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Mystech Types
Mystech entities come in three different types. The most common type is Spiritual, which involves Spirits either from the world of Aloria, or from the other Dimensions such as the Void, Exist, or Ordial realm. The second category is Mechanical, which involves mundanely constructed but not necessarily mundanely powered robots and machines that approximate being alive. The final category is synthetical, which can either involve the magical creation of a lifeform, or the mundane creation of one through biological engineering and alchemy. Each Mystech must be one of these categories, and one of the sub-divided groups of entities. Mystech do not get Heritage Traits like other cultures or people of Aloria do, but they do gain 3 free Mechanics. There are several other limitations to playing Mystech:
- Mystech cannot acquire the Shapeshift Pack unless stated otherwise in their Mechanics, nor get Packs from Prayer Point Buy.
- Mystech cannot have God Magic, and must be Dimensionally Aligned to their origin. Available Faith Point Buy becomes Planar Aligned Magic.
- Mystech Revenants can only ever be Unbound Spirits, though they can be Aligned to multiple Dimensions at once, though not God Magic.
Spiritual
Unbound Spirit
An Unbound Spirit is a Spirit that can manifest an existence on its own outside of some kind of host, though not without a price. Unbound Spirits are usually entities that already have some connection to Aloria, for example, Evolism worshipers who ascended after death, people who were turned into Spirits by the Void Gods as a form of punishment/blessing, or people who sold their souls to a Spirit Sovereign. Unbound Spirits have a physical body that appears roughly like their pre-death self manifested by Magic, thus not needing other living or dead hosts. Unbound Spirits are usually part of some master's domain, each Arken, each Void God, and each Spirit Sovereign has a domain, which all Spirits to some degree are bound to making them not entirely independent. Unbound Spirits can invade the bodies of the living, become immaterial, and some can even be summoned from their respective dimensions, in case they were banished there before. As such, it is possible for a Spirit summoner to accidentally release an Unbound Spirit from their imprisonment in for example the Void, thinking it is instead a construct of the Void itself. Unbound Spirits are exceptionally dangerous in Aloria if they have nefarious intentions, as their spirit-born immortality has released them from fears of death and consequences to their actions. Many of them are also forced to serve an unseen Spirit master from another Dimension, meaning they are unpredictable. If Unbound Spirits are killed, they temporarily are cast back into the magical plane, before they reform a physical body in Aloria.
- Unbound Mechanic I: Unbound Spirits gain the Shapeshift Pack Magical Variant for free. However, they can never be Disguised, and cannot acquire Heritage Traits through Shapeshifting.
- Unbound Mechanic II: Unbound Spirits do not need to make a minimum investment in Magic Point Buy to unlock Sinistral Variants, but must always use Sinistral Variants, they cannot use Radiant.
- Unbound Mechanic III: Unbound Spirits gain the Mindcontrol Pack Magical Variant for free. Additionally, they are immune to Persuasion Thralling themselves (unless they choose to be Thralled).
Invaded Spirit
An Invaded Spirit is a Spirit that cannot manifest an existence on its own outside of a living host, and needs to feed off the host's soul and life energy to survive. Invaded Spirits are almost always entities born from other Dimensions, Dimensional Essence that has coalesced to form a consciousness and eventually a personality. Invaded Spirits are most commonly the type that seek to break into Aloria, and attach to Mages who are in the process of Limit-Breaking, or Mages who are careless and accept a Spirit into their mind through loss of focus or lacking awareness to a Spirit's scheme. Invaded Spirits can also be forced into people by third parties, for example Arken, or Void Gods, or Spirit Sovereigns. Invaded Spirits are generally speaking malicious, seeking to consume the host entirely or move on to the next when their last host expires. It is however possible to react some form of symbiosis with a host, or for such a Spirit even to have its will and power broken by the host and bent to their will. Invaded Spirits can also be summoned by Spirit Summoners, so some Invaded Spirits are Spirits that overpowered their summoner when they were careless. Many Invaded Spirits who live for long periods of time in Aloria hope to one day become Unbound Spirits, but many are also content hiding in plain sight inside mundane looking hosts. When playing an Invaded Spirit, you play both the host and the Spirit there-in, whether that host's personality is still in there, or has completely eroded away with the Spirit taking over, or switches between them on intervals. Invaded Spirits cannot be removed from their host without killing the host, meaning hiding is a must.
- Invaded Mechanic I: Invaded Spirits are the exception to the norm, as they do have Heritage Traits. They inherit the Heritage Traits from the host they are possessing, but never the Free Packs.
- Invaded Mechanic II: Invaded Spirits can choose one Magic Point Buy Pack for free. This specific Pack is always cast as the Sinistral Variant, but Magic Point Buy Rules apply for other Packs.
- Invaded Mechanic III: Invaded Spirits gain the Wardrobe Pack Magical Variant Pack for free. Additionally they can sense residual Magic Alignment in an area during Events.
