Brand
Contents
The Origins
Evitrix. WIP.
Concepts
The Axis: A crystallized, physical core of ether in the chest. WIP.
x: x
x: x
Initiation
X
Threshold Sickness
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. WIP. Create glyph for extending control range.
Devise: Novice. WIP. Create ethereal blades.
Arbiter: Apprentice. WIP. Control ethereal blades.
Galvanize: Apprentice. WIP. Control base ether.
Replica: Journeyman. WIP. Replicate current blades.
Transmutation: Expert. WIP. Copy and connect glyphs, including underground.
Disband: Expert. WIP. Dispel ether, break it down.
Myriad: Master. Myriad is among the Branded's most powerful tools - all ten of their Pact Weapons will circle around them in powerful aethereal form and can be transitioned to instantly, dematerializing and rematerializing in fractions of a second. The Branded can therefore exchange the weapon they are wielding and utilizing fluidly. They can even switch mid-motion, as well as dual wield these weapons if they desire. Thrown weapons will immediately return when willed to, and the Pact Weapons surrounding them can even 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 Pact Weapons are persistently dancing, chasing after foes and attacking in formation is certainly far more powerful, but expends considerable aether and over-use can quickly lead to overstepping. The Myriad that allows for constant weapon-swapping, more commonly utilized by master Branded, can be sustained for much longer periods of time and tends to be a part of a master Branded's general arsenal of abilities.
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 pact weapons may return to the Branded's side, allowing for a smooth transition into the next ability.
Descend: Master. WIP. A colossal blade descends.
Templar Abilities
Reaver: WIP. Dispel the ether in a body.
Reach: WIP. Turn blades into ethereal lines, akin to lasers, which endlessly pursue foes.
Novice
Apprentice
Journeyman
Expert
Master
Ascension: The Templar
x