Difference between revisions of "Brand"

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===Templar Abilities===
 
===Templar Abilities===
'''Reaver''': Reaver is a Templar's most valuable asset in the face of a powerful mage, though it can be difficult to pull off. It requires that the Templar have one of their Arms (or their innate weapons) impaled through the body of an enemy, and that the enemy be within range of a Glyph. If these two conditions are met, they may hold their hand outward, channeling their weapon as a conduit before galvanizing the ether within the target's body, disbanding all of it. This will prevent the other mage from wielding ether for several hours, even if they are Ascended. Given the physical superiority of the Templar, victory effectively becomes assured. This ability can even work to seal away Divinity, though only in a Draedan who has not yet awakened their domains. Performing this on an awakened Draedan will simply preclude them from performing Raw Magic. Reaver can only temporarily disbar another Templar from magic, as a Templar can interact with the galvanized ether within their own body to disband the effects of this ability.  
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'''Reaver''': Reaver is a Templar's most valuable asset in the face of a powerful mage, though it can be difficult to pull off. It requires that the Templar have one of their Arms (or their innate weapons) impaled through the body of an enemy, and that the enemy be within range of a Glyph. If these two conditions are met, they may hold their hand outward, channeling their weapon as a conduit before galvanizing the ether within the target's body, disbanding all of it and effectively 'jamming' their ability to harness it. This will prevent the other mage from wielding ether for several hours, even if they are Ascended. Given the physical superiority of the Templar, victory effectively becomes assured. This ability can even work to seal away Divinity, though only in a Draedan who has not yet awakened their domains. Performing this on an awakened Draedan will simply preclude them from performing Raw Magic. Reaver can only temporarily disbar another Templar from magic, as a Templar can interact with the galvanized ether within their own body to disband the effects of this ability.  
  
 
'''Ruin''': WIP. Turn blades into ethereal lines, akin to lasers, which endlessly pursue foes.
 
'''Ruin''': WIP. Turn blades into ethereal lines, akin to lasers, which endlessly pursue foes.

Revision as of 06:13, 12 January 2022


Brandd.png


The Origins

Evitrix. WIP.

Concepts

The Axis: The origin of the name 'Brand' arrives from a process known as Soulbranding, wherein which the exterior layer of the initiate's soul becomes crystallized and therefore physically interactable. For this reason, the mage becomes known as a 'Branded', forever marked by the process of initiation. The Axis is the word for that crystallized encasement, and rather than a purely interior detail, it acts as a conduit through which the Brand mage may manipulate, view, and channel raw ether. The Axis is also where a Branded's weapons emerge from, crafting them rapidly within its structure before allowing the mage to pull their weapon through their body.

The Armory: In order to craft weapons with ether, the Branded must memorize their shape, and know them as innately as their own skin. For many Branded, this means becoming a weaponsmith and learning to forge their own weapons. For others, it means carefully studying and detailing every aspect of a weapon, and understanding how each curve and edge relates to the weapon's applicability within war. Once a weapon is understood wholly, it may be forged within the Axis, and added to a Branded's Armory. The Armory is a collective of memorized weapon templates, typically built from exact replicas of physical weapons and reforged with ether. All weapons in a Branded's Armory are incapable of harming the mage, passing through their body like air as they're pulled through to be wielded. Armory weapons, called Arms, are the focus of much of Brand's abilities, and appear to serve as a sort of foci.

Initiation

X

Overstepping

The drawbacks listed below do not always come in pairs, and certainly not simultaneously. Some may come and others may not.

Lesser: Nausea, fatigue, headaches, muscle spasms, dehydration

Moderate: Bleeding through the nose, eyes and ears, intense cramps, seizure-like shocks and spasms, internal bleeding, vomiting and weakness

Severe:

Mutations

Abilities

Glyph: Novice. From very early on, the Branded learns how to draw Glyphs, complex, circular symbols of intricate character and detail. Glyph is known to be one of the most singularly useful abilities within magic, and many mages become Branded purely so they may learn this ability, and subsequently master it. By drawing a Glyph and impaling through its center with one of the mage's Arms (Armory weapons), the Branded may utilize this Glyph as a direct conduit for their abilities, including abilities of other magics. This means that one might conjure an ability remotely, allowing the mage to overwhelm or surprise a foe, or to channel their abilities without them being noticed. Glyph has many applications, and as mages have explored them, they have only found more.

This ability is, however, known for having several limitations. To begin with, the range through which Glyph might be accessed is limited. At Novice, a Glyph can only be accessed within ten feet (or three meters), with this range increasing by ten feet per the Branded's level of mastery, up to fifty at Master. Additionally, Glyph needs to be prepared. A Glyph is a highly complex symbol requiring hundreds of strokes, with a circumference comparable to a water-well. Once it has been 'inlaid' with ether, it is very difficult for a Glyph to actually be removed from a given spot, but it can take as long as an hour to create a single Glyph. This changes at Expert, when the Branded becomes able to memorize and produce Glyphs with ether, but until that point it must be prepared beforehand. Finally, a Glyph must have an 'Arm' impaling through it in order to be viable for utilization. This limitation also eventually disappears, though only at Master.