Puppeteer Spirit
A Puppeteer Spirit is a Spirit that cannot manifest an existence on its own outside of attaching to and puppeteering of dead matter or inorganic matter like a suit of armor, a construct of wicker and driftwood, or rocks held together with Magic (this cannot be an Automata or Machine, as this would fall under Bound Automata). Puppeteer Spirits are very similar to Invaded Spirits, but cannot or will not for whatever reason attach themselves to living people, thus having to manipulate unliving material to affect the world. Puppeteer Spirits are in essence invisible (though powerful Entities like Gods, Arken, and some Profile/Event Characters may be able to see them), and control a dead body or inorganic construct with magical conduits or tendrils. This control is very fine, meaning a corpse that is puppeteered can have very fine motoric control and expressions, but the Spirit does not reside in it. Puppeteer Spirits are aggressively possessive of the things they use to affect the world, and while they can be temporarily banished from their possession, will eventually return to it. Puppeteer Spirits survive by consuming Sinistral Magic around them (except their own), meaning they innately seek out Sinistral Magic users and encourage them to practice the dark arts so that they can survive. In a pinch, Puppeteer Spirits can also leech life essence or a soul directly from a living person, but will try to avoid doing so. Puppeteer Spirits are generally considered more harmless than Unbound and Invaded Spirits, but are still given the same destructive response as their corruptive influence to Mages around them makes them a risk in high population areas.
- Puppeteer Mechanic I: While in or out of Combat, a Puppeteer Spirit is near someone who casts a Magic Point Buy Radiant Spell Ability, they can force said spell to become Sinistral twice per day.
- Unbound Mechanic II: Puppeteer Spirits gain the Mindcontrol Pack Magical Variant for free. Additionally, they are immune to Persuasion Thralling themselves (unless they choose to be Thralled).
- Unbound Mechanic III: Puppeteer Spirits can seal a spirit pact with a willing participant, some kind of mission, quest, or action. If they fail or attack the Spirit after, they take damage (discuss in Dm's what this means).
Colony Spirit
Most Spirits that come from other Dimensions, are in fact mindless balls of energy with single minded purposes. Sometimes however, these Lesser Spirits can congeal together forming a so-called Colony Spirit. When multiple Lesser Spirits group or work together, they gain intelligence and insight that multiplies each time more and more Spirits are added to the collective. Colony Spirits can either be Invaded in the sense that they control a single host together, or share multiple parts of an inorganic or corpse-like host each given their own part of the body to control. Colony Spirits cannot fully be killed off, however the Colony does become less intelligent each time one of them is removed or banished, until a new one is gained. It is impossible to exorcise a whole Colony ever, as the loss rate of individual Spirits is less than the amount they attract in the meantime, they can however be rendered ignorant for long periods of time. Colony Spirits are furthermore complicated by the fact that each member of the Colony can spontaneously form personality quirks or behaviors that often contradict with other members of the Colony, meaning their host can come off as having 5+ personalities or identities. Colony Spirits are as much a chaotic existence on themselves as they are to the world around them, and while they generally do not come across as harmful, they can still be dangerous because Colony Spirits attract lesser Spirits into the world even if they are not seeking to add more to their collective, meaning more Spirits appear around them against their will.
- Colony Mechanic I: Colony Spirits gain +7 Intelligence added after assigning their 14 Proficiency Points, but cannot invest in Intelligence Point Buy. Also their Persuasion Cap is 14, and they gain +4 to Persuasion Rolls.
- Unbound Mechanic II: Each time a Colony Spirit is Exorcised or killed, they lose 1 Intelligence (they can regain it when the Player deems fitting). If they hit 2 Intelligence, they gain +1 Attack Stat (cap up to 11).
- Unbound Mechanic III: Colony Spirits gain the Mimicry Pack Magical Variant for free, but they cannot use the mechanic to change their appearance into that which they are mimicking.
Mechanical
Mech Automata
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- Unbound Mechanic I: Voilenigme Vampires are able to use the Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, with the exception of feeding when they always become visible.
- Unbound Mechanic II: Voilenigme Vampires are able to Party Glamor any Vampires in their social posse or group that go with them to Server events, giving them a mundane disguise, except at the Imperial Palace. (Hidden)
- Unbound Mechanic III: Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.
Bound Automata
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- Unbound Mechanic I: Voilenigme Vampires are able to use the Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, with the exception of feeding when they always become visible.
- Unbound Mechanic II: Voilenigme Vampires are able to Party Glamor any Vampires in their social posse or group that go with them to Server events, giving them a mundane disguise, except at the Imperial Palace. (Hidden)
- Unbound Mechanic III: Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.
Synthetic
Vatgrown Homunculi
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- Unbound Mechanic I: Voilenigme Vampires are able to use the Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, with the exception of feeding when they always become visible.
- Unbound Mechanic II: Voilenigme Vampires are able to Party Glamor any Vampires in their social posse or group that go with them to Server events, giving them a mundane disguise, except at the Imperial Palace. (Hidden)
- Unbound Mechanic III: Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.
Ephemer Homunculi
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- Unbound Mechanic I: Voilenigme Vampires are able to use the Court Glamor to hide their Vampire teeth and Red Eyes from anyone but fellow Vampires, with the exception of feeding when they always become visible.
- Unbound Mechanic II: Voilenigme Vampires are able to Party Glamor any Vampires in their social posse or group that go with them to Server events, giving them a mundane disguise, except at the Imperial Palace. (Hidden)
- Unbound Mechanic III: Voilenigme Vampires have magical control over their own styling, make-up, clothing, as well as that of others, able to add, remove, change and modify anything within Emote Range.