or sometimes villain, based on what the public believes that individual to be capable of. Folkmores, like bloodpacts, may be passed down from parent to child, but do not require the death of the originator. Furthermore, folkmores are present in the child from birth if the parent desires the child to be born with the same ability. Folkmores might also be passed down from parent to child years after birth through physical contact (similar to bloodpacts for those with nature spirit blood, but again not requiring the death of the parent). Folkmores may be strengthened in successive generations if they are also bloodpacts, and they may be strengthened further by other factors which increase the significance of the folkmore to the individual using it. Folkmores are usually not consciously used, they are instead used unknowingly or unintentionally by the user. A folkmore may not always be beneficial to the recipient. For example if someone is believed by enough people to burn when exposed to sunlight due to the observed habits of that individual, they may unwillingly gain that weakness to sunlight. Weaknesses of this type may or may not be passed down to the child depending on the will of the parent at that child's birth.
abilities.1668444835.txt.gz · Last modified: 2022/11/14 16:53 by bearglyph