Devise: Novice. Devise is doubtlessly the most core ability of Brand, though it is one that is both dangerous and difficult to learn. It is the construction of Arms, the ethereal weapons that a Branded wields. In order to Devise, or construct these weapons, the Branded must understand them innately (as is mentioned in The Armory), and must visualize their forging through ether. The weapon is constructed within the Axis, piece by piece, and as it is made it will be forced out through the body of the Branded. In order to perform this ability without being killed, the mage must recognize the weapon as a part of their own shape, typically through meditation and force of will. Devise is often only first learned following hours, days or even weeks of meditation and deep thought on the process, as it is often lethal but does not need to be. Once the ability is performed correctly and the weapon passes through, presenting its handle through the body of the mage, the mage must grip the weapon at its handle and firmly grip it, dislodging it from the Axis. No wound will be left behind, the weapon incapable of harming its creator if forged correctly. This also means Branded may slash, hammer or impale themselves through with their own weapon in order to attack foes at differing angles, a trick that often leads them to victory in battle.

Arms constructed by Devise follow a few rules. To begin with, excluding in the case of Arsenal, a Branded may only utilize a select number at any given time, determined by their mastery in Brand. This number is one at Novice, three at Apprentice, five at Journeyman, eight at Expert and ten at Master. In addition, in order to understand a weapon enough to be able to craft it adequately, the mage must be at least Apprentice in that weapon skill, with more variety and better results coming with greater understanding. A weapon's durability is determined by the Branded's level of mastery, with a Novice's weapons being weaker than iron, while a Master's weapons nearly rival Redspear Steel, Atharen's most durable weapon material. Arms vary in color, but they generally appear as glowing weapons, often almost ghost-like with seemingly transparent interiors, though not always. Some Branded have weapons that appear as mundane weapons, while some may carry complex, glowing ethereal patterns. The appearance of Arms can change over time, often as a byproduct of the mage's internal psychology, and even - some say - their morality. At most, a weapon created by Devise cannot last longer than six hours before dematerializing, and as a Novice they tend to dematerialize within one to two hours.

Revoke: Apprentice. Revoke is a simple, but useful ability. By focusing on one of their Arms, the Branded may recall it back to them, the weapon being flung back to their hands. At Expert, the weapon instead seems to effectively rematerialize within their grip, disappearing from its original location after a brief moment of being rattled. Revoke expends a truly inconsequential amount of ether, and so many Branded who are near or in the midst of Overstepping will revert to simply utilizing Revoke with their Arms, in battle, rather than constructing new ones.

Arbiter: Apprentice. Arbiter allows the Branded to control their Arms remotely, though only within range of themselves or a Glyph. This ability's reach is the same as Glyph; it begins at twenty feet (at Apprentice), up to fifty within range of the wielder or Glyph at Master. Arbiter allows these Arms to be levitated and controlled with great precision, though the more Arms wielded at a given time, the more ether it will expend. One or two Arms being remotely wielded may accumulate little cost, but several (or ten) for significant periods of time can quickly accumulate heavy expenditure, leading to Overstepping. Most Branded use Arbiter to perform or coordinate a specific assault, before returning their Arms to them as needed through Revoke. A Master is said to be able to remotely manipulate a few Arms at a given time without much issue, only facing potential Overstepping through the prolonged use of nearly their entire Armory. For this reason, Myriad is seen as the advanced application of Arbiter, and is favored by true Masters of Brand.

Galvanize: Apprentice. While Brand was originally viewed as a weapon magic by the followers of Evitrix, it was learned eventually that the Axis allowed the Branded to interact with pure energy; Raw Ether, the basis of magic and the tool through which most reality is constructed. Through the Mark of Brand, the mage may emit what appears to be an electrical charge through the air, galvanizing nearby ether and making them malleable to control. This ability allows the Branded to control base, raw ether, which - once being harnessed - will physically clump together in the shape of a glowing blue essence, similar to that of a burning flame. The most common application of Galvanize is the construction of an ethereal bolt, which can be molded mid-air before being flung at a high velocity. These bolts tend to dematerialize all but the most durable of materials, able to obliterate through flesh, iron and even steel. At Apprentice, this bolt may be no larger than a fist in width, and a forearm arm in length. By Master, a Branded may galvanize larger and larger quantities of ether, able to fling boulder-sized bolts of ether at foes, dematerializing entire groups of enemies.

