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Abilities

Magic

Magic is the primary method by which a person may impact the world using their will.

There is Internal Magic and External Magic.

These can be fueled by Inner Power (separated into potentia and willpower); these are granted via Knowledge Magic, Leyline Magic, or Will Magic.

There are various schools of magic governing interaction with various forces.

Inditech

Inditechs are a type of ability unique to each person. This ability is awakened when one undergoes the open mana ritual. Unlike magic, an Inditech may or may not require any potentia. No two inditechs are exactly the same, though two may be extremely similar. For example, one person's inditech might allow them to swing their smithing hammer 26.34570% more accurately but require 54.45041% more focus, while another person's might allow them to swing their smithing hammer 36.45361% more accurately while requiring 75.18567% more focus. The mechanism of two inditechs might be exactly alike, but the exact magnitude of one person's ability would never exactly equal another person's.

There are as many different types of inditech as there are people, so listing them all out would be a futile exercise.

A Crosslink is an ability which draws from a person's own alternate universe selves, and never requires any potentia. This type of ability is vanishingly rare, being held by only a few dozen people in the world. It requires a solid command of cogitomancy and voluntamancy, as in essence one is dominating their alternate universe selves. This is an extremely risky ability, as it leaves one open to a counter-pull from one of their alternate selves, in which case they would end up fueling their alternate self's ability instead of having their own fueled. Pulling from a larger chain of alternate universes increases the power of the ability, but simultaneously increases the risk that even one of those alternate universes might contain a version of the user's self that is stronger in this ability than them.

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.

Bloodpacts

A bloodpact is an ability which is inherited from a deceased person from that person's blood. In order for a bloodpact to successfully result in the transfer of an ability, the blood of the deceased must be in the recipient's body (either through a cut, in that person's mouth, received as a blood transfusion) at the exact moment of the giver's death, and the giver of the ability must consciously wish to pass the ability along to the recipient. Any biological descendant of one with nature spirit blood may inherit this ability from their direct ancestor if the ancestor wishes it with nothing more than physical contact being necessary to facilitate the transfer.

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.

abilities.txt · Last modified: 2022/11/14 16:53 by bearglyph