Replicant: Journeyman. As a Branded's number of Arms expands over time, most tend to find it difficult or cumbersome to constantly forge weapons within their Axis, pulling them inconveniently from within their bodies in the heat of battle. Replicant offers an alternative to that, replicating a weapon, its exact copy seemingly made from nothing - in an instant - exactly where the original is, before falling from its shape and typically lodging through the ground. This weapon is fully functional, and is identical to the weapon it was made from as a template. Replicant counts towards the Branded's maximum number of Arms, but actually expends less ether to perform than Devise.

Ethersight: Journeyman. In order to learn Ethersight, the Branded practices super-charging their Axis, galvanizing the ether within the crystallized structure without destroying their body from within with corrosive raw ether. Once the mage masters this ability, they effectively 'unlock' their Axis, allowing it to communicate with their Mark and even their physiology in unexpected ways. One of these ways is Ethersight. Through channeling the power of the Axis into the eyes of the mage, they become able to see ether. Ethersight, like Glyph, is one of the most well-regarded abilities within magic. While ether exists in all things, Ethersight can be honed to focus only on significant densities, allowing the mage to see living organisms through walls. Most importantly, mages are known to have significantly more ether around the core of their chest - where the metaphysical location of the soul is - and so, through Ethersight, a Branded can typically tell immediately if someone is a mage or not, and even how powerful they are. Ethersight only works within fifty feet. This ability is said to destroy the eyesight of the mage if it utilized wrongly, particularly during Overstepping. On the inverse, it also allows many blind magi to see, as they can tune the sharpness of the Sight, as well as the amount of ethereal density required for it to be used. Masters of Brand can pick up trace amounts of ether enough to view the shapes of objects and even the individual wrinkles within clothes, though this requires time and practice in honing this ability.

Huntersight: Journeyman. It is no mistake that Ethersight allows Branded to serve as effective mage-hunters, and Huntersight is an ability built on that premise. While many consider it a sort of 'lens' of Ethersight, it is in fact another independent ability, one often learned after understanding the basics of Ethersight. Huntersight allows the mage to view trace ether, which is typically only left in significant amounts by mages. More of it can be seen by a mage who is suffering from Mageblight or Overstepping, or from mages who have recently used their abilities. Huntersight can track physical remains of this trace ether down to a source, potentially pursuing mages for many miles. This ability can, at Mastery, view traces left behind days or even weeks in the past, and by Mastery one often becomes able to tell exactly which Mark (magic) left which trace.

Transmutation: Expert. Transmutation allows the Branded to, finally, produce Glyphs without pain-stakingly drawing them. It is effectively the Glyph version of Replicant, allowing the mage to produce an exact replica of a Glyph within that Glyph's range. These Glyphs will become connected to one another through an invisible, etheric line running underground, producing a network of sorts where they may link together to act as conduits, and thereby extend the range of abilities.

Disband: Expert. Disband is a defensive tool, produced by the Branded often as a desperate act to prevent harm. In order to utilize Disband, the mage must Galvanize the ether in the area surrounding another magical ability, supercharging the ether before dismantling the targeted ether within. This destroys the structural integrity of the ability, forcing it apart into harmless raw ether. While powerful, Disband has very limited application against abilities of truly massive scale, or abilities dispersed into many separate particles, such as a volley of projectiles. Disband also always consumes slightly more ether than the ability it is mitigating, and so while it can mitigate a Master or even an Ascended ability, this can easily lead to potentially lethal Overstepping if used carelessly.

Arsenal: Master. A Branded's "Arsenal" is the manifestation of their ethereal armory - materializing at their disposal - only to duplicate them en masse, creating at first tens, then hundreds of these fabricated weapons typically overhead and beside themselves to be launched at a foe. Arsenal is often an ability that moves in a straight line, launching these weapons at a high velocity within the designated radius. Its area of effect, however, is versatile; it can be conal, can follow multiple straight lines, and can even launch in odd formations such as variating crescent shapes. The weapons of the Arsenal can be guided to briefly follow after individual or multiple targets, making evasion and defense more difficult. Arsenal's weapons fade a few seconds after impact is made, though the ten original Arms may return to the Branded's side, allowing for a smooth transition into the next ability: Myriad.

Myriad: Master. Myriad is among the Branded's most powerful tools - all ten of their Arms will circle around them in ethereal form and can be forged, recalled or traded instantly, dematerializing and rematerializing in fractions of a second. The Branded can therefore exchange the weapon they are currently wielding with total fluidity. They can even switch between their Arms mid-motion, as well as dual wield these weapons if they desire. Thrown weapons will immediately return when willed to, and the Arms surrounding them can be made to violently dance around them, placing vast pressure on any nearby foes. There are effectively two versions of Myriad, and each has their own associated costs. The Myriad in which all ten Arms are persistently dancing like a bladed vortex, chasing after foes and attacking in formation is certainly far more powerful, but expends considerable ether. The Myriad that allows for constant weapon-swapping, more commonly utilized by Masters of Brand, can be sustained for much longer periods of time and tends to be a part of a Master Branded's general repertoire of abilities.

Descend: Master. Descend is perhaps the most awe-inspiring of the Branded's abilities to physically behold. The Branded will fling their weapon far into the clouds, ignoring their usual radius of control. At this point, they vastly alter the scale of that Arm, increasing it in size hundreds of times until the weapon appears almost apocalyptic. The weapon will then - as the name illustrates - descend, hitting the ground within around thirty seconds of time and impaling through. All of those initially struck by the weapon will instantly die, with the shockwave upon arrival known to perform immense harm to those caught within it, breaking bones and burying them beneath dust and rubble. The most damaging portion of the shockwave typically extends roughly two hundred feet outward, with the outermost areas causing far less significant harm. Descend is incredibly taxing to perform, and while it can decimate entire regiments within an army, it can by itself push the Branded to the verge of Overstepping.

Templar Abilities

Reaver: Reaver is a Templar's most valuable asset in the face of a powerful mage, though it can be difficult to pull off. It requires that the Templar have one of their Arms (or their innate weapons) impaled through the body of an enemy, and that the enemy be within range of a Glyph. If these two conditions are met, they may hold their hand outward, channeling their weapon as a conduit before galvanizing the ether within the target's body, disbanding all of it and effectively 'jamming' their ability to harness it. This will prevent the other mage from wielding ether for several hours, even if they are Ascended. Given the physical superiority of the Templar, victory effectively becomes assured. This ability can even work to seal away Divinity, though only in a Draedan who has not yet awakened their domains. Performing this on an awakened Draedan will simply preclude them from performing Raw Magic. Reaver can only temporarily disbar another Templar from magic, as a Templar can interact with the galvanized ether within their own body to disband the effects of this ability.

Ruin: WIP. Turn blades into ethereal lines, akin to lasers, which endlessly pursue foes.

Novice

Apprentice

Journeyman

Expert

Master

Ascension: The Templar

By reaching within and allowing the Axis to consume the body and soul, a Branded mage may awaken from their crystallized husk born anew. What emerges from this cocoon-like shell is the Templar, an Ascended Magehunter of no comparison. Templars are radiant beings, of sculpture-like quality. Their eyes glow radiantly, appearing like the surface of the sun; a molten orange color permeates their eyes, which burn and unleash utterly small, whip-like flares. Golden lines, as wide as the tip of a pencil, tend to appear along their arms, legs, collar and pelvic area, glowing faintly. A Templar is often considered to be a living weapon. Their body changes, taking on internal weapons that can be drawn upon and unleashed no differently than organic functions.

The first of these is The Barb, a flexible protrusion that appears almost like a segmented spine, with two sharp, diamond-shaped heads, separated by the center of the 'spine' which may split into two if desired. The Barb can reach up to a hundred feet (or thirty meters) in length, and moves unbelievably quickly; it will typically rise over the Templar's shoulder before striking forward like a scorpion's tail, and can reach its full length in little more than a second, impaling through targets often before many fully comprehend it. The Barb can also split into its two heads while impaled through a target or barrier, allowing it to apply internal pressure from within, ripping apart organics or tough materials. It can severely dent Redspear Steel with a single whip, tearing through any other material with ease. When the Barb is not extended, it retreats into the flesh and compresses. The tailbone will almost appear jeweled through the skin, most often a ruby color.

The second change to the Templar's form is their heels, which can be changed into white, bladed lengths at-will. These heels are said to be the sharpest known material in existence, able to cut through virtually any mundane barrier with a single swipe. They can easily be skated upon, appearing to form an ethereal hook to the surface they're connected to, allowing the Templar to skate across jagged or rough terrain as if sailing over water at high speeds. Jumping from these heels can propel the Templar upward or forward more than a hundred feet, with the Barb often lodging into the ground before or during a jump to provide the Templar traction and aerial flexibility.

In addition to the Barb and the Templar's bladed heels, the Templar bonds to a set of armor perfectly suited to their form. This armor appears as highly dense plate, and can effectively negate all mundane weapons, only vulnerable to artifacts or magical abilities. The armor will cover the Templar's torso, arms and legs, though generally not the head and will barely - if at all - reinforce the joints, providing some vulnerabilities. This armor can be materialized or dematerialized at-will.

Finally, the last innate weapon of the Templar is the physical boundaries of their body itself. They have become their own Axis, and may forge weapons from any part of their body, without any ether. Devise becomes a passive ability, as do Revoke and Replicant. While their limit on Arms remains the same, their ability to generate and call to them at will makes the Templar unprecedentedly deadly in physical combat.